All For One Revisited -- Again

It's now been about 17 years since David Brain first sent me a prototype copy of All For One, can you believe it?

The last time I had played the game was maybe back in 2012 at a protospiel event. I might have played it one more time since then, but to be honest, I don't remember if I did.

Well, I decided to bring it back to life at my last weekly playtesting session of 2019, and since I didn't remember what changes I was considering, we played it as-written (circa 2012). Then we discussed the game, and I brought it back out today, and played 2 more games, with some significant changes. Good news: I think the changes were for the better!

Since it's been so long, I'll run down the basic rules as I'd write them as of right now:

Setup:
As before, place the plot tokens and character figures in their home spaces on the board. 
Shuffle mission cards and deal 4 to each player. 
Give each player a reference mat and 1 One For All card. 
Deal each player a secret goal card (using only the ones for the appropriate player count).
Set a pile of VP tokens in a supply
NO GUARDS AT ALL

Game play:
On your turn, you have an Action phase and a Draw phase. 

Action phase:
During the Action phase you can do any number of actions from the following list, in any order (most are limited to 1x/turn):
a1) Move (1x/turn): Choose any 1 character and move them up to 3 steps. You may double back, but you must stop the move action upon encountering another character. If carrying a Horse, may choose to have the character ride instead, moving exactly 4 steps, jumping over tokens and figures.
a2) Pick up tokens: While moving, you may have the moving character pick up any number of tokens in the spaces you visit by discarding 1 card for each. Note that when riding, you may not pick up the tokens you jump over. Characters have no capacity limit. (you may pick up the a token in the location of another character you encountered - wording above might make it sound like you can't since I said the move action ends)
ONCE PICKED UP, TOKENS ARE NEVER DROPPED. In order to move them to another character, a Demand action is required (see below)

b) Demand a plot token (1x/turn): If 2 characters are in the same location, you may have one of them demand a plot token held by the other. In this case, a duel ensues to determine the outcome. Note: You do not have to use the same character that you moved - more than 1 character can act on your turn.

c) Complete a mission (1x/turn): Choose a character. If the conditions of a mission card in your hand are met, you may complete the mission with that character (some missions require a specific character to do them). Receive points based on the type of mission and the tokens you deliver (see below), and then bump 1 of that character's favored story tracks per token delivered (max 1 bump per track per mission). ONCE A TRACK HAS MAXED OUT, IT'S COMPLEMENT TRACK IS ALSO LOCKED IN AND NO LONGER MOVES.
c1) Duel missions: 3vp (and draw 1 card)
c2) Character delivery (either/or): 4vp for 1 token, 6vp for both
c3) Any Character mission (2 req'd): 5vp
c4) Standard delivery (req'd/bonus/bonus): 4/6/8vp for 1/2/3 tokens

d. Play One For All card for some effect:
d1) Play when completing a mission to gain an additional 2 VP
d2) Play when picking up tokens to cover the discard cost of all pickups this turn (so max 3 tokens, since you can move up to 3 steps)
d3) Play during a duel for 3 offensive moves (or during another player's turn for 0 offensive moves, but you get it back immediately)
d4) Play during the draw phase of the turn to draw 2 additional cards
d5) Play to immediately end your turn (skipping the draw phase) and start another. This allows for a 2nd move action, a 2nd demand action, or a 2nd mission.

Draw phase:
Draw 2 mission cards from the deck.
You may play One For All to draw 2 additional cards.
Then reclaim your One For All card.
Max hand size = 8 cards (including One For All). If you have more than 8 cards, discard mission cards until you have only 8

Game ends when all 3 story tracks are maxed out

Duels:
Duels between characters are triggered by Demand actions and by Duel missions. In any case, when you trigger a duel on your turn with a character (the one making the demand, or one of the two in the duel mission), you choose one of that character's story tracks to fight for. Announce the chosen character, the nominated track, and if applicable the token being demanded (and maybe from whom, to help other players out).

All players must play 1 card simultaneously, then reveal. Blue cards are worth 1 offense (2 if it's that character's signature move), red cards are worth 1 defense, white cards (riposte) are worth 2 defense. Add up all offense and all defense. If there is more offense than defense, the the duel has been WON. If there is more defense than offense, the duel is LOST. If there is the same amount of offense and defense, then the duel is TIED.
If WON: NOMINATED track is bumped. Token IS moved in the case of a demand.
If LOST:  OPPOSITE track is bumped. Token IS NOT moved in the case of a demand.
If TIED: NO track is bumped. Token IS moved in the case of a demand.

