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Posted on by Scott Delahunt

With the phenomenal success of Star Wars in 1977, it was inevitable that studios would want to ride the renewed interest in epic space operas. Glen A. Larson was one of the first to get a project out. In 1978, Larson’s Battlestar Galactica aired on ABC and was released to theatres in Canada and Europe. The pilot episode received high ratings. The show detailed life after the Cylons, a mechanical life form, destroyed the Twelve Colonies and the survivors escaping the destruction lead by the titular starship.

The show did well in the ratings, at least at first. However, the network, not happy with the expense of the series, was inconsistent with scheduling, often letting Larson’s production company know only at the last minute if an episode was needed. Given the time slot, Sundays at 7pm, the show could be pushed back or even pre-empted for sports, especially football. Eventually, ABC pulled the plug.

The show was expensive. Special effects were all miniatures based. The bridge set of the Galactica was filled with Tektronics computers. The nature of some effects required precision timing on the part of actors involved. At the same time, the show was a hit.

In 2004, Ronald D. Moore, who had previously worked on Star Trek: Deep Space 9, developed a reimagining of the original Battlestar. The two-part miniseries aired on the Sci-Fi Channel and covered about three-quarters of the original series pilot movie, namely, the destruction of the Twelve Colonies and the gathering of the survivors into a rag-tag fleet. The tone of the reimagined series was notably bleaker than the original. ABC’s Galactica had a current of shining hope that the fleet would find Earth and escape the Cylons. Moore’s version had people wondering who would destroy the fleet first, the Cylons or the refugees themselves.

The mood shift wasn’t the only change. While Moore did use the names from the original, he didn’t necessarily bring the personalities over to the new Galactica. Some changes that annoyed the fandom even before the miniseries aired included gender swapping Starbuck and Boomer (both went from male to female), minor changes to the Galactica’s design, and adding human-form Cylons. The new series also added a focus on how the survivors were coping, the needs of the last humans to survive as a species, and difficult choices being made.*

However, the mood shift reflected the change in the general demeanor of society and the demands viewing audiences had on television. Gone were the days where everything got wrapped up neatly at the end of the day, with the cast having a laugh before the final freeze. The new Battlestar very seldom had things tied up in a nice bow.

This isn’t to say Moore completely ignored the original series. With the new Galactica lasting four seasons, he had more time to develop the setting and the history, both of the Colonies and of the Cylons. The characters moved away from being archetypical (ace, gambler, wise commander) and made them human, with flaws and quirks. The new ship looked much like the original, as did the Vipers.** The original theme became the Colonial anthem.

So, was the 2004 Battlestar Galactica a successful adaptation? With the number of changes made, no, but the core idea remained strong and the creators’ respect for the work could be seen. But, as seen two weeks ago with Real Steel, a not-so-good adaptation can be well worth seeing, and the new Galactica not only fits that bill but also won a Hugo***, several Spaceys****, several Saturns*****, and several Emmys.

Next week, anniversary!

* The first episode, “33” started /in media res/ with everyone on duty suffering from sleep deprivation and ended with Commander Adama having to decide if a civilian vessel that got lost several light jumps back had to be destroyed.
** In fact, two different makes of Vipers appeared. The older model, based on the Vipers in the original /Galactica/ were to be museum pieces from the Colonial-Cylon war fifty years prior to the mini-series before being put back into duty. The new model had problems due to the Cylon ability to hack networks and surviving planes had to be downgraded before being put back into service.
*** For the episode “33”.
**** Presented by the Canadian specialty channel Space
***** Presented by the Academy of Science Fiction, Fantasy, & Horror Films

Posted on by Scott Delahunt

Developers of tabletop board games and role-playing games are known for developing a setting for players to romp around. Dream Pod 9 is no exception. Each of their lines, Heavy Gear, Jovian Chronicle, Gear Krieg, and Tribe 8, have detailed settings and history, with the worlds involved detailed, down to politics, food, and fashion. In particular, Heavy Gear had many supplements printed, detailing the various factions on the world of Terra Nova and how the world was preparing itself for the return of the Earth forces that were beaten back once already. The game itself was originally created as both a tabletop war game* and as an RPG, allowing players to command armies or to be one of the pilots in the titular Gears.

With a rich setting, the game was seen as prime fodder for being adapted into a cartoon, much like what happened with the BattleTech game in 1994. However, instead of mixing traditional with CGI as with the BattleTech series, Heavy Gear: The Animated Series was completely computer animated. In 2001, Sony Pictures, along with Mainframe Entertainment, produced the series. The story centered around the Shadow Dragons, a Gear dueling** team from the Southern Republic***, the team’s rookie Gear pilot, and their dealings with the Northern Light Confederacy’s team, the Vanguard of Justice.

