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Ta-metru_defender

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Blog Entries posted by Ta-metru_defender

  1. Ta-metru_defender
    Essays, Not Rants! 126: Antisocial Gaming
     
    My brother recently got Titanfall which means that I got to go a few rounds at it. That game is fun. It’s also unique in that there’s no traditional single player mode; the only way to play is competitive online multiplayer. It makes sense. There are plenty of games out there where the single player campaign is often passed over in favor of the far more popular multiplayer. But here’s the thing aboutTitanfall: only one person can play per console. If you want to play with a friend, they’ll need their own copy of the game and their own console and tv to play.
     
    What strikes me as odd is how opposed this is to what gaming used to be. When video games first went mainstream with Pong back in the ‘70s, the arcade cabinet was designed so that when people were playing it they’d be forced to be almost shoulder to shoulder. In this brave new world of digital gaming there would still be interaction with other people. Sure, single player games against AIs were there too, but there was always the option to play a game with someone.
     
    I’ve always loved playing video games with someone else. Sometimes this would mean scrambling to find my cable so I could battle that kid’s Pokémon team with my own. I have many fond memories of hours spent playing Crash Team Racing and Bomberman Party Edition while growing up. Heck, we even found ways to make single player games in the Mega Man series multiplayer by taking turns every game over/level.
     
    In recent years this could be four of us yelling and taunting each other while playing Fifa or the hilarity that inevitably ensues when playing Super Smash Bros at four in the morning. Then there are the hours spent playing Halo in one form or another, or running around Lego New York with a friend in LEGO Marvel Super Heroes. Sure, these games can be played alone and you don’t necessarily even need to be in the same room as someone else to play with them, but there’s something special about sitting on the couch and playing against or with those around you. There’s a shared enjoyment for the comedy of what can play out on screen, or even the simple knowledge that someone saw that awesome move you just pulled.
     
    Social-on-the-couch-with-your-friends-gaming probably hit its peak with Guitar Hero and Rock Band. Those games let you live out your rockstar fantasies and were that much more fun when you have some friends playing members of your band. You could play on your own, and it was still fun, but the experience was enhanced by having people with you. These games were designed around sociality. By having the controllers be plastic instruments rather than tapping buttons on a gamepad, players were encouraged to really immerse themselves not only in the game, but in the fantasy of being in a band on stage. And c’mon, if you’re gonna play a cover of “Livin’ On A Prayer” you can’t do it alone.
     
    But as those plastic controllers have gotten dustier it seems that less and less games are aiming for that on-the-couch interaction. No, not all games need to have local multiplayer. Some do very well without it: The Last Of Us’ incredible atmosphere works best when it’s only one person using the television. But even then, when racing games with local multiplayer are becoming less and less common, it’s worrisome.
     
    Don’t get me wrong, I think some of the stuff that’s happening in games is great. Titanfall making the campaign a competitive multiplayer is a cool idea and Destiny’s amalgamation of the FPS and MMO genres is not only unique but a heck of a lot of fun. Destiny in particular fosters a sense of togetherness by letting you team up with other Guardians roaming the wastes. It’s fun, especially if players have other friends with the same game and console. I just want there to always be games for those of us on the couch.
  2. Ta-metru_defender
    Essays, Not Rants! 124: Leslie Knope: Friends, Family, Feminism
     
    I’ve recently begun watching Parks and Recreation, and by recently begun I mean about five seasons in two weeks. The miracle of Netflix.
     
    In any case, the show’s fantastic and I lack any sort of Netflix Binger’s Remorse (and wanna get caught up as soon as I can). One of the reasons it’s so great is its bucking of typical sitcom trends.Parks and Rec isn’t a mean show. Whereas a lot of other sitcoms, including the prior one with Greg Daniel’s name attached: The Office, create their comedic situations through conflict between the main characters, much of Parks’ humor comes from the outside. Thus in The Office you’d have one character trying to con over the other, to much amusement. The Big Bang Theory thrives on the rest of the group trying to get one over Sheldon. The Parks Department, however, is always a team. Sure, there will be parts where they compete, but it’s never malicious. They’re a team, a team against the frustrating citizens of Pawnee, the snooty residents of Eagleton, and other departments in their government.
     
