Gabriel L. Helman Gabriel L. Helman

Doctor Who and The Devil’s Chord

First: what a great title!

If “Space Babies” was about re-establishing what median-value Doctor Who is like and getting everyone back on board, “The Devil’s Chord” seems like it’s about building out from that and establishing how the show is going to work going forward. Because as soon as The Maestro climbs out of that piano, it’s clear we’re operating in a different gear—excuse me—different key than we have before. Between this and the previous, theres a real sense of “mission statement”: this is the vibe Doctor Who is going for in this iteration. Evil drag queen space gods eating the concept of Music and destroying the future? Yes, please. We’re miles away from anything else on Disney+, or anywhere else on TV.

This is also where Gatwa’s and Davies’s take on the character is starting to come into focus. Back at Christmas and then in “The Space Babies” the take on the character was basically “big and fun.” And this stays true here, the Doctor’s excitement over where Ruby wants to go is a standout, and also feels like Davies riffing on the last time he was relaunching the show, where the first place the new companion wanted to go was to watch their dad get killed in a car accident? Finally, as he says, they want to go somewhere fun.

But I’m starting to run out of ways to phrase “this is all really fun!”, so fortunately this is where they start—and I’m sorry but I can’t help myself—adding more notes to the character. Presumably we’ll all be writing “this is when they really cracked the character” pieces next week, but for the moment two observations:

The second most interesting of these is when the Doctor realizes who or what they’re dealing with, and his response is to just… run away. The scene where they’re hiding from The Maestro and the Doctor makes a sound-proof zone to cover their tracks is probably the most effective sequence in any of Gatwa’s time so far.

“Scared” isn’t usually an emotional state the Doctor operates in, for solid structural reasons if nothing else. Doctor Who is frequently a scary show, and it’s sweet spot is right out at the edge of what the younger audience is capable of handling. But one of the things that lets Doctor Who get away with operating that far out on the ice is the character of the Doctor themselves. The Doctor is effectively indestructible, nearly always wins, and almost never scared, so they provide a real emotional safety net for the younger audience—The Doctor is here, so this is all going to be okay. Obviously we’ll see where this goes, but combined with them running away from the monster in “The Space Babies” as well, this take on the character seems to be centering on “enthusiastic but scares easy,” which is a fascinating take.

The most interesting scene, though, was the bit where he mentions that he and his granddaughter are currently living on the other side of town. Gatwa takes an interesting angle on the scene, and rather than sad or wistful, he plays the Doctor as basically cheered up by the idea that she was out there, regardless of where she is now. Unlike the last time Davies was show-running, this clearly isn’t a character that’s going to stand crying out in the rain.

This is, I think, the first time Susan has been mentioned by name in the 21st century version of the show. Like the premise speed-run in the previous episode, or the re-staging of the ruined future scene from “Pyramids of Mars” in this one, this feels less like a deep-cut continuity reference than a combination of making clear what elements of the show are in play while also deliberately hanging some guns over the mantle. Add to that the name drop of The Rani last week, and the not one but two mysterious women lurking around in the background of these last couple of shows, and clearly something is up. I’m going to refuse to speculate further, sine Davies likes to drop in these crumbs but never before built up a mystery that was solvable, these are always things that can’t make sense until the context of whatever the big-ticket finale does in June. But! Fun spotting the things that will make more sense on the rewatch regardless.

Because I grew up in a very Beatles-centric house, a few notes on the boys from Liverpool themselves. Lennon didn’t start wearing that style of round glasses until much later, but I understand wanting to flag “which one is John” with his most signature feature considering how little the actors look like the real people. I was hoping the the secret chord was going to turn out to be the mysterious opening chord of A Hard Day's Night. And look, if it had been me, I’d have had Harrison be the one to solve the puzzle.

Finally, the ending dance sequence looks like it was a lot more fun to make than it was to watch, mostly because that song wasn’t nearly good enough to spend, what, three whole minutes on? I think I see what they’re trying to do, but more than anything it had the quality that they had under-run and needed to pad out the show.

But, it was big and fun, and one of the all-time great cinematic battles of Ham vs Ham since Shatner and Montalban squared off. Jinkx Monsoon clearly looked at what Neal Patrick Harris did back in December and thought, “I can beat that.”

Were these two premiere episodes the best episodes of Doctor Who ever? No. But they’re more entertaining than the show has been in years, and it’s been even longer since it’s had this clear a vision of itself. In the six stories since November, we’ve gone from a 2008 revival piece to tuning up a whole new instrument. And then next week they’re handing it to the best person that’s ever played it…

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Gabriel L. Helman Gabriel L. Helman

Doctor Who and the Space Babies

And we’re back!

There’s an absolute sense of glee here. This is a show that’s absolutely in love with existing, made by people who are clearly relishing every second of their day, and inhabited by characters “glad to be alive.”

Thise sense of all-encompassing joy seems to be the central animus of Ncuti Gatwa’s take on the character—his is a Doctor who is psyched about everything and is here to have the best time possible, and hopes you’ll come along.

My favorite scene, if I’m honest, is the show ostentatiously spending the new Disney-infused budget on some gorgeous throwaway dinosaurs and then an absurdly expensive-looking prosthetic to land a butterfly-effect joke. It’s a show having an absolute ball that it can do things like this now. There’s a shot of the Doctor leaning against the Tardis while a volcano erupts in the background that’s exactly the kind of shot Doctor Who has always wanted to do, but never could until now.

And then, the final punchline of that scene with Gatwa’s muttered aside about having to turn on the Butterfly Compensator is the perfect example of the Doctor Who difference. On the one hand, it’s the exact kind of winking semi-science that’s Doctor Who’s bread-and-butter, but it’s also one of the things that makes the Doctor being an unreliable narrator of his own show so great, because it could just as easily be complete bullshit he made up on the spot because the real solution was more complex than he wanted to talk about.

But this is also our old friend, Russel T. Davies, angry nihilist, so my other favorite scene was the absolutely snarling satire about abortion and child care he banks into the episode halfway though, once everyone had relaxed and wasn’t ready for it.

Davies always liked a mostly fun and frothy lightweight season opener, and this is right in line. It’s just fun, infectiously so. After it was over, as the closing credits rolled, my fourteen year-old looked up and the screen and said “this show has got to be the best job in the world.”

It both is and is not a relaunch. On the one hand, Who has been in continuous production since 2005, albeit with an increasing irregular schedule. But on the other hand, this is the first regular actual season that wasn’t a one-off special or miniseries or something since January of 2020, and the show hasn’t been a mainstream hit since 2014 or so. And there’s probably a fair number of new-ish viewers coming in via Disney+.

So Davies splits the difference, correctly I think, and mostly seems to focus on people who have some familiarity with the show but need a refresher. “Remember that Doctor Who show you watched a decade ago? it’s back!” So the show speedruns laying out the premise, but in the gear of an extended “previously on” bit instead of making sure new viewers are keeping up.

But also, every show is a tangled mass of dense auto-continuity these days. And every episode of the show is streaming on iPlayer. Wikipedia will point you and the right ones. And every single references or easter egg is going to spawn dozens of explainer articles or reddit threads or youtube videos or some other SEO-chasing content glurge. Davies seems to cheerfully shrug and recognize that everyone that doesn’t know all this by heart is going to look it up anyway, so why burn too much screen time on it when he can use that for something else.

This doesn’t feel like anything so much as the start of a new creative team on a long-running comic, so the lore recap is not only there to help people jump back on board, but gives Davies a way to lay out which bits he’s going to be using. He’s clearly taken with the idea of the Doctor as an orphan, but all the other store-brand Campbell chosen one “revelations” that surrounded that a few years ago are left unmentioned. And his description of what happened to the Time Lords doesn’t really match anything we saw on screen before. But that’s less about “being inaccurate” than, I think, establishing the vibe the show intends to go on with. “There was a genocide and I was the only survivor” sets a very specific tone here in 2024, even before you factor in the fact that those lines are being spoken by the child of Rwandan refugees. It’s a very different tone from 2005’s “there was a war and everyone lost.”

It’s worth comparing the approach here with how Davies relaunched the show the last time, back in 2005. There, the show very carefully walked the audience through what was happening, and made sure everyone got it before moving on to the next thing. Here, the show knows that shows this complex are the default rather than the exception, assumes most of the audience already knows all this but needs reminder, and for anyone else, here’s enough keywords so you can fill in the gaps on wikipedia tomorrow morning.

The TV landscape around Doctor Who is very different now than it was in 2005. In ’05, there was basically nothing doing what Who does best—science fantasy adventure stories for smart 12-year olds and their parents. The only other significant science fiction show to speak of was Battlestar Galactica, and that was in a whole different gear. Buffy had just gone off the air, Star Trek Enterprise was gasping out it’s last season. Who had a lot of room to maneuver, but not a lot of context, so it started from “basically Buffy” and then built up from there.

Here in ’24, there’s a lot of TV operating in Who’s neighborhood. Heck, even just on Disney+, the various Marvel and Star Wars shows are going after much the same audience, and the next streaming app over is full of new actually good new Star Trek.

As such, Davies doesn’t waste a lot of time on median value Who, but leans all the way in on stuff only Doctor Who would even thinking of doing. One of the major animating forces here seems to be, basically “Yeah, Loki was pretty good. You ever see Loki do this?” and then pulling back the curtain to show a room full of babies. Space babies.

What makes this show different from all the other sci-fi-eqsue shows with baroque lore? A main character who loves life, loves what he does, doesn’t carry a weapon, and thinks it’s just as important to save the monster as anyone else.

A criticism you sometimes see about this show is that it “doesn’t take things seriously enough”, or variations thereof. And this is one of those criticisms that almost gets it, but missed the point entirely. Because the show does take things seriously, just not the same things that a show like Star Trek does. To quote the show’s own lead character, the show is very serious about what it does, just not necessarily the way it does it. To put that another way, Doctor Who is a show that takes being very silly very seriously.

At 46, I loved every second of this, but if I’m honest, I know I would have absolutely hated this at 15, and (even more embarrassingly) probably would have hated it at 30. What I didn’t understand then, but understand now, is that being incredibly serious all the time isn’t a sign of strength, or maturity, or “adultness”. It turns out, it’s the exact opposite. To quote the Doctor again, there’s no point in being grown up if you can’t be childish sometimes.

And maybe serious isn’t the right word for what I mean here. Doctor Who frequently isn’t “serious”, but it is always “sincere.” And that’s “The Space Babies”; it isn’t serious for an instant, but it’s as sincere as anything.

Plus, they spent a tremendous amount of Disney’s money to put a huge fart joke on BBC One in primetime.

Nice to see you again, Doctor.

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Gabriel L. Helman Gabriel L. Helman

Movies from Last Year I Finally Saw: The Marvels

Most of last year’s big (or at least big-adjacent) movies “finally” hit streaming towards the end of the year, so I’ve been working my way though them and then writing them up here, back injury allowing. Previously, previously, previously, previously, previously.

Some movies just don’t deserve the circumstances of their release. But things happen, and movies don’t always get released at the ideal time or place. Such is business! Such is life. Case in point, two things are true about The Marvels:

  1. This is a fun movie! It’s one of Marvel’s’ better efforts in recent years, it’s full of appealing leads, fun action. It’s pretty good, I liked it, and more importantly, my kids who are right in the center of Marvel’s target age demographic liked it. Solid B!
  2. This is absolutely the movie where the MCU ground out on a sandbar.

When long-running series in any medium finally grounds out, as they always do, there’s always a point where the audience just doesn’t show up, and something craters. And it’s always slightly unfair to whatever ends up in that crater, since the the quality if that particular thing doesn’t matter—by definition, no one saw it. Instead, it’s the built-up reactions to the last several things. As the joke goes, the current season of The Simpsons might be the best it’s ever been, but who would know? I’m certainly not going to waste my time finding out.

The MCU as a project had been sputtering since Avengers: Endgame gave everyone an offramp and then failed to find a way to get everyone back on board, but this was the point the built-up goodwill ran out. The MCU running out of gas was a big reason for 2023’s strange box office; “superhero fatigue” means a lot of different things based on whose saying it, but a lot of the time what it really means is “I’ve paid full price for enough mid-tier Marvel movies, thanks.”

And it’s really unfair that this innoffensive fun little movie had to be the one that became one of the biggest box office bombs in history, while far-worse misfires like that third Ant-Man or The Eternals, or that awful second Doctor Strange were “successful.” In retrospect, it’s clear whatever Marvel movie came out at the end of ’23 was going to be the bomb, and I, for one, am sorry it was this one.

It’s also a little weird since a lot of the strange blowback the original Captain Marvel got in certain quarters was due to being the one movie between the two halves of the Infinity War / Endgame pair; you ended on a crazy cliffhanger, but first you want us to watch a seemingly-unconnected semi-prequel with an unconvincing de-aged Nick Fury? What? As the the saying goes, if I had a nickle every time a Captain Marvel movie got screwed over by its place in the release order, I’d have two nickels, which isn’t a lot, but it’s weird that it happened twice.

But enough context, how was the movie?

The standout, of course, is Iman Vellani as Kamala Khan. She was outstanding in the criminally under-watched Ms. Marvel, and she’s the best part of this movie. And even better, the Khan family comes along from the show. The best parts of this movie is when it’s “Ms. Marvel: The Movie”, to an extent that they clearly should have had the courage to just do that.

But this is mostly a sequel to Captain Marvel, and that’s a little more mixed. The script seems to want Captain Marvel to be a loner wandering gunslinger-type, haunted by the past and avoiding everyone. The problem is that Brie Larson clearly wants to play the part as a sort of wisecracking Doctor Who with laser hands, bouncing around the universe with her cat getting into and out of scrapes. When the movie gets out of her way and lets her do that—flirting with Tessa Thompson, dropping in on planets where she might have married the prince that one time but don’t worry about it, deadpanning lines like “he’s bilingual,” the character works great. Whenever the action screeches to halt so that Carol Danvers can be sad about things that happened off camera since the last movie, or so she and Teyonah Parris’ Monica Rambeau can be mad at each other for poorly justified reasons, the movie falls apart as the actors visibly struggle to make such undercooked gruel of a script work.

Meanwhile, that leaves Teyonah Parris kind of stuck playing “the third one”. Unlike in WandaVision, Monica Rambeau here doesn’t really congeal as a character. But she’s still fun, gets some good banter in, does the best she can with material.

On the other hand, Samuel L Jackson is having more fun playing Nick Fury than he has since, well, maybe ever. He’s always been a funnier actor than most people use him as, and he absolutely shines here bantering over the radio, or gawking at flerkin eggs.

The central conceit is that the powers of the three main leads become “entangled”, so whenever two of them use their powers at the same time they swap places. This turns out to be a great idea; both to get the three of them working together with a minimum of fuss, but also as a basic teamwork gimmick. The parts of the movie where they’re hanging out, listening to Beastie Boys learning how to use the swaps, or turning every fight into a tag team absolutely sing.

And this is really my core review: when it’s a movie about three charismatic women tag-team fighting space aliens, it’s a really fun adventure movie. It’s funny, it’s exciting, it all basically works. “Found Family” is overdone these days, but it’s hard to begrudge a cliché when it’s done this charmingly. It’s very “watchable.”

That said, it also has the now-standard Marvel FlawsTM: an antagonist who isn’t a villain so much as a hole where a villain should be, a third act that devolves into incoherent CGI punching, and a resolution that’s the sort of “whoops, out of time, better do some poorly-justified vaguely sci-fi bullshit” that usually only happens when the b-plot of that week’s TNG episode ran long.

And there’s a stack of unforced errors too: while the place-swapping is the core concept for most of the movie, it never really pays off. When they finally get to the point where they’re going to have the showdown with the villain, the swapping stops for reasons as poorly-explained as why it started, and instead the antagonist gets what she wanted the whole time and immediately blows herself up. It’s a staggeringly incompetent ending, why on earth wouldn’t you use the thing that’s the main spine of the movie to allow the good guys to win? It’s almost trivial to imagine an ending where the three Marvels use their place swap powers to outwit their opponent, it’s inconceivable that no one working on the movie thought of one.

Which seems like the right time to mention that this is also the movie that inspired Bob Iger’s infamous and tone-deaf comments about having needed more executive supervision. On the one hand, that’s absurd, but watching this, it’s hard not to see what he means. As another example: this movie stars three characters from different sources, one of whom—Captain Marvel—already had her own successful solo movie and then co-starred in the most successful movie ever made, the other two were from different streaming-only shows that, rounding to the nearest significant digit, no-one watched. So, the character that gets the extended “previously on” flashback clip reel is… Captain Marvel? Yeah, movie, I remember Carol Danvers, we’re good there. I could have used a reminder about where Monica Rambeau ended up after WandaVision, though.

There really needed to be someone to look at that and go, “uhhh, are you sure about that?” And the movie is full of weird little lumpy decions like that.

But look, a couple of years ago, none of that would have mattered. We know this is true because Dr. Strange did just fine, and it has all these flaws and then some. But this movie didn't come out then, it came out now.

One of the lynchpins of the whole Marvel Movie project has been that they quickly figured out how to raise the floor and to make 2-3 movies a year that were guaranteed to be a B-, and then if a particular creative team came along and shot the lights out you were in great shape. And when one particular movie didn’t for whatever reason, that was mostly okay. There’s no shame in being mid-tier. Except, it’s now been years of nothing but mid-tier, and that infrastructure B- seems to have decayed to a C. And in a world where taking four people to see a movie costs more than the new Zelda, I think a lot of us need a little more than. “mid-tier.”

How can I put this—I suspect I’m a lot softer on the MCU than most people who own the number of Criterion Collection releases that I do? I tend to view Marvel Movies as the movie equivalent of fast food—but good fast food, In-N-Out burger or the like. And look, as much as we all like to talk about the death of cinema or whatever, being able to buy a double-double on the weekend doesn't actually make that much of a difference to the good restaurants downtown, and I think the MCU has had less of an influence on the world around it than we give it credit for. That said, there is a point where you say “gosh, we’ve gotten In-N-Out too much lately, you wanna go somewhere good?”

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Gabriel L. Helman Gabriel L. Helman

Movies from This Year I Finally Saw: Dune Part 2

Spoilers Ahoy

The desert is beautiful in exactly the way that means it’s something that can kill you. It’s vast, and terrifying, and gorgeous. The only thing that compares is the sea; but the sea is totally alien, and to survive there, we need to bring tiny islands of our world with us to survive. The desert allows no such vessels, it demands that we join it, live as it does.

My Dad grew up on the edge of the low desert, I spent a lot of time as a kid there. I mention all this so that I can tell this story: when we watched the 2001 Sci-Fi channel version of Dune, the first time the Fremen arrived on screen my Dad burst into laugher; “Look how fat they are!” he roared, “they’ve never been in the desert a day in their lives!”

He did not say that when we watched the new movies.

And so yes, I finally saw the second half of Dune. I liked it. I liked it a lot. I think this has to go down as the new definitive example of how to turn a great book into a great movie (the examples for how to turn “decent-but-not-great” and “bad” books into great movies remain Jurassic Park and Jaws, respectively.)

It’s vast, it’s grand, it looks great, the acting is phenomenal, it’s fun, it’s exciting. It’s the sort of movie where you can list ten things about it at random and someone is likely to say “oh yeah, that was my favorite part.”

Denis Villeneuve has two huge advantages, and wastes neither. First, this is the third attempt at filming Dune, and as such he has a whole array of examples of things that do and don’t work. Second, he even has an advantage over Frank Herbert, in that unlike the author of the book, Villeneuve knows what’s going to happen in the next one, and can steer into it.

It’s immediately obvious that splitting the book into two movies was an even better idea than it first looked. While stretching a book-to-movie adaptation into two movies has become something of a cliche, Dune is different, if for no other reason than when they announced that they were going to make two films, literally everyone who’d ever read the book correctly guessed where the break was going to be.

But in addition to giving the story enough room to stretch out and get comfortable, the break between movies itself also turns out to have been a boost, because everyone seems more relaxed. The actors, who were all phenomenal in the first part, are better here, the effects are better, the direction is more interesting. Everyone involved clearly spent the two years thinking about “what they’d do next time” and it shows.

It looks great. The desert is appropriately vast and terrible and beautiful. The worms are incredible, landing both as semi-sumernatural forces of nature but also clearly real creatures. All the stuff looks great, every single item or costume or set looks like it was designed by someone in the that world for a reason. The movie takes the Star Wars/Alien lived-in-future aesthetic and runs with it; the Fremen gear looks battered and used, the Harkonnen stuff is a little too clean, the Imperial stuff is clean as a statement of power, the smooth mirrored globe of a ship hanging over the battered desert outpost.

