Saturday, February 25, 2012

Television Review: American Horror Story

American Horror story is a series by the creator of Nip/Tuck (Ryan Murphy) and the co-creator of Glee (Brad Falchuk) which tries to marry the ‘haunted house’ subgenre of horror with a serialized format. It follows a couple on the verge of divorce (Connie Britton & a butt-flashing Dylan McDermott) and their daughter (Taissa Farmiga), who move into an ominous-looking mansion and stay there despite various creepy and even downright life-threatening things happening to them. Admittedly, the series comes up with some practical and pseudo-mystical reasons to explain why the Harmon family sticks around, but they just aren’t all that convincing. As a viewer you ultimately have to go with it, reasoning that if they would run off screaming, there would be no series. And that would be a shame because it is actually rather good: atmospheric, if more adept at making you squirm than making you scared. It is somewhat luridly sensationalist but very entertaining.

What makes the series work, is that it is good at finding topics and situations – sometimes subtle and mundane - that make the majority of people uncomfortable even if the fear is often based on gut feelings that are not quite politically correct. It checks off high-school shootings, down-syndrome, fetish gear, gay sex, infidelity, pregnancy scares, disfigured faces (body horror in general) and food scares. My favorite: a white, straight man’s fear that a strong, handsome black man will make a move on his wife and all the below-the-belt insecurities this anxiety ties into. The series doesn’t state the fear outright – it generally doesn’t - but that’s what is being played on. The neat trick it manages to pull off, is that it stays fairly politically correct and sympathetic despite playing on the more base instincts. A gay man getting a baseball bat up the butt – off-screen – is a cheap shot, but works to make the viewer cringe and the recurring gay couple is shown to be as (un)likable as the rest of the cast for the rest of the time. Not their sexuality but the dynamic of their relationship gets most of the attention, featuring a good acting job from Sylar, aka Spock, aka actor Zachary Quinto, who recently came out of the closet.

American Horror Story is fast-paced and employs such visual tricks as uncomfortably close close-ups, fuzzy-vision and floaty-cam on occasion. It even has a tendency to forget wrapping up scenes in its desire to move right along. Especially in the first couple of episodes, there are awkward conversations and situations that are suddenly abandoned, clearly to make sure the tension is not released and instead carried over to the rest of the episode, but they leave the viewer thinking: ‘There’s no way, that was the end of it. How did that play out?’

As the series progresses, we get flashbacks to the horrible history of the haunted abode, which houses dark secrets layered to an almost comical degree. They do tie together somewhat even if the overarching explanation remains vague. Considering the concept of a haunted house, I don’t spoil much when I say that at some points ghosts make an appearance, who come with a not very clear set of existential rules attached. Especially the question of when and why some of them show up, while at other times they are conspicuously absent and don’t even seem to be listening in, is a bit of a head-scratcher.

I haven’t yet mentioned one important reason to watch this show: Jessica Lange, who plays an aging Southern Belle like no one else can and clearly relishes the opportunity. She lives next to the Harmons with her down-syndrome daughter and a closet full of skeletons (speaking figuratively, but only just). Fascinatingly creepy, she steals any scene she shows up in. Actually, I could have watched Jessica Lange watch fresh paint dry for the duration for the series without getting bored.

Though the first season of American Horror Story wraps up most of the plotlines nicely by the last episode, a second season is in the works. The idea seems to be to tell a fairly self-contained, serialized story per season, loosely linking one to the next by way of a few returning cast members. I am curious about the next chapter, but this series is off to a good start. And seeing Dylan McDermott crying-while-masturbating is a sight that will haunt me for a long time to come.

Monday, January 16, 2012

Game Review: Deus Ex: Human Revolution

Deus Ex: Human Revolution takes place in a moody tech-noir near-future in which nearly everyone seems to have settled on a yellowish color scheme. And more importantly: people are getting ‘augments’, technical enhancements grafted onto or into their body, which give them special abilities. This is the big moral issue of the era: should people be getting such augments or does it make them less than human somehow? To what degree should it be allowed and regulated? Will it create a new class of humans, leaving the regular folk behind? And as people who have been augmented need to keep taking expensive medication to keep functioning, does this put them at the mercy of big corporations, who could ultimately use them to do their evil bidding? People ponder these ethical questions and – it seems – little else. Overheard conversations, newscasts, strewn about newspapers and e-books almost completely focus on the same topic, which does give it some weight but also makes the game world seem small somehow.

