Subscribe to:

The Kiwi's TaleWitchBlasterDerelict Blow Stuff Up

Syndicate content

New Zealand film festival wish list

The New Zealand film festival is again upon us, and although there is no new Neon Genesis Evangelion movie this year there are plenty of other great looking movies. Here's the ten that most interest me, with trailers where available:

1. Exit through the gift shop

Allegedly a documentary about the graffiti artist Bansky. Which reminds me, "Wall and Piece" is a great addition to any Coffee table.

2. Cyrus

A comedy with Jonah Hill and John C Riley, need I say more?

3. The Room

An hilarious inept melodrama with a dedicated cult following.

4. Birdemic: Shock and Terror

The other 'So-Bad-It's-Good' film at the festival is an amazingly low rent ripoff of The Birds. Featuring special effects that resemble 90s gif animations.

5-7. Carlos Pt1, 2 and 3

Epic drama following the life of Carlos the Jackal, one of the world's most notorious terrorists.

8. A film unfinished

Documentary examining an unfinished Nazi propaganda film.

9. Salam Rugby

Documentary about a Iranian woman's rugby team(?!).

10. Babies

Documentary about four babies. Not the kind of film I would normally be interested in, but taking Kirsty should earn me some brownie points.

Tags:

First impressions of a Git

Git is an open source version control system. For non-technical people, that basically means it allows multiple users to collaborate on a software project at the same time, and have the ability to track (and revert) changes to every file.

It's already used to manage Linux kernel development (No doubt in part because Git is also a Linus Torvalds creation) and Drupal development is migrating to it from CVS.

So, I thought I might give it a shot, and see if I can use it to manage all of my future game development projects. I'm using the msysgit Windows port as well as the TortoiseGit windows shell integration, which both seem to be pretty stable. ProjectLocker is who I am using as my off-site Git host, pretty much because they offer unlimited free Git repositories as long as the total space used falls under 500mb.

The stuff I really like about it is:

  1. Every local copy of a repository is a complete repository in it's own right. That means you commit and revert version changes against your own repository without needing an internet connection.
  2. It's incredibly easy to create, merge and switch between branches of the development. For instance, you might have a 'stable' branch but work mostly in the 'unstable' branch, merging the two for each software release.
  3. All of the Git files are stored in a single hidden folder at the repository source. One thing that annoyed me endlessly about SVN was how it added hidden folders to every folder in the project.
  4. The project locker repositories are secured with a Private/Public key system. A little bit trickier to set up than a password, but virtually unbreakable when done.

So far, so good. I'll make another post when I have more to say about my experience with Git.

Tags:

James Bond archetypes

A mate and I have been contemplating the idea of writing a James Bond film script for next year's ScriptFrenzy. Obviously we have no pretentions of getting it made, but it should be fun none the less.

So I have been mentally reverse-engineering the Bond format and it has occurred to me that, outside of the usual reoccuring characters of Bond, M and Moneypenny, there are six character archetypes that appear in virtually every Bond film.

On the good side:

The love interest (aka The Bond girl)

The woman who Bond falls very temporarily in love with over the course of the story. I find the strongest love interests are the ones that complement Bond's weaknesses (eg Vespa Lynd, Natalya Simonova), female Bonds (eg Jynx) are somewhat redundant and dumb ones (Mary Goodnight) are just annoying.

The ally

A non-Brit who shows up from time to time to give invaluable assistance to Bond. Quite possibly just there to avoid the impression of Britain acting unilaterally. The best example of the ally archetype is Felix Leighter.

The lamb

Someone (Normally female) who pays the ultimate price for assisting Bond in some way. This archetype exposes Bond's biggest weakness, his tragic inability to protect his loved ones.

And on the Evil side:

The villain

The mastermind of some evil plot to upset the power of the free world.

This archetype embodies some of the negative elements of Bond, typically being a well mannered, intellectual socialite and man of action who isn't afraid to use violence to get what he wants. Some have even seen Bond as a kindred spirit of sorts.

The dragon

Typically the villain's bodyguard or most trusted confidant. Usually someone that Bond either has to defeat to get to the Villian, or someone who catches Bond off guard after the evil plot has been thwarted.

There are two main variants of the dragon. The first one is the henchman, typically stronger than Bond but is defeated by Bond's superior cunning. Jaws and Oddjob are well known examples. Could also be seen as a dark parody of Bond, being a dumb brute who resolves situations through extreme force.

The other is the femme fatale. A beautiful woman who can again can be seen as a dark parody of Bond, being someone who uses seduction as a means to control people.

The accomplice

Typically a traitor whose position or skills initially make him key to the Villain's plot. It's not unusual for the accomplice to be killed off by the Villain himself once his usefulness has expired.