One For All card played by active player is worth 3 offense.
One For All card played by any other player is worth 0 offense, and they get it back immediately.

Abilities and Signature Moves: as before. Aramis' ability to avoid guards must change (since there are no guards now): You may discard a card to move beyond another character. If that proves too useless, maybe it doesn't need to cost a card.

--- End Rules ---

So the big differences from before are:
1. No guards at all
2. 8 card hand
3. Draw 2 cards per turn instead of 1
4. Pay cards to pick up tokens (making that more intentional)
5. No such thing as dropping tokens or hand-offs, it's all just demand actions
6. No "active character" for the turn - you can act with different characters in a turn (move Aramis, demand with Athos, complete a mission with MiLady)

And to clean up some exceptions:
7. Make all Meeting missions into Duels (so they're all the same)
8. Allow riding a horse over dashed lines (ferry crossing and catacombs)

Both 4p games we played today took about 60 minutes, and this mix of rules seemed to work really well.

I added a few connections on the map, and I think a few more might be in order. Might want to sort of revisit the whole map and also the mission cards to make sure that (a) named locations are sort of evenly spaced out (ideally not less than 4 steps between any 2 named locations), and (b) based on token starting locations, no missions are doable on the first turn (at least not without using the One For All card for extra actions)

Due to the higher hand size and extra card draws, the deck almost ran out in our 4p games, and I suspect for 5 players it would definitely run out, so more missions are needed. I'd begin by making more missions with Horses as required or bonus tokens.

I think this is a big improvement over the previous version with respect to fiddliness and rules overhead. It feels good to see some progress on this game -- the biggest disappointment of my game design career is that nothing has ever come of this game.

Bryce "Ten Foot Pole" Lynch Reviews Cha'alt


I waited until I had the house to myself before I read it...  because who knows what kind of ranting, raving, macho-man t-shirt ripping high-jinx I'd get up to. 

After all, he savaged Dead God Excavation in his review last year.

Well, I was sorely disappointed.  This was an extremely positive (for Bryce), albeit brief, analysis of Cha'alt.  Here it is... enjoy!

Meanwhile, I've got about 250 premium, gorgeous, hardcover Cha'alt books remaining.  You want one?  It's $60 via paypal:  Venger.Satanis@yahoo.com

Price includes shipping throughout the USA.  Overseas, it's an extra $25.

Books are signed and numbered.  PDF is included in the price.  If you already have the Cha'alt PDF, you can choose any other Kort'thalis Publishing PDF in its place.

Thanks,

VS

p.s. Want a counterpoint review?  This one by Endzeitgeist is more in-depth, and he loved the two non-pyramid dungeons!

Download Counter-Strike: Global Offensive For PC

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| Counter-Strike: Global Offensive [ Danger Zone ] | Steam Backup |



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Download Link

Download Wayward Sky VR For PS4

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DUPLEX | CUSA06309 | Update v1.04 | VR | 



Wayward Sky is a third person single player adventure game that focuses on atmosphere and storytelling through light puzzle solving designed to ease players into VR.
    You are Bess, a young pilot flying with your father when you crash into a mysterious fortress that emerges out of the clouds. Your father kidnapped and plane in ruins, you set out to explore the fortress and rescue him.
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    Fou-Lu And The Mystery Of Iniquity


    I recently finished Breath of Fire 4 on the PS1 which had been my project for some time.

    I wanted to play the game after noticing on a pretty large poll that the game's antagonist Fou-Lu, is considered one of the most "highly rated characters" across RPGS, in fact, he secures first place in that poll, with Vivi registering second.

    What to make of Fou-Lu? Here is the summary for those who don't know about him. 7 facts about his character. Spoilers? Absolutely! But the game is about 20 years old now!

    1) An incarnate dragon-god who comes to rule the world as its rightful emperor. Extremely powerful, great weapon, cool look, awesome magic.
    2) His coming is foreknown by political powers who pursue him, jealous of their position, they attack him and attempt to kill him.
    3) While his powers are still weak he is aided and supported and protected by a human women, to whom it seems he falls in love with.
    4) A god who decides to just live out the human existence, who slots into the mundane, who loses the desire to rule and conquer the world, to put it under his subjection.
    5) Eventually the political powers find him, they do their upmost again and again to kill him, they cannot, he is a dragon god! But in the end they turn him, they chase him from his village, I think they kill his girlfriend, and they cause him to grow hateful towards humans, for him to return to his first thought, that as god he ought to rule them, but now as one who is evil, destroying all humanity.
    6) Fou-Lu is the 'other half' of the game's dull, non speaking, personality-less protagonist Ryu. The two must be fused into one (destiny, as always)
    7) Eventually they meet up and fight it out, if you win the game, well Fou-Lu is destroyed, sucked into the dominant Ryu. If you get game-over presumably Ryu gets sucked into Fou-Lu but unfortunately we don't get to see the consequences from that one.

