Showing posts with label Inception. Show all posts
Showing posts with label Inception. Show all posts

Tuesday, May 19, 2020

[Roll Your Own Life] The Movies That Made Me (Part 23)


INCEPTION (2010)

Very nearly at the end of the list - I thought I'd stop at twenty-four. So we're getting a lot more recent.

In the build up to Inception's release, no one knew what it was about. There was a cryptic trailer with lots of strange scenes (including the weird corridor fight scene) and the tagline "Your Mind is the Scene of the Crime" before it was eventually changed to the tagline "The Dream is Real". But I loved Christopher Nolan's previous movies, and that corridor fight scene from the trailer looked like it was a bit Matrix-y so I had to go and see it...


I remember staggering home in a state of shock, and my mind immediately went to "why haven't they made an RPG of this?" I went to see the movie again a week or so later to really take it in, and immediately put it at the top of my "favourite movies of all time" list. I was just mesmerised by how cool it was, the way it played with time speeds depending upon the level of dreaming, how the technology had evolved, and I wanted to know more.


I did become a little obsessed with it. I immediately bought the bluray when it came out, and I think that Christmas I bought family copies of it on DVD (which I don't think they appreciated). I scoured Ebay and managed to get a copy of the promotional booklet that was a heavily redacted instruction manual for the PASIV device and its original uses.

When our local Odeon upgraded one of the screens to IMAX, they brought back some of the big IMAX movies for screenings that could really show off the capabilities of the big screen and big sound. Of course, Inception was one of these, and we had to experience the cool new screen. So big... and so loud. The Hans Zimmer soundtrack made your chest vibrate, and you could see the fabric of your own clothes move with the sound. It was awesome.

Still I wanted more. The bluray included a prequel (The Cobol Job) - a 15min motion-comic that sets up the beginning of Inception, but it wasn't enough. I wanted to know more about the world in which Inception was set. Who built the devices? Why? What else could they be used for?

And so I started writing WILD. An RPG of dreamshare technology that I've been chipping away at for nearly ten years. I've spent so many years on it, developing the background, changing the rules over and over again, and I think finally a smaller starter version of it may actually come out in the near future (once I get my writing commitments out of the way).


It's just an awesome film in my books. There are very few deaths, so it became a comfort movie when I was feeling down due to the real world kicking me in the nuts. I may have over analysed it as now I can't unsee the way that "the kicks" work is wrong at the end of the movie, but it's going to be a tough thing to sell any other way.

My excitement about Christopher Nolan's new movie TENET is very high, but I really want him to delay the release until it is safe to go and see it. It just looks to be the ultimate follow-up to Inception - it could even be in the same world - but if it means I have to wait for it for my own health and others, I'm willing to wait.

If you've never seen Inception, you really should remedy that. It's amazing, and will leave you questioning your reality.


*For those paying attention, my current top 3 movies are:
1) The Matrix
2) Inception
3) Fight Club

Monday, August 6, 2018

#RPGaDAY2018 - DAY 6: How can players make the world seem real?


Day Six of #RPGaDAY2018 and it's a bit of a cryptic one. Starting off the week of HOWs, the question is "How can players make the world seem real?"

My advice is to have a totem, to check to see if you're in the real world. Also, keep an eye open for Déjà Vu, as that means they've changed something in your simulation.

Seriously though, I think it comes with time. The first couple of sessions you're bound to be finding your feet - this is probably why I really like licensed RPGs. You immediately know what you're dealing with when it comes to a familiar property. If you're in a random fantasy you can say "You're in a bar" and need to know what country, what the politics are like, what species are in the bar, etc. However, if you're playing Star Wars and say "You're in a bar on Coruscant" you can immediately picture what it looks like thanks to knowing the universe...

Otherwise, as I said, it comes with time. The players and GM will gradually build the world over time - filling in details, adding cool NPCs, and making the place feel more real over time.

It's like Dom Cobb was explaining in Inception...

Inception... But you knew that. Of course you've seen Inception...
It's a cycle of Creation and Perception. You create your world, perceive it, and create upon that perception. You'll gradually build a cool setting filled with awesome characters, locations and events that'll feel fully immersive as the games progress.

