Tag: adaptation

 

Posted on by Scott Delahunt

Peanuts has appeared before in Lost in Translation.  The comic strip first debuted October 2, 1950 and ended February 13, 2000 after the retirement and passing away of creator Charles M. Schulz.  It was his and his family’s wishes that the strip end with his retirement, but the strip is still going with repeats, with older strips gaining new readers who weren’t born when first published.  Peanuts grew beyond the newspaper comics page, leading to a series of televised specials starting in December of 1965 and leading to the 2015’s The Peanuts Movie.

Released sixty-five years after the strip’s debut, The Peanuts Movie was the first to present the classic characters using computer animation.  Schulz’s son, Craig, and grandson, Bryan, were involved in the writing and production of the movie.  The movie follows the full cast, headed by Charlie Brown and Snoopy, over the course of winter and spring, as a new family movies into the neighbourhood.  The new family includes a new classmate, the Little Red-haired Girl.  Charlie Brown is smitten by the newcomer.  He spends the rest of the movie trying to work up the courage to talk to her, stepping up to write a book report when she has to leave town and isn’t able to co-write the assignment, and learning to dance to impress her.

Snoopy and Woodstock work together to write about the World War I Flying Ace and his fight against his nemesis, the Red Baron.  The Ace meets a French beagle who gets taken prisoner by the Red Baron, necessitating a raid deep behind German lines to find her.  The Ace’s efforts mirror Charlie Brown’s; both struggle in their quests, but both persevere, overcoming obstacles.

The story is familiar, coming from Schulz’s works, including the comic strip and the TV specials.  The take on the story line is fresh, not just through the animation but the writing.  Every character who appeared in Peanuts gets a chance to shine, even briefly, on screen.  Classic bits appear, including Snoopy as Joe Cool, Charlie Brown versus the kite-eating tree, and even, as an Easter Egg during the end credits, Charlie Brown trying to kick a football held by Lucy.  The movie also re-animates some classic scenes from the specials, including skating on the pond and dancing from A Charlie Brown Christmas and the dogfight between Snoopy and the Red Baron from It’s the Great Pumpkin, Charlie Brown.  The musical score is a mix of old and new, bringing in Vince Guaraldi’s “Linus and Lucy” alongside Meaghan Trainor’s “Better When I’m Dancin’“.  The movie even uses recordings of Bill Meléndez, who passed away in 2008, of Snoopy and Woodstock to keep the feel.  The one adult, teach Ms Othmar, is played by a trombone.  The CG animation doesn’t detract from the characters.  The facial expressions are straight from the strip, and the characters themselves are accurate in appearance.  There is a visible effort to keep the movie true to the comic, to keep the simplicity of Schulz’s work.

The Peanuts Movie is very much a Peanuts movie.  Schulz’s son and grandson took great pains to make sure that the film followed naturally from the decades of work already beloved by millions.  It would have been easy to create a movie that paid just lip-service, but they went above and beyond, recreating the feel of Peanuts with a newer animation style without losing what made the comic popular.

Posted on by Scott Delahunt

The 80s aren’t just fodder for big screen remakes this fall.  Alongside MacGuyver and the announcement of a Magnum, P.I. sequel, the silver screen is being mined for new TV series.  Among the offerings is Lethal Weapon.

The original Lethal Weapon, released in 1987, starred Mel Gibson as Martin Riggs and Danny Glover as Roger Murtaugh, detectives with the Los Angeles Police Department.  They were an odd couple, except instead of one being a neat-freak and the other an utter slob, Murtaugh was a dedicated family man counting the years until retirement and Riggs was so deep in mourning his dead wife and child that he had a death wish.  Combined, they solved a difficult case, albeit with extensive and expensive collateral damage in their wake.  Lethal Weapon spawned three sequels and introduced Joe Pesci as Leo Getz, providing a break-out role for the actor.  As the movies progressed, Riggs found a reason to keep living but still was reckless.  Murtaugh loosened up a bit.  Together, they fought crime and got the blame for the more expensive happenings in L.A.

This TV season, Lethal Weapon returned as a TV series.  Its biggest challenge is to recapture the onscreen chemistry between Riggs and Murtaugh without shying away from the problems each of them have.  Gibson and Glover as Riggs and Murtaugh took the buddy cop genre and turned it on its ear.  They are a tough act to follow.  The new Riggs and Murtaugh, Clayne Crawford and Damon Wayans, are up to the challenge.

One benefit television has over movies is that there is more time to explore a character.  The first episode shows how Riggs’ life is shattered and shows Murtaugh as a family man, contrasting them before they even meet.  The contrast between them sets up the series.  That the pilot takes its plot from the original movies isn’t a problem; adaptations bring a set of expectations and the Lethal Weapon movie series did change buddy cop films*.  The pilot keeps the tone of the movies, not altogether serious but also not a comedy.  Crawford portrays the loss and pain of Riggs, especially when he’s alone.  Wayans fills in Glover’s shoes well, being the family man who has to worry about not just himself but his family if something should happen to him.

The Lethal Weapon TV series hit the mark running, capturing the feel of the movies and taking advantage of the change in format to delve deeper into the character’s lives without changing what made Riggs and Murtaugh an audience draw.

* Arguably, so did 1984’s Beverly Hills Cop with Eddie Murphy, but Murphy’s Axel Foley was just visiting when he was paired with Judge Reinhold’s Billy Rosewood and John Ashton’s John Taggert, who were already a more conventional set of partners.

Posted on by Scott Delahunt

In the tabletop role-playing game industry, Dungeons & Dragons is the 800 pound gorilla, the game that the general population knows by name.  The game has had a cinematic adaptation that didn’t work as either a movie or an adaptation.  However, the movie wasn’t the first adaptation of the game.  In 1985, an animated series based on the game began airing on CBS.  The series would last two seasons, with animation by Toei.

