Friday, 20 June 2008
Fiction
Devil May Care by Sebastian Faulks writing as Ian Fleming
Chapter 19
On their train to freedom, Bond and Scarlett are assaulted by the henchman, Chagrin. No Red Grant-style fight of consequence, but he is afforded a great, brutal death. After that, their increasingly long-winded escape goes on a bit; although quite tense, we've had several chapters of this now, and it's not quite what you expect from the final few chapters of a Bond novel.
Chapter 19
On their train to freedom, Bond and Scarlett are assaulted by the henchman, Chagrin. No Red Grant-style fight of consequence, but he is afforded a great, brutal death. After that, their increasingly long-winded escape goes on a bit; although quite tense, we've had several chapters of this now, and it's not quite what you expect from the final few chapters of a Bond novel.
Thursday, 19 June 2008
TV
The Graham Norton Show
3x10 (19/6/08 edition)
Heroes
2x09 Cautionary Tales
Spaced
1x02 Gatherings
1x03 Art
Spooks
4x09 The Sting
4x10 Diana [season finale]
Spooks manages the impressive feat of constructing a suitably epic season finale set almost entirely on the Grid, the show's main standing set. There's also a suitably dramatic cliffhanger, something I'd forgotten Spooks did after the almost-wholly-resolved third season finale. It's all still a tad far-fetched, but that's par for the course now, as Spooks has turned from "realistic(ish) spy show" to a more typical action spy show, that would err enough on the side of realism were it not for the seasons that preceded it.
3x10 (19/6/08 edition)
Heroes
2x09 Cautionary Tales
Spaced
1x02 Gatherings
1x03 Art
Spooks
4x09 The Sting
4x10 Diana [season finale]
Spooks manages the impressive feat of constructing a suitably epic season finale set almost entirely on the Grid, the show's main standing set. There's also a suitably dramatic cliffhanger, something I'd forgotten Spooks did after the almost-wholly-resolved third season finale. It's all still a tad far-fetched, but that's par for the course now, as Spooks has turned from "realistic(ish) spy show" to a more typical action spy show, that would err enough on the side of realism were it not for the seasons that preceded it.
Fiction
Devil May Care by Sebastian Faulks writing as Ian Fleming
Chapters 15 - 18
An action-packed few chapters, as Bond is retrieved from the desert by Gorner and is once again treated to a handy description of a new despicable plan. Ooh, that dastardly foreigner! While Bond is stuck on Gorner's stolen British passenger plane, headed for Russia's main nuclear factory, Leiter teams up with Darius to stop the destruction. But there's a traitor in their midst... Unsurprisingly, there's some success in stopping Gorner's plans, but to get home Bond and Scarlett must journey into the heart of the Soviet Union, the country Bond's spent most of his adult life fighting! These are an exciting set of chapters, with a climactic feel -- though, with Gorner still alive and Bond in the heart of Russia, it's far from over. And there's still that mystery of how truthful Scarlett and/or Poppy are... (I'll post fuller notes on these chapters in my review of the book.)
Doctor Who - Decide Your Destiny: Lost Luggage by Colin Brake
See here for my thoughts on this book.
Winter Story by Jill Barklem
Chapters 15 - 18
An action-packed few chapters, as Bond is retrieved from the desert by Gorner and is once again treated to a handy description of a new despicable plan. Ooh, that dastardly foreigner! While Bond is stuck on Gorner's stolen British passenger plane, headed for Russia's main nuclear factory, Leiter teams up with Darius to stop the destruction. But there's a traitor in their midst... Unsurprisingly, there's some success in stopping Gorner's plans, but to get home Bond and Scarlett must journey into the heart of the Soviet Union, the country Bond's spent most of his adult life fighting! These are an exciting set of chapters, with a climactic feel -- though, with Gorner still alive and Bond in the heart of Russia, it's far from over. And there's still that mystery of how truthful Scarlett and/or Poppy are... (I'll post fuller notes on these chapters in my review of the book.)
Doctor Who - Decide Your Destiny: Lost Luggage by Colin Brake
See here for my thoughts on this book.
Winter Story by Jill Barklem
"Doctor Who - Decide Your Destiny: Lost Luggage" by Colin Brake
Colin Brake, king of the weak Decide Your Destiny book, returns for one final stab at the heart of gamebooks... sorry, I mean, one final stab at writing one. Lost Luggage is the first book of the series' final batch of releases (to date), and the ninth in the series. The last set of books added historical adventures to the mix, and now this one adds a companion-free Doctor... well, apart from you, obviously. "When the TARDIS goes missing in a busy spaceport, the Doctor and you must race against time and across space to find it, before the Doctor's incredible spaceship is lost forever..." Ooh, Terminal 5-a-like.
It will come as no surprise that all the problems evident in Brake's previous three books are present here too. From the very first entry you're -- here comes my well-worn complaint! -- making choices to direct the story, rather than to direct your character. Perhaps if these were Decide the Story books I'd accept this, but they're Decide Your Destiny, which rather implies you're meant to be directing your character's actions, as far as I'm concerned. That's certainly how these sort of books normally work, anyway, and there's a reason for that: it's more fun. Still, there's little point going over it all again -- it comes up in pretty much every review of this series -- so what of the plot?
