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

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!

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.