The 80s were an odd time for the game.  Dungeons & Dragons had managed to break away from specialty game stores to appear in toy stores and book shops.  At the same time, parent groups appeared to counter the game’s popularity, accusing the game and its publisher, TSR, of being satanic.  One group, Bothered About Dungeons & Dragons headed by Patricia Pulling, managed to make some headway with law enforcement despite dubious research and math and even appeared on 60 Minutes in 1985.  The D&D cartoon thus had some extra restrictions on it beyond the usual Saturday morning ones.

The opening credits of the cartoon told how the characters got involved.  A ride at an amusement park deposits a group of friends into a fantasy world, where they’re immediately set upon by two villains, Venger and Tiamat.  However, with the intervention of Dungeon Master, the group gains magic items that helps them escape.  Each of the main characters represented a different character class.  Hank became a Ranger, receiving a magical bow.  Sheila, with her cloak of invisibility, became a Thief.  Presto received a magic hat to become a Magic-User, the term used for wizards in Advanced Dungeons & Dragons‘ first edition.  With the Unearthed Arcana also being released in 1985, character classes from that supplement were also used.  Sheila’s younger brother Bobby became a Barbarian with a magic club.  Diana received a magical staff, letting her become a Thief-Acrobat.  And, finally, Eric became a Cavalier upon receiving a magic shield.  After arriving in the world, Bobby befriended a young unicorn colt, Uni.  Making a noticeable absence is the Cleric, but given the Satanic Panic around the game, leaving the class out meant feidling fewer calls from angry special interest groups.

Over the course of the series, the group of young intrepid adventurers sought to find a way back to their home.  Dungeon Master would appear to provide guidance in the form of riddles, leading the adventurers into situations where they would use their abilities to help others in need.  Meanwhile, Venger would appear to try to get the group’s magic items or Tiamat, former Babylonian goddess turned five-headed ruler of the evil dragons, would appear to menace.  Dungeon Master was well-meaning but capricious, dangling hope in front of the adventurers, much like some actual DMs.  Each of the main characters showed elements of their representative classes, from Sheila’s sneaking to Presto’s magic, though not exactly to the rules.  Eric, on the other hand, didn’t show the Cavalier’s valour, though that was a decision made thanks to executive meddling.  The rule at the time was to have teamwork, and anyone who went against the group was thought to be in the wrong.  Eric was designated the one to be in the wrong, even if his idea, typically running away, was a viable choice.

The mechanics of AD&D were hidden, meant to be more the physics of the fantasy world than anything else.  Monsters that did appear did come from the game.  No one rolled a die to determine hit or miss, but such a scene would break immersion.  Instead, the setting came from the rules, though not specifically Greyhawk, Gary Gygax’s home campaign.  The adventures were aimed at a younger audience, the extreme low end of the “For ages 12 and up” range.  However, some of the episodes wouldn’t be odd to have as an evening’s play session, even with D&D‘s fifth edition.  Having Dungeon Master be a character in the series was an odd choice, but the role worked and showed potential players how to be a DM and still allow the players to have fun while working through a challenge.

The D&D cartoon was an odd duck in a decade that was defined by odd ducks.  Few popular media ever faced a strong challenge by special interest groups as /D&D/ did, and, yet, the game remained popular.  The cartoon followed in the game’s footsteps, creating its own niche and presenting a setting usable with the game without getting too bogged down in details.

Posted on by Scott Delahunt

The original Star Trek recently celebrated its 50th anniversary of the air date of its first episode, “The Man Trap”.  Since then, the series has had a number of adaptations, including feature films, continuation TV series, games, comics, books, and even a cartoon.  However, when the last first-run episode, “Turnabout Intruder” aired, fans had to resign themselves to watching the series in syndication, despite the efforts put into letter writing campaigns.

The dearth of new Star Trek episodes came to an end in 1973, when Gene Roddenberry worked with Filmation to create an animated series.  Now known as Star Trek: The Animated Series, to distinguish it from other Trek entries, the cartoon brought back the crew of the USS Enterprise for two more seasons, this time on Saturday mornings.  Filmation is best known for series such as He-Man and the Masters of the Universe, its spin-off series She-Ra: Princess of Power, and Ghostbusters*, and animation techniques that were budget friendly, including long establishing shots and animation reuse.  During the series’ two seasons, twenty-two episodes aired.

Budget-friendly animation helped ST:TAS, allowing the series to bring back most of the cast to reprise their roles for the cartoon.  With the reuse of animation, artists could ensure that the characters looked like their actors.  Also because of animation, aliens were no longer limited to looking like humans in rubber masks.  Two new crewmembers were introduced, Lieutenant M’ress, a cat-like communications officer, and Lieutenant Arex, a tripedal navigation officer.  Both additions allowed Star Fleet and the Federation to feel larger and inclusive.  Thanks to being animated, alien worlds could look alien with no more effort it took to paint a corridor of the Enterprise.

ST:TAS brought in science-fiction writers as much as the original series did.  Larry Niven wrote “The Slaver Weapon”, bringing in his Kzinti from his short story, “The Soft Weapon”.  David Gerrold, who wrote the original series episode, “The Trouble With Tribbles”, revisited the furry ecological menaces with “More Troubles, More Tribbles”.  DC Fontana, who both wrote and was a story editor for the original series, contributed “Yesteryear”, a look at Spock as a young boy.  The limitations of the format, a 22-minute long cartoon, was worked around and, in many cases, used to great effect.

For a while, the animated series was considered non-canonical, except for the cases where it was.  Kirk’s middle name, Tiberius, was given to him by Gerrold in “More Trouble, More Tribbles”, and stuck.  Fontana’s “Yesteryear” provided such a rich look at both Spock’s early life and Vulcan culture that it was more-or-less accepted as is.  “Yesteryear” is part of Spock’s story arc, as he evolves from having his Human and Vulcan sides at odds to him accepting that he is part of both worlds, as seen in Star Trek: The Motion Picture and Star Trek IV: The Voyager Home.  Canonicity has returned in bits and pieces, with ST:TAS being mined for background for different characters.