Well, there are a couple of branches available. As usual, some make not a blind bit of difference -- at one point the Doctor can either pay for tickets or hitchhike, with either option leaving you on the same set of pages -- while others give you wildly differing plots -- one choice either gave me an engine fire or looting pirates... the second option sounded much more exciting. Something else I've berated before is the lack of consistency of plot when things like this happen, though I suppose it's to be expected when you're choosing a story rather than your actions (it's less forgivable when it occurs in the latter, in my opinion). It's not necessarily a bad story, but the scope of it seems a bit broad for such a short book: trying to squeeze arriving at a spaceport, meeting someone (a choice of two, of course, as this is part of the formula in a Brake book (not mentioned before because I have plenty else to whine about!)), losing the TARDIS, getting transport, a spaceship accident, two different reasons for this (at least), ensuing incidents, and finding the TARDIS -- along with the all the options required to make these things happen -- seems a bit much for 102 sections, as many of the incidents are quite brief. Still, there are space pirates -- that's always cool.
I'm sure regular readers can guess my conclusion. Brake's style of choices sap much of the fun out of playing this kind of book, and when you pair it with an over-ambitious plot (passable, but not as fun as some), you're once again looking at an entry at the lower end of the spectrum.
It will come as no surprise that all the problems evident in Brake's previous three books are present here too. From the very first entry you're -- here comes my well-worn complaint! -- making choices to direct the story, rather than to direct your character. Perhaps if these were Decide the Story books I'd accept this, but they're Decide Your Destiny, which rather implies you're meant to be directing your character's actions, as far as I'm concerned. That's certainly how these sort of books normally work, anyway, and there's a reason for that: it's more fun. Still, there's little point going over it all again -- it comes up in pretty much every review of this series -- so what of the plot?
Well, there are a couple of branches available. As usual, some make not a blind bit of difference -- at one point the Doctor can either pay for tickets or hitchhike, with either option leaving you on the same set of pages -- while others give you wildly differing plots -- one choice either gave me an engine fire or looting pirates... the second option sounded much more exciting. Something else I've berated before is the lack of consistency of plot when things like this happen, though I suppose it's to be expected when you're choosing a story rather than your actions (it's less forgivable when it occurs in the latter, in my opinion). It's not necessarily a bad story, but the scope of it seems a bit broad for such a short book: trying to squeeze arriving at a spaceport, meeting someone (a choice of two, of course, as this is part of the formula in a Brake book (not mentioned before because I have plenty else to whine about!)), losing the TARDIS, getting transport, a spaceship accident, two different reasons for this (at least), ensuing incidents, and finding the TARDIS -- along with the all the options required to make these things happen -- seems a bit much for 102 sections, as many of the incidents are quite brief. Still, there are space pirates -- that's always cool.
I'm sure regular readers can guess my conclusion. Brake's style of choices sap much of the fun out of playing this kind of book, and when you pair it with an over-ambitious plot (passable, but not as fun as some), you're once again looking at an entry at the lower end of the spectrum.
Bond from the Beginning #2: From Russia With Love
The fact that From Russia, With Love was one of John F. Kennedy's favourite novels inspired the Bond producers to make it their second film.
From Russia With Love is probably the most atypical Bond movie, because it functions equally well as a realistic Cold War spy thriller, breaking with the series' already-exhibited fantastical bent. This is also one of the reasons it's so good however, though it does mean some may view it as a low-key aside from the series' overall development. It's also a faithful adaptation of the novel, something actually rather rare amongst these films.
It may not be what you expect from a Bond film, but it's one of the absolute best in the series.
From Russia With Love is probably the most atypical Bond movie, because it functions equally well as a realistic Cold War spy thriller, breaking with the series' already-exhibited fantastical bent. This is also one of the reasons it's so good however, though it does mean some may view it as a low-key aside from the series' overall development. It's also a faithful adaptation of the novel, something actually rather rare amongst these films.
It may not be what you expect from a Bond film, but it's one of the absolute best in the series.
Wednesday, 18 June 2008
TV
Babylon 5
1x12 By Any Means Necessary
Doctor Who [classic]
22x13 Revelation of the Daleks Part Two [2nd watch; season finale]
See here for my thoughts on this story.
Gilmore Girls
4x15 Scene in a Mall
1x12 By Any Means Necessary
Doctor Who [classic]
22x13 Revelation of the Daleks Part Two [2nd watch; season finale]
See here for my thoughts on this story.
Gilmore Girls
4x15 Scene in a Mall
Film
Leon: Version Integrale (1994)
[#42 in 100 Films in a Year 2008]
While I have seen the theatrical cut of Leon twice before, this is the first time I've seen this notably-longer extended cut.
[#42 in 100 Films in a Year 2008]
While I have seen the theatrical cut of Leon twice before, this is the first time I've seen this notably-longer extended cut.
Fiction
Doctor Who - Decide Your Destiny: The Haunted Wagon Train by Colin Brake
See here for my thoughts on this book.
The League of Extraordinary Gentlemen: Black Dossier by Alan Moore & Kevin O'Neill
Graphic Novel, Section 4 (pages 158-175)
Graphic Novel, Section 5 (3D) (pages 176-192) [the end]
See here for my thoughts on the final sections of Black Dossier.
See here for my thoughts on this book.