    This teamwork lends the characters a strong sense of family. Now, this isn’t there from the beginning, rather they grow into it — and their roles in said makeshift family — over the seasons. And here’s another thing Parks does that most sitcoms don’t: they let their characters change and develop. All of the main cast is surprisingly well rounded. Sure, some seem one note at first, but as the show progresses we get to know them more and find facets of them we would never have expected. When the gruff Ron shows that he cares, or as Chris grows less self-obsessed they feel more rounded and we can really watch their bonds form. It makes them feel more real.
     
    Neither are the characters forced to remain professionally stagnant. Leslie doesn’t stay the deputy director of the Parks Department, instead the writers let her career progress. See, it’s a risky move, they’ve proved that the bunch of co-workers interacting works, but they’re willing to go past that formula (which also shows in the developing characters). Tom too ends up leaving the Parks Department and tries his hand at entrepreneurship. It’d be easy for a recurring joke to be his constant failures. Instead, we see Tom try his hand, and yes, we do see Tom fail, but we also see Tom make changes to his approach and outlook in order to eventually succeed. It’s refreshing and really cool to see happen in a sitcom.
     
    Parks and Recreation is an inherently political show, albeit on the scale of the local city government of a small town in Indiana. Leslie Knope is very obviously a feminist. Yet the show doesn’t preach it at you. Rather, we see Leslie combatting sexism in the often very out of date systems of Pawnee. For example, Leslie’s approach to the very male gallery of councilmen isn’t to become disheartened renounce it as an Evil Symbol of The Patriarchy, rather she wants to change things by being the first woman on the board. Feminism in Parks is an active thing. There’s no lecturing and posturing about feminism about it, instead we see why we need it and what can be done. Furthermore, the show doesn’t get caught up in its hubris: Leslie may spout rhetoric on occasion, but she isn’t on some sort of a pedestal. She’s not perfect because of her beliefs, rather, she’s a relatively normal, multifaceted human being.
     
    So yes, Parks and Recreation is such a refreshing show. I’d seen bits of it prior, but now I’m finally sitting down and blasting through it. It’s a great show, and I want more shows like it.
  3. Ta-metru_defender
    Essays, Not Rants! 123: Why Guardians of the Galaxy Will Be Awesome
     
    Guardians of the Galaxy is not a Marvel movie I expected to ever happen. Not because they’re so, well, out there, but because prior to the announcement of the film I had no idea who they were. Unlike Iron Man, Thor, and Captain America, these guys had missed the general cultural osmosis that many superheroes enjoy.
     
    So I read the comics; with the ‘new’ lineup from 2008, not from 1969. Simply put, the comics were weird. There’s a telepathic dog, time travel, a space warlock, a talking tree, and a gun-toting raccoon. Even by comic book standards it’s bizarre.
     
    But it’s fun. There’s a cool dynamic to the changing team and their big struggle against Thanos is certainly exciting. The film is drawing on some great source material. Each of the six characters in the film are all rich within the series, which makes sense given that they’ve all been showing up in comics well before they teemed up. There’s history there.
     
    History that the movie doesn’t need to adhere to. It’s an adaption, and as such needs to get at the heart of the idea. One of the cores of Guardians is a ragtag team who have no right to be saving the galaxy having to save the galaxy. There’s a team dynamic there that has to be maintained no matter the adaption.
     
    Which, for all intents and purposes, the film seems to be doing. Based on trailers and such, the characters are all there. Rocket Raccoon is as sarcastic and trigger happy as he should be. Groot has heart. Drax is no-nonsense and hellbent on destroying. Gamora seems to be Drax’s distaff counterpart and properly deadly. Star Lord is roguish but trying to be heroic. The core characterization is there.And that’s quite exciting.
     
