Once in a while, you come across a moment in a story that is so perfect that it stays in with you for years, or even a lifetime. These are moments that, in my opinion, are flawless; perfect gems of storytelling that cannot be improved in any way, and are a joy to treasure and revisit again and again.
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The Game
‘Alien Isolation’
The Moment
Why it’s perfect
Earlier this week, I suggested a new way of watching the Alien series in order to give it – and Ellen – a more hopeful ending instead of the bittersweet one in both ‘Alien 3’ and ‘Alien: Resurrection’. Part of that new trilogy was the videogame, ‘Alien: Isolation’ because of the strength of its core concept: Ellen’s daughter, Amanda, has spent 15 years searching for any clue about her mother’s fate after she disappeared aboard the Nostromo, and after fighting her way through a decaying space station while hiding from the cosmos’ most terrifying alien, she finally finds a message for her that was recorded by her mother.
When I first played through ‘Isolation’, I almost teared up at this moment. Not only does Sigourney Weaver perfectly play Ellen once more, but bringing an emotional, tragic side of her we almost never see, but the meaning behind this moment is so tragic: This is the first time Amanda has heard her mother in 15 years, and can give her both closure and hope; the novelization of the game reveals that she believes her mother is still alive, and the story ends with her vowing to survive at all costs so she will one day reunite with Ellen. For the first time in over a decade, she has a reason to live, to survive against all odds.
Sadly, it’s not to be:
While Amanda did get closure, and presumably died hoping that her mother was still alive, knowing that the two would never see each other again makes Ellen’s message so perfectly bittersweet.
Back in 2015, it was revealed that Neill Blomkamp was working on ‘Alien 5’, a new installment in Fox’s ‘Alien’ franchise that would be a direct sequel to ‘Aliens,’ ignoring both ‘Alien 3’ and ‘Alien: Resurrection.’ As time passed, news came that both Sigourney Weaver and Michael Biehn would come back as both Ripley and Hicks, along with a now-grown up Newt and, presumably, Lance Henriksen as Bishop.
As a fan of the series, this was one of the most exciting movie news I had seen in years; the thought of seeing Ellen Ripley on the big screen again for the first time since 1997 was a dream come true, and I eagerly followed every scrap of news, every piece of concept art, and even makeup tests. My dream sequel was finally coming together!
And then the movie was canceled.
While there’s still the faintest hope that the movie could be resurrected (if James Cameron’s words are any indication), it seems that, for now, Ellen Ripley’s story still ends with her sacrifice on Fiorina 161.
But what if it doesn’t?
Back in 2011, writer Rod Hilton proposed watching the Star Wars saga (which, at the time, was still only six movies) in what he called, ‘machete order.’ While his post explains it best, the basic gist is that you watch episodes 4 and 5, then 2 and 3, and then 6, which starts with the best film, includes (two) prequels, while also preserving the twist that Darth Vader is Luke’s dad. While musing if ‘Alien 5’ will ever be made, it recently dawned on me that the Alien franchise could be viewed in a similar manner; one of the biggest draws of ‘Alien 5’ was the idea that Ellen could get a happier ending than she did in the canon timeline, but thanks to this new viewing order, which takes the stories that work and – in keeping with current Hollywood trends – pretending that the ones that don’t never happened, she does.
So, what is this new viewing experience? It has two of the films and one of the videogames, experienced in this order:
Alien
Alien: Isolation
Aliens.
For those who don’t know, ‘Alien: Isolation’ is a 2014 video game that follows Ellen’s daughter, Amanda, as she goes in search of the Nostromo’s flight recorder to find out what happened to her mother, only to be trapped aboard a space station that’s been decimated by a single Xenomorph, turning her quest into a fight for survival. It’s a tense, frightening experience, and after playing through it over a dozen times, I’ve come to regard it as a sequel to ‘Alien,’ hence its inclusion in this list. Thus, the saga begins with the first film, continues with the video game (which can be further enhanced by reading the novelization, which adds more history to Amanda and Ellen’s history together) and ends with the second film, pretending that ‘Alien 3’ and ‘Alien: Resurrection’ never happened.
While this fan-version of the saga is shorter, and ends with Ellen still alive, there’s a more subtle change that I didn’t realize until I had gone through these three tales again one after another: The ‘Alien’ saga has been about Ellen and her adventures with phallic aliens from beyond the furthest stars, but it’s also a parable about the dangers of greed, corrupt corporations, and those corporations doing anything and everything to increase their profits, no matter the cost in human suffering. The original four film saga was about Weyland-Yutani (and the military) trying and failing to get the Alien for their own purposes, and Ellen foiling them time and time again. In this new trilogy, the story arc is about Weyland-Yutani tearing a family apart in a blind pursuit of profit, and then that family successfully denying said corporation what it so desperately wants while healing and moving on with their lives: Amanda learns what happened to her mother and gets closure, while Ellen, having lost Amanda to cancer before waking up from stasis, manages to stop Weyland-Yutani for good, and saves a little girl from having to grow up without a mother, as Amanda did.