The League of Extraordinary Gentlemen: Black Dossier by Alan Moore & Kevin O'Neill
Graphic Novel, Section 4 (pages 158-175)
Graphic Novel, Section 5 (3D) (pages 176-192) [the end]
See here for my thoughts on the final sections of Black Dossier.
Doctor Who: Revelation of the Daleks
In the '80s, Doctor Who was in trouble. The massive popularity of Tom Baker's era gave way to a well-liked Doctor (played, of course, by Peter Davison), but also to a damaging new weeknight schedule and an obsession with referencing the past that soon led to a show only fans could understand. When Davison was replaced with Colin Baker, things got worse still. The new Doctor was initially violent and garish, a total contrast to the previous meek incarnation. In spite of the dad-friendly sight of Peri's cleavage, viewing figures plummeted (I should rewrite that with a different gag...) For its 22nd season, the show was reshaped from twenty-six 25-minute episodes to thirteen 45-minute ones -- surely that could never work?! Obviously, it does if you handle it correctly, but 1985 was not the right time for Doctor Who, and it was put on an 18-month suspension... You can catch the next part of this story when I come to review my next serial, but for now let's stick with this one -- Revelation of the Daleks, the last story broadcast before the hiatus.
Colin Baker's era is generally looked down upon (not without reason), but Revelation is a brilliant story for all sorts of reasons. The subject matter is wonderfully grim. Consequently the story is packed with violence and gore, all of it effectively achieved, especially considering the programme's budget. This is underscored by a set of great guest performances, both from recognisable faces like Eleanor Bron and Clive Swift, and lesser-known (to me, at least) actors such as William Gaunt. Even Alexei Sayle's DJ character, while incredibly irritating, provides a change of pace and style that is almost entertaining -- plus, whoever thought you'd get to see a Dalek killed by rock 'n' roll! Speaking of pace and style, both hold up incredibly well 23 years on -- with a few modifications, this might even fit quite comfortably into the new series. Graeme Harper's direction especially is as accomplished as ever, some of the best you're likely to see in classic Who -- or, I'd wager, in much drama from the same period.
There are flaws, of course. The Doctor and Peri take too long to actually get involved, meandering across Necros for the whole of Part One, while inside there's some actual plot going on. In the same vein the Daleks and Davros do next to nothing for the whole of the first episode -- their return is so underplayed, and then they're so underused, that one has to wonder if the story would be even better with an original enemy. Part Two does something to address these faults, but simultaneously discards much of what was going on in the first episode. Perhaps it goes without saying that the story might've been stronger if it could have mixed the two halves together, especially as the first half has quite a slow pace while the second rattles through events in a rush to get everything done.
The DVD of Revelation has the option for both new CGI effects and 5.1 Surround Sound. I'm a purist only as far as the original at least being an option, so I merrily turned both of these on for my viewing. The surround mix is great, making good use of the rear speakers for both effects and music (one of the things that most often annoys me about surround mixes is when they don't put the music across all the speakers. Why not?! It's not occurring either on screen or in the off-screen space (to get mildly technical!), so it should come from everywhere, not specifically the front!) Mark Ayres, the Restoration Team's audio expert, seems quite happy to add new effects, recreate dialogue, etc, for these surround mixes, so that they work as well as possible. As I said, this is fine as far as I'm concerned, as the originals are always included and are the default setting, but semi-purists may have different feelings. (For more information on the work Ayres did here, check out the Restoration Team's article.)
The new CGI effects, meanwhile, are so well integrated that most, if not all, would go unnoticed to an unaware first time viewer. I didn't compare them to the originals, which may of course be flatly bad -- I sometimes find classic Who's video effects, such as laser beams, are even worse than I remember -- but these new versions don't jump out as totally incongruous. In this respect I suppose the story benefits from not having any big model sequences, or dodgy aliens that could do with replacing, so doesn't have entirely CG-model sequences that would stand out like a sore thumb. It lessens the importance of any debate over whether to turn the new effects on, whereas on other, more heavily CGI'd stories I'm still not sure which version I'd plump for (especially for a first viewing).
Before he was unceremoniously booted off the show, C. Baker only managed to make eight stories -- less even than Chris Eccleston! (Though, this is because I count The Trial of a Time Lord as one story; if you listen to those who count it as more, Baker managed twelve tales.) Whilst I haven't seen them all (in fact, I've thus far missed out on the two widely considered to be among the programme's worst ever), I think it's safe to say Revelation is among his best. That might not be saying much, so I'll add that there are probably a sizable number of the stories from all the other Doctors I would rank lower than it too. Maybe, just maybe, I might even place it somewhere in my personal favourites... but then, as I've only seen 42% of classic Who, I'm always wary of making such sweeping statements.
Colin Baker's era is generally looked down upon (not without reason), but Revelation is a brilliant story for all sorts of reasons. The subject matter is wonderfully grim. Consequently the story is packed with violence and gore, all of it effectively achieved, especially considering the programme's budget. This is underscored by a set of great guest performances, both from recognisable faces like Eleanor Bron and Clive Swift, and lesser-known (to me, at least) actors such as William Gaunt. Even Alexei Sayle's DJ character, while incredibly irritating, provides a change of pace and style that is almost entertaining -- plus, whoever thought you'd get to see a Dalek killed by rock 'n' roll! Speaking of pace and style, both hold up incredibly well 23 years on -- with a few modifications, this might even fit quite comfortably into the new series. Graeme Harper's direction especially is as accomplished as ever, some of the best you're likely to see in classic Who -- or, I'd wager, in much drama from the same period.