Hope that answers that one!

Until tomorrow! Stay Multi-classy!


Friday, October 7, 2016

Dreams and Reality

This week I watched the first episodes of a couple of TV series that have had me thinking about WILD again - Falling Water and Westworld.

Burton (David Ajala) in Falling Water
Falling Water is a weird one. It has kinda crept out of nowhere, emerging from the shadows like a dream itself. The USANetwork behind it is hoping this is their next Mr Robot (which wouldn't be a bad thing) and with Gale Anne Hurd behind it, it has the credentials to be amazing. But as many people have pointed out, like Fight Club was the inspiration for Mr Robot, Inception is definitely the inspiration behind Falling Water.

The extra-length pilot is glacially slow. Moody, atmospheric and dreamlike, but still taking its time none the less. At its core, we're introduced to three characters with no apparent connection. Burton (above, played by David Ajala) is the head of in-house security at The Firm. He fixes problems, gets the rich brokers out of trouble, and is looking for his girlfriend (a very Matrix woman in a red dress). Tess (Lizzie Brocheré) is a trend spotter who doesn't like talking to people, but is having dreams of a son that she never had. And Taka (Will Yun Lee) is a cop whose mother has been in a catatonic state for the last seven years.

We follow their lives, never entirely sure of whether they are awake or not in some scenes, and gradually elements from each other's dreams start encroaching into both the dreams and the waking worlds of the others.

Tess (Lizzie Brocheré) in Falling Water

Lurking in the background and bound to unite them is Bill (Zak Orth) who is convinced that we can move from our isolated dreamworld and into each others. No technology seems to be needed - so no Inception-like PASIV devices here. But there's something else going on. A presence that wants out.

As I said, it's VERY slow. I get the feeling that if it doesn't up its pace in the next couple of episodes, it's going to get cancelled very quickly, which would be a shame. I don't want it to become the next Awake (a brilliant series with Jason Isaacs that only lasted one season and isn't available on DVD).

The most interesting thing about it is thinking about Burton's girlfriend - the nameless woman in red. He bumps into her, they go to their favourite restaurant, and in the night he dreams that she is abducted. When he wakes, she's not there and no one has any idea who he's talking about. Was she ever there? Was she purely in his dream, and was all the meeting and restaurant a dream? Or, was she really there, but abducted in the dream and now no longer exists in the real world, existing purely in the dreamrealms?

It's certainly going to be one I watch more of, I just hope it can gain the audience.

Falling Water's pilot episode is available to watch online, and premieres on Oct 13th in the States. Not sure which UK channel is going to pick it up (if any - it may end up on Amazon Prime like Mr. Robot).

Westworld

Also, this week, I checked out the first episode of HBO's new drama Westworld. Based on the 70's movie written and directed by Michael Crichton, it has the basics of the same plot as its original - there's a themepark out in the middle of nowhere, where guests pay a small fortune to enter a cinematic version of the old west, complete with horses, whores and gunslingers. The guests are "entertained" by Hosts - incredibly lifelike robots programmed to act and feel like real people, but without all those pesky moral implications when you sleep with a dozen of them, or murder two dozen in a massive gunfight.

And that's possibly where the series shines. There's a lot below the surface here. Not just with the shady dealings in the real world with the company that is building the robots (there are unsubtle hints that there is a deeper purpose) but it makes us look at the moral implications of it all. These robots have memories that seem to survive the wipes, and those years of being abused, beaten, and murdered over and over again is going to have some repercussions. There's a reckoning coming. It also holds a mirror up to humanity. A humanity that gets its kicks out of sex and violence. Giving people a way to "safely" vent these desires, is that just encouraging them to give into them more often?

Dolores Abernathy (Evan Rachel Wood) in Westworld


It's gripping and mesmerising stuff that plays with your expectations and turns them on their heads in the first ten minutes. The hosts (the robots) show more humanity than any of the *human* characters in the series.

