Hulu’s Sci-Fi Comedy Future Man is a refreshing surprise

Original and fearless, it answers the question “What would happen if we mixed Terminator with Pineapple Express?”

Future Man is, without a doubt, the greatest janitor-centered time travel comedy of 2017. The concept is straightforward: Josh Futterman, a custodial worker at a biolab, lives with his parents and spends his free time playing Biotic Wars under the moniker Future Man. When he beats the game (the first person to do so), he discovers that it’s actually a recruitment/training simulation. Two future warriors straight out of an 80s B-movie materialize in his bedroom and tell him the Biotic Wars are real and he’s humanity’s savior.

Here it is: https://www.hulu.com/grid/future-man. It’s unfortunately only available with a Hulu account, but you need to be watching A Handmaid’s Tale anyway, so it shouldn’t be that painful.

The show takes a little time to get off the ground. The first couple of episodes are rough because it’s so clearly wish fulfillment — the loser with a dead-end job gets to hang out with Time Marines. As it becomes more and more clear that any easy tropes Future Man uses are there to be subverted, the narrative becomes more interesting. By episode 5, the rightness of the war against the Biotics is called into question, and what was a goofy, fun sci-fi romp becomes a goofy, fun, sci-fi romp filled with moral ambiguity and existential doubt. It’s an amazing turn — one minute you’re laughing at Rogenesque (Seth is a producer) dick jokes, and the next you’re asking what reality is. The skeleton of this show is a time-travel comedy, but it’s fleshed out with writing that trusts the audience, true character development, and really careful attention to plot.

Entertainment is the defining feature of each episode — every one is laugh-out-loud funny. This ranges from dumb, crude jokes (the instant the soldiers materialize in Josh’s bedroom, he’s masturbating) to extremely complex and rewarding long-arc humor — grizzled warrior Wolf discovers a hidden talent for cuisine and spends the rest of the show conflicted between his persona as a Michelin-level talent and a man who can rip someone’s head off with his bare hands.

Future Man actually shows how deeply crippling it is to grow up in a world where the only choice is to become a super soldier or die

The attention to character is a big part of what gives the show real substance. Tiger and Wolf are parodies of 80s action heroes, and they absolutely are everything you’d expect as a result: trained killers, strong, direct, and unversed in 21st century niceties. Unlike the 80s movies that inspired these two, Future Man actually shows how deeply crippling it is to grow up in a world where the only choice is become a super soldier or die. At one point, Josh attempts to kiss Tiger, and she almost throws up. She asks why he would want to put “ratholes” together (“What else would you call the hole you stuff rats into?”), revealing the deep intimacy issues created in a kill-or-be-killed world. In addition to a realistic portrayal of the dark side of being a badass future soldier, the show shepherds each of the leading characters through personal development. Josh becomes more dedicated, more confident, and more able to work towards his goals. Tiger becomes more willing to express emotions, and Wolf (in what is possibly the best episode of the series) moves from being an unquestioning grunt into pursuing personal fulfillment to the hilt. It’s a goofy comedy, but its serious attention to true human emotion keeps it from being only that.

[E]ach change they make in the past has unpredictable, upsetting, and permanent results

The time travel in Future Man is the most painstaking exploration of the concept to make it to any type of screen in the last few years. The central conflict involves going back in time to assassinate the inventor of the super serum that creates the genocidal Biotics. The show is mainly a catalogue of how the multiple attempts and failures of the main trio shred the timeline more and more irreparably. Actions have consequences, and that is such an important quality of good narrative. For example, the most disappointing thing about Doctor Who’s decline in the post-Tennant years is its creeping but inexorable movement away from time travel having rules. In Doctor Who, if something is broken beyond repair, the Doctor can literally just scream I’M THE DOCTOR, completely ignore all rules of internal narrative consistency, and change everything to suit him. The writers make no reference to previously unbreakable rules, to commonly accepted time travel tropes, or even a decent explanation of exactly what it is the Doctor is doing. The absolute lack of consequences has transformed Doctor Who from a show written with kids in mind to a kids’ show. Future Man is on the other end of the spectrum — each change they make in the past has unpredictable, upsetting, and permanent results (the funniest and most trivial of which is Josh accidentally making his parents name him “Joosh”). The explanations for how time travel works don’t necessarily make sense because time travel itself doesn’t make sense, but the writers never insult the audience with hand-waving — they stick to their internally-consistent guns and explore consequences rationally.