Of course, this isn’t official in any way; it’s just one fan’s version of the Alien saga that has a more hopeful, upbeat ending that lets us imagine all the good times ahead for Ellen. If Alien 5 is never made, this is a way for fans to still have a happy ending, free to decide for themselves what happens next. In my headcanon, Ellen officially adopts Newt, marries Hicks, Bishop is repaired and becomes the family’s robot-butler, Jones continues to be a little s*** head, and they all live happily ever after! Of course, there’s still Weyland-Yutani to deal with, but they’re soon bought out by Disney. And, in my opinion, that’s a far happier ending than seeing one of sci-fi’s greatest heroes being burnt to a crisp.
We all have our favorite moments in movies, books, and games, moments that stay with us long after the story is over. This column is my attempt to examine my favorite moments and see why they stick with me.
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The Video
Why it’s great
In honor of “It: Chapter Two’ being released tomorrow, I thought I’d share one of my favorite trailer recuts, which changes the 1990 miniseries ‘IT’ into a heartwarming tale of a concerned citizen dressing up as a clown to bring hope and joy to a town on the verge of bankruptcy and failure.
There are many trailer recuts out there, but ‘IT’ remains one of my favorites for its stellar use of uplifting music, corny taglines (Do you believe in magic?), and turning one of the most memorable monsters of the early 90’s into a being who only wants to save his community and bring happiness and hope to others.
When it comes to fleshing out characters, there are countless exercises to try: What does your character want? What’s their outlook on life? Their favorite foods? The one thing they’d change in their life if they could go back in time, and the like. But there’s one exercise that, in my opinion, is much more fun:
What is your character’s bedroom like?
This question was born after browsing an article on Wookipedia (the fan-run wiki for the Star Wars franchise), which covers – of all things – pajamas. While short (consisting of just one line), it features a picture of Count Dooku – the tyrannical Sith lord from Attack of the Clones – wearing a simple set of grey pajamas.
At first glance, there’s nothing too exciting about this. What’s so extraordinary about Count Dooku wearing pajamas? Nothing, really, except the mental image of an evil Sith lord, one hellbent on conquering the galaxy, enslaving billions, and ruling with an iron fist, wearing pajamas to bed is hilarious. Does he also have a Sith teddy bear to sleep with? A Sith nightlight that glows red to keep the nightmares at bay? (Or encourage them?) Curious, I looked around to see if Dooku happened to have a bedroom, and it turns out that he does, one that’s glimpsed in the Clone Wars cartoon series.
All of this was fascinating to me; Star Wars, being a franchise about two factions battling it out for the control of a galaxy, rarely has the time to delve into the sleeping habits and personal quarters of its characters. And it was then that I realized that exploring a character’s bedroom is a unique way to get to know them. If a bedroom is a sanctuary that the occupant can decorate however they wish, then it stands that such decorations can give us an insight into what a character is like:
*A sorcerer, wizard, or other magical type, wanting a break from their studies, fills their room with video game consoles and puts anti-sound magic in the walls so he can play as loud as he likes, while also casting spells to repel evil forces who may try to sneak up on him while he’s relaxing.
*A monk doesn’t decorate his room (so as to encourage not having attachments), but does have a luxurious bed, both as his one indulgence in life and to ensure that he can get the best night’s sleep he can so he can help his community with a refreshed mind and body.
*The emperor of a planet fills his bedroom not with gold, jeweled statues, or other expensive trinkets, but with photos of his family, his children’s crayon drawings, and other personal treasures to remind him that he’s doing his job to ensure his family – and other families everywhere – can live in peace and safety.
*A serial killer purposefully decorates her room to be warm and inviting, so as to put victims at ease when she lures them in. Knowing that the police may come by at one point or another, she never saves any mementos of her kills.
While these details may never appear in a story, they can shed light on what a character is like when he/she/it is relaxing and not out saving the world, solving crimes, or otherwise involving themselves in the conflict of a story. While we may rightfully assume that the bedroom is only used for sleep and sex, I think exploring how a character uses it – for both recreation and sleep – can help us gain more insights into how they think, and see a side of them we’d otherwise never consider.
Fun Fact: Those Count Dooku pajamas? You can equip them in the video game, ‘Star Wars: Battlefront 2’ and have Dooku run around the battlefields of the galaxy in his sleepwear.