The book casually mentions that Fremen stillsuits are the best but then doesn’t talk more about that; the movie revels in showing the different worse protective gear everyone else wears. The Fremen stillsuits looks functional, comfortable, the kind of thing you could easily wear all day. The various Harkonnen and Imperial and smuggler suits all look bulky and uncomfortable and impractical, more like space suits than clothes; the opening scene lingers on the cooling fans in the back of Harkonnen stillsuit’s helmets, a group of soldiers in over their heads trying to bring a bubble of their world with them, and failing. In the end, those fans are all food for Shai-halud.

Every adaptation like this has an editorial quality; even with the expanded runtime we’re playing with here, the filmmakers have to choose what stays and what to cut. Generally, we tend to focus on what got left out, and there’s plenty that’s not here (looking at you, The Spacing Guild.) But oftentimes, the more interesting subject is what they choose to leave in, what to focus on. One detail Villeneuve zooms in on here is that everyone in this movie is absolutely obsessed with something.

Silgar is obsessed that his religion might be coming true. Gurney is obsessed with revenge at any cost. The Baron is obsessed with retaking Arrakis. The Bene Gesserit are obsessed with regaining control of their schemes. Evis is obsessed with proving his worth to his uncle.

Rebecca Ferguson plays Jessica as absolutely consumed with the twin desires for safety and for her son to reach his full potential, whatever the cost. She has a permanently crazed look in her eyes, and the movie keeps it ambiguous how much of that is really her, and how much is PTSD mixed with side-effects of that poison.

At first, Paul is a kid with no agency, and no particular obsessions. He’s upset, certainly, but he someone who’s adrift on other people’s manipulations, either overt or hidden. You get the sense that once they join up with the Fremen, he’d be happy to just do that forever. But one the spice starts to kick in, Timothée Chalamet plays him as a man desperately trying to avoid a future he can barely glimpse. When reality finally conspires to make that future inevitable, he decides the only way forward is to sieze agency from everything and everyone around him, and from that point plays the part as a man possessed, half-crazed and desparate to wrestle him and the people he cares about through the only path he can see that doesn’t lead to total disaster.

My favorite character was Zendaya’s Chani. Chani was, to put it mildly, a little undercooked in the book, and one of the movie’s most interesting and savvy changes is to make her the only character that isn’t obsessed with the future, but as the only character who can clearly see “now”, a sort of reverse-Cassandra. While everyone else is consumed with plots and goals and Big Obsessions, she’s the only one that can see what the cost is going to be, what it already is. The heart of the movie is Zendaya finding new ways to express “this isn’t going to work out” or “oh shit” or “you have got to be fuckin’ kidding me” with just her face, as things get steadily out of control around her. It’s an incredible performance.

Chani also sits at the center of the movie’s biggest change: the ending.

In the book, Chani and Jessica aren’t exactly friends, but they’re not opposed to each other. The story ends with Paul ascending to the Imperial throne, with the implicit assent of the Spacing Guild and a collective shrug from the other great houses, and the story’s point-of-view slides off him and onto the two woman, as they commiserate over the fact that the men in their lives are formally married to other people, but “history will call us wives.”

Then, *Dune Messiah” opens a decade later after a giant war where the Fremen invaded the universe, and killed some billions of people. It’s not a recon in the modern sense of the word exactly, but the shift from the seeming peaceful transition of power and “jihad averted” ending of the first book to the post-war wreckage of the opening of the second is a little jarring. Of course, Dune Messiah isn’t a novel so much as it’s 200 pages of Frank Herbert making exasperated noises and saying “look, what I meant was…”

Villeneuve knows how the second book starts, and more important, knows he’s going to make that the third movie, so he can steer into it in a way Herbert didn’t. So here, rather than vague allies, Jessica and Chani stand as opposing views on Paul’s future. The end of the film skips the headfake of a peaceful transition, and starts the galactic jihad against the houses opposed to Paul’s rule, and then the movie does the same POV shift to Chani that the book does, except now it’s her walking off in horror, the only person convinced that this will all end in flames and ruin. (Spoiler: she’s right.)

It’s a fascinating structure, to adapt one long book and its shorter sequel into a trilogy, with the not-quite-as-triumphant-as-it-looks ending of the first book now operating as (if you’ll forgive the comparison) an Empire Strikes Back–style cliffhanger.

It’s also a change that both excuses and explains the absense of the Spacing Guild from the movie, it’s much easier to light off a galactic war in one scene if there isn’t a monopoly on space travel that has a vested interest in things staying calm.

Dune is a big, weird, overstuffed book. The prose is the kind that’s politely described as “functional” before you change the subject, it doesn’t really have a beginning, and the end kind of lurches to a halt mid-scene. (And it must be said that it is significantly better written than any of Herbert’s other works. Dune started life as fixup of serialized short stories; the novel’s text implies the influence of either a strong editor or someone who gave a lot of productive feedback. Whatever the source, that influence wouldn’t show up for any of the sequels.) It’s a dense, talky book, with scene after scene of people expositing at each other, including both their conversation and respective internal monologies.

Despite it’s flaws, It’s a great book, and a classic for a reason, mostly because whatever else you can say about it, Dune is a book absolutely fizzing with ideas.

This is a book with a culture where computers are outlawed because of a long-ago war against “Thinking Machines”, and a guild of humans trained from birth to replace computers. There are plenty of authors who would have milked that as a book on its own, here it gets treated as an aside, the name “Butlerian Jihad” only appearing in the appendix.

Taking that a step further, the guild of analytical thinking people are all men, and their counterpart guild—the Bene Gesserit—are the scheming concubine all-woman guild. And yeah, there’s some gender stereotypes there, but that’s also the point, it’s not hidden. They’er both “what if we took these stereotypes and just went all the way.”

The book is constantly throwing out new concepts and ideas, tripping over them as it runs to the next. Even the stock mid-century science fiction ideas get a twist, and we end up with things like what if Asimov’s Galactic Empire was a little less “Roman” and a little more “Holy Roman”. And that’s before we get to the amount of word-building heavy-lifting done by phrases like “zensunni wanderers.”

And on top of all that, Herbert was clearly a Weird Guy (complementary.) The whole book is positively bubbling over with The Writer's Barely-Disguised Fetish, and while that would swamp the later books, here the weird stuff about politics or sex or religion mostly just makes the book more interesting—with a big exception around the weird (derogatory) homophobia.

And this is where I start a paragraph with “however”—However most of those ideas don’t really pay off in a narratively compelling way. They’re mostly texture, which is fine in a sprawling talky novel like Dune, but harder to spare room for in a movie, or even in two long ones.

An an example: Personal shields are another fun piece of texture to the setting, as well as artfully lampshading why this futuristic space opera has mostly melee combat, but they don’t really influence the outcome in a meaningful way. You can’t use them on Arrakis because they arger the worms, which sort of explains part of the combat edge the Fremen have, but then in the book it just sorta doesn’t come up again. The book never gives the Fremen a fighting style or weapons that take advantage of the fact their opponents don’t have shields but are used to having them. Instead, the Fremen are just the best fighters in the universe, shields or no shields, and use the same sorts of knives as everyone else.

The movies try to split the difference; shields are there, and we get the exposition scene at the start to explain how they work, but the actual fights don’t put a lot of effort in showing “the slow blade penetrates”, just sometimes you can force a blade through a shield and sometimes you can’t.

Visually, this does get gestured in a few ways: those suspensor torpedoes that slow down and “tunnel” through the shields are a very cool deployment of the idea, and the second movie opens with a scene where a group of Harkonnens are picked apart by snipers but never think to take cover, because they usually don’t have to.

And this is how the movie—I think correctly—chooses to handle most of those kinds of world-building details. They’re there, but with the volume dialed way down. The various guilds and schools are treated the same way; Dr Yueh turning traitor is unthinkable because he’s a trusted loyal member of the house, the Suk School conditioning is never mentioned, because it’s a detail that really doesn’t matter.

As someone who loves the book, It’s hard not to do a little monday-morning quarterbacking on where the focus landed. I’d have traded the stuff at the Ecological Testing Station for the dinner with the various traders and local bigwings, Count Fenring is much missed, I’d have preferred the Spacing Guild was there. But it works. This isn’t a Tom Bombadil/Souring of the Shire “wait, what did you think the book was about?” moment, they’re all sane & reasonable choices.

It turns out letting someone adapt the book who doesn’t like dialoge is the right choice, because the solution turned out to be to cut basically all of it, and let the story play out without the constant talking.

And this leads into the other interesting stylistic changes, which is that while Dune the book is deliriously weird, Dune the movies are not. Instead, they treat everything with total sincerity, and anything they can’t figure out how to ground they leave out.

I think this is a pretty savvy call for making a Dune in the Twenties. Most of the stuff that made Dune weird in the 60s has been normalized over the last few decades of post-Star Wars blockbusters, such that we live in a world where Ditko’s psychedelic Dr. Strange has starred in six different big budget movies, and one of the highest grossing movies of last year co-starred a talking tree and a cyborg raccoon. There’s no out-weirding that, the correct answer is, ironically, to take a cue from George Lucas and shoot it like it’s a documentary about a place that doesn’t exist.

So most of the movie, the fights, the worms, gets shot with total seriousness, and then Paul’s powers get visually reduced to the point where the movie is ambiguous about if he can really see the future or not. Even something as out-there-bananas as Alia is stripped down to the minimum, with the story’s timeline being compressed from multiple years to a couple of months so that we don’t have to figure out how to make a toddler with the mind of an adult work on the screen.

Which brings me to the last topic I want to cover here, which is that David Lynch’s Dune hangs over this movie like a shadow. It’s clear that everyone making this movie has seen that one. This is almost always to this movie’s benefit, both in terms of what’s there and what isn’t.

To wit: if anyone could have made something as very-specifically weird as “toddler with the mind of an adult” work, it was Lynch, and he didn’t, so the new movie stays clear. The look of both the Atreides and the Harkonnens owes more to the Lynch film than it does to the book, and there are any number of other aspects that feel like a direct response to that movie—either copy it, or get as far away as possible.

I picture Villeneuve with an effects pedal labeled “Lynch”, and he’d occasionally press on it.

I really, really liked these two movies. They’re far better than the Lynch film both as an adaptation of the book and as movies in their own right. But I really hope that pedal gets a little more of a workout in Dune Messiah.

You know, I really, really, really wanted to hear Christopher Walken say “Bring in that floating fat man—the baron!” I can hear it!

This means that the music video for Weapon of Choice is a prequel, right?

A final thought. Lynch’s Dune opens with Princess Irulan looking the camera dead in the eye and explaining the premise of the film, a sort of sci-fi Chorus asking for a muse of fire, but clunkier. Denis Villeneuve’s first part—correctly—does away with all that and just starts the movie.

Before this second movie came out, I joked that the real power move would be to open the this film with Irulan narrating (“The beginning was a dangerous time”,) to act as the ‘previously on Dune’ recap.

Reader, you cannot possibly imagine my surprise and delight when that actually happened.

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Gabriel L. Helman Gabriel L. Helman

Movie Review Flashback: Zack Snyder’s Justice League

Programming Note: Back in March/April of 2021, I wrote a review of the then just-released Snydercut of Justice League for [REDACTED, but a different REDACTED than last time]. I’m actually not a thousand percent sure this actually got published back then, but I’m putting it up here now for roughly its 3rd anniversary. I did a little cleanup, but mostly I left it as it was, three years ago. On an amusing personal note, writing this was one of the things that caused me to think “you know, I should really re-light the blog.”

So, #snydercut. The tl;dr is that by any reasonable metric it's a lightyears better movie than the theatrical Whedon version, and that it's absolutely a Justice League movie by the guy that made 300.

Is it any good, though?

There's something to be said for just raw, un-compromised artistic vision, and this is clearly the movie ZS set out to make, and dang did he ever make the heck out of it.

It's extremely Zack Snyder. The guy has a style, and this might be its apotheosis. If nothing else, he knows how to make stuff look cool, and every character has at least one moment where they're doing the coolest thing imaginable. If I'd had seen this at 15 I'd have lost my damn mind. And that's kind of the point—this is a 15-year old's idea of what cool and grownup is.

The whole thing operates at this level of just Operatic Pomposity. Extremely silly stuff is happening constantly, and the movie just plays it completely straight-faced, as if this was the most amazing stuff you have ever seen. I mean, SIXTEEN minutes into the movie, the literal greek god Zeus shoots a Jack Kirby character with lightning, and the movie shoots it like it’s the end of Macbeth.

And you can kind of see why. The "other guys" have established a brand for self-aware, slightly self-deprecating superhero movies, and you want to carve out a space where you don't look like an Avengers knock off. Problem is, the only space where this material can work other than "Robert Downey Jr smirking" is "as goddamn serious as possible", so they went with that, and it's hard to blame them. Well, and there's also a genuine audience of people who think Frank Miller is a genius non-ironically, and I'm glad those people got a movie for them.

Having the movie at full prescription strength is intersting, because all the bad ideas are still bad, but they're fully baked, and you can see where they were going with it.

It's almost boiling over with ideas it can't figure out how to land.

ZS knows instinctually that character conflict is interesting, but can’t figure out how that works. Instead, everyone settles into this kind of grumpy-surly mode, but never actually disagree about anything.

It keep gesturing at other, better movies. There's an absolutely lyrical scene where Barry Allen saves Iris West from a car crash in the middle of a job interview that both nails Barry's character as well as finally figuring out how to show The Flash's powers in live action. Wonder Woman stars in a 10 minute Indiana Jones movie with torches and secret doors and everything. There's a really neat sketch for a movie about Lois Lane and Martha Kent dealing with their shared grief over Clark's death, and exploring what it's like for the people who knew the real person when a famous person dies, and THEN, as soon as Lois decices to move on, Clark comes back to life.

Heck, I'd take any of those blown out to 90 minutes, no question. Still, abbreviated as these sketches are, they’re good!

But, theres at least two colossal conceptual screwups in the movie that even this version can't do anything about.

The first is trying to invert the Avengers model, and introduce everyone in this movie and then spin them off. It ends up as an amazing counter-example of how well put together the first Avengers really was. Consider: basically every speaking character—Heroes AND Villains—as well as the core McGuffin, had already been introduced, so all that movie had to do was remind the audience who everyone was and then say "oh no! this guy from that movie has teamed up with aliens to get that thing from that other movie!" And BAM, you get to start 2/3 into the story and just RUN. Justice League has to spend the first 120 minutes just explaining things so that the rest of the movie can even happen.

The second big screwup is trying to go for the Kirby Fourth World / New Gods / Darkside stuff in one gulp. There’s so much there, and this movie has to push most of it to the margins. The result is a movie where the actual bad guy only shows up right at the end and has no lines, while the rest of the time they fight his least-interesting henchman.

As kind of a bonus mistake, the movie picks up where BvS left off, which means a dead Superman, which means most of the middle of the movie is a speedrun of “The Search for Spock” but for Superman. And it’s massively irritating, because the emphasis is all in the wrong places. Literally no one on earth thought Superman was going to stay dead, and even less people thought that he was going to sit out a Justice League movie. So the Return of Superman stuff in the middle is never interesting, it just feels like padding in a movie that already has too much going on. One more sublot jammed in that could have easily been stretched out into it’s own story, or should have been left behind in the conceptual phase.

There were some things I really liked, though. As I alluded to earlier the way they represent the Flash by having him stay the same speed but having the rest of the world go into slow motion is absolute genius, a perfect fit for Snyder's slow motion fetish, and forehead-slappingly obvious once you've seen it. And even though Days of Future Past had done something similar with Quicksilver three years earlier, this movie keeps finding new ways to use the idea, and even the lighting, instead of being ridiculous, serves as a snazzy indicator that Flash speed has kicked in before you have time to process that the background has slowed down. The shot where he steps back and catches the batarang is brilliant, and was rightly the center of the trailer.

I basically loved everything they did with Wonder Woman? Great use of a great character.

I also like that they way they solve the “Superman is too overpowered" problem is to lean all the way into it, and just show him as being on a completely different level from everyone else. That shot when he's fighting the League, and Flash is running by the frozen slow motion melee, and then Superman's eye suddenly moves to follow Flash? That's one of the best things anyone's ever done with Superman in live action. And it almost makes the “Search for Superman” stuff work, because he operates less like a character and more like a bonus mcguffin—he’s the Death Star plans, and once the League has him back on his feet they’re in good shape.

But, here in 2021, the biggest ding on JL is that absolutely everything that this movie tries to do in terms of tone or content, Infinity War / Endgame does better. The way this movie tries to be all edgelord dark looks downright amateur hour in a world where the "goofy" superhero francise made a movie where the bad guy wins and half the main characters die, and then rolls silent credits in front of a stunned audience.

[TEMPORAL INTRUSION: Hi, Gabe from ’24 here.  The original version of this had a horizontal line marking a transition here, but I’m going to replace that with something a little more thematically appropriate and #helmancut my own review from 3 years in the future.

Obviously, this was all written before we knew they were going to finally put that cycle of DC movies out of their misery and hand the keys to the guy Disney accidentally fired over some tweets, or that Marvel was going to spend the next several years exclusively stepping on rakes they had carefully placed in front of themselves.  I’m on the record as saying I think “superhero fatigue” is really “bad-movie-with-assigned-homework fatigue”, but either way, it’s a real thing.  I agree with everything I wrote here, but after years of relentlessly bad superhero and superhero-adjacent movies, I wouldn’t have written all this in such an upbeat tone.  And also, I sorta failed to point this out before, but those last two Avengers movies weren’t that great either.  “Grimdark bummer-times serious” just isn’t a key superheros play well in.

What’s remarkable to me now is that in the spring of ’21, waiting out what we thought was the tail end pandemic and just before our fall plans were wrecked by the Delta variant, I still remembered enough about the theatrical JL that I could do a comparison without a rewatch; now, I’m not sure I could tell you anything that happened in any of those movies.  Honestly, the only part of either version of JL that I still really remember is that mini–Indiana Jones movie starring Gal Godot at the beginning.  With the entire exercise now in the rear-view mirror:  They should have done a lot more of that.

We now return to the spring of 2021.]

I may be slightly more interested in the practice of turning a "long bad movie" into a "shorter, less bad" movie than the average person, but I think it's fascinating to see this, the original, and compare it to what they shipped in 2017. It's clear what Whedon's marching orders were: "cut it down to two hours, and add jokes". And that first one is a hell of a thing. You can squint and see there's a decent 3 hour version of this with a really solid deleted scenes section on the DVD, but cutting out half the movie is going to require some serious restructuring. For starters, you gotta pick a main character. There's two obvious choices:

Cyborg is clearly meant to be the emotional center of the movie. He's the only character with an actual "arc" who ends the movie in a different place that he starts. There's a kind of neat story in there about moving through the stages of grief, learning how to deal with the cards life deals you, and then finding a new family and purpose. The problem is—and this is a darkly hilarious punchline after all the allegations and drama—it turns out Ray Fisher really can't act. He's utterly out of his depth the entire time, and is utterly unable to deliver what the movie needs him to. He seems like a neat guy who everyone likes, and he was clearly treated abominably, and Whedon is a garbage person, but cutting his part to the bone was clearly the right call. That guy has no business being anywhere near a big movie, much less anchoring one.

Fortunately, however, the actual main character of the movie is clearly Wonder Woman. All the critical decisions in the movie are hers, she's the one that figures things out and gets the big exposition, she's the only one that gets a side adventure at the beginning—she's even the only one that gets her own theme music. This is a fairly clear "Wonder Woman and the Justice League" cut where it sticks with her as a the spine as she figures things out and recruits a team; not unlike the way Steve Rogers stays as the spine of the first Avengers movie.

So Whedon, of course, cuts out all her scenes and shoots a bunch of new stuff to make Batman the main guy. And you can almost see the panic-logic here. Suicide Squad bombed, BvS got a much more tepid reaction than they were expecting, Wonder Woman wasn't out yet. Recentering the movie on the one DC character thats proven able to hold down a franchise is an easy call to make, and "this movie needs more Batman" is a seemingly safe choice. But damn, what a screw up. And then it gets all extra icky once you roll in all the stuff we now know about "Joss Whedon, Fake Feminist".

Were there better ways to spend that 70 million bucks? Probably. It it a great movie? Not really. This isn't a Blade Runner-style "good movie becomes great" recut, this a Heavens Gate-style "oh, it turns out they really weren’t incompetent".

