Holy cannoli! Nintendo wasn’t screwing around when they originally christened this “Hard Mode.” I’ve been tooling about in my DLC replay of The Legend of Zelda – Breath of the Wild and I’ve learned right away that the giant world of Hyrule is best used to give those monsters their space, man.
The new mode replaces the game’s wimpy red monsters with their black and silver brethren, and reduces weapon durability to the level of dried straw. There are also snipers hanging about in the sky, and Lynels on the Great Plateau! This new Hyrule is no place to strut like the lord of the land, at least not without some careful strategies.
First, you gotta play it sneaky. I’m not used to doing that, but it really makes a difference. Sit by fires until nighttime, and then slip into enemy camps for weapons. Then get the hell out of there before you wake anyone up. Master Mode monsters recover their health if you don’t finish them quickly, and odds are those spears and clubs you just gathered won’t last long enough to kill even one of them. Save those weapons for when you really need them, because they’re precious.
Second, getcha ass southwest, and into Lurelin Village as soon as you can. If you want to counteract that enemy health regeneration, you’ll need the bananas and Mighty Porgies found there to make strength-boosting meals. Also, Lurelin is one of the few places where you can buy Shock Arrows, whose power to disarm enemies is invaluable.
Third, play with physics. Use two-handed weapons to send bad guys soaring, specifically off of cliffs or into deep water. If you have no two-handed weapons, use charged attacks. If you have no weapons at all, use bombs. If there’s no chance for victory, knock the monsters away and run for the hills.
I’ve found that these strategies are most important when facing Silver and Black Bokoblins, who can absorb so much punishment that toe-to-toe fighting will only eat up your armaments. Moblins are usually easy to Sneakstrike or avoid altogether, while Lizalfos aren’t especially hardy, and don’t require so many hits to take down.
I’m not very far into my replay, so there may be many challenges that I haven’t seen yet. I’ve heard that there are Gold monsters, even tougher than the Silver ones, who have yet make their debut. I…think I’ll avoid the dungeons for a while so I can delay their arrival.
Still, I’m kinda looking forward to it. Encouraging creative thinking is what Breath of the Wild does best, and I can’t wait to put my Zelda skills to their greatest test yet.
Sometimes I think that people wish that they lived in a cartoon. Why else would this movie exist?
Fear and Loathing in Las Vegas: A Savage Journey to the Heart of the American Dream is a book by infamous self-insert fan-fiction writer/suicide victim Hunter S. Thompson. In it, two dangerously irresponsible people use a journalistic assignment in Vegas as an excuse for a mad bender. Raoul Duke (Thompson’s alter ego), and his lawyer Dr. Gonzo get tanked on beer, barbs, and ether, and then forgo their assignment completely so they can terrorize the gamblers, policemen, and casino slaves they encounter. The two men are remorseless addicts and compulsive liars, and their adventures are mostly irrational and aimless. They trash hotel rooms and skip out on bills. They frighten hitchhikers and move on girls of many ages. Sprinkled amongst the roguery are poetic eulogies for the 1960s counter-culture. I think the purpose of these is to add some thematic weight to the work, but the whole thing remains a racing, meandering mess. I guess it’s fascinating in a James Joyce-ian kind of way, though I’m not much of a Joyce fan. Maybe the problem is that I didn’t live in the book’s time. I don’t know. What did grab me about it, though, were its contrasts in ugliness: the reader must decide whether the heroes’ debauchery is really any worse than sanctioned sociopathy.
Anyway, Fear and Loathing in Las Vegas, the film, is the Terry Gilliam interpretation of the work, and while it remains an exercise in discomfort, its presentation is so comical that it often plays like some twisted Warner Bros. cartoon. It’s hard to know what to make of it, but the more I watch it, the more I like it.
