Showing posts with label apocalypse. Show all posts
Showing posts with label apocalypse. Show all posts

Sunday, 22 September 2019

The Dead Don't Die - I Wish They Would

Recently Hurricane Humberto breezed past the island, and when that sort of thing happens I download a horror film and break out the beer. This time, I figured I'd try something different, and went for Jim Jarmusch's comedic zombie apocalypse feature,  The Dead Don't Die.


Starring a ton of people, set in an unmemorable little town called Centerville, featuring everyone's favorite ghoul.

If you don't want spoilers, stop reading now. I didn't like it. I didn't laugh once. Make of that what you will.

Now, on with the show.

Bill Murray, Chloe Sevigny and Adam Driver are cops in a town that makes no sense. Centerville's big enough to have three cops, a juvenile correctional facility, a diner, a motel, a cemetery, a funeral parlor, a gas station-cum-memorabilia-store, and a hardware store. Nobody actually lives there, or if they do, you couldn't tell it from this movie.

There's one point, where Murray and Driver are in the squad car headed back to home base, and they're discussing whether or not to warn people the zombies are coming. They decide warning people is a good idea. Then Driver says, "You know, we passed by Farmer Miller's place, back there. Should we go warn him?" To which Murray replies, "No, Miller's an asshole." Which is fine so far as it goes, except, as they're delivering this witty banter, they're passing by half a dozen other houses, all of which presumably have people living in them who might like to know about the impending apocalypse. I guess those folks were assholes too.

Into this town pour an assortment of misfits, including, but not limited to, a woodlands hermit (Tom Waits), Selena Gomez and a pair of hipster sidekicks, passing through, Tilda Swinton in the Kill Bill funeral director role, Iggy Pop and Sara Driver as coffee-obsessed zombies, and, and, and, and … oh dear God, there are too many warm bodies in this movie about dead bodies.

This is the film's besetting sin. With so many people doing so many things, nobody, bar Murry and Driver, gets more than two minutes' screen time, much of which is wasted. I lost track of the number of times I said to myself, 'you could cut that line. And that line. This entire bit of business could be cut. Why are we spending any time in the JDC? None of these characters are relevant to the plot or doing anything interesting. They're just reacting to what's on the TV screen - any other cast member could do what they're doing. Cut this. Cut that. Cut the other thing." All of which makes the film feel bloated, and given the damn mess is 1 hour 44 minutes long in an industry that's tending towards two hour films, that's an achievement.

Frankly, towards the end I began to wonder whether the whole thing wasn't some misguided scheme on Jarmusch's part, to give fifty or sixty of his actor friends a paycheck and, for the kids, something to put in their showreel.

The actor I feel sorriest for is Chloe Sevigny, who's the third wheel in the cop shop and never gets to do anything cool, or have any big scenes. I hoped there'd be at least one defining moment before the inevitable, but I guess there wasn't enough time to shoehorn that in. Plenty of time to shove in another dead-on-arrival George Romero reference, though.

None of the actors seemed to be having any fun. Their whole shtick was deadpan delivery, so I suppose that's a partial explanation. But Tilda Swinton really seemed to revel in it, and so did Iggy Pop, where Tom Waits drifted, disconnected, and Murray just looked bored, most of the time. He was much more engaged in Zombieland. Waits was more fun to watch in Buster Scruggs. What the hell went wrong on the way to … wherever this is supposed to be?

That's the central problem. This is a film that doesn't know where, or what, it wants to be. It tells a few jokes, and shuffles off the stage. But a comedian that wants her career to last more than five minutes doesn't tell a few disconnected giggles and hope for the best. That comedian puts together a whole routine, and polishes it to a mirror shine. Till they can tell it in their sleep. This film is unpolished. It's a bloody mess.

So, bottom line: if you like Jarmusch's work and are prepared to sit through a flatulent, overcooked garbage pile featuring just about every single indie film maven you can think of, and others whose names you can't quite remember but are sure were great in that thing with the stuff, then by all means, see The Dead Don't Die.

Otherwise, avoid like the plague.

Side note: I see Hurricane Jerry's due to visit Bermuda next week. I wonder what I'll rent?


Sunday, 27 January 2019

See This Now: Kingdom


Sweet Jumping Zombie Jebus.

Here's my dilemma: I really can't tell you a damn thing about this series beyond the bare bones, because there are so many good moments in this six part Korean historical zombie apocalypse drama that, if I were to spoil even one, you'd hate me forever.

When the trailers for this first hit, a lot of the comments section thought it was Last Train to Busan but with swords and funny hats. It really isn't. Really. REALLY. But I can't spoil, can't spoil, mustn't spoil …

Hokay. Take a breath.

The King is dead.