Your vessel through this world: Adam (biblical reference alert) Jensen, a corporate guy with nifty hair, a gravelly, monotonous voice, cool shades and a mysterious childhood, who has been outfitted with augments up the wazoo after a near-death experience. For reasons of gameplay, these can only be activated one-by-one, using ‘Praxis kits’ that can be bought or found, but are mostly earned through acquiring experience points during the missions you carry out to find out what happened to you lost-and-presumed-dead scientist lady lover and to unravel a corporate conspiracy. In turn, the special skills you get help you ramp up for the trickier missions that are to follow. The fun is in deciding on the order in which you activate the augments, which will depend on how you want to play the game. You can choose a stealth approach and try to slip by guards undetected, finding alternate routes. You can focus on hacking computers and safes to find loot, access otherwise closed-off areas or to turn the enemies’ gun turrets and robots against them. Or you can more or less fight your way through with guns ablaze, though this does not seem to be the designers’ favorite mode of play. Even with his protective ‘dermal armor’ leveled up to the max, Adam is still fairly vulnerable to bullets, so any gunfight is likely to take place from behind cover, perhaps ending in a quick sprint to your assailant to knock him out if you are trying to be non-lethal.

Curiously, the boss-fights in the game require that you to have upped your defenses and come packing heat, which is a cold splash in the face to people focusing on stealth. The development of the bosses was apparently outsourced to a different game studio which did not get the ‘multiple approaches should be possible’ memo. Especially the first boss is a real pain, as Adam starts out weak and is barely a match for him at that point. Tip: if you don’t want to have to worry about the bosses, pick the two upgrades for the Typhoon early on, which allows you to send out a 360 degrees shockwave. Two hits of this makes any boss fight an extremely short one; just make sure to conserve the rare ammo for it for bosses and emergencies. And steering clear of spoilers: there is a decision to be made about halfway through the game which will greatly impact how difficult the third boss-fight is. If you don’t want to run the risk of making the wrong choice, look up a walkthrough.

My personal approach: I always started with stealth, knocking out as many guards as possible for the experience points. If I got caught and/or bored I would clear an area with my non-lethal tranquilizer dart gun (looking back, I’d advise the stun gun instead) or the more lethal 10mm, shotgun or revolver. Due to your limited inventory, the game constantly has you weighing exciting new weapons against sticking with the ones you have lovingly upgraded. I stuck to my guns, so to speak. I hacked any computer I could find even if I had a password at the ready, also for the experience points. Then I went looking around the areas I’d cleared for hidden paths. Regularly when I thought I was going somewhere new, I found out I had actually discovered an alternate route into the place I just left. Though you do have to upgrade some of the hacking and stealth skills a little, on the whole it’s best to focus on those that allow you to find these routes, by lifting the heavy objects blocking them, busting through walls, jumping higher or falling down from a height without killing yourself. Also an augment to put on your shopping list early-on is the ‘social enhancer’ which allows you to manipulate people in conversation into doing what you want, which really helps along the main story. Beware: some of the available augments are actually completely useless, so think about the practicality of them before potentially wasting a Praxis.

Stealth can be fairly tricky: the guards have perfect vision, spotting you through windows and from far away, but they lack logical reasoning or the ability to bend at the knees to peek into and/or follow you into near-the-ground ducts or over obstacles. Encountering a barrier, they will hang around nervously for a while and then wander off, going ‘Oh, well – I guess he’s gone.’ Even if you are just barely out of sight in the same duct they just saw you get into and there is a big pile of bodies in front, from panicked guards whom you just kept shooting in the legs until they dropped.

The humans populating the Deus Ex world aren’t the most engaging bunch in general unfortunately. The facial animation and body movements in the – oddly dark – cut scenes aren’t all that great and seem – ironically – mechanical. They are also lacking in the behavioral department: as you go about ransacking credits and supplies from all over the place, the owners of these goods more often than not just blankly stare at you while you do it, even if you just broke into their house. (Oddly, there is no moral consequence to taking other people’s stuff and it even seems expected.) IQ’s in general do not seem to have gone up in the future: passwords are scattered everywhere on little tablets called ‘pocket secretaries’ to the point of ridiculousness and people have taken to letting their credits (money) lie around out in the open for anyone to take. The game designers occasionally poke fun at their own artificialities: you may find an internal memo on a computer stating that employees can only have a maximum of four e-mails on their computer (which is indeed the max you will find per pc) or you’ll come across a pocket secretary containing a password plus an admonishment to the employee who owned it to be extra-super careful with it and delete it straight after use.

