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Posted on by Scott Delahunt

The nature of television has changed greatly over the years. First cable and now online streaming services are forcing traditional broadcast channels to change their approach. Online streaming also allows for binge watching, something only possible previously through recording with either a video tape recorder or a digital video recorder (or DVR) or through boxed sets once a season was released on DVD. Coupled with the advent of the Internet from specialist use only to a near ubiquitous service, reactions to news shows can be seen instantly. When a show becomes a breakout hit, news spreads fast. That’s the case with the Netflix series, She-Ra and the Princesses of Power, a remake of the 1980s series, She-Ra: Princess of Power.

Thanks to the deregulation of children’s cartoons under Ronald Reagan, what was once forbidden by FCC regulations became commonplace in the Eighties. The first of the thirty minute animated ads was Pac-Man in 1983, based on the popular arcade game. Pac-Man was followed shortly by the syndicated series, He-Man and the Masters of the Universe, a Filmation production featuring the Mattel action figures.

He-Man had a definite look to it. The action figures used the same base mold as much as possible, with the differences between figures being mostly how they were painted, the head sculpts, and the accessories. He-Man ran two season for 130 episodes. The popularity of the series and the action figures led to a spin-off, She-Ra: Princess of Power. Again, the action figures tended to have similar appearances, being based off the same mold. The differences, like He-Man, were in the painting, the head sculpts, and, now, the brushable hair.

She-Ra first aired in 1985 and, like He-Man was a Filmation production. Filmation was known at the time for keeping their animation costs down through reuse of cels. With the character designs based on the action figures, where the manufacturing costs were kept down by reusing the same base mold as often as possible, the same body only needed a different set of colours depending on the character.

The series pilot begins on Eternia, with the He-Man character The Sorceress having a dream of when Hordak tried to attack Eternia and only to be forced back. However, Hordak took a baby girl with him. The Sorceress wakes up, only to see the magical sword meant for someone of great destiny floating in the air. The sword opens a door and a magic portal, then drops to the ground. The Sorceress summons Prince Adam and Cringeor to Castle Greyskull to send them through the portal with the sword to find this person of destiny.

Adam and Cringeor walk through, arriving near the village of Thaymor on Etheria and find an inn to get some lunch. Certain elements at the inn distrust him; he is a stranger in town and the Evil Horde is known to send spies. Two in particular, Bow and Cowl, keep an eye on him. When a trio of Horde robot troopers arrive and start bullying the locals, Adam steps in to defend. Seeing a potential ally, Bow steps out to assist and the pair roust the Horde troopers before escaping to Bright Moon.

Adam meets the Great Resistance, which isn’t looking all that great. It’s still a fledgling revolution, but it has made some impact. As Adam meets the the Resistance’s leader, Glimmer, word arrives that the Horde has attacked Thaymor and enslaved the villagers because two of the Resistance attacked troopers there. A plan to rescue the village is made, with Adam joining. As the fighting breaks out, Adam become He-Man.

Leading the Horde army in the attack on the village is Force Captain Adora, with her lieutenants, Mantenna, Catra, and Scorpia. The regulars of the Resistance fall to Mantenna’s stun beams, while Glimmer fights Catra in her panther form. He-Man and Battle-Cat arrive. Battle-Cat deals with Catra and He-Man removes Scorpia from the fight. Adora tries to shoot He-Man, but he destroys her gun by throwing his sword. She runs away, knowing when she’s outmatched. He-Man persues, cornering her. When Adora picks up a nearby sword, He-Man draws the only sword he has left, the one for the person of destiny. The sword singles out Adora. Caught by surprise of the discovery, He-Man is knocked out by Adora, who takes the sword.

Eventually, the truth is revealed to Adora. She is Prince Adam’s twin sister, taken away by Hordak as a baby to Etheria. Adora returns with Adam to Eternia, but Hordak follows, intent on getting her back. With Skeletor teaming up with Hordak, She-Ra fights alongside He-Man, then returns to Etheria to join the Resistance.