That leaves the Kingdom caught between two factions. The Crown Prince, played by Ju Ji-hoon, is the presumptive heir, but he's also the son of a concubine, so if any legitimate progeny happens to swagger onto the scene, his standing is shaky. The current Queen, Kim Hye-Jun, is pregnant, with a month to go. If her child's a boy, as hoped, then she and her family are set for life. But if the King's death becomes common knowledge then the Crown Prince gets the throne, and then it won't matter if she has quintuplets.

If only there was some way to bring the King back to a semblance of life, even just for a month or so. Luckily for the Queen and her scheming father, the Chief Councilor, masterfully played by Ryoo Seung-Ryong, there's a renowned physician who's supposed to be able to fix anything. The doctor knows of a plant that resurrects the dead, and tries it out on the King's rapidly decomposing corpse.

Which poses a significant problem for all concerned, when the King comes back to life with a ravening desire for human flesh. Fortunately he falls unconscious during the day, but at night his  ceaseless quest for meat really puts a strain on the kayfabe. Bodies start piling up, most of which are disposed of quietly. People start to suspect. The Crown Prince begins an investigation, fearing the worst.

Then everything starts to go wrong.

The series is written by Kim Eun-hee, who's been working on Korean television dramas since 2010. This is the first time her work's featured outside Korea, as far as I can tell. The series is based on her webcomic Land of the Gods, published with YLAB back in 2014. I don't doubt someone is negotiating for the foreign language rights as I type this, and I'd be amazed if it wasn't in graphic novel form in a dozen different languages by Christmas 2019. Mind you, I'm so out of touch with that sort of thing, for all I know it already is.

Set in the Joseon period, when the country is on the brink of destruction due to internal strife, this series really shines with its thorough and detailed depiction of an advanced society about to boil over. Kings, princes, nobles - their squabbles are weakening the Kingdom to the point of destruction. At over $1.7 million per episode, you'd like to think it was as near perfect as human hands can make it - and it is. My only mild quibble is with the subtitles. People say gosh and goodness a lot. I do not think that is what they are actually saying.

My personal fave character is the Prince's sidekick,  played by Kim Sang-Ho, a cross between Porthos and Aramis - mostly Porthos. There's nobody you'd rather have at your back in a time of crisis, and this definitely qualifies. He plays off well against the Prince, a mix of d'Artagnan and Athos, mostly d'Artagnan. However there's plenty to choose from, and it's a fantastic ensemble cast with no weak players - though given the subject, I wouldn't get attached to any of them if I were you.

Yes, there are only six episodes in the first series. Take heart. There will be more. Especially if you tell Netflix how much you love the first season!

Sunday, 13 January 2019

The Night Eats The World - Protagonist Design


The Night Eats the World, a 2018 indie horror release starring Anders Danielsen Lie as zombie holocaust survivor Ben, and directed, in a first-time feature length effort, by Dominique Rocher, is an entertaining way to spend an hour thirty minutes, with a very misleading trailer. You'd think this was action, action, action, chock-full of tense thrills, and it really isn't. If anything, it's zombie-lite; you rarely see the walking dead, which combined with an intelligent monster design makes the ravening ghouls much more threatening this time out. It's more a bleak, character-driven drama about loneliness and dealing with trauma, which works on its own terms and draws you into its claustrophobic Paris apartment building.

It didn't work for me, though, and it's because I really have no sympathy with the protagonist.

Ben is a misanthropic music lover who wants to get his cassette tapes back from his ex-girlfriend. The ex has moved out of wherever she and Ben lived, and inadvertently packed Ben's stuff among her belongings. When he goes to her new apartment, he finds her place packed with partygoers and an inconvenient current boyfriend, a reminder of Ben's sexual failures. Ben wants his tapes, but party comes first, and she's more interested in being hostess than solving Ben's problems. So Ben gets mopey, and drunk, and more drunk, until finally she pushed him off into an office where all the boxes are. He finds the tapes, but is incapable of moving at this point so he passes out and misses all the zombie action.

This is the first ten minutes or so of the film. He spends the next hour twenty surviving on his lonesome and realizing how much he misses having people to talk to.

As a slow-burn tragedy it works, but because I thought Ben an unlikeable, miserable prick at the start, and didn't have much reason to change my mind for most of the narrative, I wasn't too invested in his adventures. I know people like Ben. You know full well that if you were silly enough to sit next to Ben at this party one of two things would happen: he'd get drunk and say nothing at all, or he'd get drunk and say something unpleasant about his former girlfriend, or the party, or life in general. Either way, about as attractive as a slug excreting into your beer.

Which meant I spent more time picking apart the film than I did enjoying it. I mean, how many times can you pull the 'it was all a dream' trick, anyway? Damn, that must be the best fire alarm in the history of fire alarms, to go off now when there's no AC mains supply. Those batteries really held out. Does Paris not have some municipal code that mandates the blocking of fireplace flues? Why, in God's name, are you using YOUR ONLY SHOTGUN to prop open a door while you make a stealth run through a zombie-infested street?