Deus Ex: Human Revolution is a prequel to Deus Ex, a game (which I did not play) renowned for its story. Considering the pedigree, the lack of involvement I felt with the characters was disappointing. And even though it is a large game, the world felt small seen as a whole because of the strong focus on just the augmentation theme and because of the handful of side-missions all taking place just a few blocks away from the main missions. There is a whole lot of optional text to read in the form of e-mails and e-books, deepening the world in theory, but a lot of these are a bit dry, so I ended up just glossing over most of them. There are multiple endings, but rather than these growing organically from how you played the game, you simply pick one on the spot. On the plus side: if you save right beforehand and go back to that save, you can see all the endings in a row. And the ending – no matter which one you pick - does come with a voice-over that acknowledges how you played the game: in my case it told me that I mostly took the moral high road, generally knocking people out instead of killing them. There is no closure to your relationship with the various other characters, however, and considering one of the possible endings, a sequel starring Adam seems unlikely. Also a bit odd is that apparently, no matter what decision you make, the world will end up in the same state 25 years down the road when the story of Deus Ex begins, meaning your decision is ultimately irrelevant.

To sum things up: Deus Ex: Human Revolution is a game well worth playing, no so much for the story as for the atmosphere (featuring moody, futuristic music seemingly lifted straight out of Mass Effect 2) and for the gameplay. The fun is in strategically upgrading and broadening your already ample options to tackle the various missions in the way you enjoy most. Oh, and one last thing: if playing on a console with a hard drive, install it on there, as during the loading screens when playing off the disc, I grew a fair amount of beard.

Wednesday, November 23, 2011

Game Review: Assassin's Creed II

I just finished Assassin’s Creed II, which was released quite a while ago (2009), with two sequels AC: Brotherhood and very recently AC: Revelations) already available. So never let it be said I’m not a year or two behind the ball. But at least this means you can pick up the 'Game of the Year' edition of it, which includes all the downloadable content, for next to nothing. Here goes.

I like games I can dive into, with a high level of immersion. This is a tricky thing when it comes to gaming. Generally it is helped by games keeping their mechanics out of sight as much as possible and just letting you go about your business as – say – an assassin in 15th century Italy. But the more complex a game wants to be, the more it will need to get a little abstract, explaining how it needs to be played and giving the necessary information at the right moments without throwing the player out of the game too much. The Assassin’s Creed franchise cleverly solves this conundrum by creating an extra level of reality within the game world: Desmond is a current-day descendant of a long line of assassins and through the help of a machine which can read *cough* ‘genetic memories,’ he relives key events from the lives of his ancestors. This enables him to learn secrets of the past and gain the skills of those who came before him, to fight an evil organization in the here and now. However, you spend relatively little time as Desmond and are mostly running stealthily along the rooftops and streets of the Florence and Venice of yore as assassin Ezio, offing people who are taking part in an evil conspiracy.

Because you are seeing things through the eyes of Desmond - who is in turn linked to a computer interface - the little map pointing out objectives, the health bar, the shimmering boundaries to the area you are confined to and the special mode of vision which points out your intended victim as well as guards in the middle of a crowd all make some sense within the story. (Even if the gimmick of ‘genetic memory’ in itself makes you giggle like a maniac and the little map-circle on the main screen looks distractingly like it was copied straight out of GTA IV.) Additionally, you can opt to turn off these little helpers if they bother you. The atmospheric music and great visuals which lovingly create various old cities, manage to draw you in and successfully make you feel like you are running around on a clear day subtly slaughtering villains as well as truckloads of anonymous guards, no doubt orphaning many unseen, blameless children.

That’s not to say the game is averse to reality-bending silliness. A few examples: as you are seen murdering people, your infamy grows and guards will attack you on sight. You can greatly reduce your bad reputation by ripping a few ‘wanted’ poster off walls. Not too farfetched so far. Except these posters tend to be a bit hidden because this ups the challenge of finding them for the player. Which – of course - means people wouldn’t actually see them and be influenced by them. And when you manage to slip your blade into a conspirator, time slows down while you have a short heart-to-heart with them as they breathe their last, any nearby guards apparently respecting your right to privacy during this intimate moment, only jumping you once the cut-scene is over. (I also encountered one such death scene after which all the nearby guards had mysteriously evaporated, though I suspect that was a glitch in the game.) The guards in general are a terribly dimwitted bunch, with bad hearing, memory and eyesight – forgetting who you are after losing track of you for a moment and not hearing or seeing you as you eliminate a shouting colleague on a nearby roof, while clearly in their sights.