In the original movie the robots malfunction and turn on their guests (and their creators) in Crichton-esque theme-park-goes-wrong style. In this version, it's coming, but that may not be a bad thing. But it also raises additional questions. If the robots did take over, would they continue their repetitive Groundhog Day-style lives, or would they continue to live in an old west world? What if one escaped into our world? Are there robots already in our world?

--

Of course, both of these series have been swimming around my head all week, feeding the fuel for the WILD RPG with it. In Falling Water, Bill says that everyone's dreams are in their own little worlds that rub up against each other, and what if you could move from one dream into someone else's. That's the core of the WILD RPG, only the technology allows you to share one dream with a handful of people. It also implies that there's something sinister in the dream realms that is lurking. Is there a primordial force or is it a projection of our own subconscious fears? And then, with Westworld, it's getting into the Total Recall territory. Dreams as vacations, memories of events that never happened, sharing that dream vacation with the rest of the family or friends. Dreams pre-programmed and prepared by a dream broker - a travel agent of the mind.

There's more to dreaming than you think.


Monday, August 15, 2016

#RPGaDAY 2016 - Day Fifteen: Best source of inspiration

Day Fifteen of #RPGaDAY 2016 asks what the best source of inspiration for my games? Definitely movies. I came away from watching Inception with a bizarre desire to write an RPG that captured the surreality of dreams. That allowed characters to use technology to dreamshare, and to experience each other's inner thoughts and conquer their personal demons.

Though it could be said that a lot of what came later to WILD was actual dream experiences, which would come a close second on the inspiration charts...

One day, I'll finish the WILD RPG.


Wednesday, August 26, 2015

#RPGaDAY2015 - Day 26: Favourite Inspiration for your Game

Day 26 is all about inspiration - what inspires your gaming? Is it something specific, like me being inspired by a few movies, or something broader - looking at the wonders of nature, the weird things that really happen, real life X-Files?

To help with today's video, Andrew Peregrine recorded a piece from the place that inspires him - a particularly cool backdrop for a video!


In a related note, the writing on WILD has picked up since RPGaDAY2015 started, which is kinda what I was hoping would happen. Though, it has inspired me to stay off-line a lot more, possibly taking a holiday from the internet in September... We'll see...

Stay Multi-Classy!

Tuesday, January 15, 2013

That Time We Were in "Legends of the Dark Knight"...

Last post I talked about comics, and my feeble attempt to get my little shoddy comic published. I mentioned briefly that there was a tale to tell when it comes to D'Israeli's work on Batman. Well, are you sitting comfortably? Then I'll begin...

So D'Israeli had done a lot of work with Ian Edginton in the past, and the pair teamed up again for a two part story in the epic Batman storyline "No Man's Land". Split over Legends of the Dark Knight 117, and Shadow of the Bat 85, it featured D'Israeli's awesome art as Bats battled the loons while Gotham was in ruins.

Anyway, in one of the issues (I think it's the end of Legends of the Dark Knight 117) there's a panel where the Penguin's ranting, and there are loads people around him, his goons, minions, general Gothamites. And D'Israeli needed inspiration for the crowd, and drew a load of people he knew in there. So, in the background of this scene, you'll find a particularly evil looking Debs, and me (back when I had hair).

Debs (in the front row of the crowd, next to the person who looks like Tyrion Lannister) and
Me (in the middle row at the back, with my old larger glasses and some hair!)
Which is particularly awesome! Immortalised in the world of Batman.

Unfortunately, when Christopher Nolan decided to add No Man's Land to Knightfall to make the third of his Bat-films "The Dark Knight Rises" we were not called in to be extras in the background. We certainly would have been happy to appear in it. Would have given me a chance to try to convince Nolan to do a second Inception movie.

--

Meanwhile, I've been a bit slack with the "Daily Sketches". I'll post a load soon to catch up. Honest! However, I've a load of proofing to do, so back to work for me!

Until next time, stay multi-classy!

Thursday, September 27, 2012

RPGnet Chat with Dan Davenport

Last night I did a late night Q&A on the RPGnet Chat with Dan Davenport and others in the chatroom, discussing all things Conspiracy X, Doctor Who and WILD. Below is an edited and formatted transcript of the chat. Enjoy! (You can read the full unedited transcript over at Dan's site - gmshoe.blogspot.com)

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Dan Davenport: Alright! Dave, when you're ready, please introduce yourself and your games. The floor is yours!