See, if I actually liked Ben, or found something to admire in him, I wouldn't even think about these little things. Well, I might grouse about the number of times 'it's all a dream' gets used as an excuse for plot bullshit.  I see the film's based on a novel by 'Pit Argamen' aka Martin Page, and I'm really hoping the novel has more depth. It feels as though it might be a story with plenty of internal monologue, which is always tricky to do on the big screen.

If you're going to spend any amount of time with a fictional character, it's important - vital, even - to find something likeable about them. Dirty Harry has plenty of flaws, and you probably wouldn't want to live in the same apartment building as him, but he does have bravery, and compassion for the victims of violent crime. That was enough for five films, even though the character was paper-thin and two-dimensional at the end of it - and didn't have that many dimensions at the beginning either.

All of which got me thinking protagonists, and RPG characters.

I don't listen to every RPG podcast nor do I watch every Twitch stream - there aren't enough hours in the day. However I've listened to and seen enough of them to ask myself how I'd design an entertaining character. If Ben's failing is that he's not attractive in any way, then what makes a character attractive and therefore worth spending an hour thirty with - or a dozen or so RPG sessions?

The Deadly Sins get a lot of love, but the Virtues aren't nearly as appreciated. Chastity, Temperance. Charity, Diligence, Patience, Kindness, Humility - these are the things that make a character interesting, and each Virtue has modifiers that further elaborate the core tenets of the virtue. Some RPG systems lean heavily on this. Vampire presses the Humanity button repeatedly to make up for the evil nature of its protagonists, and Humanity is part of Temperance. However it's true across the board, whether explicitly part of the system or not. Persistence, making an effort - all part of Diligence. Forgiveness, Compassion, Bravery - Patience, Kindness, Humility.

To give you the longer version:

Chastity (purity, abstinence)
Temperance (humanity, equanimity)
Charity (will, benevolence, generosity)
Diligence (persistence, effortfulness, ethics)
Patience (forgiveness, mercy)
Kindness (satisfaction, compassion)
Humility (bravery, modesty, reverence/deference)

If there is to be anything likeable in a character, they ought to demonstrate at least one of these qualities. Nobody has to be a saint-in-training, but then you don't have to be a saint to be brave, or show forgiveness, or abstain from getting rat-arsed and falling into a self-pitying, boozy stupor when the zombie apocalypse shows up.

Gumshoe uses the Drives mechanic to give characters motivation, and these Drives can be tied to Virtues to make characters more interesting. A Drive without some kind of foundation is meaningless, but a Drive with a foundation in Virtue has meaning.

Using Nights Black Agents as a template: Altruism and Atonement are fairly obvious. Altruism springs from Temperance, perhaps Charity. Someone becomes altruistic because they have great humanity, benevolence, generosity. Atonement can have the same source, but comes at that source from a different perspective - one dark event that leads the character to seek atonement through humanity, or generosity. Comradeship from Humility, bravery, even reverence, in this case submission to the legitimate order of a superior. Mystery from Diligence, with its focus on persistence and effort. Nowhere Else To Go from Kindness, with compassion. Patriotism is Humility wrapped up in the flag. So on and so on, with odd ones like I Never Left, Programming and Collector linked to hidden Virtues, part of the cover story.

This doesn't have to be a ton of work. Remember the one sentence rule. Going back to an old post about hacking, I designed a character:

Kayo

One sentence: Former Nollywood actor and con artist shooting for the big leagues.

To make things interesting, add:

Virtue: Diligence (persistence). Kayo loves a challenge, and makes sure every hack he undertakes is carried out to the very best of his ability.

Adding that Virtue not only makes the character more interesting, it also adds extra roleplay hooks. By playing this Virtue, the Director gets extra ways to dig into Kayo's story, creating new plot paths designed with this Virtue in mind.

Enjoy!

Sunday, 6 January 2019

Go See This Now: Train to Busan & Seoul Station





Let's kick the new year off with some quality zombie horror. 

Many of you will know about Train to Busan, the runaway horror film by South Korean director Yeon Sang-ho, released after a rapturous reception at Cannes 2016. You may not know about Seoul Station, the animated feature-length prequel released a month later. Both are very worthy of your time, particularly if you enjoy zombie apocalypses, and nail-biting action.

Train to Busan opens on a quiet, eerie note. A farmer's truck pulls up at an official stop. He's angry as hell, and wants to know why, for the umpteenth time, he's being stopped. Is it foot and mouth? No, the officials reassure him, it's just a minor industrial accident. One quick spray of disinfectant and he'll be on his way. Unappeased, the farmer drives off, but being distracted by his phone he fails to spot a deer on the road, and runs it over. Even more annoyed now, he leaves the animal to welter in its blood - and so does not see it get up on its feet again.

It's one of the most original openings for this kind of story I've ever seen, and really set the pace for the first act, and the film as a whole. Normal, normal, normal … what the hell?!? Followed by screaming.