Also not the best of friends with believability are the little glowing chests with money left lying around everywhere. Assassin’s Creed in particular can’t be blamed for this phenomenon however, as it’s a gaming cliché: resources which would have obvious value to a lot of people just lying around for the taking, be it currency, equipment or health packs. ACII at least limits the free giveaways to money; the other stuff you have to buy from vendors or pick-pocket from your victims. Pick-pocketing can also get you some cash, but it is far more time-consuming and the amounts you get are much smaller than those you get from looking for treasure in unlikely places, so it is hardly worth it. You can also choose to renovate a small town bit by bit, reinvesting what you start to earn by doing so, until more money is constantly pouring in than you will know what to do with.

The main event is clambering around a few beautifully rendered cities like a monkey whose arms don’t ever get tired and who will never miss a jump unless you press the wrong button. The controls for this are fairly intuitive and dependable, though the context-sensitive buttons mean that Ezio may occasionally start climbing a wall or an obstacle during a chase when you get too close to it, instead of running along as intended. And I did spend a good ten minutes at one point jumping around on a balcony, before managing to make my usually astonishingly nimble alter ego grab a wooden beam which was right in front of him, with no other route available to advance the game. There are indoor obstacle courses which apart from the different setting seem lifted straight out of Prince of Persia or Tomb Raider, in which you have to find your way to the top of a church or dungeon by jumping around. These are fun, except – like in the games mentioned – the camera may sometimes decide you are only allowed to see the parcours from one awkward angle which isn’t the best to actually see where you are jumping to. (Fun fact: the Assassin’s Creed franchise evolved out of an idea for a Prince of Persia sequel.)

ACII being a so-called ‘sandbox’ game, you have a fair amount of freedom to do what you please, when you please, apart from ultimately taking on the missions which advance the story. I have to admit I mostly ignored the optional assassination contracts, races and fights as there is plenty of that woven into the main narrative and I was aware that there are two more mostly similar AC games following this one, which would allow me to have my fill. I also mostly ignored the distractingly glowing feathers scattered about to collect: apart from it getting you an ‘achievement’ I couldn’t see how hunting them all down would serve as anything but a waste of time. I enjoyed finding the highest viewpoints, which open up the maps of the various cities and give a good vista. Thirty ‘codex pages’ add up to a giant puzzle and are fun to hunt down and some buildings contain hidden symbols which unlock a short (and ultimately silly) video called ‘the truth’ by way of thematically vague and somewhat obtuse brainteasers. By trekking through various dungeons, you can unlock the powerful threads of Altair, the anti-hero of the first AC game.

The main story missions are fun and just about varied enough, even though the basic activities of killing, platforming and collecting started to feel a bit repetitive near the end, making me wonder if I’ll get bored playing the sequels. The details of the conspiracy – the names and the ways in which they were connected – didn’t really stick with me. Though that meant I didn’t always understand why exactly I was eliminating someone and even though I generally feel bad about doing morally dubious things even in a game, I had no problem going ‘dark’ this time, since that was the entire point. I even offed a pushy minstrel or two, only partly by accident. The various ways you can approach a kill – hire a group to fight with you, hire ladies to distract guards, attack from above, blend in with a crowd as you approach your target – keep things interesting. Oh, and you get to hang around with Leonardo DaVinci, easily the most personable character in the game. Machiavelli puts in an appearance too.

I can recommend ACII as a fun, pretty easy and atmospheric game that mostly allows you to set your own pace. I enjoyed the platforming aspect more than the fighting, despite the occasional tendency to put a timer on you, which can be frustrating given the sometimes willful camera and context-sensitive controls. But no matter where your preference lies, ACII is worth your time. Quick word of warning though: the climax of the story is actually a somewhat silly cliffhanger, serving as a hook to get you playing the sequel. Not so much because of this as because of the gameplay, I’ll definitely rejoin Ezio in Rome for AC: Brotherhood sometime soon.

Sunday, November 6, 2011

Ye Olde Television Review: Farscape


Farscape is a scifi-series which ran for four full seasons (1999-2003) and then got hastily wrapped up in a mini-series. I’d missed out on the original run but have now finally gotten around to watching the series from beginning to end.

