Saturday, December 12, 2009

The Whole Damn Thing--THE PRISONER, Episode 10

Oh yes. This one.

Episode 10--"Hammer Into Anvil"

"I'LL BREAK THIS CONSPIRACY!"

Paranoid people are sure of one thing--everything, from the time their toothpaste falls off the toothbrush in the morning, to the guy who cuts them off on the way to work, to the co-workers who are surely waiting for a chance to stab him in the back is all part of one large meta-conspiracy directed at them. Of course, that's rarely the case, but good luck convincing them of that. It's at once a defence mechanism (after all, a conspiracy at least implies that someone's in control of things and it's not all a random collision of circumstance) and an expression of ultimate narcissism (of course everything is directed against you, right? /sarcasm) All too often, these people are undone more by what they imagine works against them by what is actually happening to them.

All the above armchair psychoanalysis is my way of prefacing my discussion of this episode, which, were I to boil it down to two sentences would be "No. 6 drives No. 2 barking mad. Also: Kosho."

The episode's title comes from a quote by Goethe: "You must be anvil or hammer." No. 2 expands on this by declaring that he's going to "Hammer" No. 6, which probably sounded far more intimidating in the days before slashfic came along to add another and much less threatening layer of meaning to that particular phrase. It is required of me that, like every other person who's watched this series and has an English degree that I mention that Orwell wrote that "the anvil always breaks the hammer," which I'm certain we're supposed to know on some level because that's exactly what happens here. There's quite a lot of layered foreshadowing in this episode--it's one of the reasons I like it so much.

No. 2, played this time with scenery-chewing godlike assholishness (seriously--this guy does a slide into insanity like the Gotterdamerung is going on in his head) drives one an unfortunate Villager to suicide, and No. 6 decides to seek revenge.

His vengeance takes the form of performing random and completely pointless acts--buying a cuckoo clock and leaving it in front of No. 2's house, playing the same record and timing it (L'Arlésienne--a story of a man being driven mad, which informs on the plot of this episode in a number of ways, if you're familiar with the story), leaving odd messages in the Village paper and generally behaving, to anyone who's not No. 2, like a nutter.

But No. 2, conditioned to the way the Village operates, sees conspiracy. In much the same way as No. 2s turn the weaknesses of the prisoners into the weapon that breaks them, No. 6 breaks No. 2, and it's that turning of the tables that makes the episode so satisfying. We've seen No. 6 get thwarted, betrayed, and outmaneuvered so many times in the episodes up to now and it would be easy to throw one's hands up and say "man, this is just depressing. We know he's not gonna get out until the final episode, so why bother watching the series until we get there?"

So we, as viewers, need a "win" like we get in this episode, so we keep our emotional stake in what happens to No. 6. No, No. 6 doesn't escape, but he does make good on his vow from "Chimes of Big Ben" that he plans to destroy The Village, and if he has to do it bit by bit from within, well, so be it.

That's the good bit of this episode. Now, let's talk Kosho.

A word about fictitious sports in SF, if I may: They're usually silly. Such an effort is made to make the rules recognizable as a sporting event yet sufficiently alien and "futuristic" that everyone ends up looking ridiculous and doing ridiculous things for a goal we're never entirely certain of.

Kosho is no different--it is goofy, hilarious, and insane. I'm not even going to bother trying to describe it, I'm just going to post this Youtube clip. Enjoy.



There are times when The Prisoner just comes out with stuff like this and doesn't bother to prepare one for it, just tosses it right at you and says "Here--you make sense of it." One of the things that often saves a very dodgy Prisoner episode is very often a Kosho scene, because even in the most wretched episodes to come there are no blues that two people fake fighting on trampolines in front of a wading pool can't cure.

Anyways--you now have two reasons why "Hammer Into Anvil" is totally awesome--one of which I have demonstrated to you empirically. This episode isn't one you could intro the series to someone with--it's best saved for a few episodes in, when the prospective Prisoner neophyte can savor the fact that in this episode, at least, he gets to stick it to Village for once.

Unfortunately, this means I have to talk about the next episode now, which is pretty much takes how I feel about this episode and utterly inverts it. Oh, I hate it so much. No. 6 gets embroiled in a plot so damn complicated and highly dull that I reserve the right to embed that Kosho clip again if I get sick and tired of trying to explain it. And I will.

Next time--"It's Your Funeral."

The Whole Damn Thing--THE PRISONER, Episode 9

Hm . . .seems my order of episodes got a bit jumbled in the last block. But seeing as how a favoured hobby of Prisoner fans is arguing just which episode order is the "right" one . . .hell, what's one more mystery?

Episode 9--"Checkmate"

"No escape plan can succeed without knowing who you can trust."