The action shifts to working dad Seok-woo, played by Gong Yoo. He's a fund manager, an absentee father, and a fairly important cog in a larger machine with a phone full of useful contacts, and clients who rely on him to get the job done. He's snowed under with work, so when his young daughter Su-an (Kim Su-an) insists she be allowed to visit her mother in Busan, Seok-woo is resistant. He's in the middle of divorcing Su-an's mother, and the settlement's not going smoothly. However he's completely mucked up Su-an's birthday so far, having failed to go to her recital and bought her a Wii without remembering he'd already bought her one for Children's Day, so under pressure of parental guilt agrees to take her to Busan, by train.

This is day one of the zombie plague, and everything's about to go to hell.

If I had to choose one word to sum up Train to Busan, it's Trust. Seok-woo is completely untrustworthy, though he'd probably argue he's a stand-up guy. He works hard to provide for his daughter and elderly mother. Always finish what you start, is his motto. Yet this is the same man who calls his less wealthy and influential clients Lemmings, and keeps a special list in his phone's address book for Lemmings who might be useful. He calls one of those Lemmings later in the film, asking for a favour, offering hot stock tips if the Lemming will help him out of a jam. Just look out for yourself, don't try to help people, he tells his daughter. 

This is why mommy left you, she tearfully replies.

I won't go any further than that, because talking plot from this point forward would constitute massive spoilers. I will say that it averages over 1.2 kills a minute with a 118 minute runtime, yet shows surprisingly little gore. The action scenes are believable, the characters are smart and motivated - very, very motivated - and you won't want your favorites to die.  

Seoul Station starts in a very similar, low-key way. A homeless man staggers through the heart of Seoul, obviously injured. Though people see him, they don't bother to help - he's homeless, not worth their time. The man collapses in the train station as it's closing for the night, and only one of his fellow homeless tries to do anything to help him.

Of course, by the time he finally gets his injured buddy a bed for the night and some medical attention, it's already far too late …

The action switches to Hye-sun (Shim Eun-kyung), a young runaway who recently escaped a life of prostitution and his now living with her deadbeat boyfriend, Ki-woong (Lee Joon). Since Ki-woong's far too lazy to get a real job, he wants her to go back to prostitution so they can afford to lie around all day drinking, and he can go to the computer lounge whenever he likes. They have a screaming argument about this, and he kicks her out, but not before placing an advert online.

Her father Suk-gyu (Ryo Seung-ryong) sees this advert, flips out, and makes contact with Ki-woong. The young idiot thinks he can swindle the old man, not realizing that he's her father, not a customer. They meet. Threatening to beat the shit out of Ki-woong, Suk-gyu demands to see his daughter. Ki-woong explains that he doesn't know where she is, but thinks she might have gone back to the apartment.

By this time the zombie apocalypse is well underway. Will Suk-gyu find his daughter, before the whole world goes to hell?

If Busan was Trust, the one word for this film is Faith. Both religious faith, and faith in society as a whole. It is severely misplaced. There's nothing here for anyone, society is shit, and if you think there's a way out, you're wrong. But maybe, if you run far enough, fast enough …

The film nails this point very early on. In that opening sequence, two earnest young men discuss universal healthcare. It's a must, says one - society needs it. We need it. His friend agrees, but when the homeless man staggers past, clearly needing medical help, the two turn away as soon as they realize he's homeless. He stinks. Someone like him doesn't deserve help. 

As with Busan, this film is surprisingly gore-free, given the subject, and very brutal. Not, perhaps, as brutal as Busan, but you just can't kill as many people in 72 minutes as you can in 118.

One point worth mentioning: although this is a prequel, it's not really attached to the original in any meaningful way. It's very much its own film. I did wonder if Seoul Station would spend any time talking about the mysterious industrial accident that starts this all off, but that's not mentioned nor is it really what this film is about. Seoul Station focuses with laser-like intensity on Hye-sun, Suk-gyu and Ki-woong, and whether or not the two men will finally rescue Hye-sun. 

It's a remarkably intelligent film, just as Busan was before it. If a character opens a car door window, you can bet that this window will become important, even if it's fifteen minutes later. The characters are smart, motivated and do their very best to survive. 

I highly recommend Yeon Sang-ho's work. I've only seen a few of his films, but every time I've been amazed by his talent, his eye for a dramatic scene, and his action sequences. If you liked these two, you should check out King of Pigs or The Fake, both of which are quality animated films. 

Happy New Year!

Sunday, 27 May 2018

Ripped from the Headlines - Zombies & [Ultra]Sonic Zap (RPG All)

A few more snippets from the big wide world!

Well here's a shocker. Last week I talked about zombie game design and this week Floridians were devoured in their hundreds in a zombie attack.