American astronaut John Crichton (Ben Bowder) accidentally drops himself and his space-shuttle through an inconvenient wormhole while on a mission called ‘Farscape’, ending up somewhere quite far indeed. Before he can even get his bearings on the other end of the universe, he is implicated in the death of the brother of a certain Captain Crais, who carries a grudge and uses his authority with the awkwardly named Peacekeeper army to hunt John down over the span of quite a few episodes. John bands together with a group of aliens – this being a relative term of course – who had all been captured by the Peacekeepers and are now on the run on board of a ship called Moya: a ‘live’ ship akin to a space-whale, which has been bonded to an alien to serve as her pilot (who appropriately is simply named ‘Pilot’). There is a blue priestess called Zhaan, who likes to show off lots of her intricately textured skin, has a dark side and is technically a plant. There is D’Argo: a red-faced, passionate warrior with tentacles on his face who resembles a Klingon, but has more of a sense of humor. And there is a small slug-like puppet who floats around on a motorized sled – he’s called Rygel and is a lying, cowardly, greedy little egomaniac who used to be quite a big deal on his home planet until he was deposed. Rounding out the merry little band is John’s love interest Aeryn Sun (Claudia Black): a raven-haired Peacekeeper who despite her dedication to the cause is booted from the Peacekeepers because contact with John has supposedly ‘contaminated’ her. Note to intergalactic organizations intending to establish peace among all species: if blanket xenophobia is part of your statutes and at obvious odds with your main goal, you may need to rethink your basic approach.

Distrustful of each other at first, the group of convicts grows into a highly dysfunctional family in the end even as it loses some members and gains others. The most substantial late addition is Chiana, a white-haired, grey-skinned, playful sex-kitten. Lesser and more temporary ones are a rather hysterical fellow who can commune with the dead (Stark), a red or orange-haired – literally depending on her mood - spoilt brat whose screams melt metal (Jool), a kooky grandma who has a way with herbs as well as spit (Noranti) and a morally ambiguous special agent whose limbs can be reattached after removal (Sikozu).

Farscape presents a large and messy universe as seen through the eyes of astronaut John, full of truly alien-looking aliens with odd habits and cultures. And he doesn’t have it especially easy: after sorting out the wrongful accusation of murder, an ancient alien race decides to plonk the secret to making wormholes into his brain which makes him a target for the deliciously Evil Scorpius (Wayne Pygram), who proceeds to chase him unflaggingly for the duration of the series while wearing what looks to be a very tight leather S&M outfit. Scorpius gets inside John’s mind both figuratively and literally, planting a ‘neural clone’ of himself and making John go insane for a bit. All the while, John and Aeryn circle each other as her cold exterior starts to defrost and their mutual attraction becomes undeniable. But there is always something in their way, be it an emotional issue or a second John Crichton or quite simply death. Can these crazy kids get it together while keeping the wormhole technology – which could be used as a horrible weapon – out of the hands of all dubiously interested parties?

Farscape has a unique look because of the studio behind it: The Jim Henson Company. It was originally meant as a showcase for their creations and some of the scripts had their origin in the design of a particular puppet, rather than the other way around. This means a lot of the aliens look spectacular and there is more variety than you’ll find on Babylon 5, Stargate or Star Trek. However, because the puppets do tend to look as such, it gives the show a deceptively childish first impression. In reality Farscape is fairly adult in a fun and coarse way: bodily fluids of various kinds feature, there is a lot of exotic swearing and the aliens seem to be a kinky bunch sexually, not fazed by variations in physiology or race. Then again, in a galaxy with so much diversity, an intrigued and open-minded attitude seems to make the most sense.

Rather than come up with one potentially interesting idea at a time, Farscape tends to throw handfuls of them at the screen to see what will stick. The more far-fetched concepts make you work hard for your suspension of disbelief and it’s best not to ponder some of the sillier ideas too closely: trying to figure out how Moya the space-whale would actually operate or how she could get pregnant and give birth to an emotionally confused warship, could give one a headache. Farscape is about emotions more than logic: it is the ‘id’ to Star Trek’s ‘super-ego’. This extends to the scripts as well, where character-moments supersede clarity or story flow on occasion. But the fearlessness in trying new things is exciting as a viewer, even if it means you do occasionally sit through an episode which you have to write off as a failed experiment. It’s the price you have to pay for original high-adventure elsewhere.