Fun fact--"Checkmate" was the first Prisoner episode I saw--picking it up in a "previously viewed" video bin began my early 90's binge for collecting Prisoner episodes VHS (yes of course I'm old, dammit) It's not my favourite episode of the run, but it's a sound enough episode and besides, you never forget your first, do you?

We begin with one of the more enduring Prisoner symbols--the giant chessboard with Villagers standing in for the pieces, directed by others. It's rather barefaced symbolism and the obviousness of it may make one roll their eyes (yes, part of "Checkmate" concerns the pressure to conform, we got it thanks) but it exists more to set No. 6's interactions with two specific Villagers and we don't linger on it too long.

The two villagers are the Queen, who seems a bit on the daffy side, even before the Village hypnotises her into being madly in love with/stalking No. 6 (Naturally, the honey trap doesn't work on No. 6, and he basically responds by being a real asshole to her, but that's No. 6 for you) this plot doesn't really go anywhere and just kind of exists because they needed to draw out the "A" plot in anticipation of the big twist at the end, which in a rare demonstration of restraint, I will not spoil, but a careful reading of the text should reveal anyways.

The other villager is the Rook, who exploits an opportunity on the chessboard to put the opposing king in check, and for his individual initiative gets carted off the Village Loony Bin for a little Village Mad Science/Pavlovian torture. Rook is a likable enough schlub who just happened to have too much of a conscience out in the real world and was taken to the Village.

No. 6 zeroes in on him with a novel plan for an escape attempt: He's finally figured out how to separate the actual prisoners from the ringers--the ringers (or "guardians") will react without fear when confronted, the prisoners flinch at his crabby intensity. Armed with this knowledge No. 6's plan is, with the help of the Rook, to gather enough prisoners to mount a successful escape attempt.

It goes about as well as you'd expect, but it's something No. 6 does that ends up undoing him, which is a novel twist by now on the Prisoner's stock "egress interruptus," which we need after yet another escape attempt that isn't.

Special note here--No. 2 is Peter Wyngarde, before Jason King and Flash Gordon being rather coolly evil and irritatingly smug--the man can sneer and speak dialogue the way Billy Idol could sneer and sing at the same time. By underplaying things slightly, the full effect of No. 6 ultimately undoing himself really comes to the fore. He's a pretty good No. 2 and it's a shame he didn't recur.

In all "Checkmate" works as an effective Prisoner episode--it hums along at a crackerjack pace, it's surreal without being too obscure about it, and it's a strong enough episode to introduce someone to The Prisoner, I'd say.

But next time, we hit my second favourite Prisoner episode of all time, very closely tied to "Schizoid Man" A new No. 2 hits town, and No. 6 makes it his mission in life to utterly break him. If there is a more audience pleasing episode for people who've been watching The Prisoner for awhile and want to see the good guys win, well this is your episode. Oh yes, and it's the debut of the deliriously wonderful/insane sport of Kosho.

Next time--"Hammer Into Anvil"

Friday, December 4, 2009

"Yes, But How Do You Feel About Power Girl's Tits?"

Right, well, just as we were all grumbling about having to carry our asses back to work after the Thanksgiving holidays (in America, anyways--to my international readers, we ate a lot and had a few days off from work) it seems that once again, Power Girl's boobies have set the comics intelligentsia aflame with anger, defensiveness, and exactly the kind of awful displays of sexism that have made superhero comics fandom the mortifying writhing mass it often is.

It behooves me then, as I attempt to struggle for validity (or even the smallest bit of attention) that I get a marshmallow toasted on this bonfire before it's all burnt out. I will attempt (and likely fail) to avoid being put to the sword by one side or the other by dodging the whole sexism thing as much as possible and addressing another trend that comes from this whole thing that I actually find encouraging.

But before that, I'm going to ramble at length. Let's have a look (not that way) at Power Girl. Lost in all the debate over boobie windows or convoluted origins, it should be mentioned that Power Girl is a product of the zeitgeist of her age, specifically the feminist movement of the 70's.

Whenever superhero comics try to capture the spirit of the age, the results are more often as not cringe worthy stuff (how many black superheroes exploded onto the scene in the 70's? How many of them had nothing more to distinguish them except having "Black" before their name--just in case our attention wasn't drawn to that fact already) done with the best intentions and quite often from a position of white middle-class liberal guilt.

The results, looking back on things with the benefit of hindsight are often hilarious or time to facepalm--black superheroes seem to be constantly furious at Uncle Charlie, and every "feminist" or "liberated woman" (or Lady Liberator) is a serious ball-buster. Part of that could be down to the generally exaggerated nature of superhero comics (like pro wrestling, the phrase "theatre of the absurd" springs to mind--superhero comics deal in hightened, almost operatic, reality) but also the simple fact that it's very hard to get a sense of a social movement while it's happening around you--it's slightly too big to be easily perceived.

It was with equally well-meaning intentions that women characters began to hit the scene in the 70's and in deference to lessons learned (or not) a hell of a lot of them seemed to have "she-" in front of their names or "-woman" or "-girl" after them. Again--just in case we forgot.