Lake Worth, Florida was the scene of gruesome zombie carnage on the 20th May, when an emergency alert revealed the shocking truth that Lake Worth's authorities were determined to conceal: living dead cannibals were on the rampage after a power outage early Sunday morning.

Presumably released from some necrotic science holding pen as a result of the power outage, these creatures flooded through Lake Worth in an unstoppable tide. According to the emergency notification, 7,380 customers had been affected by the 27 minute long power outage but "far less" had survived the subsequent zombie outbreak.

Ben Kerr, Lake Worth's public information officer, said "We are looking into reports that the [push notification] system mentioned zombies. I want to reiterate that Lake Worth has no zombie activity currently and apologize for the system message."

A likely story.

You may recall last year's story about an alleged sonic attack on US embassy employees in Cuba. Well, times change, and sonic attacks change with them. Now the latest intel points to China as the next place Evil Sonics Do Naughty Things To US Embassy Employees. A consulate employee in Guanzhou allegedly suffered brain injuries after encountering some form of sonic emanation.

"The [State] department is taking this very seriously," says Jinnie Lee, a US embassy spokeswoman. "The Chinese government is also investigating and taking appropriate measures."

Guangzhou, also known as Canton, is a Chinese port on the Pearl River, and has long been a foreign trade powerhouse, the gateway to China. You probably know it without knowing it - if you've ever eaten Cantonese, admired Canton porcelain, or drank a bottle of Zhujiang, you've enjoyed one of Guangzhou's exports. That said, Guangzhou isn't famous for sonic death rays - at least not yet.

Frankly, my money's on goldbricking embassy employees with an attack of the vapors, but you never know your luck. By now every embassy employee must know the 'symptoms' experienced by the folks in Cuba. It'd be the easiest thing in the world to complain about headaches and ask to be shipped home, or at least to a more congenial deployment, if you happen not to like where you are.

Speaking of China, here's another sonic story from the land of Kubla Khan. Chinese researchers have discovered a vulnerability in Siri and Alexa's programming. Voice activated devices can be activated and commanded at ultrasonic frequencies inaudible to humans.

The sky would seem to be the limit. Phones and tablets can be commanded to open a communication link with other devices. Car navigation software can be rerouted. All you'd need is a smartphone and a bit of extra software, and you can do as you like. It's called DolphinAttack, and it looks pretty alarming.

 
What's more, at the moment at least it'd be difficult to defend against an attack of this type. "Microphones' components themselves vary in type," says founder of NewDealDesign Gamil Amit, "But most use air pressures that cannot be blocked from ultrasound."

It's been suggested that the reason why the designers left this vulnerability in is to help the machines understand human speech. The more restrictions are placed on the system, the more likely it is to make mistakes. However it could also be intentional, to help these devices communicate with other devices without the annoying tweeps and burbs of yesteryear. This helps phones control other gadgets in the home or office, allowing for that semi-magical feeling of control. Of course, it's less magical if everyone's a wizard, Harry ...

Of course, as has been suggested by poster Johan over on the Dracula Dossier FB page, vampires can also communicate at ultrasonic frequencies. This could allow them to control electronic devices quietly and seamlessly. What's sauce for the goose is sauce for the gander; the agents and their human adversaries could also use this hack. I imagine it would be particularly effective at high-end locations, hotels and casinos. After all, in Macau when you arrive they give you a complimentary cell phone which  comes pre-loaded with maps, guides, discounts and offers. Imagine what else it could be pre-loaded with …

Remember, the weakest point in this whole arrangement is the internet of things. If you can break one door down, all the other doors are vulnerable to you.

Enjoy!

Sunday, 20 May 2018

Small Town Zombie Chow - All Flesh Must Be Eaten

Perhaps it's just me, but as the heat intensifies with the onset of summer I feel the need for zombie goodness. I'm also a fan of Outside Xbox, which is how I came across this video:


Don't feel obliged to watch the whole thing if you don't want to. I post it because it sparked a train of thought: why is it in these zombie games towns never look like towns?

Sure, they have certain town-like attributes, but tell me truly: have you ever seen a small town in one of these games that doesn't look as if it were put together with Lego? People live here, work here, are born here, die here - and in a zombie apocalypse they're still dying here. Yet it's all oddly designed houses and suspiciously well-positioned radio towers as far as the eye can see. There's no sense of history, no real indication of what this place was like before the zoms came to zom everything up.

So this time out I'm going to draw on All Flesh Must Be Eaten ruleset by Eden, probably the best zombie survival game in print. My copy's the 2005 revised edition. I assume this is a game for Normals, in which the Basic Zombie (p146 main book) is the most common adversary. This means a player character with 50 build points can handle up to 10 zombies at a time. About 10% of the walking dead are improved versions of one kind or another, which get 10 extra Power points spent on them. That's the crunchy rule bit of this post.