Of course these archetypes can overlap somewhat and don't apply to every single Bond movie, but to make my point I have done a table listing characters in each official Bond movie that I feel fit the archetypes. (Warning - potential spoilers)

Film
The love interest
The ally
The lamb
The villain
The dragon
The accomplice
Dr No Honey Ryder Felix Leighter Quarrell Dr No Miss Taro Professor Dent
From Russia with Love Tatiana Romanova Kerim Bey Kerim Bey Rosa Klebb Red Grant Kronsteen
Goldfinger Pussy Galore Felix Leighter Masterton sisters Goldfinger Oddjob Mr Ling
Thunderball Domino Felix Leighter Paula Caplan Emilio Largo Fiona Volpe Angelo Palazzi
You only live twice Kissy Susuki Tiger Tanaka Aki Blofeld Hans Mr Osato
On her majesty's secret service Tracy di Vicenzo Marc-Ange Draco Tracy di Vicenzo Blofeld Irma Bunt N/A
Diamonds are Forever Tiffany Case Felix Leighter Plenty O'Toole Blofeld Wint and Kidd Bert Saxby
Live and Let Die Solitaire Felix Leighter Rosie Carver Dr Kananga Tee-Hee Rosie Carver
The Man with the Golden Gun Mary Goodnight Lieutenant Hip Andrea Anders Francisco Scaramanga Nick Nack Hai Fat
The Spy who Loved Me Anya Amasova General Gogol N/A Karl Stromberg Jaws N/A
Moonraker Holly Goodhead Colonel Scott Corinne Dufour Hugo Drax Jaws N/A
For your eyes only Melina Havelock Milos Columbo Lisl von Schalf Aristotle Kristatos Erich Kriegler Hector Gonzales
Octopussy Octopussy Vijay Vijay Kamal Khan Gobinda General Orlov
A View to a Kill Stacey Sutton Sir Godfrey Tibbett May Day Max Zorin May Day Dr Mortner
The Living Daylights Kara Milovy Kamran Shah Saunders Brad Whittaker Necros General Koskov
Licence to Kill Pam Bouvier Q Della Churchill Franz Sanchez Dario Milton Krest
Goldeneye Natalya Simonova Jack Wade Alec Trevelyan (Initially) Alec Trevelyan Xenia Onatopp General Ourumov
Tomorrow Never Dies Wai Lin Jack Wade Paris Carver Elliot Carver Mr Stamper Henry Gupta
The World is Not Enough Christmas Jones Valentin Zukovsky Valentin Zukovsky Renard Electra King Bullion
Die Another Day Jynx Raoul General Moon Gustav Graves Zao Miranda Frost
Casino Royale Vesper Lynd Felix Leighter Vesper Lynd Le Chiffre Gettler Steven Obanno
Quantum of Solace Camille Montes Felix Leighter Strawberry Fields Dominic Greene Elvis General Medrano


 

Rethinking my GTD system

Getting Things Done has been an interest of mine for some time now, but creating a GTD system I am comfortable with has been a real struggle.

Up until recently I was using ThinkingRock as the core of my GTD system. The problem I had with it was, despite being (or perhaps because of being) an amazingly thorough implementation of GTD, it became unmanageable for me when my list of tasks grew too long.

So I decided to go back to basics and come up with a new simplified strategy. The core of my new system (Powered by Remember the Milk so I can view or add to it from Web or Windows Mobile) has only four lists:

  1. Action
  2. Next Day
  3. Next Week
  4. Next Month

The Action list contains tasks that I am willing and able to work on immediately. For tasks that have sub-tasks (Projects) I use RTM's note functionality to keep track of these.

The other three lists contain tasks that I can't (Or just don't want to!) do now but have committed to reviewing them the next day/week/month. On a review I just look at each item on the list and decide if I want to promote it (move it up the chain), demote it, leave it there or delete it.

And.. that's it. Any suggestions?

Tags:

Goldeneye 007 on Wii

The E3 trailer for Activision's Goldeneye 007 has been leaked to the Internet and can be watched at Nintendo Everything.

Having spent probably well over one hundred hours playing the original Goldeneye (Including marathon multiplayer sessions and getting every unlockable - twice!) I have a strong connection to it and have been craving a re-release. However I am skeptical, as I suspect most are, that this reimagining is anything but a shameless, mediocre money grab.

There are a few questions floating around in my head about the game, which are.

  1. Activision clearly have the right to make a game based on any Bond film, including Goldeneye. However it's interesting to note that the scene depicted at the start of the gameplay section of the trailer came from the N64 game and was not present in the film. Shouldn't this be a copyright infringement? If not, then why not?
  2. Why was the Wii picked as the exclusive platform? (For that matter, why exclusive at all?) Because the original Goldeneye was released exclusively on a Nintendo platform, or does Nintendo have some control of the IP of the original game?
  3. Is the guy in a beanie supposed to be Trevelyan?
  4. How will the fact that the game is set in the Daniel Craig continuity affect the storyline? Will Quantum play a role?
  5. Will the original developers receive credit or royalities from this game? Haha, okay that was a dumb question.

Why are video game movies so awful?

To mark the release of the Prince of Persia movie, film ranking site Rotten Tomatoes has posted a feature listing practically every movie based on a video game that ever made it into theaters.