While the show doesn’t get its feet under it until about episode four, it is impressive once it gets going. The writers chose what they wanted this show to be with no consideration for who would want to follow, no focus-group simplification — they just went for it, and the resulting joy of creation translates into a palpable energy in every scene. The contrast at the center of the show is constantly stimulating — it’s very much a goofy bro sci-fi show, but it explores its morals and characters with the utmost seriousness. Even if this show had no other saving graces, the montage where Wolf falls in love with the 80s is, by itself, worth the Hulu subscription.

Oathbringer is the best action fantasy of the year

The latest entry in Brandon Sanderson’s Stormlight Archive series cements his reputation as the king of high-octane fantasy

There are three reasons to read Brandon Sanderson: the size and originality of the worlds he builds, the scientific rigor of his magic systems, and the river-in-flood irresistibility of his action sequences. The Stormlight Archive, his projected ten-volume magnum opus, is magnificently ambitious (ten volumes, ~1200 words each, should be done when I’m in my 50s), and coming later in his career than his wildly popular Mistborn series, it’s more sophisticated. The writing is smoother, the action is tighter, and the actionless parts are more interesting. He’s better at making characters you really care about, and the mythology of the world they live in approaches many actual religions in complexity.

In Oathbringer, the ancient evil that has haunted Roshar for millennia returns. The Everstorm has raged across the continent, transforming parshmen, an enslaved humanoid species, into a standing army bent on the eradication of humanity. The Knights Radiant, an ancient order gifted with magical powers for the defense of human civilization, have begun to return. Normal people manifest powers seemingly at random, and the ex-general Dalinar, the former soldier Kaladin, and the noblewoman Shallan Davar are frantically trying to collect these new Knights and to forge the countries and kingdoms of the world into an organization that can resist annihilation.

Oathbringer is a glorious mess. Glorious is a well-earned adjective, and mess might be unfair. It’s got all the goodies people expect from Sanderson, but it does stumble a bit. It’s so much slower than the previous entries. Many sections are overdescribed (not to Robert Jordan levels). For example, there’s an entire chapter about a soldier making soup. His comrades are training in the background, and the frame serves as a window into the bonds among the group. At the end of the chapter, you know more about the characters and the world. It’s worthwhile, but it’s really hard to forget that you just read an entire chapter about making soup. There’s also only one mega-climax at the very end of the book (instead of a series of smaller, but still epic, conflicts throughout the book, like midseason cliffhangers). There is action, and there are fights, but they feel more like skirmishes, scraps unworthy of the explosive finale. Finally, the amazing powers Kaladin and the other Knights Radiant began to master at the end of Vol 2, Words of Radiance, are used for mundane tasks for a lot of the book. There are exceptions, but Kaladin mainly uses his powers to fly from point A to point B. Compared to the very first pages of the very first book, where the Assassin in White uses his powers to engage in one of the most impressive fight scenes in all of fantasy literature, it pales. The finale more than makes up for it, but that doesn’t change that for most of the book, Kaladin’s Windrunner powers were basically a supernatural Greyhound bus.

This book is still great, and you should buy it now. Sanderson deepens the mythos he set out in the first two books, and each new facet adds more beauty and interest to the gem-like clarity of what he’s built. Sanderson has such an innate sense of place that what he describes is tangible. Mystical mountain keeps, overcrowded markets, barren wastes, all of it is there as a solid presence, not just a series of descriptions. Also, when the hundred-page climax comes, it is jaw-droppingly good.