There are flaws, of course. The Doctor and Peri take too long to actually get involved, meandering across Necros for the whole of Part One, while inside there's some actual plot going on. In the same vein the Daleks and Davros do next to nothing for the whole of the first episode -- their return is so underplayed, and then they're so underused, that one has to wonder if the story would be even better with an original enemy. Part Two does something to address these faults, but simultaneously discards much of what was going on in the first episode. Perhaps it goes without saying that the story might've been stronger if it could have mixed the two halves together, especially as the first half has quite a slow pace while the second rattles through events in a rush to get everything done.
The DVD of Revelation has the option for both new CGI effects and 5.1 Surround Sound. I'm a purist only as far as the original at least being an option, so I merrily turned both of these on for my viewing. The surround mix is great, making good use of the rear speakers for both effects and music (one of the things that most often annoys me about surround mixes is when they don't put the music across all the speakers. Why not?! It's not occurring either on screen or in the off-screen space (to get mildly technical!), so it should come from everywhere, not specifically the front!) Mark Ayres, the Restoration Team's audio expert, seems quite happy to add new effects, recreate dialogue, etc, for these surround mixes, so that they work as well as possible. As I said, this is fine as far as I'm concerned, as the originals are always included and are the default setting, but semi-purists may have different feelings. (For more information on the work Ayres did here, check out the Restoration Team's article.)
The new CGI effects, meanwhile, are so well integrated that most, if not all, would go unnoticed to an unaware first time viewer. I didn't compare them to the originals, which may of course be flatly bad -- I sometimes find classic Who's video effects, such as laser beams, are even worse than I remember -- but these new versions don't jump out as totally incongruous. In this respect I suppose the story benefits from not having any big model sequences, or dodgy aliens that could do with replacing, so doesn't have entirely CG-model sequences that would stand out like a sore thumb. It lessens the importance of any debate over whether to turn the new effects on, whereas on other, more heavily CGI'd stories I'm still not sure which version I'd plump for (especially for a first viewing).
Before he was unceremoniously booted off the show, C. Baker only managed to make eight stories -- less even than Chris Eccleston! (Though, this is because I count The Trial of a Time Lord as one story; if you listen to those who count it as more, Baker managed twelve tales.) Whilst I haven't seen them all (in fact, I've thus far missed out on the two widely considered to be among the programme's worst ever), I think it's safe to say Revelation is among his best. That might not be saying much, so I'll add that there are probably a sizable number of the stories from all the other Doctors I would rank lower than it too. Maybe, just maybe, I might even place it somewhere in my personal favourites... but then, as I've only seen 42% of classic Who, I'm always wary of making such sweeping statements.
"The League of Extraordinary Gentlemen: Black Dossier" by Alan Moore & Kevin O'Neill - Running Commentary, Part 6
And so I reach the end of Black Dossier, the latest entry in the League of Extraordinary Gentlemen series. With the Dossier itself finished last time, it's full steam ahead to the plot's conclusion.
The remaining 35 pages of the novel can be split into two sections of roughly equal length (one's 18 pages, the other 17). The first is more chase, as Allan and Mina crash land in Scotland and head to meet... the Golliwogg! Considering the general shortage of ethnic minority characters in the League -- and that most of those who do turn up are villains -- this could be seen as quite a brave choice, given its consistent controversy, but then Moore's hardly one to shy away from such things. Besides, he's a good guy, saving Mina and Allan from their dastardly pursuers, so it's all good. Moore's witty re-appropriation of existing creations is also evident here, though attentive readers will have noticed signs of it earlier. For example, the XL spaceship series, in which each model is named after how the previous one was destroyed; so when Mina and Allen jet off in the Pancake XL4, some readers will surely know how things will end (and, of course, they do). Or The Third Man's Harry Lime, who was previously (and is again) known as Robert Cherry -- "poisonous fruit", as Mina puts it.
The eventual escape of Mina, Allan and the Golliwogg is a great couple of pages: rather than a big battle, Mina simply explains what's been going on to Drummond -- including several revelations for readers, too, with a clever use of Dr No -- which turns the 'new League' in on itself, while the good guys head off for their finale. There's a couple of nice splash panels in this section. I'm often wary of splash pages/panels in League books, as O'Neill's style doesn't always lend itself to them. Sometimes they work nonetheless though, and these occasions manage that. As 'Jimmy' and Emma Night walk out of the book, one can but hope they'll return. Moore clearly has a very low opinion of Bond, having him do all sorts of despicable things and delighting in just about everyone taking a swing at him throughout Black Dossier. He leaves Em with the notion that Mina or Allan killed her godfather, so let's hope that's reason enough for them to track down our heroes in a future volume.