The casting is brilliant. Johnny Depp plays Raoul Duke with the inebriated sashay he later used for his Jack Sparrow character. He wiggles and wobbles and won’t hold still, and his lines are a stew of unintelligible mumbles. The whole act must look ridiculous to those who haven’t seen or heard the person that Depp’s imitating. Hunter S. Thompson was indeed a hyper man who couldn’t stop talking, gesturing, or thinking, and Depp spent weeks alongside him in order to assume and develop his mannerisms. It’s an excellent impression, but the Duke we see in the film isn’t Thompson in totality. The real Thompson is mischievous, crude, and unpredictable, but Depp is too charismatic to allow these qualities to define him. Whether he means to or not, the actor brings innocence and optimism to every role he takes, from Gilbert Grape to Sweeney Todd, so even Duke, one of the least pleasant characters he’s ever played, oozes sympathy and charm.
Benicio Del Toro, on the other hand, is not so charming. There’s nothing optimistic or innocent about Dr. Gonzo, a paranoid, fast-tempered menace who tromps about like a massive bull, and then slithers out of sight when he’s most needed. Gonzo has even less control over himself than Duke does, and it’s apparent that he’s far too in touch with his death drive to feel safe around. Gonzo is the Daffy Duck to Duke’s Bugs Bunny: he is an unreliable backstabber, and yet Duke feels some responsibility for him. Duke often has to trick and manipulate Gonzo to keep him out of trouble, since it’s clear that force won’t work on a gun-flashing acid freak.
How these two nut-balls attained any level of professional success is a mystery to me, but Duke has been entrusted with the coverage of some dusty, off-road bike race called the Mint 400. Whom he’s writing for is never revealed, but the job itself is a cul-de-sac: a sequence of no consequence meant only to add to the movie’s mural of blazing, manic visuals.
I truly believe that Gilliam was less interested in conveying Thompson’s story — if there is one — than in portraying the outrageous sensory experiences it describes. Much of the movie’s imagery is derived from the book’s grotesque ink drawings, which are rendered in stark, splattery glory by Ralph Steadman. I think Gilliam fell in love with these drawings, and aimed to recreate them as best he could.
In his DVD commentary, Gilliam said that he wanted a feeling of unease to hang over the movie, so the audience can never quite feel comfortable. His crew colored every scene in garish, mismatched colors, and his camera seems forever trapped on a tilt-a-whirl. Things rarely slow down in this film, and those few moments when Duke and Gonzo slump into their hotel beds provide only fleeting respite. Every inch of this film is chaos, chaos. Rushing chaos, swinging chaos, reeling chaos, screaming chaos, violent chaos. It wiggles and sways like one who obeys every whim of one’s nerves, and the feeling becomes addictive. It makes me wonder: what’s the point of restraint in society? What’s the point of restraining oneself? What’s the point of restraining anything?
Of course, the movie also provides some good arguments in favor of restraint. After seeing this movie, I know that I certainly won’t go on a drug binge anytime soon. Sucking down tremendous amounts of acid, coke, and ether might sound like a party (to somebody), but Duke and Gonzo don’t seem to be enjoying themselves at all. In fact, they seem quite frightened and miserable much of the time. Gilliam claims that he’s never actually used any psychedelic or hallucinogenic drugs, but he also says that his drug friends concede that he pretty much nailed the experience here.
Duke and Gonzo somehow avoid any serious consequences for their behavior, but Duke, for one, is unsettled at the depths he sinks to. This makes me wonder: why do people do this? Why do they leap into altered states with such abandon? How is it that reasonably intelligent adults, with jobs and paychecks, choose to approach such powerful experiences with zero respect for them?
And this makes me wonder about altered states in general: do they even have a meaning, or are they just not-so-cheap thrills? Are they little more than quick trips to our own private Disneylands? Opportunities to roll over and succumb while the world turns to a melting cartoon? Why would we take such opportunities? Are we so desperate for distraction that we’ll hurl ourselves into the whirling flush of the mental toilet for nothing but a memory-killing, vomit-inducing kick?
I don’t know the answers. All I do know is that I smoked Salvia a few times, and it took me someplace weird, but it sure as hell didn’t teach me anything.
