Wednesday, October 7, 2009

$9.99 Review


$9.99, an Australian-Israeli joint production, represents an interestingly intuitive marriage of national talents. Etgar Keret, whose pieces of short prose were the foundation for the script, is an Israeli writer who seamlessly blends magical realism and black humour into his offbeat stories. Meanwhile, the poorly-funded Australian film industry is no stranger to quirky low-budget productions, especially in the realm of animation: the Leunig TV shorts, Harvey Krumpet, and The Mysterious Geographic Explorations of Jasper Morello come to mind. However, the Australian vocal talent (including Geoffrey Rush and Anthony LaPaglia) really cements the setting in the Southern Hemisphere and leaves you feeling the Israeli film commission didn’t quite get as represented in the film as they should have.

The film follows the interconnected stories of an ensemble of characters who share an apartment block in a generically dull city. One such story concerns a gifted but unemployable young man who sends away for a book on the meaning of life featured in a catalogue: only $9.99. Another is about an old man so desperate for human contact he drives telemarketers to hang up on him. And we watch a repossessor, enamoured with his supermodel girlfriend, go to extraordinary lengths to please her. It’s the sort of whimsical experience you’d expect from a mature stop-motion film: a warts-and-all portrayal of human fallibility, which encourages us to empathise rather than judge.

Running at about 78 minutes, $9.99 is a short but enjoyably sedate experience, and serves well as an introduction to Etgar Keret’s style. His sense of humour doesn’t quite translate to screen—which is also evident in the Hollywood adaptation his Kneller's Happy Campers novelette: Wristcutters: A Love Story—but there is enough also going on in this feature to make it worth watching.

3 stars.

Did I mention it features an old man with enormous wings?

Tuesday, September 22, 2009

WOW Destroys Lives.


So, back in the dark days of 1995, I was really into the whole medieval shtick, and when I found there was such a game as Warcraft: Orcs & Humans, I had to have it. And after I'd worked out to type back slashes instead of forward slashes to get it to run, I discovered it was actually quite a good game. No, if you haven't already played it yet, don't look now. There's no point. You'll hate the gameplay and choke on the pixels, but once it was great.

I tend to be the sort of person who plays by feel, so subsequently I'm never very efficient at games. When it comes to RPGs, I dump all my points in the wrong stats without any sense of balance. With FPS-ers, I only play the standard rifle, and consider grenades and other exotic weaponary to be something other people use. In racing games I've never learnt the subtleties of using the brake, prefering instead to employ walls and sandpits to slow me down. With side-scrollers I tend to just mash buttons in the hope something good will happen. My brain just can't make on-the-fly descisions which is why I suck at gaming, sports, and ordering lunch.

Orcs & Humans indulged my gameplay style, because in almost every mission you could amass resources for hours and then strike for the overkill. Because you could only select four units at once, I'd exclusively play with the most overpowered units available to me. My favourite play was to build up my technology tree until I could play conjurers, get four of them, wait for them to to reach full mana, and then start belting out water elementals. Know what it's like with four water elementals on the board? They'd squish their way about the map, their water-blast attacks making thunderous impact on enemy targets. They would fall at the onslaught, letting out blood-chocked moans as bursts of water liquified their internal organs and pulverized their bones.

What about when I played orcs? I had four warlocks summoning a demon apiece: oh yes. These flaming bastards weilded oversized scimitars of pixelated doom. One lob would take down most mortal men; a whole five might be needed to reduce a building to flaming rubble. If you increased the speed of the gamplay you could revel in the soundtrack of tempered steal unmaking both flesh and mortar.

But I digress, because what really tickled my fancy about the original Warcraft was its glouriously B-grade writing. It was purely the stuff of sword and sorcery fiction. You have to imagine the following being narrated over a gloomy 32-bit soundtrack:

"...then came the Orcish horde. No one knew where these creatures came from, and none were prepared for the terror that they spawned."