Dave Chapman: Hi, I'm Dave Chapman. I've worked on lots of games for Eden Studios, including Buffy, AFMBE, Ghosts of Albion, Terra Primate and most notably I'm line developer for Conspiracy X 2.0. I was also system designer and lead writer on Cubicle 7's Doctor Who Adventures in Time and Space and now I'm working on my own project called WILD for my little publishing name Autocratik.

Dan: Any questions so far, or shall I get things rolling?

nick3: Well  I guess I should ask if more Conspiracy X 2.0 stuff is coming out

Dave: Yes, there's the Paranormal Sourcebook (thanks to Kickstarter) which is hitting shops this week, the Conspiracies Sourcebook which is in layout at the moment, and Extinction (the future of Conspiracy X) is in the works at the moment too... There's been talk of another sourcebook (The Operations Sourcebook) as well, and there are other books on my harddrive from the classic game that never saw print, so there's plenty of scope for the future.

nick3: The Conspiracies Sourcebook? Mind giving us a bit of information about it .

Dave: Sure. Like the other books, it takes existing classic ConX stuff and updates it (in this case, Sub Rosa, Aegis and Hand Unseen) but it also includes a lot of unseen material from the fabled Area 51 sourcebook... There's also some new stuff in there that builds to the future of the line (Extinction) and takes the game in a new direction. It's been Kickstarted, busted through its goals, and should be finished in the next couple of months. It's all written, it just needs layout, proofing and printing. 

Dan: And do I recall correctly that the Paranormal Sourcebook includes info from the 1st edition magic, psychic, and cryptid supplements?

Dave: Oh yes, only updated and converted to Unisystem. Kickstarter backers could get Zener cards with it, they'll be available to retail soon as well hopefully.

nick3: Are you guys going to aid some more stuff about CAPS?  That was a curious omission in the Paranormal Sourcebook

Dan: CAPS?

nick3: Dan, they are Aegis agency that studies the directly supernatural elements of the Conspiracy X world.

Dan: Ah, thanks.

Dave: CAPS is Center for Advanced Phenomenological Studies. Try saying that with a mouthful of marbles as my dad would say... As they're part of Aegis, I do believe they're covered in more detail in the Conspiracies Sourcebook's Aegis section. I'll check... I did write it five years ago, but I have been doing some additional updates recently.

Dan: Without giving too much away, the supernatural has a unified explanation in the ConX universe... How (or do) the cryptids fit in?

Dave: No problem. The book gives multiple explanations for each cryptozoological phenomena. Maybe it's seepage, maybe it's Atlantean constructs, it's up to the GM to decide what fits the campaign best.

Dan: Ah, I see.

Le_Squide: So, is seepage no longer the assumed truth behind all the weirdness?

Dave: Seepage is the cause of 99% of it, but weird things like the Loch Ness Monster, or Yeti, have very different origins... just to keep agents on their toes...

Dan: I spoke a bit about this to George regarding Extinction, but how do you plan on keeping it interesting and not just a matter of "Oh, great, more lizard guys"?

Dave: It all sounds a bit epic, but CJ Carella (creator of Unisystem) wrote Extinction before he became a recluse and vanished (hoping to avoid government agents I think). It's a huge game, but I see it like TV's "Falling Skies" meets "Halo", on a near future Earth. The Greys and the Atlanteans are about, but have very different parts to play in the battle against the Saurians. Lots of cyberware, nano tech, body modification, and magic has become recognised and public. It's gonna be interesting.

Dan: Really? I didn't realize it was that far in the future. Or is the high-tech stuff a result of interaction with the aliens?

Dave: Not too far, but with the way technology is developing at the moment, and with the Atlanteans predicting the return of the Saurian fleet they're stepping up the game and encouraging technological advances.

Dan: Aha. Gotcha. Are there any supernatural aspects to the enemy, or is that a purely human thing?

Dave: It's more of a human thing. Saurians are (*spoilers*) assumed to be Voids (except for the Dreamspeakers), so they haven't really gone into magic... but the idea of a corrupted Gna-Tall is a scary thought...