Nevertheless, even with all the best intentions in the world, an outsider trying to write for a different gender, sexual orientation, or race will face a certain disconnect. I am not saying that straight writers can't write gay characters or white writers can't write black characters, I'm simply saying there may be subtleties that you can't get to owing to the fact that one is on the outside looking in. It can be mitigated, it can be compensated for, but it's not easily hurdled, and I struggle with it in my writing, too.

Also, a creator's experience and predilections also inform any creation, blatantly or subtly. For instance, a group of mostly old-line creators, raised in times where the gender roles and expectations were quite different are bound to have a certain subtext in their perceptions of women's liberation than someone who was born and raised in the midst of it, and he would have a different opinion than, say, Dave Sim. But who doesn't?

This idea of experience informing intent will become important . . .right now.

Wally Wood designed Power Girl's look. In addition to designing Daredevil's red suit and committing suicide, Wally Wood had quite a line in drawing women who were, if we're honest, built like brick shithouses. Some artists have pretty blatant obsessions, and whether they like it or not, they bleed onto their pages.

So, Power Girl, poster child for "feminism" in superhero comics (not easily defined then, possibly less so now) created with what were surely good intentions, ended up on the page as a bit of a ballbuster who was built like a brick shithouse.

Here's another example--nearly around the same time, Marvel created Ms. Marvel, who is very much Power Girl's opposite number--she's a distaff version of a male hero, she's a feminist who demonstrates it by being a ballbuster, origin and current status has been hopelessly muddled, and her costume's probably more famous than the character. I think they even fought in JLA/Avengers, just in case we missed the connection.

I once read an anecdote Dave Cockrum told about re-resdesigning Ms. Marvel's look. Her first outfit was lacking something and so he designed the second--and ultimately more enduring--costume and presented it to Marvel's head honcho (at least in the public eye) Stan Lee, who was elated and declared that this was what he'd been looking for--"Black leather and tits and ass."

He would know, I'd imagine--this is the Stan Lee who gave us Stripperella, for God's sake.

I present these things not to make any great point (except "this was nascent feminism in superhero comics 30+ years ago.") apart from how good intentions can often go awry in ways we may not be fully cognizant of. Mind you, there was still plenty of times to right the ship between then and now, but . . .well, as anyone who knows anything about comics will tell you, all too often things swing back to a permanent status quo. Part of that is the nature of the beast--to keep the soap opera running things can never fully resolve, after all.

Another part of it is that some ideas that should long ago have been tossed in the bin stick around, molder, and get a bit stinky.

However, that there's this much of a debate, and about Power Girl, to boot, gives me hope for one thing. For all the sturm und drang people throw about (me included) about how the comic market is shrinking and catering to the 30+ year old male geek is resulting in a slow countdown to extinction, that women would get this passionate about a character shows that there are characters that female readers would embrace and would take an interest in, if perhaps something could be done about the barnacles of intentional and unintentional sexism that have accrued on them over the years.

I very much hope those that have been most vocal will bring some of that to bear, perhaps, on creations that redress the problems with these character that prevent that vital connection from being made. Failing that, I hope they get their shot someday to do something with them on their own--I'm a big beleiver that at some point a new generation has to being its ideas to bear on these hoary old icons so it will speak to younger generations and there will be later generations of comics readers.

It's the only thing that's ever seemed to work.

Thursday, November 26, 2009

The Whole Damn Thing--THE PRISONER, Episode 7

When accepted this job, I was resigned to my fate. My fate is to recap the entire run of The Prisoner, in an epic race to the finish.

Episode 7--"Many Happy Returns"

"Anyone at home?"

"Many Happy Returns" is a weird, weird, episode. It's not as disorienting as some of the later episodes, not as trippy or psychedelic as the finale, but it's very . . .eerie. Maybe it's the beginning of the episode where No. 6 wakes up to a completely deserted and empty Village. No people, no water, no electricity, no nothing. After so many episodes of shiny happy prisoners wandering around in colourful cloaks and umbrellas it just seems . . .wrong, somehow.

No. 6, never one to look a gift horse in the mouth, decides to escape. He makes a raft and sails out to sea, beats up some gunrunning pirates, meets some gypsies and generally refuses to say a word for most of the first half-hour of the episode.

It's that eerie silence that most people remember about this episode--there's barely any dialogue in the first half-hour and what little there is isn't in English. It's only once No. 6 meets up with Mrs. Butterworth, the lady who owns his car and his old house, that he actually speaks, and from there it's a short run back to his erstwhile superiors, to convince them of the existence and the imminent threat of the Village.

You remember what happened last time he did this, don't you? Sure enough, No. 6 finds himself back in the Village, still completely deserted. It's only when he re-enters his cottage that all of a sudden everything comes back on and just in time for one of those climaxes so perfect that you smile, even though the bad guys won.