I'm glad they did this though. Its easy to see why the cast was so disgruntled, and I'm glad we got to see the movie they signed up to make. As the various studios figure out what to do with their personal streaming services, I hope "original cuts" of movies becomes a thing. If nothing else, I hope this encourages Disney to drop the first version of Rogue One on Disney+, or even, dare I say it, the real Star Wars.

But you know what? We've all had our work fucked up by other people. I'm glad someone got to haul their real work back out the trash and say "no, I made THIS."

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Gabriel L. Helman Gabriel L. Helman

Fallout (2024)

I found myself with more free time than I was expecting last weekend, and as I was also lacking in appropriate supervision, I “accidentally” watched all eight episodes of the new Fallout tv show.

I liked it! I liked a lot. It was fun, exciting, funny, great cast, looked amazing. But I’ve been wrestling with this post a little, because this is one of those weird bits of art where I genuinely liked it, I enjoyed watching it, and yet find myself with mostly only critical things to say.

Let’s get my biggest surprise out of the way first: Ron Perlman wasn’t in it. It’s a weird omission, considering how closely his voice is associated with the source material. Without getting too heavy into the spoilers, there was a scene near the end where a character looks over at a shadowy figure, and I thought to myself, “this is perfect, Ron is going to lean into the light, look the camera right in the eye and say the line.” And instead the shadowy figure stayed there and that other character looked the camera in the eye and said the line. Maybe it was a scheduling thing, and he was too busy teaching people how many ways there are to lose a house?

But okay, what did I like?

I liked the three main characters very much. Lucy, the most main of the main three manages to hit the very tricky spot of being “naïve”, but not “stupid” or “incompetent.” She’s just got a different set of experiences and skills than everyone else, but she learns fast and she figures out how to apply those skills to the new situations she finds herself in. She also manages the equally tricky maneuver of being a genuinely good person who stays a genuinely good person as the world around her gets weirder and more complex. She pretty much consistently finds the right reasons to do the right things, no matter how morally gray the world around her gets. She also looks remarkably like the starting model for the player character in the first game.

Maximus, on the other hand, manages to covey a sense of always being morally ambiguous and compromised no matter what he’s doing. It’s also a tricky performance, a character whose always likable despite the audience never really knowing why he’s doing what he’s doing. He’s always thinking, but you never know about what.

Rounding out the triptych of leads is The Ghoul, who is clearly designed to be everyone’s favorite character—the sort of hyper-competent amoral badass gunslinger thats always fun to watch. In addition, he’s played by Walton Goggins, who dials the goggins-o-meter all the way up to 11 and seems to be having an absolute blast. Goggins effectively plays two roles—the Ghoul in the post-apocalyptic present of the show, and Cooper Howard, the fading western actor-turned Vault-Tec spokesman in world before the bombs drop.

But the rest of the cast is outstanding as well. Everyone is great, they get the tone they’re supposed to be going for. And then, special mention for Kyle McLachlan—that’s right, hero to children Dale Cooper himself—who shows up for a tiny part right at the start and again at the end, and just absolutely owns the room. I’m not sure any actor has ever “understood the assignment” more than Kyle does in this.

My favorite parts of the show were those flashbacks to the world before the war—a world where there are robots and futuristic cars, but it’s been the 50s for a century. The production design here is outstanding; at first glance it’s the 50s, trilbies, poodle skirts, but with just enough high-tech stuff around the edges to produce a subtle dissonance. And then the show opens with every nightmare we had as kids growing up in the cold war.

Mostly, the show is those three out in the wasteland, paths intersecting, running into weird stuff. Their relative goals are less important—and frankly, underbaked—compared to them bouncing off each other and the various dangers of their world. The maguffin itself feels almost perfunctory, we have to have one for genre reasons, so this’ll do. The star attraction is the wasteland itself, a Mad Max meets spaghetti western desert full of monsters, mutants, skeletons. Whenever the show was about those three out having crazy sidequest adventures, following “the golden rule”, it sang.

But let’s step back and talk about Fallout as a whole for a sec. To recap: Fallout is a series of CRPG video games. The first kicked off the late 90s renaissance of “western-style” CRPGs. Fallout acts as kind of the “parent dojo” for a lot of the CRPG world; the leads for the first game would go on to form Troika Games, the team that made Fallout 2 would form the nucleus of Black Isle studios inside Interplay, which also worked with and helped launch Bioware with Baldur’s Gate. A Fallout 3 was in the early stages, but cancelled as Interplay finished going out of business.

After Interplay imploded, Bethesda picked up the rights to the series in the fire sale, and ten years later published Fallout 3. Meanwhile, many of the crew from Black Isle had reformed as Obsidian Entertainment, which would then work with Bethesda to make Fallout: New Vegas with a team composed of many of the people who worked on the original cancelled Fallout 3, and using some of the same designs. Finally, this was all capped off with Fallout 4 once again by Bethesda.

The point to all that is that the series is five games, each made by different people, at different companies, starring different characters, all with different tones and takes on the material, across nearly 20 years. I think it’s best thought of as an anthology series riffing on the same concepts rather than any sort of single vision or viewpoint. There’s a few core pieces—that mad max–meets–westerns wasteland, vaults full of elites waiting out the end of the world, mutant monsters, and a tone described as “satirical” by people who think that’s just a fancy synonym for “dark humor”—but otherwise, each game does its own thing.

How do you adapt all that in to 8 episodes on Amazon Prime? This adaptation makes a really interesting choice, in that rather than directly adapting any of the plots of the previous games, or mix-and-matching elements from them, it tells a new story with new characters in the same world. It’s effectively “Fallout 5”. This turns out to be a great idea, and it’s one I can’t believe more video game adaptations haven’t done.

It also, in a pleasant surprise in this age of prequels, is set after the other games, so those stories are vaguely treated as having “happened” and then here are some things that happened next.

As such, the show gives itself the flexibility to pick and choose various bits from the games to use or not, as well as threading new new inventions. It manages to hit a sort of “median-value” Fallout vibe, equidistant from all the games, which is a harder accomplishment than it makes it look.

Tone-wise the show settles on something best summed up as “Diet Westworld”. Because, of course, this is made by the same team that made the “stayed on too long” Westworld for HBO and the “killed too soon” The Peripheral for Amazon.

It has a lot in common with Westworld: multiple characters stories interweaving, a story that plays out in two time periods, The Ghoul is who Ed Harris’ Man in Black wanted to be when he grew up, a sort of jovial nihilism. It’s not simplified so much as streamlined, the time periods are obvious, the list of characters is shorter.

It definitely inherits Westworld’s desire to have everything be the result of one mystery of another, it’s a show that constantly wants to be opening locked boxes to find another locked box inside.

And this is too bad, because for me, Fallout is one of those settings that works much better when it’s operating a vibes-over-lore mode. You’re out in the wasteland, and it’s full of weird stuff that no one can explain, because anyone who could died before we were born, and we’ve got better things to do than speculate. Why are these vaults here? Grandma’s notes don’t say. Rad scorpions, huh? Yeah, they seem bad. Super-mutants? Yeah, don’t get near them.

Unfortunately, the games, and now the show, have trended more towards the “explain everything and fill in every detail” school of design, which… sure. It’s fine. I bring this up because the show leans hard into my single least favorite corner of the setting, namely that Vault-Tec, the company that built the vaults, was Up To Something, and Dark Secrets Abound. And this has always made me make a kind of exasperated sound and throw my hands up in the air because, really? “A third of a percent of the population decided to wait out the end of the world in luxury apartments while everyone else did the work to survive and the rebuild, so their grandchildren could emerge and take over” wasn’t enough satirical payload for you? You had to also make them Lex Luthor? And this is probably because this happened during Peak X-Files, and wheels-within-wheels conspiracies were cool and trendy in the late 90s, but now that just makes me tired.

The show even kisses up against the Thumb Thing. Let me explain. The mascot of both the franchise and Vault-Tec is the Vault Boy, a 50s-esque smiling cartoon character usually shown throwing a thumbs-up. No matter how bad things get, there’s the Vault-Boy, happy as can be.

There’s this urban rumor meets fan theory that the reason the Vault-Boy has his thumb up is that this is a way to gauge how close you are to an atomic bomb going off; if the mushroom cloud is smaller than your thumb, you have time to get to shelter. And, this is the most Lore Brain thing I’ve ever heard. Of course that’s not why he has his thumb up, he’s doing that because it’s funny to have a relentlessly optimistic cartoon character in the face of the terrible horrors of the aftermath of a nuclear war. But the people poisoned with Lore Brain need everything to Mean Something, so this rumor persists, until the show dances right up to the edge of endorsing it. And this drives me crazy, because not everything needs to have some complicated explanation you can read about in the wiki, stuff can just be thematic, you know?

The show also picked up Westworld’s (and The Peripheral’s) grim sense of humor. I preferred the Fallout games when they were on the funnier end of the spectrum, and I could have gone with a funnier show. It’s not not funny, but it’s also a show that cast Matt Berry in a fully serious part, which feels wasteful.

And a final thing Fallout inherited from Westworld is the “adult-ness” of the content. I promise I’m not one of those weirdoes that thinks movies shouldn’t have sex scenes, but my hottest take is that most movies would be better one rating lower than they are. And normally, this wouldn’t bug me, except I have a 12-year old at home who loves Fallout, and I can’t in good conscience show him the show.

Because I lied up at the top, I didn’t just happen to watch it over a weekend, I previewed the first part to see if I could watch it with the kids, realized that the answer was “…probably not?” and then jammed the rest of the show to see if I was right.

And what really grinds my gears about that is the content is only barely over the line into that TV-MA / R level, it wouldn’t have taken that much to knock it down to a stiff PG-13. And, like, if you’re going to go “adult”, go all the way, you know? I kept grumbling “pick a lane!” under my breath while watching it; it kept feeling like one of those 80s movies that threw one dramatic stabbing or topless scene in just to get their PG movie up into R so the teenagers wouldn’t think they’d gone soft. If you’re not going to let my kid watch it, go full Robocop, you know? Or, more to the point, full Westworld.

Because, unlike Westworld, none of that stuff mattered! Whereas Westworld was fundamentally The Writer's Barely-Disguised Fetish (In Color!), here it’s all basically frosting. You could have cut around it, or panned away, and really not lost anything. On the other hand, if I’m honest, it wasn’t the mild sexy stuff or the CG gore that tipped it over the line to “nope, wait til he’s older”, it’s that there’s a sequence halfway through the first episode that’s every nightmare he’s ever had about a school shooting. And in fairness, that part is key to the plot the way the sexytimes and cartoon gore is not, so this is where I throw my hands up and say Libya is a land of contrasts, and that I get it, I really do, but I would have really preferred watching this show with my kid than not.

And my final gripe I’m going to air out here is that the show ended up with a worse case of Surf Dracula syndrome than it originally looked like it was going to have. She gets out of the vault in the first episode, but then the last episode ends on a note that’s clearly supposed to tease the next season, but instead feels more like they’ve finally arrived at the premise of the show. There’s a much better version of this show that got to that set of plot beats at the end of the first hour and built up from there.

Or to put that a different way, it feels like the show ended at the end of the first act of the main quest-line, after mostly draining side quests.

TV is in a weird place right now, and Fallout reflects the current anxiety over the form. It’s certainly not a old-style traditional episodic show, but nor is it the “badly-paced 8-hour movie” so many streaming shows tend to be, nor does it manage “heavily serialized but every episode does it’s own thing” as well as Westworld did. Instead it lands somewhere in the middle of all of that, and ends up feeling like a show that’s both very busy but also killing time until the next season.

And I don’t think dropping the whole show at once did them any favors. Whereas Westworld dominated the conversation for weeks at a time, this show is almost impossible to talk about, because everyone has seen a different number of episodes, so instead of talking about anything interesting, the web swirls around Vault-Boy’s thumb and dates on chalkboards. There’s a lot to talk about, and I notice every website that might want to talk about them already have the quality of walking back into the room saying “…and another thing!” long after the conversation was over.

I’m getting dangerously close to saying “I wish they had made a different show,” but I wish they’d leaned a little harder into the 50s aesthetics and had each episode be standalone new wacky adventures every week with the premise explained by the words to the theme song.

And this is all the nature of the medium here in 2024, but I really wish that last “okey-dokey” felt earned, that it felt like a punch-the-air climax to what had come before, instead of feeling like Dracula was finally getting his surfboard out.

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Gabriel L. Helman Gabriel L. Helman

Movies from Last Year I Finally Saw: Oppenheimer

Most of last year’s big (or at least big-adjacent) movies “finally” hit streaming towards the end of the year, so I’ve been working my way though them and then writing them up here, back injury allowing. Previously, previously, previously.

At the end of the day, it’s a movie about the atomic bomb that doesn’t have a single Japanese person in it, and that thinks the most compelling thing about the bombing is that a well-dressed, comfortable white guy was slightly uncomfortable.

This is the point where I should probably neatly set my bias out on the table. There’s a genre of “Man Cinema” that has always left me cold. “Man”, both in the sense that they’re about Men, but also that they’re beloved by a certain kind of male film-buff audience. Those movies where a Man is forced by Circumstances to do Things He Is Not Proud Of, and the central conflict is his terrible Man Pain, as he glowers into the middle distance, an Island that No One Can Understand. What few women there are tend to either be tools to use, prizes to be won, or The Secret Behind Every Man’s Success, but never really a character in their own right. Basically, the default mode of the 70s New Hollywood; essentially every movie Coppola, Scorcese, or DePalma ever made.1 Or the kinds of movies that one scene in Barbie was making fun of.

Chris Nolan’s movies have always slid right into that tradition. And look, I’m not going to say these movies are bad, or invalid, they’re just not my jam. If Oppenheimer hadn’t been the other half of Barbenheimer, there was basically no chance I would have watched it.

One of the delightful things about Barbenheimer as an event was that it was clear, like Elvis vs The Beatles, it was possible to like both, but everyone was going to have a preference. Long before they came out, I knew I was going to be Team Barbie.

And so? In short, my feelings about the movie are as ambivalent as the movie’s feelings about it’s subject. It is, of course, well made, and I find myself with more to say about it than I was expecting. I also suspect that every criticism I have of the film is also something somebody who really likes these kinds of movies would say, just with different emphasis.2

And with the preliminaries out of the way…

This is a movie about Great Men, who recognize and respect each other, and the Small Men who surround and resent them, biting at their ankles. Greatness, in this movie, is an fundamental condition, recognized by other Great Men, sometimes even long before anything Great has taken place.3

The cast is uniformly excellent. The standout performance is Robert Downey Jr., who is so good in this they finally gave him his Oscar for Chaplin. He continually finds new ways to look Small, playing Lewis Strauss as a bundle of grievance and bruised feelings, starting every interaction with an air of desperation, and ending it with the look of a man who has formed a new permanent grudge.

Cillian Murphy, on the other hand, plays Oppenheimer as a man almost supernaturally serene, exuding confidence with a side-order of mostly-justified arrogance, but with an increasingly haunted look in his eyes.

Both Emily Blunt and Florence Pugh make the most of their reduced screen times to show why Oppenheimer couldn’t resist either (although the opposite is less obvious.) It does put Emily Blunt in the unusual-for-her position of playing the second choice, which she seems to relish, and she conveys Kitty Oppenheimer’s blossoming alcoholism as a sort of general aura of decay rather than any specific action.

My favorite character was Matt Damon’s Leslie Groves, who was the only person who seemed to be playing a character, rather than a sketch of one. Not only that, he plays Groves as someone both unimpressed but also unintimidated by Greatness; or rather, someone from a completely different Great-to-Small axis as everyone else.

But, there’s not a single weak link in the movie, even the actors that show up for just a scene or two. Most everyone else is are reduced to shadows, because the pacing is, to use a technical term, a little weird. The movie hurtles along at a breakneck page, skipping along the top of the waves from scene to scene, at times seeming more like sketches of scenes that actual drama—the characters arrive, strike a pose, deliver a series of one-line monologues, and then the movie moves on.

This is exacerbated by the movie’s nested-flashback structure, which I liked quite a bit. Three stories plays out across the movie—the period around and including the Los Alamos project, Oppenheimer’s security hearing after the war, and Strauss’ (failed) senate confirmation hearing. The movie slides from one time to another, additionally using color (or the lack of it) to indicate which parts are from Oppenheimer’s point of view, and which are not.

The result is a movie that seems to abbreviate everything and never manges to give anything room to breathe, despite being three hours long. My standard belief stands that no movie should be over 2 hours; I’m quite confident that there are better versions of this movie at both 110 minutes and at 4 hourlong episodes.

As such you don’t need to know anything about these people or events to watch the movie, but it certainly helps to know who the guy with the bongos is, because the movie won’t tell you.

Actually, let’s hang on Feynman for a second. One of the funnier aspects of the movie is that basically every character is a real person who was famous in their own right, and they pop in for a scene or two and then vanish. Occasionally, one can’t help but feel like the movie has focused on the least interesting person that was present for the Manhattan Project?

Feynman gets, basically, two scenes. He’s one of the few scientists who we see Oppenheimer personally recruit, and the scene is shot from below, causing Oppenheimer, Groves, and Feynman to loom like statues, as dramatic music plays. We don’t find out this character’s name, or what he does, but the cinematography of the scene makes it clear he’s one of the Great Men. From that point on he’s in the background of nearly all the Los Alamos scenes, although I can’t remember him having an actual line of dialogue other than occasionally playing those bongos.

Then, he pops back in again for the Trinity test for the really-happened-but-heavily-mythologized moment where he realizes he doesn’t need the special filter, he can just watch the explosion through his car windshield. And then he vanishes for the rest of the movie, because unlike, say, Fermi or Teller, he has nothing to do with the later political machinations. But still, you’re left pointing at the TV like DiCaprio in the meme, thinking “that’s Feynman! Show him picking some locks!” And the same with Fermi, and the Chicago Pile being reduced to mere minutes of screen time, or hoping he’d ask “Where is everybody?”

(And, Feynman is played by Jack Quaid, most known in these parts as the voice of Boimler on Star Trek: Lower Decks, and so presumably the reason he’s not in the later parts of the movie is that Mainer finally rescued him.)

But that’s not the point of the movie, and fair enough. Because the central concern of the film isn’t really the atomic bomb, it’s the vicious grievances of the small and petty, and to illustrate there’s no service great enough that can overcome failing to be The Right Kind of American.

There’s a quote from Werner Von Braun (not appearing in this film) about Oppenheimer that “in England, he’d have been knighted,” but instead he was hounded from any formal government post due to the constellation of long-standing grudges from Strauss and others being allowed to fester in the paranoid excesses of the 1950s. Although, speaking of England choosing who to knight, knowing what happened to Turing at about the same time makes it look like Oppenheimer got off light.

The scenes in the security hearing are excruciating. While the formal subject—the renewal of his security clearance—is technical and seemingly inconsequential, the subtext is that this is determining who gets rewarded for their work, who gets the credit, and most importantly, who gets to decide how to use what they all built. Everyone, and there are many, who ever felt slighted by Oppenheimer’s greatness gets to show up and slide a knife in, a cavalcade of trivialities and paranoia. Even Groves, nearly omnipotent a decade before, proves powerless before the unchained animus of the thin-skinned.

After Oppenheimer’s loss, the movie does its most fascinating and distinctive move, and instead of following the title character into exile, it watches the consequences play out years later for his nemesis. While the focus is on Oppenheimer, the man himself makes no appearance in this phase of the film, as Strauss runs headlong into the bill coming due for a lifetime of treating everyone the way he treated Oppenheimer.

I spent the whole first part of the movie with the nagging feeling that this was all very familiar. That kind of vague, near–deja vu feeling. What is this reminding me of? A Great Man, a Genius, taken down by the petty grievances of Small Men, told mostly in flashback?

About an hour in, it hit me: this is all just Amadeus.

Which illustrates what I think is the core flaw in the movie. It knows Oppenheimer is a genius, but a genius in something neither the audience nor the filmmakers know very much about. There’s no good way for him to Be A Genius on screen in a way the audience will recognize, instead we have lots and lots of scenes where other people talk about what a genius he is, and then Oppenheimer stands dramatically filmed from below, looking off into the middle distance, while dramatic music plays, not entirely unlike the Disney Pocahontas.

Recall, if you will, the opening scene of Amadeus. Salieri, Mozart’s colleague, Nemesis, and possible murderer, is in a sanatorium nearing the end of his life. A young priest, who acts as the audience’s surrogate, arrives to take his confession, and by extension, have the movie narrated to him. The priest has no idea who Salieri is, or was, or that he was once one of the most famous composers of Europe, just that he’s an old man with a piano.