I'm also going to draw on this article about the 27 most successful small business ideas for small towns. This is where I'm going to get my location inspiration. Finally I'm going to pick a town from this list of the prettiest small towns in Georgia, because why the hell not. Never kill yourself with work when someone else has already done it for you. Besides, I'm told there's a popular zombie series set in Georgia.

I'm reluctant to set this anywhere there's more than 4,000-odd people. That excludes a few towns on that list. So let's have a pop at Madison, Georgia. It even has a useful tourism website.

Named after an American President and incorporated in 1809, this township is Georgia's largest historic district. It avoided destruction during Sherman's march as one of its residents was a prominent pro-Union politician. This meant its antebellum plantations and homes survive in remarkable condition, luring tourists by the thousand.

This is a fictional version of Madison so let's not call it that. Let's call it Monroe, after Madison's successor. What's it like there? Well, Monroe has:
  • art galleries
  • museums
  • antebellum architecture
  • fancy restaurants & bars
  • Civil War memorabilia, including a statue donated by the United Daughters of the Confederacy.
  • a farmers' market
  • antique shops
Plus other locations to be detailed. Already you should be getting a picture of Monroe, Georgia. You could probably name some of the streets if you tried, and some of the kinds of homebrew you can find on tap in the bar.

OK, time to add the zombies.

I'm not going to get too detailed here. There was an outbreak. It went about as well as you might expect. We are now two months in. Initial attempts at quarantine failed miserably, as did most federal and state bodies. While there probably is a federal or military presence somewhere, it's nowhere near Monroe. There is no state-wide power grid, but there are still plenty of generators and fuel for same. Communication is spotty, and almost entirely radio-based. Some landline telephones work, none of the mobile phones do. The internet is offline for good.

Human population of Monroe has shrunk to about 10% of pre-apocalypse numbers, split 50/50 between locals and non-locals. Assuming a pre-apocalypse count of 4,000, that means there are 400 people left alive scattered across a mostly rural or historic area something like 24 sq. km. large. Further assume that 10% of that 400 were in positions of some authority before this happened. State police, former members of a Federal organization like the CDC, local politicians - anyone who might reasonably be expected to lead and organize people. 

Now we come to those 27 small business ideas. I'm not going to go through all 27. That would break my brain and yours. However I am going to pick six, and see what a zombie apocalypse might do to them.

Coffee Shop & Bar: Before the apocalypse this place served coffee during the day and liquor after 4pm. Warm Discussions is near the farmer's market, just off the corner of Plum Street and S Main. A fire in the business next door shortly after the outbreak damaged the exterior, but the walls and roof are still sound - it's mostly smoke damage. Décor: exposed brick, brass & leather finishing. Location can be secured if the following entry points are dealt with: broken window front, main entrance, fire exit. Partially scavenged. Food & liquor on site in small quantities. Two Molotov cocktails on site. High velocity handgun on site with a dozen rounds. Location overrun by (Z=PCx5) basics plus one special with The Lunge, Teeth.
Bakery: Born and Bread in Monroe is a 1920s brick build on James Avenue within sight of Centennial Park. A firefight shattered most of the front windows but they have been boarded up. Bullet marks pock the exterior. Décor: glass, art deco, tile. Location has been secured. Location occupied by four survivors including one soldier, leader of the group. Food and liquor on site. Small stash of medicine on site. Three firearms, over a hundred rounds total, and three clubs on site. Group attitude: unwilling to trade unless materials to fix their radio are on offer. 

Food Truck: The Gourmet Machine specialized in BBQ with its signature Satan's Surprise mustard sauce. A firefight blew out its two front tires and it hit a wall on Bacon Street. If the tires were replaced the truck is in fair working condition and could be driven away. It would need further repair, but nothing too serious. Style: black & flame red exterior. Site has been secured, but it's a food truck - breaking in is not difficult. Location occupied by former CDC scientist, who is using it as a temporary base of operations after her last safe house was destroyed. Food on site, including plenty of Satan's Surprise. CDC medical equipment (travel bag) on site. One handgun and twelve rounds of ammunition on site. Survivor attitude: grateful for any assistance. Prefers authority figures.

Flower Shop: After all, it worked so well for Silent Hill. Pansy Petal was a family business run at the same location for over 15 years. The ground floor has been completely abandoned; there are survivors on the roof, growing vegetables. Décor: 90s chic, with a thick overlay of zombie destruction. Ground floor overrun by (Z=PCx4) basics. There is a means of getting up to the roof, but not through the flower shop; it can be done by going through the building next door. Food on site. Small supply of medicine on site. Location occupied by two survivors trying not to draw attention to themselves. One baseball bat on site. Survivor attitude: grateful for any assistance.