As is the case with a lot of series, there are episodes which strongly push the overall story arc and some which are relatively self-contained. A not-so exciting sub-category of the second variety is the recurring ship-under-siege set-up, in which Moya and her crew must fend off a threat on the outside or inside of the ship. These stories tend to feature the main cast running around the samey corridors of Moya. A lot. Though a few are done well, mostly you can sense the need to save money powering these adventures, which does make a lot of sense considering how expensive this show must have been to make. The ambition of showing a vast galaxy full of alien creatures while on a tv budget is a lofty one, but can’t have been easy to pull off.

The show originally survived through some complex international funding, season by season, but just as the producers got cocky and took a next (fifth) season pretty much for granted for the first time, the house of cards came tumbling down as the final episode for season four was being shot. Without any closure to running storylines and ending on a massive cliffhanger, it would have been a bad note to leave the universe on. Thankfully, fervent fans managed to make enough noise to get financing off the ground for a miniseries which would wrap things up and could serve as a launch pad for more Farscape. It wasn’t enough of a ratings success to do the latter, but did serve to give a proper, if somewhat rushed, ending to Farscape’s tale of intergalactic high adventure. Even now, years later, there are the occasional rumblings of a web-series or some other form of live-action continuation, but nothing has actually been produced. If you are jonesing for more Farscape after seeing the series, check out the recent comics published by Boom! Studios, which pick up the story where the series left off.

All in all, the show has aged pretty well and the humor, larger-than-life characters and chemistry between the leads – especially John and Aeryn – still stand. The main ‘wormhole’ intrigue does start to wear thin near the end of the series, but doesn’t spoil the fun. If you can get past the puppets which look like puppets and sets which often do clearly look like a set, the series rewards you with many, many ‘arns’ (that’s ‘hours’) of joyful escapism. And with the sight of hunky Ben Bowder running around in leather pants. A frellin’ good time!

The full series, including the mini-series which ended things, is available as ‘Farscape - The Definitive Collection’ on DVD and soon on BluRay.

Thursday, September 22, 2011

Television Review: RuPaul’s Drag Race, Untucked & Drag U


An ex once told me: “You’d make a great drag queen.” Upon seeing my puzzled expression, he added: “Oh, not a convincing one but one of those dignified ones, like Terence Stamp in Priscilla – Queen of the Desert.” Now, many years later, I still do not own a kimono or any kind of make-up and after watching all three seasons of RuPaul’s Drag Race, I am more convinced than ever that I would suck at drag. It takes a certain kind of mentality to do it: you have to crave attention, be willing to risk ridicule and not mind the large amount of time and money that goes into it. Being a drag queen is a whole lot of work, especially if you paint your own face and make your own outfits. It’s a bitch to turn yourself into a glamorous bitch. And you have to have courage to femme yourself up in a world that demands that men are masculine, which strangely seems even more true within the gay scene than outside of it. Likely this is because a lot of gay men feel they need to overcompensate for ‘not being a real man to begin with’. They may appreciate a guy in drag for the spectacle and entertainment value of it, but it’s not likely to be a turn-on. (Fun fact: if two drag queens hook up, which is supposedly a rare occurrence, this is called ‘kai kai’.)

RuPaul’s Drag Race showcases the shiny outer appearance of drag but – more interestingly – also explores the characters behind the façade somewhat. It has been roughly modeled after America’s Next Top Model and Project Runway: each season a group of drag queens is put through a series of challenges, testing their skills at performance, their ability to follow instructions and to work together and their ‘technical’ skills at putting together an impressive look in a short time. They are judged each week by a jury led by the titular RuPaul herself (full name: RuPaul Andre Charles) – who you are most likely to know from the 80’s hit ‘Supermodel (You Better Work)’. Also present are a gay-friendly C/D-list ‘surprise’ celebrity and some recurring stylists: Santino Rice, Michelle Visage, Mike Ruiz and Merle Ginsberg (seasons 1 & 2). Each week, one performer is named the ‘winner’ and two end up in ‘the bottom two’. This duo is then told to “lip-synch for your life”: a final battle to win favor with RuPaul or else risk getting banished. The one who performs better is spared: “Shante, you stay.” The other one has to “Sashay… away.” In the last episode of each season ‘America’s Next Drag Superstar’ is chosen from the final three contestants.