The series continued to delve into social issues and showcased characters that didn’t get spotlight time in the original series.  Of note, “The Lorelei Signal”, by Margaret Armen, placed Uhura in command of the Enterprise after the male crewmembers fell under the effect of space sirens.  Beings that appeared to be dangerous turned out to be misunderstood.  The dangers of introducing an invasive species were explored.  The show worked to keep to the spirit of the original series.  While there were episodes that fell flat, the same happened with the original series.  However, the animated series took what it had and expanded the Trek universe, entertaining fans who were starved for new episodes without disappointing them.

Star Trek: The Animated Series transcended the Saturday morning cartoon format, bringing back the crew of the Enterprise to boldly go, once again, where no man has gone before.

* Not to be confused with The Real Ghostbusters, the animated adaptation of the Ghostbusters movie.

Posted on by Scott Delahunt

Sid and Marty Krofft were prolific creators of children’s programming in the 70s, though often adding a twist of the bizarre into the mix.  Electra Woman and Dyna Girl was no different.  The show was, essentially, a gender-flipped 70s-era version of the 1966 Adam West Batman series by the creators of H.R. PufnstufElectra Woman and Dyna Girl was part of The Krofft Supershow, airing in 12 minute segments for a total of 16 episodes, each pair forming a full story.  The end of the odd-numbered episodes was a cliffhanger with the main characters facing danger.  The segment lasted for just one season, being dropped from The Krofft Supershow when it went to its second season.

Deidre Hall, best known for her work on the daytime soap Days of Our Lives, played intrepid reporter Lori, who became the superheroine Electra Woman.  Judy Strangis played Judy, who became the teen sidekick Dyna Girl, even though Strangis was only two years younger than Hall.  Their powers came from the ElectraComs, devices on their wrists that projected energy that could be used to thwart the machinations of their villainous opponents.  The ElectraComs received their power from the ElectraBase, where scientist Frank Heflin, played by Norman Alden.  Heflin operated the CrimeScope, a computer designed to track crimes and acts of villainy.  To get around, the ElectraDuo used the ElectraCar, a three-wheeled vehicle.

While the heroines depended on gadgets for powers, the villains weren’t so limited.  The Sorceror and Miss Dazzle relied on magic, including a magic mirror that allowed them to travel in time.  Glitter Rock and his sidekick, Side Man, used sonic gadgets.  The Empress of Evil and Lucretia used magic.  The Pharoah and Cleopatra used magic and alchemy.  Ali Baba and the Genie also used magic.  The Spider-Lady and her sidekicks, Leggs and Spinner, kept to a spider-theme with nets and misdirection.  The sources of the various powers were never expanded upon.

Indeed, given the time limitations, the episodes jumped right to the action.  Lori and Judy were reporters more to give them a way into some of their mysteries more than anything else.  Electra Woman was a superhero fighting evil while Dyna Girl was the spunky teen sidekick, a much more colourful and happier Batman and Robin.  The focus of the episodes was split between the heroines and the villains, showing the nefarious plot to avoid the slower parts of investigation.

The 2016 reboot movie started as an idea from Grace Helbig and Hannah Hart.  They wanted to do a superhero series to mock life in Hollywood.  As they developed the idea, Sid & Marty Krofft Pictures approached them with the idea of using Electra Woman and Dyna Girl.  The result was first released as a series of webisodes before being released on DVD.  Electra Woman (Helbig) and Dyna Girl (Hart) returned.

The reboot begins in Ohio, with Electra Woman and Dyna Girl at home after a gruelling day of heroing, still in costumes that resembled those worn by Hall and Strangis.  On TV is a commercial featuring Major Vaunt, a superhero who has landed a contract with a Hollywood agent and, as Judy put it, “sells out.”  Their day continues on its low course when the Bernice, the bratty teen-aged neighbour, pops in to mock them and their uselessness.  After all, Electra Woman and Dyna Girl don’t even have powers, just Dyna Girl’s Dyna Suction Gun.  Lori and Judy shoo Bernice off, then head out to get a snack.  At the convenience store, while the heroic duo are in the back hunting down slushies, two masked robbers enter.  One is armed with a pistol, the other with a smartphone, recording the crime.  To add to their general lack of smarts, neither robber notices or even looks for anyone in bright spandex.  Despite their lack of powers, Electra Woman and Dyna Girl show the robbers the error of their ways, disarming the gunman with ease in a very literal fashion and uploading their failure to their own YouTube channel.

The video becomes an overnight sensation, leading to Electra Woman getting an invite out to Los Angeles by CMM, the Creative Masked Marketing agency, run by Dan Dixon, superagent to superheroes.  After travelling from Ohio to LA in the ElectraCar, a sixteen year old hatchback with a fading psychedelic paint job, Lori and Judy are given the grand tour of CMM.  Dixon isn’t one to take no for an answer, so the tour includes the lab of Frank Heflin, genius inventor with almost no social skills, the ElectraComs, which are a mix of smartphone and weapon, and the reveal of new costumes.  Judy is hesitant, but Lori jumps at the chance to be a proper superhero and answers for both of them.

During an interview on a morning show, the ElectraDuo stop an armoured car robbery, using the ElectraComs and natural talent.  The footage shoots them from stardom to superstardom, but cracks in the partnership start forming.  The media and CMM treat Dyna Girl as a sidekick instead of a partner, driving a wedge between Lori and Judy.  Meanwhile, a supervillain appears, the first since the end of the Shadow War, the final battle between superheroes and supervillains that ended with the heroes triumphant.  The villain calls herself the Empress of Evil, wielding what looks like magical powers to stymie the LAPD.  The collected heroes of LA can only watch as the Empress toys with the police until Major Vaunt teleports to the scene to fight her.  However, he’s too busy playing to the cameras to be effective and is killed by the Empress.

The rift between Lori and Judy grows afterwards.  Lori has fully embraced the Hollywood star lifestyle, focusing on media appearances, while Judy wants to use Frank’s CrimeScope to locate the Empress.  The two split up, going their separate ways.  Outside where a commercial is being filmed, fans recognize Judy as Dyna Girl and get selfies with her.  One other person recognizes her, and Judy knows who it is just before she’s taken away.