"Manny Happy Returns" is a great episode, not just because it ticks along with such perfect precision, not just because it has a great ending twist, but because it shows The Prisoner at its best--never afraid to kick over the table and completely upset the format. It's that willingness to do anything that makes this show so enduring ultimately. It's well worth watching.

Back in the Village, again in the Village. No. 6 finds a potential way to escape and an old comrade in arms, and runs up against one of the creepiest Nos. 2 in the entire run of the series and certainly one of the most complicated plots. Next episode--"Dance of the Dead."

There will be music, dancing, happiness . . .by order.

The Whole Damn Thing--THE PRISONER, Episode 8

Episode 8--"Dance of the Dead"

"They don't know you're already dead. Locked up in the long box, in that little room."

"Dance of the Dead" is one of my all-time favorite episodes of The Prisoner, and, in fact, one of the first I got a chance to see in my early days of buying previously viewed tapes from the local video store. Funnily enough, it took me quite awhile to actually get what it was about, but there was enough going on to offset my utter incomprehension of the plot (and to be fair, it's not something you can get if you're half-watching it) that it still held my attention.

First of all, the No. 2 this time is Mary Morris. Despite being a woman (a rarity for Nos. 2) she comes off as curiously asexual, very charming and urbane at moments, but also utterly implacable and malevolent. She plays No. 2 as utterly convinced No. 6 will break (or in her words, "won over") the only thing that matters is how long it takes. Some Nos. 2 (ok, most of them) overact and almost camp it up in the role, but Morris plays it so deadly subtle that it adds an edge to the No. 2/No. 6 dynamic missing from other episodes.

I usually run down the plot at the point, but it's kind of tricky in this case. No. 6 discovers a body washed up on the shore of the Village, intending to use him to send an SOS message when the body's discovered, he runs into Dutton, former ally and fellow inmate. Dutton's at the end of his tether--he's told them all he knows and they won't stop because they don't believe him. The actor who plays Dutton plays his speech to No. 6 with a rather affecting kind of fatalism that makes his final appearance in the climax of the episode even more upsetting. It shouldn't work--this is Yet Another Of No. 6's Friends Who's Setting Him Up, after all, and yet it does work, and very well too.

While that's going on, No. 2 seems to be trying to set up No. 6 with a pretty girl, bit that doesn't work out very well, as No. 6 is a bit of a grump and pretty well immune to the honey trap anyway. He does take an interest in his Observer, but he seems to do so more to hammer her about her unswerving loyalty to the Village and their methods.

All of which comes to a head at the Carnival. The Carnival, like pretty much everything in the Village seems like fun, but is damn sinister. It's a costume party, but your costumes are chosen for you, and the entertainment this year seems to be sentencing No. 6 to death in a trial best described as "a farce."

No. 6 is is sentenced to death. And sure enough, he "dies." Because No. 2 has found the body No. 6 discovered, and his SOS. The SOS will be "amended slightly" and the body will also be "amended slightly." No. 6, to the outside world, is "dead." The feeling at the end of the episode is one of the box being closed around No. 6. The outside world has just become a lot more unreachable and the Village is more of a prison than ever.

It took me a few viewings before I "got" this one, and it wasn't until I read The AV Club's review of it that things clicked into place. No. 2 uses the whole thing with the death sentence and the dead body and Dutton's betrayal as a way of shutting the cage of No. 6, and cutting off any and all methods of escape--literal or figurative. One feels that the stakes have been raised somehow between the Village and No. 6, and there's more of a palpable feeling of danger.

"This is your world," she says. "I am your world." Well, that's pretty much throwing the gauntlet, isn't it? Even No. 6's defiant "You'll never win" feels a little hollow against that sort of implacability.

This episode is a great one, and should be one of the first you see (the assumption from certain dialogue cues, is that it should have been far earlier in the run, but I am consciously trying to keep that sort of talk off these reviews in the name of concentrating on my thoughts and visceral reactions to the series) as it sets the tone perfectly for what kind of series you're dealing with. It's a bit less immediately unsettling than "The Schizoid Man," but it's got a heart blacker than midnight in a coal mine. It's one of The Prisoner's best.

One of the hardest parts of escaping the Village has been working out which of the Villagers are poor victims of the place and the ringers secreted amongst them to keep tabs on the rest. No. 6 thinks he may have found a way to work out who is who, but does he really? And what's the deal with the chess game being played with real people as the pieces? Some scientists say it satisfies the desire for power, you know . . .

Next episode--"Checkmate"

The Whole Damn Thing--THE PRISONER, Episode 6

Episode 6--"The General"

"One hundred per cent entry, one hundred per cent pass."