The first five episodes, initially made as a movie then broken up for TV, set up the remainder of the series. Few know Adora’s secret identity as She-Ra. The rest of the series is episodic. Being syndicated, pre-emption due to sports or breaking news is always a threat, and an episode may not even air. The episodic nature means a missed episode doesn’t throw the narrative. The status quo remains; the Horde is pushed back but never fully defeated.

Earlier this month, Netflix debuted the remake of the series, She-Ran and the Princesses of Power. Instead of showing one episode a week, Netflix provided the entire season at once, allowing the audience to binge the series in one go. Helmed by Noelle Stevenson, best known for the comics Lumberjanes and Nimona, the new She-Ra is only thirteen episodes long, one fifth the length of the original’s seasons. The new length means that the remake has to get to its key elements. The remake also isn’t based on existing action figures, though Super 7 is producing figures based on the new designs. This change gives the animators room to make the characters more distinctive beyond just outfits and colours.

The first episode, unlike the original, puts the focus on Adora. She’s a newly promoted Force Captain in the Horde, much to the chagrin of her best friend and foster sister Catra. Catra has ambitions to eventually be in charge of the Horde, though, like a cat, she has a bit of a lazy streak. The training the cadets go through prepare them to take on the dangerous Princesses of the Whispering Wood and Bright Moon. To celebrate the promotion and to prepare for the invasion of the Resistance fort at Traymor, Adora and Catra borrow a skiff and head to the Whispering Wood.

Catra isn’t one to let someone else drive, so she fights with Adora to take the rudder of the skiff, resulting in Adora falling off. While Catra gets the skiff back under control, Adora sees a strange sword. She reaches out for it and gets pulled into a landscape both alien and familiar to her while a voice calls to her. Before she can find out more, Catra returns and brings her back to reality. Still, the sword and the landscape nag at her, so Adora sneaks out after lights out.

In Bright Moon, Princess Glimmer and Queen Angella are having a loud disagreement over Glimmer’s actions against the Horde, leading to her being grounded and sent to her room. Her best friend, Bow, wants to show his new gadget, a device that tracks the location of First Ones artifacts. Glimmer sneaks out with Bow to find a blip that appeared.

Turns out, the blip is the sword that Adora is looking for. Being on opposite sides, they get into a fight over the sword, one that is interrupted by a monster. When the creature traps Bow and Glimmer, Adora grabs the sword, plunging her back into the strange landscape. There, she learns about her destiny to save Etheria from danger. When she returns to reality, she has the chance to escape with the sword. Instead, Adora can’t leave Glimmer and Bow even if they are part of the Resistance. Adora says the magic words, “By the honor of Greyskull,” and becomes She-Ra. She drives off the monster, much to the amazement of Bow and Glimmer.

When Adora returns to her normal self, she surrenders to Glimmer. The trio walks through the Whispering Wood back to Bright Moon. Along the way, they find an old First Ones installation, one that explains more about She-Ra, Etheria, and the Horde. However, the installation is old and begins to fall apart, forcing Glimmer to expend her magical energy to get everyone out. Once back at Bright Moon, Glimmer vouches for Adora, though Queen Angella is hesitant to have a Horde Force Captain around. Glimmer, though, convinces her mother to allow Adora to stay. She also has the idea to rebuild the old Princess Alliance, one that fell apart when Angella was younger. The Resistance already has Princess Netossa and Princess Spinnerella.

The next few episodes focus on recruiting more Princesses. WIth the help of She-Ra, the trio convince Princess Perfuma of Plumeria, Princess Mermista of Sea Gate, and Princess Entrapta of Dryl. The attempt to recruit the young Princess Frosta of the Kingdom of Snows fails when Princess Scorpia and her plus one, Catra, arrive. WIth Adora focused on Catra, Scorpia is able to cause havok which leads to the first big defeat Adora faces.

The most obvious change from the original She-Ra is the animation style. The shorter season means that the animators can spend more time on individual episodes, leading to a more fluid animation. The new character designs include a range of body shapes, sizes, and colours, leading a far more diverse cast than the original series. Adora now looks her sixteen years of age. She-Ra has bicycle shorts under her skirt, allowing her to not flash people when she performs athletics. The audience can tell the characters apart at a glance.