The original plan was to showcase the teams in a tournament, then, once a winner was determined, have the Earth forces arrive to retake the planet. However, Sony aimed the show at a younger audience than DP9 aimed the games and wanted to simplify the storyline. Out went the Earth invasion, since the younger target might not wrap their heads around the sudden switch from villain to hero by the Vanguard. The series remained focused on the tournament format for the entire run, even with tourney having been after the first dozen episodes.

The problem with the adaptation is that it was aimed for the wrong crowd. The game was played by an older market; in fact, DP9 had to redo the war game rules because restrictions in lead use, affecting the miniatures line.**** The attention to detail of the minis, the fine motor skills required to both build and paint them, would be slightly beyond Sony’s target audience. On the RPG side, character generation was somewhat involved, requiring a non-linear point expenditure. While the Gear combat did look good and was representative, the plot itself was flatter than expected given DP9’s own work on the setting, with game books having a year printed on the cover to indicate where on their timeline the supplements were. Gone, too, was the idea that all factions on Terra Nova had their good and bad sides. The Northern Vanguard of Justice were the villains, period.

There were a few outstanding moments, though. One of the Southern pilots was a shout-out to Oddball, Donald Sutherland’s character in Kelly’s Heroes. And DP9 didn’t ignore the series’ existence. Instead, the show is mentioned, in-universe, as entertainment for the masses.

Next time, still with science fiction.

* Complete with a line of miniatures for all factions involved.
** There are three types of dueling on Terra Nova: military dueling, done for the honour of a regiment; professional dueling, which focuses on the skill of the pilots and was the type of dueling featured in the cartoon; and underground dueling, where anything goes and it’s a bad day of no gear is utterly destroyed.
*** One of the two superpowers of Terra Nova, the other being the Northern Light Confederacy.
**** All miniatures companies were hit at the same time by new regulations limiting the amount of lead in a product. Companies switched over to pewter, causing some price increases. The 1:87 scale of the original line of /Heavy Gear/ minis was scrapped in favour of a 1:144 scale.

Posted on by Scott Delahunt

In 1956, Richard Matheson had his short story “Steel” published in The Magazine of Fantasy & Science Fiction, later published in Steel and Other Stories.  The story told of a former boxer, “Steel” Kelly, who turned to robot fighting with an older model and how Kelly steps into the ring to raise money to fix the robot.  The brutality of boxing wasn’t minced, nor was Kelly’s desperation.  Every body blow could be felt while reading.  Interestingly, the story predicted the existence of a robot fighting league long before shows like Battlebots (2000) and Robot Wars (1998).

In 2011, Touchstone and Dreamworks teamed up with several other companies to adapt the story to the big screen.  The movie, called Real Steel, followed a former boxer who was trying to raise money to fix his old robot.  However, the movie breaks away from the original story at this point.  Instead of following a washed-up boxer into the ring to fight a robot, the story focuses on the gulf between Charlie Kenton and his son Max.  The movie more or less follows the formula for father-son bonding after being estranged, using the robot fighting leagues to symbolize how the two become more attached.  The ending did deviate from most boxing movies; instead of a knockout, the final fight ends up being decided by the judges.

Real Steel is the one movie I’ve been looking to review in this column.  As an adaptation, it’s a failure.  The story and the characters are changed greatly to the point where there’s very little beyond the backstory of how robot fighting came to the fore.  At the same time, despite the formulaic plot of a father and son working past their estrangement, the movie is worth watching because of solid performances from Hugh Jackman (Charlie) and Dakota Goyo (Max) and well done special effects of the robot gladiators.

As an adaptation, the movie fails early.  As mentioned, the story and characters were completely changed from the original short story.  Instead of Kelly going into the ring, the closest Real Steel shows Charlie boxing is in the final fight, using the “shadow function” of Max’s robot to keep the ‘bot going against the favourite and self-updating Zeus.*  Even the tone of the story was different.  “Steel” had an air of desperation as Kelly did everything he could to get his robot repaired, even if it meant injury and death.  Real Steel had an undercurrent of hope that built up as father and son bonded.

However, the movie does show that while a film might not be a good adaptation, it can still be worth watching.  As above, every actor in the movie gives strong performances.  The special effects are well done and believable.  The boxing scenes are well researched, with the film makers having Sugar Ray Leonard as a consultant.  A difference can be seen between the robots managed by fighters and the ones programmed by programmers, with the latter going for more flash.  What helps the movie is that the original story was fifty-five years old and relatively unknown to the target audience.  Changes could be made and the audience wouldn’t know the difference.

Overall, Real Steel pays lip service to the original work, using ideas from the short story to build a completely different one.  As an adaptation, it’s a failure.  But the movie shows that even a bad adaptation can be a good movie, provided that the audience isn’t aware of the original work and that the studio puts an effort into making the film.

Next time, hopefully off into the black.

* In a perfectly good example of missing a twist, Max’s robot Atom could have had his shadow function turned on while facing Zeus in a case of Zeus constantly having to outfight itself.  However, narrative requirements needed Charlie to fight.

