Thursday, August 30, 2007

36 Madison Avenue

I was browsing YouTube for videos shot at my alma mater and came across a number of clips featuring the three acapella groups on campus. Of the three, 36 Madison Avenue (or simply "Mad Ave") has always been the most organized and had the most talent; this would probably explain why they keep popping up at the ICCA every year. Seeing them sing again brought back some wonderful memories, even if I don't recognize any of the faces anymore. Here's a clip of them at this year's ICCA:

I also came across a clip of Drew's Jamnation 2006 at the Baldwin Gym, where the visiting Fordham University's Ramblers gave their rendition of the popular--if strange--Dragostea Din Tei (or, the "Numa Numa Song"). The clip's author apologizes for cutting off the last few seconds, but you get to see nearly all of it:

If you're a fan of college acapella or of seeing folks having a blast onstage, these clips have plenty of both.

Monday, August 27, 2007

Alan Wake

For a couple of years now, Remedy Games has been working on what they call a "psychological action thriller" titled Alan Wake (you can view the trailer here). It's been featured at the last three E3 Expos, each time giving fans a glimpse of what the game will look like when it actually comes out; there's no set date as to when it will be released, Remedy claiming only that it will be out "when it's done".

There are a number of things I find fascinating about this game. I'm always a sucker for a game with a well developed plot, and Alan Wake promises to deliver an intriguing story (after over three years in development, I would certainly hope it has one.) Remedy claims the game will be far more character-driven than their other well-known titles--namely, Max Payne and Grand Theft Auto. Considering my interest in those titles is set firmly below 0%, my expectations are high.

Light is supposed to play an integral part in the game, which is fairly unique. Remedy has already said one of the greatest weapons in Alan's arsenal will be a flashlight. This brings a special meaning to the traditional "light vs. dark" war.

Supposedly everything in the game has meaning. Even Alan's name ties in with the game's theme: the tagline is "I Am Awake", from which the developers came up with "A. Wake" (or Alan Wake.)

The funny part is, depending on how violent the game turns out, I may not actually even play it. I'm more of an adventure and puzzle-solving fan, and have always preferred the experience of progressing through a storyline over the gameplay itself. I'm not even really a fan of the survivor-horror genre, I'm just intrigued by the stories behind a few of the games. As a result, I'll sometimes trawl YouTube to look for cutscenes and endings of games I deem too graphic or violent to actually play; that way I can satisfy my curiosity of the plotline while avoiding the resulting nightmares. (Hey, it worked for me with Silent Hill.)

Then again, this may all be a moot point if they keep putting off the release date. Right now it's set for Spring 2008, but as they've already told us: it'll be ready "when it's done".

Tuesday, August 21, 2007

Speaking of Rejection...


Looks like I'm not the only one thinking about it. Ken Levine recently dedicated an entire post to the subject--the antagonist and biggest (though not always worst) fear of every writer. He stresses the importance for moving on when your script gets rejected, and how writers will benefit from "a thick skin, belief in themselves, and five times a week therapy".

The confusing and notoriously temperamental world of Hollywood/Broadway means that your script can be too long and too short at the same time, one of many possible contradictions. Like acting, sometimes it's just a matter of being in the right place at the right time, so taking things personally in the business makes as much sense as repeatedly sticking your hand in a garbage disposal and expecting to pull it out without a scratch.

Of course, it's inevitably more complicated than that. Then again, Levine notes that some of the people who rejected his scripts are now asking him for a job. As they say, living well is the best revenge...

Next?!

Thursday, August 16, 2007

Burning Down


I just uploaded the ninth of twelve chapters in my new fanfic. Although the story itself sprang to mind after watching that YouTube video I mentioned before, this chapter was fueled almost entirely by the song "Whisper" by Evanescence (lyrics found here; the song can be heard on this Fullmetal video on YouTube.) If you hear it, you'll figure out why it worked so well.

It was, without a doubt, the hardest chapter of any fanfic I've ever written. I found myself poring over it, changing it over and over until my head hurt--which, when it comes to fanfic, is very odd for me. Up to the second I clicked "upload", I almost decided to let the story go unfinished. Not for any sadistic reason, mind you; I know there are a few interested readers out there and felt terrible about letting them down. It was more out of an unexplainable, vague uneasiness I couldn't understand. Fear of rejection, sure--but I always have that. This was something more, and I think I've finally figured out what it is.

Many years ago my playwriting professor lamented that, although I can write a great story, when it comes to infusing the characters with passion I put up a wall between myself and the audience (and not the good kind of wall.) It's a defense mechanism that I, apparently, am not always aware of. I tend to think (even when I don't realize it) that the audience is looking past the characters and judging the writer.

Usually, it's a little different with fanfic where I'm concerned. The characters have already been established in the reader's mind, so I can focus on the plot instead of worry about what the audience will be thinking when I have the character act a certain way. That may be why I have a good grasp of personalities when I write: I'm always fully conscious of what the character is feeling at any given time, even when they're not in the spotlight. The difference is, with stage/screenplays I'm hesitant to let the audience see those feelings for fear of being judged through the characters feeling them. How's that for screwed up? I think there was a line on Grey's Anatomy that explains it perfectly: "scary and damaged".

This chapter brought out some extreme emotions in the characters, which explains the issues I had in writing it. In a way, I consider it a type of breakthrough on my journey to becoming a better writer. I've discovered what my problem is and when it surfaces; now I just need to figure out how to work through it.

Monday, August 13, 2007

It Ends Here Tonight


A MASH-based screencap video on YouTube has prompted my overworked, cynical, barely rational mind to create another fanfic, which can be found here. I hadn't ever planned to revisit the theme of my previous fanfic, but the video grabbed my attention with the tenacity of a bulldog and wouldn't let go until I finished.

I seem to have a fascination with close friendships--maybe because most people desire that kind of closeness with at least one other person in their lives, though so few actually find it. It doesn't necessarily even have to be a romantic or sexual connection (something I wish the slash writers would realize), just a true understanding of the other person and a willingness to accept their dark side without scorn. A lot can be explored in that kind of relationship, which is probably why much of my work is centered around it.

Maybe that's the true basis of love: just being there when the other person needs it, never demanding more than they can give. If we all had at least one relationship like that in our lives, I think the world would be a much happier place.

Monday, August 6, 2007

More Fullmetal Madness

I don't know what it is about Fullmetal Alchemist that prompts people to make some rather interesting associations between the anime and "wacky" songs (see my Numa Numa post back in June), but they did it again. I have to admit, I'm actually somewhat impressed by the thought that went into this video; the scenes the author chose seem to match the lyrics very well. Here it is, for your viewing pleasure: Fullmetal Alchemist Meets Jerry Springer.

Friday, August 3, 2007

Accomplice: The Next Majestic


Came across a new "interactive" theatre experience currently being offered in New York City that (according to its own website) is "part game, part theater and part tour". It's called Accomplice: New York, and over the course of three hours you--along with seven other people--are sent on a scavenger hunt of sorts across the city, meeting all sorts of interesting characters on your quest.

Not for the passive, it calls for teamwork, an ability to walk briskly and puzzle-solving skills. The "characters" are actors that have been hired to make things more interesting. At $50 a person it's far cheaper than most decent seats at a typical Broadway show, but you had better bring your walking shoes.

It seems to be the "next level" of interactive theatre, but it actually reminds me very much of a relatively short-lived experiment EA Games brought out in 2001 called Majestic. The premise is similar to that of Accomplice, in the fact that you get pulled into it via interaction with interesting, often shady characters. (Majestic dealt more with a sci-fi, conspiracy theory theme instead of a trek across NYC, but I digress.)

Majestic didn't fare too well with gamers, and September 11th pretty much sealed its fate. I was interested, but I never got a chance to play it so I can't say whether it was any good. Accomplice might have a better chance, mainly because the action takes place in real time rather than over the fax lines and through email like Majestic did. At any rate, it's always interesting to see new branches of theatre emerging.