Wednesday, December 7, 2011

Thoughts about Zardoz


I've been trying to get back into the blogging habit and had this post rolling around my brain for a while. So it's at least an exercise in getting creative juices flowing again. A while back I found Zardoz on Netflix and it had been a long while since I'd seen it so I gave it another whirl. It's supposed to be (at least the way I've viewed it over the years) part action adventure/part intellectual experiment.

As an adventure, it has some really inspired moments, but kinda falls short of its potential. As an experiment it does well on grand scale, but the details get sort of muddled.

With movies like Inception, Dark City, and even something as wacky as 12 Monkeys, I think Zardoz could be remade and given a bit more gusto, perhaps fewer suspendered banana hammocks. Side note: I've tried to love the film, but in truth I've found it mostly boring with some good bits and an overall interesting--if sometimes shocking--premise.

Oh, and while the Book of Eli may have borrowed from ol' Zed, I'm talking more a straight-up re-imagining. So the characters and story details would be mostly intact beyond the overall concept. Sorry Singleton, we're not counting that one.

In Japan, Zardoz is in SPAAAACE!
So here's my pitch to re-imagine a new Zardoz:

PLOT
First, take a moment to familiarize yourself with the original plot. Done? Okay, we begin with a band of masked marauders known as Brutals sporting theme park mascot heads as helmets is laying seige to a seaside village. They take no prisoners and bow to a giant floating head, the god Zardoz. The most fierce of the bunch is Zed, whose curiosity leads him to discover the truth about their infallible, flying deity. His journey takes him to Vortex, a clandestine community of Eternals (psionic immortals) who yearn for the excitement that death brings--whether it's their own or the primitive villagers that make up the outer settlements. An artificial being known as Tabernacle rules as a beneficent adjudicator and administrator of Vortex's citizens. She has served humans for more than three centuries as a chorus of consciousnesses trapped in a single synthetic body. Over that time she has grown envious of her wards and planted the seed of their doom in a power hungry Zardoz pilot...Arthur Frayn.

SETTING
Let's leave the English countryside of the original behind and move to a beach on the California coast, dotted with ruined piers and broken highways. Since this is in the future, it'd be nice to see a few twists on the theme, maybe some mutated animals (carnivorous steeds for the Brutals) and evidence of a slightly more advanced civilization than our own (an upgraded Tabernacle that could neurologically control Vortex and its citizens). Zardoz itself is a remnant of a Wizard of Oz theme park erected in the late 21st century to coincide with the 150th anniversary of the film. The giant head really is the "wizard" as it appears inside a replica of the Emerald City--as part of the Wiz's main audience chamber. Vortex is a biodome commune that sprouted several towns over in a more rural area. Vortex appears similar to the Eden Project or Biosphere 2.

CAST


DIRECTOR
Probably the most important aspect since a quirky film like this is usually driven heavily by the hand of the artist in charge. Chris Nolan seems like an easy bet with his deft direction of sci-fi-with-a-message films. Overall, I think he'd be good to reel in some of the more muddled elements that weighed down the Boorman version and still be able to make it the thought-provoking action/thrillers he's known for.

Yeah, cynics may decry him for being a bit over-wrought, but I honestly think he's yet to put out a bad piece of filmmaking. Whom would you rather have, Zack Snyder? (As if!) Ten years ago I would have said Alex Proyas who directed one of my favorite-ever films, the aforementioned Dark City. But until he comes up with something to make up for I, Robot--I think Nolan is the guy to make Zardoz fly.

So what would your Zardoz look like?


Previously: Zardoz Video Game in 8-Bit, Intro

Friday, September 30, 2011

Tips for Spotting a New Evolutionary

New Evolutionaries (NEs) are a completely new breed of humanoid that has arrived on the Gamma landscape. They typically appear so massively mutated that they no longer resemble homo sapiens--nor do they seem to be of a purely alien species. It's almost as if they are a hybridized species. It should be duly noted that they are not extra terrestrials--their origins are of this planet.

Physical Appearance
The sheer variety of body types and appearances is astounding and no two seem to be exactly alike. Many though seem to exhibit a mask-like appearance which appears to have glowing eyes that seem to indicate a churning biologic energy. Many learn to suppress the glowing effect in an effort to escape notice.

Some NEs have no discernible mouth or other sensory organs, but this is likely a sign that they do not require them, having evolved other means for metabolic function (see Biologic Abilities) or sensory input. All NEs are relative to humanoid size in their natural state.

Body types typically have some sort of organic armor, carapace, or rough pattern that acts as a protective barrier to attack as well as helps conceal their massive radio-logical output.

Biologic Abilities
NEs do not require regular food to metabolize. It's theorized that at the moment of conception they initiate a subatomic reaction that produces a lifetime supply of energy. During the gestational period (note: no evidence of juvenile or adolescent NEs has ever been uncovered) it's thought that they produce a sort of internal "reactor". How they are able to cool this process is unknown. The energy can be converted into all manner of ability, allowing for deft control over their own physical shape and the ability to release the energy without obvious detriment or depletion. The energy may be hidden by armor or body covering, but there's usually always a tell-tale glow coming from some part of the NE. Note: this energy is extremely potent and close contact may result in mutation or death of those within very close proximity.