Dan: As I mentioned earlier, we discussed Doctor Who quite a bit with Nathaniel a while back, but I would just like to say that the system is awesome... and bears a more than passing resemblance to Cinematic Unisystem. Any thoughts on the subject? (Nat ran a demo game for me. He's local.)

Dave: Cinematic Unisystem was a great influence, one of the first games I'd played that really balanced a powerful lead (Slayer) and a group of White Hats (Scoobies).  When approaching Doctor Who, you had the same problem with The Doctor, and Companions, though in the more recent series, the companions have just as much to offer the story as The Doctor most of the time. Ensuring the poor player lumbered with K-9 has just as much to do and is just as capable in their own way during an adventure is tricky, but hopefully the game balances that.

Dan: How robust do you see the system as being? Obviously, it's been adapted to a more action-oriented setting in Primeval... Can you see it getting as much use as CineUni in various games? (And just because my regulars will be surprised if I don't ask this... could you see it handling pulp?)

Dave: I know the adaptation to Primeval was certainly more combat orientated, and it seems to work really well. I know it's also being used for a number of upcoming games that Cubicle 7 have coming out, but I don't know if I'm allowed to discuss what they are. As River Song would say... "Spoilers!"

Dan: Really? Cool. :)

Dave: I know one of the up coming games is certainly "Pulp-y" so hopefully that'll please your regulars!

Dan: DWPearce mentioned that it's a bit on the deadly side, Story Points aside.  What's your take?

Dave: It can be dangerous. It was a problem that initially came from Doctor Who - most of the weapons in the series are one-shot-kills. Hopefully, the Story Points keep people alive, and if you're running out of them, you're not doing enough dramatic and cool stuff to get them back!! Do something exciting!! There's also systems in play to exchange Story Points with other characters, and to keep you alive and healthy, but the best way to tackle combat in any game is to plan ahead, avoid conflict if possible, and take cover!

Dan: I saw that damage tops out at 1.5x in Doctor Who... Does that stay the same in Primeval? I tend to like rewarding sharpshooters/swashbucklers.

Dave: AFAIK, though you'd have to ask Gareth R-H about that, I haven't seen the final printed copy yet. Keep meaning to buy it!

Dan: Ah, understood. He's currently negotiating with the wife for a Q&A of his own. 

Dave: Yeah, must admit, he's the go-to guy for info on Primeval and Who at the moment, I had to take a step back from it all for a bit this year.

Dan: Okay, so can you tell us about WILD?

Dave: Ah, WILD... well, it stands for Wake Initiated Lucid Dreaming. It's an RPG that takes place in various levels of consciousness - from the waking world to many levels of dreaming. I like to think of it like Inception meets SuckerPunch.

Dan: What's the system like, and how does it handle what would have to be a wildly crossgenre setting?

Dave: It's even looser than anything I've worked on before. It's a new system, I've called "Rapid Die Movement". It's very fast and easy, and should handle anything. There's also an element of Tarot cards, and mandalas... Jung would be proud. 

Dan: How does the system work?

Dave: I can't give too much away, it's early days. There's only four stats, and five "skills", fairly simple dice pool. The depth comes from how dreams work, who's in control of the dream, how much you can alter them, and what happens when you lose control. In the real world there's a technology that allows dreamshare, built for medical and psychotherapy use but, then the military gets hold of it, there's black market copies for underground fight-clubs, dream recording, weirdness like that. Hopefully it should be good. And it may help with your real world problems and induce Lucidity too!

Dan: Are dreams potentially dangerous in the setting?

Dave: Dan, yes... think Nightmare on Elm St. And there's always an element that the dreams may escape. Just watch Paprika! 

Dan: (Oh, that's right... I do need to watch that. I bought it a while back...)

Snake_Eyes: Hello DaveChapman! what is your favorite Dungeons and Dragons module?

Dan: (Snake loves that question. :) )

Dave: Snake! Haven't played D&D since 1st Edition! Demonweb pits is the one that sticks in my mind. Dangerous!!!

Snake_Eyes: Awesome!!!