    But what of everything else? The plot seems to be the next step of Marvel’s plans. Introducing the cosmic side of the universe allows for bigger stories later on. For the characters, meanwhile, it’s got a lot of what made The Avengers so great: it’s about a team coming together, figuring out how to be a team, and then working as a team. It’s a great personal plot structure and it works. Keeping the central conflict personal allows director James Gunn to go big and out there while we’re rooted with the characters.
     
    That the characters seem to be the focus of it (rather than the world itself) brings to mind the original Star Wars trilogy. Like them it’s about characters in a world going on a big adventure. It’s got a very Star Wars-ian feel to it and may just out Star Wars the prequels. It has that bright, optimistic feel of adventure in a rich sprawling world. Which, adaption or not, is always a wonderful thing to have in a film.
     
    For an idea of the fun nature of the film, look at a recently released clip which manages to balance the funny and the drama within a single scene. There’s an element of threat there, from Drax to Gamora, but there’s a wealth of humor to be found in Star Lord’s attempts at calming them down. Alongside all that we have world building going on too: Star Lord mentioning Kree and other aliens enlarges the world and gives it texture. Even from the scene alone, Rocket’s response to Star Lord’s intervention hints at their friendship. It’s a great scene, and we’re set if the rest of the film lives up to it.
     
    I am excited for this movie, though fully aware there are things that could throw it off. But the trailers and clips thus far, as well as the 100% it has on Rotten Tomatoes while I write this are very reassuring. So yes, I am convinced Guardians of the Galaxy is gonna be awesome. Here’s to Friday. Or, y’know, Thursday night if you’re like me.
  4. Ta-metru_defender
    Essays, Not Rants! 122: The Internet, Neutrality and Me
     
    Ender’s Game has this wonderful side plot (that didn’t make it to the film) where Peter and Valentine, Ender’s siblings, take to the Nets as Demosthenes and Locke. The anonymity of the Nets allows them, despite their young age, to garner an audience and political influence. Their machinations help prepare Earth for after the war as well as save Ender’s life.
     
    It sounds a little farcical now, since, as xkcd pointed out, they’d essentially just be bloggers. Yet, considering Ender’s Game was published in 1985, it’s an awfully accurate portrayal of what the internet would allow. The Internet is, for better and worse, the ultimate egalitarian democracy. It doesn’t matter who you are or where you’re from, you have a say (who listens to that say is another matter). But, stateside, there’s this new issue: Net Neutrality. You may have heard of it, but its end (which the FCC is fighting for) would mean that Internet Service Providers can decide which sites get through fast and which don’t. Want to provide your viewers with smooth video streaming? Pay up. That isn’t a joke, by the way, Netflix had to pay Comcast for faster streaming. The end of Net Neutrality means that if your website can’t afford to pay an ISP then your site can fall through the cracks. Your ISP doesn’t like you accessing a site ran by a rival company? Funny how it loads at dial up speed.
     
    The internet is a beautiful, terrifying place. It needs to stay that way, and we need Net Neutrality.
     
    It’s December 2003. Twelve-year-old Josh is in Peru (he grew up on a ship), on the internet looking for news on Lego’s Bionicle line. He stumbles upon a forum and finds a whole bunch of people like him. Well, they don’t live on a ship, but they like Legos and Bionicle and suddenly he’s found a community. When you’re living on a ship where you don’t have many friends due to not having people your age, it’s incredible to suddenly find peers. That website gave me a social life of sorts, whether I was in Singapore, St. Vincent, or Sierra Leone. In addition to that, the site gave me an outlet for things like writing and cartoons, encouraging me to write stories and make videos.
     
    During my Freshman year of High School I moved twice. Not move across town, mind you: my family and I packed up everything we owned and moved across continents. Enrolling in school would be a challenge, so I did school online. No, it wasn’t my best year academically, but it allowed me to have a somewhat stable education and — this is the best part — interact with other students. Again, I’ve a few lasting friendships from that year.
     