"The General" is an odd duck in the Prisoner run, as it's the first episode wherein the main plot has absolutely nothing to do with breaking No. 6. There's a few episodes like this in the remainder of the run, but this is the only one in any way shape or form that is actually watchable and doesn't feel like a grind. It doesn't quite pay off its remit in a way that congrues with the rest of the series, but it does keep stride thematically with what's going on.

There's something new and exciting in the Village--Speedlearn! A university-level course in less than three minutes. Just stare at a weird light on your TV screen and the information is indelibly imprinted in your mind. It's a huge hit and people are falling all over themselves regurgitating facts. The same facts. In exactly the same way.

Naturally, No. 6 sees this as a kind of mind control, and the fact that the professor who's supposed to perfect the process just tried to escape in front of him and dropped a tape recorder exhorting his students to "destroy the General" doesn't exactly dissuade him, either.

So No. 6 embarks on a campaign to knock it over in his usual grumpy way and find out just who the General is. Only this time he's got the (very suspicious) help of No. 12, who seems to be on his side, but we're never quite sure. This dynamic is actually a large part of what drives the episode forward, as we're never entirely sure whether No. 12 is on No. 6's side or not.

It's also No. 12 who gets to the heart of what I feel "The General" should have been about when he trips No. 6 up on a Speedlearn question. Speedlearners can regurgitate facts all day long, but they can't interpret them. In effect, No. 2 is training a bunch of parrots en masse. The script occasionally gets into the darker implications of all this, but it all goes a bit pear-shaped at the end, because . . .

. . .The General is a big supercomputer (with tape reels and punch cards, as all 60's supercomputers must) and the denouement of the episode involves No. 6 blowing the General up with some Captain Kirk style logical tricks.

It's a bit disappointing ending and one expects more from the series than this. But the actual episode is sound enough (there are two other non no. 6 centric episodes I am actively dreading covering--thankfully they're broken up a bit by some of my favourites of the entire run) and there's some fun to be had, especially if the anarchist inside you hated school and always wanted to exact some cathartic revenge by proxy.

Coming up, seven episodes in, No. 6 escapes and learns a lesson about knowing democracy and knowing what's fascist (he actually doesn't, but I want to see who gets the reference). Next episode--"Many Happy Returns"

Con Trek II: The Wrath of Con

For those of you who came in late:

Last year, for reasons best understood by . . .well, not understanding them, I went to Nekocon, an annual anime con held in gloriously Virginian Hampton Virginia. That I did this despite my anime fandom having fallen off sharply since about five years ago or so is again, one of those bits of understanding perhaps best left not understood. Upon returning from the con, I posted a long rambling remembrance of the trip in various places on the 'net.

This year, for reasons best understood by . . .well, not understanding them, I went to Nekocon, an annual anime con held in gloriously Virginian Hampton Virginia. That I did this despite my anime fandom having fallen off sharply since about six years ago is, once again, one of those bits of understanding perhaps best left not understood. Upon returning from the con, I am posting a long rambling remembrance of the trip in various places on the 'net. I had promised pictures, but sadly, I couldn't find a digital camera in time, and so you will have to rely on my ability to paint word pictures of the event.

Anyways, our story begins on Saturday, November 7th at 5:00 in the morning. Everything's set from the night before to take off in 30 minutes, but a half-hour to ground oneself before hopping into a car and driving for 3 hours is a good idea, as 3 hours in a moving vehicle is an excellent way to lose one's mind. So, after a little mental centering, I hit the road.

According to Mapquest the surest way to get there fastest was to use the interstates. This is advice I almost immediately discarded because hey, Mapquest doesn't own me, I am not a man to be following directions like some sort of sensible human being who follows good advice and good things happen to him as a result, I am a free man!

. . .or a stubborn fool who is sure his method of navigating using country back roads will cover just as much distance without a lot of dicking around on the interstates, surrounded by people who are driving with much the same relaxed attitude that the people in The Road Warrior had towards driving. So off on my merry way I went.

I have friends of mine who live in other countries. For the most part, they are rather stunned that one can drive three hours to anywhere without finally hitting ocean--it is a manner of scale, and in those terms, three hours end to end is crossing an entire country. Three hours of driving will not even get you from one end to the other of the state in which I live.

A word about driving on country roads, if I may. Driving at 5:30 in the morning on a cool but not unpleasant November morning has its own special perils. One is deer. Yes, like "Bambi." By my rough calculations, we have had the concept of the automobile for a century and change now, and in that time, deer have found no peace with it. It is not uncommon for deer to be hit by cards whilst trying to cross the road. You would imagine, of course, that the deer would get the worst of it, but it's a 50-50 thing--deer can destroy cars as completely as cars destroy deer. Worse still, deer, like moths, love bright lights, and will often stand, enraptured, when in the path of one. You can imagine the rest.