Dan: Yeah, I love that one. Even had a steampunk spider before steampunk was cool. :)

Dave: Oh, I may have played a 3.5 demo of Eberron about 3 years ago... Looking forward to seeing where 5th Ed goes though!

Snake_Eyes: What would you say is the best advice to give to an aspiring RPG writer?

Dave: Know the system, email the company, and WRITE! Write for free! Prove you can do it! My blog covers my attempts at getting into game writing since 1986, but I think the supplement I wrote for AFMBE is what convinced Eden to give me work. I wrote it on-spec, and it's never been used, but proved I could write for them... I became developer for Terra Primate from it, and the rest is history.

Snake_Eyes: :) Cool, nice to know.

Dan: Terra Primate is awesome, by the way. But you know that, because I reviewed it. ;)

Dave: Many thanks for that, dude. I didn't do much, just plugged the system into existing text, but it's a very underrated game.

Snake_Eyes: What is your favorite personal design you have created for rpgs, as a in rule mechanism?

Dave: Hmmm - I think the Initiative system for Doctor Who. That seems to go down well... allowing the Doctor to talk people out of a fight... I'm hoping the new system for WILD will surprise people too.

Dan: Would you mind saying a bit more about the initiative system, Dave? I've read and played it, but I'm not sure if Snake (or everyone reading the log of this chat) is familiar with it.

Snake_Eyes: Oh, yes I am a little familiar with the system, it allows the protagonist that wishes to engage in diplomacy a chance to act before violence begins?

Dave: Yes... basically, it breaks down into 4 phases. Talkers, Movers, Doers and Fighters. In that order. Gives people chance to talk their way out of a fight, to run away, to do something cool like open a door or trigger an alarm... anything rather than fight. You can fight, especially if you're in a UNIT style game. But in Doctor Who, the Doctor usually slides into a fight and gets them to lower their weapons - giving everyone a chance before the blasting and exterminating starts. I think it's that order... (it's been a while)

Dan: I'm told that there will be an alternate system for the UNIT supplement?

Dave: There's certainly mass combat rules in UNIT for when the troops are called in to fight armies of Cybermen, etc.

Dan: How would you describe the work of a line developer as it relates to the authors of individual game books?

Dave: It's not too different from just being an author, except when there's a line of books coming out, you're not expected to do them all yourself. So you call upon the people you know and ask them to help. Then you take their cool text, merge it into the format you need, and ensure the books have the same "voice"...

Snake_Eyes: What RPG books are you enjoying reading atm?

Dave: Just reading Nobilis (3rd) at the mo, as I loved (2nd) and wanted to see the difference. Leverage is amazing and highly underrated, and I'm looking forward to the Star Wars Beta making it to the UK... Speaking of being in the UK, it's 2:10am here and I've a dull day job tomorrow, I'll need to sleep soon!

Snake_Eyes: cool :)

Dan: So as line developer, is it your decision what comes out, and when?

Dave: Not really, it's usually when it's done, it's ready! Most of that's down to the publisher and the line developer's boss. They set the deadlines (if any)!

Snake_Eyes: well thank you very much DaveChapman, I hope you have pleasant dreams!!

Dan: No problem, Dave! We can call it a night if you need to hit the sack.

Dave: Thank you! I consider all dreams research - I'm cataloging some of them here for the game - http://wilddreaming.blogspot.com

Dan: Cool. :)

Dave: Thanks guys, it's been a blast. Anytime!

Dan: Thanks very much for staying up late to talk to us!

Saturday, January 14, 2012

Project Somnacin



All very interesting. Of course, the problem is, the moment a technology exists that allows you to go into other people's dreams, it's not just military training that it'll get used for, but the most probable uses - espionage and assassinations.

Sunday, October 2, 2011

Inception

A couple of weeks ago I wrote a long piece about Zach Snyder’s flawed movie Sucker Punch, one of the big influences on the WILD RPG. This time, I’m going to look at the biggest influence on the game, Christopher Nolan’s Inception.