    So, What to make of him?

    Fou-Lou essentially grows to hate humanity because it's leaders have hated him, have rejected him as their god and rightful ruler. He allows this hatred to pervert him, to corrupt his goodness and the compassion for the greater part of humanity that he had developed.

    He's interesting, and by far the most developed character of the otherwise mediocre game, but in terms of philosophy, profundity of thought- Fou-Lu is really nothing more than a typical revenge driven bad guy.

    The highlight of his story is most definitely point (4), the period in which he strips himself of his greatness, of his power, and in humility sets about just living the mundane human existence and finding dignity in his humble farm work. There is something beautiful here, seeing a powerful dragon god choosing to put destructive powers to one side for the sake of helping a village and out of love for a woman who has saved his life.

    But from then on, it goes down hill and we find nothing more than a revenge driven villain who has decided the best thing to do is to destroy absolutely everything. Nihilism. What will it gain? Nothing? Is it a reasonable choice? No, only a small group of humans has persecuted him. Is it a moral choice? Clearly no... to inflict great suffering indiscriminately, to destroy the world.....

    Scratch and RPG villain and almost always you reach Kefka, deep down they are almost all Kefka with a different backstory.

    In Kefka we find raw nihilism, someone who destroys simply for the sake of it, because he wills it. Kefka and all RPG villains are utterly incomprehensible, their actions never add up. And that is because of what theologians call "the mystery of iniquity".


    The nature of evil is that it is dark, that the more you look and contemplate it the less "sense" it makes, they are dark, you don't get anything deep or rich out of contemplating them.

    Often in our world, we hear evil or wicked people pathologised, or their evil rationalised in terms of some illness, as if they cannot help do this irrational and hurtful thing, typically we hear the guy is mentally ill or was abused as a child. This is the easy option, it makes you think you understand the criminal and what he has done. It is not the full truth though, the real truth is "the mystery of iniquity", the evil person has chosen to do evil, he has willed it, and that is the explanation, it is irrational, it is dark, it cannot be understood, that is what it means for something to be truly evil, for good to be tarnished, perverted, simply out of will. Try and get your head around it, you can't.

    Divine truths, goodness, holiness, the dogmas of the faith, these on the contrary are mysteries of depth, the more you look at them, they more sense they make, the greater profundity they are shown to contain. They are light, you can gaze at them forever and always see more and rejoice more.

    We shouldn't expect the 'greatest character' in RPG history to be aligned with evil, because ultimately evil is shallow, hollow, empty, ignoble, un-admirable, dis-edifying. There is no likeness of Christ, the true man, Who carries all perfections to their completion.

    If there is greatness in any character it is due to his nearness to our Saviour and His virtues, this is even true of fictional characters. Christ must have the glory, all creatures must kneel before Him.

    Prototype 2: Radnet Edition Free Download

    Prototype 2 - is a 2012 open world action-adventure video game. Developed by Canadian studio Radical Entertainment and published by Activision, it is the sequel to 2009's Prototype. Download this video game for free.


    New sequel to Radical Entertainment's best-selling open-world action game of 2009, Prototype 2 takes the unsurpassed carnage of the original Prototype and continues the experience of becoming the ultimate shape-shifting weapon. You are Sgt James Heller, husband to a deceased wife and child and a soldier left simply to die. As the game's all-new infected protagonist and players will experience Sgt James Heller cutting a bloody swathe through the wastelands of post-viral New York Zero. Equipped with unparalleled new epic powers.
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    "Alien" Ninja Turtles Had Some Potential




    DISCLAIMER:
    Copyrighted material that may appear on this blog is for the usage of further commentary, criticism, or teaching within the standards of "fair use" in Section 107 of the Copyright Act. All video, music, text, or images shown, all belong to their respective creators or companies. Teenage Mutant Ninja Turtles is the property of Nickelodeon.

    WARNING:
    Possible spoilers!



    Image by Museum Of Hartlepool. Source: https://www.flickr.com/


    Michael Bay is getting a bit too much credit for this Ninja Turtles project.