Fear and Loathing was despised at its Cannes premiere, and despised again by critics. I agree that it can be hard to take. There’s fun to be had on this trip, but it doesn’t go anywhere. There’s no clear antagonist, nothing is at stake, and its heroes can be real dick-bags. Still, it makes me wonder, and about no superficial things. Any movie that makes me wonder so much can’t be all bad. I’m not smart or proud enough to purport that I grasp the movie’s meaning, especially since Thompson himself only enjoyed it with half his heart, but I admire its cynicism, its fearlessness, its coloration, and its relentless, exaggerated motion.
I could see an animated version of this film being directed by Ralph Bakshi. The man knows his mature cartoons, and I can see the teeny veins of Heavy Metal pulsing beneath the skin here. Of course, a cartoon would not be nearly as shocking or bewildering as Gilliam’s creation, which works mostly because of its effective disfigurement of real figures.
That’s the name! That’s the name of the production music I’ve been looking for. It’s the music used in the Ren & Stimpy episode Man’s Best Friend, when George Liquor orders his pets onto his couch, and scares the hell out of them.
I’m thrilled to finally have a name, but now I can’t find the file. Supposedly it’s the property of Capitol Records, but no one seems to have it.
So! The New Mystery Science Theater 3000 is here. That longshot, once-in-a-lifetime revival of the best television show in history turned out to be the real deal, unlike some crowd-funded projects involving cans without labels that I could mention. What’s more, we didn’t just get some one-time, big-nostalgia reunion special, we got over fifteen hours of show, rich and fully featured.
And…I don’t like it that much.
Everything a fan could want is here: the puppets, the songs, the chintzy sets. The movies are as pitiful as ever, and the riffs are rapid-fire. This fan, however, is left wanting. I admit that the following are the expected complaints of a crotchety old man who wants everything to stay the same as it ever did, but I’m going to deliver them anyway.
First off, the show feels…I don’t know…rushed. It wants to get straight to business. There’s no acknowledgment of the show’s long hiatus, and the new host, Jonah, seems almost happy to be stranded in space. Whereas the old show took a little time to characterize Joel Robinson as a gentle, fatherly figure, and Mike Nelson as the bullied newbie, I feel like Jonah has no persona to call his own. He just kinda slides into his position and does what’s expected of him. I’d say he’s like a guest on The Muppet Show, but even guests on The Muppet Show occasionally paused to wonder at their surroundings.
I also find it baffling that Gypsy can now talk. Previously, Gypsy had to devote so much of her CPU time to controlling the ship, that she could only speak in a muddled, halting manner. She came off as slow, causing the other bots to tease her, and Joel to give her special treatment and comfort. I thought it was sweet, but I guess today’s attitudes towards autism/ADHD/any other over-diagnosed childhood illness won’t allow it, so the writers decided to play it safe. Now we gots a smart-and-sassy Gypsy…who melds right in with the others and is quickly forgotten.
Crow and Tom Servo are just okay, though their shrill, sibilant voices are difficult to distinguish from one another at times. Neither one of them has really had an opportunity for characterization, either. I haven’t seen a shred of Crow’s masochistic mania, or of Tom’s cultured pompousness. They don’t explain how they got shanghaied from Earth and stuck on the Satellite of Love again; they’re just there, going along for the ride, never questioning, never doubting.
Then there’s the villain. While nobody could replace Trace Beaulieu as the man-about-madness Dr. Clayton Forrester, I think the makers of this show could have done a hell of a lotbetter than Felicia Day. There’s absolutely nothing threatening, silly, or even funny about her, and I feel like her involvement is just another attempt of hers to stick her geek-baiting face into a set where lovelorn nerds will fawn over her.
The only cast member who looks like he belongs is Patton Oswalt, though I feel he’s criminally treated playing a dope like TV’s Son of TV’s Frank. Oswalt is an intelligent and thoughtful guy; I almost feel like he should be the host. He’s so good at playing put-upon, sensitive, and optimistic characters that he’d be a natural for it. Some of the best skits on the old show involved Joel teaching the bots about the delicate aspects of human nature, and I just don’t see the happy-go-lucky Jonah pulling this off. Oswalt, on the other hand, could have been great.