Bowling Alley: Splittsville is a 50s theme alley with vintage jukebox and pinball on site. The alley has been boarded up and is obviously being defended; it has working security cameras and a radio antennae on the roof. Décor: Happy Days, right down to signed posters and Fonzie for President chotchke. Food and liquor on site. Medicine on site. Power supply from portable generator runs security cameras & electric traps on the main doors. Location occupied by half a dozen survivors three of whom are cops. Two shotguns on site, 50 rounds. Three heavy handguns on site, 80 rounds. SMG on site, 50 rounds. Sword on site. Clubs on site. Group attitude: unwilling to cooperate, feels that its supplies are just enough to keep group safe without taking risks. Prepared to steal from others.

Pet Grooming and Boarding: Bark and Buzz Spa & Board is a very new business that, had the apocalypse not intervened, was due for Chapter 11 by the beginning of the next financial year. Décor: cheap and desperate. Paint, carpet, equipment all lowest possible standard. Lots of pet toys. Food on site, so long as you like eating dog chow. Radio on site. Pedal bike on site. Location overrun  by (Z=PCx7) basics plus one, the former owner, with Animal Cunning & Long-Term Memory.

So what did I do, exactly?

First, I picked a real-world location and copied some of its characteristics. This gives Monroe a lived-in feel. Then I borrowed some business ideas from a small business website. That gave me potential locations and some cues as to what those locations might be like. Then I searched online with terms like 'pet grooming store names' or 'bakery names'. There's any number of marketing sites out there which do this sort of thing all day long. After that I pencil in a few details about the occupants and the kind of gear that might be found on site. Nothing fancy. The folks at Splittsville might be major antagonists, or bumps in the road - no way to tell until the game starts and the players add their own flavor. For all I know the CDC researcher might end up the supreme villain. Or it might be one of those games where the actual antagonist is the situation, and the only thing the characters have to do is survive.

Enjoy!

Monday, 26 December 2016

Not Quite Review Corner: The Walking Dead S3 (Telltale)

OK, in the spirit of 2016 the final post for the year - which is why this is up now rather than Sunday - will be a review of zombie apocalypse title Telltale Games' The Walking Dead Season 3, aka A New Frontier. This title is available on current generation consoles and PC as well as iPad; I played the iPad version of episodes one and two. Spoilers, especially for The Walking Dead Season Two, so bear that in mind in three, two, one ...

Meh.

Telltale creates brilliant plots. You forgive its on-rails story beats because the characters and situations are interesting and the story's good. However Telltale has gone to the well once too often with Season Three, and no matter how good the story is veterans of the title will feel cheated.

Bear in mind: I loved Telltale's previous efforts. Like everyone else I fell in a big way for Clementine and Lee in Season One. When Clementine became the main character in Season Two I was on board, and enjoyed it from start to finish. However that was because in Season Two the story branched off; your decisions really mattered, because your decisions determined where Clementine would end up.

At the end of the last Season I went with Jane and ended up in Carver's old base. I could have gone to Wellington to live with other survivors, or gone with Kenny, or struck out on my own. This was a huge difference from Season One, where no matter what I did everyone's fates were set in stone and my decisions changed nothing.

Except my decisions in Season Two really changed nothing, because at the beginning of Season Three no matter what I decided Clementine's story is reset to zero again. No Kenny, no Jane, and no matter where I thought I left Clementine she's not there any more. Moreover there's no chance of either Kenny or Jane coming back in future episodes. All the work I put into Clementine's story counts for nothing.

Now she's second fiddle again, this time to series newcomer Javier, or Javi, a former pro baseball player who got booted for cheating and has deep-seated family issues. The story starts with Javi guiding part of his extended family away from the developing zombie madness, while his older brother David takes their bitten mother to the hospital. So far so Walking Dead, and to the game's credit Javi and his family are interesting, developed characters with distinct voices and personalities.

Frankly, if the game had concentrated on them and left Clementine out of it, I'd have enjoyed it more than I did. But Clementine's become an icon of the series now, not unlike Rick in The Walking Dead comic book and TV show, so nothing in Telltale's drama can happen unless Clementine is involved.

Her plot role is blurry. In the first Season, as Lee, you guided and protected Clementine, and she became the moral center of the story. In the second Season Clementine grew up and began taking charge of her own life, assuming a leadership role. In the third Season you don't really know if she's some kind of mentor to Javi, a millstone around his neck, or something else. Is Javi supposed to be another Lee? Is this a partnership of equals? Is she just here because Telltale couldn't write this thing without her?

Season Three reminds me, now I think on it, of 400 Days, the filler episode between Season One and Season Two. I wasn't expecting much from 400 Days, and I didn't get much. It was bite sized entertainment. Great storytelling - again, telling the tale is not Telltale's problem - but zero impact on the ongoing plot. You might or might not rescue X, Y or Z, and that means X, Y or Z might or might not show up for a very brief cameo moment in Season Two. In that cameo moment the character delivers one or two lines. Then the character vanishes, never to be seen again. Presumably they get eaten. Who knows? Who cares?

Mechanically this is the Telltale you remember, with the usual screen pokes and swipes to get you from A to B. If you've never played one of these before the system is so simple anyone can pick it up. If you're a series regular there's nothing new here.