    Sure, he's producing it, and as a producer, he can affect the shape of these films, but that can only go so far. Especially when you consider that he's surrounded by a variety of other producers. This includes Bradley Fuller, who's elegant repertoire has given us the The Nightmare On Elm Street and Friday The 13th remakes (reboots?) (IMDb). The silver lining, though, is Ian Bryce, who produced Return of the Jedi and Field Of Dreams, but also Transformers 2 and Howard The Duck (IMDb). Yikes.


    Bay isn't directing the film, either. That distinction goes to Jonathan Liebesman. His great directing credits scored terribly on Rotten Tomatoes, like Battle: Los Angeles (35%), Wrath Of The Titans (25%), and the unforgettable Texas Chainsaw Massacre: The Beginning (12%). Damn. At least Michael Bay had The Rock (66%).

    And Bay certainly isn't writing the screenplay. For this film, three musketeers were selected to delicately craft the script. The first is Josh Appelbaum, who wrote for the acclaimed show Alias, and the also acclaimed Mission Impossible 4 (IMDb). Nice. The second is Andre Nemec, who also wrote for Alias and Mission Impossible 4 (IMDb). Uh, double nice. Okay, so here is where the other shoe drops. The third is Evan Daugherty, who wrote for Snow White and the Huntsman and that Hunger Games look-a-like Divergent (IMDb). Both are adaptations like this film. Maybe he'll do a good job.

    All of these factors will certainly make the film an interesting one to watch, but if it goes wrong, all of the blame should not fall on Bay. It would be like blaming Spielberg for the failures of Transformers 3 and The Legend Of Zorro (IMDb). Yes, he did actually invest time into producing those films. 

    But when hearsay of the very idea that these turtles might be aliens, the fans went into an uproar, and they blamed Bay. Crystal Bell of The Huffington Post writes,

     "Needless to say, the fans are not too pleased with Bay for changing the origins of the beloved "Ninja Turtles."

    "So will they be changing the title?," asked one Reddit user. "I mean, 'TMNT' doesn't really apply anymore ... Maybe they could be Teenage Alien Interstellar Ninja Turtles?" 

    However, another Reddit user pointed out that if the Turtles were in fact aliens -- and not nuchuck-wielding ninjas -- perhaps they would have developed more sophisticated weaponry:

    "If they're aliens then why would they be ninjas!?!? They would have laser guns and lightsabers and junk! They wouldn't need to be ninjas! Michael Bay is the destroyer of worlds!" 

    Even Michaelangelo voice actor Robbie Rist had some, uh, constructive words for Bay on his open letter on Facebook,

    "Dear Michael Bay.

    You probably don't know me but I did some voice work on the first set of movies that you are starting to talk about sodomizing.

    Look man, I think you have some pretty nifty action ideas (of course on the other side, the minute ANYONE in your movies starts using actual dialog I seem to catch myself nodding off), but seriously, Teenage ALIEN Ninja Turtles?

    I know believing in mutated talking turtles is kinda silly to begin with but am I supposed to be led to believe there are ninjas from another planet?

    You know that ninjas are a certain kind of cultural charact....

    Oh what the hell am I talking to you for?

    The rape of our childhood memories continues....."

    His words seem a bit harsh to me (I liked what he had to say about Bay's dialog, though), but I can't help but think that his anger describes a lot of the sentiment that fans initially had at this film. To Robbie's credit, however, he later told TMZ that, "Everything I have said here could be off base and wrong ... He has made WAY more money at this than I have."

    First of all, we now know that the whole "aliens" idea was a bunch of bunk, as Micheal Bay later confirmed to Moviefone, "There was that quote saying that we were making (the Ninja Turtles as) aliens. We're not! It's the ooze!" Second, even if they were aliens, we don't know if Bay had even developed the idea. It could have been from the writers, the director, or any of the other producers. He certainly approved it, which makes him culpable, but that doesn't make him the source. Third, I would hardly call Michael Bay the "destroyer of worlds" for doing such a move (he's destroyed a lot of buildings, though). Or even a raper of childhoods (if such a thing is even possible). Bay simply wanted to take the series in a different paradigm, and frankly, it could have done some neat things. Before all of that, though, let's get one thing out of the way. The Teenage Mutant Ninja Turtles are really kind of silly.

    Really, though. Think about the whole premise of this franchise. 

    Ordinary turtles become mutated into anthropomorphic creatures by a radioactive ooze and are taught to become ninjas by anthropomorphic rat called Splinter in the sewers of New York City. The turtles, now teenagers, are named after Renaissance painters, eat pizza, fight a samurai named Shredder, and rescue reporters in yellow jumpsuits.

