Friday, October 28, 2011

Not so klever Kalinda

'sfunny how one little logic glitch can scotch a big emotional climax. We've been watching THE GOOD WIFE Season Two.

SPOILERS, of course...

It's an odd season because the nominal main character, Julianna Margulies's Alicia Florrick, barely has a story line. It's as if they've given up on her as, y'know, kinda boring and frigid and self-righteous. But now that she's taken Peter back, and Will has proven himself a romantic coward, what is there to do with her?

So the season has become about Kalinda and her secret former identity. We just watched S2E18 (or so), "Foreign Affairs" in which Alicia finally discovers that Amber Madison wasn't the only woman with whom Peter cheated on her -- her dear recent BFF Kalinda did, too. And she finds that out just Peter wins the election.

But Kalinda's secret, frequently alluded to, and something on which an inordinate amount of plot hinges, seems to be that she used to work for Peter in the States' Attorney's office, and he helped her change her identity.

We're supposed to believe that clever Kalinda would change her name and identity, quit the State's Attorney office, and then go to work at a high profile firm that regularly defends clients from the State's Attorney office. Almost every episode, she's appearing in a courtroom.

How has nobody from the State's Attorney Office already recognized her?

Any sensible person trying to flee their old identity immediately moves to a new city. Kalinda would be wise to move to LA and pass as a Latina. They can always use detectives in LA, from what I understand.

This is a pretty gaping plothole. And it's spoiling our enjoyment of what is otherwise a beautifully-written show.

The problem is, it's very easy for writers on a show to convince themselves they can get away with a logical hole. "No one will care about that," you tell yourself. But once you betray the audience like that, it's hard to get them to go with you on anything else.

Of course, Lisa and I could be the only two people in the world who noticed this, in which case THE GOOD WIFE folks got away with it. But I'm guessing we're not.

The shame of it is that it's unnecessary. I've got a simple fix. Peter Florrick could have met Kalinda in another city, gone to bed with her, and helped her forge a new identity in Chicago.

It's often not hard to fix something, if you are willing to go to the trouble. I'm still impressed with Brad Ideas's fix for the painful Battlestar Finale.

I'll be interested in seeing what the details are once we get the full reveal. Maybe it'll all make sense in the end...

Wednesday, October 26, 2011

Stage 32

Stage 32 is "the social network for film, television and theatre creatives." They are free. They say they have "already hooked up dozens of struggling screenwriters with producers looking for good scripts." They have 15,000 members after two months; about 1/4th of those are screenwriters.

I don't know if anyone needs another social network -- I've got Facebook, Facebook fan pages for my books and novel, Google+, LinkedIn and the Twitter. And there have already been various versions of this idea. But it might be worth checking out if you're not already hooked in.

Negotiating Skillz

Slate is running a series of podcasts on negotiation. Negotiation is a big part of any showbiz career, even if your agent is doing it for you. Playing poker is a useful way to learn some negotiation skills, but this podcast series is excellent too. They're talking about how to figure out your walkaway threshold, how to start by schmoozing, whether to propose a number first or wait for a proposal...

Sunday, October 23, 2011

Review: Deadheads and War of the Dead at TADFF


I went to Toronto for, among other things, the Toronto After Dark Film Festival, run by the ebullient Adam Lopez. They were kind enough to screen You Are So Undead Saturday night. It was Zombie Appreciation Night -- two bucks off if you're a zombie! -- so a sizable chunk of the audience were duded up in the their dead best. And their best was very good indeed. A fair number of them wouldn't have looked out of a place in a zombie movie.

So our sexy little vamps were sandwiched between two zombie movies.

DEADHEADS is a goofy, fun zombie romantic comedy. Mike Kellerman returns to consciousness in a freezer three years after dying. There's a zombie outbreak going on, so it takes him a little time to realize that he, too, is dead. Just, he's a walking and talking zombie.

And he wants to get back to the girl he loves. He's just unsure how it will go, him being dead and all. Fortunately, he quickly attracts a wingman, also talking-dead Brent Guthrie, who won't let him let himself down. Soon they're driving across the country, with badass government agents in hot pursuit.