Finally free of their pursuers, the final section sees our heroes fly into the Blazing World, which is where the 3D glasses finally come into play (as hinted at earlier). There's little that one can say about this final section because it really has to be seen. It's utter madness, with literally dozens of things going on over ever page -- no wonder the work on it delayed the book by months! And, thankfully, it works brilliantly. There may be very little plot in this section -- essentially, Mina and Allan arrive (after a long absence, fans will note) and are reunited with old friends-- but the point is more the spectacle, and on this level it's undoubtedly a success. There are even points which use the two-tone style cunningly -- close one eye and you see one thing, close the other and you see something else. It's the sort of trick that seems obvious once you see it done, but is pretty (if not wholly original). The 3D section makes for a fantastic ending to the book, and is surely one of the most visually impressive sections in any graphic medium ever. Magnificent.
The book ends with a monologue from Prospero, which, in Shakespearean language, expounds on the purpose of the League's universe, the joys of fiction, and its vital importance to us all -- "the fantasies thou've fashioned fashion thee." In itself, it's a great speech, and a perfect way to end a book that concentrates its efforts on merging so many disparate creations from so much of human history into one universe and narrative.
The remaining 35 pages of the novel can be split into two sections of roughly equal length (one's 18 pages, the other 17). The first is more chase, as Allan and Mina crash land in Scotland and head to meet... the Golliwogg! Considering the general shortage of ethnic minority characters in the League -- and that most of those who do turn up are villains -- this could be seen as quite a brave choice, given its consistent controversy, but then Moore's hardly one to shy away from such things. Besides, he's a good guy, saving Mina and Allan from their dastardly pursuers, so it's all good. Moore's witty re-appropriation of existing creations is also evident here, though attentive readers will have noticed signs of it earlier. For example, the XL spaceship series, in which each model is named after how the previous one was destroyed; so when Mina and Allen jet off in the Pancake XL4, some readers will surely know how things will end (and, of course, they do). Or The Third Man's Harry Lime, who was previously (and is again) known as Robert Cherry -- "poisonous fruit", as Mina puts it.
The eventual escape of Mina, Allan and the Golliwogg is a great couple of pages: rather than a big battle, Mina simply explains what's been going on to Drummond -- including several revelations for readers, too, with a clever use of Dr No -- which turns the 'new League' in on itself, while the good guys head off for their finale. There's a couple of nice splash panels in this section. I'm often wary of splash pages/panels in League books, as O'Neill's style doesn't always lend itself to them. Sometimes they work nonetheless though, and these occasions manage that. As 'Jimmy' and Emma Night walk out of the book, one can but hope they'll return. Moore clearly has a very low opinion of Bond, having him do all sorts of despicable things and delighting in just about everyone taking a swing at him throughout Black Dossier. He leaves Em with the notion that Mina or Allan killed her godfather, so let's hope that's reason enough for them to track down our heroes in a future volume.
Finally free of their pursuers, the final section sees our heroes fly into the Blazing World, which is where the 3D glasses finally come into play (as hinted at earlier). There's little that one can say about this final section because it really has to be seen. It's utter madness, with literally dozens of things going on over ever page -- no wonder the work on it delayed the book by months! And, thankfully, it works brilliantly. There may be very little plot in this section -- essentially, Mina and Allan arrive (after a long absence, fans will note) and are reunited with old friends-- but the point is more the spectacle, and on this level it's undoubtedly a success. There are even points which use the two-tone style cunningly -- close one eye and you see one thing, close the other and you see something else. It's the sort of trick that seems obvious once you see it done, but is pretty (if not wholly original). The 3D section makes for a fantastic ending to the book, and is surely one of the most visually impressive sections in any graphic medium ever. Magnificent.
The book ends with a monologue from Prospero, which, in Shakespearean language, expounds on the purpose of the League's universe, the joys of fiction, and its vital importance to us all -- "the fantasies thou've fashioned fashion thee." In itself, it's a great speech, and a perfect way to end a book that concentrates its efforts on merging so many disparate creations from so much of human history into one universe and narrative.
"Doctor Who - Decide Your Destiny: The Haunted Wagon Train" by Colin Brake
The consistently disappointing Colin Brake is back for his third crack at a Doctor Who: Decide Your Destiny book, this one being the final volume in the second batch of books and the eighth in the series as a whole. On the bright side, The Haunted Wagon Train is a welcome second trip to the past for the range. "Pioneers travelling across the American Midwest report ghost sightings, but you, the Doctor and Martha believe it's extraterrestrial activity. Can you track down the aliens before it's too late?" Ooh, spooky.
Right from the off Brake's old problems are evident, as your very first choice is between two problems the TARDIS could be reporting -- because all such faults are the decision of pre-teen boys the Doctor's randomly picked up! (Well, now, that sounds bad...) I almost gave up on the book right then. But, determined reader that I am (plus the fact that I bloody paid for this... and they don't take too long to get through), I ploughed on. Delving further, you'll find that, once again, many choices lead to new sections that both end with the same choice once again, making a number of your decisions mostly irrelevant. It would be less bad if the paths were similar but not identical, as your decisions could always have future repercussions -- for example, if you choose to meet a Western scout early on, he asks you the name of the current President. Whether you get it wrong or right, you'll go onto the same section after, so it's a pointless choice, but it really shouldn't be -- if you get it wrong he really should turn against you! Or at least be able to 'remember' it for later. But the limited scope of the book doesn't allow this, of course.