Because there are various equally valid styles of drag, the judgment calls can feel subjective. It’s easier to predict who is going to be in the ‘bottom two’, than to predict who is going to be coming out on top, since a ‘hot mess’ is generally obvious but it’s harder to distinguish between types of ‘great’. Some performers adopt larger-than-life looks and persona’s, putting the emphasis on spectacle, while others seem to strive towards being a professional high-class fashion model and occasionally a performer seems to just want to be a convincing girl. Some have a sense of humor about the whole thing, while others play it straight. Going by RuPaul’s Drag Race’s track-record, the fashion models rule the roost and someone with a strong emphasis on humor like Pandora Boxx is likely to get culled. Since the winner will be representing a company ultimately, as part of the prize, I have a feeling that glamour is an unspoken demand imposed by the sponsors. And speaking of sponsors and plugs: a lot of brand names get thrown around each week on the show. It’s heartening to see that corporate America is embracing drag. Also expect to hear a lot of Rupaul’s music, from the albums Champion and Glamazon for the moment, because – damn – that lady knows how to self-promote, as is evidenced by the fact that she sticks her name in the title of all her programs. She herself stars in the show both as a scarily thin man with a pencil moustache and as a glamorous Diva.

RuPaul’s Drag Race comes tied to a behind-the-scenes program titled Untucked. It shows more of the interpersonal drama happening backstage and adds character. If you just see the main show, you will form a different opinion of certain contestants than if you watch both shows, since more is explained about people’s motivations and background. I am pretty sure that a lot of the drama is fabricated in the editing room though, as happens with all reality television.

But there is a far more artificial third program on RuPaul’s roster, called RuPaul’s Drag U. In this program, a weekly selection of the drag queens from Drag Race – here dubbed Drag Professors at Drag University, where RuPaul is the President and Lady Bunny is the Dean - give three downtrodden women a make-over, to bring out their fierceness, self-confidence and to upgrade their mojo. The women tell their sad story, homilies are said, hugs are given and then the three ladies compete with each other for ‘draguating’ with top honors and some nice prizes. It is an odd concept, since after all the uplifting chatter two people are being sent home a ‘loser’, sort of deflating the niceness. Since the teachers have nothing really at stake apart from their honor, real tension is lacking even though there are some forced attempts at making them throw each other shade. (In other words: making them do or say something to take a rival down a notch.) While during Drag Race you start to have favorites to root for as the shows progress, these contestants don’t stick around long enough for you to care who wins. And generally it tends to be the one with the most depressing story who takes top honors, making the actual make-over seem somewhat irrelevant. Two seasons have been wrapped, but the formula is in need of more fine-tuning, as opposed to Drag Race and its Untucked add-on, which after three seasons run like a well-lubed machine.

One thing is certain: RuPaul has built an empire for herself and a flock of gender bending talent. The Drag Race set-up is a very addictive one, even – and maybe especially – to people like me and my boyfriend who would never dream of slapping on make-up and slipping into a dress, but are fascinated by these extravagant, extravert creations and the sometimes surprisingly shy and introverted people behind them. What I would love to see is a more Real World-like program starring the drag queens from Drag Race; following them on the road as they do shows, getting behind-the-scenes and learning about their day-to-day life. Rather than take away from the mystery, I think the contrast of life on-stage and off-stage would be fascinating. RuPaul, don’t rest on your laurels – there is more to be done. Fashion those laurels into a Caesar’s crown and expand that empire. As a magnificent bitch once said: “you better work”!

Tuesday, August 30, 2011

Movie Review: RENT

I recently saw the movie version of RENT, an adaptation of a Broadway play I did not see. It is about a group of Bohemians in New York at the end of the eighties, trying to keep their head above water and a roof above their head without selling out. Director Chris Columbus (Home Alone, Mrs. Doubtfire) filmed it shortly after directing the first two Harry Potter movies but doesn’t leave a distinctive mark. The original play was cruelly spoofed in the puppet-comedy Team America, which showed a musical number called ‘Everyone has AIDS’. And a lot of people in the movie do indeed have AIDS and are on the then new - and fairly toxic - drug AZT but are far from guaranteed to beat the disease. It’s odd to have the word AIDS thrown around so much, when nowadays people have HIV and only get diagnosed with AIDS if treatments fail and they get into more trouble. But then RENT definitely feels like a period piece, set in a time of anger and activism. Its family of friends are angry at corporate America while fighting – and singing – amongst themselves about matters of love and politics.