What makes this movie work is the characters. Sure, there's action and slapstick and snappy banter. But this movie has heart. Mike and Brent are a great odd couple. The government agents are all fun, from the convict who's trying to win his freedom, to the obnoxious macho killer with the most ridiculous sideburns anyone's seen since 1895, to the huge moaning zombie, "Cheese," that the guys have decided to bring along as a pet.


WAR OF THE DEAD is an exuberant mess. It's a World War Ii zombie war movie. There's a bunker where the Nazis did secret experiments on Russian soldiers, and now there are Nazi zombies running around. There's enough zombie shooting for any Call of Duty: Black Ops fan. It's impressive how much production value you can get for a million euros in Lithuania. Nice camera work, nice set design.

What there isn't is much of a story. There's a plot all right. It's 1941. Inexplicably, an American platoon (I thought we weren't at war till December 7?) is fighting alongside Finns (I thought they were German allies?) against Russians (I thought they were our allies?) to find and destroy a secret Nazi bunker in Karelia (Russian territory till September 1941). There's some sort of German scientist who's made these odd little mechanisms with gears, that ultimately turn out to be nothing more than odd little keys. There's a girl who may or may not have been involved with the experiments. There's a young Russian soldier, an American captain and a Finnish lieutenant who's not telling everything he knows, and never does.

And there are lots and lots of Nazis, especially undead ones.

It would have been nice to have a theme. Or a main character to root for. Maybe then I would have cared how it came out.

I'm not sure about the point of doing a zombie war movie. Zombies are among the least impressive of the undead. (Like, 2d6, tops.) They're scary if you're armed with a cricket bat. If you've got a tommygun and enough ammo, they're not nearly as dangerous as actual German soldiers, who were pretty deadly.

Nice music, though. And nice production values. And the audience seemed to enjoy it.

Saturday, October 22, 2011

I seem to be tweeting...

I now seem to be on the Twitter as CraftyScreen, so now you know...

Writer Mafia Judecast

How did I miss this? The awesome Jude Klassen's video of the 5th Annual Writers Mafia Party at TIFF last month:

Bloody Hallowe'en Prom!

YOU ARE SO UNDEAD is opening for PROM NIGHT (the 1980 slasher film at Blue Sunshine, "Montreal's Psychotronic Film Centre," 3660 Blvd. St. Laurent, on Friday the 29th. I'll be there -- hope you will too!

Thursday, October 20, 2011

Frustrated with Dark Meadow

I spent about five or six hours yesterday hacking through monsters on my iPad in Dark Meadow. For me it was a very frustrating experience. Dark Meadow is really two games. One is an interesting game in which you explore an abandoned hospital, trying to piece together mysteries -- who are you, how do you get out, and should you trust the creepy guy on the intercom? The other is a game where every two or three moves, a monster comes down the corridor. You shoot it with your crossbow, and then hack at it with your sword. As you level up, the monsters level up, and you get more gear. Because this is a video game, there are bags of gold lying around randomly. You need them to buy more gear.

It's not a terrific combat game. The combat is fairly elementary - just a lot of stabbing at the iPad with your finger, really, and a lot of dodging. I am not very good at twitch, so this was frustrating to me, but to, say, Hunter, it would be fairly trivial, not to say tedious, since the monsters' combo moves are programmed and telegraphed.

It might actually be a good mystery game. But I didn't get to find out, because every two or three moves, I had to fight a monster. This got tedious fast. The monsters have almost nothing to do with the story. You don't learn anything about the mystery from fighting the monsters. They're just an obstacle. When I wasn't fighting monsters, I was reduced to poking at cabinets for money (they replenish themselves) so I could buy better gear. I was longing for a "Tell Me a Story" setting, where I could skip the monsters and just follow the mystery.

In the end, I got so irritated at the game, I killed off my save game, so I wouldn't continue to play out of sheer need for closure. It stopped being fun. I was just playing to get to the end.

In a good story, the obstacle has something to do with the hero and his goal. The obstacles are reflections of the hero in some way; they mean something to him. The obstacles are inherent in the goal; they arise out of the goal in some way. Otherwise you're just hurling monsters down a corridor at the player in order to stretch out the gameplay.