Oppenheimer never mangages the simple directness of Salieri playing his own compositions, which neither the audience or the priest recognize, and then painfully playing the opening notes of Serenade №13: A Little Night Music and have the audience and their surrogate instantly recognize it. Just playing Mozart’s actual music covers the majority of what Amadeus is trying to do, and Oppenheimer has nothing like that to fall back on.

Similarly, RDJ is genuinely extraordinary in this, constantly finding new ways to be small, and petty, and fragile, but the script never gives him a scene with the clarity and focus of Salieri leaning back into his chair and hissing with a mixture of exhaustion and defeat, “That was Mozart.

It is funny that for both Amadeus and Oppenheimer, it’s the actor playing the nemesis who won the Oscar.

The other biggest problem with this movie is it’s lack of an actual point of view. It’s not apolitical so much as anti-political, there’s a big hole in the middle where an opinion should go.

This is par for the course of Nolan movies—this is the man who made the definite “Fascism is good, actually” movie with The Dark Knight, but with the sense that he made it by accident, just by taking Batman more seriously than anyone else, and then failing to notice or care where he landed. There’s an almost pathological refusal to comment on what’s happening, to have an opinion. Part of this is the fact that the majority of this movie is told from Oppenheimer’s point of view, and his point of view is, to put it mildly, ambiguous.

The movie knows there’s something interesting about the fact that Oppenheimer and many of the other scientists are Jewish, building the bomb to stop the Nazis. It knows there’s something interesting about the fact he can speak multiple languages but not Yiddish. It knows theres something about the way many of these Great Men were leftist/socialist/communists types in their youth, then put that away to work on the bomb, and then have that come back to haunt them later. But the movie can’t quite figure out what to do with that, so it toys with it and then puts it back on the shelf.

It almost makes contact with the world view that only a WASP can be a real loyal American and that Oppenheimer is questionable from two directions—being both Jewish and a possible communist—but never makes the connection. It gestures at the fact that the jews were being put into camps, but then never addresses that the bomb was only used on the people the americans were putting into camps.

It utterly fails to put the security clearance hearing in any sort of context of the McCarthyism panic of the time, and the fact that a small people were using an atmosphere of paranoia to act on an old grudge and air out their personal animosity. It’s there, buried deep in the mix, but you have to have done the homework first to see it.

Some of this is down to the film’s structure and pace. For example, the fact that Strauss resented Oppenheimer’s seeming rejection of their shared Jewish heritage is actually in the movie, albeit expressed in two single lines of dialogue, 90 minutes apart. The root of their animus is left vague. In reality, wikipedia will give you screen after screen dissecting their mutual dislike; the movie more-or-less summarizes it with the look on RDJ’s face when he realizes that Oppenheimer already knows Albert Einstein.

Mostly though, the movie refuses to comment, Were Oppenheimer and the others going to communist meetings because they were believers, or because that’s where all the hot babes were? It’s ambiguous.

The whole movie is weird and ambiguous and ambivalent, because the real guy was weird and ambiguous and ambivalent. What did Oppenheimer really think about, you know, all that atomic bomb stuff? It’s not clear! And this is where the movie fundamentally makes a decision that I understand, but disagree with. Nolan and company make the call to just lean in to the ambiguity all the way, so not only do we never get a handle on Oppenheimer, we never really get a handle on what anyone else thinks, either.

So we get a scene where Oppenheimer and the other Manhattan project scientists are looking at pictures of the wreckage of Hiroshima and Nagasaki, and the camera zooms on in on Cillian Murphy’s face filled with an ambiguous expression. No only does the movie not show the final result of their work, we don’t really see anyone else reacting to it either. And, that’s it, huh? That’s our take on the atomic bombing, the Scarecrow looking a little perturbed?

In fairness, the last scene lands on “this was probably bad, actually,” and Gary Oldman shows up (like he did in The Dark Knight) to deliver the closest thing to a point of view that the movie has, which is that Oppenheimer needs to get over himself, a whole lor of people had to work together to unleash what they did.

One gets the feeling that the movie ends on Strauss’ failure mostly because that’s the only storyline that has actual closure, everything else just kinda floats away.

And look, I don’t need every piece of art I consume to share my politics, I don’t need every movie to end with Doctor Who materializing and reciting the Communist Manifesto. I mean, that would be bad ass, but I get it. What bugs me is not when people have opinions I disagree with, it’s when they fail to have one at all. Because this is a movie deeply uninterested in having a broader opinion. There’s a point where a desire for ambiguity stops being an artistic statement in it’s own right, and starts looking like cowardice.

At the end of the day, this is a movie that thinks the atomic bomb was probably bad, but on the other hand, the guy who didn’t like Oppenheimer didn’t get his cabinet post so maybe that’s okay? It feels like nothing so much as a three hour version of that dril tweet about drunk driving.

If you want to spend three hours watching the way Greatness is torn down by Small Men, and about the way horrors of war beget further horrors made by haunted men, I’d advise against this movie and instead a double feature of Amadeus and Godzilla. If nothing else, in both cases the music is better.


  1. One of the the things I love about Star Wars so much, especially in the context of the late 70s, is that Luke spends the first act being this kind of character, and then moves past it. One of the reasons Anakin never really works is that he is that kind of character—he’s clearly supposed to function like Michael Corleone, but they failed to hire Al Pacino to play him.

  2. The all-time champion of this kind of review, of course, is Mad Max: Fury Road where the most positive and the most negative reviews were both “It’s just one big car chase!”

  3. There’s a couple of scenes where you half-expect then to start comparing midichlorian counts.

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Gabriel L. Helman Gabriel L. Helman

Movies from Last Year I Finally Saw: Wes Anderson 2023 Double Feature

Most of last year’s big (or at least big-adjacent) movies “finally” hit streaming towards the end of the year, so I’ve been working my way though them and then writing them up here, back injury allowing. Previously, previously.

I don’t think “realism” is a super-interesting aesthetic goal. It’s a legitimate goal, certainly, but far from the only option and rarely the most compelling. But Movies, especially since the 70s, have had an attitude that that “realistic” means “for grownups”, and anything fantastical or stylized means “for kids”, with certain carve-outs for “surrealism” that mostly only apply to David Lynch.

Which is one of the reasons I love Wes Anderson’s movies so much, as he’s one of the people who seem to be actively thinking about “what can we do other than make it look real, though?” There’s a running joke that every Wes Anderson movie is “the most Wes Andersony movie yet!” but that’s not quite right. He’s got a set of techniques, tools, and he keeps refining them, finding new ways to hone the point.

Anderson always gets kind of a strong reaction in certain corners of the web, which is funny for a lot of reasons, but most of all because the kind of people who don’t like his movies tend to also be the kind of people who are mad everything looks like a Marvel movie now, and it has a real quality of “we want something different! No, not like that!”1 That said, people mustering the energy to actually hate something is a pretty strong signal that you made Art instead of Content.2

It was a stacked year, with two releases, which I watched in completely the wrong order.

Asteroid City

It is an imaginary drama created expressly for this broadcast. The characters are fictional, the text hypothetical, the events an apocryphal fabrication. But together they present an authentic account of the inner workings of a modern theatrical production.

Anderson has always leaned heavily into artifice as a storytelling technique, and here he pushes that about as far as possible. Even within the terms of it’s own fiction, it’s all fake: a fake performance of an unreal play, made for a TV broadcast which isn’t real either, and then proceeds into what is absolutely not a play. It’s a strong move to open with “none of this really happened”. That’s implicit in all fiction, but rarely is it foregrounded like this. The movie gets a couple of things out of this.

It results in maybe his all time best opening; black and white, a non-widescreen aspect ratio, and Bryan Cranston doing a Rod Serling impression as the host of the TV show from the 50s. He describes the play we’re about to see, and then introduces the writer (Ed Norton) who steps out onto the stage and introduces the plot outline, the characters, and then walks through the layout of the scenery, and the camera angle cuts around showing the “actors” in their street clothes, and then each piece of fake scenery. The camera pulls back, the lights turn off, and them—bam—we’re a color widescreen, following a train into Asteroid City, where the camera carefully shows us each of the pieces of the set around town, now both more and less real.

It’s Shakespearian, but not the way people usually mean it—instead it’s the opening of Henry V rendered in the language of TV.

And the movie proceeds in the multiple layers, moving back and forth between the Host and his TV show, the actors and writers of the “play” working on it, and then the “play” itself. This also means many of the actors are effectively playing more than one part, the “actor” and the “character”.

But we also get the layers bleeding into each other; the host accidentally entering the scene at the wrong time, actors leaving the play to talk to the director or to each other. Rushmore and Barbie meet up behind the stage and perform the scene that was “cut for time” roughly where it was supposed to go. Characters talk about ideas for how to stage scenes that are coming up. The structure of a play is maintained, with title cards popping in to remind us which act or scene this is.

The cast, as always, is stacked and excellent. Just about the entire Anderson rep company is in this, with actors who would normally get top billing showing up here to stand in the back of scenes with no lines, and then deliver one word or two. There is a Bill Murray–shaped hole that Steve Carell does about a good a job of fulling as anyone could. (Originally, I assumed the Bill Murray role was the one taken by Tom Hanks, but knowing that it was actually the hotel manager makes that character make a lot more sense.)

There’s a lot of thematic material churning around about loss and acceptance and moving on and human connections and art, but it’s also a movie where the characters openly talk about the fact that the don’t understand what it all means. Anderson likes to leave some blanks for the audience to fill in, and this might be his best deployment of that technique. I know what it all meant to me, but it feels like cheating to say.

Doesn't matter. Just keep telling the story.

But, now that we have all that out of the way, let’s focus on what’s really important: this is an incredibly funny movie, full of incredibly good actors, doing incredibly silly things with incredibly straight faces.3

It’s less of a movie and more a series of skits performed completely deadpan. All of Anderson’s movies are like this, but in some ways this as close as he’s ever gotten to the full Airplane!.

From the opening where Matt Dillon describes the two possible problems with the car and then discovers a third, followed by the three girls disagreeing with the waitress that they are princesses, the movie is continuously funny, and I pretty much laughed out loud the entire time.

Which, of course, is the secret to all the thematic and structural stuff I spent all those words on up front—it’s not that they don’t matter, but they’re there to set up a bunch of really funny jokes, and to do some slight of hand to keep you from noticing that the joke is coming, until, like the UFO, it’s right on top of you.

I loved it, by the way.

The Wonderful Story of Henry Sugar and Three More

People love faces.

I could make an argument here invoking evolutionary biology, or some deeper philosophical point, but this isn’t that kind of review so I’m going to skip all that and say that most storytelling boils down to being fascinated by other people’s faces.

And so we come to The Wonderful Story of Henry Sugar, which centers on “what if we had some really good actors look the camera dead in the eye and tell the audience a story?”

In a lot of ways, this quartet of stories feels like the endpoint of the increasing artifice Anderson has been working in since at least French Dispatch. My take is that this is less about artificiality for its own sake than it is borrowing visual storytelling techniques from other mediums and deploying them in a movie, where they look more fake compared to the default “realist” style.

A very early example of this is the scene in Life Aquatic where camera pulls back to reveal a cutaway side view of the Belafonte as Steve Zissou narrates a tour of his boat. The boat isn’t literally a cut-away, but the scene plays as “here’s how we would do this if it was a comic.”

Here, it’s using using techniques and tricks from the theatre, but remixed in a way you could never do live on stage. So, we have stagehands handing props to actors on screen, actors sitting on prop boxes to simulate levitating, pieces of scenery sliding in and out of frame as scenes reorient. Except the scenery moves in ways it never could on stage and the stage hands come from places they couldn’t have come; this is the visual language of a play deployed in a way that could only work in a movie.

The first segment starts with Ralph Fiennes in character as Roald Dahl himself, looking very much like the real thing, settling into a fairly accurate recreation of Dahl’s real-life writing hut. he settles into his chair, fusses about with his pencils, the heater pops and hisses. Bright colors non-withstanding, it’s realistic—we’re in the real world, watching Roald Dahl getting ready to write a story. There’s a naturalism to it, a sense of authenticity; this is probably what it really looked like when a roughly 60-year old man sat down to write. He settles into place, pulls the the writing surface into his lap, puts pencil to paper, and then…

…the whole tone changes. Fiennes continues to talk, narrating the story, but his aspect shifts; he’s the narrator now, not an old man writing; he pushes the paper away, stands up, walks out of the hut with a completely changed demeanor as the scenery changes behind him. We’re not in the real world anymore, we’re explicitly in the Land of Story now. It’s one of the most marvelous transitions I’ve ever seen, and it’s all in essentially one shot.

The story plays out as a series of nested stories, Roald Dahl’s outermost narration, Henry Sugar’s discovery of the book, the book’s contents as narrated by the doctor, the story told by the old man of how he learned to see without his eyes, and then back out again until we unwind back to Roald Dahl in front of his shed again. The narration passes hands, and the actors narrating play a kind of double role, both as a character on screen and then turning towards the camera to deliver an aside to the camera.4

I found it compelling almost to the point of hypnosis.

As with Asteroid City, the artifice is the point. Did this really happen? Of course it didn’t, it’s a short movie on Netflix based on a Roald Dahl story made by the guy who did Royal Tenenbaums. Does it matter? The end hits the same either way.

Anderson has never come close to matching the emotional punch at the end of Royal Tenenbaums of “I’ve had a rough year, dad.” He’s spent a lot of time trying to recapture that hit, never successfully. While he’s moved on from trying, he does like to end his movies with a punchline. “And that’s what I have done” is one of his best.

This is exactly the sort of experiments that 1) short movies, and 2) streaming should be used for. It’s outstanding that this was what finally won Anderson his first “big boy” Oscar.

Some stray observations on the other three stories:

“The Rat Catcher” was always one of Dahl’s slice-of-weird-life stories, where things keep getting more uncomfortable without ever being overtly dangerous. Here, it turns into an acting clinic between Ralph Fiennes finding new ways to be menacing, and Moss from The IT Crowd finding new ways to look horrified.

“The Swan” always bothered me as a kid, Dahl always had mean streak, and this was one of his meaner stories, the sort of story where only bad things happen. It also had a strangely ambiguous ending, especially for Dahl—what really happened there? Did the boy escape? Is he dead? Is the thing that happens at the end metaphorical for dying? And it’s ambiguous in the sort of way you can get away with in prose, since the reader can only “see” what the author describes. I was very pleased that they found a way to keep the ambiguity intact despite the audience now being able to see everything that happened.

Also, it’s hilarious that Rupert Friend was absolutely mesmerizing in this at the same time he was phoning in being the Grand Inquisitor in Obi-Wan Kenobi. What a weird year he had!

“Poison”, meanwhile, after almost being word-for-word with the source material, does change the end, to refuse to let the racism off the hook. Partly this is through some sharp editing, but mostly through the looks on Ben Kingsley’s face.

It’s worth noting, for the record, that while this set of stories has a remarkable variety of narrators, none of them are women, which while accurate to the source material, rankles somewhat here in the twenties.

I Guess I Should Put A Conclusion

Like I mentioned way back at the start, I watched these out of order, Henry Sugar first, then Asteroid City, so on first swing the movie felt like a step back from the shorts. On a rewatch in the right order, it was more obvious how they built on each other. But I enjoyed them both either way.

Where do you go from here, though? Henry Sugar really does feel like an endpoint for the approach Anderson has been developing since at least The French Dispatch, there’s a straight line from that movie, though Asteroid City to Henry Sugar. Or maybe not an endpoint but more that the technique has arrived at it’s final form.

I’m really looking forward to whatever comes next.5


  1. This is because these people don’t want “different”, they want everything to look like a Scorcese movie.

  2. Which pretty much sums up the whole of the current economy and the human condition in one sentence. I will not be taking questions at this time.

  3. It’s incredible.

  4. It’s a kind of extended riff on soliloquies, but that both makes it sound overly pretentious and undersells it at the same time, so I won’t make that comparison.

  5. I was expecting another stop-motion palette cleanser, but instead it sounds like it’s going to be a spy movie?

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Gabriel L. Helman Gabriel L. Helman

Movies from Last Year I Finally Saw: Animation Double-Header

Most of last year’s big (or at least big-adjacent) movies “finally” hit streaming towards the end of the year, so I’ve been working my way though them, and then writing them up here, back injury allowing. Previously

Teenage Mutant Ninja Turtles: Mutant Mayhem (2023)

In brief: loved it.

The Turtles are a weird franchise for many reasons, not the least of which because they started as a satire of early-80s comics generally, and Frank Miller’s Daredevil specifically and then managed to wildly outlive all the things they were satirizing. (If you will, they’re the Weird Al of comics.). They’re an intentionally absurd concept, the characters look weird on purpose, the whole thing is deeply silly. But, they’re still here mostly because they’re just so much damn fun. As such, they’ve landed somewhere between a fairy tale and a jazz standard; constantly being reinvented, every couple of years someone new does their take; not a reboot so much as a new cover version.

TMNT adaptations live or die based on how well they remember that the turtles aren’t a team, they’re a family. There’s a tendency to write them as, basically, store-brand X-Men, with Leonardo as Cyclops, and Splinter as somewhere between Professor X and that floating head from Power Rangers. But Splinter isn’t their boss, or commanding officer, or their teacher, he’s their dad, and Leo isn’t their field commander, he’s the older brother the others let pretend is in charge. On that front, Mutant Mayhem does about as well as anyone ever has done.

Possibly the most genius move was to cast actual teenagers as the Turtles and then record them as a group; the characters and their relationship’s shine in a way they almost never have. There’s a scene towards the start of the movie—which rightly ended up as one of the first trailers—where Leo is trying to get the others pumped up for their new mission, which turns out to be shopping, whereupon the others proceed to bust on him mercilessly, which manages to simultaneously nail all four words of the title better than maybe anyone has before.

It’s an incredibly thoughtful take on the material. There’s a lot of “stuff” out there to use or not, and clearly a lot of care was put into what elements to keep, which to highlight, and which to leave behind. Its also a movie that knows its main job is to be an on-ramp, so it avoids any sort of extended exposition or complex back stories in favor of a fun adventure movie with fun characters.

The best word I can come up with for this movie’s relationship with the existing material is relaxed. It knows that the core audience it’s targeting doesn’t know anything, and that the older fans who do already have their own “definitive version”, all of which the movie seems to take as permission to try new spins on old ideas.

This leads to some fun choices—the villain is new, and their backstory is assembled out of some fun bits and pieces from previous versions. The tease of Shredder at the end manages to hit the same “oh snap, that’s going to be wild!” energy regardless of if you’re a new or old viewer.

There are some deep cuts here—this is a movie with both Utroms and Mondo Gecko—but the movie assumes you don’t know who these things are and even if you do, you havn’t seen them in this configuration, so the recognition is pure value-add, rather than a reward for finishing the homework.

Even the seemingly-strange call to cast Jackie Chan as Splinter pays off, giving Splinter a fight right out of an early Police Story, staggering around, desperately pulling props out of left field to fight off an endless supply of bad guys—there’s a bit with a desk chair that if you told me was from Rumble in the Bronx I would believe you with no further fact-checking.

But critically, the movie knows the only thing from the past it has to get right are the five main characters and their relationships, and there, it excels. I wasn’t expecting much, and it turned out to be the best take on the Ninja Turtles anyone has ever done.

The animation style here is fantastic, and clearly exists because Spider-Verse cleared the way, landing somewhere around a “hand-drawn claymation” aesthetic, while still being 3d CG. It looks great, from the subtle moves of the Turtle’s eyes or hands while they talk, to things like the Turtle van crashing through a crowd of absurd monsters.

We’re starting to see the projects that were greenlit because the original Spider-Verse was a hit, and it’s clear that movie is giving everyone else justification to explore more and different styles of animation.

It’s fun, the action is exciting, the characters are appealing, the conflicts justified, emotions earned, with a satisfying ending that leaves you wanting more. Yes please.

Spider-Man: Across the Spider-Verse (2023)

Speaking of movies that were greenlit because Spider-Verse was a hit…

Let’s start with the negatives: this movie is way too long, and then ends with a cliffhanger. There’s no movie over two hours that wouldn’t be a better movie under two hours—or cut into two movies. If you really need that kind of time, you should probably be making TV? I’m utterly confident that when the sequel to this is finally released, it’ll be obvious how to rework the pair of them into three better 90 minute movies.

Otherwise, this is one of those sequels that actually understands what was good about the first movie, and then does more of that.