    All that moving (and the ship) meant that a lot of my friends were oceans away. MSN, Skype, and, of course, email, let me stay in touch with them. Once again, despite the distance and craziness of life, I had people to talk to when I didn’t know anyone where I was. These days I can also keep in touch with my often scattered family, even when the four of us are in four countries.
     
    Early in 2012 I’m unemployed and listless so I start a blog to force myself to write. 122 essays (not rants!), three jobs and two years of college later and I’m still at it. Sometimes it’s to help with an essay for class, other times it’s because I’m mad there isn’t a Black Widow movie planned, but I’m writing. And some people are reading (here’s to you!).
     
    The internet is great. It’s been a crucial part of my life for over a decade. I’d be a very different person if I didn’t have access of these sites and services — several of which are not for profit and most likely couldn’t afford an imposed tariff. These days I can read articles on Cracked, watch movies and tv on Netflix, or get lost in TVTropes. I don’t want to have to choose an ISP based on which sites are fastest for them (besides, a lot of places only have one ISP in service). Furthermore, I don’t want the sites I love to have to pay for better access. I want the whole internet, as it is, no matter who I’m paying or what I’m looking up.
     
    Net Neutrality is a big freaking deal. So maybe two kids aren’t gonna use its anonymity to become a famous politician and historian, but an open internet still something worth protecting. I owe the internet a lot, and I want to keep the internet I know in place for whoever’s growing up now. And that’s why I support Net Neutrality
  5. Ta-metru_defender
    Essays, Not Rants! 121: Of Dragon Training Sequels
     
    So I finally got around to see How To Train Your Dragon 2 this week. I’d enjoyed the first one well enough, but it didn’t stick out as something with a must see follow up. Figured, eh, it’s just another sequel.
     
    I was wrong.
     
    How To Train Your Dragon 2 is arguably one of the most important modern animated films. It deserves this title for the reasons you’d expect: beautiful animation and technical brilliance along with a great story; but there are aspects that allow it, like Up before it, to really elevate the animated film.
     
    But let’s talk about the animation for a moment. Simply put, the film is freaking gorgeous. Without a doubt, Dreamworks has finally given Pixar a run for their money. Details. Details like wisps of cloud or individual scales on Toothless give the movie a sense of being larger than life and yet still realistic. It’s amazing, and the quality of that alone makes it worth watching.
     
    Fortunately, the animation isn’t everything. Dragon 2, unlike many other sequels — animated or not — has grown up. To an extent, literally: Hiccup and the other characters are five years older. Stoick is showing gray hairs, Hiccup’s taller; time has passed. This time gap is important. It’s easy for something animated to keep its characters the same age (See Ash Ketchum, who’s been 10 since I was barely seven). After all, it gives it a timeless feel. Going back to Pokémon, it means the show could continue for sixteen years with kids who weren’t even born when it came out able to latch on as if it was theirs. This does mean that characters remain stagnant, which is what Dragon didn’t do. Instead, it went the route of The Empire Strikes Back.
     
    Now Empire is one of the greatest sequels, and also probably the best Star Wars movie. It earns it through several ways. For once it, unlike many sequels that have come in its wake, does not repeat the events of the first movie. Instead, it serves as an addition to the saga, a second episode (or fifth). With it, it takes the characters past where they started: Han’s showing signs of warming to the Rebellion, Luke trains to be a Jedi. Dragon also pushes forward in its plotting: there’s a psychotic warlord to deal with and it’s time for them to learn more about dragons. The same things don’t happen again.
     
    For example, Hiccup’s relationship with Astrid. A simple subplot would be to add tension to the relationship established in the first film. Shrek 2 did it to great effect, others less well like the second Pirates of the Caribbean and The Amazing Spider-Man 2, the Princess Diaries sequel ditched the original love interest so there could be a new romantic subplot. It adds drama, so, y’know, why not? Instead, Astrid and Hiccup are untouched in Dragon; there’s no backsliding character development. They’re a couple, and it’s not big deal. Stoick calls Astrid his future daughter-in-law, the pair are seen cuddling and the occasional kiss on the cheek is seen as no big deal. It’s sweet, and it’s also refreshing to see a couple that’s simply understood as being a couple.
     
