Silver Hawk (originally titled Masked Crusader) is loosely based on a series of popular pulp tales by Xiao Ping, published in Shanghai during the 40s and 50s. These told of the adventures of a masked heroine, Wong Ngang, sort of a female Chinese Robin Hood in superhero garb. The stories were previously adapted into Hong Kong movies and TV shows in the 60s and 70s, with the heroine portrayed by big stars of the time including Connie Chan, Angie Chiu and Petrina Fung Bo Bo. This movie’s genesis was rather more down to Earth: producer Thomas Chung was in China doing promotion on The Touch and noticed that Spider-Man was doing bravura business, and decided a superhero movie could make some serious money.
I was uhm-ing and ahh-ing about reviewing this one given it’s a film with a rather high level of tween-girl appeal, and I didn’t want to tarnish my stout-yet-manly Franco Nero-in-Enter the Ninja image. But then Keith admitted to watching Red Riding Hood and I figured why not? Teleport City is after all built on inclusivity, which is the next best thing to build something on after rock and roll. So for the site’s no doubt large but silent tween girl fanbase, and anyone else who was just browsing and saw the picture of a cute girl walking away from an explosion, here it is; I Am Number Four.
Sector 7 is the very worst kind of movie with which to be confronted. OK, maybe not. Maybe What Happens in Vegas is the very worst kind of movie with which to be confronted, but since that’s not the sort of movie I seek out, and Sector 7 is, then the wounds I suffer at the hands of Sector 7 leaves a much deeper scar than any injuries I may have suffered while confined to a seat in a bus where they were playing What Happens in Vegas. Sector 7 is the person who should be your friend, but when you are dangling over the precipice and it is holding on to you, it suddenly flashes an evil grin and lets go, allowing you to fall to your death puzzled by this betrayal. Also, you are falling into lava. Sector 7, you were a flashy, big budget monster movie set on an oil rig and fronted by a wickedly cute actress with decent biceps. How could you do this too me? How could you be so very bad on pretty much every single level?
When Teleport City reviewed the French science fiction animated feature Gandahar, we delved into the history of French sci-fi in animated and comic form, including the birth of Metal Hurlant, the comic magazine that, when it was licensed for publication in America, became Heavy Metal. Tackling Luc “The Destroyer of French Cinema” Besson’s whimsical fantasy-adventure The Extraordinary Adventures of Adele Blanc-Sec allows us to continue our meandering history lesson on French comics and comics magazines. Adele Blanc-sec is an adaptation of a comic strip of the same name, which appeared in Pilote — coincidentally, the magazine that served as an incubator for the writers and artists (including Jean Giraud, aka Moebius, and Enki Bilal) who would leave it in the 1970s to launch Metal Hurlant. Pilote was founded by two writers, Rene Goscinny and Jean-Michel Charlier, and two artist, Albert Uderzo and Jean Hebrard. The four of them worked previously on comics supplements to newspapers as well as providing strips for magazines. Goscinny and Uderzo’s Asterix le Gaulois, a humorous strip about a village of Dark Ages Gauls was Pilote’s biggest hit in the early days and served as the foundation on which the magazine was built. The magazine boasted a number of other popular series, too, such as Blueberry, Barbe-Rouge, and Valerian et Laureline.
Born as I was in the early days of the 1970s, I am by law required to identify myself as part of the Star Wars generation. And to some degree I suppose that’s accurate. I’m not going to try and retcon myself into some cool iconoclast who hated Star Wars when he was five years old. I loved it. Saw it in the theaters, saw it at the drive-in, saw it more times than I care to count at my friend’s house when it finally came out on VHS. But Star Wars was not the sole reflection of my science fiction tastes. I started in on sci-fi at a very young age, exposed pre-concrete-memories to a lot of trippy hippy sci-fi freaks — the benefits of growing up with parents who were still in college. Neither of my parents were full-on hippies. My mom was a bookworm with hippy tendencies but too much anger, and my dad was basically one of those easy-going jock stoner types with a taste for Uriah Heep. So I was around a lot of college weirdos, some of whom helped invent stuff like Dungeons & Dragons, and some of whom played football or were on the swim team back from that strange era when even athletes had long hair and Fu Manchu mustaches and lava lamps. I was a kid obsessed with comic books superheroes, robots, ray guns, and Ultraman. I “read” a lot of old sci-fi comics as well, or read them as much as any three-year-old can, which is to say I looked at them and drooled. But I guess the crazy covers and artwork were the sort of colorful eye-candy to me that Teletubbies or Yo Gabba are to modern children. All things considered, I prefer my version.
In 1982, cult film fave Tobe Hooper got his shot at the big time. He was already an infamous character and major figure in the horror film world thanks to his first film, The Texas Chainsaw Massacre. He enjoyed some mainstream success as the director of the original made for television Salem’s Lot, a movie that made a whole generation of children afraid to look out a second story bedroom window. A year after Salem’s Lot, Hooper got a plum job directing a big-budget horror film to be produced by Steven Spielberg. Fans were excited to see what the king of survival horror could do with a Spielberg size budget. Unfortunately, whatever it was he was going to do never came to be.
With it being October and all, I was in the mood for a decent horror video game that fulfills my basic requirements for a game — that it be old enough so everyone else has lost interest in it, thus driving the price down to an affordable ten bucks or so. Of the many recommendations I got, I decided to go with F.E.A.R.: First Encounter Assault Recon, because I thought the blend of supernatural horror with a SWAT type first person shooter would be interesting. Plus, I’d been told the game was genuinely scary in many places. Seemed like the perfect late-night indulgence. And for portions of the game, it was. It’s a fast paced shooter that does indeed boast some incredibly effective spooky material. But it’s also too repetitive, and the horror often gets forgotten in favor of room after room of shooting it out with basically identical opponents gussied up in the same sort of assault team gear your own character is wearing.
Video game reviews for me, though still a new venture, often end up being very involved affairs, which I enjoy immensely. On the other hand, it means that they take a long time to complete, and so I don’t finish them at the ace I would like to maintain. Gears of War 2, luckily, affords very little in the way of diversionary analysis. It’s loud and stupid and full of violence. The plot is disposable and generic. The voice acting is shouty and stilted. The game play is pretty predictable and designed in a way that causes the entire game to hover somewhere between idiotically enjoyable and tedious. Basically, whenever people write about how crass and moronic video games are, they’re writing about Gears of War. Of course, as with an action movie that could have the same description applied to it, crass and moronic doesn’t mean the game is without its…not exactly “high” or “positive” points… let’s just say that there is some entertainment to be mined from this gibbering buffoon of a game, in much the same way as one can be entertained by an Antonio Margheriti war film.
“To build a city at the bottom of the sea…insanity! But where else could we be free from the clutching hands of the parasites? Where else could we build an economy that they would not try to control? A society that they would not try to destroy? It was not impossible to build Rapture at the bottom of the sea…it was impossible to build it anywhere else.” — Andrew Ryan
In November of 1989, The Berlin Wall — perhaps the most potent symbol of the Cold War other than Ivan Drago — became a minor speed bump as the physical, social, and political barriers separating West and East Germany collapsed. As Germans began streaming back and forth across the once imposing border, the entirety of the Soviet-era Iron Curtain began to crumble as well, and before anyone knew what was happening, the world had changed. In the ensuing weeks and months, East and West German were reunited into a single country, the Berlin Wall was demolished, and the Soviet Union ceased to be while the satellites that had once comprised it became new countries. It was a heady mix of joy, terror, confusion, elation, and ambivalence that I remember well.