Despite these weakness, I pushed through to the book's end, one of a whopping eleven possibilities. Such variety in that respect is good at least, though as I haven't read them all there may be several almost identical ones for all I know. The plot itself -- about ghosts haunting a wagon train (as you may have guessed from the title), which, of course, turn out to be aliens -- is OK, though not exceptional. Most of the solutions seem to be of the "help the alien find a new home" variety. Compared to the range's only other historical, The Crystal Snare, the amount of detail -- or "educational worth", if you will -- is negligible, and the setting isn't exceptionally well evoked.
Another weak effort from Mr Brake, then. Luckily there's only one more book to go from him... and it's up next...
Right from the off Brake's old problems are evident, as your very first choice is between two problems the TARDIS could be reporting -- because all such faults are the decision of pre-teen boys the Doctor's randomly picked up! (Well, now, that sounds bad...) I almost gave up on the book right then. But, determined reader that I am (plus the fact that I bloody paid for this... and they don't take too long to get through), I ploughed on. Delving further, you'll find that, once again, many choices lead to new sections that both end with the same choice once again, making a number of your decisions mostly irrelevant. It would be less bad if the paths were similar but not identical, as your decisions could always have future repercussions -- for example, if you choose to meet a Western scout early on, he asks you the name of the current President. Whether you get it wrong or right, you'll go onto the same section after, so it's a pointless choice, but it really shouldn't be -- if you get it wrong he really should turn against you! Or at least be able to 'remember' it for later. But the limited scope of the book doesn't allow this, of course.
Despite these weakness, I pushed through to the book's end, one of a whopping eleven possibilities. Such variety in that respect is good at least, though as I haven't read them all there may be several almost identical ones for all I know. The plot itself -- about ghosts haunting a wagon train (as you may have guessed from the title), which, of course, turn out to be aliens -- is OK, though not exceptional. Most of the solutions seem to be of the "help the alien find a new home" variety. Compared to the range's only other historical, The Crystal Snare, the amount of detail -- or "educational worth", if you will -- is negligible, and the setting isn't exceptionally well evoked.
Another weak effort from Mr Brake, then. Luckily there's only one more book to go from him... and it's up next...
Tuesday, 17 June 2008
TV
Doctor Who [classic]
22x12 Revelation of the Daleks Part One [2nd watch]
I'll post a review of this story after Part Two, tomorrow.
Spaced
1x01 Beginnings [2nd watch]
Spooks
4x08 The Russian (aka Traitor in a Friend)
Spooks fairly runs down the 'unfeasible plots' route now, with an episode in which there's an MI5 conspiracy against the Government... instigated by Harry! Meanwhile, Adam has to deal with Psychological Issues, in what's in some respects just a rehash of Tom's storyline in season three.
22x12 Revelation of the Daleks Part One [2nd watch]
I'll post a review of this story after Part Two, tomorrow.
Spaced
1x01 Beginnings [2nd watch]
Spooks
4x08 The Russian (aka Traitor in a Friend)
Spooks fairly runs down the 'unfeasible plots' route now, with an episode in which there's an MI5 conspiracy against the Government... instigated by Harry! Meanwhile, Adam has to deal with Psychological Issues, in what's in some respects just a rehash of Tom's storyline in season three.
Fiction
The League of Extraordinary Gentlemen: Black Dossier by Alan Moore & Kevin O'Neill
The Sincerest Form of Flattery (pages 113-115)
What Ho, Gods of the Abyss by Bertram Wooster (pages 116-119)
Graphic Novel, Section 3 (pages 120-145)
When They Sound the Last All Clear (pages 146-147)
The Warralson Team, 1946-1947 (pages 148-149)
The Crazy Wide Forever by Sal Paradyse (pages 150-155)
SexJane (Tijuana bible insert)
Director's Summary (pages 156-157)
See here for my thoughts on these sections of Black Dossier.
The Sincerest Form of Flattery (pages 113-115)
What Ho, Gods of the Abyss by Bertram Wooster (pages 116-119)
Graphic Novel, Section 3 (pages 120-145)
When They Sound the Last All Clear (pages 146-147)
The Warralson Team, 1946-1947 (pages 148-149)
The Crazy Wide Forever by Sal Paradyse (pages 150-155)
SexJane (Tijuana bible insert)
Director's Summary (pages 156-157)
See here for my thoughts on these sections of Black Dossier.
"The League of Extraordinary Gentlemen: Black Dossier" by Alan Moore & Kevin O'Neill - Running Commentary, Part 5
A bumper-bonus lot of sections commented on today, as I raced through several sections of both the Dossier and interwoven action, helped along by the more modern, easier-to-read style of these documents, and the comic's addictively speedy plot.
First up are a couple of pages that detail the League's German and French counterparts. The German ones are given fairly short shrift, as if Moore either doesn't care about them or couldn't find enough decent German characters to make them worthwhile. Consequently the French ones are more interesting, and here Moore sets about detailing the battle that I mentioned before. It's great to know what happened, but disappointing that it's told here as it surely lessens the chances of a proper visual version of it appearing later. It reads a bit like a plot description for a comic, however, suggesting either that's how it originated, is where it's headed (fingers crossed), or that Moore still thinks like a comics writer (of course, many of the other prose pieces in the dossier would belie this, but then in those instances he's specifically imitating another style).