In fact, don't imagine: see it here. Essentially, all the game's cutscenes are narrated in such a fashion, and the manual is littered with exaggerated fantastical descriptions of everything from peasants to necrolytes. But the plot made perfect sense in its simplicity. You fought from your castles as human defenders of the realm, or from muddy huts as uncouth invaders from another world. In both you start out as a lowly commander who rises through the ranks and then, whether by chance or treachery, becomes the leader of his race.

I never played Warcraft II, but I was pleasently surprised when I first played Warcraft III: Reign of Chaos. It assumed the humans had largely won against the invading orcs, and you start out as an educated orc once imprisoned in an internment camp. Wanting nothing more than to lead his people to a new land safe from human concerns, he busts his friends out of prison and sails across a giant ocean for freedom. And this all happens in the first couple of missions. Where Orcs & Humans had a simple plot of evil invader vs. righteous defender, Reign of Chaos introduced subtleties that served to mature the narrative, as conflicting peoples are forced to band together against the invasion of a greater evil. You have ambitious Princes embracing seductive power; banished villians being reluctantly conscripted into the fold; evil mages of indescribeable talent attempting to atone for previous sins; and the disenfranchised orcs trying to divorce themselves from a past of bloodlust and chaos.

Then Warcraft III: The Frozen Throne came along and shat on it all. Developing characters were striped back to single-dimensioned personalities, abandoning their motivations and good sense to explore nonsensical plot lines. Near-identical antagonists replaced those who'd died. Blooming plot threads weren't burnt back to make way for others shovelled in. But why? Well, a new game was coming along, and all this epic fantasy had to be retooled to accomodate it.

Yes, World of Warcraft undid the franchise. MMORPGs need factions, so players can fight each other, so certain alliances had to be busted apart to create a binary world. Where Reign of Chaos showed us that what side you were on depended on context, WOW slapped you into either the "Horde" or "Alliance" camp. Never mind that Night Elves are made Alliance, when they actually have an abstract way of life that gels closer with Orcish shamanism. And even where WOW makes sense, it takes bloody ages to get there. A task as simple as killing a few rodents can take you an hour, and when you get back you find five other players on the same quest. Where once Warcraft told the deeds of armies and the fates of populations in the span of the weeks it took you to finish the game, now the franchise stumbles on for years releasing only the tiniest hints of plot advancement.

The unfortunate truth is that WOW generates massive amounts of money for its producers, and we will never see Warcraft's return to its RTS roots and the narrative standards it inspired. Where once there were grand stories, there are now only quests and events. B-Grade fantasy is dead; long live B-Grade gaming.

I'm off to pick up a book and leave the WOWzers to their engrossing gameplay.

Monday, September 14, 2009

Justin is constantly unorganized. He never comes prepared to class, and wastes lesson time looking for his notes. He asks the teacher if he can borrow things. He communicates awkwardly with the students and remains aloof from activities.

He gets to school dishevelled and falls asleep during lessons. Sometimes he hasn't showered and smells like alcohol. He drinks too much coffee and makes allusions to "delicious candy" when taking painkillers. He swears in front of students. He swears in front of teachers. He swears in front of visitors. He often arrives late to school and always leaves early. He promises work he fails to deliver. He hides during lunch and recess and refuses to interact with people. He undermines teachers and dismisses students.

It is my opinion that Justin is not fit to become part of the education system, nor can he pursue any career that requires hard work, determination or consistent effort.

Friday, August 7, 2009

Delicious Candy

I am pretty much the king of generic medicine, and my favourite is Ibuprofen. Aspirin and paracetamol are for muppets. The only thing better than 400mg of Ibuprofen for breakfast is 800mg of Ibuprofen. If I don't have a 24 pack of Ibuprofen by my bed, in my locker at work, and in my pencilcase, then I am not a happy chappy. Otherwise, I pretty much feel awesome.

Ibuprofen! How many can you do?

Sunday, July 26, 2009

Thinking to Some Purpose

Just a quick word, because I'm meant to be working on an assignment I've left to the last minute. My parents have been away some weeks, and one of the presents they returned with is this mug you see to your right. It is, at the moment, one of my favourite Things.

Now to put the kettle on.