Biologic Energy Weapons

  • Radiation Beams (emitted from eyes, mouth, hands, or chest, etc.) may be plasmatic or electrical in nature
  • Auto-atomic Polymorphism - transformation of physical form to create energy weapons (sonic, plasmatic, lightwave, concussive, or other energy); propulsive organs (engines, rotors, fins, tank treads, etc.), or any other embellishment (claws, spikes, drills, etc.); or phase (walk through solid objects) Note:  no NEs are able to use this ability to take an entirely new/different form, it's usually localized to limbs, head, etc.
  • Propulsion - bio-wing (jointed non-organic wing with slow speed and average agility); bio-rotor (above average speed, average agility while in flight) bio-turbine (fast, very agile); bio-combustible propulsion (extremely fast, not very agile)
  • Signal Overload - act as a massive transmitter to overwhelm adversaries with a radial or directed (cone) blast
  • Absorb & Dissipate Energy - incoming energy volleys can be absorbed/attenuated without harm to the NE

Senses
NEs typically have a far greater range of sensory input than average Earth creatures. Some have surpassed using traditional "eyes" where they would normally be located on a humanoid head and instead employ organelles that can "see" a much broader range of the electromagnetic spectrum--beyond just visible light. Others have developed sonar, radar, seismic, enhanced olfactory, and/or barometric organs that allow them to detect a multitude of stimuli.

It's believed most also have some sort of psionic ability that may allow for identifying others by aural signature. Sensory organs can manifest as antennae, additional "eyes", multiple heads, colorful body patterns, or in other ways.

It's believed that NEs can "smell" each other's bio-radio-logic signatures.

Typical Habitat
NEs have no obvious range and almost never found in a lair. That's not to say they don't have permanent habitats, but all encountered have remained hidden from sight. Many seem to inhabit mountainous areas or lowland swamps. It's thought they are also nomadic and do not stay in one place for too long. They generally avoid large populations due to precarious encounters with locals. It should be noted that to date, no single specimen has been captured by a Valid mutant hunting squad.


Cultural Traits
It's not known if there are particular species of NEs or if they each seem to exist as a single specimen. They tend to live solitary, nomadic lives so data about NE communities is null. When one is encountered there is a 1d4 chance that they do not speak common tongue (though they always seem to understand it). Some may communicate through telepathy, but all will usually make due with gestures or an artificial means (vocorder or visual display). All NEs should be regarded as dangerous as they have a tendency to either accidentally or intentionally try to obliterate those who approach them. They seem to live apart from one another, but one theory hold that they may in fact be looking for others like themselves. As to how they view humans or mutants, their exact motives are unclear, save that they seem to regard them similarly--whether that means all they encounter are friend, foe, or prey is yet to be seen.


Wednesday, September 7, 2011

X-Plorers Now Available!


This is a repost from Exonauts, but I added a few clarifications. Also, a while back Brutorz Bill asked me if it was possible to use X-Plorers as the engine for a post-apocalyptic game. I'm officially throwing the gauntlet down for this challenge! I think it's totally possible, and while I'll keep my own Gamma setting stuff fairly neutral--I dare anyone to make it happen! (In this example dare = hope!). If you attempt it, please shoot me an email or post and link back.

Okay, on with the show....

CALLING ALL X-PLORERS....

X-Plorers is now available as a box set, softcover print-on-demand, or a no-art FREE download. You now have THREE WAYS to start conquering the galaxy--and you could be doing so as soon as THIS AFTERNOON while you wait for your box or softcover to arrive in the mail. Here's a look at the inside of the softcover....



The game is rules-light and can be played as-is, but it's REAL strength is in it's ability to be fiddled with under the hood. Personally, I like to tinker and I'm working on my own setting using the rules. If you're looking for more resources to help get started, check out the X-Plorers tab on the top of this blog.

On a side note, the venerable Space Admiral and X-Plorers Publisher John Adams is holding a new character sheet design contest. The winner will receive a FREE box set of the game! So submit your designs to Brave Halfling. UPDATE: the PC sheet size is 5.5 x 8.5" and John has not yet set a deadline. He also reports that there are approximately 50 Boxed Sets are left--but that was a few days ago...

More info:
Anyway, go get your copy and start X-ploring!

American Barbarian gets a publisher!

You may recall me shouting from the rooftops back in May about my love for Tom Scioli's awesome web comic American Barbarian. It turns out my earlier wish will come true: alternative comics publisher AdHouse Books just announced today that it will release the series as a 6"x9" hardcover early next year.

This is great news for Barbaric Americans and anyone with red-white-and-blue hair. Pre-order page is up, but the link isn't quite active yet. I'm ecstatic to see the wonderful work of creators like Scioli and Joe Casey get the real world treatment. Congrats to them and kudos to AdHouse for making it happen.

You better believe I'm getting my mutated mitts on this one!

Monday, August 29, 2011

Gamma Inspiration: Original Kirby Sketches


Here's some original artwork by the King of Comics himself posted over at Bleeding Cool. The top image is an unused cover that Kirby illustrated for Black Magic. Thought this would be a fitting tribute with yesterday being "Kirby Day" (his birthday).

Very cool!