After this, Moore plunges into an amusing Jeeves & Wooster parody, called What Ho, Gods of the Abyss. It's wittily written and gives readers a brief chance to see the post-WWI second Murray Group in action, and whacks in a bit more of the Lovecraft stuff (fast becoming overdone, if you ask me -- and there's more of it yet). It's unsurprising that the Murray groups would get such emphasis -- speaking in-universe, it would be easiest for the Dossier's compilers to find notes and works that refer to them; out of it, they're the group most familiar to readers, and so the one many will be most interested in hearing new adventures of.
After this, it's back to the story of Mina and Allan in 1958. They're on their way to the Birmingham Spaceport, but they've been betrayed... One of the advantages of a graphic novel (rather than episodic issue) format comes out here, as Moore isn't limited to 22 pages for any of these segments. So earlier, for example, he could pack in a load of exposition without worrying that it would basically dominate an issue, and now he can run to 26 pages for a chunk of plot. It's a good section too, as the 'new League' catch up with our heroes at the fantastically realised Spaceport and a battle ensues. At one point Moore even pulls off a neat trick, which isn't uncommon on TV/film but I've personally not seen applied in print, where -- unannounced -- the story jumps back in time to follow another character, for four pages, before they hit the same point as we left. (It's one of those things that works fine when read but sounds awkward when abstractly explained.) I'm sure it's spoiling nothing to say Allan and Mina escape (their most dramatic yet), and it's back into the final section of documents from the Dossier...
The final set of documents round off the story of the Murray Groups, up to the early 1950s. The first is a simple factual report outlining the activities of the surviving members of the second group during World War II. A bit like some sections, especially in the Almanac, it's mostly timeline-filling for those who are interested. The following section is more amusing, detailing a League formed in 1946 that was in every respect an imitation of the first Murray Group, apart from that it only had one mission that failed miserably. Most of the characters Moore chooses for this line-up are even more obscure than those in the other Leagues, it seems to me, but they serve their purpose.
The penultimate piece is a parody of a beat novel, using characters from the works of Jack Kerouac. It's an appalling style if you ask me, hellish to read -- or, rather, battle through -- and with minimal discernible artistic merit. The story is just another adventure for Allan and Mina while they were AWOL in America (during the Big Brother years for the UK -- and who wouldn't want to escape the dominance of British Big Brother?), which offers little even if you can fight your way through it. I found the trick to understanding was just to keep reading and not try to understand everything that's being said, after which I managed to glean enough information to more or less follow what was going on. As I said, it's a small, inconsequential side adventure.
Finally, there's a summing up from the director of MI5 (the same one who's in place when Black Dossier's set). It doesn't sum up the whole Dossier, but again focuses on the exploits of the remnants of the final Murray Group, as far as they're known by MI5, up until the time of its writing in 1956. Maybe some of this will have some relevance in the coming sections (a bit of research I did to explain one reference suggests it might), but otherwise there's little new/exciting/relevant info.
And that concludes the Dossier section of Black Dossier! Next time, it's back to the plot as it races towards its climax...
First up are a couple of pages that detail the League's German and French counterparts. The German ones are given fairly short shrift, as if Moore either doesn't care about them or couldn't find enough decent German characters to make them worthwhile. Consequently the French ones are more interesting, and here Moore sets about detailing the battle that I mentioned before. It's great to know what happened, but disappointing that it's told here as it surely lessens the chances of a proper visual version of it appearing later. It reads a bit like a plot description for a comic, however, suggesting either that's how it originated, is where it's headed (fingers crossed), or that Moore still thinks like a comics writer (of course, many of the other prose pieces in the dossier would belie this, but then in those instances he's specifically imitating another style).
After this, Moore plunges into an amusing Jeeves & Wooster parody, called What Ho, Gods of the Abyss. It's wittily written and gives readers a brief chance to see the post-WWI second Murray Group in action, and whacks in a bit more of the Lovecraft stuff (fast becoming overdone, if you ask me -- and there's more of it yet). It's unsurprising that the Murray groups would get such emphasis -- speaking in-universe, it would be easiest for the Dossier's compilers to find notes and works that refer to them; out of it, they're the group most familiar to readers, and so the one many will be most interested in hearing new adventures of.
After this, it's back to the story of Mina and Allan in 1958. They're on their way to the Birmingham Spaceport, but they've been betrayed... One of the advantages of a graphic novel (rather than episodic issue) format comes out here, as Moore isn't limited to 22 pages for any of these segments. So earlier, for example, he could pack in a load of exposition without worrying that it would basically dominate an issue, and now he can run to 26 pages for a chunk of plot. It's a good section too, as the 'new League' catch up with our heroes at the fantastically realised Spaceport and a battle ensues. At one point Moore even pulls off a neat trick, which isn't uncommon on TV/film but I've personally not seen applied in print, where -- unannounced -- the story jumps back in time to follow another character, for four pages, before they hit the same point as we left. (It's one of those things that works fine when read but sounds awkward when abstractly explained.) I'm sure it's spoiling nothing to say Allan and Mina escape (their most dramatic yet), and it's back into the final section of documents from the Dossier...