I tried to tell myself that the show isn’t really about the characters, it’s about really bad movies, and the really good jokes made at their expense. Somehow, though, I just couldn’t convince myself of this. I think that the relationships between the characters, and the tone established in the host segments, are linked to the atmosphere in the theater. An emptiness in one seeps into the other. The hurried feel of the show makes the riffing weak and mechanical. My dad and I watched the first episode together, and he and I were making better jokes than Jonah and the bots within five minutes. Bear in mind that he and I were students of MST3K; we learned how to make fun of movies from Joel and Mike.
So I watched the new show for hours and hours, scratching my head about why it wasn’t lighting me up. Then, ubiquitous uber-dork Neil Patrick Harris made a cameo, and all became clear: the show’s been hijacked. It’s not the territory of struggling, self-hating comics anymore. Now it’s the land of the Happy Little Internet Elves. It’s all nerdgasms and super-squees. I wouldn’t be surprised if PewDiePie or Jonathan Coulton made appearances. I guess it’s just a product of its time: when you used to watch MST3K, you were smoking on the couch and staring at Comedy Central at two in the morning. Now you’re binging Netflix on your iPhone while working the elliptical at In-Shape. The world shifts as its denizens hold fast.
It’s more evidence that the problem is likely mine. Maybe I’m just griping about the show because it’s different from what it used to be, and I don’t want it to be different from what it used to be. If I can just stick with it, show it a little patience, then maybe I’ll get on board with it. After all, I had a really tough time accepting the changes that the Sci-Fi Channel made to the show back in the 90s. Eventually, however, I came to love Pearl, Bobo, and Brain Guy, as is evidenced by their cameo on the new season, which overjoyed me, and reminded me of just how much I missed them.
At last, the winds of modern gaming have turned Nintendo’s sails, and tipped its fantasy-action flagship on its side. With The Legend of Zelda – Breath of the Wild, the trendsetter has become the trend follower, and though this could be viewed as a sad capitulation, I prefer to think of it as an overdue adaptation.
Most gamers revere the Zelda series as a standard-bearer for action-adventure video games. The original NES game mixed fast-paced action with a relatively large world full of secrets of surprises, and then made it all easy to learn and play. A Link to the Past took this formula and structured it to align with a simple but dramatic plot. Then The Ocarina of Time transplanted the whole thing into a beautiful production that didn’t just look like a dream, but felt like one. The controls in Ocarina of Time were genius in their elegance, employing lock-on targeting and adjustable viewpoints. Its presentation rivaled anything seen on the PlayStation. The game wasn’t as challenging as previous entries in the series, and the game featured extensive tutorials to ease players into its features, but the graduation to 3D was so impressive that this didn’t matter. All the familiar elements of Zelda were present, but they were grander and more impressive than ever before. Ocarina was everything that Zelda fans had hoped it would be: a glorious jump into a new generation, and a literal game-changer.
Ocarina was such a success, in fact, that Nintendo itself became fearful of it. Its lengthy development had demanded a lot of work, a lot of time, and a lot of risk, and Nintendo didn’t want to mess with it. Aside from the polarizing Majora’s Mask, future titles were pretty safe in their design. There were gimmicks here and there, from Wind Waker’s sailing and toon graphics, to Skyward Sword’s motion controls, but the overall flow is the same: you explore a fantasy world, delve into a series of caves, castles, and dungeons, find special tools that aid your navigation, and then use those tools to advance to other caves, castles, and dungeons. Even the minute-to-minute action went untouched. Each game had its own unique monsters and puzzles, but they were conquered with the same backflipping and block-pushing we saw in 1998. Worst of all, the constant hand-holding only grew with each release. The language of 3D Zelda became static, and then stagnant.
Then the gameplay videos of a new, “open-world” Zelda trickled out of E3 2016, and everything changed.
The first surprise was that these videos were hours long. We weren’t looking at bite-sized, self-contained samples with trite “Thank you for playing!” messages at their ends; this was the full game, and Nintendo was just setting people loose on it. They knew that even with the unprecedented access they were allowing, players would make meager progress, if any.