The other danger was, of course, fog. Country roads are built on hilly terrain, usually shaded by trees and as a result, when fog rolls in, it can really sock you in. I drove through pockets of hatefully thick fog where I could barely see maybe a foot in front of me at points. Thankfully, once I hit the highways, the sun was up, and once it went to work, I was in the clear.

Most of the drive took me through the eastern part of the state , through towns that just barely hang on since no industry's been close enough to support them for a number of years. The farmers are the only ones left, really, and even they just barely hang on. Driving through these towns is kind of curious and a bit sad. You can see old and crumbling main streets, proud antebellum-style houses that are huge and imposing and probably way too expensive to live in, and plenty of storefronts that house local business bracketed by a Pepsi logo on either end. I've seen those things all my life, and I've wondered, "does the soda industry really own that many buildings?" (answer: no)

Eventually, one state gives way to another and we're in Virginia. I lament that the weird gargoyles they had out in the cornfield outside of Franklin aren't there anymore--apparently the annual haunted house thing is taking the year off, which is too bad because this means I missed it, and also the subtle mind-screw of driving by mile after mile of cornfields and seeing gargoyles all of a sudden is lost.

Anyways, I finally hit the home stretch--nothing but highway, bridges, a tunnel (yes, that's a tunnel. Underwater. I know--it's odd) there's not much to see and less to comment on--the whole business of staying alive rather takes precedence, so apart from a basic autonomic awareness, one has time to occupy their mind with the deep, searching questions of the day.

In my case, I wondered, "Who would win a fistfight--Perry Mason, or the Fatman from Jake and the Fatman?"

Thankfully, before I could answer that, I arrived. The Hampton Convention Center is a big, swanky nautical themed building (complete with sails!), right across the street from the Hampton Coliseum, a holdover from those days when it was fashionable in architectural circles to construct buildings that look like cakes. I'm not sure what the process was there. "Look, you never know when Godzilla might come out of the bay . . .let's build a building that looks like a cake and he'll come up and be all like 'Holy shit--a cake! I LOVE CAKE!' grab the building and go away." I would really like to think it happened like that.

Inside of the convention center everything is very clean and old school--that means metal and big wooden doors that, if you squinted hard enough, look a little like the offices of Sterling Cooper, which is always something to be admired. Sterling Cooper, however, never had a bunch of people in wacky costumes prowling around, no matter how out of control Casual Fridays got.

The costume thing is the biggest culture shock to the uninitiated--I'm not sure whether people dressed up to get photographed (seriously--if you saw people in costume, thirty seconds later, someone had a camera) or people brought cameras because they just had to document something this crazy for the Folks Back Home, and as I came late to the party anyway, it's not for me to speculate, really.

The clear winner in my eyes? The guy who came as Zombie Jesus, carrying a sign that said, "I"m looking for hearts and minds." I was tempted to run up to him, point and exclaim "SWEET ZOMBIE JESUS!" But I was halted by the fact that I am never sure how many Futurama fans are within earshot of me at any given moment and also that I am a spineless coward who cries himself to sleep every night at the opportunities he misses to yell possibly clever things at complete strangers.

Anyways, my three destinations are--dealer's room, artist's alley, game room. I will repeat this circuit at least 20 times in my time at the con. Oh sure there's other stuff to do, but I am liberated from The Man's suggestions about what panels I should visit by my usual attitude of not giving a damn, and as such, go my own way.

The Dealer's Room is an interesting peek into the future, or as I like to call it, the precise moment I smelled my own extinction. From the amount of fake weapons, leather goods, goggles (clearly Adam Bomb was far more influential a figure than I thought) and just plan crazy stuff being sold, I can honestly tell you I just have no idea what's going on with this younger generation at all. Not that this is a bad thing--it is the responsibility of every generation to make the generation before it feel like it's being pushed into the sea. You just don't expect to see whole "arming for the future" thing happening so blatantly is all.

Artist's Alley is a different matter altogether. Several dozen artists, all plying their trade, crowd into a room and compete for attention. They sell prints, cards, sketchbooks, pretty much anything and everything. I have to say, I draw a little bit, but I cannot and would not compete with the time and dedication most of these people have to their craft and turning into a profession. My hats off to 'em.

The game room was the most crowded place at the whole con. Perhaps, indeed, the whole world. There was never not a moment when the place wasn't crowded with people playing one of the many fighting games available (Including Street Fighter 3: Third Strike. Because Third Strike will always be at these cons, because it's where the big boys play. Like WCW used to be) it was people playing Dance Dance Revolution or something similar to it and moving with agility I have never in my life possessed or ever will.

In between this constant, unceasing circuit, there's a few things to take care of. Lunch is a big one. I find myself in a place that offers a sandwich called the "Baczilla," and I cannot help but wonder if it is made from Godzilla (who would, in that case, be a pork product despite the fact that it is a lizard), though I don't say this to anyone because, despite all evidence to the contrary, I am not completely insane.