Learning that Judy has been kidnapped by the Empress, Lori realizes what and who is important in her life, even if Judy can be a wet blanket at times.  She talks to Frank, who locates Judy’s ElectraComs at CMM’s headquarters.  Lori races, with some false starts, to the agency and finds Judy in the basement, tied by cables to support pillars.  The Empress reveals herself and taunts the two before leaving to cause more mayhem.  Lori apologizes for the way she behaved, and Judy accepts that Lori has come to her senses.  They’re discovered by Frank who is on a soup run.

Lori and Judy try to figure out a way to stop the Empress.  Frank reveals to them the new ElectraCar and the pair rush off.  They confront the Empress of Evil with the new ElectraCar, a sleek sports car with a massive ElectraCannon extending out over it.  The ElectraCar lasts not even five minutes before the Empress uses her powers to fling it away.  Electra Woman takes matters in hand and pummels the villain, but the Empress’ powers have made her body impervious to damage.  Lori, though, knowing the villain, knows her one weakness and uses it to defeat her.

The reboot has several advantages, the big one being that special effects cost far less, relatively speaking, now than in 1976.  The lack of details in the original Electra Woman and Dyna Girl means that expanding on their backgrounds and personalities won’t contradict anything previously done and allows for greater depth of the characters.  The reboot is a comedy at heart, and the webisode approach allows for humour that wouldn’t be allowed on Saturday morning television.  Helbig and Hart make the characters their own while still acknowledging the original work.  At the same time, they have commentary about life in LA for actors and the nature of superhero movies.  While the rift between Lori and Judy was an obvious conflict, Judy herself makes fun of that storyline while foreshadowing it.  The reveal of the Empress of Evil’s identity is also foreshadowed, with hints given along the way.

Helbig and Hart’s Electra Woman and Dyna Girl updates the TV series.  The new costumes are practical, with spandex replaced by padded outfits that both protect and give further range of motion.  The new ElectraComs have similar abilities as the originals with the extra communication capabilities as smartphones.  The situations are also updated, with modern problems plaguing the ElectraDuo, from life in LA to trying to find the right Uber car.

The new Electra Woman and Dyna Girl is very much a product of now, much as the original was a product of the 70s.  Dyna Girl is no longer a sidekick, despite the attempts by both CMM and the media to paint her as such.  Instead, she’s Electra Woman’s partner, an equal.  The focus is on the ElectraDuo; the only time the audience learns anything about the Empress of Evil and her plot is when Electra Woman and Dyna Girl are there, only because the villain takes the time to gloat.  The Empress herself does change from the original; instead of being a construct created by Lucretia, the new villain has motivation and a tie to the ElectraDuo, one that is set up even before she appears as the supervillain.

With the original Electra Woman and Dyna Girl having almost no depth because of its format, the reboot has a free reign to create details as needed, playing around with the concept for the sake of the story.  The new version is slightly more adult than the original and is far more genre savvy.  The result is a movie that exceeds the original in scope while still remaining about the title duo.

Posted on by Scott Delahunt

Any geek-friendly property will have a role-playing game created for it, whether the result is official or unofficial. Licensing, though, can be costly, the result being that some properties get a game when the work is laying fallow, such as what happened with the earlier Star Wars and Star Trek RPGs. Having a current property tends to be a coup. Such was the case with the Buffy the Vampire Slayer Roleplaying Game.

The TV series Buffy the Vampire Slayer first aired on the WB and then UPN. Despite being on smaller networks, the show picked up a cult following, a following that was more likely to also purchase RPGs. Eden Studios published the Buffy RPG during the TV series’ sixth season in 2002 using a modified version of their house mechanic as used in their Witchcraft RPG. Cinematic Unisystem, as the mechanics were called, simplified the skill list and added a drama die mechanic called Karma Points. The core, which involved rolling a ten-sided die and adding attribute and skill levels, remained and easily faded into the background when not needed.

The core Buffy rulebook contained everything players and gamemasters (known as Directors) needed to play. The language in the book contained Buffy-speak without being forced or impenetrable. Character creation was point-buy, with different pools of points for attributes and skills, and advantages; players needing more points could get disadvantages. The game allowed for different starting levels of power for characters. The low end represented the Scoobies like Xander, Willow, and Cordelia in the first season. The next level up represented the White Hats like Giles and Buffy herself. The top level existed for experienced heroes, like the gang in later seasons. Mixing power levels was possible, as long as the Director remembered the differences in abilities. The game provided help here by giving the low tier characters the most Karma Points at the start and allowing them to by the Points at a lower experience point cost than the higher levels.

For players wanting to play the someone from the series, all the major characters and some of the minor ones got full character sheets that reflected both the character creation rules and what was shown on the series. People wanting to create original characters weren’t forgotten. The core rules included advantages that acted as packages, including everything needed to be a Watcher, a Slayer-in-Training, a Werewolf, a Vampire, or even a full-fledged Slayer. The Director and players could decide to play in a different era, or work out how a new Slayer was called based on events in the series. After all, by the fourth season, two new Slayers, Kendra and Faith, had appeared.

Since the game was already set for urban fantasy, Witchcraft‘s combat mechanics were easily brought over, with important maneuvers, such as Stake to the Heart, being added to the common list. Actual play was quick; between the simplicity of the die mechanic and the option for the Director to use the average value for non-player characters instead of also rolling, a fight wouldn’t take an entire session unless it was meant to be the climax of a campaign’s season.

Helping to maintain the feel of the Buffy TV series is the terms used, like season and Director. Individual sessions are called episodes, though Directors can have games with multiple ongoing plots without defined borders without breaking the system. The episodic nature of TV series gives structure to new players without alienating experienced ones.

As is appropriate, when Buffy spun off Angel and Cordelia into their own series, Angel, Eden Studios produced the spin-off, Angel Roleplaying Game. The spin-off RPG used the same system, but included details on how to create new advantages for the various demons that appeared in the series. Eden also used Cinematic Unisystem in another licensed RPG, one based on Army of Darkness. The differences in the games came from the different advantages available, each reflecting the source material, and the tone of the writing.  Army of Darkness didn’t have the Buffy-speak, opting for a tone matching Bruce Campbell’s Ash.