The new series also reflects how storytelling on television has changed in the past two decades. While most episodes can stand alone, there is a definite order. With the original series, syndication meant that some episodes could be shown out of order. With a single source, Netflix in this case, there’s no danger of pre-emption or an episode appearing out of order. This also means that any given episode should not be skipped. Each one builds to the climax of the season.

Despite the lower number of episodes, the remake goes into more depth with the characters that do appear. With no requirement to sell the latest toy release, the new She-Ra can keep the cast smaller, allowing the show to go deeper with the characters. One big change is that She-Ra isn’t just an alternate identity and form for Adora; instead, she is there for Etheria and has appeared in the past. The remake does more with Bow than the original series did, turning him from the token male to a rounded character with interests beyond the Resistance, such as belonging to the Etheria maker community. Madame Razz isn’t the bumbling comic relief who can’t cast the correct spell; now, she is more like Yoda in The Empire Strikes Back if he’d been on Dagobah for a couple of centuries. Netossa and Spinnerella are more than close friends; with Adora, Bow, and Glimmer showing how magical friendship is, Netossa and Spinnerella can be a couple.

Catra deserves a special mention here. She may not have her original counterpart’s ability to turn into panther, but the new Catra doesn’t need the ability. She also has a complex personality. Shadow Weaver raised both her and Adora and while what Adora went through was child abuse, Catra was the scapegoat of the two. Yet Catra didn’t blame Adora for it. The two were best friends as cadets. When Adora left, Catra felt betrayed, even though Adora pleaded for her to join her. Catra has ambition, and doesn’t understand why Adora left.

The relationships between characters is complex. The one between Adora and Catra above means that they’re not rivals or enemies, nor fighting because one is good and one is evil. They’re people first, not icons. All of the cadets, including Lonnie and Kyle, grew up with propaganda painting the Princesses as the enemy, as “dangerous instigators,” more concerned with their own kingdoms than protecting Etheria. The Horde is doing Etheria a favour defeating the Princesses. And there’s a nugget of truth in the propaganda; the Princesses are more concerned about their kingdoms and their subjects after the Princess Alliance broke apart.

At the same time, the Horde is very much evil. It’s located in the Fright Zone. It poisons the land. It attacks and destroys villages while labelling the locations forts. The people living under the control of the Horde aren’t told this, though. Outside the Fright Zone, it’s known as the “Evil Horde”, something Adora is surprised to find out. In the original, Hordak had no problem calling his army “the Evil Horde” in his henchmen’s presence. He revelled in being evil. The new Hordak is well aware of the power of public relations.

The characters are more relatable; each one has a personality that the intended audience can identify with or knows someone like that. Adora is the new girl at school and a tomboy. Glimmer is the older sibling who is always arguing with Mom and Dad. Entrapta is the easily distracted friend who may be on the autistic spectrum. Bow is the one boy who doesn’t mind playing with girls and has geeky knowledge. Mermista is the sober second thought, willing to go along with her friends even while pointing out what they’re doing can get them into trouble. Catra is the former best friend that they grew up; the split comes from growing up and getting new interests. The characters are more than just a one-note being.

Gone are the comic relief characters like Cowl and the Twiggits, As mentioned above, Madame Razz wasn’t portrayed as bumbling and forgetful, but as a trickster mentor whose memory problems may or may not be real. But comedy still exists in the series. This time, though, it comes from the main characters. Adora learning about what’s in the Whispering Wood and her discovery of Horsey, or Swift Wind as he prefers. There’s still action and drama, too, again, all coming from the characters instead of being a side show.

There’s also more to Etheria than what appears on the surface. The remake has its own written language, one that has plot relevance. Madame Razz may herself be a First One. Not all kingdoms are fighting against the Horde; one joined right away thanks to poor relations with the others. There’s more to Etheria than what’s seen on the surface.

She-Ra and the Princesses of Power takes the original series and gives it more depth. The world building gives Etheria and its inhabitants a history while the characters are more than just powers and a simple description. The remake is one of the rare ones that improve on the original while still building on it.

