Showing posts with label Spider-Man. Show all posts
Showing posts with label Spider-Man. Show all posts

Friday, June 14, 2019

Games – Star Trek DS9 S1 E10: Move Along Home [Media Notes 1]

Note: This is episode 9 on Netflix, where the first two episodes are combined into a single numbered episode.
Broadcast March 9, 1993

I’ve been watching a lot of episodes from Star Trek franchises in the last few months, most of them in fact. And I’ve watched a great deal else besides. It’s my impression that, more than any other series or franchise, Star Trek presents many episodes as puzzles or games, with more or less explicit conventions or even rules. These conventions/rules always have an element of explicit logic to them.

One type of episode is one in which some of the continuing characters become pieces in a game played or manipulated by characters specific to the episode. Move Along Home is one such episode.

The episode is set on the space station, DS9, as it is visited by the Wade, the first species from the Gamma Quadrant to visit DS9. Upon boarding DS9 the Wadi head straight for Quark’s casino where Quark engages them in Dabo, which they master and then proceed to clean Quark out. They catch him and force them to play a game they brought with them, Chula.

They refuse to tell Quark the rules. FWIW the game appears to be played on a pyramidal set of layers and involves four game pieces which move about the layers according to Quark’s through of dice-like counters. Once the game is under way we learn that four senior officers of DS9 have been transported into an abstract world that seems rather game like.

Which it is. What they do in this world is motivated by/constrained by the moves Quark makes at Chula. The episode moves back an forth between Quark playing Chula and the officers (Sisko, Kira, Dax, and Bashir) in their abstract world. The four slowly figure out they’re in a game and Quark comes to realize that the moves he makes in the game are being played out by those four officers, who have apparently left the station without a trace. And then things collapse. The game is over and the four officers appear in Quarks. The Wadi leave and Sisko has a talk with Quark.

I have, of course, omitted all the details of gameplay etc. My purpose here is simply to register this as one example of a type of episode the occurs in Star Trek. What’s the point, if I may, of this kind of episode? What's it trying to achieve? By way of comparison, mysteries are also explicitly about puzzle solving – who done it? But they’re quite different in construction and import, no?

Addendum 6.15.19: I’m thinking I probably short-changed Quark. When he finally realizes that his game’s play may well cost the lives of the players he begs for their lives and pledges that he’ll never again cheat if they’re spared. Odo hears this pledge and at the end, tells Sisko to talk with Quark about what he’d said, though Odo doesn’t mention the pledge itself. We don’t year the pledge and, of course, we know the Quark will go on cheating. These is, of course, a sense in which the Wadi are dishonest as well, for they didn’t indicate the ‘dark side’ of their game when they brought it out.

Wednesday, January 9, 2019

A quick note: "Spiderman: Into the Spider-Verse"

I went to see it last night. It was a lot of fun. A.O. Scott in the NYTimes:
My point here is that this animated reworking of the Spidey mythos is fresh and exhilarating in a way that very few of its live-action counterparts — including the last couple of “Spider-Man” chapters — have been. Its jaunty, brightly colored inventiveness and its kid-in-the-candy-store appetite for pop culture ephemera give “Into the Spider-Verse” some of the kick of the first “Lego Movie.”
OK.

It's that "brightly colored inventiveness" that grabbed me, the look of the film. Make that "looks", plural. There are bright colors, lots of them, of the sorts one sees in crayons and Lifesavers. But we also see textures from comic books, Ben Day dots, not to mention complete pages and covers flashing by. There are any number of sequences that could have come from 1960s & 1970s psychedelia, perhaps as transmuted through comics. And the whole thing has a kind of joyful self-consciousness about it.

Something I wrote a decade ago, a review of the anime series Samurai Champloo, seems relevant:
Samurai Champloo thus goes beyond subverting postmodern interventions into culture, identity, anti-hegemonic subalterns, and so forth. Watanabe renders such critical expostulation irrelevant, not by ignoring the various systems his protagonists must negotiate, but by recognizing that their imaginative agency is ultimately more powerful than those systems.
Into the Spider-Verse felt like that.

Even on the issue of identity. Samurai Champloo played on the issue of national identity. It was set at a time in Japan when national identity as we know it didn't exist, but has anachronistic intrusions from baseball and Andy Warholl. Into the Spider-Verse played on contemporary discussions of racial and ethnic identity by introducing a Latino Spidey without comment and giving him a variety of companion Spikeys from other universes (thus the Spider-Verse), including other cartoon/comic worlds (anime, funny animal comics). At one point the funny-animal pig even asked "Do animals talk in this universe"? This is all obvious and upfront.

It's just, you know, the world.