Overall, Buffy the Vampire Slayer Roleplaying Game not only makes the effort to recreate the TV series, it succeeds, The game allows players to enter the Buffy-verse without having to worry about the mechanics, letting them jump right in. The presentation maintains the feel by sounding like it came from the writers’ room, mimicking the dialogue the series was known for. Eden Studios deserves full kudos for their work.

Posted on by Scott Delahunt

Last week, Lost in Translation listed the best adaptations analyzed so far. This week, time to scrape the bottom of the barrel with the worst adaptations. These are films that managed to miss the point so much, they made audiences wonder what was being adapted. The adaptations are presented in no particular order.

Super Mario Bros.

The reputation video game movies have can be traced to two movies, one of which is Super Mario Bros.  The film managed to avoid everything that made the video game iconic, from Mario’s red overalls to the look of the world. While the intent was an origins movie, the result was a muddled, brown mess that only shared a name, with even some game elements misnamed.

 

Dungeons & Dragons

With all the published settings available, the Dungeons & Dragons movie had choices of where to start. Instead, it went from scratch, its own world, as many players do.. There were even elements from the game from spells to iconic monsters. The problem was in the execution. The movie had the elements but had poor presentation and ignored the game the closer to the climax it got. The end result was a movie that had the trappings but none of the substance.

 

Godzilla (1998)

No movie on this list shows the moment where it fell apart better than the 1998 American Godzilla. The beginning of the movie does well, despite moving the action over to the Atlantic. Once Godzilla takes Manhattan, though, the movie changes focus to Matthew Broderick’s field research and Jean Reno’s French secret agent. Godzilla has always been portrayed as a force of nature; the 1998 Zilla was just a giant monster in the vein of Jurassic Park‘s

 

Battleship

The go-to for blockbuster disappointments here at Lost in Translation, Battleship‘s main problem may have been the choice of game to adapt. A two-player head-to-head competition works better as a thriller, not as an action movie. Like the D&D movie above, game elements appeared but, for the grid-calling and the shape of the alien shells, they didn’t help. Battleship could have been called Space Invaders for all the accuracy it had. Worse, the titular battleship, played by the USS Missouri, became a Chekhov’s 16-inch gun, becoming a factor in the story only at the end.

 

Street Fighter: The Legend of Chun-Li

The problem that The Legend of Chun-Li had was it felt like a different script was then melded with Street Fighter elements. If the characters weren’t called Chun-Li, Balrog, and Bison, it would be hard to tell who they were meant to be. Only Chun-Li gets her iconic costume and appearance, and that for one scene. Without the Street Fighter elements, the movie becomes a decent police procedural. But an investigation doesn’t necessarily work as the basis for an action movie, and a fighting game works best as an action movie. The Legend of Chun-Li forgot that key aspect of the video game.

Next week, the Weird.

 

Posted on by Scott Delahunt

Last week, Lost in Translation looked at the problems faced when adapting toys.  With the issues in mind, let’s see how Michael Bay’s live-action Transformers stacks up.

The Transformers toy line first appeared in the US in 1985.  The core concept of the toys were robots that changed shape into other forms, mostly but not limited to vehicles, becoming small puzzles to solve by the children playing with them.  Hasbro licensed lines from first Takara then Bandai, bringing them together as the Autobots and the Decepticons.  After the success of the G.I. Joe relaunch as action figures, especially after the related cartoon and comics, Hasbro worked with Marvel to bring out Transformers, integrating the toy and the animated series.  The first generation of Transformers were a hit.  The success of the line and cartoon led to an animated feature film, which introduced a new line of Transformers toys.  Later animated series would either form their own continuity or have a tenuous link to the Generation 1 series.

With Generation 1, several details were set.  The heroic Autobots, led by Optimus Prime, voice by Peter Cullen in the cartoon, defended Earth from the evil Decepticons, led by Megatron, voiced by Frank Welker.  The Autobots were mainly, but not exclusively, ground vehicles, from Prime’s tractor-trailer rig to Bumblebee’s Volkswagen Beetle.  The Decepticons had a mix of aircraft, including Starscream and his squadron, and non-vehicular machines, including Soundwave, a non-working radio and cassettes, and Megatron, a Walther P-38 with similar attachments as seen in The Man from U.N.C.L.E.*  The next wave during the original run of the cartoon included non-vehicle Autobots, including Blaster, Perceptor, and the Dinobots, and cars for the Decepticons, including the Constructicons, the first combining set for the line.  Each side had a symbol to signify which side the toy was one, Autobot or Decepticon.

Both the Autobots and Decepticons come from a distant world, Cybertron, where the main lifeforms are sentient machines.  The two sides had been engaged in a long civil war, started when Megatron tried to take over as ruler of Cybertron.  The war depleted energy reserves on the planet, forcing both sides to go looking for more energon.  The Autobots left on a spaceship, but the Decepticons managed to get on board.  The ensuing fight damages the ship, placing all the robots on board into stasis.  The ship crashes on an unknown planet and lays dorment for millennia.

The Decepticons are the first to awaken.  The ship’s computer, Teletraan-1, also reactivated, scans for the dominant forms, providing them to the Decepticons.  The Autobots also get new forms when they awaken.  However, the new forms aren’t the dominant species of the planet, revealed as Earth.  Instead, they are vehicles used by the dominant species, humans.  Megatron plots to drain the energy from Earth while Optimus Prime meets with several humans, including “Sparkplug” Witwicky and his son, Spike.  Optimus staved off Megatron’s attempts to plunder the Earth with help from the Autobots and, indirectly, from Starscream (voiced by Chris Latta), Megatron’s scheming second-in-command who would as often as not wreck the Decpticon leader’s plot.

As to be expected in a series based on a large toy line, both sides had a large cast.  However, each side also had core characters.  On the Autobots, there was Optimus Prime, Bumblebee (voiced by Dan Gilvezan), Ironhide (Cullen), Ratchet (Don Messick), and Jazz (Scatman Crothers).  The primary Deceptions were Megatron, Starscream, Soundwave (Welker), and his cassettes Laserbeak, Rumble, Ravage, and Frenzy (all Welker**).  Even as new toys were introduced, the core cast remained.