We all have our favorite moments in movies, books, and games, moments that stay with us long after the story is over. This column is my attempt to examine my favorite moments and see why they stick with me.
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The Video
‘What if Anakin Liked Sand?’
Why it’s great
One of my favorite storytelling tropes in fiction is the classic, ‘What if?’, where a an already told story is told again, but with different changes:
*What if the protagonist was evil, and the antagonist good?
*What if the protagonist died before the first act?
*What if the bad guy won?
While comics have been playing with this idea for years, Star Wars has done it only sporadically, with a series of comics that re-imagines the original trilogy with some considerable changes, and an adaptation of George Lucas’ original script. But while all of them are straightforward ‘What if?’ ideas, the video above takes a more comedic approach by playing with what is arguably the goofiest line of dialogue in any Star Wars media:
and turning it into a fairly in-depth discussion about how the Star Wars saga would unfold if Anakin liked… no, loved sand.
What I like about this video is the concept. It’s one thing to do a what-if story based on a serious idea, but rarely do we see one done as a joke around how the most feared Sith Lord in the universe hates sand, and it’s even rarer to see one that’s not only funny (Anakin’s love of sand prevents the Empire from ever coming to power), but somewhat plausible… in a very tongue-in-cheek fashion, of course.
45 weeks ago, we took a look at ‘Sharknado 5: Global Swarming’, and now, at long last, it’s time to take a look at the final film in the venerable series: ‘The Last Sharknado: It’s About Time!’
After five long years of sharknados taking out cites, going into space, becoming radioactive, and destroying the world, the series finally comes to an end with ‘The Last Sharknado: It’s About Time!’ which, having exhausted all other possibilities, sends the title monster back through time (the only other sensible option would have it going to the afterlife), with surfer-rurned-barternder-turned-sharknado killer Fin Shepard on a journey to stop the sharknados for good. Let’s journey along to see what valuable story lessons we can learn by watching sharks terrorize people throughout history.
Avoid abandoning a greater-scope villain after establishing them
In the previous film, ‘Global Swarming,’ we learned that the sharknados were not just a freak of nature, but were created by a malevolent shark god that Fin and friends (I never get tired of writing that) set out to stop. While they did stop the sharknados at the end of the fifth film (at the cost of every other human alive), it’s odd that the shark god isn’t mentioned in ‘It’s About Time’.
When we introduce a supernatural threat – or any threat so big that it effectively becomes the main antagonist for a franchise – it’s imperative not to have that threat dropped so quickly, especially when it’s a supernatural one. It’s logical to think that Fin would have to take out the shark god to prevent any further sharknados from being made, but its nowhere to be found. If our own greater-scope villains need to be dropped, a good reason needs to be established instead of never mentioning them again, hoping that audiences won’t notice. They will.
Establish solid rules for time travel, lest audiences get hopelessly confused
While traveling through time offers nearly endless possibilities for exciting storytelling, it can quickly become a mess of intersecting timelines, cause and effect, and how actions in the past affect the future (and that’s without getting into the grandfather paradox). ‘It’s About Time’ tries to make things simple by stating that everyone can only travel back in time once, but then it has Gil continuously going through different eras. When it comes to time travel, it’s best to make things as simple as possible. Better to have our audiences focus on the fun shenanigans going on, then wondering how such things are possible.
When doing time travel, consider bringing back minor characters for big roles
One of the things that ‘It’s About Time’ does best is bringing back minor characters for bigger roles in the story, like Bryan and Skye. While they may have served as cannon fodder in their original appearances, or had a small role that didn’t affect the story all that much, we don’t expect much from them. They’re background characters, ones who don’t take the spotlight. Thus, when they come back as main characters, they become underdogs who have a chance to shine and help save the day. Even better is if they’re in a completely new time and location (like the prehistoric era), as not only do they have to contend with being in the spotlight, but now they also have to try and survive in an environment they’re not familiar with.
Consider having monsters and antagonists from the future battle people from the past
One of the most enjoyable aspects of time travel stories is seeing people and technologies from different eras interact with one another. How, for example, would a modern-day person fare in the Revolutionary War era? Or in Ancient Egypt? How do technologically disadvantaged people fight off opponents from a different era? ‘It’s About Time’ has medieval knights, Revolutionary War soldiers, and Cowboys fight off sharks, and those battles are easily the highlights of the movie.