Curiously, all 29 entries were rotten, none of them even reached 50% popularity. Mathematically, that's astounding. Think about it this way: Say we conservatively estimate that only 1 in 5 movies on the site are fresh. If we picked 29 movies from the site purely at random, there would be about a 1 in 646 chance that every one of them would be rotten.

So why are video game movies routinely bad? I have a few general ideas, such as:

  • Too few video game fans are also exceptional film makers. Paul Anderson and Uwe Boll seem to be the only film makers with enough passion for the medium to try and adapt more than one.
  • The video game medium may not be mature enough yet. Compare with say, 'Super hero' comic books. The Superman story was born from the great depression, yet it wasn't until the late 70s that a well received film adaption was made.
  • For reasons I can't understand, film makers tinker with the parts of the story that the game developers got right. Compare the game and film of Max Payne. The game started with the tragic inciting incident that defined who the character was and why he did what he did. The film moved that scene almost to the very end and changed it to a flashback, making it hard to sympathise with a character who acted like a jerk but appeared to have no good reason for doing so.
  • The lowest common denominator. Films are made based on popular games with virtually zero story (eg Super Mario Bros) because of financial interest. Yet perhaps the lack of a deep story is why these games are popular across a broad range of demographics.

But I think the crux of the problem is that most video games have a lack of an interesting protagonist.

You can't tell a good story without good characters. Quentin Tarantino movies are great, but the bulk of the story is really interesting characters just talking to each other. Take a bunch of bland characters and try to make a story by putting them in explosive situations, and you get the Star Wars prequels.

The reason why I think video game protagonists are generally uninteresting is a lack of flaws. It's a common story format to have the character pay for his flaws at the end of the second act, but redeem himself by the end of the third act (Recent examples include Iron Man 2, Quantum of Solace, Avatar, anything with Will Ferrell or Adam Sandler). Perhaps it is cliche, but the structure works well. Wing Commander 2 also has this story format, but you have no control over what the protagonist does between missions anyway.

The protagonists of most games are Mary-Sue types with no character flaws (In this context, I define 'flaw' as something that the character has to change about themself to be happy). The demon-crushing space marine, the ass-kicking physicist, the pointy-eared adventurer, the overweight Italian-American plumber, the voluptuous archaeologist and so on. It is dramatic when the hero of a story mends his corrupt ways. But how exactly do you make a player change his behavior in a game for the purpose of drama?

An unflawed protagonist allows us to project our egos into a game but they are too perfect to build drama or relate to them as a character in a story. I believe this conflict of interest is the primary hurdle a decent video game adaption needs to overcome.

Tags:

The Kiwi's Tale PC World Scan

Yet another vanity post. Here is a scan of the Kiwi's Tale review in NZ PC World.

Thanks again to Harley Ogier and New Zealand PC World for allowing me to post this free of charge.

The difference between Twitter & FaceBook

Twitter & FaceBook

Wing Commander II Retrospective

I had planned to be productive this weekend. I was going to do my blog posts for the week, tidy everything up, sort the bills, reply to outstanding emails, do some more XNA tutorials etc.

Yet, for some reason I felt compelled to play Wing Commander II. I had it on an old Creative Labs OEM CD and thanks to the magic of DosBox I was able to play it again for the first time in perhaps a decade or more.

(Incidentally, I found out that the D-Fend Reloaded utility is the best way to play games through DosBox. Not only does it include DosBox in the install, but has profiles for automatically configuring 1000s of games).

So, long story short, Wing Commander II ate my weekend (Fortunately Monday is a public holiday!). I was hooked until about an hour ago, when I finally managed to play the game through start to finish. I was really surprised that such an old game held my attention for longer than any modern titles in recent memory.

Just so that the experience wasn't a complete waste of time, I thought I might share my thoughts on the game.

  • Old games really can be just as immersive as newer ones, even if the poorer graphics and sound makes it harder to suspend disbelief.
  • The missions of the game are relatively short (On average less than five minutes playtime) yet some of them are still very difficult. The result of this is an addictive 'one more try' hook.
  • Even if you fail badly on some missions, the story still continues  (Although the player is punished with harder difficulty and a sadder plot). In my opinion, this is a good thing, it's unfortunate that many games will simply not let you continue if you fail an objective.
  • It's a perfect example of the 'less is more' concept. There are only a handful of playable spacecraft in the game, but the small number means that each has a unique purpose and gameplay style. This is also true for weapons and enemy spacecraft.
  • Although the story had some silly parts, overall it was pretty well told. Every scene kept me interested in learning what was going to happen next, and there wasn't a bland character to be found.
  • A major plotline in the game involves the characters attempting to discover which one of their comrades is a murderer. I thought it was really amusing that they named the victim 'McGuffin' since he had absolutely zero relevance to the story otherwise.
  • Since it gave me the ability to name the player character after myself, did that mean I was playing it from a second person perspective?

General Discussion, June 2010

Time once again for a general discussion about anything.

Suggested starter topic: If you were me, what game project would you be working on now?