Most American comic-book superheroes tend to have a similar set of powers: strong, good at punching, maybe they can fly, some kind of signature weapon. Distinctive outfit, but not too hard to draw. Look at the Avengers; they’re all really good at punching, a couple of them can also shoot, and two can fly.

Part of what makes Spider-Man so fun is how weird the character is compared to that baseline. He’s not just strong, he’s crazy strong. He can’t fly, but he can swing? On Webs? And he can shoot those webs as either a weapon, or a tool, or a way to disable bad guys? Plus, sticks to walls, oh, and ESP. And on top of all that, he’s got one of the most elaborate costume designs out there. And then on top of that, he’s funny. Like the Turtles, it’s a character that started as a spoof—what if the teen sidekick was on his own, but didn’t have a job, and had to make his own costume from scratch and do laundry—that fully surpassed everything it making fun of.

As a result of this, Marvel has kept tossing out new spins on the character; as a woman, from the future, as a different kid, different revisions on the powers, maybe this one can do electricity. Even the “original” Peter Parker Spider-Man has two distinct iterations, one vaguely fifteen, one just shy of 30, occasionally married. Of the crowd of various alternate Spider-People, Miles Morales rose to the top as both a great character in his own right, as well as establishing himself as the definitive take on “Spider-Man as a teenager.”

The first Spider-Verse got a lot of mileage out of putting the older version of Peter and Miles together, with Pete acting as the mentor/experience superhero that Pete never had as a solo teen act, while—correctly—keeping the focus on Miles, and threw in some other Spiders while they were at it. The new movie wisely keeps Peter almost entirely on the sidelines, and fills the movie with other versions, delighting in being able to contrast the various Spiders.

The result is a movie that revels in how fun “Spider-Man” is a concept. Webs, sticking to walls, vaguely-defined ESP. Long scenes of Spider-People swinging through the air, shooting webs, solving problems the way no other action hero, super or otherwise, would.

It’s hard to begrudge the flabby length of a movie that’s enjoying itself so much. “How many times have you watched the Batmobile drive out of the Batcave?” you can almost hear the movie ask, “let’s spend a few more minutes with these ridiculous characters webbing up a falling building!”

This extends through the non-action parts of the movie just as well; these are characters that aren’t immune to gravity, but are highly resistant to it. My favorite scene in the movie was Miles and Gwen on what might be a date at the top of a building, casually walking off the edge of a ledge, and then sitting and watching the sunset from the underside of that same ledge, Gwen’s ponytail hanging down the only sign they’re sitting somewhere no one else could.

Which brings me to the other standout part of the movie, Spider-Gwen. “Gwen Stacy, but she got bit by the radioactive spider instead of Pete”, was one of those low-hanging fruit ideas that’s been waiting around for half a century for someone to finally pick. Originally tossed off as a one-off in the comics, the character hit hard enough she’s stuck around become the other best take on a Spider-Person in the last few decades. Even the costume is fantastic take on how a different kind of teenager would make a costume—spider symbol, but with ballet slippers and a hoodie. Expanding her role from the last movie, here she settles in as the other lead, anchoring most of the emotional journeys of the film.

My personal favorite alternate Spider-Man was Spider-Man 2099, from Marvel’s short lived 2099 experiment in the early 90s, which dared to ask, “what if our characters were just a little more cyberpunk, and a lot angrier?” None of them really worked, either creatively or commercially.1 So, imagine my surprise when Miguel O’Hara, Spider-Man 2099 himself, showed up in this! I was a little salty when I found out he was going to be the bad guy, except he isn’t really—he’s the antagonist, but he isn’t the villain.

Good guys fighting each other is about the most tired trope super-hero comics has, and this movie might be the first time anyone has actually put the time in to work. I takes the time to set up a genuine difference of world view between Miles and Miguel, where by the end, you genuinely buy that neither is willing to let the other continue. Most of the time when the good guys fight each other it’s because they didn’t have one very simple conversation, here, that conversation happens, and things get well past that point before webs start slinging.

The nature of that conflict is delightfully meta. Miguel wants to “defend the timeline”, and if that means terrible things needs to happen to Miles, so be it. Miles, correctly, isn’t really interested in having loved ones die for an abstract point about “history going the right way”. This is explicitly framed in terms of “protecting canon” vs “new ideas”, with Miguel standing in for the old fans who won’t suffer changes to their beloved franchise, and Miles as the voice of the people saying, “yeah, but what if we didn’t just make bad copies of stories from the 70s?” Literalizing these kind of fan arguments feels like exactly the way to do franchise fiction here in the mid-20s.

And, I haven’t even brought up the animation yet, which is, of course, outstanding. Each alternate universe gets its own distinct animation style, which each character keeps when the move to a different universe, leading to multiple styles overlapping each other, which is visually astounding and somehow manages to never be overwhelming. It’s the sort of thing where you look at it constantly thinking “how did they do this?”, and then you find out that the answer was “labor abuse”, which does drain the enthusiasm somewhat.

It looks incredible, but for the sake of all the animators I hope the next one takes a long time to come out.

Fun, exciting, appealing characters, goofy powers, cool visuals. What more could you want from a two-and-a-half hour Spider-Man cartoon?

What did we learn from all this?

This is usually the point where were start talking about high-vs-low art, and questions like “what more could you want?” get answers like “real people with real emotions, we’ve had enough cartoons, thankyou”. This was the central conflict behind the Barbenheimer phenomenon over the summer, and why Coppola looked like he was going to have a stroke when he had to congratulate Barbie on “saving cinema”.

But I think that’s the wrong way to look at it. Theres a class of movies that don’t get made enough: the adventure film targeted at 9-year olds, but talks up to them instead of down, that they can watch with their parents and older siblings, and everyone enjoys them. This has never been that common a genre, because it’s way easier to either skew younger, or juice it up and go for the “older teenagers sneaking into R-rated movies” demographic. The PG-13-ification of action movies has only made this worse, I mean, they actually made a movie called Batman vs Superman a couple years ago that I couldn’t take my 9-year old to, and he’d have hated if I did.

I’m not looking for something drained of all content, but I am looking to avoid any more nightmares about “the time captain america kicked that guy into the fan”, or “when han solo got stabbed”, or, you know, extended scenes of animals being tortured to death. (Watching movies with tweens, you really notice how much torture these kinds of movies have in them these days.) You know, movies like old Star Wars, not new Star Wars. It’s always worth celebrating when there’s a fun movie everyone can sign up for.

Something else that’s been talked about a lot with regards to 2023’s strange box office has been “super-hero fatigue”, and while that’s not not a thing, it’s also not the whole story. Both of these movies were new swings at old superhero franchises with decades of “lore” and factionalized fan-bases, and they both got a very positive critical reception, they made a bunch of money, and managed to avoid being a flashpoint for toxic assholes. And let’s just really underline this, despite being animation, both movies had explicitly diverse casts and characters. It’s possible. More like these, please.


  1. Ironically the only time the “2099” concept worked, in the sense of “new takes on old characters, but in the blade runner-o-mancer future” was a couple of years later when DC Animation launched Batman Beyond. I’m utterly convinced that show started as “what would it have taken to make Spider-Man 2099 good,” and then worked backwards to make it Batman. Look, Terry is absolutely Spider-Man, he’s just stuck with a Bat-Suit.

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Gabriel L. Helman Gabriel L. Helman

Nausicaä at 40

Hayao Miyazaki’s animated version of Nausicaä of the Valley of the Wind came out forty years ago this week!

Miyazaki is one of the rare artists where you could name any of his works as your favorite and not get any real pushback. It’s a corpus of work where “best” is meaningless, but “favorite” can sometimes be revealing. My kid’s favorite is Ponyo, so that’s the one I’ve now seen the most. When I retire, I want to go live on the island from Porco Rosso. * Totoro* might be the most delighted I’ve ever been while watching a movie for the first time. But Nausicaä of the Valley of the Wind is the only one I bought on blu-ray.

Nausicaä is the weird one, the one folks tend not to remember. It has all the key elements of a Miyazaki film—a strong woman protagonist, environmentalism, flying, villains that aren’t really villains, good-looking food—but it also has a character empty the gunpowder out of a shotgun shell to blow a hole in a giant dead insect exoskeleton. He never puts all those elements together quite like this again.

I can’t now remember when I saw it for the first time. It must have been late 80s or early 90s, which implies I saw the Warriors of the Wind cut, or maybe a subbed Japanese import? (Was there a subbed Japanese import?) I read the book—as much of it as existed—around the same time. I finally bought a copy of the whole thing my last year of college, in one of those great “I’m an adult now, and I can just go buy things” moments. And speaking of the book, this is one of the rare adaptations where it feels less like an “adaptation” than a “companion piece.” It’s the same author, using similar pieces, configured differently, providing a different take on the same material with the same conclusions.

So what is it about this move that appeals to me so much? The book is one of my favorite books of all times, but that’s a borderline tautology. If I’m honest, it’s a tick more “action-adventure” that most other Ghibli movies, which is my jam, but more importantly, it’s action-adventure where fighting is always the wrong choice, which is extremely my jam (see also: Doctor Who.)

I love the way everything looks, the way most of the tech you can’t tell if it was built or grown. I love the way it’s a post-apocalyptic landscape that looks pretty comfortable to live in, actually. I love sound her glider makes when the jet fires, I love the way Teto hides in the folds of her shirt. I love the way the prophecy turns out to be correct, but was garbled by the biases of the people who wrote it down. I love everything about the Sea of Corruption (sorry, “Toxic Jungle”,) the poisonous fungus forest as a setting, the insects, the way the spores float in the air, the caves underneath, and then, finally, what it turns out the forest really is and why it’s there.

Bluntly, I love the way the movie isn’t as angry or depressing as the book, and it has something approaching a happy ending. I love how fun it all is, while still being extremely sincere. I love that it’s an action adventure story where the resolution centers around the fact that the main character isn’t willing to not help a hurt kid, even though that kid is a weird bug.

Sometimes a piece of art hits you at just the right time or place. You can do a bunch of hand waving and talk about characters or themes or whatever, but the actual answer to “why do you love that so much?” is “because there was a hole in my heart the exact shape of that thing, that I didn’t know was there until this clicked into place.”

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Gabriel L. Helman Gabriel L. Helman

A construction site! We need that good feminine energy: Barbie (2023)

Most of last year’s big movies “finally” hit streaming at the end of the year, so I’ve been working my way though them. Spoilers ahoy, but I promise not to give away any jokes, at least other than the one I used in the title.

There’s an almost infinite number of sentences you can start with “What’s really brilliant about Barbie is…” Here’s mine: What’s really brilliant about Barbie is how smart Barbie, the character, is. She’s not a ditz, or uneducated, or even really naïve—she’s an incredibly smart, accomplished person from a totally alien culture. The challenges she faces in “the real world” aren’t those of Buzz Lightyear grappling with existential crisis, they’re an immigrant realizing that the stories she heard back home are all wrong, and adapting.

There’s a difference between “naïve” and “misinformed”, and this movie starts all of its characters—the Barbies, Kens, business people, and students—solidly in the second category. Amongst the many joys of the film is watching all the characters adapt and learn.

In the center of this, Margot Robbie does one of the most subtle pieces of acting I can remember seeing. At the start of the movie, she looks and moves like a living doll; the way she stands, the way she moves her hands, the way she holds the not-quite-human expressions on her face. But by the end of the movie, she looks like a regular person—a regular person that looks like Margot Robbie, sure, but human. The expressions are natural, her gait has changed, her hands are real hands. But at no point is there a big change; she doesn’t get zapped with a “human ray”, she never shows off the difference by inflating and deflating while Lois Lane is in the other room. She just quietly changes over the course of the movie, subtly so that you never notice the change from scene to scene, but by the end she’s transformed. It’s a remarkable physical performance.

The movie has gotten an… interesting critical reaction.

The modern critical apparatus—pro and “internet”—has a hard time with movies that don’t fit in a comfortable category, and with movies about women. This one was both, and you could tell it really impacted into some weird seams of the structure around how movie reviews even work.

Just about every professional review was postive, some extremely so, and others with a sort of grudging quality where you could tell the writer was grouchy they hadn’t gotten to use the negative review they’d half-finished ahead of time.

Because the cognitive dissonance of “they made a movie about Barbie—Barbie, of all things—and it’s good” was clearly a struggle for many. My favorite way this manifested—and by favorite I mean the sort of laugh to keep you from crying favorite—was when everyone did their top ten best movies of the year lists in December. About half of the ones I read had Barbie on them, the other half not. But every single one that didn’t have Barbie on the list talked about it, pondering if it should have been there, justifying to themselves why it wasn’t. One, which I have lost the tab for and refuse to go digging for, had a long, thoughtful postscript after the end of the top ten list itself about how Barbie had made her cry four different times while watching it, but somehow these other movies were better. She spent more words on Barbie than her ten “best” movies combined. That’s a real calls are coming from inside the house moment, I think, maybe you’re trying to tell yourself something? If nothing else, maybe step back and define your terms: what do you even mean by “best”?

Roger Ebert (hang on, I know he wasn’t around to review this but this is gonna connect, bare with me) has a bit in his 2003 four star Great Movies re-review of The Good, the Bad and the Ugly where he talks about how he reacted to it when he saw it the first time in 1968, and says:

Looking up my old review, I see I described a four-star movie but only gave it three stars, perhaps because it was a "spaghetti Western" and so could not be art.

Barbie feels like a movie that’s going to cause a lot of similar reflections 35 years from now.

That said, my favorite review I read was jwz’s capsule description of watching it with his mother, wherein his mom just can’t engage with the fact that the movie called “Barbie” has the same opinion of Barbies that she does.

On the one hand, you clearly have the set of critics unable to comprehend that a movie based on Barbie could possibly be good, but also it’s hard to have an extended critical discourse about a movie where American Ferrera looks the camera dead in the eye and says the central thesis of the movie out loud.

I was just talking about the modern style to for Tell over Show, and this movie is a perfect example of that done well. We live in an era where subtlety is overrated, sometimes it’s okay to just say what you mean.

And—ha ha ha—everything you’ve read so far I wrote before the Oscar nominations were announced. I don’t have much to add to that particular discourse except to point out that regardless of context, any time a movie gets nominated for Best Picture and not Best Director, something is hinky.

Gerwig and Robbie being snubbed by the Oscars while Gosling was not is, of course, infuriating, but it’s also the new grand champion of “real life comes along after the fact and proves the movie’s point better than the movie ever could. (The previous all-timer was when Debbie Reynolds died the day after Carrie Fisher, so Carrie couldn’t even have her own funeral, which is a fact that should be tacked on to the end of every print of Postcards From The Edge.) The post-credits scene should just be Margot Robbie reading tweets about how Barbie should be grateful for the 8 nominations it got against Oppenheimer’s 12.

One of the other things that makes the movie hard to talk about is that all the movies you want to compare it to are made by and about men, and that feels a little strange.

The movie’s satire and takedown of toxic masculinity is as pointed and full-throated as any I’ve ever seen. It’s a David Fincher movie, but backwards and in high heels. But where Fincher tends to stop at “look at this sad weirdo”, this movie knows the Kens are victims too, and wants things to work out for them too. But, you know, tells a story about toxic men from the perspective of the women, which shouldn’t be rare but there you go.

It’s worth acknowledging that as a straight cis man who didn’t have Barbies as a central feature of his childhood, I probably responded to different things than maybe the intended core audience. (And, by the way, please someone do a metafictional satire of marketing and gender roles with The Transformers. I’m available to pitch.) But on the other hand maybe not? It’s dangerous to try and attribute any part of a work with shared authorship to a specific contributor, but this movie was written by both Greta Gerwig and her husband, Noah Baumbach, and there were definitely parts where I thought I could hear the voice of a fellow Alan. The Kens are a satire of a very particular Kind of Guy, and I can’t stand those guys either. The joke about “The Godfather” felt like it was written for me, personally. Alan trying to sneak out of Barbieland to get away from the Kens was basically my entire High School experience summed up.

There’s so many little, nice touches. The way that the “real world” is portrayed as realistically as possible, but the inside of the Mattel offices is a realm as strange and alien as Barbieland. The way those realms play as having their own internal rules that are totally different from each other. How casual the people in the know are with beings crossing between those realms, and the way they interact with each other. The fact that there’s a ghost, which is treated as being not supernatural at all, until it is. (In some ways, this is the best Planescape movie we’re ever going to get.) The way the Ken dance fight resolves. The choice of song the Kens use as a serenade. There’s a Doctor Who in it!

And, I don’t want to give anything away, but the thing Barbie says after being scolded by a student? When she’s crying on that bench? That’s the hardest I’ve laughed at a movie in I don’t know how long.

Mostly, though, what I like is how kind this movie is. It’s rare to see a satire that’s actually funny and loves both all of its characters and the thing that its satirizing—in fact, I’m not sure I can think of another one. Galaxy Quest, maybe?

This is a movie that wants everyone in it to do well. It’s a little disappointed in some of them; but no one really gets “a comeuppance” or “punished”, or really even a Second Chance; instead everyone gets an opportunity to do better, and they all take it.

There’s a saying that inside every cynic is a disappointed idealist; and this is a movie made by some very disappointed people. But it’s a movie that spends as much time showing a way forward, as it does attacking the problem.

The resolution manages to simultaneously hit “Immigrant assimilating while still being true to themselves”, “Pinocchio”, and “the end of 2001”, and do it with a joke. Brilliant.

Absolutely the best movie I saw last year.

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Gabriel L. Helman Gabriel L. Helman

Rebel Moon (2023)

This is as close to a review-proof movie as has ever been made: at this point, everyone on earth knows what to expect from “Zack Snyder does a sci-fi remake of Seven Samurai” and if they’re in the target audience. And yeah, it’s exactly the movie you imagined when you read that sentence.

At this point, Snyder’s ticks and interests as a filmmaker are well established. They shouldn’t be a surprise to anyone, and there’s a shot right towards the start where the main character is planting seeds and the seeds flying though the air go into slow motion, so it’s not like they’re a surprise to him either. This is solidly playing to the part of the crowd that’s already bought in.

There’s guns that shoot blobs of molten lead. There’s a prison robot that looks like one of the statues from Beetlejuice. There’s another robot that looks like Daft Punk’s forgotten third brother that’s voiced by Anthony Hopkins of all people. I’m pretty sure if this had come out when I was fourteen, I’d have loved it. Everyone seems like they’re having a good time, and I think the number people in this movie who also worked on Justice League says a lot.

It’s not a good movie, but it’s a hard movie to genuinely dislike. I feel like this is where I should work up some irritation that something this banal got this much money, but you know what? I just can’t summon the energy. Are there things to complain about? Sure. But criticizing it feels like walking into a Mexican restaurant and complaining that they won’t sell you a hamburger; the correct response is to ask “what part of the sign out front was confusing?” It’s exactly the movie it said it was going to be, it you watched it and didn’t like it, well, your media illiteracy is not the movie’s problem. If I was in charge of spending Netflix’s money, would I have bought this movie? Probably not. But in a world where Netflix also keeps throwing money at the Dave Chapelle transphobia carnival, it hardly seems worth being irked by.

So, a few stray observations:

Before the movie came out, Star Wars was always cited as the big influence, but I suspect the movie owes a much bigger debt to Warhammer 40k. The whole design style and look of the thing screams Games Workshop. Like Event Horizon this feels like this could cleanly slot in as an unofficial prequel. (Warhammer 15k?)

Speaking of Star Wars, Luke Skywalker's first outing is the mother of all “making hard things look easy” movies. Lucas does some very subtle, tricky things with tone, and pacing, and exposition (more about that in a second,) and at first glance it looks like anyone could do the same thing. A lot better filmmakers than Snyder have stepped on the rake of “well, how hard could it be to make a Star War?” to the point where there’s almost no shame in it. Hell, Lucas himself only has about a 50% hit rate for “like star wars, and good.”

Right after I saw it, my initial zinger was “So you know, if *I* was going to remake seven samurai in the style of star wars, I'd try to make I understood how at least one of those movies worked.” Mostly what I was talking about was the different approaches to exposition.

For a long time, one of the established rules for telling stories in a visual medium was Show Don’t Tell. But, this was always more of a rule than a guideline. Author & extensive sex-scandal-haver Warren Ellis has a great riff on this: Show Don’t Tell Is A Tool Not A Rule.