The reason these fights are so interesting is that the people of the past are automatically the underdog and have to fight harder to win. Cowboys have the advantage of guns when fighting sharks, but revolutionary war soldiers only have muskets, while knights are stuck with swords and bows, which makes audiences wonder how on earth they’re going to win. An even cleverer version of this trope is to have the people of the past take advantage of futuristic tech: When sharknados attack Revolutionary America, the British use a sharknado to gain an advantage in their war, almost changing the course of history in their favor.
When writing historical characters in time travel stories, the more authentic they are, the funnier they are
Another draw of time travel stories is being able to use famous people throughout history and put them in exciting fights and teamups with monsters and people from other times in history. Part of this draw is seeing how someone from one era coping with another, and how they would react to, say, modern weapons and technology. However, for this trope to be most useful, it’s important to make historical characters as accurate as possible; much of the humor/awesome factor in their appearances is that they take things seriously. While comedic or light-hearted time travel stories can make famous people goofballs (Think ‘Bill and Ted’), it is possible to go too far: When Finn and his friends go to the Revolutionary War era, I was excited at the thought of seeing George Washington fighting a sharknado. Instead, we get a man who’s more interested in taking a nap and cracking jokes instead of fighting or taking the situation seriously.
Consider having someone alter history in a time travel story, even when they know it’ll hurt them
While ‘It’s About Time’ engages in all the standard time-travel tropes (meeting famous figures, having historical characters and groups fight monsters from other eras, etc.) and get into debates about changing the future to avert a personal catastrophe (Nova trying to save his grandfather), the film smartly changes things up by giving Finn an impossible choice: He has a chance to stop sharknados forever by traveling through time, but at the cost of losing his son, who will never be born, and even be erased from Finn’s memory.
So often, time travel stories are about changing the future for the better, or preserving it, but rarely do we see stories where travelers doing the right thing know they will suffer greatly, even if its for the greater good. By having our characters lose something important to them, whether it’s a loved one, a job, or a dream, and being willing to let them go to save so many others, we give them an unparalleled chance to shine and show how brave and heroic they can be.
If it fits the theme of a series, there’s nothing wrong with a happy ending
It’s a classic trope: The characters of a story manage to succeed in their fight. They achieve their goals, get what they want, and live happily ever after. It’s so overused that it’s a scenario that could easily turn into a parody, and many stories try to subvert it by using a darker, or more bittersweet ending where not everything is right or well. But there’s nothing wrong with a happy ending, especially if it’s well-earned, and the end of the Sharknado series has a very well-earned one indeed: Fin manages to restart history and create a timeline where sharknados don’t exist, saving all his friends and acquaintances, and even Gil, with the very last shot of the series has Al Roker declaring that it’s going to be a beautiful day with nothing unusual going on. It’s a satisfying conclusion that ties everything up, and gives everyone a happy ending without any tease or hint of further adventures, giving the characters – and us – closure.
And so, after a year, we finally finish our marathon of all the Sharknado films. Turn in next week, when we’ll do an analysis of the series as a whole.
Every story has a cast of characters that we follow and watch and come to love… but what about the background characters? The nameless masses who rarely get our attention? This column examines my favorite background characters who deserve a moment in the spotlight.
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The movie:
‘Terminator 2: Judgement Day’
The character:
A random guy out for a stroll.
The scene:
Why it’s great:
Years before ‘The Matrix’ blew up a government lobby, ‘Terminator 2: Judgement day’ had Arnold storming a lobby and taking on armed guards as well (but without killing anyone, which is something Neo and Trinity can’t say). It’s a great scene that oozes 90’s nostalgia for me (blue, silver, and black color schemes, 90’s architecture, synth music, etc.), but I only just learned something about it that’s been hiding in plain sight for decades that only a few people have noticed, which makes me like this scene even more.
At 1:36 in the video, the SWAT team start shooting at the Terminator. But if you look closely in the background, you’ll see a random guy casually walk to the outside windows and peer inside, then turn to walk away. It’s a goof, something that’s easily missed because our focus is on the SWAT team firing away. But I love the idea that in the middle of this big, corporate espionage operation, where the police have barricaded the building and sealed it off, one bored officer decides to take a peek inside, only to see the shooting start and decide that maybe it’s a good idea to turn around and walk away.
It’s little details like this that remind us that, in the world this movie inhabits, there are ordinary people just going about their lives, and, like us, they can be overcome with boredom or curiosity. It’s fascinating to imagine what the events of this movie are like from the perspective of this random guy who has nothing to do with John, Sarah, the Terminator, Skynet, or Judgement Day. I like to think his name is Daryl, and he’s a career cop who really would rather be back at home watching a football game, and is so jaded from his years on the force that not even the sight of a SWAT team blasting away at a guy wearing leather is enough to faze him anymore.