The reason for this was that the players didn’t want to make progress. They were too busy bounding across grassy hills, leaping streams and scaling cliffs. They were marveling at endless, gorgeous landscapes and devising clever methods for taking out monsters. They were chasing every distraction, and not once did a fairy or a lion or some glowing, talking sword interrupt or redirect them. The world was theirs to enjoy, and on their own terms. This was Zelda as I remembered it from the good old NES days: unbound, untethered, free, wild.
With their well-advised Let’s Play approach, Nintendo conveyed a significant message: they’d recognized the rut they’d been in, they’d acknowledged the concerns of the fans, and most importantly, they’d paid attention to the market. They hadn’t overlooked the rise of Dark Souls, Skyrim, and Minecraft. They were going to take those upstarts on, and show that they still had the magic.
Breath of the Wild was Game of the Show. It will likely be Game of the Year. It sold a million Nintendo Switches. It sold me a Wii U. I don’t regret the purchase.
I won’t go over the premise or details of the game, as many other reviews have already done so, and any attempt of mine would be mere parroting. Instead, I’d like to describe what I find so confounding about the game: its unoriginality.
That’s right: Breath of the Wild doesn’t do anything I haven’t seen in video games before, and yet it somehow comes off as groundbreaking and magical. In taking familiar concepts and spinning them into Zelda’s universe, Nintendo makes the old appealing.
Why does this work? I think it’s because Zelda fans — and by extension, Nintendo fans — have been frustrated at Nintendo’s sideline strategies as of late: aiming for a theoretical market outside of the established hardcore where Sony and Microsoft hold court. Those who grew up with the genre-defining Nintendo have been holding their breaths, waiting for the emergence of their beloved franchise into the crafting-heavy, DLC-laden, micro-transaction world that gaming has become. They have accepted that Nintendo is no longer dominant; they hope for it at least to remain relevant.
By all measures, Nintendo has done this.
Gone is the formula of “find dungeon, clear dungeon.” Breath of the Wild still has its dungeons, but they needn’t be cleared or found in order to complete the game. The overarching goal is presented right at the beginning, and all else is optional. The real focus is on the world and how the player chooses to take it in.
There are familiar concepts at work to facilitate this. You’ve got towers, a la Far Cry, that Link can climb in order to reveal portions of the world map. There are Shrines, similar to the mines or caves in Skyrim, where Link must solve a puzzle or two so he can claim a health enhancement. There are wild horses to tame as in Red Dead Redemption, and stables where he can board or take them out, like the garages in Grand Theft Auto V.
There’s also a crafting element, in the form of cooking. It’s very much derived from alchemy in Skyrim, right down to the principles. You gather ingredients by hunting animals, picking flowers, or catching insects. You throw these ingredients in an established crafting pot and you get a healing/buffing food item. Mix two or more ingredients with similar properties, and you get an improved version of that property. Nothing new, right?
There are tweaks, though. You’re not restricted like you are in Skyrim. You don’t need to taste items and ensure that their properties match before combining them. You can experiment with multiple ingredients from the start and end up with satisfying results. Different categories of ingredients affect healing value, buff type, and buff duration. There are elaborate recipes like tarts, pies, and sushi that actually look kinda tasty. Plus, there’s a cute little animation that plays when you cook, in which all the little apples, herbs, and hunks of meat hop around to a tune.
Then there are the environmental hazards. Link has to deal with rain, snow, extreme heat, and even thunderstorms. Some of this stuff is just annoying: rain will make climbing any surface nigh impossible, while snow and sand slow Link’s movement. Others are dangerous, and even deadly, but a smart player can use them to his or her advantage. Setting a metal weapon in an enemy camp during a thunderstorm can bring about a wrathful Zeus-blast that spares Link a risky fight. Dropping fruit and meat in a volcanic area will result in instantly roasted meals with added healing potential. Toss food in icy water, and they’ll freeze over, gaining a heat-resistance buff. There’s a natural logic happening here that’s reminiscent of Minecraft, and if you ever catch yourself wondering if something will work, odds are that it will. It’s a wondrous feeling. The last time my experimentation was rewarded in a Zelda game was way back on the original NES, when I first tried burning a bush with a candle and found a hidden passage beneath it. The guy inside stole my money, but that’s not the point. The point is that I had a funny idea, tried it out, and found something I didn’t expect.