    Refreshing too is the film’s treatment of its female characters. Astrid’s plot doesn’t revolve around Hiccup. Rather she plays Han Solo to Hiccup’s Luke (to continue the Empire comparison), embarking on her own quest in Hiccup’s absence. Ruffnut, meanwhile has several lingering ogling of a male character which, besides showing off Dreamworks’ impressive animation of rippling muscle, provides examples of the ever elusive female gaze. It’s played for laughs, of course, but that fact that it’s even there is worth mentioning. Valka too is a great character — period. She’s someone who’s spent twenty years out of contact with society. Now, it could be easy to make her a one-dimensional half-feral person, but instead the film takes aspects of that an wraps it into a more complete whole. She’s cool and wonderfully layered. Point is, female characters in this movie don’t get sidelined.
     
    But what stood out the most to me was Dragon 2’s sense of scale. It went big, reaching settings and scenarios that were epic of The Lord of the Rings variety. Its sweeping moments give the film a grandeur just about never found in animation. The human drama is never lost within it, though. Whether it’s Hiccup’s bond with Toothless or a certain parental reunion, the movie keeps has emotion to spare. It also helps keep the fantastical and epic elements anchored.
     
    There’s a gorgeous scene early on where Hiccup and Toothless are flying above their clouds as a Jónsi song plays. The animation and scale of it is breathtaking, but it, along with the dialogue and sound, everything mise en scène, all serves to establish first the relationship between rider and dragon, but also where and how they stand now. It’s beautiful, and one that sums up how well rounded the film is.
     
    I know my reaction is late, but I say this wholeheartedly: How To Train Your Dragon 2 is a phenomenal movie, animated or not, and easily on the most important animated films of recent memory.
  6. Ta-metru_defender
    Essays, Not Rants! 120: It’s All In The Pacing
     
    Time is relative. Some scientist said that at some point. For my purposes, it means that one minute can seem longer or shorter depending on the context. That minute in traffic is far longer than that minute playing video games before work that got you stuck in traffic in the first place.
     
    Naturally, this applies to stuff like movies too. A two hour movie can feel incredibly long or it can flash by in an instant. Why? Pacing. Pacing is important. Really important.
     
    Let’s look at An Unexpected Journey. It’s a three hour movie but, unlike the prior The Lord of the Rings films, feels much longer. The simple reason for this is for lack of content: the film takes much to long repeating points. The run in with the rock giants, for example, is a lengthy sequence that adds nothing to the plot (except an extra action scene). Sure, there’s a small moment showing Thorin’s growing acceptance of Bilbo as part of the team, but that’s a beat that’s seen elsewhere. Sequences like these bog down a movie and draw it out. The Return of the King and the rest of the trilogy were bursting with story and characters: every scene added another layer to one or the other. Those films didn’t feel bogged down as every beat felt necessary to the movie at large.
     
    Transformers: Age of Extinction feels overlong in a different way: there’s way too much going on. Though visually pleasing (as you’d expect from a Michael Bay film), it’s a narrative mess. There’s no clear antagonist antagonizing the heroes and, as such, the heroes have little plan thwarting to carry out. With no central throughline pushing the story along, the film winds up feeling like a series of vaguely connected misadventures involving giant robots. Which wouldn’t be so bad if we actually gave a [cyprindae] about these characters but, this being a Michael Bay film, we really don’t. As such, it’s 165 minute runtime really starts to drag after a while.
     
    Guillermo Del Toro, another purveyor of giant robots, had this to say about film lengths: "All I know is that as an audience member, my [butt] meter starts ringing its fire alarm after two hours.” Essentially, there’s a point where it starts to feel like you’ve spent too long sitting in that chair. If a long movie is paced well it won’t seem long at all, if it’s paced poorly it’ll feel even longer. That said, you’ll probably start to notice how long you’ve been there as the two hour mark fades behind you.
     