SUPER FUN BONUS FACT: When I was preparing this post, one of the Youtube comments on the video pointed out that there is, in fact, a second random guy in the video, this time at the right of the lobby at 1:47, apparently wearing 90’s oversized headphones. Who is he? Why is he there? Does he even see all the destruction taking place? We’ll never know.
We all have our favorite moments in movies, books, and games, moments that stay with us long after the story is over. This column is my attempt to examine my favorite moments and see why they stick with me.
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The video:
Why it’s great:
While it’s always fun to imagine crossovers with our favorite stories and characters, one crossover that’s rarer is to imagine a writer or director doing a famous film or book and adding their own unique touches to it, such as:
What if George Lucas directed ‘Gone with the Wind’?
What if Steven Spielberg directed ‘Robot Monster’?
What if Michael Bay directed a Teletubbies movie?
Thanks to this hilarious video by PistolShrimps on Youtube, we get a glimpse of what might have happened if JJ Abrams, Mr. Lucas and Mr. Bay directed 1997’s ‘Titanic’. The result: there’d be a heck of a lot more digital effects, lens flares, and explosions (oh gosh, that chair).
We all have our favorite moments in movies, books, and games, moments that stay with us long after the story is over. This column is my attempt to examine my favorite moments and see why they stick with me.
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The video:
Why it’s great:
Buzz Lightyear’s catchprhase is one of those sayings that so catchy and memorable, but falls apart when you apply logic to it. Robot Chicken takes that logic to show what would happen if Buzz really tried to go beyond infinity, proving that applying reality to inspirational or motivational catchphrases can result in some really funny moments.
Ever since the creation of CGI, Hollywood showdowns have become more elaborate than ever before. Once limited by what could be accomplished in camera, we can now enjoy the spectacle of people flying, jumping, kicking, and beating the tar out of each other in elaborate environments, using feats that could only be accomplished with the aid of computers. However, bigger, better effects don’t always lead to better fights.
The Matrix trilogy, as a whole, mostly avoids the problem of emotionally hollow duels. When taken in as one continuous story, the Matrix saga (including ‘The Animatrix’ and ‘Enter the Matrix’) has a strong start and a strong ending: The stakes are high, the risks are high, and Neo, Morpheus, and Trinity are all in real danger when they fight. But it’s the second act, with ‘Reloaded,’ that things stumble. There’s plenty of fights and duels, but it often feels more like spectacle than a clash where anyone can die, or be seriously injured. The fight against Seraph, for example, feels like padding in a film that’s already taking an unusually long time to get going, and the Burly Brawl – while being a visual treat – adds little to the story beyond showing that Smith can clone himself, and foreshadowing Neo’s final line in the series.
In going through the Matrix series again for these articles, I realized that there was something else I didn’t pick up on until I had seen all the movies and games: Many of the duels and fights in ‘Reloaded’ could be trimmed or even cut out, and that’s because:
1. The duels mostly feel like action for the sake of action.
2. It doesn’t feel like the characters are in danger, or that or that terrible things will happen if they fail
The first and third film’s duels work because it’s clear that if Neo and his companions fail, the repercussions will be awful; when Neo fights Bane onboard the Logos, you can feel the desperation and urgency as he and Bane clobber each other. When Morpheus fights Smith in the first film, you know he’s in a losing battle. People get hurt, scuffed up, and bleed. In ‘Reloaded,’ however, that sense of danger is mostly gone, save for When Neo and Morpheus fight Smith in the hallway on the way to the Architect. Duels frequently end with people and programs walking away none the worse for wear. If both the protagonist and the antagonist are obviously going to walk away unscathed, then there’s no urgency or danger, and the audience won’t be as involved than if they knew that, say, Trinity could have her head cut off with a chainsaw if she fails to outrun Agent Smith.
So, what can we learn from the Matrix series when it comes to duels?
*Any duel works best when it has a strong reason to take place, and that there are repercussions if the protagonist fails.
*Make sure that your characters can get tired and suffer injuries, such as being cut, sliced, smashed, or having broken noses, busted lips, or even snapped limbs (it’s jarring how Neo can fight hundreds of Smiths without so much as a bruise, scrape, or broken glasses).
*Make sure the duel have a solid reason for existing. If it assists or impedes the antagonist and protagonist in reaching their goal and moves the story along, it will likely turn out well. If the duel is primarily to showcase an action scene, it might need to be revamped, or scrapped altogether.
Follow these three guidelines, and we can make duels that grip viewers and don’t let go, whether they’re simple fistfights in a room, or elaborate spectacles made by the best CGI Hollywood has to offer.
If you’d like to reread previous entries in this series (in chronological order), you can find them here: