Sunday, October 31, 2010

Recent Reading Roundup 28

October was a good reading month for me, and November may continue in that fashion, if Richard Hughes's The Fox in the Attic turns out to be as good as its first third promises.  In the meantime, however, here are the books I've read this month.
  1. Every Man Dies Alone by Hans Fallada - It seems that every few years the English-speaking world discovers a European author whose works on the Holocaust--preferably published posthumously, after their death at the hands of the Nazis--it can celebrate as the latest, most authentic, and most heart-rending exploration of What It Was Really Like.  I skipped Irene Nemirovsky, and felt rather good about that choice when the ecstatic praise for her novel Suite Francaise gave way to foot-shuffling at the internalized anti-semitism of her earlier novels, and later revelations of her own affinity towards fascism.  I was all set to give Hans Fallada the same treatment when Bookslut's Jessa Crispin began raving about his novels Every Man Dies Alone (also published as Alone in Berlin) and Wolf Among Wolves.  For the first hundred pages of Every Man, it seemed that I had made a mistake, as Fallada, whose altercations with the Nazis during their rise to power and WWII eventually led to his commitment to an insane asylum, seemed to be writing German apologia.  His characters are either innocents who are just trying to get through the war without losing anyone they love, or greedy, lascivious villains, and it just so happens that the former are apolitical, and, if they are members of the Nazi party, have only joined it in order to get by, while the latter are devout Nazis.  As the novel opens, working class couple Otto and Anna Quangel receive the news that their son was killed on the front, while postwoman Eva Kluge learns from her ex-husband just what their son's work for the SS storm troopers entails.  They vow to rebel, in their own small ways.  The Quangels begin distributing anonymous postcards critical of Hitler, the Nazis, and the war, while Eva resigns from the party and leaves Berlin for the countryside.  Meanwhile, the Quangels' neighbors, the Persickes, plot to rob an elderly Jewish neighbor, and an acquaintance of Otto's, Emil Borkhausen, blackmails Eva's ex-husband Enno, who has come under the attention of the Gestapo.

    The further I got into Every Man Dies Alone, however, the more complicated and thought-provoking the novel became.  The middle parts of the novel are mostly concerned with the battle of wits between Borkhausen, Enno, Gestapo Inspector Escherich, who, under pressure to discover the distributor of the Quangels' postcards, uses Enno as a patsy, and Frau Haberle, a woman whom Enno cons into protecting him by playing on her antipathy for the Gestapo.  It's a dance driven by fear and selfishness--Esherich knows that Enno is innocent but is terrified of his superiors, Frau Haberle tries to get Borkhausen off Enno's back but is undone by his stupidity and short-sightedness, Enno himself tries to play the noble rebel, but quickly reveals himself to be greedy and cowardly.  These chapters read like a grimmer version of the middle segments of The Master and Margarita, in which characters struggle in vain to discover just the right sort of lies with which to placate a vast bureaucratic machine that devours and guilty and innocent alike, only to realize that there is no right way to behave, that the only way to survive is through luck or power.  It's a take on Nazi Germany--as a very, very, very dark farce--that is unlike anything I've ever read before, and it achieves what the earlier chapters of the novel put my off by attempting, making the German characters, guilty and innocent alike, seem pitiable without sweeping their complicity in their current predicament under the rug.  In its final third, the novel returns to the Quangels, whose luck finally runs out and who find themselves imprisoned, tortured, and subjected to a trial whose outcome is a foregone conclusion.  At the same time, the war turns against Germany, and incursions into its territory, including bombings of Berlin itself, occur with increasing frequency.  That the Nazi regime is crumbling, however, makes no difference to the Quangels (who aren't even aware of this fact, entombed as they are in Gestapo prisons), nor is it their resistance that brings the war to an end, as the novel stresses when it reveals how few people the seditious postcards reached and affected.  That the Quangels are both doomed and ineffective injects a measure of realism to their principled resistance in the last days of their lives, and tempers the righteousness of the novel's final chapters.

    It's a bit of a shame, therefore, that Every Man Dies Alone ends with an epilogue that returns to Eva Kluge, who has disowned her son and adopted Borkhausen's, a runaway whom she is teaching good values and who represents the bright future of Germany after the defeat of the Nazis.  It's a return to the stark division between Good and Bad Germans of the novel's early chapters, which the intervening segments had worked so hard to complicate, and a reminder that Every Man Dies Alone was written not for foreign readers but for Germans in the immediate wake of WWII, and is thus a little more consoling than a reader in 2010 would like.  That said, the novel was written in only 24 days, and Fallada died soon after completing it, so it can certainly be forgiven a few rough patches, especially in light of the power of much of its narrative.

  2. The Cost of Living by Mavis Gallant - This is the third collection of Gallant's stories that NYRB Classics has published, containing previously uncollected work spanning twenty years in the career of the Canadian-born writer, whose affinity for France eventually led her to relocate to Paris.  Some of the stories in the collection are set there, and focus on the difficulty of immigrants trying to adapt to the city, and on life in the outer reaches of its bohemian society, but others follow characters in Canada, the US, and elsewhere in the world.  Early stories feel very typical of post-war, post-modern short story writers, focusing on strained marriages, lost children, and lonely women, who are brought to life with shocking deftness and in prose so beautiful that it rivals that of the author of the collection's foreword, Jhumpa Lahiri.  In "Autumn Day," the narrator is a young army wife who has joined her husband in post-war France and is renting a room in an out-of-the-way farm while they wait for a housing assignment.  The farm is the setting to her introduction to Europe, to the still-painful ravages of the war, to marriage, and to sex.  In "Thieves and Rascals," a couple is informed by their daughter's boarding school that she has run off with a boy for a weekend, and is being sent home.  They spend the day waiting for her, trying to understand her behavior, and bumping up against the predatory nature of relationships between men and women.  In the title story, the narrator, a music teacher who ran off to Paris years ago, is joined by her sister, now wealthy after the death of their parents, and introduces her to bohemian Paris, causing a clash of cultural and sexual expectations.  In "Bernadette," a liberal Montreal couple thoughtlessly condescend to their poor, uneducated maid, but are brought up short when she turns up pregnant.  In all of these stories, Gallant hones her sentences into fine stiletto knives, crafting images, characters, and sharp observations with only a few well-chosen words.  Later stories, written in the 60s and 70s, shift into more experimental styles and discussions of history, such as the French-Algerian war or the French labor protests in the late 60s, that I have less affinity for, and I thus found these less affecting, but they are still magnificently written, and I will certainly be seeking out NYRB's other collections of Gallant's writing.

  3. The Luzhin Defense by Vladimir Nabokov - There was a time, after reading Lolita and Pale Fire, when I was set to make my way through Nabokov's whole bibliography, but somehow that conviction faded away.  The Luzhin Defense is the first Nabokov novel I've read in years, and it more than whets my appetite for more of his writing even though, as the author notes in his foreword, it's a novel most beloved by readers who don't care for his other work.  I can see how that would be.  The Luzhin Defense, which follows the short, sad life of the eponymous chess grandmaster, is a great deal less coy than Lolita and Pale Fire.  There's still a lot of game-playing here--quite literally, of course, and Nabokov makes much of chess imagery and images of game-playing when he describes Luzhin's early life as an unloving, remote child who only comes to life when he discovers chess, and later his attempts, as an adult, to relinquish the game after his obsession with it leads to a nervous breakdown, and to build a normal life with a woman who falls deeply in love with him.  But the one thing Nabokov doesn't play with is the reader's emotions and expectations.  Unlike Lolita and Pale Fire, it's clear what we're meant to be feeling and how we're meant to react to the characters.  Even straightforward Nabokov, however, is pretty twisty by everyone else's standards, and the novel's tone and register change swiftly, from tragedy to dark comedy and back again, as Luzhin's detachment from reality is used alternately for humor and pathos, and as that detachment begins to shade into mental illness.  This is all handled with such incredible skill that I feel more than a little presumptuous praising it--does the world need me to tell it that Vladimir Nabokov was a damn good writer?  Still, he was, and in the space of only 200 pages brings Luzhin, his wife, and her uncomprehending family to vivid life.  It's also refreshing, given the ubiquity of the sports narrative even in stories about cerebral exercises like chess (for example in The Player of Games, which I read immediately before The Luzhin Defense), to read a novel that doesn't treat its main character's complete immersion in a game, and their inability to deal with life outside of the confines of that game, as something normal and healthy.  I don't know if liking The Luzhin Defense means that I won't like the rest of Nabokov's writing, but I'm certainly feeling motivated to find out.

  4. Fantastic Night by Stefan Zweig - This is an Israeli-published collection of some of Zweig's short fiction, including the novellas Fantastic Night, Letter from an Unknown Woman, Chess Story, Twenty-Four Hours in the Life of a Woman, and Amok.  After loving Zweig's last work and only novel, Beware of Pity, I was shocked to discover that there are some who consider him sentimental and populist, because it seemed that Pity took what could have been a sentimental story and made something sharper out of it.  These novellas demonstrate that Zweig was not always so clever.  Chess Story is the best of the bunch, describing a match between a mercenary, uncouth grandmaster, and an older man, a former dilettante who immersed himself in chess in order to survive torture by the Nazis.  Its comparison of the two players' attitudes towards the game is interesting, but carries a definite whiff of class prejudice.  The older player represents the old world--he was a lawyer for the now-defunct Austrian aristocracy and was tortured because he had knowledge of their concealed money--while his opponent comes from a working class background, and is described as a boor for whom chess is but a means to achieving fame and fortune.  Still, this is by far the least sentimental story in the collection, whose characters are forever vowing eternal love or service, preparing to die for their love, for their sins, or for shame, and writing each other long, overwrought letters about these experiences (all but one story in the collection has a frame narrative, usually a letter or manuscript).  It's also a little disturbing just how frequently the suffering characters are women who do not behave in a socially acceptable manner.  In Unknown Woman, the title character can only consummate her love for the recipient of her letter, a wealthy playboy, by convincing him that she is a prostitute, which eventually leads to her and her child's deaths.  In Amok, a doctor in a German colony first insults, and then vainly tries to save the life of a woman who has become pregnant out of wedlock.  Zweig was a product of his time so I can't blame him for seeing this sort of behavior as beyond the pale (or for recognizing that his society did) but as a product of mine, his emphasis on women's inappropriate expressions of their sexuality, and on the suffering they endure because of them, makes me even less likely to buy into the sentimentality of his stories.

  5. The Dispossessed by Ursula K. Le Guin - OK, I give in.  For the better part of a decade I've been left out of the party that fandom has been holding for Le Guin.  I admired her, to be sure, and liked a lot of her writing, but I didn't quite feel the overpowering love that a lot of fans seem to have for her writing.  Even The Left Hand of Darkness, which I liked a great deal, left me with some reservations.  Now I've read The Dispossessed and, yeah, I get it, because this is an incredible novel--beautifully written, inventive, and still, forty years after its publication, so very different from any work of science fiction I've ever read.  Shevek is a member of a utopian group that, nearly 200 years ago, left its home on the planet Urras for a hardscrabble but hopefully egalitarian life on its moon, Anarres.  A physicist whose work has long been stymied by jealous colleagues, and whose desire to collaborate with Urrasti colleagues is viewed with distrust, Shevek travels Urras in order to complete his work, to learn about Urras, and to spread the word about Anarresti way of life.  What's most remarkable about The Dispossessed is how effortless it seems when really, Le Guin is doing so many things at the same time: laying out the founding philosophy of Shevek's society, describing the ways in which that philosophy is implemented in every aspect of Anarresti life, and the ways in which human nature subverts and corrupts it, describing various nations on Urras and their reactions to and perceptions of Anarres, as well as the reactions that individuals and groups on Urras have to Shevek's presence, and finally, telling Shevek's own story, from his childhood to his meeting with his partner, to the early stages of his career, to his growing disillusionment with the scientists and officials around him, and his realization that even an anarchist society will eventually develop structures and hierarchies, to his decision to travel to Urras.  All of these elements blend together into a story that is compulsively readable even though hardly anything exciting happens--Shevek's career goes through ups and downs, he's separated from his partner and child and then reunited with them, he is alternately entranced and disgusted by life on Urras.  I also appreciated the complexity of Le Guin's construction of both Urrasti and Anarresti societies.  Though it's clear that she's on the latter's side (and though I think that in one respect, at least, her construction of utopia strains credulity--I don't believe that simply setting out to create a society free of racial and sexual prejudice is enough to abolish it from both the conscious and subconscious levels, as Anarres has done), she doesn't shy away from showing us what's good about Urras, and what's bad about Anarres, and from concluding that even the kindest and most fair society needs to be shaken up from time to time.  The Dispossessed ends on as low-key a note as it began with, but nevertheless I found myself wishing that it had gone on for much longer, so that I could spend more time with Shevek, and on Urras and Anarres.

Thursday, October 28, 2010

Now All Doctor Who Until the End

Syfy has not only canceled Caprica, but has pulled it from its schedule, promising to air the first season's remaining episodes some time in 2011.

Look, it's not as if you couldn't see this coming.  Hell, you could see it coming the moment the idea of a space-adventure-less, soap opera prequel to Battlestar Galactica was bandied about, and Caprica's pilot pretty much confirmed that this was not a show interested in wooing either Galactica's fans or Syfy's traditional viewership (which Syfy is now trying to with the just-announced, and hilariously-titled, Battlestar Galactica: Blood & Chrome).  Nor, to be honest, can I find it in my heart to grieve too much for a show that seemed already, in its last few episodes, to be veering towards Galactica's mythology in an all too familiar way.  I liked some things about Caprica, and thought that it had serious problems, and if I ever manage to watch the entire first season I might write about both, but the one aspect of the show that kept me coming back was that it seemed disconnected from Battlestar Galactica, and a lot more thoughtful and interesting about issues--religion and religious fundamentalism, prejudice, terrorism--than Galactica ever was.  In the episodes aired this fall, however, the handling of some of these issues verged on Galactica-esque ham-handedness, and one character was even revealed to be in contact with Six-esque projection.  Which means that even if the second season had happened, I might not have tuned in. 

So what's frustrating to me this morning isn't so much the news of Caprica's death as the fact that that death is just the latest in a long line of flawed-but-interesting science fiction series (with, incidentally, meaty and prominent roles for women)--The Middleman, The Sarah Connor Chronicles, Dollhouse--that have been killed off over the last few years, leaving science fiction fans with a pretty barren TV landscape populated mostly by shlocky Spy Fi, feather-light monster of the week series, and third-rate Galactica and Lost imitations.  There's a reason that every single show that I've written positively and at length about in the last year has been a mainstream series--because no one is doing interesting, or even particularly watchable, work in TV science fiction, and though things are slightly better for fantasy (I may not like True Blood but I can respect its accomplishments, and I'm looking forward to HBO's Song of Ice and Fire) and horror (please let The Walking Dead be good), I'm not seeing much hope on the horizon for science fiction.  Right now, the only show that approaches decent science fiction on TV is Doctor Who, and that should be a sad commentary even for people who love it.

Sunday, October 24, 2010

A Shire of Shopkeepers: Thoughts on The Hobbit

The most that can be said for the dwarves is this: they intended to pay Bilbo really handsomely for his services; they had brought him to do a nasty job for them, and they did not mind the poor fellow doing it if he would; but they would have done their best to get him out of trouble, if he got into it, as they did in the case of the trolls at the beginning of their adventures before they had any particular reasons for being grateful to him.  There it is: dwarves are not heroes, but calculating folk with a great idea of the value of money; some are tricky and treacherous and pretty bad lots; some are not, but are decent people like Thorin and Company, if you don't expect too much.
Last week's news that the long-beleaguered production of The Hobbit is finally getting on its way, and that certain roles, including Bilbo and Thorin, had been cast, sent me back to the book itself for the first time in nearly a decade.  I reread The Lord of the Rings every few years, but The Hobbit is less dear to my heart and thus less frequently returned to.  What brought me back this time was the desire to gain some grounding in the text from which to wonder how Peter Jackson and Philippa Boyens were going to adapt the novel, which in my recollection was childish and episodic, into something of a piece with their Lord of the Rings trilogy.  With the exception of Martin Freeman as Bilbo (possibly the most inspired piece of casting of the last few years, if only because it's made me realize just how much Bilbo and Arthur Dent have in common), the names being bandied about for the film's major and minor roles left me scratching my head.  Richard Armitage, who has smoldered as John Thornton in North & South and as Guy of Gisborne in Robin Hood, seems an odd choice to play Thorin, whose only heroic moment in The Hobbit happens off-page, and who is otherwise pragmatic, unromantic, and avaricious.  And to make much of the rest of the dwarfs, who are barely more than scenery in the book, seemed even stranger.  Both choices indicate that Jackson and Boyens are trying to create another fellowship to mirror the one in The Lord of the Rings, and to focus the film on derring-do even though it's mostly through trickery (and a lot of luck) that the day is won.  For a while in the early aughts just about every adaptation of a fantasy novel into film was marred by its producers' thoughtless determination to imitate the epic style and scope of the Rings films, whether or not the source material could support this--the first Narnia film was a particularly bad example.  Looking at the casting for Jackson's Hobbit, I couldn't help but wonder if he was in danger of making the same mistake.

Tolkien's celebrated affinity for worldbuilding means that The Hobbit and The Lord of the Rings clearly take place in the same invented world, but it's precisely at those points that the two works overlap that the differences between their Middle Earths are most apparent.  There is danger in The Hobbit, and the characters face many merciless, amoral foes.  But evil, which drives the antagonists in The Lord of the Rings, is absent from the book--its villains are merely bad.  There is, as well, no sense of grandeur in The Hobbit, nor of the high stakes that are perpetually in the background, and finally the foreground, in The Lord of the Rings.  Nowhere is the gulf between the two books' tones more apparent than in the chapter "Riddles in the Dark," which Tolkien rewrote when the idea for The Lord of the Rings began germinating in him.  In the chapter's original version, Gollum bets the ring willingly and accepts its loss with good grace.  The new version feels very much as if Bilbo has temporarily stepped into another novel--a grimmer, darker one--which is exactly what he has done, but which leaves The Hobbit, and particularly those later chapters in which Bilbo cavalierly uses the ring (which in the new "Riddles in the Dark" is treated as a character with its own desires, as it is for the whole of The Lord of the Rings), feeling rather wobbly (a similar wobbliness afflicts Gandalf's attempts to explain, at the council of Elrond, why he spent so much time and energy assisting Thorin in his quest to regain his grandfather's treasure, and why this victory was significant in the war against Sauron). 

To put it simply, the characters in The Hobbit don't care about the same things that the characters in The Lord of the Rings do.  They don't want to save the world; they're not interested in vanquishing evil.  They just want to get paid.  The whole novel is driven by money, and the desire to gain or regain it.  The quest driving the novel could easily be reconfigured as one for revenge, or to reclaim a lost birthright, but the dwarfs themselves leave no doubt that what they're after is the legendary treasure of Thror--as Bilbo himself points out late in the novel, to defeat Smaug would take a hero, whereas the dwarfs have brought with them a burglar.  The villain of the piece is a dragon, which many myths and fairy tales link with avarice and possessiveness--to sleep on a pile of gold is the ultimate expression of greed for its own sake--and Smaug, whose reaction to the theft of a single item from his enormous hoard is "the sort of rage that is only seen when rich folk that have more than they can enjoy suddenly lose something that they have long had but have never before used or wanted," epitomizes these qualities.  The good guys, meanwhile, are banking on making bank--it's never stated out loud, to Tolkien's good fortune, but reading between the lines it's easy to guess that Gandalf is helping the dwarfs in expectation that he will be compensated, and even Bilbo, the most adventurous and least greedy character in the novel (who is also the richest, at its outset), holds on to the note promising him a fourteenth share of the treasure throughout his travails.  There is, on both their parts, a sort of businesslike attitude, like the one attributed to the dwarfs in the quote that opens this post--a sense that, though they would probably still go above and beyond the call of duty even if no money was at stake, seeing as it is at stake, they expect to be paid.

Money, and specifically Thror's treasure, drives much of the plot of The Hobbit.  When Thorin is captured by the forest elves, he refuses to state his business in the Mirkwood, fearing--with, we're led to believe, some justification--that their king will only release him in exchange for a share of the treasure.  When Bilbo and the dwarfs escape the elves and arrive in Lake Town, the people are overjoyed at the return of the king under the mountain, but the master of the town fears for his business ties with the forest king.  Smaug is killed, with relatively little fuss and almost no input from our heroes, several chapters before the novel comes to an end, and what takes up these remaining chapters is a dispute over how to distribute his hoard: the people of Lake Town and the elves initially believe that Thorin is dead and march on the mountain to claim the treasure for themselves; when they discover that he is alive, they demand compensation for the destruction of Lake Town; Thorin refuses, and a tense and volatile siege follows.  The further I read in The Hobbit, the clearer it became that the disconnect between it and The Lord of the Rings wasn't one of tone or complexity, but of subgenre.  Tolkien, who is credited with inventing, or at least codifying, epic fantasy, wasn't practicing it here.  Instead, The Hobbit reads like a very strange cross between sword & sorcery, whose characters are mercenaries rather than heroes, trying to make a buck rather than save the world, and the modern reaction to Tolkien's own conception of epic fantasy, which replaces honor, chivalry, and noble kings with messy political systems whose rulers are more concerned with accruing power and wealth than in triumphing over evil.

In other words, the argument can be made that Tolkien's starting position for both Middle Earth and his take on fantasy was closely in line with what modern fantasy writers are doing today.  That he, like them, imagined a fantasy world in which people sought money and power, and thought only of their own petty concerns.  The difference between Tolkien and modern fantasists is that he didn't like what he saw, and set out to change it.  The Hobbit is quite decidedly set against greed and the desire for wealth, not only through the character of Smaug, but through Thorin and his reaction to regaining his grandfather's treasure.  When Bilbo and the dwarfs are set loose in Smaug's hoard, the effect that the gold and jewels have on them is explicitly likened to a magic spell, a lingering effect of the dragon's presence, and Tolkien uses the same terms to describe this spell that he will later use to describe the lure of the ring.  Bilbo's theft of the Arkenstone is described almost as a compulsion, and recalls Pippin's obsession with, and theft of, the palantir.  Characters who value gold above all things come to a sticky end--Smaug, Thorin (who forgives Bilbo only when he knows that he is dying, and can't take the treasure that Bilbo stole from him to the afterworld), and even the master of Lake Town, who steals the money meant for the town's reconstruction, then dies alone in the wilderness.  Bilbo, meanwhile, learns to relinquish wealth--he gives up the Arkenstone, and his fourteenth share in the treasure, in the hopes of making peace between Thorin and the besiegers, and when he returns home takes only a small reward from the dwarfs, and even leaves unmolested the treasure that he and the dwarfs took from the trolls on their way out.

All this isn't enough for Tolkien.  He doesn't just want to make the point that money is evil.  He wants to say that it isn't even important.  Modern fantasy writers consider characters like the dwarfs in the quote above, who are decent enough if you don't expect too much from them, to be the holy grail of the genre, but for Tolkien, characters who were businessmen rather than heroes were worse than useless.  The final chapters of The Hobbit see the petty concerns of the novel and its characters subtly replaced, making way for the ones that will occupy The Lord of the Rings.  Bard of Lake Town, who is described as grim-faced but steely, and is the descendant of the last king of Dale, is a proto-Aragorn, and when he slays Smaug the people of Lake Town mutter that the master of the town "may have a good head for business ... but he is no good when anything serious happens!"  The novel climaxes with the army of Thorin's cousin Dain about to face off against the joint forces of the men of lake town and the elves of the forest, though the elven king is loath to start a "war for gold."  The battle is interrupted by the arrival of a goblin army, which gives them all something serious, something meaningful, to fight over.  At the end of that battle Thorin is dead, the more open-minded Dain is king under the mountain, Bard is cemented in his leadership role (and later rebuilds Dale), and the first shots of The War of the Ring are fired.  As much as The Hobbit and The Lord of the Rings differ in tone, at the very end of the first novel one can sense the second coming into being--it describes a world passing from an age of commerce to a heroic age.

Of course, Tolkien was no communist.  Bilbo decides to renounce treasure, but not all worldly possessions.  He still returns to the Shire an even wealthier man than he was before, and his first act upon returning is to drive off those who would claim his property.  Tolkien may not like the pursuit of wealth as a goal in its own right, but he certainly has no objection to being comfortably well off (so long as you don't work too hard to make that money, I suppose).  So in its own way, I find The Hobbit even more reactionary and troubling than The Lord of the Rings--probably because the battle between good and evil feels more remote from my every day concerns than the questions of the role that money and the pursuit of it play in my life.  At the same time, it's a reminder that, for all that we like to mock Tolkien for his linguistic obsessions and compulsive worldbuilding, he had a very definite worldview, which he expressed in his novels with skill and intelligence.  That's something worth remembering even if we don't like what he was trying to say.  I can easily imagine Peter Jackson pouring a heroic story into The Hobbit's mold, and I might even enjoy that movie, or at least find it less disconcerting than I did this reread of the novel.  But a part of me wishes that he will try to tackle the novel as it is, just to see what he, and we, make of it.

Wednesday, October 13, 2010

The Player of Games by Iain M. Banks

On the last installment of my quest to read all of Iain M. Banks SFnal output (I will get to the non-M novels one of these days, I promise), I sadly concluded that though there's a lot that I admire about Banks's writing, particularly his flights of invention, his flashes of humor and wit, and the grand achievement that is the Culture, there's always something a little off about his novels.  They've been, at various points, too shapeless, too sprawling, too caught up in the fun of spinning exotic locations and breathtaking set pieces, and, most crucially, too muddled in their handling of their themes, and particularly of the Culture sequence's repeated questioning of the right of an egalitarian, socialist, humanistic utopia to interfere in the business of other civilizations and impose its values upon them.  Along comes The Player of Games, the second Culture novel, which is as perfectly formed and streamlined as other Culture novels have been meandering, whittling away the complications and digressions which have enlivened, but also weighed down, Banks's other novels to reveal a single, linear narrative and a very straightforward story that arrives at its point like an arrow slamming into a bulls-eye.  In terms of craft and construction, The Player of Games is undoubtedly the best Banks novel I've read, and one of the most enjoyable to boot.

Jernau Morat Gurgeh is the Culture's most accomplished and celebrated player of games, a master of games of skill, strategy, and intellect from dozens of civilizations, and he is bored to death.  In Consider Phlebas, the first Culture novel, and in later novels in the sequence, those who oppose it invariably return to the argument that the Culture, an anarchist utopia governed by artificial intelligences, breeds decadence and hedonism in its citizens, makes them soft and vulnerable, and deprives them of a sense of purpose and meaning, and in the early chapters of The Player of Games Gurgeh seems to embody all of these flaws.  He has dedicated his life to the trivial and meaningless, to becoming the very best at artificial competitions with no objective value and no real world purpose, and all it's brought him is unhappiness.  He cuts an unimpressive figure in the novel's first segment, drifting from party to party, and from lover to lover, in a haze of bitterness, envying and undermining the happiness and enthusiasm of those he encounters, desperate for a new challenge.  What soon becomes clear, however, is that in some ways Gurgeh is decidedly unCultured.  He cares about winning.  He wants to be the first to achieve certain victories.  He wants to play for stakes.  In a conversation with a family friend, he muses that one of the games he's mastered was imported from a culture where it was played for wagers of money, where losing a game had real world consequences, often disastrous ones. Did bringing the game to the Culture, where money doesn't exist, Gurgeh asks, diminish it somehow? When a drone he's befriended offers to help him win a perfect game at one of his specialties--an achievement unprecedented within the Culture--Gurgeh is so hungry for the accomplishment that he cheats.

The opportunity to save both his soul and his reputation comes to Gurgeh in the form of a representative of Contact, the Culture's outreach division, who wants him to travel to the empire of Azad and play the game of the same name.  Normally, Gurgeh is told, an imperial system is too inefficient and cumbersome to support a spacefaring civilization, but Azad's empire--ruled by an aristocracy, obsessed with hierarchy, bolstered by codified social, racial, and sexual prejudices, and engaged in the conquest and subjugation of its neighboring species--has survived into this phase of the species's expansion because of the game from which it takes its name, a game that models the empire itself.  All social positions, from the lowliest clerk to the emperor himself, are won by playing Azad, and the philosophy of playing the game successfully is also the philosophy of ruling the empire.  The Culture, having concluded that to attempt to dismantle the empire from without would bring about only loss of life, and cause the survivors to resent their conquerors even more than they did their former oppressors, has chosen a tactic of diplomacy, and dispatches Gurgeh to play in Azad's great games, a months-long tournament in which the emperor himself plays for his throne.

The idea of a game that models reality can't help but resonate with a reader in 2010.  Online multiplayer games like Second Life have sought to mimic the full complexity of reality, while other, more fantastic games derive much of their appeal from allowing players to develop nuanced relationships and alliances.  Writing in 1988, Banks would most likely have been thinking of role-playing games and tabletop games.  In both periods, players of games have had to contend with the accusation that they are investing time, energy, and money in unreal achievements and meaningless victories, and The Player of Games can therefore be read as geek wish-fulfillment: imagine if all your years of playing D&D somehow endowed you with the necessary skills to rule a fantasy kingdom.  There is, in fact, a very familiar fantasy story at the core of The Player of Games, the one about an underdog or an outsider who gains fame and fortune by besting the ruling elite at their own game.  As he would later do in Matter, Banks, by standing outside the fantasy setting and telling its story from a remove, not only changes its genre to science fiction but questions its underlying assumptions--that a game is a good basis for a system of government, that an outsider, however skilled, will be allowed to triumph over the established ruling class, that it is possible change the system by playing by its rules. 

It's interesting to compare The Player of Games to Suzanne Collins's The Hunger Games, another science fiction story which posits a political system that is structured around, and shaped by, a game.  But where Collins imagines that the system and its basic assumptions can be challenged from within the game (I speak here only of the first book, not having read the sequels), Banks tells a more complicated tale.  Unsurprisingly, Azad the empire is more than willing to pervert the purity of the game in order to ensure its own survival--when Gurgeh meets one of a handful of female players, she informs him that she has little chance of making it past the tournament's first round, which is played in groups of ten, as the supposedly randomized system never places more than a single female player in a group, allowing the other players gang up on her; in The Hunger Games, the protagonists' defiance of the game's rules galvanizes the public watching at home, but when Gurgeh advances to the tournament's higher levels, he is informed that, as a condition of being allowed to play, he will have to participate in the falsification of reports that he has lost.  In fact, to call such acts a perversion of the game is to miss the point, because the purpose of Azad is not to shape the empire but to reinforce its status quo, and though outside interference is sometimes necessary in order to achieve this goal, most of the time the game achieves it on its own.  To win at Azad one must think as an Azadian, to value force of arms over diplomacy, conquest over cooperation, possession over sharing.  And, as we discover while following Gurgeh up the tournament's rungs, the more proficient and successful one becomes at Azad, the more appealing these values come to seem.

There is action in The Player of Games--before opting to politely ask Gurgeh to fake a loss, the Azad government tries to eliminate him by making several attempts on his life, and trying to entrap him in a compromising position with two Azad women--and there are the typical Banksian feats of invention, such as the holy planet on which the final games are held, whose single, planet-girding equatorial continent is repeatedly swept by a moving, never-extinguished wall of fire.  But the business of the novel is the game itself, Gurgeh's repeated matches against the increasingly skilled, increasingly desperate opponents the empire throws at him, culminating with a game against the Emperor Nicosar himself.  The novel is essentially constructed like a classic sports movie, with challenges and setbacks offset by triumphs, and it is a tribute to Banks's skill that he manages to make a relatively long sequence of these--Gurgeh plays six games in the tournament, most of which last several days and sometimes take a whole chapter, or several, to describe--seem effortless and engaging.  Like Walter Tevis in The Queen's Gambit (whose final segment, in which the chess genius heroine travels to Russia to beat the Communists at their own game in a politically charged tournament, bears more than a passing resemblance to The Player of Games), he manages to make the exchange of move and counter-move and the formulation and reconsideration of strategies both thrilling and believable, even though, unlike Tevis, the game he's describing is entirely invented.  What's revealed in these descriptions is how much Gurgeh is changed by his encounter with Azad, the empire and the game, how both make him crueler, more ruthless, more eager for victory.  How they foster in him feelings of possessiveness and sadism that should be foreign to a Culture citizen.  This is overdone at points, but as a metaphor for immersion in a foreign culture, and the loss of identity that can accompany it, the game is quite compelling.

If there's one flaw in The Player of Games, it's that Gurgeh doesn't see what any reader will guess, simply from the novel's sports story shape, and what the narrative itself hints at quite heavily--that there is a political reason for his presence in Azad, and that despite their protestations to the contrary, Contact want him to go all the way to the final round and play against Nicosar.  That final game, unsurprisingly, models a war between the Culture and Azad.  It is in playing this game that Gurgeh, who has by that point become at least partially subsumed into Azad culture, for example participating in the cruel sport of Nicosar's court, and is obsessed with winning the tournament, discovers that he has always been playing as the Culture: "He'd habitually set up something like the society itself when he constructed his positions and deployed his pieces; a net, a grid of forces and relationships, without any obvious hierarchy or entrenched leadership, and initially quite profoundly peaceful."  Playing Azad becomes Gurgeh's way back to the Culture.  Throughout his and Nicosar's match Gurgeh thinks of their game as something intimate and beautiful, but when he speaks about it with Nicosar, the emperor expresses disgust: "you treat this battle-game like some filthy dance.  It is there to be fought and struggled against, and you've attempted to seduce it."  Gurgeh, whose previous attitude to Culture values had been entirely cavalier, is shocked by this glimpse at the naked ambition and lust for conquest that underpin both empire and game into a simple and heartfelt affirmation of the Culture's creed, admitting that though, as Nicosar says, life isn't intrinsically fair, "it's something we can try to make it ... A goal we can aim for,  You can choose to do so, or not.  We have."  The novel's ending reads like a version of War Games in which the game-playing computer not only averts nuclear war by concluding that the only winning option is not to play but also causes the collapse of the Soviet Union.  Instead of starting a war with Azad, the Culture sends Gurgeh to play it, so that it can avoid not only the destruction of Azad but the loss of self that it will incur by becoming a conquering, colonial force.

Of all the Culture novels I've read, none have been so firmly on the Culture's side as The Player of Games.  Other novels have featured sympathetic characters--in Consider Phlebas, the lead and main point of view character--who voice harsh criticism of the Culture, its arrogance in imposing its way of life on others, the near-religious zeal and self-righteousness with which it pursues this goal, its blindness and dismissiveness towards other, not entirely illegitimate, ways of life.  Most other Culture novels involve a certain degree of cold-blooded number crunching on the part of Contact and Special Circumstances, weighing an incalculable loss of life here against an even greater one there, and the chance of some greater good down the line.  This is all a sham, of course--Banks is always on the Culture's side and wants us there as well, but he usually makes us work for that conclusion, and feel a little guilty for reaching it.  Not so in The Player of Games.  Not only is the novel's emotional arc that of a man who loses his identity as part of the Culture, and then finds it where he least expected it, but the novel works very hard to make Azad as cruel and off-putting as possible.  In one sequence, Gurgeh, who is on the verge of losing to his latest opponent and feeling somewhat philosophical about this, is galvanized into playing as he has never played before by a tour of the capital city's slums.  Over some half-dozen pages, he sees indigents dying in the gutters, starving women selling themselves, gangs beating ethnic minorities while a crowd watches impassively, the mad paraded in the streets for the public's amusement, and the poor wasting away in an overcrowded, understaffed hospital.  By the end of the novel there can be no doubt that it is evil, and that the Culture is not only right to try to topple the empire, but justified in its means of achieving this.

Much as I enjoyed The Player of Games, this lack of ambivalence towards the Culture gives me pause.  It reinforces the sense that the reason the novel is so successful and enjoyable is that it aims lower than other Banks novels, and is a great deal simpler.  Part of the fun of the Culture novels is their ambiguity, their cheerful admission that the Culture, in trying its best to do the right thing, may be committing a terrible wrong.  This is not to say that there is no playfulness or subversion of expectation in the novel--on the issue of immersion in a foreign culture, for example, The Player of Games is impressively slippery, simultaneously arguing that it is impossible to embrace one cultural identity without losing another, and that culture imprints too deeply on a person's psyche, expressing itself even when it's supposedly been abandoned.  But it seems almost wrong for a Culture novel not to be ambiguous about the Culture--if nothing else, it seems strange for the second Culture novel to be so cheerfully pro-Culture, especially coming as it does on the heels of the dour, cynical Consider Phlebas.  One needs, I think, some grounding in how the Culture works, from novels like Use of Weapons and Excession, to inject the necessary measure of ambivalence into the novel's flag-waving, and I certainly wouldn't want The Player of Games to be anyone's introduction to the Culture.  It stands to reason that a novel as straightforward as The Player of Games--a straightforwardness that extends to its structure as well as its themes--will be less complex, less subtle, than the ones that ramble and present a problem from many different angles.  Maybe that's the trade-off one makes with Banks, and maybe this is the place to conclude, as I did at the end of my review of Matter, that he will never write a novel that I consider entirely perfect.  Still, The Player of Games leaves me more hopeful about Banks's skill than Matter did, and more eager to seek out more of his novels--if only so I can find in them what's missing here.

Friday, October 01, 2010

Thoughts on the New TV Season, 2010 Edition, Part 2

After the appetizer, the deluge.  This post doesn't even cover all of the shows that premiered in the last week.  It leaves out the interchangeable lawyer shows (The Defenders, The Whole Truth), the forgettable cop shows (Chase, Blue Bloods, Law & Order: Los Angeles), and the lamentable comedies (Better With You, Raising Hope, Running Wilde).  Which is not to say that the shows I am going to write about have won my heart, or are even going to get the chance to do so.  Though I will probably keep watching at least a few of these to see if they get better (and am still watching Nikita for the same reason, though increasingly asking myself why I bother), there's been, as yet, no Good Wife this season, no show that came out the gate completely irresistible (though Terriers, which has maintained its promising blend of well-crafted characters and slightly sleazy mysteries into its third episode, comes closest).
  • Boardwalk Empire - This is probably a case of high expectations working against a good but not quite stellar show.  Boardwalk Empire is HBO's latest prestigious, no expense spared production.  Plus, it's a period piece about an important time and place in American history (Atlantic City in 1920, the eve of Prohibition, when the city becomes a gateway for bootlegged Canadian alcohol).  Plus, it's a crime drama.  How can one help but expect a cross between Deadwood and The Sopranos?  Perhaps inevitably, Boardwalk Empire fails to live up to such a fantastical hope, but even taken on its own merits, it falls a little short of what it might be.  The historical recreation feels a little honky-tonk.  This might have something to do with the period--the 20s are a weird decade to get a handle on, a period in which the 20th century finally shook off the last vestiges of the 19th but still hadn't arrived at the stylistic and cultural conventions that would define it--and the setting--a resort town naturally gravitates towards the gaudy and kitsch.  But what's missing from Boardwalk Empire is the magic that Deadwood achieved seemingly without trying, of making the visual tropes of a by-then hoary and clichĆ©-ridden genre not only fresh, but lived-in and immediate.  Boardwalk Empire feels historical, and thus remote from present-day concerns, in a way that Deadwood never did.

    This is particularly strange when one considers how relevant the series's topic should be.  The main character is Enoch "Nucky" Thompson (Steve Buscemi), a local politician and, as one of his lieutenants describes him, half a gangster, thoroughly comfortable with graft, election-rigging, and vice, but still a kind, warm-hearted man.  As the person in control of the Atlantic City waterfront, he initially sees Prohibition as an opportunity to become rich, as he ups the price of now-illegal liquor and creates supply lines to New York and Chicago.  His new partners, however, are not your friendly neighborhood crooks, enablers of the sins of the flesh who are kind to women and small children, but serious bad guys, with whom Nucky may be too soft to deal.  This should be a familiar story, in an era in which the lessons of Prohibition have been so thoroughly ignored, but instead it feels familiar in all the wrong ways--we know where Nucky and the rest of America are going, how this ill-conceived and high-handed attempt at social engineering will instead create and help to cement the power of multiple organized crime empires that will adversely affect the lives of millions of people.  At least in its pilot, Boardwalk Empire feels as if it's just taking us through that familiar story one beat after another, rather than using a historical backdrop to tell a new, or perhaps timeless, one.  It could be that that's what the show is interested in doing, but so far it seems to be indulging in some of historical fiction's worst excesses--an infatuation with period detail and a sentimental treatment of the past.  When Nucky's reckless protege steals a shipment of whiskey--with the help of a young Al Capone--and kills its couriers, it feels less like a horrible murder than a historical reenactment, too cute and dressed up to be truly affecting.  For all that it's well done--and despite Buscemi's strong presence at its center--so far that's my reaction to Boardwalk Empire as a whole.

  • Lone Star - Another case of a show undermined by high expectations, though this time I'm having trouble seeing where those expectations were coming from.  EW's Michael Aussiello and The AV Club's Todd VanDerWerff have both called Lone Star the best pilot of the fall, and NPR's Linda Holmes has called its abysmal ratings--which have resulted in the first cancellation of the fall--a sign of the American public's ingratitude and lack of appreciation for cable-style quality shows, and a sure guarantee that networks will stop trying to make them.  But a network attempt to ape cable dramas is exactly what Lone Star is, with all the flaws and compromises that implies.  The main character, Bob, is a con man who has been working an oil scam in two Texas towns: Midland, where he has taken in his sweet, working-class girlfriend's parents and all their friends, and Huston, where he's wormed his way into the confidence of an oil tycoon, in part by marrying his daughter.  Raised into grifting by his father, Bob is still partnered up with him, but growing more guilty and more determined to stop the people he's come to love from being destroyed by his actions, and he ends the pilot by breaking with his father and deciding to turn his lies into truth--while concealing his double life and remaining married to, and deeply in love with, two women.

    Lone Star is well made, but at almost every turn it's possible to see that where a cable series would be willing to challenge its audience, this show has been made less threatening, and its rough edges filed off.  So Bob is sweet and tormented (and James Wolk does a good line in staring soulfully at the camera), still under his father's thumb but really an idealistic and loving person determined to do right.  There's no examination in the pilot of his complicity in his actions, of the inherent dishonesty that would have to lie at the very heart of his character in order for him to have so thoroughly deceived everyone who loves and trusts him, and at no point are we invited to feel anything but sympathy and pity for him.  Similarly, his two love interests are both adorable to the point of flawlessness, his father is not just manipulative but emotionally abusive, repeatedly telling Bob that no one will ever really know him or love him, and his Huston wife's rich family are slimy and distrustful.  So no, Lone Star was probably never going to be challenging, quality drama, but it might have been a good high-concept soap, focusing on familial and business intrigue as Bob and his father try to outsmart one another and Bob's two lives come close to colliding.  Instead, the pilot and second episode spend more time and energy on melodrama than they do on con stories, and it's therefore a little hard to see what we missed with the show's lightning-quick cancellation.

  • Detroit 1-8-7 and Hawaii Five-0 - There probably aren't two more different shows starting out on TV this fall, but Detroit 1-8-7 and Hawaii Five-0 have two things in common (three, if you count having numbers in their names): they're both cop shows, and they both take place outside the New York/Los Angeles/Chicago trifecta that dominates the form.  In both cases, the glimpse the shows grant of a new, different location, helps somewhat to elevate them above, respectively, a flawed pilot and a moronic premise.  Detroit 1-8-7 is aiming at the thoughtful grittiness of respected cop shows like Homicide: Life on the Streets and, more recently, Southland.  A strong, and refreshingly diverse, cast helps to bring it part of the way there, but the pilot is undone by its reliance on gimmicks.  The show is filmed like a mockumentary, but instead of stressing the show's realism and immediacy, the style calls attention to Detroit 1-8-7's falseness by being entirely unbelievable--at certain points that camera follows the policemen from outside of a moving car, or dodges bullets being shot at them, and there's never a sense that the characters are aware that they're being filmed and editing their behavior accordingly.  The writers also use the mocumentary format to catch up particularly slow viewers, inserting titles that differentiate the two cases being investigated, and even helpfully informing us that we are in the middle of a hostage situation.  This seems out of step with the kind of challenging, thought-provoking TV the show seems to be aiming at.  Another flaw is the show's unfortunate tendency to lapse into over-the-top humor, as when a rookie detective who has just chased down a suspect stops to take a call from his pregnant wife and begins questioning her about her contractions as his suspect gets away, or when the enigmatic Detective Fitch (Michael Imperioli) interrogates a suspect by staring him down until the street-tough hoodlum starts crying about his poor life choices and calling for his mother.  In general, in fact, I wonder whether Detroit 1-8-7 isn't putting too many eggs in Imperioli's basket, setting him up as the House of detectives--brilliant at his job, but a completely non-functional human being--which would, again, clash with the show's supposed realism.  All told, then, I'm not sure what show Detroit 1-8-7 is trying to be, and I'm not sure the show itself knows, so it's a good thing that it has the setting of Detroit, and its much-publicized troubles, to fall back on as it settles into itself.

    Hawaii Five-0, meanwhile, is about as far from gritty as it is possible to get.  The pilot is the best made, most enjoyable, and most ludicrous I've seen this season, sharply paced but moronically plotted.  It starts with Naval officer Steve McGarrett (Alex O'Loughlin, demonstrating significantly more charisma and screen presence here than he did in Moonlight and Three Rivers put together) being recruited by the governor of Hawaii, who gives him carte blanche to rid the island of an arms dealer who has recently killed McGarrett's father, and I think that's probably enough plot description to express just how ridiculous this show's premise is.  What's important is that McGarrett teams up with a disgraced former cop (Daniel Dae Kim), a New Jersey policeman who moved to Hawaii to be closer to his daughter (Scott Caan), and a green but tough rookie (Grace Park, already paraded around in her underwear twice), and together they fight crime, but in a new and totally awesome way that will probably involve lots of explosions and shoot-outs, even if it's not always the guy who directed the first two Underworld movies behind the camera.  It's a bit difficult to try to sum up my reaction to Hawaii Five-0, because on the one hand, this is a very impressive pilot that gets a lot done--introducing the characters and their sad backstories, putting them together, building the fractious but increasingly respectful partnership between McGarrett and Caan's character, tracking down the arms dealer, and shooting and blowing a lot of shit up--without ever feeling rushed or overstuffed.  On the other hand, this is such a stupid show.  Only two things keep Hawaii Five-0 from sinking under the weight of its stupidity--the sheer fun of the pilot, and the fact that it manages to establish Hawaii as a foreign place where the rules, and the people, are different (this also goes a tiny way towards explaining the show's reactionary slant, with McGarrett forming his team with the express purpose of hunting bad guys without having to deal with the pesky impediments of due process and civil rights, though the scene in the show's second episode in which he dangles a suspect off the roof of a hotel is hard to take).  Neither of these are enough to keep me watching the show, but successful popcorn entertainment is not easy to pull off (as so many other, less engaging pilots this fall have demonstrated), so I can't help but respect Hawaii Five-0 for achieving its goals.

  • My Generation - From the best pilot of the season to the worst (silly me for thinking that there was nowhere to sink from Outlaw).  My Generation is another mockumentary, alleging to reunite with nine twenty-eight year olds who in 2000 were interviewed by a documentary crew on the eve of their high school graduation.  In theory, the concept has some potential, though perhaps not as an open-ended series.  But the execution is flawed on just about every level.  The characters are a bunch of stereotypes who project their issues onto the screen with neon signs.  The queen bee clearly doesn't love her rich kid husband, which we know because she can't remember how long they've been married and, in full sight of the camera, all but propositions a former classmate.  Her husband, meanwhile, is still hung up on his high school sweetheart, which we know because he wistfully watches their old videos and squirms uncomfortably whenever she's mentioned.  The former nerd is now a creep who lusts after his married, pregnant best friend (which we know because he ogles her in the nude), whom he has invited to live in his house while her suspicious husband is away in Iraq, and who longs for children of his own only to discover that he is infertile.  None of them seem to be aware of how much they're exposing to the camera, nor to possess the basic self-editing facilities that you'd expect from a normal, 21st century adult trained by and accustomed to reality TV--which means that the writers don't have to work hard, or at all, to expose their characters' secrets and hidden desires.  What's most unbelievable, and most damning, about My Generation, is that all the characters are still hung up on what happened to them in high school, that their high school friends, girlfriends, boyfriends, and crushes still loom gigantically in their minds, even at the tail end of their twenties.  We all know that American TV has an unhealthy obsession with high school, but it usually expresses this by setting an unreasonable number of shows in high school as it's happening, not by pretending that high school is something you never get over--a proposition that I believe most adults would find both terrifying and pathetic.

  • The Event - Last week, after watching the pilot for The Event, I decided to hold off from writing about it until I'd seen the second episode, because clearly the show wasn't done setting up its story, which involves the kidnapping of a young woman on vacation so that her father, an airline pilot, can be forced to fly a plane into a house in which the president is staying, and a decades-old conspiracy to conceal the existence of nearly a hundred aliens (more or less--the exact nature of these beings is clearly one of those mysteries that the show is going to draw out for a while) who have been held prisoner by the US government since crash-landing in Alaska in 1944.  The second hour, however, does more of the same, frenetically shifting between past and present as it establishes both the series's backstory and its ongoing storyline, in which a previously hidden faction of the aliens begins to take violent action against humanity.  This is clearly the format that the show is going to take--enormous amounts of backstory combined with a fast-paced but opaque present day storyline focused on characters, such as the boyfriend of the kidnapped girl (Jason Ritter, who is usually quite good but falls curiously flat here), who have no idea what is going on and are just reacting to one crisis after another.  Which means that the comparisons to Lost--to which The Event is yet another wannabe successor--are entirely off-base.  Lost didn't have an elaborate backstory.  Its early episodes set up cryptic mysteries but were in no hurry to resolve them--mainly, as we now know, because the writers had no particular solution in mind.  The show that The Event actually recalls is Heroes, which like it was fast-paced and threw huge chunks of information at the audience on a weekly basis.  This would be a red flag even if The Event were half as good as Heroes was in its first season, but the show lacks the superhero series's irresistible hook and emotional punch.  Hereos was never great TV--even at its best it was indifferently written and acted--but it knew how to grab an audience, an ability that The Event seems to lack.  It moves as fast as Heroes did, but is nowhere near as compelling, neither in its story nor in its characters.  Without that ineffable secret ingredient, there doesn't seem to be much here to watch for.

  • Undercovers - J.J. Abrams goes back to the spy game, this time with a Mr. and Mrs. Smith-inspired series about a pair of married spies (Boris Kodjoe and Gugu Mbatha-Raw) brought back in after five years' retirement.  The series jettisons both Alias's convoluted (and eventually nonsensical) mythology and its angsty tone, and both of these choices seem like good things until one realizes that, one, Undercovers is a comedy, and, two, the closest thing to a joke in the pilot is a (male) junior spy who fawns over Kodjoe to an almost romantic degree and considers Mbatha-Raw a distraction.  There are other quips and witticisms, and the two leads have a good patter, but there aren't nearly enough proper gags, or any laugh-out-loud moments, to justify just how frothy this show is.  That frothiness is also expressed in the almost perfunctory way in which the leads get back on the horse.  There's never a sense that they are bored or unhappy in their lives as humble caterers (who live in a palatial and luxuriously decorated home that is extreme even by the standards of TV lifestyle inflation), or that becoming spies again reintroduces a spark that was missing from their lives.  Though the characters tell us that they found it difficult to work as spies after they fell in love, we get no real sense of why they quit espionage, and why they want to go back.  And that's really what's missing from Undercovers--the thrill of living on the edge, and the exhilaration of falling in love.  It's a surface show, and that surface is nowhere near slick and exciting enough to justify watching.  If you want Alias without the angst or mythology, I suggest USA's Covert Affairs--which, incidentally, gives its female lead a lot more to do, and makes her a lot more kickass, than Undercovers does.

  • No Ordinary Family - This is a series that starts out with the deck stacked decidedly against it.  Superheroes, and particularly the superhero origin story, have been hot for a while, which means both that there's a wealth of material that any new iteration is inevitably compared to, and that the audience is a little fatigued by the subject.  Even worse, the show, which sees a typical family gaining superpowers after taking an impromptu swim in a South American river, calls to mind two very specific points of comparison: on the one hand, Heroes, the last television version of the superhero story whose protracted devolution into a shadow of its early success was only mercifully cut short last spring, and on the other hand, The Incredibles, easily the best superhero story of the last decade and a work to which few television series of any stripe could hope to be favorably compared with.  No Ordinary Family doesn't overcome these hurdles in its pilot episode.  In fact, it proceeds with the kind of easygoing glibness that suggests that its creators are, in fact, unaware of just what a tough task they've set themselves, and think they can just walk themselves to an easy victory because, hey, everyone loves superheroes, right?  It's a slow, indulgent hour that hits so many familiar, if not hoary, beats that one almost suspects the writers of deliberate, self-aware irony when they begin it with patriarch Michael Chiklis explaining, to an unseen interviewer (a device used, of course, by The Incredibles), that his story is unusual and doesn't start the way his listener might expect.

    As the hour draws on it becomes harder and harder to gauge whether No Ordinary Family's creators are unaware of how well-trodden the path they're going down is, or whether they think it truly doesn't matter that they're bringing nothing new to such a frequently-told story.  Either way, the result is thoroughly unexciting, mainly because it differs from The Incredibles in one crucial way.  The Parrs were superheroes who had been forced to assume the guise of an ordinary family, and who, though they accepted their new roles with varying degrees of grace, were always wistful for that extraordinary life they'd left behind.  The fact that they were not ordinary, and were in fact somewhat disdainful of ordinariness, was the point of the film (and the source of its uncomfortable subtext).  No Ordinary Family's Powells, meanwhile, are ordinary people who have not yet become superheroes (only Chiklis's character fights crime in the pilot, and is still ambivalent about doing so).  Which means that the pilot is mostly concerned with the family's mundane problems--the Powells' strained marriage, their kids' issues with boyfriends and learning disabilities.  In good hands even this tired material could have been made interesting, but again, this is an incredibly lazy pilot, and neither the writing nor the actors seem to be working very hard to sell their familiar plotlines.  It's almost insulting how clearly No Ordinary Family expects to win its audience over with a concept, not with execution, and I for one have no interest in rewarding that belief.

Thursday, September 23, 2010

Stargate: Universe, Season 1

In the eighth episode of Stargate: Universe's first season, "Time," the characters discover, on a planet they've never been to before, one of the recording devices used on their ship, Destiny.  On it are images of themselves experiencing events that never happened, and eventually being killed by aliens.  Eli Wallace (David Blue), a math whiz only recently introduced to the concept of traveling to other planets through the stargate, incredulously asks whether they are looking at images from an alternate universe, but the other characters respond only with derisive silence.  It's a moment that neatly sums up the wrongfooting strangeness of the third Stargate series.  Alternate universes, after all, were commonplace in the two previous installments in the franchise, Stargate: SG-1 and Stargate: Atlantis.  Characters traveled to and from them, whole episodes were set in them, a ship was even constructed to travel between them.  Why then do the other scientists and soldiers on Destiny, all of whom are veterans of a decade and a half in which the strange and fantastical have surrounded the stargate and other forms of alien technology that humans have learned how to use, roll their eyes at Eli's suggestion of such a fantastical explanation to this puzzle (especially when the actual solution, time travel, is no less unscientific)?

The answer is the complete shift of tone and focus that Universe executes from its parent series.  SG-1 and Atlantis were lighthearted, formulaic space opera, telling adventure stories in a setting where morality was usually a simple matter of black and white--the opponents the characters faced in these series were mind-controlling aliens, false gods, and space vampires, who sought nothing less than galactic domination and sometimes even destruction.  Universe, which sees the military and scientific contingents on an offworld research station, plus Eli and Chloe Armstrong (Elyse Levesque), the daughter of a visiting senator, forced to evacuate through the stargate to a decrepit alien spaceship billions of light years away from Earth, moves away from the space opera mode, preferring introspection and gloom to adventure (there have been no exciting space battles, no scenes of badass single combat, in the first season), internal disputes to battles between good and evil.  As part of this shift, Universe rejects, subverts, and ignores many of the tropes and formulas that have become synonymous with the Stargate franchise.

On one level, one has to respect Universe's willingness to break with its roots, especially given that so many of the ways in which it achieves this break are deliberate callbacks to some of the most beloved elements in the previous two Stargate series.  Unlike both SG-1 and Atlantis, the series features no core team, a group that transcends military/civilian, human/alien divides and becomes as closely-knit as a family, and in fact there is hardly any emphasis in the show on friendship, which was arguably the core relationship type of both SG-1 and Atlantis (for both of these reasons, the series also has no obvious slash couple).  The idyllic cooperation between civilian and military groups--the former hardworking and eager to contribute, the latter easygoing and friendly--which smoothed the workings of the Atlantis mission is here replaced with a tense and occasionally violent squabble for supremacy between whiny and demanding scientists and uncomprehending, inflexible soldiers.  In SG-1, characters O'Neill and Carter nobly sacrificed their love for the good of the mission, and because to act on their desires would have been against Air Force regulations.  In Universe, the forbidden romance is not only consummated, but made seedy.  Colonel Young (Luis Ferreira) is married, and old enough to be the father of his paramour, Lieutenant Johansen (Alaina Huffman), who becomes pregnant and resigns her commission as a result of their affair.  Atlantis's writers kept telling the audience that the show's resident genius, McKay, was selfish, asocial, monstrously arrogant and deeply unpleasant to be around, but the character that turned up screen (and as portrayed by the charming David Hewlett) was funny, loyal, and often very brave.  Universe's genius character, Nicholas Rush (Robert Carlyle) is the person McKay was supposed to be, and compounds those flaws by being secretive and manipulative, and by working constantly towards his own, not entirely sane, agenda.  On both SG-1 and Atlantis, the warrior characters were aliens from warrior cultures, and both shows were thus able to use the warrior poet exception to avoid dealing with the unpleasant implications of having characters whose greatest achievement in life was to become fearsome killers.  Universe's warrior character, Sergeant Greer (Jamil Walker Smith), is an Earth-born human, and thus not immune to the allure of violence and its corrosive effects on the soul.  He is frequently shown threatening and intimidating other soldiers and even civilians, expressing a distasteful joy in violence and killing, and preferring these resorts to more civilized ones.

On the other hand, it's hard not to suspect that it's not a desire to examine the story, characters, and fictional universe they've been building for fifteen seasons and two TV movies that's motivating Universe's writers, but fashion.  The show's setting, its appearance--Destiny is dark and gray, space scenes are shot in the by-now overused 'found footage' look, the camera in indoor scenes is often jittery or partially obscured--its emphasis on conflicts between military and civilian authorities, interpersonal strife, and unwholesome relationships, are all so reminiscent of Battlestar Galactica--a series that may have single-handedly killed the televised space opera, the mode to which both previous Stargate series belonged--that one feels that the writers are imitating the cool kids.  It also seems disrespectful to the fans to so thoroughly jettison the franchise's direction and tone, as though the writers are passing judgment on their audience for developing a taste for their own product, and such a sense of disrespect is entirely in keeping with the ambivalence towards their own setting and style one sometimes sensed from both SG-1 and Atlantis, an ambivalence that bordered on disdain.  The SG-1 episode "200," an hour-long meta-commentary on the Stargate franchise and science fiction TV in general, ends with an Asimov quote which argues that though science fiction may seem trite and childish--may, in fact, use trite and childish tropes, stories, and styles--it is grappling with serious issues, and with the very question of what it means to be human--the writers' way of justifying the mediocrity of their product by claiming to be part of a grand literary tradition.  Atlantis's penultimate episode, "Vegas," took place in an alternate universe in which the show's main character, Colonel Shepherd, was a Las Vegas policeman, and crafted a CSI-inflected mystery around his discovery of the existence of aliens.  It was the first time the Stargate franchise broke away from its sterile, unimaginative look and consistently likable characters (Stargate characters might commit genocide, but by God they didn't develop gambling addictions), and both writers and director seemed to suffer from some sort of hysterical fit, cramming the episode with one visual device after another--fade to white, body organ cams, grainy shots, slow motion, fast motion, switch to black and white, switch to stills--like a child overdosing on candy.

Both of these episodes, and now Universe, create the definite impression that the Stargate writers have been deliberately crafting their product to be safe and crowdpleasing, and that they were very much aware of its mediocrity.  Now that they've been given the chance to cut loose with Universe, they want the same Peabody-winning prestige that Battlestar Galactica achieved.  What's missing in all this is any acknowledgment that it's not style or tropes that determine the quality of a work, but how these are used.  Space opera is not inherently inferior to, or of lesser quality than, space-set political allegory.  A show that features sex scenes and unplanned pregnancies is not inherently better than one that doesn't.  Stargate: SG-1 wasn't a trite, childish show because it told space adventure stories, but because it was poorly written, and Universe's gloomy appearance and unpleasant tone are not a guarantee of quality.  The question one must ask, when confronted with the Stargate franchise's makeover, is: once you strip away the new tropes, the shift in appearance, the move towards soapy personal stories, is the writing there?  Are the Stargate writers hacks, or competent writers who pretended to be hacks in order to make a buck, or hacks who only think they were pretending?

Universe is trying so hard to break with SG-1 and Atlantis that it sometimes seems that its writers should have started from scratch with another fictional universe.  As it stands, the show often sits ill with what we know of the franchise and of humanity's exploration of space within it.  Universe is essentially retelling the same story that Atlantis started out telling: a joint scientific and military expedition travels through the stargate, which has been reconfigured to dial a point much farther away than it has ever reached before, knowing full well that they may be taking a one-way trip.  The twist in Universe is that rather than an orderly, planned expedition, the characters arrive on Destiny by necessity, and much is made of their lack of preparedness and unsuitability to the mission.  A lot of character moments in the first season are dedicated to highlighting these deficiencies.  People grouse about the poor conditions and insufficient food on the ship, whine about their heavy workload and the impossible demands made on them, pine for their families, and despair of ever seeing home again.  All of these reactions are natural and to be expected, but they are allowed to dominate the characters' reaction to their predicament, the show's tone, and its plots (already in the first season there have been two episodes, "Life" and "Pain," whose overarching theme was the difficulty of life on Destiny and the characters' fraying tolerance for it), to a degree that seems incongruous with the Stargate franchise and its established history.

In the Stargate universe, the existence of the stargates, of aliens, and of regular interstellar and intergalactic travel, are a closely-held secret known only to relatively tiny number of humans.  It stands to reason--and previous Stargate series have held this to be true--that it takes a special person to work in the Stargate program, someone who not only possesses a great deal of skill and intelligence, but the right psychological profile to accept that everything they know about the universe is wrong, to be willing to keep that knowledge secret, and to tolerate the privation and danger that come with venturing further than almost any human being has done.  Within the Stargate universe, a story about how "ordinary" people would "realistically" respond to being flung as far away from home as Universe's characters have been doesn't make any sense, because ordinary people shouldn't be working for the Stargate program to begin with.  Geniuses, madmen, workaholics, loners, adventurers, explorers--these are the people you'd expect to find working on an alien planet and trying to crack the secrets of a piece of alien technology.  These are the people you'd expect to have arrived on Destiny, however unprepared and untrained.  For all the hardships of living on the ship, and for all the difficulties involved in surviving on it, you'd expect Universe's characters to be passionate about their work and thrilled by the opportunity to explore the ship and a distant part of the universe.  But the only characters who express an enthusiasm for exploration--and that only faintly and infrequently--are Eli and Chloe, the outsiders to the Stargate program, and the only character who seems to feel that learning about Destiny is more important than who's sleeping with whom and who's having an affair is Rush, who is treated as a dangerous lunatic even by the other scientists.

There are ways that Universe could have explained, and even made an important theme out of, its characters' indifference to exploration.  The show could have made the point that the Stargate program is overextended, and forced to recruit people who aren't the right stuff.  Or that Rush was considered so hard to work for, and his project's success viewed as so unlikely, that only the second and third tier of Stargate employees ended up working on it.  Or that the Stargate program has been running for so long that the thrill and sense of danger have gone, and explorers and adventurers have been replaced with 9-to-5 workers who think nothing of the fact that their day job takes place on an alien planet but still expect three square meals a day and no mortal peril.  (Each of these explanations, incidentally, could have given the writers something to do with the character of Camille Wray, the HR director for Rush's project, whose appearances and role on the show are so limited that it's hard not to view her main character status and ubiquitous presence in the show's promos as a cynical attempt to cash in on Ming-Na's ER cred.)  Alternatively, Universe could have told a story about the difficulties and dangers of exploration.  Even Columbus and Magellan, after all, must have had days in which they were exhausted, terrified, and wished they had never left home, and Universe's characters too could have started out with zeal and excitement at the opportunity for exploration they'd been given, only to be smacked in the face by how dangerous their new environment was, and how much tedium and drudgery were involved in just staying alive long enough to explore it.  Instead, the show chooses to believe that living in space is so commonplace to its characters that finding themselves on the other side of the universe is cause only for complaint and consternation, never wonder or joy. 

It may seem like quibbling to complain that Universe's premise doesn't suit its franchise, and I admit that at least part of my dismay at this mismatch is driven by the feeling that the choice to set the show in the Stargate universe was motivated mainly by the desire to cash in on a preexisting audience.  But there's something more sinister, and more unfortunate, happening here than yet another instance of Universe falling in line with Battlestar Galactica, whose characters did live in a setting in which space travel was commonplace (my favorite line from that show is a character telling someone that they signed up to work on a spaceship in order to save enough money to pay for dental school).  By making its characters ordinary, office workers and jarheads who just happen to be in space, Universe is participating in the homogenization of genre TV, a subtle but growing shift that sees science fiction subsumed into naturalism, and characters in science fiction stories made ordinary and given ordinary concerns like strained love lives and quarrels with their children.  But some people aren't ordinary.  Some people are so passionate about their work that they don't want love lives or children to distract them from it.  Some people would rather live a short, adventurous life than a long, ordinary one.  Science fiction used to be where you'd meet these characters, and it would have been wonderful if Universe tried to ask the question of what it's like to actually be the kind of person whose eyes are permanently fixed on the stars, who longs for adventure, in a world that seems to place a million distractions and impediments on the path to achieving these goals.  Instead, we get soap opera and workplace drama in space.

What makes the ordinariness of the Universe characters' interests even more frustrating is that it is only one aspect of the show's disappointing character work, which is as inspired by Lost as the rest of the series is inspired by Battlestar Galactica.  One of the most toxic--and, sadly, enduring--consequences of Lost's success was that it taught writers to aim for the moment of revelation, not only when plotting but when writing characters.  In its early seasons, Lost's character arcs were all pointed backwards.  What mattered about the characters were the mysteries of their past--what was Kate's crime?  How did Locke lost the use of his legs?--which the writers drew out long past the point of reason.  The result of this fascination with the past was not only that, in the present, the characters stagnated, but that they failed to develop relationships with other characters.  The audience learned about the characters through their flashbacks, but they never talked to one another long enough, or at great enough depth, to learn about each other.  Universe is written very much in this vein.  The show employs an almost frightening array of devices--flashbacks, video diaries, dreams, hallucinations, visits to Earth (using a body-swapping device) that isolate one character from the rest of the cast--in order to tell us about the characters' past in isolation, but features almost no instances in which they get to know one another.  And if Lost's flashback were, sometimes, good stories in their own right, Universe tends to use them, and other devices of their type, as infodumps, inelegant recitations of information with very little in the way of plot or form.  "Time" takes the series's "tell, don't show" approach to character development to almost metafictional extremes.  The recording the characters find, which ends with their deaths, also shows them having the kind of conversations that don't occur throughout the rest of the season--Johansen tells Eli about her family, Eli and Rush discuss their attitudes towards death.  But in the timeline in which the episode's events occur, these conversations never happened, and the characters watch them at a remove.  At the episode's end, this timeline too is erased, and two recording devices are left on the planet for the characters in the next timeline to discover--to observe, but not experience.  Conversation--the kind of conversation that sheds light on characters, builds relationships, and conveys real meaning--is in fact almost entirely absent from Universe.  What we get instead are shallow and dull exchanges of information, filled with meaningful silences, which put me in mind of the kind of inexperienced prose that's made up mostly of short, declarative sentences and lots of paragraph breaks--the work of a writer who knows that silence has power, but hasn't figured out that it's what limns and shapes the moments of silence that gives them that power.

So, Universe's characters rarely talk to one another, and when they do it's rarely to say anything of importance or develop relationships, and as a result fully half the cast seems to serve no function on the show.  Eli and Lieutenant Scott (Brian J. Smith) were established in the premiere as, respectively, an amiable underachiever capable of rising to the occasion when properly motivated, and a sweet, unaffected do-gooder struggling with heavy responsibilities, and they have not budged from these definitions all season.  Johansen gets a lot of screen time in her capacity as a medic, but if she weren't pregnant she would have no emotional presence at all.  Worst of all is Chloe, who is on screen almost every episode despite the fact that she seems to have no thematic or narrative function besides being a love interest (she's Scott's girlfriend and Eli is in love with her) and being traumatized (to date, her father has died, she's been kidnapped by aliens, and in the season finale she is shot).  It's understandable that given these ordeals and her lack of preparedness for them Chloe would retreat into childish passivity, but her persistence in this state throughout the season, and the other characters' tolerance of it, make no sense.  You'd expect a person from Chloe's privileged background to be either a spoiled princess or a Rory Gilmore-ish overachiever.  At the very least, you'd expect someone who was the daughter of a US senator, a Harvard graduate, and an employee in the senate, to have a bit of polish.  But Chloe is instead a vaguely Midwestern, carefully inoffensive, childish blank, whose helplessness and passivity the otherwise fractious and intolerant crew treat with a nearly inhuman degree of consideration and patience, never expecting that she extend herself or learn new skills, which she indeed doesn't feel compelled to do.

You might think that I'm expecting a bit too much from what is only a single, twenty hour season--was there really time to depict the characters' curdled ambitions of exploring the universe, and force Eli and Scott to lose their innocence, and confront Greer with the dark underbelly of his violent temper, and make Chloe grow up, and give Wray a main character's share in the show's plotlines?  The answer is yes, there was time for all of this and more.  Universe is slow and slack, and diverts very little energy to telling interesting, exciting stories.  In the first half of the season, episodes revolved around the characters scrambling to get hold of something necessary for their survival--water, a chemical for the air filters, power for the ship's engines.  These are not inherently dramatic premises--the writers were clearly not going to kill the entire cast three episodes into the show--and very little work was done to make them into compelling stories.  In a particularly odious example, the characters spend an entire hour believing that the ship is going to fly into a star, glumly and solemnly contemplating their upcoming deaths, only to discover that this is how the ship recharges its batteries.  Later episodes tell more complicated stories, but still pay too little attention to plotting and pacing, with more than enough dead space in which the writers could have built up characters and relationships, had they so chosen--the musical montages, which seem to turn up at least once an episode, would probably have yielded 20 or 30 minutes of usable screen time over the course of the season.  The two-part season finale repeatedly cuts away from the action of the ship's invasion by aliens to follow Chloe and Eli, who have run away from the battle, as they wander around the ship, and an earlier two-part story, "Human"/"Lost", could have made an excellent one hour episode if both hours were not intercut with overlong, not particularly well done flashbacks to Rush and Greer's painful pasts.

The one place where Universe's writers do seem to be directing their energies towards both character and story is Young and Rush's struggle for supremacy and control over Destiny.  The second half of the first season begins with an abortive civilian coup, and the following episodes deal with its aftermath, with lingering tensions between Young and Rush, and with their tentative efforts towards cooperation.  Overall, this is the season's most successful story, mainly because it concentrates on Rush, who is both the series's best character and best actor (not, I suspect, a coincidence).  It is undermined, however, by Rush's counterparts in this story, Young and Wray.  Wray's position, both before the move to Destiny and after it, is never made clear.  Sometimes she's referred to as the civilian authority, and sometimes as the HR director.  If she was in charge it's unclear whether her purview was only the civilians or whether Young also answered to her--at different points in the season both behave as though either might be true.  When Rush makes his move against Young, he sometimes seems to be taking orders from her and sometimes to be giving them.  During the coup, Young interacts only with Rush, but after it he acknowledges Wray as his opponent.  Whether Wray is trying to regain her old position or carve out a new one, however, it's clear that she's unfit for either--she's indecisive, passive, whiny, and has no command presence.

Young, meanwhile, is a controlling martinet with a short and dangerous fuse--twice over the course of the season he responds to challenges to his authority with either the threat of murder or an actual attempt.  It's actually quite a successful portrait of an unpleasant, unlikable man, but just why this person is in the Stargate program, much less in the US Air Force, becomes less and less clear as the season draws on.  Young doesn't like civilians and doesn't know how to deal with and motivate them, so why was he placed in charge of a base where his job was to secure and facilitate their work?  And why is he a full colonel when he's such a bad soldier?  Young is shown finding out about Rush and Wray's planned coup at the end of episode 11, "Space," but in the next episode, "Divided," he has neither confronted the two, nor taken steps to prevent or curtail their efforts.  When the ship is invaded in the season finale, Young has a plan in place that will kill all the invaders as soon as they step foot on Destiny, but he holds off on it in order to save two lives--leading to a lecture from O'Neill about the responsibilities of command that would have shamed a green lieutenant.  Later on he fails to hold the ship against the invaders despite the fact that he has the home court advantage, control of the ship's systems, and better trained personnel.  The choice between the three characters in this struggle, therefore, is a choice between Young, who is bad at his job, Wray, who is bad at either her job or the job she wants, and Rush, who is good at both his job (science) and his vocation (making trouble) but is also an agent of chaos.  There's no one to root for, and though ideally we'd root for cooperation, this is clearly not that sort of show.  The three characters only cooperate when an outside threat appears in the form of the invaders, but this is simply to extend the same game, and to introduce another, equally incompetent, player in the form of the invaders' leader, Kiva, who boards Destiny despite knowing that her spy on the ship has been discovered (and ignores the overwhelming evidence that he has turned on her) and that Young, were he not an idiot himself, could kill her as soon as she set foot aboard it.

So, Stargate: Universe has an unconvincing premise, underdeveloped characters, bad dialogue, slack plotting, and a central conflict that is intriguing but driven mostly by the incompetence of its participants.  And this is not even to mention the typically shoddy treatment of female and non-white characters.  In other words, for all the sex scenes and dim lighting and loud arguments, this is still Stargate--still mediocre, unimaginative, desperately imitating smarter and more innovative series.  I kept watching SG-1 and Atlantis despite all these flaws because their modest ambitions suited the level of talent driving them--they were never great TV, but they were occasionally entertaining and that, coupled with inertia, was enough to keep me coming back.  Universe aims higher, but the same talent is at the helm and it's not up to the task, and I find myself with no reason to keep watching--after all, for all its aping of Battlestar Galactica, Universe isn't as culturally important, and now that it's moved to the fall there's plenty of other stuff to watch instead (for instance, Caprica, which is by no means perfect but still a million times smarter and more interesting than Universe).  Ambition is always laudable, but ambition without talent to support it usually just leads to heartbreak.  Stargate's writers might have been better off staying at the shallow end of the pool.