This review ended up being more negative than I expected — I loved this book. I read it in three days. I guess the bad is sticking out here because Sanderson so reliably delivers greatness that it’s become background — invisible because it’s expected — and the less-great stands out because it’s so rare. I think Sanderson’s ambition is behind a lot of the issues I had with the book, but it’s also what makes it the greatest action-centered fantasy currently being written. There’s so much happening that sheer inertia makes the story hard to steer — it takes a lot to get anything moving in a different direction. Sanderson is a man dragging a boulder uphill. He might stumble, he might be a little red in the face, but he still gets it to the top, and when it rolls down the other side, it crushes everything in its path. The final battle of this book is mind-blowing. Everything that felt a bit awkward as it was moved into place throughout the rest of the narrative is exactly where it needs to be by the end, and it’s amazing because there is so much dovetailing so perfectly.

Wolfenstein: The New Colossus is all about one thing — killing Nazis

The newest entry in the anti-fascist franchise brings the fight to America

 

Wolfenstein: The New Colossus is about one thing — killing every lowdown, dirty Nazi you see. It really doesn’t need a plot — the momentum of that overwhelming prime directive is enough to carry the game. The gameplay is basic point-and-shoot, but the customizability of weapons loadouts lends engaging variety to the simplicity. The character-level plot is pretty fuzzy and choppy, but the creepy, believably-crafted alternate history setting is strong enough to power the overarching plot: Nazis won World War II, they’ve annexed the United States, and your job is to set off a revolution that will burn Nazism out of America forever.

This is somehow a controversial political stance in today’s America. I wasn’t in the market for a shooter, but I picked up this game because there was an alt-right backlash, an actual backlash, against this tweet: https://twitter.com/wolfenstein/status/916075551382585344. It’s a basic promotional tweet, but the phrase “Make America Nazi-Free Again” ruffled some feathers on the internet. This ridiculous outrage, plus Bethesda’s response to it (uh, guys — we thought the “Are Nazis Bad” question was settled 70 years ago) made me decide to pick up the game, in which I spent 20 hours Making America Nazi-Free Again.

 

Everyone rips off The Man in the High Castle

 

Nazism is one of the great universally agreed evils (or at least it was) in the world. The USA built its modern mythos off of our actions to help topple a genocidal maniac and our assistance to a war-ravaged Europe in the postwar years, but the world of Wolfenstein takes that from us. We didn’t win. We don’t get to claim we helped save the world — the Nazis get to claim they own it. The proofs of this throughout the game are so visceral — from a nuked and crumbling Manhattan to a prison-city New Orleans, with Nazi machines of war patrolling to keep undesirables in check. The destruction of a major metropolis and the systematic genocide of American citizens, the construction of concentration camps on American soil, the colonization of the United States by the Reich — all of it feels real, constructed out of the surreal yet solid plausibility of nightmares.

 

Nazi parades and prison cities

 

The plot really is just to kill all Nazis, to systematically eliminate high-ranking targets in order to advance the interests of the rebellion, but the world of The New Colossus gives more than enough weight to the story. The artistic interest in the game isn’t so much what you do, but where you’re doing it. The vision of an America complicit in the Reich is stomach-churning, and supplies all the narrative impetus necessary to get you through the game. It’s in the details, like when you go to a Nazi parade down the streets of a small American town and overhear a German soldier berating a fawning Klansman for his atrocious pronunciation of the German he’s learning. It’s in the reaction of the propagandized citizenry to who you are — you’re not B.J. Blazkowicz, Polish-American hero of the ill-fated World War II, you’re Terror-Billy, indiscriminate killer and scourge to all upstanding American citizens. It’s in the casual complicity of those American citizens who are powerful — stand with the Reich, and the Reich will stand with you.