    Original, yes, but very laughable. In fact, TMNT creators Kevin Eastman and Peter Laird joked about conceiving the idea in The Week, "We were just pissing our pants that night, to be honest. 'This is the dumbest thing ever.'" (Farago).

    I haven't read the comics, so I can't speak for them, but they sounded pretty gritty. Nor have I seen the 1980's cartoon that helped propel the turtles into the mainstream. I tried watching two episodes a while ago, and I was a bit bored by it. The turtles also looked a bit too cutesy for me. Sorry Gen X. I've seen the1990 film, which, as a straight up Ninja Turtles movie, was actually very entertaining. You really can't fault the movie for giving audiences at the time exactly what they wanted: the four pizza loving turtles fighting crime. That said, the Jim Henson Creature Shop did a good job of designing the costumes, the action scenes are well paced and impressive considering the heavy suits, and the editing and cinematography have a stylized MTV look. This shouldn't be too surprising, since the film was directed by Steve Barron, who also directed the music video for Michael Jackson's "Billie Jean" and A-ha's "Take On Me" (IMDb). The second and third films, I hear, weren't much better, although the second film had Vanilla Ice, and who wouldn't love that?

    The turtles I grew up on were from the late 90's series The Next Mutation. It was a live action show that featured the turtles in uglier costumes than were used in the movies, along with a female turtle named Venus and a crossover episode with Power Rangers In Space. That 80's cartoon looked a lot better by comparison. The turtles did, in my opinion, hit a high note with the 2003 cartoon which had some stylish animation and enjoyable writing. This led to the 2007 film which was kind of dull and confusing, but had a cool fight between Raphael and Leonardo. There's a new TMNT show on Nickelodeon, but I'd rather watch Legend of Korra instead.

    The reason why I've reiterated so much turtles history is to show that this series have been reworked again, again, and again. Now in spite of whichever TMNT incarnation you happen to prefer, it is clear that all of these stories always return to square one. Four feature films, three cartoons, a crossover with the Power Rangers and the tale still starts in the sewers of New York City. It's almost like an infinite time loop. Aren't fans tired of this set-up? Would it be so radical to demand a slightly different background? Are we so hopelessly blinded by our nostalgia that the most infinitesimally small divergence from the established canon is an act of heresy?

    Come on, guys.Would a little openness with the franchise be so hard? When it came to rebooting this franchise, the production team could have gone one of two ways. They could reboot it as an animated film aimed at a younger demographic, or go for the gritty Nolanesque reboot that would appeal to older teenagers. Making an animated film would be redundant, since we just had an animated film and we already have a new cartoon on TV. So, gritty reboot it is.

    When one does a gritty reboot, a certain sense of realism is to be expected. As with the Nolan-Batman films. This doesn't work when you have too much absurdity to overplay the grittiness. Take the implausible tornado sequence from Man of Steel or the horrific "Deep Wang" moments from Transformers 3. Both films featured extraordinary scenarios with aliens. In one, aliens can disguise themselves as cars, and in the other, they can fly and shoot lasers out of their eyes. Both films asked us to take them seriously, Man of Steel much more so, but Transformers 3 also had the destruction of a city, which, I would hope, demands a degree of realism. (By the way, the Autobots were far more negligent about civilian casualties than Superman supposedly was). So while the new TMNT may not be as violent as Man of Steel or as idiotic as Transformers 3, it will have to balance its extraordinary premise with the realism of a live action movie.

    Here's where the aliens come in.

    Now if the turtles were simply aliens, it would do away with a lot of wasteful exposition dealing with the turtle's origins. Considering that we have yet to see any real aliens, though they may certainly exist, the concept of anthropomorphic turtles does not seem quite as absurd by comparison. We know, scientifically, that even the most extreme of mutations would not produce a love of pizza and surfer lingo in turtles, but we don't know anything about aliens. So anything's up for grabs. Again, an alien origin would better fit the demands of realism that many viewers are used to in a live action film. So why does this idea have potential? I'll tell you why, because it won't be set in NYC. No, it would be set on the turtle's alien planet.

    You see, a terrible thing in writing a plot is limitations. This is why prequels are so hard to do without a retcon, the blatant rewriting of previously established canon. If you don't know what I'm talking about, think Zeist from Highlander 2. A prequel can only get so far before running into an established plot point. So freeing up the premise as much as possible to allow for more movement with characters and such is a must. This is the trouble that comes with adaptations. The filmmakers have to balance between honoring the source material and creating their own movie. The problem with the the latter Harry Potter films is that they became too much of a supplement to the books as opposed to being independent works. You see this problem even reverberate in reboots, where the new films didn't differ enough from the originals. Compare, for example, 2012's Spider-Man with 2002's.