The hour gets late and I head for home. In the dark. The plan is to go straight through and, if all goes as planned, I will arrive home at midnight. Long story short, while I do make it home by midnight, my brain is rather dramatically scrambled and the whole thing ends up not unsurprisingly feeling like Hunter Thompson must have felt like walking around Circus Circus out of his mind on ether.

Things I learned from this experience: There are a lot of people in the world with personalised licence plates. All of them are on the road at 11 o'clock on a Saturday night. Also, driving for three hours is an excellent way to forget your own name.

And that's basically the con. There wasn't quite so much culture shock for me this time, since this was my second trip, which means either I'm less easy to shock, or I'm just getting used to the whole thing. Hard to say. Will I do this again next year? Will I travel to more cons and feel equally bewildered at them?

We'll just have to wait and see.

The Whole Damn Thing--THE PRISONER, Episode 5

Sorry these took awhile--I was in a Tryptophan coma. You know how it is.

Episode 5--"The Schizoid Man"

"You'd hardly know yourself, No. 12."

This is one of my favourite Prisoner episodes of all time, perhaps the favourite from the whole series. I'm not sure exactly why it works so well--perhaps it's just how sinister the whole thing is, perhaps it's how unsettling the basic concept is, perhaps it's how disturbing it is that this No. 2 almost succeeds in breaking No. 6--it has a real visceral impact. So much so that some people who've watched it with me consider it the scariest episode of The Prisoner ever.

The plot is a clever twist on the hoary old "hero is confronted with an evil double of himself" cliche that every TV series seems to do at least once. The spin is that No. 6 is replaced with double (No. 12) and then convinced through Village Mad Science that he is No. 12 and he is being enlisted in a plot to destroy No. 6's sense of reality.

No. 6 sees through that part of it immediately--how can that be No. 6 when he is No. 6, and asserts it when he's confronted with "No. 6" (on the new Blu-Ray version, you can very plainly see the split-screen photography when it doesn't join up properly) who comes off as sarcastic and more than a little bit snotty, but in all ways seems to be No. 6.

No. 6, however, doesn't seem to be himself. He's left-handed instead of right-handed, the distinct features that he thought made him "himself" are systematically taken away (remember no two people are supposed to have the same fingerprints? Well . . .) and No. 6 comes dangerously close to being shattered by this (mind you, it's all eventually undone by some faulty wiring, but that's par for the course) and the end result is a narrow victory for No. 6 and the possibility for escape by turning the tables. I won't spoil it for you, but as we're on episode 5 of 17, that should tell you something about how well that works.

I don't want to say too much about this episode as I'd rather not spoil it, and so much of it depends on seeing it play out the way it does that it would be redundant. I would say, if you wanted an "entry point" into The Prisoner, this is as good as any to give you a feel for what the show does well and the peculiar way it works.

That's it for this time. Join us next time for a rather unique episode, wherein the goal is not to break No. 6 at all, but to perfect a new system of learning that can inedlibly jam a semester's worth of coursework into your brain in less than 5 minutes. But the Village being the Village, there's naturally a catch to it all. Join us next time for "The General."

Friday, November 20, 2009

The Whole Damn Thing--THE PRISONER--Episode 4

Episode 4--"Free For All"

"You are free to go! FREE TO GO! FREE TO GO!"

Ostensibly. and indeed for part of the running time of the episode, "Free For All" is an attack on the sham nature of political elections. It also, soon enough, evolves (or devolves) into a surrealistic nightmare, up to and including, No. 6 going nuts and shouting at everyone else, being drugged and subjected to wacky hypnotic science and getting slapped a lot and oh yeah there are guys worshiping a glowing Rover and no I don't know what any of it's about. Those who say that the completely batshit-crazy final episode just kinda leapt out of nowhere, must either ignore this episode, or make very little note of the fact that it just explodes into crazy-go-nuts territory really early on.

Let's approach the lot, as best as we can: No. 2 suggests to No. 6 that he run for "office"--in other words, become No. 2. That it's all of a sudden an elected position when it's always been casually assumed it was an appointed position and later on we find out it's an excessive title and . . .y'know what? Dwelling on the continuity minutiae of The Prisoner is a great way to go insane, and really, let's not.

Anyways, as No. 6 begins his campaign (with venomous contempt for pretty much every iota of the process--he considers it compromised, corrupt and in service less to any ideals than to itself and, of course, he's right) Somehow, No. 6 being assigned a hyperactive maid who can't speak English works into the plan, but it's not really apparent why until the end. The plan, so far as No. 6 is concerned is to break through to the higher echelons of the Village's order, free everyone and destroy the village--not necessarily in that order.

