Tuesday, 7 February 2017

last night I reached one of the Noooo! moments in Fortitude 2

There are some TV places where, if you lived there, you'd probably leave. Why would anyone stay in Midsomer? or Albert Square? Or that sunny island in the one about paradise. The problem with them all is that there's a high chance you'll be bumped off, swindled, trapped in a burning building, poisoned or similar.

It's the same with Fortitude, which is in its second series now. Actually, I think it would be fascinating to visit the real place, with its majestic scenery, wild climate and so on.

There's even a promotional video saying 'come visit'.

Of course, nothing can be what it seems. The first season has a high body count, including some of the original stars of the show. Now we get series 1 survivors like the island's governor Sofie Gråbøl as Hildur Odegard as well as newbies like fisherman Michael Lennox robustly played by Dennis Quaid.

I won't allude to the series 1 plot premise, although it is fair to say that there's new danger right from the opening sprockets of this second series. Even some items of closure from Series 1 can have an unexpected twist that makes the viewer slightly uncertain about possible recurrences.

I'm in mid series at the moment and have recently passed one of the more significant 'Nooo!' points where something so shocking happens that you wonder how the rest of the series can play out.

That's not to say there aren't plenty of other freaky moments in the show. I've only watched this one late at night, with the ambient speakers switched on to provide extra wind and snow effects. Anyone who has watched Alien in the dark during the sequences crawling around the darkened space ship will be familiar with the feeling.

Scenically, a Scandinavian science research lab can make a perfectly good substitute for the well-lit area of a space ship and there's still plenty of excuses to walk around in science-fiction type protective clothing.

That's a clever aspect of Fortitude. The setting gives such a vast range of textures. The stark whiteouts of blizzards. The sun kissed peaks on a fine day. Darkness with blood auroras overhead. Brown pub interiors at least until the power fails. Scan-wegian architect designed town halls. Guest houses with plenty of doors, hiding secrets. It's all there.

I can understand why the police in the town seem to pull their guns so frequently.

There's scarcely a shed to be examined or run down mine shaft that won't be a likely source of big trouble.

Add a few wild animals into the mix, stir gently and let the mayhem commence.

And I've realised I will need altered states of consciousness to get through the last part of this series.

Over 16s trailer below...

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