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Mercury Fluid Links

It’s pretty clear how the Ninth Doctor had to die for his sins (speaking in a narrative sense) in order to be forgiven and reborn. Heck, primarily just to forgive himself by becoming a completely different person. The problem is, though the Ninth Doctor was a right bastard at times — careless even — he was guilty as hell about it, and the past effects of his arrogance. He just couldn’t help his behavior. He spent his whole “life” trying to compensate for it. Now the Tenth Doctor is a new man. He’s cast off that weight, and isn’t beating himself up anymore. He feels free to do whatever he wants. And that means pulling out all the stops the Ninth Doctor had on him — acting like he’s got a sort of a mandate, now that he’s been reborn. Yeehaw, nobody can stop me now! Top o’ the world! It’s like he hasn’t really learned at all. Nine hundred years of phone box travel, and he’s still a little boy.

That has to be set off somehow. He has to seriously grow, as a person. And it looks like that’s what Davies is doing, this series — especially with the “questioning beliefs” business in The Satan Pit and elsewhere, and being forced to confront Sarah Jane and other issues. It’s like a road lined with signposts saying “slow down; curve ahead”. And if he doesn’t heed them — well. He’ll learn sooner or later.



Pissing it all away…

Yup.

EDIT: Alternately.

The weird thing is, I just watched that movie something like two days ago.

EDIT 2:

EDIT 3: Also.



This Week’s Releases (Aug 24-28, 2006)

by Eric-Jon Rössel Waugh

Week thirty-seven of my ongoing, irreverent news column; originally posted at Next Generation

Game of the Week:

Guild Wars Factions
ArenaNet/NCsoft
PC
Friday

This is sort of an expansion, though it’s being sold as a standalone entity. Think of it as Phantasy Star Online version 2, for the Dreamcast. With Factions installed, you can access either the normal Guild Wars campaign or a new second campaign exclusive to this release. This second bit, which ArenaNet likes to describe as a completely separate game, has your new regions, skills, professions, and whatnot and a whole new feature set for guilds and multiplayer play.

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Rose and Rose

Yeah, this was pretty good. Certainly a leap up from New Earth, anyway. The tone and the pacing and some other ephemera aren’t really to my taste. As with The Chrismas Invasion, I’m not sure how fond I am of this “action movie” route the series has been taking. Not enough character development. Not enough exploration of concepts and themes. Not enough time for anything except Things Happening. Still, it’s all very well-done.

I think they missed an opportunity by making the solution mistletoe instead of frankincense. Torchwood House and all. Imagine if the walls actually had “torchwood” in them instaed of mistletoe oil.

Also, yeah. Billie’s running gag was annoying. I know it was supposed to be, to at least some extent. In context it didn’t come off as a bit clever, though; just flat-out flippant. That was distracting, and didn’t really fit her character. It’s one thing to be rude with some wit. This, though… well.

The actual end, with Vic’s speech, was also a little on the nose. The sub-ending was great, though: fine, here’s your reward — now get off my lawn before I call the cops.

I was far less annoyed by the cartoon wolf than I expected to be! Normally CG irritates me; this was used minimally and with enough taste that it pretty much worked. So good. And all the running plot stuff is kind of neat. Bad Wolf indeed. Was that just an in-joke, or does it mean something? What fun.

All in all, the episode hung together much better than it should have. It’s tied with twine; stll, it holds. Commendable stuff. And as a production, it’s pretty much perfect. Best direction so far, next to The Empty Child. Probably Davies’ cleanest script, one week after his messiest.

* * *

Other people have described the Silent Hill movie better than I could. The best part was the butched-up Cybil. The worst part is… well, everything after the white-out. Just, yikes. It’s too bad this didn’t really work in the end, as there are so many nice little things about it: the way the sirens are attached to the church (much as in a Junji Ito story I just localized), the way the transitions to and from the “dark world” were visualized. Johnny Cash. There was so much potential in the dual story with Rose and her husband. Then the movie never really did anything with any of this; instead it just took that left turn onto gore street. A darned shame.



This Week’s Releases (April 17-21, 2006)

by Eric-Jon Rössel Waugh

Week thirty-six of my ongoing, irreverent news column; originally posted at Next Generation

Game of the Week:

Brain Age: Train Your Brain in Minutes a Day
Nintendo
Nintendo DS
Monday

Times sure are a-changin’. Even given that this game is the biggest sleeper hit in perhaps all of Japanese history (or at least since Godzilla), I dare you to imagine it getting released over here even five years ago. No, wait; Seaman came out in 2000. Let’s say seven years ago, then.

Not so much a game as a utility for daily life and health, Brain Age is essentially a set of mental exercises – math, especially – that you’re meant to run through once a day to keep your brain limber. Even for math dumbos like me, it’s nothing hard or frustrating; that would go against the whole point. The idea is just to see how quickly and how well you process information – then to flex that, gently, over an extended period. The “younger” your brain is, by the game’s measurement, the further you are from senior onset dementia.

With a population aging as rapidly as Japan, you can see where the appeal lies. Over here, the trick is in unconventional marketing. Nintendo’s trying to play up how much fun the product’s quizzes are. They’re… kind of not, for their own sake. Sure, the overall package is charming as hell. It’s not really a videogame, though. Try to get it on Oprah, guys. That’s the real test.

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