 

Bullets, bullets, and more bullets

 

This being a Wolfenstein game, the solution to this problem is to find all the bullets you can and fire them as quickly as you can. The enjoyment of the actual weapons use was a welcome surprise here. Bethesda treads a careful line between simplicity and variety — the choices aren’t overwhelming, but the customizability of each weapon and the ability to dual-wield mixed types makes it easy to match your exact loadout to how you want to play. I went with a LaserKraftWerk in my left hand, and a fully-optimized shotgun in my right. The first is a one-shot kill laser gun that’s a little bit touchy to aim, and the second is, well, a shotgun. The laser cut through all the distant opponents and all the heavily armored ones, and the shotgun obliterated close enemies and took care of cleanup in case of my poor aim with the laser. One issue with the game is, if you want to really buy in to the mythos of Terror-Billy, you might want to play on an easier setting. I eventually got the hang of things, but I spent a good half of the game getting absolutely brutalized by grunt soldiers, which really didn’t fit with the idea of B.J. Blazkowicz as an unstoppable killing machine.

The game is not a must-play, but it’s fun as hell. If you’re craving a shooter, I strongly recommend picking this one up. The horror of its alternate reality is plausible enough to hit you in the pit of your stomach, the gunplay is fast and engaging, and the game is a good reminder that yes, Nazis always have and always will be a Very Bad Thing.

Why You Need to Read Philip Pullman’s La Belle Sauvage Immediately

Kindle photo of La Belle Sauvage

The first entry in The Book of Dust returns to one of the most solidly realized worlds in fiction

La Belle Sauvage is a wonderful, waterlogged fever dream built on the bones of a palpable reality. Readers who were transported by the original His Dark Materials trilogy should read it, without a doubt.

Pullman’s granite-solid sense of place

Pullman’s most impressive talent is how painstakingly he can build a place without letting boredom seep into the details. The first half of the book is an introduction to the world of Malcolm Polstead, an intelligent if unassuming 11-year-old, an innkeeper’s son who does odd jobs for the nuns across the river just outside Oxford. Pullman describes anbaric cars, naphtha lamps, and Protestant nunneries who serve Geneva instead of Rome, all those little pieces of difference from His Dark Materials that add up to a jarringly strange and exciting world. He also describes Yorkshire pudding, kitchen chores, school lessons, and reading — the standard building blocks of normal life.

For a good chunk of the book, Malcolm’s life is slow and sedate, but the things he does and where he goes are so powerfully described that it’s not boring, and suspense is always hissing at the edges of the narrative, whispering here and there like a fire just starting up — there’s no blaze yet, but the heat is there, and the first questing tongues of flame are licking the edges of the logs.

Without imagination, literature is nothing

The sheer joy of Pullman’s imagination is in full force here. The strength of his fantasy is its matter-of-factness. He grounds the fantastic so deeply in the everyday and uses it so sparingly that when it hits, it’s got the brightness of the strange but the weight of normalcy. The main action of the narrative is fleeing down the Thames in a canoe to bring Lyra to safety. Within a pile of mundane concerns — evasion of pursuers, feeding and changing the baby, protection against the weather — suddenly Malcolm and company meet a minor river-god who allows them to pass, or a child-sick faerie queen who attempts to steal Lyra. There’s the general background radiation of the bizarre — daemons, an ascendant and monstrous Church, alternative terminology (anbaric instead of electric, naphtha instead of oil lamps) — but outbreaks of the truly weird are rare, thus more powerful and believable. Pullman does not abuse the suspension of disbelief, so he can go farther when he invokes it.

Without realism, fantasy is nothing

The greatest feature of Pullman novels is that he treats children as children — that is, as complete people capable of experiencing pain, loss, courage and fear. Kids in The Book of Dust have to deal with the Real World, just like kids here do. When Malcolm is being pursued by someone who would hurt him, he beats him to death with a paddle, he feels each horrifying, grisly stroke, and he watches the blood pool out of his victim’s head. By contrast, in The Lion, the Witch, and the Wardrobe, the most courageous thing the Pevensies do is follow Aslan around until he pounces on the White Witch for them. Narnia is about the complete abdication of personal responsibility to a higher power, and The Book of Dust is about the terrifying responsibility of making human decisions in an inhuman world. There’s actual gristle in the challenges Pullman’s pint-sized protagonists face, and the solid reality of his characters’ struggles makes this an appealing book for readers of any age or genre affiliation.