Saying this may cause someone to come and take my Gay Card away, but I generally don’t like musicals. It’s jarring to have people burst into song for no apparent reason and even sillier when other people start to join in with the singing, knowing the lyrics through some neat trick of telepathy. The cast of RENT does this kind of impromptu group harmonizing with alarming frequency. The sometimes daft and forced lyrics don’t help. (Sample: “Who do you think you are? Barging in on me and my guitar”) And while a musical like Moulin Rouge cuts all ties with reality and moves into a circus-like hyper reality, making it easier to just go with it once you have taken the initial jump, RENT clings to realism uncomfortably. To hear people sing how cold they are, burning precious belongings to generate some heat, only to then topple these burning goods out into the streets as a form of ineffectual though visually interesting protest, seems – well – just stupid. Grittiness and musicals are not an easy mix to pull off.

RENT is considered to be a classic, but it left me feeling decidedly ‘meh’. Most of the melodies didn’t stick in my mind for too long and especially the rockier numbers handed to ‘Roger Davis’, a character seemingly molded after Bon Jovi, left me cold. Actrice Tracie Thoms comes off best and is graced with two of the more interesting songs: ‘Take Me or Leave Me’ and ‘The Tango Maureen’. Of course, music is a matter of taste more than most other arts and maybe on second viewing the numbers would reel me in and get me humming along, but the sometimes daft rhymes and overall lack of a good first impression, discourage taking a second listen.

It seems that the songs get in the way of the story in RENT: building nuanced characters through lyrics is a tricky business and this musical doesn’t quite succeed. The cast comes off as a vehicle for the songs more than a collection of living and breathing individuals, each with their own complex personality and goals. You don’t feel that you really get to know them, the movie just skimming their stereotypical surface. Together with the frequent song-breaks derailing reality, this makes it hard to get involved in the story.

However, if you don’t mind the silliness of someone who is on the edge of death from shooting up heroin – found at just the right dramatic moment by her friends - opening her eyes and going straight into a duet with her star-crossed lover, you may want to check it out.

Sunday, August 21, 2011

Television Review: Wonders of the Solar System

In Wonders of the Solar System, Brain Cox explains things scientists know about the past, present and future of our extended habitat. This series consists of five episodes, each being led by a theme, such as how order was created out of chaos, why we have an atmosphere protecting us or the possibility of life on other planets. It was followed by Wonders of the Universe, which I haven’t checked out yet. I mostly bought the first series on BluRay because I figured it would be informative and more importantly, because it would look awesome in HiDef, along the lines of the BBC Earth and BBC Life series.

Brian Cox is the Jamie Oliver of the scientific world, be it a bit less of a bloke and a bit more of a geek (even though he used to play keyboard for D:Ream, which is of course very cool). He is one of those ‘nice boys’ who would be a big hit with your parents and grandparents. Maybe he is a bit tóó nice even: the wide-eyed, sincere fascination with which he talks about planets and constellations and the physics that hold our universe together is charming generally, but can start to grate when taken in too large a quantity. The words ‘wonder’, ‘wonderful’ and ‘amaayzing’ pop up often and lead to increasing amounts of eye-rolling. There must be a connection between this and the word ‘wonder’ in the title, but I am not sure if he keeps using it to explain why the series is called thusly or if they just figured afterwards: ‘Well, we may as well just stick it in the title.’ In any case, if you manage to get across with images and information how magnificent and ‘amaayzing‘ something is, you don’t need to point it out explicitly every time as well. We get it.

His method of showing and telling: travelling around the world to places which illustrate some force at work in the universe at large, possibly aided by placing some grainy photographs around him for further clarification. Occasionally rocks or condiments may be used to create a facsimile of our Solar System. The worldwide locations make for some beautiful imagery, but you can’t help but occasionally scratch your head at the necessity of it. Did Cox really have to travel to the South Pole to show us what a clear, flat piece of ice looks like? Or to a seasonal flower market someplace exotic to show how having seasons impacts life on our planet? It’s the visual sugar that makes the medicine of information go down, but I could have done with a bit more of the second and a little less of the first, great BluRay images or no.

If you are going for density of information, a book on the Solar System is a better bet – you will teach yourself more in less time. However, if you have some patience, are visually inclined and are looking for an affable, mild-tempered scientist to tell you interesting things about the universe in a slightly dreamy voice while roaming the planet, then Wonders of the Solar System (and likely its sequel Wonders of the Universe) is where it’s at.