That said, the style over the last decade or two has swung the other way. To pick one example at semi-random, author & divorced-but-no-sex-scandals-as-far-as-we-know-haver Neil Gaiman basically built an entire career out of Tell Don’t Show. The 21st century Doctor Who has been a heavy Tell Don’t Show work (although that as much working around the budget as anything,)

What’s funny about this is that the two major sources for Rebel Moon, The Seven Samurai and Star Wars are as Show Don’t Tell as it gets. Kurosawa, especially in his historical samurai movies, would make movies that just dropped the audience into a fully operational world and let them catch up. Lucas, heavily inspired by Kurosawa, turned around and applied the same technique to fictional settings. In both cases, all the characters know how the world works, they talk casually and in slang, there’s no character whose job is to ask questions. Supposedly, Lucas wanted to be a documentarian originally, and he shot his science fantasty movies like it. Star Wars especially I describe as having a “vibes-over-lore” approach to worldbuilding; you learn how things work by how the characters react to them, not what they say about them.

Flashing forward fifty years, Rebel Moon is all the way on the other end of the spectrum. Everywhere Kurosawa would have cut to a wide shot and let the wind howl a little, or Lucas would have pointed the camera at the sunset and let John Williams take over for a little bit, here a character looks directly into the camera and dictates another entry for the Lore Wiki. It’s not actually that strange for a genre movie here in the early Twenties, but the contract between this and the style of the direct source material is vast.

I feel a little bad doing this in a review, but the best illustration of the difference is the Auralnaut’s Zack Snyder's STAR WARS: Part 1 - A New Hope which reworks the original Star Wars to work like Rebel Moon does.

Like Zack, I’m gonna save the wrapup and resolution for the second part.

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Gabriel L. Helman Gabriel L. Helman

Books I Read In ’23: Part 5—Planescape & Friends

The Story So Far

Planescape was…

Hang on, let me back up a bit. Okay, maybe a little further.

Dungeons & Dragons has this concept called Alignment. On the surface it’s a simplified way to describe how a character acts, filtered through a very Gygax-style overly-complex solution. You have two spectrums: Good vs Evil, and Lawful vs Chaotic, with a Neutral step in between for each, making a 9-space 3-by-3 grid. So you get things like Chaotic Neutral, Lawful Good, Neutral Evil. Like a lot of concepts from the original flavors of Dungeons & Dragons, it’s both overly-complex and overly-limiting. You’re supposed to pick one for your character that informs and limits how they act. Everyone picks “Chaotic Good”, the adventurer alignment: “I’m helpful but don’t tell me what to do”. But it sort of seeps into the cracks of the rest of the game. Monsters have alignments. Spells work with them. There used to be secret languages for each alignment.

And then, at the back of the First Edition Advanced Dungeons & Dragons Player’s Handbook, there’s two absolutely madcap pages labeled “Appendix IV: The Known Planes of Existence.” In this, Gygax outlines the cosmology out beyond where the game world normally takes place. The “real world” exists on something called the “Prime Material Plane”, which is surrounded by both the Outer and Inner Planes.

A Plane is something like the nine realms from norse myth, or an alternate dimension, but governed by different rules. The Inner Planes are primal forces: positive and negative energy, the elements. The Outer Planes, however, build outward from the alignment chart. 15 “Planes” extend outward from the Prime Material, one for each of the alignments (other than Neutral-Neutral), with a half-step between each. These are the outer dimensions where supernatural and god-like beings live, each tied to an Alignment. You can squint and see what real world mythology they’re each tied to—there’s Valhalla, there’s Dante’s Inferno, Limbo, Olympus, Christian Heaven, Hades, and so on. It’s a perfect distillation of the D&D ethos—all mythologies are included and equal, there’s a complicated chart, and you can fight them.

To round out the cosmology, the Inner Planes were connected to the Prime Material by the Etherial Plane, and the Outer Planes were connected by the Astral Plane. There’s an implication that there are more than one Material Plane, representing… parallel universes? All this was illustrated with a diagram out of an alchemist’s rantings, or a two-dimensional version of that orrery from The Dark Crystal.

Then, a couple of years later Jeff Grubb turned this into an entire book called The Manual of the Planes. This blew those two pages out into something approaching an actual setting. Each plane, outer and inner, got a full description, and there were monsters, encounters, rules for how spells worked. As a key detail for later, this book added a 16th “true neutral” plane, the Plane of Concordant Opposition, which acted as the center of The Great Wheel of the planes, with the other planes extending out from it, which also had an impossibly tall unclimbable spire at the center. (The axel of the wheel?)

What was all this for? The Planes solved, basically, three problems in D&D:

  1. Mostly, this described where the deities that clerics got their spells from physically lived. It was a universal explanation for where supernatural or paranormal entities came from. Gods, Demons, angels, elementals, ghosts: they come from a plane. And, it did this in a way that didn’t elevate one particular mythology or religion over the others. All real-world religions and supernatural creatures had a place to go, which you could use or ignore as you liked.
  2. It was where high level characters went when they needed a new challenge. Too powerful to clear out yet one more keep on a borderland? Travel to the Outer Planes and treat Dante’s political satire as an endgame dungeon.
  3. It provided a way to move between campaign settings. Want to use your Grayhawk characters in a Mystara game? Lemme tell you the good news about astral portals.

Maybe most critically, this was also the blanket answer for where demons (chaotic evil) and devils (lawful evil), came from. (The Abyss and The Nine Hells, respectively). Because of course, this was the height of the Satanic Panic in the mid-80s, and having a place in the game that was specifically where Satan lived was a bad look. When the 2nd edition of AD&D arrived in 1989, all this got swept under the rug.

While this kept all the weird mythology stuff out of the sight of the Mrs. Lovejoys of the world, this left the game without a place for high-powered characters to loot, or a way to travel between settings. The solution to this was the original Spelljammer. Spelljammer replaced the mythological outer realms with a science-fantasy “boats in space” approach. The different campaign settings were now planets, each in their own solar systems. Each solar system was enclosed in a “Crystal Sphere”, each of which in turn was floating in an infinite sea of “Phlogiston”. “Spelljammers” were magic-powered ships that could travel between the spheres. Implicitly, this was all taking place inside the old Prime Material Plane, leaving the old cosmology unmentioned but still usable.

By the mid-90s, the “satanic panic” was down to more of an “impish concern”, and Spelljammer hadn’t sold super-well. There was a desire to “bring back” the old planes cosmology. Rather than do this as a standalone esoteric sourcebook, the decision was made to promote the planes to a “real” campaign setting.

But also, AD&D’s simulationist, rules-heavy, combat oriented approach had fallen out of style. It wasn’t “The Game” anymore, not the way it had been a decade earlier, and there were a mounting number of games that weren’t just looting castles one ten-foot square at a time. There was a cambrian-style explosion of new games at the start of the decade—Over the Edge, Ars Magica, Feng Shui, to name some examples—built around figuring out the minimum viable number of rules for a game like this, and refocusing on the “role playing” part of RPG.

But the big one was Vampire: The Masquerade. Less rules, more roleplaying, dark urban fantasy. And, relevant to our current purposes, each character chose a “clan”, each of which was based on a Vampiric archetype (the dracula ones, the nosferatu ones, the anne rice ones, the lost boys, and so on). The clan wasn’t a character class so much as a set of hooks for roleplaying, an archetype for what your character acted like, not what they could do. It was that alignment chart, all grown up.

And this all dovetailed with everything else that was going on in nerd subcultures in the 90s, by which I really mean the goth scene was on the rise and The Sandman was huge.

And so, the mission: put D&D back at the forefront of RPG design, reboot the Planes as a gameplay location, with characters joining Vampire-style thematic groups while journeying across landscapes that looked like Sandman cover art.

The result: Planescape.

It immediately had a distinct feel as soon as you looked at it. The art was unlike anything on any other RPG product, a sketchy near-cartoony surrealist look that was immediately evocative; something between a goth Dr Seuss and Brian Froud’s concept art for Labyrinth. The logo had a weird spiky lady in it that looked like a mythological character from a mythos you’d never heard of. Even the fonts and page layouts were distinctive. The message was clear—this wasn’t a D&D book, this was a Planescape book.

The distinctivness continued once you flipped it open. (Or rather, slid open the box set). One of the signature features inside was “The Chant”, a set of slang and dialect that planar natives used; it only sounded strange to you on account your being a clueless berk, but don’t worry, you’ll be a savvy cutter no time. Unlike the house standard voice in other products, Planescape was written in a casual tone, the voice of an experienced adventurer welcoming you out of the prime and into the big leagues of the planes.

All the Planes got new names. These were their real names, you understand, the names back in the old Appendix IV were what the uneducated primes called them. As such, the “Plane of Concordant Opposition” became “The Outlands”, and the top of the infinite spire we now find Sigil, the City of Doors, a city built on the inside of a giant stone torus; which was also called the Cage because the only way in or out is via a planar portal or gateway. Sigil acts as the player’s home base, the place you bang around between adventures.

The city is ruled? controlled? by the enigmatic Lady of Pain—the spiky face in the logo. But she’s more of an absentee landlord than micromanager, so the city is run by The Factions. There are fifteen of them, roughly corresponding to the fifteen Outer Planes. But, they also all have a distinct philosophy. Like the vampire clans, it doesn’t take a lot of work to map the factions to their real-world counterparts—there’s the socialists, the fascists, the atheists, the libertarians, the discordians. (It was the 90s. Vampire had those guys too.)

Like in Vampire, every player had to pick a faction, and like vampire they were written so that everyone reading immediately had a favorite, but everyone had a different favorite. There weren’t “good ones” or “bad ones”, just a spectrum of stuff different people thought was cool. (Vampire is always cited as the direct inspiration, but I suspect the Factions also owed as much to the Houses and Clans from Battletech.)

This foregrounding of philosophy extended outward through the game: the rules posited that while the Prime Material Plane was governed by physics, the “physics” of the Outer Planes was philosophy, that belief and ideas were what underpinned those realities. The lead developer, David "Zeb" Cook, described the setting as “Philosophers with Clubs”.

It was fun, and different, and expansive without being overwhelming. While a lot of D&D specifically can feel like a copy of a copy of a copy of either Tolkien or Howard, this was something else, something absolutely unique, something D&D had that nothing else did.

The usual complaint from people that didn’t like it was that it was a better read than it was a game; which was occasionally fair: there are NPCs who communicate entirely through rebuses, which is great to read about but really, really hard to roleplay. (“It, uhhhh, puts up a rebus that, ah, can you roll, okay it means ‘you need to keep moving, citizen.’”). But if it was your jam, it was your jam.

It also served as the setting for one of the best-regarded D&D computer games, Planescape:Torment. Torment tended to be a lot of people’s first encounter with the setting, especially after the setting went out of print but the game stayed around in places like Steam or GoG. (That’s a gun I just hung over the mantle, by the way.)

It was glorious. In case this isn’t coming though from the fact that I’m over seventeen-hundred words in and haven’t talked about the new book yet, the Planes are my absolute favorite thing in D&D, and I think Planescape is the single best thing the old TSR ever published.

When 3rd edition came along at the turn of the century, Planescape, along with all the other boxed-set campaign settings got put in the attic. Both 3rd and 4th edition did anemic Manuals of the Planes that gestured at planar adventuring, but mostly left Sigil and Planesape as an easter egg or sidebar. The 5th Edition PHB has four pages at the back labeled “Appendix C: The Planes of Existence”, which is a surprisingly comprehensive summary of the built up material to date, but like the old original Appendix IV, was more teaser than gameplay resource.

As the fifth edition game trundled on, “new Planescape” was a persistant rumor. Which bring us to today, one the last new products released for “Dungeons & Dragons 5th Edition (2014)” before “Dungeons & Dragons 5th Edition (2024)” is released: the long rumored New Planescape.

Planescape 5e

The new Planescape follows the same format as last year’s Spelljammer: a slipcased set of three books: a setting overview, a monster manual, and an adventure. It solves one of new Spelljammer’s biggest shortcomings, in that the adventure and setting book are now 96 pages instead of 64, so the combined page count is the same as one of 5e’s larger standalone books, meaning it’s not cramped the way Spelljammer was. Also, they make the very savvy call to focus entirely on Sigil and the Outlands, leaving the rest of the planes alone.

So here we are! 45 pages detailing the insides of Sigil! Write-ups on the factions! A two-page spread for each gate down in the Outlands! A two-sided poster map! Modrons on the cover art! Finally, right?

I’ve got really mixed feelings about it.

Let’s start with this: The berks put the chant in the dead book. The “pirate talk / thieves cant” slang was one of the signature features of the original, solidly establishing that this took place somewhere else. There was always a vocal minority of people that didn’t like it, but those people didn’t like anything else about it either. And it’s just… not here. The text of the books is written in the same neutral house style as all the other 5e books. There’s no glossary of “planar slang” at the end. In the adventure, the first NPC you meet on the streets of Sigil uses essentially the entire slang dictionary in one sentence, and then someone else shoos them away with with an apology for the crazy person, and from that point on everyone else sounds just like every other D&D NPC, which is to say, just like Jack Kirby’s Thor. Reading it, there’s an immediate chill, as you realize that the setting whose signature feature was being different from everything else has been brought back, but lost something along the way..

The same thing applies to the art. Planescape used to have a distinct, stylized art style—there was no mistaking a Planescape book for something else. And here, everything is done in the same house style as the rest of 5e. It’s good art. It’s really good art. But there’s the Lady of Pain on the cover, looking like every other piece of 5th edition cover art. Seeing characters or locations from the old game rendered in the modern, standard art style was strange, like seeing someone you went to high school with after years and years and discovering they’d had some ill-advised plastic surgery. “They looked fine before, why did they do that to themselves?”

The distinctive fonts are gone, the text and layouts looking just like every other 5th edition book. Even the old logo is gone, replaced by an unadorned “PLANESCAPE” in big capital letters in the same brand font.

But okay, so the detailing is gone, what about the core content?

Let’s talk about the Factions. There’s only twelve of them now, some old ones, some revised, weirdly decoupling them from the outer planes. And they’re optional. There’s one new Character Background which is basically “belongs to a Faction” with a list of what skill gets a bonus based on what Faction you pick. There’s even a sidebar on how to make your own faction, which is cool, I guess, but broadly misses the point. The faction writeups clearly think of them as groups the players will interact with, but not join. Some of them are clearly bad guys now. You’re not really expected to pick a favorite. (And my old favorite isn’t there anymore, which is the real lemon juice squeezed into this papercut.)

And then there’s the included adventure, “Turn of Fortune’s Wheel.” There’s a mystery that takes the players on a tour of the Gate Towns along the edge of the Outlands, which is a great structure to get a buffet-style sampler plate of the planes without having to leave the Outlands. There’s a multi-planar casino! The central mystery is actually interesting. It even serves as a stealth sequel to the 1997 module The Great Modron March.

But yeah, this is where I start a paragraph with the word “but.”

Because the title of the box set is not “Planescape”, it’s “Planescape: Adventures in the Multiverse”, and “multiverse” means a different thing in 2023 than it did in 1997. So for the adventure you roll up three versions of your characters—the versions played by Tobey Maguire, Andrew Garfield, and Tom Holland, if you will—and your character “glitches” between them. It’s not a terrible mechanic, and kind of a cool premise, but that’s not the kind of multiverse we were talking about?

And, this is where I sort of chuckle and shake my head, the adventure has the exact same beginning as Torment. And I mean, exactly the same: you wake up on a slab in The Mortuary with amnesia, and there’s Morte the talking skull giving you a hard time. The central spine of the plot is to find out who you were, and why you keep coming back to life when you die. It’s the same set of ideas as Torment, just less interesting.

And I get it. I get it. Here in the twenties, if someone under 40 has played Planescape, they played Torment. And more importantly, they played the first 20 minutes of Torment, because a slightly buggy crunchy AD&D CRPG from the late 90s is basically unplayable today. Not technically, DosBox has you covered, but too much time has passed for those mechanics. So all most people know about Planescape is that there’s a weird morgue with a talking skull in it. So, yeah, you put that in. Sure you do.

So we end up with the “go anywhere do anything” setting going the same places doing—literally—the same things. It’s got that big franchise relaunch style where it spends a bunch of time covering old ground, gesturing at things going “hey, remember this?” Even when it drops the occasional deep cut, like an oblique reference to the original Planescape finale, Dead Gods, it manages to feel more patronizing than anything. The title of the second chapter of the adventure is “Philosophers with Clubs”, although the content of that chapter contains neither, but hey, ‘member when Zeb Cook said that?

And I haven’t even mentioned the walking castle thats blatantly just “Howl’s Moving Castle.”

Its’s high quality, well done. I found it all genuinely upsetting.

To be clear, theres nothing in here that's actually bad. It is, to coin a phrase, "perfectly cromulent", a solid-if-uninspiring update of an out-of-print setting to current corporate standards. The game my kid is in at jr high dropped everything they were doing and moved to this the second it came out. Walking though portals to fight new kinds of monsters is still cool when you're twelve, no matter what the art looks like. And, believe me, I understand there's a difference between "biggest release of the year for the most successful product line from a multi-billion dollar company" and "crazy swing for the fences from a nitche company that's going out of business."

But, I don’t understand the point of doing a new Planescape if you’re going to make it the same house style as everything else. Why not just do a new Manual of the Planes? The mechanics were never the point, what little of them there were. It was all about style and vibes, and all the style and vibes are gone.

And you know what? That’s my whole review. They took the most distinct, unique setting they ever had and sandblasted it until it was the same as everything else. Why bother? Why bring it back if this is what you were going to do?

Maybe this is just old guy grousing, and kids who find this for the first time in their teens will spend the next two decades dreaming about Sigil like I did. I hope so?

(This is where I casually mention inside some parentheses that DriveThroughPRG will do you a print-on-demand copy of the original for thirty bucks.)

However, Hasbro’s new Planescape isn’t the only game in town for extra-planar adventures in D&D…

Path of the Planebreaker by Bruce R. Cordell, Monte Cook, Sean K. Reynolds

Monte Cook was on the original Planescape team, then was one of the co-designers for D&D 3rd edition. He’s been running his own company for most of the 21st century, these days mostly knocking out new games based on the system he designed for his signature game, Numenera.

However, he also has an almost supernatural ability to release a product for D&D right before Hasbro does a version of the same thing, so last year just before the new Planescape was announced he did his own “Planescape for 5e”: Path of the Planebreaker.

A cursed moon—The Planebreaker—crashes from plane to plane, traversing the whole of the multiverse. The trail it leaves behind can be used as a road to travel the planes, assuming you have the right key.

The book outlines dozens of planes that the Planebreaker has crashed through, and in keeping with Monte Cook’s style, they’re all weird as hell. The Planebreaker itself, and the city of Timeborne on it, is a very cool “home base” location. It’s a very Monte Cook product: weird places? Check. Mysterious plot hooks-a-plenty? Check? Cool magic? Check. More than anything, this really fills the niche the planes used to have of “weird places high level characters can go and loot”. It’s the ideal sort of product to click into an existing game to blow out the horizons. The Planebreaker appears in the sky, shenanigans ensue.

You can tell everyone working on this knows how the D&D Great Wheel cosmology works, and while this doesn’t interact with it, it doesn’t contradict it either. These are the weirder planes further out from the ones near Sigil.

Great stuff, I really enjoyed it.

The Book of Ebon Tides by Wolfgang Baur & Celeste Conowitch

Meanwhile, Wolfgang Baur, who was also on the original Planescape team, also started his own company, Kobold Press (after writing the single best book for 3rd edition D&D, The Book of Roguish Luck, for Monte Cook’s old company). Legend has it that he pitched a Plane of Shadow book for the original Planescape back in the 90s which went nowhere. Two decades on, he finally wrote it: Book of Ebon Tides. And look, that’s pretty much the whole review: “Wolfgang Baur finally wrote his Shadow book.”

It’s pretty amazing. Here, the Plane of Shadow is reimagined as a dark counterpart of the real world filled with fay courts and shadow creatures; it’s Midsummer Nights Dream set in the dark world from A Link to the Past. Weird forests. Shadow goblins. Shadow magic. And you can play an anthropomorphic bear. This is the kind of book where every single page has something on it where you go “wow, that’s cool.” There’s a whole flock of character options, new races, new spells, every characer class gets a new shadow-themed subclass. The Book of Roguish Luck had this very cool “shadow thief” class for 3rd edition, and I was really hoping this would have an updated version. Oh yeah, that’s in here. And then some.

It’s full of hooks for Kobold’s home setting of “Midgard”, but that stuff is easy to strip out or sand down, and this also could click incredibly easy into any other campaign. I tend to buy books like this so I can loot them for other games, and I am going to be looting this one for years. It’s the kind of book that makes you want to scrap the game you’re currently running, drop it on the table, and tell your players, “so, we’re doing this now.”