Well, an escape attempt and a fistfight on a speedboat puts paid to that. No. 6 gets drugged and hypnotised with a Powerpoint presentation (oh man, we've all been there) and proceeds to run as a model Village candidate, albeit one prone to sweating, looking anxious and yelling at people (just like Richard Nixon, really) has a meet-cute and a drink with No. 2, wins the election, gets bitchslapped around a little (literally) and realises that the whole business has just been a shell game, with him as the mark . . .just like the whole electoral process.

"Free For All," despite being one of the most blatantly overt political statements, doesn't really gel as much for me. I like the political stuff and I like the mind-control stuff, but oh lord the two don't really sit comfortably in the same episode right next to each other and the join is so apparent it all feels a bit arbitrary and Frankenstein-y. It's still good and worth a look (Like pizza, even when The Prisoner is kinda bad, it's pretty good) but it's not exactly a personal favourite if mine.

Next time, we will look at an episode that is a favourite of mine--in fact, it's near the top of the list for my favourite Prisoner episodes of all time. It was described on one site as "No. 2 tries to break No. 6 by making him grow a nasty mustache," which is completely accurate and also really damn funny. Join us next time for an episode people who I have watched it with have called "genuinely disturbing." The password is "The Schizoid Man"

Wednesday, November 18, 2009

The Whole Damn Thing--THE PRISONER--Episode 3

Continuing our continuing (until we get to Episode 17 anyways) run-through of The Prisoner, tonight, we submit the following for your approval:

Episode 3--"A. B. and C."

"THIS IS A . . .DREAMY . . .PARTY!"

This is one of my favourite episodes, I must confess. First of all, it's great to see No. 6 not being an asshole to everyone and anyone (of the many things one can say about The Prisoner, it must be admitted that No. 6 is not the world's most sympathetic protagonist. In fact, at times, he can be a real cock) but it's got this cool "first act of a James Bond movie" deal going through it, it's our first glimpse of The Village's soon-to-be-standard approach of "Oh let's just drug him and hook him up to the machine that goes ping" mad science which is emblematic of the series.

Oh yeah, and this is the first time No. 6 gets to win, which is infrequent and also pretty damn cool.

It all begins with No. 2 getting a call from No. 1 on the Big Red Phone (seriously, that thing is ridiculous) that he damn well better get on the stick re: figuring out why No. 6 resigned. No. 2 sells this well by getting a look of pants-wetting terror and muttering "Yes, I know my future's at stake" and we're off to the races.

No. 6 is drugged and thanks to various spools of tape, electrodes, and the aforementioned machine that goes "ping," is transported through the magic of 1960s-era virtual reality to a party in Paris. No. 2's belief is that No. 6 resigned because he was planning to sell out, and has boiled the possible buyers down to three possibilities--the aforementioned A, B, and C. Over three nights No. 6 will meet each one in turn, and hopefully, the answer will be found.

"A" is a former ally/current defector with an effete manner and the kind of mustache that probably seemed like an excellent idea in the days of the Kaiserreich. He and No. 6 trade those casual but underlaid with menace barbs that always happen at the beginning of every Bond movie you've ever seen, then "A" takes him away from the party in a car for a location shot and a fist fight, as one tends to do.

A word about fistfights in The Prisoner, for a moment, as there will be a lot of them in the coming episodes. They're not terribly good (which is odd, as Partick McGoohan was actually supposed to be a fairly accomplished boxer, I believe) full of quick cuts, obvious misses, and sudden onset brass-heavy music that is supposed to let us know that this is an ACTION! scene. They are silly, they are dodgy, and they are absolutely hilarious and I clap like a seal whenever one breaks out in a Prisoner episode.

"B" is your average "spy from a non-existent but, judging from her accent, foreign country." She and No. 6 have some history and exchange pleasantries, however this is all happening a bit too slow for No. 2, so they try putting words in B's mouth (via more science that's probably more than a bit suspect) but No. 6 twigs to what's going on immediately and knows things are Very Wrong Indeed.

This feeling of wrongness (plus the ever-increasing track-marks on his wrist) make him think something's up, and, finding the lab where they've been ABC-ing him, decides to turn the tables just in time for him to meet "C." I won't spoil it for you (y'know, for a change), but suffice it to say it involves the music getting louder, "Batman" camera angles and the most elliptical way possible for No. 6 to turn the tables you could possibly imagine . . .if you spent a lot of time wondering how you were going to get back at the people who'd doped you up and strapped you to a table for the third night running.

"A. B. and C." is a great episode, really, as you get little smatterings of everything The Prisoner is about in one delicious packages--there's some standard spy stuff, a little surrealism, mad science, snappy dialogue--it all works very well. In fact, if I were going to "sell" someone on The Prisoner, this would be the episode I'd use, I think. This is the first episode in the run that feels more like how the creators of the show wanted things to go.

That's all for this time. Next time, No. 6 runs for office, and a wicked satire on politics and elections takes a hard right turn into weird surrealism, people worship a glowing Rover, and No. 6 yells and sweats a lot. Cast your vote here for "Free For All"