The final set of documents round off the story of the Murray Groups, up to the early 1950s. The first is a simple factual report outlining the activities of the surviving members of the second group during World War II. A bit like some sections, especially in the Almanac, it's mostly timeline-filling for those who are interested. The following section is more amusing, detailing a League formed in 1946 that was in every respect an imitation of the first Murray Group, apart from that it only had one mission that failed miserably. Most of the characters Moore chooses for this line-up are even more obscure than those in the other Leagues, it seems to me, but they serve their purpose.
The penultimate piece is a parody of a beat novel, using characters from the works of Jack Kerouac. It's an appalling style if you ask me, hellish to read -- or, rather, battle through -- and with minimal discernible artistic merit. The story is just another adventure for Allan and Mina while they were AWOL in America (during the Big Brother years for the UK -- and who wouldn't want to escape the dominance of British Big Brother?), which offers little even if you can fight your way through it. I found the trick to understanding was just to keep reading and not try to understand everything that's being said, after which I managed to glean enough information to more or less follow what was going on. As I said, it's a small, inconsequential side adventure.
Finally, there's a summing up from the director of MI5 (the same one who's in place when Black Dossier's set). It doesn't sum up the whole Dossier, but again focuses on the exploits of the remnants of the final Murray Group, as far as they're known by MI5, up until the time of its writing in 1956. Maybe some of this will have some relevance in the coming sections (a bit of research I did to explain one reference suggests it might), but otherwise there's little new/exciting/relevant info.
And that concludes the Dossier section of Black Dossier! Next time, it's back to the plot as it races towards its climax...
Monday, 16 June 2008
TV
8 Out of 10 Cats
6x01 (13/6/08 edition)
Commercial Breakdown With Jimmy Carr
11x01 (15/6/08 edition)
"old fridges can KILL"
Gilmore Girls
4x14 The Incredible Sinking Lorelais
Despite the DVD menus clearly naming this episode as The Incredible Sinking Lorelais, every online guide seems to call it The Incredible Shrinking Lorelais. Who couldn't read something?
James Bond: The True Story
Documentary, shown last month on five, about the real-life people and events that inspired the James Bond novels.
Spooks
4x07 Syria (aka Where Trouble Lies)
Spooks reasserts its ability to pull off surprising deaths. I knew the character in question was doomed (this season aired three years ago, there's been plenty of time for spoilers), but I presumed it was in the season finale. How cunning.
6x01 (13/6/08 edition)
Commercial Breakdown With Jimmy Carr
11x01 (15/6/08 edition)
"old fridges can KILL"
Gilmore Girls
4x14 The Incredible Sinking Lorelais
Despite the DVD menus clearly naming this episode as The Incredible Sinking Lorelais, every online guide seems to call it The Incredible Shrinking Lorelais. Who couldn't read something?
James Bond: The True Story
Documentary, shown last month on five, about the real-life people and events that inspired the James Bond novels.
Spooks
4x07 Syria (aka Where Trouble Lies)
Spooks reasserts its ability to pull off surprising deaths. I knew the character in question was doomed (this season aired three years ago, there's been plenty of time for spoilers), but I presumed it was in the season finale. How cunning.
Fiction
Devil May Care by Sebastian Faulks writing as Ian Fleming
Chapter 14
More unwieldy exposition, as Gorner tells Bond the history of his henchman, Chagrin. The explanation for Chagrin's ruthlessness is pleasingly Bond-style (essentially, an operation removed his ability to empathise), though Faulks takes it a step too far by also adding the clichéd "he can't feel pain" to the mix. The chapter also includes what I take to be an amusing dig at Rupert Murdoch, before Bond is hauled off on a suicidal errand -- could it be the death of 007? (With six chapters to go -- and, of course, the money-making potential of future sequels -- I don't think the answer will surprise anyone.)
The League of Extraordinary Gentlemen: Black Dossier by Alan Moore & Kevin O'Neill
Graphic Novel, Section 2 (pages 74-95)
Being a True and Faithful Mappe of Ye Blazing Worlde (page 96)
Shadows in the Steam by Campion Bond (pages 97-103)
The Nautilus, a Cutaway Schematic (pages 104-105)
Prospectus of London, 1901 (pages 106-107)
The Murray Group, Correspondence, 1899-1913 (pages 108-112)
See here for my thoughts on these sections of Black Dossier.
Chapter 14
More unwieldy exposition, as Gorner tells Bond the history of his henchman, Chagrin. The explanation for Chagrin's ruthlessness is pleasingly Bond-style (essentially, an operation removed his ability to empathise), though Faulks takes it a step too far by also adding the clichéd "he can't feel pain" to the mix. The chapter also includes what I take to be an amusing dig at Rupert Murdoch, before Bond is hauled off on a suicidal errand -- could it be the death of 007? (With six chapters to go -- and, of course, the money-making potential of future sequels -- I don't think the answer will surprise anyone.)
The League of Extraordinary Gentlemen: Black Dossier by Alan Moore & Kevin O'Neill
Graphic Novel, Section 2 (pages 74-95)
Being a True and Faithful Mappe of Ye Blazing Worlde (page 96)
Shadows in the Steam by Campion Bond (pages 97-103)
The Nautilus, a Cutaway Schematic (pages 104-105)
Prospectus of London, 1901 (pages 106-107)
The Murray Group, Correspondence, 1899-1913 (pages 108-112)
See here for my thoughts on these sections of Black Dossier.
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