While the Autobot-Decepticon war was the main plot device, as the animated series continued, two other general stories emerged.  The first type dealt with how the Autobots adjusted to life on Earth, with the people of Earth learning how to adjust to their new neighbours.  The fight against the Decepticons would appear in some of the these episodes, but the thrust was on how the Autobots were learning about life on the planet.  The other type of story was essentially “Transformers in Space”, with both the Autobots and Decepticons encountering strange new life and civilizations.  These episodes tended to clash with the rest of the series.

Notable later series includes Beast Wars/Beasties***, a Mainframe Entertainment produced series using CG animation, and Transformers: Animated, which followed the success of the live-action film.  Each series released had its own set of toys; or, each new set of toys had its own series.  The cartoons had mixed success; Beast Wars/Beasties lasted several seasons before becoming Beast Machines, which itself wasn’t as successful.

The live action Transformers was announced in 2005.  Fan reaction was mixed.  Early designs leaked out, causing some stir.  However, the announcement of Peter Cullen as the voice of Optimus went some distance to assuage fears.  The Autobots, despite the film’s approach in designing them as alien, still looked like their classic appearances, including colours.  The film also is its own continuity, its own cinematic universe.  Given that prior to the film’s release, there had been multiple continuities in the animated series, it wasn’t a problem.  The creation of the Transformers cinematic universe also helps with the adaptation.

Transformers has three separate but related stories running through it.  The first features an American special forces team in the Middle East, survivors of a night attack by an unknown hostile force.  The second follows a small group of hackers pressed into service to crack an alien code after an attack on Air Force One.  The third is boy meets girl, boy tries to impress girl with the help of his alien robot car.  The three stories come together in the form of giant alien robots looking for an ancient artifact, the All-Spark.

Scorponok’s attack on the American military base was to search computer records related to the All-Spark.  The soldiers on the base manage to cut off the data, leading to Scorponok destroying the base.  Captain Lennox (Josh Duhamel) leads his team away from the destruction.  Sergeant Epps (Tyrese Gibson), though, managed to get an image of Scorponok in robot form, causing the Decepticon to give chase.  The team finds an oasis with cover, civilians, and cell phone coverage.  Lennox calls in an airstrike.  The first wave barely staggers the Decepticon, but a second wave using heavier weapons and sabot ammunition, drives Scorponok away, leaving his stinger behind.

The Pentagon, aware of the attack on the base and of a hacking attempt from inside Air Force One, start their own investigation.  Maggie Madsen (Rachael Taylor), one of the analysts working on the project, secrets a copy of the date to take to Glen Whitmann (Anthony Anderson), a hacker of her acquaintence.  However, the FBI is aware of the data theft and take both into custody, where they are turned over to Sector 7 through Agent Simmons (John Tuturro) and pressed into service.

Elsewhere, Sam Witwicky (Shia LeBoeuf) managed to earn an A in his classes.  His father, Ron (Kevin Dunn), follows through on a promise to pay for half the cost of Sam’s first car.  At the car lot, Sam finds an old yellow Camero.  While the price is initially too high, the dealer (Bernie Mac) agrees to Ron’s offer after the Camero sends out a pulse that damages the rest of the stock.  While Sam believes the car is his, and tries to impress classmate Mikaela Banes (Megan Fox), the Camero has a mind of its own.

Interweaving the three plotlines is Frenzy (Reno Wilson), a Decepticon spy and the source of the hacking attempt on Air Force One, and his search for the All-Spark and Megatron through the only link he has, the eyeglasses of Captain Archibald Witwicky, Sam’s great-great-grandfather, who found Megatron.  Despite the attempts by the Pentagon to block the hack, Frenzy found enough to link the glasses through to Sam, and passes the information on to Barricade (Jess Harnell).  Barricade, in his form as a police cruiser tracks down Sam.  He generates a hologram to arrest Sam, but the teenager gets help from an unexpected quarter, his new car, Bumblebee (Mark Ryan).  Bumblebee and Barricade drop their façades and transform to their robot forms to fight; Bumblebee doing what he can to protect Sam and Mikaela.

Sector 7 also tracks down Sam, thanks to Barricade arresting him.  Sam had reported that his car was stalking him, before Bumblebee revealed himself, alerting Sector 7.  However, Bumblebee managed to get a message sent prior, summoning several of his Autobot allies.  Optimus Prime, Jazz (Darius McCrary), Ironhide (Jess Harnell), and Ratchet (Robert Foxworthy).  The Autobots try to extricate Sam and Mikaela, but in the confusion, Sector 7 takes Bumblebee, Sam, and Mikaela prisoner, leaving the glasses in Prime’s possession.  Sam, Mikaela, and Bumblebee are taken to Hoover Dam, which turns out to be a secret installation housing both the All-Spark and what Sector 7 calls Non-Biological Entity One, or NBE One.  Sam, thanks to conversations with the Autobots, recognize NBE One as Megatron (Hugo Weaving).

Lennox’s special forces team, now safely back in the US, are ordered by the Secretary of Defense (Jon Voight) to go to Hoover Dam.  Lennox’s team is the only one with first hand knowledge on how to defeat the alien robots.  Unfortunately, Frenzy has tagged along, disguised as Sam’s cell phone.  Frenzy locates Megatron and shuts down the cryonic stasis Sector 7 had been keeping him in.  Megatron revives. and summons his Decepticon soldiers, Starscream (Charlie Adler), Barricade, Devastator, Bonecrusher (Jim Wood), and Blackout.  As Megatron escapes, Lennox and his team force a stand-off with Sector 7 agents.  The tension is broken by the Secretary of Defense who orders Simmons and Sector 7 to release Bumblebee and Lennox to accompany the Autobot, Sam, and Mikaela as the trio takes the All-Spark to the nearby city.