Posted on by Scott Delahunt

Mystery Science Theater 3000 ran for ten years, taking some of the worst B-movies made and having a laugh with them. The series showcased a number of films, like Alien From LA, that missed the mark of being good by a wide margin. Yet, some of the featured movies had a nugget of a good idea. It was the execution of the idea that had problems. Space Mutiny is one of those movies.

Released in 1988, Space Mutiny starred Reb Brown as David Ryder, Cisse Cameron as Dr. Lea Jensen, and John Philip Law as Elijah Kalgan, and featured special effects by John Dykstra. Said special effects came from the original Battlestar Galactica, but let’s not quibble. South Africa wasn’t known for being a source of masterful special effects. The plot of the movie, well, that’s where the problems start. The movie is disjointed, with multiple elements seeminly tacked on. There is a spaceship, the Southern Sun, played by the Battlestar Galactica, whose mission was to find a new home for the generations of colonists on board. Several generations have lived their lives on board the Southern Sun without ever having set foot on a planet. A new planet, though, is near. So are space pirates, in league with Kalgon, who wants the colonists to settle on the planet.

Kalgon has the Enforcers, the ship’s security/police detail, under his control. He doesn’t have the ship’s flight crew, including Ryder, under his influence. However, a pirate attack featuring Cylon Raiders reduces the number of Starvipers, played by Colonial Vipers, and forces Ryder to make a hasty landing on the Southern Sun‘s landing bay. Sabotage causes the Starviper to crash. Ryder escapes the exploding ship through a short-range transporter, though his passenger, an important professor who never gets mentioned afterwards, perishes.

Ryder teams up with Dr. Jensen and discover the mutiny. Ryder rallies the rest of the ship’s crew to take the fight to the mutineers, leading to the engineering section being the main battlefield. The mutiny is put down, the space pirates’ main ships, played by Cylon Basestars, are destroyed, and the colonists are free to land on the planet. Or not. This doesn’t include the subplot with the Bellerians, a sect of women-only monks who arrived by Galactica shuttle prior to the first pirate attack. The Bellerians added a mystic element, though only to convince Commander Alex Jansen, played by Cameron Mitchell, to let people on the discovered planet, maybe?

The disjointed nature of the plot wasn’t the only problem. Continuity errors popped up. Pity poor Lieutenant Lemont, played by Billy Secord, who can’t even call in dead for her shift. Lemont was shot dead in one scene, but is shown later arriving on the bridge to start her shift. That would be a great reason to mutiny on its own. The Southern Sun‘s engineering section is an industrial power plant, with brick walls. Proper set dressing might have hid the inconsistencies, but someone should have at least noticed the windows and blocked the shot to avoid having them in frame.

The low budget comes up in other places. A computer used to verify Ryder’s identity card is clearly an 386 clone complete with a 5-1/4″ floppy drive. To the crew’s credit, that floppy drive worked as the card scanner, but only for audiences not familiar with the device. The carts used by the Enforcers were modified golf carts; the added mass to make the vehicles look futuristic affected performance, so the “high speed” chases weren’t impressive. The reuse of Battlestar Galactica shots leads to questions like, “Why are both landing bays out if the explosion happened in just one?” It’s not like the other landing bay is being used as a museum.

With the problems out in the open, what can be done to remake Space Mutiny so that it isn’t a mess? As seems to be the case with anything featured on MST3K, the core issue is budget. The crew did what they could with what they had, from using an industrial plant for the engineering section to using a corporate office for the bridge. The use of the industrial plant meant that the Southern Sun was one of the few movie starships that was OHSA compliant, with railings to prevent people from falling to their deaths. Sure, that instead led to people dying and falling over the rails, or “railing kills” as Mike and the Bots put it, but that added some visual drama, if overdone at times.

With a proper budget, the next step is to get proper special effects instead of putting the Galactica in reverse. Give the Southern Sun its own look. Make it a proper generation ship, not a repurposed warship. Sure, have a starfighter squadron there, but the goal is that the ship isn’t military. The remake should have its own look, if for nothing else the ability to license the designs to model kit companies.