    Take Del Toro’s own Pacific Rim as a great example of a well paced movie that doesn’t feel too long. Big set pieces are linked together through emotional beats: The opening and Gipsy Danger vs Knifehead leads to the introduction of Stacker and Raleigh’s arrival at the Shatterdome before we see Mako’s flashback which in turn gives us a quiet character focused chunk before the big battle around Hong Kong. We get another break as Newt and Gottlieb work out the secrets of the breach before the final confrontation. These lulls not only to allow us to get to know and love the characters, but also give us breathers between action scenes and make us long for the next one. Del Toro, ever conscious of the audience’s collective butt meter, ensures that neither character/plot progression or action scene ever outstays their welcome, rather they work together to keep the movie puttering along, keeping us entertained throughout.
     
    The LEGO Movie opts to follow Campbell’s monomyth and wisely never spends longer than necessary on individual beats. Not only does this allow for the movie to move along at a nice slick pace, but it means that when it comes time for it to spend time on something really important — take the conversation between the father/son and Lord Business/Emmet — there’s leeway for it to sink in without slowing down the plot.
     
    At 143 minutes, The Avengers is a comparatively long movie. But it does as Pacific Rim does, stringing together smaller character moments between bigger set pieces, yet never allowing any to last too long. Add that to a group of great characters who you’re happy just to watch hang out with each other and it’s easy to get lost in the movie. And getting lost is the best, because suddenly you forget about time and your butt meter and just enjoy the movie.
     
    Movie runtimes are one thing, how long they actually feel is another entirely. Watching Sex and The City (151 minutes) for class felt like an eternity, whereas The Dark Knight (165) felt just right. Time is relative — especially when watching movies. That’s where pacing comes in.
     
    Note: Of course it’s not all in the pacing, but it is terribly important. Sometimes, a fascinating subject matter and engrossing characters are all you need — see Lost in Translation. That said, this blog post assumes that’s understood
  7. Ta-metru_defender
    Essays, Not Rants! 116: Feels Like It
     
    Ever played Star Wars? No, not Force Unlesahed or Rogue Squadron, we’re talking the Star Wars game, the original 1983 arcade game from Atari. It’s not the most complex game out there. In lieu of sprites the game uses crude vector graphics to give you an outline of TIE Fighters (that shoot fireballs), laser turrets, and the classic trench run. Using the yoke you fly through space, attack TIE Fighters and dodge obstacles. Like the Millennium Falcon, the game may not look like much but it’s got it where it counts. Star Wars the game feels like Star Wars the movie. You get to fly a freaking X-Wing, zipping around the Death Star and firing lasers. It controls smooth and, yes, you can also fire a proton torpedo into the exhaust port.
     
    This ‘feel,’ that an adaption must capture the spirit of whatever it’s adapting, is terribly important. A movie-from-a-book has to provoke the feeling of the book, as does a sequel. The Hunger Games needs to carry over the books’ feeling of desperate insurrection, Star Wars Episode VII has to have that sense of wonder and high adventure the Holy Trilogy had.
     
    It’s equally important in video games, which adapt reality (or semi-reality, or fantasy, or abstract ideas) into an interactive medium. While developing Super Mario 64, Shigeru Miyamoto wanted to make sure that just controlling Mario was fun, regardless of the environment. Game feel, as this is called, is crucial to gaming. Pac-Man has to respond to quick changes in the joystick and the car you’re driving should move like one too. If it doesn’t, it breaks the connection between the player and the game. That’s game feel which, important as it is, isn’t quite what I’m talking about.
     
    When you’re playing a game, particularly one adapting an established work, gameplay has to reflect that work. Like I said before, flying that X-Wing in the arcade feels like how you’d imagine flying an X-Wing would. If a game about flying an X-Wing wouldn’t let you fire proton torpedoes or make those wonderful sound effects, it wouldn’t be as good.
     