Okay, I confess, I’m a huge fan of Inception. Just about everything in the film is what I want from a narrative – it’s multi-levelled, good action, clever, has a nice twist that you can sort of work out on the way, it’s ambiguous in its ending which leaves you discussing it for hours on the way home. It’s just awesome. Saw it a few times in the cinema, then had to go again when the local IMAX reran it just to get the huge screen and deafening levels of soundtrack.

I guess it helped being a Nolan fan, especially after Memento and The Prestige (both awesome, multilayered acts of smart storytelling). It also helped having a great cast - Leonardo DiCaprio was great, which was a really pleasant surprise after seeing Shutter Island a couple of weeks before (which I found incredibly predictable), and the rest of the cast were suitably awesome.

Maybe it’s just my usual movie failing that I really love films that I can’t see how they’re going to end. If I get about an hour in and I can consciously feel myself thinking “I have no idea where this is going” then I’m kinda sold. I had a similar moment about an hour into a low budget movie called Ink (which I’ll write about later) when I suddenly realised the twist and thought, “wow, it took this long to see how it’s going to finish, that’s a sign of a good film.”

Anyway, back to Inception. It does have its faults. Just a couple, in my opinion.

The first is The Rules.

Unlike Sucker Punch, Inception set out the rules clearly in the 1st act. As an audience we’re told how time works in the dream, how if you die in the dream you wake up unless you’re under the sedatives the PASIV device (the dream machine) require to maintain multiple layers of dreams. We’re also told how the “Kicks” work, and how the environment around you influences your dreams.

This means in the 1st layer of the dream, when Yusuf is driving, when the van is flipping about or screeching around corners, the dreamers feel a sense of gravity shift. This means that when the van is driving off the bridge, acting as the Kick from level 1, the dreamers in level 2 are thrust into weightlessness, and Arthur has to come up with a way of triggering a Kick to get them back from the dream of the mountain fortress.

So after spending so long establishing the rules, why did they break them? If the van’s in freefall off of the bridge, and Arthur can push the unconscious dreamers around in zero gravity, why does the feeling of weightlessness not continue into the 3rd level? In the mountain fortress dream, there’s no weird gravity shifts or anything. If the rules were behaving completely through all of the levels, the final sequence (not including Limbo, as it’s understandable if that defies the rules) should all be in zero gravity, with Bond-style commandos floating above the base and being catapulted about by recoil…

Guess that would have been tricky to film. Awesome looking, but tricky…

Anyway, the second thing - that’s not so much of a problem with Inception, more just a disappointment – is that we’re shown the potential and it never really comes to being.

There’s a great and memorable sequence with Ariadne being shown dream architecture for the first time where she bends Paris in on itself, and then creates corridors with mirrors and stuff like that. It really shows off the power of lucid dreaming – being aware that you’re dreaming and being able to manipulate your environment.


While Cobb warns her that too many changes will cause his subconscious to fight back to suppress the changes and remove the foreign element in his mind, we’re shown the real potential of what Ariadne could do – not just to create the mazes and mindscapes for the dreams they’ll enter, but also to bend stuff around like The Matrix or Dark City.

However, once they’re within the dreams in the mission, nothing like this happens. Sure Arthur gets to play around with some Penrose Stairs to defeat some armed goons, but that’s about it.

I guess Nolan wanted to go for relatively mundane dreams as most of the people who were hosting the dreams were not wildly eccentric characters. After all, Robert Fischer’s mind is filled with the troubles of big business and the death of his father, so his imagination is more like a Bond film, and not, for example, steampunk Nazis, dragons and mech-suits like Sucker Punch.

I guess that’s where the game came in. I really wanted to be able to merge the two together – to have the rules, the technology and the multiple layers of something like Inception, and have the scope and bizarreness of the fantasy-scapes of Sucker Punch.

Again, I must point out that while I’ve been mildly critical of some elements of Inception, it is one of my favourite films of all time. It’s up there with The Matrix, Fight Club and Dark City for me, my top 5. I really hope that Nolan goes for a sequel, or that his plans for a video game come to fruition, so that we can see the potential of going into some wilder dreams and being a little more experimental with dream-logic – more like the film that heavily inspired it, Paprika (another movie I’ll discuss at a later date).