Young Adventurer’s Collection: Places & Portals

The Young Adventurer’s Collection is a series of books Hasbro has been putting out aimed at younger readers that introduce the concepts of D&D without any of those pesky rules getting in the way. They’re perfect if you’re say, a mid-40s RPG nerd with a tween-aged kid whose really into this whole D&D thing but needs a softer onramp than the PHB. Places & Portals is the latest, covering, like it says, other places you can go. It hits the high points of the planes as a concept, but mostly I bring this up because it also has a chapter on Spelljammer. When the Spelljammer box came out last year, there was some debate about whether the “Doomspace” in the included adventures was really supposed to be Dark Sun in disguise? Well, Places & Portals came out first, and has has the same map of the Astral Plane as the Spelljammer box, except the solar system labeled “Doomspace” in Spelljammer is called “Athasspace” here. As a long time fan of that setting, I love that they collapsed the dark sun and dropped Athas into a black hole. Perfect ending, no notes.

Journeys through the Radiant Citadel

But lets loop back around. Before the new Planescape, before the new Spelljammer, Hasbro put out a book called Journeys through the Radiant Citadel. This was one of the adventure anthologies they do every other year or so, and has thirteen short adventures, most of which could work as a one shot. The signature feature of this book, though, was that it was entirely done by people of color.

The Radiant Citadel is an ancient magical city floating out in the Etherial plane (positioning this as both an anti-Spelljammer and anti-Planescape), and each adventure takes place in one of the locations the Citadel has a portal to. Are these locations other planes, other worlds in the prime material, somewhere else? The book is ambiguous about this, to its benefit. There’s no overarching cosmology here beyond “the universe is vast and wondrous.”

These locations and adventures all draw from world mythologies and traditions other than the warmed over Tolkien/Howard we were talking about. But they’re not just “the asian one” or “the indian one”, they’re all riffs and combinations of ideas, pulling from a far wider pool than D&D traditionally has. They all feel new. Each adventure is a tiny gem, sketching out a world outside the confines of the few pages they have. And these aren’t just dungeon crawls with a different skin, there are puzzles, negotiations, diplomacy. Most of the adventures center around arriving in a new place, figuring out how that world works, and then using that knowlede to solve a problem or help somebody. It’s probably the best book Hasbro put out for 5th edition. Yes, it's better than the new Ravenloft.

Forget the editorial failures of the new Spelljammer or the sandblasted new Planescape: this is what D&D should look like in the twenties. This. This is what I wanted from Planescape, this is what attracted me to the old Planescape as a teenager. A glorious mashup of world cultures and mythologies, evocative art, neat ideas, adventurers going to weird places and doing cool stuff.

In conclusion, the new Planescape is fantastic: it’s called Journeys through the Radiant Citadel. Strongest possible recommendation.

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Gabriel L. Helman Gabriel L. Helman

Books I Read In ’23: Part 4—RPGs

Paranoia (2023)

Everyone knows (at least) one of those people that are not themselves funny, but love something funny a little too much, which they can–and do—quote at length. In my age cohort, this was always Monty Python, or The Princess Bride, or Ghostbusters. People who’ve replaced having an actual sense of humor with memorizing the Dead Parrot Sketch or something, and as you listen to them shouting “Spam, Spam, Eggs, and Spam” for the umpteenth time, you think to yourself, wait, was this ever funny? Because they don’t really know what made it funny, and so they can’t themselves replicate it, and drained of the performance, there’s nothing really there.

The new edition of Paranoia is like that. The authors love Paranoia—LOVE IT—but can’t seem to actually convey whats so great about it. It’s page after page of the authors directly saying “this is the funniest thing ever wowee” without actually getting to anything, you know, funny?

Making this worse, they seem vaguely aware that “satire” is a thing, but don’t know what that means or how to do it. Mostly this is because they don’t have a take, they aren’t satirizing anything specific, just sort of vaguely gesturing that dystopias are bad? The back cover blurb ends with: “And here it is, a brand-new edition for the modern world. Surely there is nothing happening these days worthy of satire, right?” But… there’s nothing in here that does that? There’s plenty of targets from the current era, but the game sticks to enervated versions of the stuff that was there back in the early 80s. Even the core joke, that Friend Computer was so determined to fend off Communism that it built a perfect communist society, seems to have blown past them.

The result is a zombie, Paranoia-shaped game that just leans into the slapstick, “it’s funny when the players kill each other” parts. And yes it is, but that’s not the whole game, guys.

Of course, the memory cheats, so I dug out my copy of the original first edition Paranoia, and yep, that still slaps. That’s written by people with a Take, a solidly anti-Reagan/Thatcher satire with things to say. Friend Computer says to keep playing the original, citizen. Maybe it’s okay for some art to stay in its time, and not get a “brand-new edition”.

Kitty Noir

My kids aged out of Magical Kitties Save the Day basically the exact moment it was released, which was a bummer, because it’s a really neat younger-kids focused RPG. I happily backed the kickstarter for Kitty Noir, their film noir/golden age science fiction setting, hoping it would give me a way to age up the material a little. Spoiler: not so much.

Like all Magical Kitties books, it has the format of a kid’s picture book, with gorgeous art and great layout and design. The contents are a fun pastiche of film noir tropes while keeping them safe for an under-ten crowd. My one complaint is that its a little thin content-wise, there isn’t much here that you couldn’t freestyle after binging Double Indemnity and The Big Sleep, just to pick two random movies I can see from where I’m sitting.

Still, it’s a fun expansion to a fun game.

If I Were A Litch, Man by Lucian Kahn

It’s a box with three Jewish-themed RPGs. In the first—“If I Were A Litch, Man—you play a group of litches arguing about best way to defend the community from rampaging paladins. The second—“Same Bat Time, Same Bat Mitzva“—takes place at a Bat Mitzva party where one of the guests is turning into a vampire. The third—“Grandma’s Drinking Song”—is a singing game about a family of bootleggers during prohibition. They’re all amazing.

That said, there’s this new generation of extremely rules-light narrative/improv-heavy games that I really, really like, but do not know how to play. I don’t mean that in some kind of facetious “needs moar maths!” way, I mean I read the book and go “wow, that’s the coolest damn thing, but I genuinely don’t know what to do here.” Not a bad thing, to be clear! I’m glad the drama kids found our hobby and rescued us from the applied maths dorks, I just have a lot to unlearn. Back when I was in junior high, the cutting edge of RPG design was THAC0. I’m riven with jealousy that the kids today instead get things like this.

I Have The High Ground by Jess Levine

Few things have made me feel more old than the fact that this game is called “I have the high ground”, and not “I am not left-handed.”

It describes itself as “a collaborative two-player dueling game of banter, posturing, and capes” and so it is. But it’s not a fencing game—this covers the banter and drama before things get physical. Each match ends with weapons being drawn and the “real fight” starting. While the title obviously invokes Episode III, the Star War it most closely matches is the duel at the end of Return of the Jedi; if you’re playing this game right, every session ends with two lightsabers igniting and slamming into each other while the Emperor cackles.

The mechanics are, well, they’re rock-paper-scissors, but they’re used to shape the insults, baits, goads, and reparte as the two players score, basically, “making the other player mad” points. It’s only barely a “game” from a classic TTRPG sense, but it’s an absolutely amazing improv drama set of prompts. You probably couldn’t convince the other kids in the jr high Magic: the Gathering club to play this, but you probably could get the drama club to play this every week. Really fun.

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Gabriel L. Helman Gabriel L. Helman

Books I Read In ’23: Part 3

Redshirts: A Novel With Three Codas by John Scalzi

Redshirts caused quite a stir when it came out originally, and rightly so! It’s brilliant. The premise is straightforward: the junior officers of the Universal Union starship Intrepid start to notice that whoever goes down to the planet with the captain and other senior officers always dies while those senior officers always live, and they decide to do something about it. It was, and probably still is, Scalzi’s best book. The extended riffs on Trek tropes are fun, and then manages to move into a place thats both more meta and more interesting. I recall the length of the codas getting some criticism at the time, but like the Scouring of the Shire, they’re the whole point.

I could have sworn I read this back when it came out, but my copy has vanished over the years, so I impulse bought a new one. I remembered the front half very clearly, but the back half not so much, which implies a variety of funny things.

I have to admit, though, this plays very different in a world with Lower Decks. When this came out in ’13, Star Trek was pretty much dead as an ongoing concern, so metafictional deconstructions had a lot of space to breathe. Now, in a world where the two best Trek shows of all time are currently in production (LD and SNW, for the record,) one of which is covering much of the same ground of digging into the long-running tropes of the franchise, Redshirts stops feeling quite so cutting edge and starts feeling a little behind.vvI’ve not seen Redshirts cited as a specific inspiration for Lower Decks, but I’d be stunned if it wasn’t in the mix. As it is, I spent a lot of time (re?)reading this book thinking, “Boimler and Mariner landed this joke better.”

Still! Great read, and the codas are what make it work. Great, great ending. (When the time comes, I hope LD has one as satisfying.)

Starter Villain by John Scalzi

Scalzi’s latest operates much in the same zippy, light-weight “beach read” gear as last year’s Kaiju Preservation Society. The main character unexpectedly inherits his estranged uncle’s super-villain business, hijinks ensue. It’s not his best work, but still a thoroughly entertaining potboiler.

As he’s been very open about, he was clobbered by COVID halfway though the book, and as he put it got “brain scrambled” afterwards, and as such he turned the manuscript in very, very late. It’s dangerous to try and map too much of an author’s private life onto their work, but I feel like you can spot the exact page where he shakes off the Long Covid stupor and says “shit, I have to finish this.” I do not believe for one second that the resolution at the end of the book is what he had in mind while writing the first half, it’s sloppy in a “genius in a panic” sort of way, but it’s still fun.

(And man, I could have sworn I wrote this review already, but damned if I could find it.)

Midnight pals vols 1-3 by Bitter Karella

The print form of the @midnight_pals twitter feed, we find a collection of horror authors (King, Lovecraft, Barker, Poe, Koontz) sitting around a campfire telling stories, with guest appearances by… basically every other author you’ve ever heard of? It’s hilarious when you know who the guest authors are, and utterly inscrutable when you don’t. I loved it. As an aside, more people from the old twitter should just sell a print copy of their tweets?

Complete Calvin & Hobbes by Bill Watterson

Inspired by the next entry, I started reading Calvin & Hobbes with the kids. Turns out: just as good as you remember.

The Mysteries by Bill Watterson

Oh wait, I already wrote about this: The Mysteries

Dracula Daily by Bram Stoker and the internet

Hang on, I already wrote about this one too: Saturday Linkblog, books-from-the-internet edition

TARDIS Eruditorum Volume 8 by Elizabeth Sandifer

I am a huge, huge fan of Elizabeth Sandifer’s TARDIS Eruditorum, “An Unofficial Critical History of Doctor Who”. Essentially, a history of British culture told through the format of “in-depth literary analysis of all of Doctor Who”. Primarily a blog, she’s been updating and repackaging the material into book form. This is a format I wish more bloggers would use; there’s quite a few bloggers I wouldn’t mind picking up a print essay collection from every few years.

This is Volume 8, which covers the period from the disastrous TV movie in ’96 to the first season of the revived show in ’05, with all the deeply weird spin-off material from between those. There’s two threads to this one: what had to happen for the show to finally come back, and why didn’t any of the various previous swings work? (Spoiler: an actually good writer finally got ahold of it.) She’s much kinder to most of this material than I am; none of this stuff was very good, but there’s a lot to talk about, and she always has an interesting take. Due to the scale of the undertaking, there are very few critical works that cover all of Doctor Who. Of those, the Eruditorum is my favorite.

As an aside, she’s just kicked off her coverage of the Whittaker years on the website, having gotten a preview on the patreon, it’s gonna be a banger.

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Gabriel L. Helman Gabriel L. Helman

Books I Read In ’23: Part 2

House of X/Powers of X By Johnathan Hickman and others

The X-Men are a weird superhero book, even by american super hero standards. One of the strange things about them is their inability to be mediocre—the X-men are either “as good as superheroes get” or “unreadable trash” with no ground in-between. Compare that to, say, Spider-man, whose spent most of the last 60 years being “yeah, that was pretty good I guess,” with occasional outbreaks of brilliance or clones. This doesn't just apply to the books either: the movies, shows, what-have-you are all either one side of the scale or the other. To put that another way: no one has ever left an X-Men movie without having a strong opinion about what they just saw.

There’s a couple reasons for this, I think? There’s a weird mix of elements: they’re teachers, but also a commando team? In a world full of “regular” super heros, no one likes them? Also, a soap opera? And they’re a metaphor for the dealer’s choice of minority groups. And, the X-Men suffer more than most from the “fighting for the status quo” problem most superheroes have. The upshot is that to make them work, you have to actually have a take, it can’t just be “well, I guess Magneto is up to something again”.

The result is that the’re on this roughly 20 year cycle of someone coming in, having a new take that works, and then Marvel spends the next 10–15 years bleeding out everything from that burst of ideas. Lee & Kirby in the early 60s, Claremont & Byrne in the late 70s, Morrison at the turn of the century.

We’re due for a new spin, and Hickman wipes the deck clear and delivers. He kicked his run off with two linked books, pronounced House of “Ex” and Powers of “Ten”. (All good X-Men runs seem to center around using X to mean 10 in unexpected places.) The core metaphor and premise is pretty straightforward: we’re doing the formation of the State of Israel, but for mutants. (And with the Shi’ar Empire standing in for the United States as the not-so-subtle equipment supplier). This is coupled with a take that basically boils down to: “you know, if all these guys would just work together they’d be unstoppable.”

It’s about as good as the X-Men have ever been, and finally shake off the whole “fighting to protect the ones that hate them” angle: they have their own island now, and you can enter as much anti-mutant legislation as you like. Hickman has a great time riffing on this: Mutants have diplomatic immunity, Magneto is the Ambassador to the US, there are trade agreements. Plus, continuing on the “formation of Israel” angle, the fact that the mutants keep getting genocided gets treated with more seriousness than it ever has.

The layout is also fascinating, mixing traditional comic layouts with infographics, with a design sense that manages to look cutting-edge and and mid-60s at the same time. (Swiss design, coming through.)

The result is genuinely great, but great in the way that you know all the interesting material is going to be drained out of this over the next decade, and all the changes or new concepts are going to be retconned out and we’ll be back to the median-value room-temperature X-Men before too long; there’s a vague itch the whole time reading it thinking “there’s no way they’re going to actually keep any of this.” Which means that they’ve set themselves up for a “Destruction of Israel” story in a bit here, which I’m sure won’t delight all the wrong people.

But, you can’t grade a piece of art down based on what you know other people are going to do with it. As it stands, Hickman has knocked out 400-something pages of as good an X-Men story as there’s ever been. It’s worth enjoying in it’s own right, if for no other reason that he served up my favorite new idea in years: Cyclops, Jean Gray, and Wolverine are just a throuple now. Perfect. See you in another couple of decades, X-Men.

X-Men Epic Collections: Fate of the Phoenix & I, Magneto by Claremont, Byrne, and others

Speaking of those wacky mutants, my son is “exactly the right age to enjoy X-men” years old, so we’ve been picking up the reprints of the greatest hits here and there. And back when I was a kid, this was the Biggest Thing Ever: Dark Phoenix! Jean Grey Dies! Drama! Action! To quote the former galactic President: “Excitement, adventure, and really wild things!”

I hadn’t read any of this in probably 30 years, so I was pleased to see that it mostly holds up? It’s a superhero drama designed to be the most epic thing imaginable to tweens, and it still is.

One thing definitely stood out in hindsight, though. There was a fair amount of behind-the-scenes drama about killing off Jean Grey—the short, short version is that Claremont didn’t want to kill the character, but the editors insisted that she “pay for her actions.” Not to re-litigate 40-year old controversy, but in retrospect it’s so obvious that Jean “had to die” because she was a woman, and they didn’t want any of the female characters to be that powerful. What’s funny is reading this all later you can tell Claremont knows this, so he replaces Jean Grey with the nearly-powerless Kitty Pryde, and then makes sure Storm screws up or gets sucker-punched often enough to keep anyone from noticing how powerful she is too.

42: the wildly improbable ideas of Douglas Adams edited by Kevin Jon Davies

Kevin Jon Davies got started as part of the team doing the Guide animations for the BBC TV version of The Hitchhiker’s Guide to the Galaxy, and turned that both into a friendship with Douglas Adams and a career making documentaries.

After Douglas Adams died, his collected papers ended up at Cambridge, where they mostly sat in file boxes. This book is a greatest hits collection of what Davies found when he went through them. Like a lot of posthumous collections, it’s equal parts fascinating and frustrating. As an example: there was a long standing rumor that Adams had written an entire first episode to the unmade second season of the Hitchhiker TV show, it turns out that’s true! And this book includes… only the first page. Then, the second half of the book is page after page of unrealized, unfinished projects. Fascinated, but frustrating. More than ever, this book makes me wish he’d had a business partner that could wrangle these projects over the finish line. Or, you know, make sure he got his heart checked out.

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Gabriel L. Helman Gabriel L. Helman

Books I Read In ’23: Part 1

1177 BC: The Year Civilization Collapsed by Eric H. Cline

The Late Bronze Age Collapse is one of those fascinating historical mysteries: about 3000 years ago, essentially every city in the near and middle east burned to the ground, most never to be repopulated. Greece entered the Greek Dark Ages, the New Kingdom period in Egypt ended entering one of their “intermediate periods”. It’s Mad Max, but with sandals and bronze spear heads. So, what happened? Famine, earthquakes, attacks by the mysterious “Sea Peoples?”

To orient this historically, this is after everything we think of as being “ancient Egypt”, but before “ancient Greece.” Whatever historical events inspired Exodus have already happened, and we’re roughly at the same time as whatever really happened at Troy. (And, of course, both “The Bronze Age” and “The Bronze Age Collapse” are both strictly Mediterranean-world concerns, the civilizations in Asia, the Americas, Africa, and indeed even north-western Europe would be surprised to hear there was a collapse.)

Cline does an amazing job sketching out the world of the Mediterranean at the end of the bronze age. Unlike some other places and times in history which can feel like transmissions from an alien planet, the ancient near east is familiar—cosmopolitan, connected, deeply interlinked trade, people have jobs, to the extent that there are art fads, and grecian artisans sail to all points on the Mediterranean shore because Greek-style frescoes are “so hot right now”. And then, it all burns to the ground, and no one really knows why.

After sketching out what the pre-collapse Mediterranean world was like, Cline starts to offer various suggestions about what might have happened, and right about the point you think to yourself, “oh, I get it, this was the cause,” Cline basically yells “you’d like to think that, wouldn’t you!” and whips out some new piece of evidence that disproves the theory.

Fascinating and entertaining, despite not having as clear an answer as anyone—including the author—would like. The ultimate conclusion is that it wasn’t any one thing, it was everything—a century or so filled with earthquakes, climate change–fueled famine, social unrest, attacks by displaced migrants and refugees, and, and, and… with the final result being that the entire sophisticated international order ceased to be. Chilling. In a lot of ways, it’s a real-world historical version of Gibon’s “Jackpot”. Makes me glad I don’t live in a time like that. Now, let me take a big sip of coffee and check the news…

The Sunken Land Begins To Rise Again By M. John Harrison

A strange and unsettling book that’s hard to describe. I picked this up mostly because William Gibson was enthusing about it on the former twitter. I confess, it took me months to read the first half, and then I read the last third practically in one sitting.

The best description I can give is that it’s like a book starring the characters who live next door to a Stephen King novel. Strange and disturbing things are happening just out of sight, and the main characters are a little too wrapped up in themselves to notice. As it proceeds, the book moves into a space more akin to Lovecraft (but without the racism) where these things that are happening are too alien for the characters, or the reader, to perceive correctly.

The end was almost unspeakably unsettling. I’m glad I read it. Strongly recommended.

Fast Times In Comic Book Editing By Shelly Bond and a bunch of artists

Shelly Bond was the assistant editor for DC’s Vertigo line in the 90s, and was the last person out the door when DC finally turned the lights off a few decades later. She worked on—basically—everything, and was one of those under-recognized figures, instrumental in Vertigo being Vertigo.

She kickstarted a graphic novel memoir, telling stories about both being in her early 20s in manhattan while also being at the ground floor of an artistic movement. Not every kickstarter turns out to have been worth it, but this one absolutely was.