    Setting TMNT on an alien planet would offer so many possibilities. Bebop, Rocksteady, Krang, and Usagi Yojimbo could all pop in at any time without any real need for prior explanation. We would simply assume aliens on an alien planet. Anything goes. The planet doesn't have to be futuristic either. Why should it be? The turtles are ninjas aren't they? So why not create a world where those ninja skills and weaponry would hold the advantage? How about a planet based off of feudal Japan, or even a Pandora-like environment? It could bring the turtles to a level they've simply never been at before. Does this mean that Shredder, Karai, April, and Casey can still be humans in an alien planet? Of course. Its an alien planet remember? Anything goes.

    Just think of all the conventions this film could avoid simply by being set on its own planet. No need to hide their identities in public, no need to appeal to the police or military of not being a danger, no need to worry about how humans should react upon seeing them, and if you do go futuristic, no need to explain how you acquired said technology in the modern age. Best of all, not having to set another summer blockbuster in New York City.

    That's some potential with the turtles as aliens, but I doubt if it would ever have been exploited. In fact, I doubt the turtles were ever in any real danger of being radically changed. If there's one thing Hollywood loves, it's formulas. One such formula is to be familiar. People tend to lean towards what they already know. Alien Turtles would be far too alienating (no pun intended) for today's profitable demographics and no doubt divide, if not scare off the entire fanbase. The turtles have spent too much time in our cultural consciousness to be so utterly transformed. Yeah, they're bigger and a bit more slimy, but honestly, how much have they really changed. As far as I can infer from the trailers, they still live in the sewers of New York, but we'll have to wait for the film's release to really find out.

    Well, however bad this new TMNT may be, at least the Turtles won't be interviewed by Oprah again.


    Bibliography

    "Andre Nemec." IMDb. Web. http://www.imdb.com/name/nm0625858/?ref_=fn_al_nm_1

    Bay, Michael. "Michael Bay, 'Pain & Gain' Director, on 'Transformers 4' and the New 'Ninja Turtles' Movie." Interview by Billy Donnely. Moviefone. April 26, 2013. Web. http://news.moviefone.com/2013/04/26/michael-bay-pain-and-gain-interview/

    Bell, Crystal. "Michael Bay: Ninja Turtles Movie Will Make 'TMNT' Aliens, Fans Cry Foul." The Huffington Post. March 19, 2012. Web. http://www.huffingtonpost.com/2012/03/19/michael-bay-ninja-turtles-movie-aliens_n_1364828.html 

    "Bradley Fuller." IMDb. Web. http://www.imdb.com/name/nm0298181/?ref_=fn_al_nm_1

    "Evan Daugherty." IMDb. Web. http://www.imdb.com/name/nm2489193/?ref_=nv_sr_1

    Farago, Andrew. "The fascinating origin story of the Teenage Mutant Ninja Turtles." The Week. June 10, 2014. Web. http://theweek.com/article/index/262738/the-fascinating-origin-story-of-the-teenage-mutant-ninja-turtles

    "Ian Bryce." IMDb. Web. http://www.imdb.com/name/nm0117290/

    "Jonathan Liebesman." Rotten Tomatoes. Web. http://www.rottentomatoes.com/celebrity/162674974/?search=jonathan%20li

    "Josh Appelbaum." IMDb. Web. http://www.imdb.com/name/nm0032227/?ref_=nv_sr_1

    "Michael Bay." Rotten Tomatoes. Web. http://www.rottentomatoes.com/celebrity/162652380/?search=michae;%20bay

    Rist, Robbie. Facebook. March 19, 2012. Web. https://www.facebook.com/robbie.rist/posts/10150753394410645

    "Steve Barron." IMDb. Web. http://www.imdb.com/name/nm0006625/

    "Steven Spielberg." IMDb. Web. http://www.imdb.com/name/nm0000229/?ref_=nv_sr_3

    TMZ Staff. "Ex-Ninja Turtles Actor--Michael Bay is 'Sodomizing' the TMNT Legacy." TMZ. March 20, 2012. Web. http://www.tmz.com/2012/03/20/teenage-mutant-ninja-turtles-michael-bay-michaelangelo-sodomizing/#ixzz38cJnSWlu
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