The remaining Autobots catch up and join the convoy.  In the city, Lennox and Epps make contact with a F-22 Raptor.  Ironhide recognizes the jet as Starscream, confirmed by Epps because of the low altitude the jet flew at.  The Autobots barely have time to prepare for Starscream’s attack and Bumblebee loses his legs.  The other Decepticons arrive, leading to the climactic fight with the Autobots trying to defend Sam and the All-Spark from Megatron’s forces.  The Autobots lose Jazz who is ripped in two by Megatron.  One the Decepticon side, Starscream is the only one to escape, with Megatron defeated by Sam and the All-Spark.

The key to the movie is that it is based on the Transformers line of action figures, not the Generation 1 cartoon, even though the original toy line was tied closes to the series.  Helping here, as mentioned above, is that the movie is the start of the Transformers cinematic universe and its own continuity, something that prior animated series had also pulled off.  That said, there are efforts to remain accurate to the toys.  Both Optimus Prime and Bumblebee keep their colour schemes, Ratchet is still an ambulance, Starscream is a modern jet fighter.  Just as critical, perhaps moreso, is the return of Peter Cullen as Optimus, still capable of giving the same inspirational speeches as in the Generation 1 cartoon.

In the cases changes were made, there were some shout outs to the original.  Due to licensing restrictions, the movie could not use a Volkswagen Beetle for Bumblebee.  However, the car that Camero Bumblebee sat beside in the dealer’s lot was a yellow vintage Beetle.  With Optimus, the progress of time meant replacing his original cab-over form with a long nose truck, with a similar change happening with Starscream’s vehicle form.  Starscream, though, still disappointed Megatron with his failure to acquire the All-Spark.  Megatron has his distinctive helmet design and an arm cannon, and both he and Optimus had melee weapons as seen in the Generation 1 theatrical animated movie, Prime with a red-orange sword and Megs with a ball-and-chain.  And, like the Generation 1 cartoon, the movie had its own toy lineup.

As a film, Transformers has some issues.  Technical issues prevented the title characters from appearing for most of the film; the rendering of robots in disguise was pushing the envelope in computer animation.  Michael Bay is best known for action sequences, and the ones seen in Transformers are breathtaking.  However, some of the purely human scenes have issues.  As an adaptation, though, even with the limitations in the ambitious rendering, the movie captures the essence of the Transformers.

* Megatron’s change to Galvitron, with an artillery piece alternate form, eased some concerns about the sales of a toy gun.
** Frank Welker, voice of the Decepticons.
*** Some countries had restrictions on using the work “War” in a title of a children’s series, thus the alternate name.

Posted on by Scott Delahunt

Lost in Translation has focused mainly on adaptations of English language works, primarily because a foreign language work would not be understood as well.  Translating a work doesn’t involves just the words but the culture behind the work.  Little details that are taken for granted in one language can throw a reader or viewer with a different native tongue.  Even when a language is shared, such as between England and the United States, there’s still a cultural barrier.  In England, a hundred miles is a long distance while in the US, a hundred years is a long time.

The above makes this week’s analysis a bit of a challenge.  The Girl with the Dragon Tattoo was written by Swedish author, Stieg Larsson.  Larsson was, prior to his death in 2004, the editor-in-chief of Expo, a Swedish magazine, and had written and delivered the manuscripts for what is now known as the Millenium trilogy before his fatal heart attack.  The cultural differences begin with the titles.  The Girl with the Dragon Tattoo was titled Män som hatar kvinnor, or “Men who hate women”.  The second book, The Girl Who Played with Fire, had its title properly translated from Flickan som lekte med elden.  The third and final book Larsson wrote was Luftslottet som sprängdes, “The air castle that was blown up”, but titled The Girl Who Kicked the Hornet’s Nest in English, following the title scheme established with the previous books.  The choices reflect an editor working out what would draw attention and sales.  “Men who hate women” is a little too on the nose for the book in an English market.

The Girl with the Dragon Tattoo follows Mikael Blomkvist, the owner, publisher, and a contributor to Millenium, a financial magazine that often tasked other outlets for their poor coverage of financial news.  After Blomkvist is found guilty of libel against a market speculator, he receives a request from Henrik Vanger, retired CEO of Vanger Industries, to do two things; first, write Vanger’s biography and, second, solve a forty year old cold case, the death of Henrik’s neice, Harriet.  With the libel verdict hanging over his head, Blomkvist agrees and starts digging.  At first, the investigation hits the same dead ends that the police and even Vanger found, but Blomkvist gets his first break on close examination of a photograph of Harriet the day of her death.  The deeper he digs, though, the more sordid the details of the Vanger family get.

Elsewhere, Lisbeth Salander, the girl of the title, has done her own investigations on Vanger’s behalf, though through an intermediary, the company lawyer.  The first investigation was on Blomkvist, to get an idea of how to approach him.  Later, though, when he reads the report on himself. Blomkvist realizes that Salander is a hacker, and asks for her help.  Together, they discover what did happen to Harriet and clear Blomkvist’s name.  Salander, for all the billing she has in the book’s title, has a supporting role in the book, an artifact of the title change.  Blomkvist is the primary character, thiough Salander tends to take over scenes that she’s in.  It’s a minor quibble at this point.

In 2011, a film adaptation of The Girl of the Dragon Tattoo* was released.  Directed by David Fincher, the movie starred Daniel Craig as Blomkvist, Rooney Mara as Salander, and Christopher Plummer as Henrik Vanger.  The film doesn’t change the setting, leaving most of the action in Sweden.  In fact, the movie hits all the major beats of the book.  Parts that were removed, such as Blomkvist’s jail time, were more to maintain the flow of the investigation and keep the pace of the movie going.  What works in one medium doesn’t necessarily translate to another.  The Vanger family tree that was listed in the book as a chart becomes too much info to be able to track in a film where flipping back becomes problematic to the narrative flow.  The movie needed to be tight to fit in its running time, which is a shade over two-and-a-half hours as it is.  Key clues get highlighted, allowing the audience to follow, though the biggest sleight of hand of the novel is still in the adaptation.  The ending and the reveal of what happened to Harriet Vanger takes the most liberties with the source, but still remains in the spirit of the novel, if not the actual events.  Again, narrative flow for a movie already over 2.5 hours long necessitated some changes here.