Another significant change from previous Zelda games is that Link has learned how to climb like Altair in Assassin’s Creed, or Nathan Drake from Uncharted. Link can climb almost anything now, and that means that there are no real barriers in Hyrule, other than its furthest borders, of course. Link still has to manage his stamina as he climbs, or he’ll lose his grip and fall, possibly to his death (sorry, you can’t roll when you fall from a high place anymore). Even with this smart limitation, climbing allows a tremendous amount of freedom, and different players will approach their exploration in different ways. An anal player will likely seek out every possible path around a mountain, while an impatient one will simply climb over it.
The greatest change — and to me, the most important — is the dramatic increase in difficulty. It’s very easy to die in Breath of the Wild, especially since the game doesn’t warn you of its many lethal threats. Monsters can hack off as many as ten hearts with a single blow, so it’s easy to charge into a fight completely unprepared. When Link collapses from an unexpectedly powerful attack, and that red “GAME OVER” wafts onto the screen, I’m sure that Dark Souls fans will have some unpleasant flashbacks. Beating the challenges of Breath of the Wild requires harsh learning, and perhaps the occasional face-plant.
This is critical to me because I feel the Zelda series has become far too easy for its own good. Monsters in past 3D Zeldas have been typified by their slow, lumbering movements, but here, they hop about madly, make lengthy combination attacks, and are happy to gang up on Link for unfair fights. Link still has his backflip and side dodges, but he can also parry attacks with his shield and respond with mighty counterattacks. There are satisfying callouts for these special defenses, and it’s all very Dark Souls. The toughness of the monsters demands skillful play, and I find this invigorating and refreshing. Again, I think the thrill is amplified simply because it’s unexpected from this series. I’m just so happy that Zelda is tough again! It may be a fanboy thrill, but I’ll take it anyway.
There’s something more, though. Something greater. It’s the mixture of these many systems with this beautiful, expansive world that makes Breath of the Wild irresistible. The possibilities presented by the game’s physics, logic, and move-sets are almost limitless, and enterprising players can create action sequences far more spectacular than any scripted Call of Duty set-piece:
THIS is the success of Breath of the Wild: its steadfast faith in the talents of the player. I’m sure there are plenty of people who will play this game in a predictable and conservative manner, but the option for experimentation is there, and that alone makes me very happy. For once, Zelda isn’t about searching for Hookshot targets, it’s about making your own way through, and if we’re going to get anywhere with Nintendo, we must praise them for respecting our intelligence.
Now that I’ve gushed, it’s time for the negatives. I realize that to complain about anything in such a generous feast of a game would come off as exceedingly ungrateful, but I’m compelled by honesty to mention the few minor issues I had with it. Bear with me.
First, the game chugs, and unnervingly so at times. In grassy areas with lots of monsters, the frame rate drops into the teens. It didn’t affect my fighting, but it was frustrating to see. There were also a few occasions — usually upon slaying a Moblin — when the game froze completely. Several anxious seconds passed before it snapped back into action, just an instant before I made to reset my console. Nintendo has released a patch that’s mollified the problem, but hasn’t rectified it.
Second, I wish there was greater variety in the monster types. There’s an impressive panoply of baddies in the game, and they increase in strength as Link does, but there are really only three major types you’ll deal with during your travels. As I wandered the game’s diverse environments, I hoped to encounter all kinds of monsters to match them, like nests of Skulltulas, rock-hopping Tektites, or burrowing Leevers. I soon learned, however, that Bokoblins, Moblins, and Lizalfos were the meat of the enemy army, and that was disappointing.
Finally, some of the game’s quests are bummers. Most of the side quests are quite interesting and involving, particularly the ones regarding Shrines. There are others, though, that slip into typical RPG tedium, and make me wish that Hyrule was even less populous than it already is. Bring me fifty bundles of wood. Show me a Moblin Club. Can I have ten luminous stones or restless crickets? There’s some cute and charming dressing to it, but it’s still just filler.