While getting the special effects worked out, next to be tackled is the plot. The big problem with the mutiny is that the mutineers have a point. There’s a planet. The mutineers and their ancestors have been on board the /Southern Sun/ for lifetimes without ever having set foot on a planet. What is the harm of letting off colonists who want to settle on this planet instead of the Southern Sun‘s intended destination. After several generations, there should be more than enough colonists to settle both worlds. It’s not like space travel doesn’t exist, even if it takes time. The mutiny could have been ended before it began if both sides sat down to negotiate. There’s no indication in the movie that anyone even tried that. If the mutineers are meant to be the villains, then they need to be shown as villainous beyond breaking “the law of universe”.

If the space pirates are to be kept and the mutineers are to be in league with them, then a different motive needs to be found. Instead of wanting to settle on the planet, have the mutineers sell the colonists to the pirates. A ship full of humans willing to toil on a new planet must be worth something to some alien trader who doesn’t care if humanity is sapient. The colony ship – it doesn’t have to be a generation ship now, just far from home – is ripe for the taking. The colonists want to settle on the planet below.

Turning the generation ship into a colony ship fixes a few other problems, such as if this is as far as humanity has gotten, where did the pirates and the Bellerians come from? Now, instead of being lifetimes away from the start point, it’s just a matter of months or years. Have a crewmember or two mention previous colonies that have disappeared without a trace over the past few years to add some foreshadowing. This also ensures that the audience’s sympathies are with the colonists, not the mutineers.

After the plot is cleaned up, figure out what to do with the Bellerians. They were a last minute addition to pad /Space Mutiny/ out long enough to be released in theatres. Do they add to the story? Can they? Assuming that they can be worked into the narrative, it’s easier to have them already on board, separate from both crew and colonists, heading to start a new monastery on the planet being colonized. Define what they can and can’t do early, and decide if the mysticism is needed. The Bellerians should add to the narrative, not be a sidebar.

Costuming needs to be updated. Some of the costumes, mostly worn by women, date the movie to the mid- to late-80s. Blue bodysuits, while having the advantage of being visually attractive for the make gaze, don’t portray a sense of military discipline. Of course, if the ship is being used for colonial operations, it may not even be military. Given Public-Private Partnerships even today, a government colonization effort with private contractors isn’t that farfetched, and may give a little extra motive to the mutineers. This may mean that the uniform worn by crewmembers are stylish while still being functional for being onboard a spaceship, with the wearer being able to get into a spacesuit during an emergency. The colonists can then be easily distinguished by not wearing a uniform.

Sets are the last hurdle to get over. Space Mutiny tried to use an existing industrial plant to get past some of the need in building the engineering section. This got the movie the machinery needed plus interesting ground to stage a laser battle and chases, but also brought in brick walls and windows. CGI could be used to replace some of the problems, but creating a background that looked like a spaceship’s engineering section, completely with drives, but practical effects allow for the actors to interact with the set more believably. Unlike, say, the Death Star in Star Wars, the Southern Sun had protective railings to keep engineering crew from plummeting to their deaths by accident. It’s a touch that needs to be kept, even if to have a few railing kills. A few, not everyone shot in engineering.

Finally, continuity. Unless the Bellerians have the ability to bring the dead back to life, let Lt. Lemont stay dead. Let her have her time off. Make sure that the remake flows to the end, without sudden trips that pull the audience out of the story. The scale of the story needs to make sense. The original implied that there was a galactic and even universal tribunal creating laws, except the Southern Sun was far from its home. Set expectations early.

Space Mutiny, like many films featured on Mystery Science Theater 3000, had problems with execution. The movie, though, has the germ of a good movie, just waiting to be coaxed out.

Posted on by Scott Delahunt

Audience acceptance of adaptations can be finicky. Everything can be set up just so but if something is off, the audience is thrown. On the flip side of that, an adaptation can get a lot wrong, but if it gets certain details right, the audience will just go along for the ride. Casting plays a role in this. Adaptations that audiences weren’t sure about did well when certain actors were announced. Likewise, fans have become divided when their dream casting didn’t happen.