Graphically I think iPad users were cheated. The resolution's not nearly as good as other platforms. Example: early on in the first episode Jane gives Clementine a small tattoo on her hand. I had no idea what that thing was. At first I thought Clem'd been bitten. It was only after I saw the same sequence in a YouTube video that I realized it was a tattoo. This isn't a huge problem, but it is annoying.

Sound effects are sparse. Big moments have their big bangs and zombie groans, but frequently the protagonists are moving through areas where there ought to be background noises - birds, wind in the trees - and it's just silent. The music's decent, but no standout moments so far.

Will I keep playing?

Ehhhhh ...

I'm not buying into the season pack deal, that's for certain. I might pick up the other episodes if they go on sale in a year's time. But I can't help thinking that no matter what I do, what I decide, this video game doesn't want me involved. My decisions don't matter. My input's irrelevant.

It's like a work meeting. You're expected to attend, perhaps even encouraged to contribute. But this is the kind of workplace that doesn't want to hear your ideas. Management has already decided what's going to happen. You're just window dressing in someone else's pretty picture.

Pass.

Monday, 24 August 2015

Not Quite Review Corner: Walk Away (Fear the Walking Dead)

I didn't bother to see the whole thing, which is why this isn't a review. I got bored halfway through, when I realized that there was nothing on screen that I wanted to see.

Things I liked: one of the main settings is an LA public school. The US' crumbling school system has been a metaphor for disaster and mayhem since the 1990s. It's become iconic, and will probably stay that way regardless of how wonderful, or not so wonderful, the school system actually is. Making two teachers main characters is very symbolic; the people who are trying, and failing, to hold the school together will also be trying, and probably failing, to keep it together during the zombie apocalypse.

Nobody says anything. Really, why would you? Even if you've seen dead people walking, talking about it will get you nothing but a strait jacket and some calming medication. Strait jackets are notoriously problematic when trying to run away from zombies; the longer you stay out of one, the better it is for you.

 The acting is decent throughout, with some standout performances from the two leads. The bigger problem here isn't the performances, but the writing. None of the characters are really fleshed out, and many of them are just stock characters pulled out of central casting. Plus, since we're seeing all this from one family's perspective, we don't really get the city-wide feel this kind of television deserves. It almost needs to take a cue from all those old disaster movies, with their casts of thousands. Allowing the unfolding drama to be seen from different, unrelated perspectives would have made for much better television, and it's something that television could get away with much more easily than a movie length project. I didn't go so far as to see Ofelia and her family, which might have made a difference to me. But then, it seems as if we never meet them until the apocalypse is already well under way, which means we'll never see it unfold from their perspective,

Which brings me on to some of my dislikes. The show opens with Nick Clark, the drug addict son of one of the main characters, waking up after a binge to find that all of his friends are dead, and worse. My first thought: if habitual drug abuse is this good for you, I'm amazed more people don't take up heroin. The man's buffed, never seems to have missed a meal in his life, hair perfectly coiffed, skin unblemished - apart from one artful smudge of dirt on his cheek - and evenly tanned. I don't think we even see any track marks or scarring, though as mentioned I give up a the halfway point, so perhaps there's a reveal later.

This is emblematic of the show as a whole. It has good ideas, but never really executes any of them. Maybe it's lack of will, maybe it's pressure from above, but it's never as scary as it could be, nor as gripping. Going back to the dialogue: there's nothing here that hasn't been said a thousand times before, in a thousand thousand different made for TV movies. There isn't a single cast member who has anything interesting to say. The star-crossed lovers Alicia Clark and her boyfriend nameless zombie chow are a case in point: you've seen these two in any number of Hallmark specials. The only interesting relationship on screen is between the two first episode leads, Madison and Travis, and there just isn't enough there to keep me watching.

It feels remarkably slow moving. I suspect part of this is down to it being part of the Walking Dead continuity. We all know what's going to happen, and with that element of suspense gone, all we can do is wait for the rest of the characters to catch up. It's not interesting watching boring people spend an hour figuring out something you already knew about from the first minute of screen time. It's perfectly reasonable for them not to believe, or suspect, that zombies are lurking in the shadows, but because we already know that zombies are the whole point of the series, we get frustrated by their continued disbelief.

The zombie effects are good, and in some instances even imaginative. However - and again, this may be due to it being part of the Walking Dead continuity - we've been beaten over the head with excellent zombie effects for years now. It doesn't matter that they're a little more gooey and fresh than we're used to from the main series. They're still just zombies, and we have seen zombies. God, have we seen zombies. The makers needed something evocative to make them interesting again, and while the early, well-executed scene in the church almost filled that need, it was too short.

To sum up: Fear the Walking Dead is an interesting concept, but it doesn't fulfill its early promise. There needs to be something else here of interest besides the zombies, and there really isn't.