Still, Breath of the Wild is so engrossing that I performed every task it assigned to me. Then, as my quest list shrank and I struggled to refill it, I realized that it was time to stop screwing around and make for the final goal. That was when I stopped playing for a few days, and became hesitant, uncomfortable about returning to it.
The reason was simple, and yet oh-so-rare: I didn’t want it to be over. That may be the kindest, most recommending thing to be said about a piece of entertainment, and Breath of the Wild is one of those precious few pieces that earns it. I can’t say that this is my favorite Zelda game; that title remains with the very first Zelda on the NES, which is short, so I can play through it every week if I want to. Breath of the Wild is like an epic novel that one reads once every few years. You’ll never forget it, though. Once you’ve played it, it will always be a part of you.
Women who think it’s cute to roll their eyes in pictures.
Those who think turn signals are optional.
People who find a way to bring Hillary Clinton or Donald Trump into any given conversation.
Anyone who uses an anime character for a Facebook portrait.
Guys who hate cameramen for catching criminals in action (it’s always guys).
People who write horror stories and call it “creepypasta.” You can’t call it creepypasta if you’re writing and submitting it to a website, okay? You can only call it that if you copy it from, and paste it to an image board! Otherwise it’s just more bad horror fiction.
Men who despise women for expecting decency from men. True, such women are idealistic, but you don’t get to despise them for it.
People who share details of any kind about their digestive habits.
Anyone who uses chat acronyms in everyday speech.
A person who says “I’m on fire for God!” Well, a person who says he or she’s “on fire” for anything, really.
Like its creator, Tales From the Far Side is a misunderstood creature. A lot of people just don’t get Gary Larson, and I don’t think they got this show either. It was one of just two animated specials based on the popular comic strip, and the only one that aired in the United States. It’s a lovely bit of animation, but I think that director Marv Newland, creator of the haunting Black Hula and Bambi Meets Godzilla, pushed things a little too far into Halloween-Town for most audiences. His vision is clear right from the beginning: the score is a cloud of gloomy guitars and eerie er-hus. The camera glides past smoking farm animals and dead people before settling on a reanimated bovine. This queen of the night tells us with an piercing bleat that she’s bringing us somewhere that we might not like to go, and she doesn’t give a damn how we feel about it.
That Newland’s direction is matched with Gary Larson’s off-center perceptions doesn’t aid the accessibility factor. In keeping with the spirit of the strip, the show is a series of disconnected jokes, many of them conceptual, so if you never dug The Far Side, you’re not going to dig this. I once watched this show with a non-fan friend, and the loudest, angriest question to come up was, “So what happened to the cow?” She was frustrated that the show had ditched the Franken-cow from the opening, and had never come back to it. She didn’t understand that The Far Side was never about the traditional, long-term payoff. Larson is foremost an idea man, and in his world, the punchline is in the premise.
We get some throwaway gags lifted straight from the funny pages, like a crow scraping its meal off the street with a spatula, but there are also more elaborate setups. My favorite is the insect airline, where the business class is packed with worker bees, and the in-flight movie is The Fly.
There are also several “role-reversal” scenarios, not unlike Paul Driessen’s The Killing of an Egg, in which arrogant humanity suffers for its transgressions against nature. Presented in the innocent pictures of the comic, this dark theme was leavened. When bolstered by motion and sound, however, it turns downright devilish.
I think it’s terrific, but most critics of the day did not. They admired the slick presentation, but found the material simple and one-note. I’m really not sure what they expected from a show based off a one-panel cartoon. I think Tales From the Far Side is the perfect amplification of the comic strip. Just watching Larson’s dumpy, bell-shaped characters take motion is a lot of fun. The animators clearly had a great time with it: everything bounces and wobbles and wiggles in a delightful fashion that suits the visual style. There’s very little dialogue, which is odd considering that the comic could be quite wordy, but I think it works. Too much speech would soften the show’s concepts, and extract us from the uncomfortable un-reality that we’re meant to be visiting.
Some of the sequences could use a little trimming, and the finale is a big letdown, but I still think that Tales From the Far Side is a marvel. Like A Wish For Wings That Work, it’s a comic strip special whose material simply can’t cater to everyone, but that’s precisely why I love it so.