With books, the goal is to find actors who can pass for how the characters are described. The author may or may not have a specific actor in mind when creating a character. Fans may pick up on the description and figure out who the author was using as a reference. Other works, the author may not have anyone particular in mind. In this case, the casting director should be aware of the characters’ general appearance. Some works make the casting work harder, particularly those with a young cast that grows over the series of novels. Since the appearances are all in the description, it shouldn’t be difficult to get close. Mind, some cases are harder than others; Harry Dresden, being canonically six-foot-nine, has a limited pool of actors to work from. The adaptation went with six-foot-four Paul Blackthorne as Dresden, then used camera angles as needed to emphasize his height.

The Harry Potter books make for an interesting case with child actors. The initial casting of Harry, Hermione, and Ron worked; the young actors resembled their character’s description from Harry Potter and the Philosopher’s Stone. However, each book ages the characters one year. It is hard to tell what a child actor will look like in a decade. With the Harry Potter movies, Daniel Radcliffe, Emma Watson, and Rupert Grint grew with the roles, but that isn’t a guarantee.

On the flip side, casting for the Fifty Shades of Grey adaptation caused a rift among fans. While the films went with Dakota Fanning and Jamie Dornan as the leads, fans wanted Alexis Bledel and Matt Bomer instead, going so far to start a petition to have the cast changed. The adaptation did well in theatres, though the backlash against the cast may have meant the film under performed.

More visual media provide a definite base to begin casting from. Not every role is locked into a specific look, just a general appearance. However, certain types of works become iconic. Animation is one of those. The art shows the character, from general appearance to mannerisms. Even comic books have distinctive characters, particularly the costumes. In these cases, ignoring the iconic looks may cause problems. Audiences, though, are aware of the restrictions and can adjust their perceptions while watching the adaptation. Some notable exception have come up, making for pleasant additions to their adaptations.

The 2002 Scooby-Doo movie did well at the box office, thanks to its star power. Matthew Lillard, though, deserves special mention. As Shaggy, Lillard managed to channel Casey Kasem’s portrayal, getting the voice right. Adding to his performance, he managed to get Shaggy’s unique walk. Of all the cast, Lillard was his role the most. In fact, Lillard has since taken over as the voice of Shaggy after Kasem passed away in 2014.

In a case of where getting the casting right would make or break a film, Karl Urban as Judge Dredd in the 2012 Dredd. Urban insisted that Dredd’s face would never be seen, correcting a major issue with the 1995 Judge Dredd with Sylvester Stallone. The one time Dredd is seen without his helmet, he’s in shadow, with no facial features showing. Urban became Dredd for the film, and while the film wasn’t as successful at the box office, it became an instant cult classic thanks to the portrayal.

Sometimes, the announcement of a casting choice can get an audience on board, even if there were reservations before. Michael Bay’s Transformers was seeing fan pushback on the idea of a live-action adaptation. Then the studio announced that the voice of Optimus Prime was cast – Peter Cullen would be reprising the role that was his when the cartoon first appeared in 1984. Fan reception changed, and the movie, while still having problems, succeeded well enough to have three sequels.

When it comes to adapting a live-action work, the limitations are obvious. Unless an actor has a child that looks much alike, and there are some who do, the adaptation will have to go with best fit. The appearance may not be important; instead, the portrayal is critical. The original actors will have set the characters; the new cast will have to adjust to expectations. Karl Urban once again shows how it’s done as Doctor Leonard “Bones” McCoy in the 2009 Star Trek reboot. While Urban doen’t look like DeForest Kelly, he once again channeled the character. Urban’s co-star, Zachary Quinto, had an added difficulty. Unlike the rest of the cast, Quinto had one of the original cast of Star Trek, Leonard Nimoy, playing the older version of his character, Spock. Audiences could compare the two directly. Helping, though, was all the character development Spock had gone through in the movies. Quinto’s Spock was the younger version, Nimoy the mature. The result, though, was that Quinto held his own.

Casting is important. Getting the right actor for a role is key, for original works and adaptations. With adaptations, getting fans on board means getting someone who can be the character. When that happens, the adaptation grows beyond expectations.

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