Snow Glass Apples By Colleen Doran And Neil Gaiman

Snow, Glass, Apples started life as a relatively minor Gaiman short story, later adapted to graphic novel form by Doran. The plot is slender, even by Gaiman standards: what if there was something we didn't know about the story of Snow White, and what if the so-called “Evil Queen” knew something we didn’t? What if the story we know is because the victor gets to write history? (Spoiler: Snow White is a vampire). The plot isn’t the attraction, if you’ve read more than about three other stories you can correctly guess exactly how things are going to go by the end of the first page. The attraction is Doran’s absolutely gorgeous art, turning a fun-if-simplistic “fractured fairytale” into a visual masterpiece. I really, really enjoyed it.

Bea Wolf by Zach Weinersmith and Boulet

Hey, Wait!

Bea Wolf is a surprisingly-accurate retelling of the first third of Beowulf—for kids. Treeheart—the suburban treehouse that all the kids in the neighborhood hang out in is under attack by their nefarious neighbor, Mister Grindle, who can’t stand the sounds of merry-making. Fortunately, a group of kids from the suburb upriver ride their inner-tubes down the sliding-sea to help, led by the steadfast Bea Wolf.

The art is outstanding, but the standout here is the writing: Zack Weinersmith (mostly of Saturday Morning Breakfast Cereal fame) does an absolutely incredible job writing a modern, kid-friendly version of the story that keeps the rhythms, alliterations, digressions, and kennings all intact. This is, without question, the most fun I have ever had reading a book out loud to my kids.

Reader, if you’ve got kids in your life and haven’t picked this up yet, go order a copy right now, trust me.

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Gabriel L. Helman Gabriel L. Helman

Doctor Who and The Church on Ruby Road

When the first trailer for “The Church on Ruby Road” aired, opening as it did with a shot of the new Doctor dancing in a nightclub, I saw someone online react something along the lines of “why would a thousand year old Time Lord go dancing?”

To this, I had a very strong two-part reaction, namely:

  1. I think you mean “billion”, not “thousand”
  2. My nightclub days are long, long behind me, but if I woke up looking like Ncuti Gatwa, you couldn’t drag me out of them

But this grouchy internet person made an interesting point, albeit accidentally: there’s a solid sub-genre of Doctor Who where the story opens with the Doctor already in the middle of something, and I can’t remember there ever being one where that “something” was “having fun”.

Taken entirely on its own, “The Church on Ruby Road” is an absolute delight. Just fun from beginning to end. The stakes are never that high, and the plot is a slender thing, but that’s the point; we’re here to launch the two new leads and set up the show going forward. And be as Christmasy as possible while doing it.

From the moment he pops onto screen, here in his first real episode, Ncuti Gatwa makes it clear why he got the part; playing a character that’s unquestioningly the Doctor, but a different model than we’ve ever seen before.

The script does a lot of heavy lifting for him, giving him a series of, if you will, “median value” Doctor Who moments, and letting him show off his spin on them. He gets two scenes—where tells the police officer that his girlfriend is going to say yes, and then later when he compares “real time travellers” to whatever the goblins are doing—that are practically Doctor Who audition pieces (and I’d be surprised if at least one of them wasn’t literally one). You can close your eyes and hear how any of his predecessors would have done either of those scenes. Gatwa manages to land a take on both that’s both utterly unlike how any of the other actors would have done it, but also unmistakably the Doctor.

And, mind you, this is after being introduced in a scene doing something no other Doctor would do—that seems custom designed to stroke out anyone left watching who’s been complaining about “woke doctor who”—and then immediately snaps into frame and Doctors the hell out of his first scene with Millie Gibson.

Mille Gibson’s Ruby Sunday, on the other hand, is a little harder to get a read on, mostly landing on “high energy” and being unflappable. Frankly, introducing the character by having her recite her life story in a literal TV interview feels a little—not lazy, exactly, but impatient? Mostly, she’s there to have stuff happen to, which is a little unfortunate. Her big moment comes at the end of the big song set-piece—the Goblin Song was heavily promoted ahead of time, but of course that turned out to be a headfake to cover the fact that we’ve got a Doctor that can sing now too, and then that turned into the reveal that we’ve also got a companion that can.

“Can ad-lib lyrics to a goblin song while trapped in a sky ship” isn’t the strongest character premise, but it’s a pretty solid start.

The goblins themselves, meanwhile, feel like exactly the kind of move you do when you have a new potential audience and you want to make sure they know “hey, this isn’t star wars.” Doctor Who has always worked better when it knows it’s science fantasy instead of science fiction, and musical steampunk goblins feels like a real statement of purpose. Plus, a solid use of that extra Disney+ money.

The ending is a little clunky? The brief riff on It’s a Wonderful Life and closing the time travel loop both feel a beat too short and easy, and the look on Gatwa’s face as he watches the figure that dropped off the baby walk away is “I could find out now, but I guess I’ll save it for the season finale.”

And then, Ruby runs down stairs and boards the Tardis because… the episode is over? Even the bigger-on-the-inside scene is swallowed so that the Mysterious Neighbor can break the fourth wall.

It’s clunky, but what’s funny is that it’s clunky in exactly the same way “Rose” was.

Russell Davies is now in the unique position of having written the introductions for three Doctors and four companions, which puts him in solidly in the forefront versus anyone else that’s worked on the show.

(Okay, anorak time: Prior to this, RTD and Moffat had both done two Doctors. Terrance Dicks was involved with two—3rd and 4th—but script-edited one and wrote the other. JNT was the producer for three new Doctors—5th, 6th, and 7th—but had a different script editor and writer each time. Moffat did four companions if we include Rory, which we do. If I’m counting off the top of my head right, JNT hired seven companions, but again with different creative staff nearly every time.)

So how does this compare to his other two?

The first time—“Rose”—was a full reset of the show, assuming that the vast majority of the audience had never seen the old show. That episode spent a lot of time setting up the “Rose Tyler Show” so that the Doctor could crash into it.

The second time—“The Christmas Invasion”—was mostly a character piece about existing main character Rose Tyler reacting to her friend changing, and then David Tennant swaggers in with ten minutes to go and takes over the show.

This doesn’t resemble either of those so much as it does “The Eleventh Hour” in that it has to introduce a whole new cast and serve as a jumping-on point, but assumes that most of the audience already knows the score.

Besides, the “swagger in and steal the show” scene came two weeks ago, this is more worried about getting on with it and showing what the show is going to be like going forward.

RTD has an interesting tic where the Tardis is sidelined for a companion’s first story, and then the story ends with “all that and also a time machine!” “Rose” gets the Tardis involved earlier, but doesn’t time travel, but both “Smith and Jones” and “Partners in Crime” leaves it to the end. (“The Runaway Bride” has a lot of Tardis, but, like “Rose”, obscures it’s more unique features.)

Compare that to “The Eleventh Hour” or “The Pilot”, where the fact that it’s a time machine factors heavily into Amy/Bill’s first encounter.

“Rose” was pretty deliberately designed as part of a triptych with “The End of the World” and “The Unquiet Dead”; that first part ends with her running towards the Police Box, and most of the “Tardis Stuff” gets handled at the start of the second; that is, other than the big “bigger on the inside” beat halfway though “Rose”.

“The Church on Ruby Road” kind of awkwardly straddles the middle The perfunctory ending would play a lot better if the next episode was next week instead of in 4 months. And the show spends a lot more time setting up the mystery about Ruby’s birth than exploring what her life is like now, and why she’s willing to run off with the Doctor at the end other than a vague sense of “waiting for her life to start” malaise.

But, having typed all that out now, I actually think that’s pretty savvy. “Rose” was about pulling in a whole new audience. “The Christmas Invasion” and “The Eleventh Hour” were about telling that existing audience not to worry, it’s still the same show.

“The Church on Ruby Road” is doing something new, it’s trying to get the old audience back. It’s no secret that the ratings, however you measure them, have been in a slow but steady decline since the 50th anniversary. These four 2023 specials aren’t really about attracting new people, their job is to reel back in all those people who were watching in 2008 and saying “that show you like is back in style”.

Much like how “The Eleventh Hour” accidentally became the jumping-on point for everyone in the US who discovered the show on BBC America, this might be that for a next generation of Disney+ first time viewers, but: no. Those people all clicked “Special 1” instead of “Special 4” and discovered the show with “The Star Beast.”

Historically, the closest analogue to what the show is doing here is “Remembrance of the Daleks”, but in a parallel universe where they had bothered to tell anyone that the show was about to be better than it had maybe ever been.

So, this can get away with having Millie Gibson pop onto screen, deliver her character brief directly to the camera, and the audience goes “got it, new companion. So about those goblins from the trailer?”

Something that does come through clearly is that RTD has been watching the show since he left. Ruby Sunday doesn’t feel like anything so much as Davies looking at Clara and thinking “ooh, I’ll have one of those, please”. And the casual use of time travel in way the Doctor goes back in time to make sure the baby gets where it needs to be isn’t something that really entered the show’s vocabulary until Moffat took over.

And, after having Neal Patrick Harris look the fanbase directly in the eye and say, essentially, “you can’t trust anything the Master said about the Doctor’s origins”, he picks out the most interesting nugget—that the Doctor might be adopted—and runs with it.

Love that “mavity” is going to be running thing.

There’s a long running fan “tradition” of breathlessly claiming any mysterious character is the return of the Rani/Romana/Drax/Susan, etc. That last shot seems to be there specifically to wind those people up, but okay, I’ll play along. I think Mrs. Flood is going to turn out to be… K'anpo.

What would you do if you woke up, and you were young, and beautiful, and all the pain was gone? You still had your memories, you’re still the same person, but healed?

How great would that be?

One of the big innovations when the show came back into 2005 was to massively expand the emotional palette. Now, this is as much a ding on the old show as its a compliment to the new one; the old show went off the air less than four months before Twin Peaks started, which is a remarkable demonstration of how behind-the-times the show had gotten. Expanding the emotional palette was less an innovation and more admitting that there are other shows on TV.

But, the upshot was the main character was suddenly allowed to have actual feelings for the first time, which tremendously widened the scope of what kinds of stories the show could tell.

The last time RTD rebooted the show, the character and the show had both been though some stuff. The Time War was pretty explicitly a metaphor for the show’s cancellation; and both the character and the show were pretty angsty about everything that had happened since we saw them last.

Now, almost two decades later he’s rebooting it again, and both the show and the character have been though even more stuff. It’s been a weird time! But now, the characer and the show’s reaction is to just be glad to be here, thrilled to be alive. That feels like an older and wiser reaction.

Here in 2023, having an angst-filled tortured main character feels positively old-fashioned. Instead, now we’ve got one that seems motivated more by joy and raw enthusiasm.

Good to see you, Doctor. Glad you’re back. Roll on the future.

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Gabriel L. Helman Gabriel L. Helman

Books I read in 2022, part 3

(That I have mostly nice things to say about)

Programming note: while clearning out the drafts folder as I wind the year down, I discovered that much to my amusement and surprise I wrote most of the third post on the books I read last year, but somehow never posted it? One editing & expansion pass later, and here it is.

Previously , Previously .

Neil Gaiman's Chivalry, adapted by Colleen Duran

A perfect jewel of a book. The story is slight, but sweet. Duran’s art, however, is gorgeous, perfectly sliding between the style of an illuminated manuscript and watercolor paintings. A minor work by two very capable artists, but clearly a labor of love, and tremendous fun.

The Murderbot Diaries 1&2: All Systems Red and Artificial Condition by Martha Wells

As twitter started trending towards it’s final end last summer, I decided I’b better stary buying some of the books I’d been seeing people enthuse about. There was a stretch there where it seemed like my entire timeline was praise for Murderbot.

For reasons due entirely to my apparent failures of reading comprehension, I was expecting a book starring, basically, HK-47 from Knights of the Old Republic. A robot clanking around, calling people meatbags, wanting to be left along, and so on.

The actual books are so much better than that. Instead, it’s a story about your new neurodivergent best friend, trying to figure themselves out and be left alone while they do it. It’s one of the very best uses of robots as a metaphor for something else I’ve ever seen, and probably the first new take on “what do we use robots for besides an Asimov riff” since Blade Runner. It was not what I expected at all, or really in the mood for at the time, and I still immediately bought the next book.

Some other MoonKnights not worth typing the whole titles of

All pumped after the Lumire/Smallwood stuff, I picked up a few other more recent MoonKnights. I just went downstairs and flipped through them again, and I don’t remember a single thing about them. They were fine, I guess?

The Sandman by Neil Gaiman and others

Inspired by the Netflix show (capsule review: great casting, visually as dull as dishwater, got better the more it did it’s own thing and diverged from the books) I went back and read the original comic run for the first time since the turn of the century. When I was in college, there was a cohort of mostly gay, mostly goth kids for whom Sandman was everything. I was neither of those things, but hung out in the subcultures next door, as you will. I liked it fine, and probably liked it more that I would normally have because of how many good friends loved it.

Nearly three decades later, I had a very similar reaction. It always worked best when it moved towards more of an light-horror anthology, where a rotating batch of artists would illustrate stories where deeply weird things happened and then Morpheus would show up at the end and go “wow, that’s messed up.” There’s a couple of things that—woof—haven’t aged super well? Overall, though, still pretty good.

Mostly, though, it made me nostalgic for those people I used to know who loved it so much. I hope they’re all doing well!

Death, the Deluxe Edition

Everything I had to say about Sandman goes double for Death.

Sandman Overture by Neil Gaiman and J.H. Williams III

I never read this when it came out, but I figured as long as I was doing a clean sweep of the Sandman, it was time to finally read it. A lot of fun, but I don’t believe for a hot second this is what Gaiman had in mind when he wrote the opening scene of the first issue back in the late 80s.

The art, though! The art on the original series operated on a spread from “pretty good” to “great for the early 90s”. No insult to the artists, but what the DC production pipeline and tooling could do at the time was never quite up to what Sandman really seemed to call for. And, this is still well before “what if every issue had good art, tho” was the standard for American comics.

The art here is astounding. Page after page of amazing spreads. You can feel Gaiman nodding to himself, thinking “finally! This was how this was always supposed to look.”

Iron Widow by Xiran Jay Zhao

Oh heck yes, this is the stuff. A (very) loose retelling of the story of Wu Zeitan, the first and only female Chinese emperor, in a futuristic setting where animal-themed mechs have Dragonball Z fights. It’s the sort of book where you know exactly how it’s going to end, but the fun is seeing how the main character pulls it off. I read it in one sitting.

Dungeons & Dragons Spelljammer: Adventures in Space

Oh, what a disappointment.

Let’s back up for a sec. Spelljammer was an early-90s 2nd Edition D&D setting, which boiled down to essentially “magical sailing ships in space, using a Ptolemaic-style cosmology. It was a soft replacement for the Manual of the Planes, as a way to link campaign worlds together and provide “otherworldly“ adventures without having to get near the demons and other supernatural elements that had become a problem during the 80s “satanic panic.” (It would ultimately be replaced by Planescape, which brought all that back and then some.)

Tone-wise, Spelljammer was basically “70s van art”. It was never terribly successful, and thirty years on it was mostly a trivia answer, although fondly remembered by a small cadre of aging geeks. As should be entirely predictable, I loved it.

Initially, 5th edition wasn’t interested in past settings others that the deeply boring Forgotten Realms. But as the line continued, and other settings started popping back up, Spelljammer started coming up. What if? And then, there it was.

For the first time in the game’s history, 5th edition found a viable product strategy: 3 roughly 225 to 250-page hardcovers a year, two adventures, one some kind of rules expansion. The adventures occasionally contained a new setting, but the setting was always there to support the story, rather than the other way around.

Spelljammer was going to be different: a deluxe boxed set with a DM screen and three 64-page hardcovers, a setting and rules book, a monster book, and an adventure. (Roughly mirroring the PHB, DMG, MM core books.)

The immediate problem will be obvious to anyone good at mental arithmetic, which is that as a whole the product was 30 to 60 pages shorter than normal, and it felt like it. Worse, the structure of the three hardbacks meant that the monster book and adventure got way more space than they needed, crushing the actual setting material down even further.

As a result, there’s so much that just isn’t there. The setting is boiled down to the barest summary; all the chunky details are gone. As the most egregious example, in the original version The Spelljammer is a legendary ship akin to the flying dutchman, that ship makes up the background of the original logo. The Spelljammer herself isn’t even mentioned in the new version.

Even more frustrating, what is here is pretty good. They made some very savvy changes to better fit with everything else (Spelljammers now travel through the “regular” astral plane instead of “the phogiston” for example). But overall it feels like a sketch for what a 5E spelljammer could look line instead of a finished product.

This is exacerbated by the fact that this release also contains most of a 5E Dark Sun. One of the worst-kept secrets in the industry was that Hasbro had a 5E Dark Sun book under development that was scrapped before release. The races and creatures from that effort ended up here. Dark Sun also gets an amazing cameo: the adventure includes a stop in “Doomspace”, a solar system where the star has become a black hole, and the inhabited planet is just on the cusp of being sucked in. While the names are all slightly changed, this is blatantly supposed to be the final days of Athas. While I would have been first in line to pick up a 5E Dark Sun, having the setting finally collapse in on itself in another product entirely is a perfect end to the setting. I kind of loved it.

Finally, Spelljammer had some extremely racist garbage in it. To the extent that it’s hard to believe that these book had any editorial oversight at all. For a product that had the physical trappings (and price) of a premium product, the whole package came across as extremely half-assed. Nowhere more so that in the fact that they let some white supremacist shit sail through unnoticed.

Spelljammer, even more so than the OGL shitshow, caused me fundamentally reassess my relationship with the company that owns D&D. I still love the game, but I’m going to need to prove it to me before I buy anything else from them. Our support should be going elsewhere.

Ducks: Two Years in the Oil Sands by Kate Beaton

Back during the mid-00s webcomics boom, there were a lot of webcomics that were good for webcomics, but a much smaller set that were good for comics, full stop. Kate Beaton’s Hark a Vagrant! stood head and shoulders above that second group.

Most of the people who made webcomics back then have moved on, using their webcomic to open doors to other—presumably better paying—work. Most of them have moved on from the styles from their web work. To use one obvious and slightly cheap example, Ryan North’s Squirrel Girl has different panels on each page, you know?

One of the many, many remarkable things about Ducks is that is’s recognizably the same style as Hark a Vagrant!, just deployed for different purpose. All her skills as a storyteller and and cartoonist are on display here, her ability to capture expressions with only a few lines, the sharp wit, the impeccable timing, but this book is not even remotely funny.

It chronicles the years she spent working on the Oil Sands in Alberta. A strange, remote place, full of people, mostly men, trying to make enough money to leave.

Other than a brief introduction, the book has no intrusions from the future, there’s no narration contextualizing the events. Instead, it plays out as a series of vignettes of her life there, and she trusts that the reader is smart enough to understand why she’s telling these stories in this order.

It’s not a spoiler, or much of one anyway, to say that a story about a young woman in a remote nearly all-male environment goes the way you hope it doesn’t. There’s an incredible tension to the first half of the book where you know something terrible is going to happen, it’s a horrible relief when it finally does.

As someone closer in age to her parents than her when this all happened, I found myself in a terrible rage at them as I read it—how could you let her do this? How could you let this happen? But they didn’t know. And there was nothing they could do.

It was, by far, the best book I read last year. It haunts my memory.

Jenny Sparks: The Secret History of the Authority by a bunch of hacks

I loved the original run on The Authority 20 years ago, and Jenny Sparks is one of my all-time favorite comic book characters, but I had never read Millar’s prequel miniseries about her. I picked up a copy in a used bookstore. I wish I hadn’t. It was awful.

She-Hulk omnibus 1 by Dan Slot et al

Inspired by the Disney+ show (which I loved) I picked up the first collection of the early-00s reboot of She-Hulk. I had never read these, but I remember what a great reception they got at the time. But… this wasn’t very good? It was far too precious, the 4th wall breaking way too self-conscious. A super-hero law firm with a basement full of every marvel comic as a caselaw library is a great one-off joke, but a terrible ongoing premise. The art was pretty good, though.

She-Hulk Epic Collection: Breaking the Fourth Wall by John Byrne, Steve Gerber, and Others

On the other hand, this is the stuff. Byrne makes the 4th wall breaks look easy, and there’s at joy and flow to the series that the later reboots lack. She-Hulk tearing out of the page and screaming in rage at the author is an absolutes delight. And then, when Byrne leaves, he’s replaced by Steve “Howard the Duck” Gerber, and it got even better,

Valuable Humans in Transit and other stories by qntm

This short story collection inclues the most upsetting horror story I’ve ever read, Lena, and the sequel, which manages to be even worse. Great writing, strongly recommended.

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