 

Posted on by Scott Delahunt

A milestone passed by me back in May – a guest post by me about the nature of adaptations, reboots, and remakes. Coming up in July is the one year anniversary of Lost in Translation here on Fan To Pro. Over the past year, a number of remakes and adaptations were reviewed as I tried to find out what made them work and what made them fail. The key, as this column keeps repeating, is respect. Respect for the original work, for the fans, for the original creator.

Respect is not the only key. Although related, support is also an issue. Unless the body backing the remake/adaptation is on board, a lot of hard work can be tossed during post-production. At the same time, a studio can put their weight behind a project that probably shouldn’t have been greenlit in the first place, or can interfere with the best of intentions only to create a problem. Examples of post-production meddling for the worse can be seen in Johnny Mnemonic and John Carter. In the former, an executive had the movie re-edited after filming was completed, turning a cyberpunk story into a minor action movie. With John Carter, the film was essentially denied by a new executive, with minimal promotion and even the cutting of the title (from John Carter of Mars, a name that actually means something in the realm of science fiction fandom). However, having execs on board doesn’t make things a smooth sail. Flash Gordon had Dino Di Laurentiis’ full attention, including “helpful” suggestions such as getting casting suggestions from his wife, and input (monetary and creative) from Bob Guccione of Penthouse fame. Fortunately, the director had some leeway with minor characters and recruited from Britain’s stage actors.

How can a studio properly support a project while still get a good return on investment without interfering too much?

Be Aware of the Existing Fandom
While a smaller part of the total audience a studio wants, the existing fandom will have some of the loudest reviews and the Internet tends to amplify. While it is true there will be fans that won’t be happy at all with an adaptation or a reboot, the goal is to make sure that most objections will be answered in the final product. Michael Bey’s Transformers had a short mollification of the fanbase after the announcement of Peter Cullen as the voice of Optimus Prime.*

Know the Original
People going to see a reboot or an adaptation will already have some idea of the original. With a popular franchise, such as Superman or Harry Potter, pop osmosis means that even people unaware of the original will know details, like Superman being from Krypton or Harry goes to Hogwart’s for wizard lessons. Deviating from these details will cause outcry. The studio should save the alternate universe-style stories for later works, once it has proved that it can handle the original work to everyone’s satisfaction. Batman does not dress up in bright clothes. Captain Jean-Luc Picard doesn’t immediately arm phasers at the first sign of an anomaly and definitely won’t be the first to fire a torpedo. Characters need to be familiar, even if making changes to them. Too far out of character and the audience will wonder why the work wasn’t made under a different name.

Make Sure the Creative Staff is Aware
Usually, the creative staff – the writers, the directors, the cast, the crew – are aware of the above points. Sometimes, the creative staff is part of the fandom and understands what needs to be done. Sometimes, especially when the adaptation originates from the top down, creative staff need a reminder that they’re dealing with an existing work, not something completely new. Before Superman Returns, there were several false starts on a Superman movie. Part of the problem were writers and directors wanting to give the Man of Steel new powers or wanting to take existing characters and change them into something unidentifiable. Fortunately, DC and Warner Brothers pulled the plug before anything could get started. The companies realized that the property was too valuable to muck up and that their audience would turn away.

Guide; Not Interfere
Micromanaging a project is a great way to get people irritated, no matter what the field. At some point, the studio will have to trust the cast and crew to get things done. It’s one thing to get weekly or even daily updates, including film snippets. In fact, it’s a good way to head off a problem before it begins. However, getting hourly updates or even spending time on the set and second guessing the director will just increase tension and possibly get some of the crew to walk out. There’s a fine line, but guidance has always worked better in employee-labour relations.**

Know When to Fold
Sometimes, a train wreck is the only outcome. Part of the battle is knowing when to scrap a project as being a total write-off. There is no good reason to throw good money after bad; a bad movie is a bad movie, and, sometimes, a script doctor or a different director is just not going to make a difference. Ideally, problems should be identified early enough to pull the plug (assuming the issues aren’t fixable). However, economics can sometimes get in the way. The studio may have sunk several million into the project and shareholders will demand a return on their investment, even if the project isn’t likely to even bring in the original budget. At this point, the best that can be done is to find the takeaway from the mess for future works.

There are other elements of support. Budgeting is important, but just like there can be too little, there can be too much. Selecting a director, a writer, crew, and cast can be an artform, making sure that the different people can meld together. Like respect, studio support for an adaptation can make a huge difference in the success of a work.

Next week, adapting in the black.

* Also helping, multiple series of Transformers that had their own continuity. The fandom was able to accept the film franchise as yet another continuity.
** Employee/Labour relations, however, can be filed under slash fic. “Oh, Labour, your ability to keep the factory running just turns me on, you big stud.”

Posted on by Scott Delahunt

See you next week!

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