To say that there was an effort to keep to the events in the novel is an understatement.  Filming took place primarily in Sweden, having Stockholm play itself and a manor in Hofsta portray the Vanger home in Hedeby.  While the main cast – Craig, Mara, and Plummer** – aren’t Swedish, the supporting cast mostly is.  Salander has a more prominent role, though given that she is the girl of the title, that makes sense.  The result is a film that, while Hollywood produced, feels authentic.  The Girl with the Dragon Tattoo is as perfect an adaptation as seen here at Lost in Translation.

* To show how the title changes by language, the Quebecois French release was called Millénium: les hommes qui n’aimaient pas les femmes, or, “Millenium: men who didn’t love women” following the original Swedish title of the book and the name of the trilogy.
** Daniel Craig is from England, Rooney Mara is American, and Christopher Plummer is a veteran Canadian actor.

Posted on by Scott Delahunt

Normally, a franchise tie-in novel isn’t considered here at Lost in Translation.  The only exception so far has been a Nikki Heat novel by Richard Castle, mainly because of the metafictional aspects the book provides.  However, a recent discovery brings up the nature of tie-in novels.  How much time since the end of the original work is needed before a tie-in novel becomes an adaptation in its own right?

Murder, She Wrote was the television equivalent of a cozy mystery series, a number of novels featuring the same core cast of characters where later entries focused more on the lives of the cast than on the mystery.  “The Cat Who” mysteries by Lillian Jackson Braun and the Mrs. Murphy books by Rita Mae and Sneaky Pie Brown are good examples of cozy mysteries series.  With Murder, She Wrote, Jessica “JB” Fletcher, a widow and retired English teacher turned mystery writer played by Angela Lansbury, solved murders on a weekly basis for CBS from 1984-1996, followed by four made-for-TV movies.  While Jessica did tour the US, either to visit friends and family or to promote her latest book, she also spent time in her hometown of Cabot Cove*, a fictional town in Maine, letting the TV series build a cast of regular recurring characters.

A typical episode of Murder, She Wrote had the murder victim and prime suspect, who had some connection to Jessica, introduced to the audience; the murder itself; the police arresting the prime suspect; and then followed Jessica’s investigations through to the reveal of the real killer.  The show allowed viewers to make their own observations, letting them try to figure out who the murderer was before Jessica.  There were no sudden reveals; all the clues were shown.  The reaction of the police varied.  Most tried to keep Jessica from getting involved in official business, but some accepted her help, including Sheriff Amos Tupper, played by Tom Bosley, and Sheriff Mort Metzger, played by Ron Masak, both of the Cabot Cover Sheriff’s Department**, both of whom relectantly accepted Jessica’s help because of her track record.

The first Murder, She Wrote tie-in novel, Gin and Daggers, was released in 1989.  The novel was written by Jessica  Fletcher and Donald Bain, and had a few inconsistencies, including having Jessica driving where in the series, she didn’t even have a license.  A second edition that corrected the problems was released in 2000.  Five tie-in novels were released before the series ended in 1996.  Afterwards, an average of two Murder, She Wrote novels were released each year since.

Killer in the Kitchen, published in 2015, begins in Cabot Cove.  The first part of the novel introduces the murder victim and the obvious suspect along with the supporting cast.  Brad and Marcie Fowler, the son and daughter-in-law of Jessica’s friend Isabel, have been working towards opening a seafood restuarant in Cabot Cove, extending themselves financially.  Brad has a short temper and a shaky sense of the restaurant business.  He and his wife need their endeavor, the Fin and Claw, to succeed.  However, noted chef Gérard Leboeuf has decided to open a new restaurant in his chain right across from the Fin and Claw.  Gérard knows the business, once letting Jessica look behind the scenes of his New York City as part of research into one of her mysteries, but has the manners of a boor.  During the Fin and Claw`s grand opening, Gérard goads Brad on, leading to threats of violence from the latter.

It is no surprise when one of the chefs turns up dead with a kitchen knife in his chest.  Dr. Seth Hazlitt, who was played by William Windom in the series, fills in for the Medical Examiner, and gives Sheriff Metzger the details on the cause and time of death.  The Sheriff suspects the rival chef because of obvious reasons, but Jessica believes that someone else murdered the dead man.  Clues are laid out for the reader to follow, but not always explicitly made mention by Jessica.  Other characters become suspects, if not to Jessica, then to the reader, especially once the victim’s home life and possible Mob connections are revealed.

The goal of a tie-in novel, beyond the “make money” aspect, is to present the characters as fans of the original work see them.  The problem there is that each member of the audience could have a valid but differing interpretation of the character***.  The success, or lack thereof, depends the author setting not only the right tone for the novel but having a good ear for how characters speak and a good eye on how they act.  As mentioned above, Gin and Daggers had issues with details that were corrected with a second edition.  Murder, She Wrote was a light mystery, a cozy, with a well-meaning busybody snooping around when she felt the police had arrested the wrong person.  Writing in the style of Dashiell Hammet or even Richard Castle would miss the proper mood.  Jessica was well define in the run of the TV series; she needs to behave in the novel as she did on TV.

Killer in the Kitchen is written in the first person from Jessica’s point of view.  Getting her right is critical, and Bain does a good job getting Jessica’s voice correct.  Likewise, the recurring characters who do show up also have the correct voice.  One can easily picture Angela Lansbury, Ron Masek, and William Windom back in their roles.  The result is a story that would very much fit in the run of the TV series, twenty years after the show left the air.

* Cabot Cove, Maine, fictional America’s murder capital, beating out the current one, Detroit.
** Sheriff Tupper retired in his last appearance on the show in 1988, possibly in preparation for Bosley to star in Father Dowling Mysteries.  Sheriff Metzger was a New York City police officer who thought that Cabot Cove would be more peaceful.
*** Then there’s the out of left field interpretations, such as Jessica Fletcher being the most successful serial killer on television and responsible for all the murders during the run of Murder, She Wrote.

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