    A game that does this really well is Spider-Man that came out for the PS1 in 2000. Sure, it’s not the most graphically advanced (or even feature rich) game by today’s standards, but it feels like Spider-Man. You can swing around levels, stick to the ceiling and climb along the walls. Spidey doles out wisecracks and quips along the way as you beat up thugs and villains like Mysterio and Rhino. For all intents and purposes, you are Spider-Man. And thus the game is an absolute joy to play. Newer Spider-Man games, for all their open world New Yorks, longer playtimes, and additional features, can get bogged down in trying to find a special gimmick when, really, being Spider-Man is the biggest feature the game needs, so long as it feels like a Spider-Man game through gameplay and story.
     
    The game LEGO Marvel Super Heroes is another great example of a game that gets it right. There’s an open world New York City to explore between missions that, well, isn’t exactly accurate (the Empire State Building is not that close to the Brooklyn Bridge!), but hey, it seems like it well enough. More importantly, the super heroes feel like the super heroes.
     
    Let’s start with Iron Man. In the Mark VI, Tony can fly around (and double tapping X speeds him up with a spiffy sonic boom effect). Fighting mooks has him firing repulsors or punching aided by his repulsors. Alternately he can fire a charged blast from his chest or aim at a bunch of targets and he’ll fire rockets (y’know, like in
    ). This wonderful. Playing as Iron Man feels like Iron Man. Just flying around New York and destroying street lamps with your rockets is a pleasure. 
    The team behind LEGO Marvel Superheroes show that they love the source material throughout the game. Fighting as Black Widow can trigger finishing moves ripped straight from the films. Playable characters include all of the Sinister Six, Ms Marvel, Deadpool, and even Howard the Duck. The game is interactive fanservice, and it is wonderful. Playing the game evokes the same sense that the movies, comics, or even the culture around the Marvel property does.
     
    Games like this are great because they capture the escapism that makes the concept so great. The Arkham series lets you beat up thugs and supervillains with the smooth, restrained brutality you’d expect from Batman. Halo allows you to be an unstoppable supersoldier. Burnout Paradise gives you the thrill of racing through a city. Basically, what I’m saying is if a game’s gonna let you fly an X-Wing or be a superhero, it had darn well better let you.
     
    Further Reading: Henry Jenkins’ article on Narrative Architecture, particularly the section Evocative Spaces beginning on page 5. I may not completely agree with him, but he makes valid points that had a bearing of influence on this essay.
  8. Ta-metru_defender
    Essays, Not Rants! 117: In Defense of Michael Bay
     
    Michael Bay gets a bad rap. His movies are criticized as being low on plot and depth with anything worthwhile being substituted with mindless explosions. His characters are either terribly dull or more resemble caricatures than actual people. Also, sometimes they’re Megan Fox. Michael Bay makes movies that, when boiled down to it, are just excuses for big action set pieces that feel ripped from a lousy Saturday morning cartoon.
     
    And, way I see it, most of those are reasons Michael Bay is excellent at what he does.
    
Some storytellers are known for having very particular styles. Joss Whedon is known for strong women and witty banter. Chris Nolan’s films are often told in a non-chronological fashion. M. Night Shymalan has his twists. If you watch one of their movies, you know what you’re in for. A Quentin Tarantino film is going to be ridiculously violent and have women’s bare feet. A Tarantino movie isn’t bad whether or not you like his over the top violence, rather it’s a vital part of what he does.
     
    This goes for Michael Bay too. Transformers never claimed to be more than a story about giant robots beating up other giant robots, though some humans got in the way. This issue was rectified in the third one where the human-to-robot-action ratio is much better and, way I see it, Transformers Dark of the Moon was all the better for it.
     
    See, Michael Bay, like Whedon, Nolan, and the others, has his trademarks: explosions, ‘Murica, and butts. You know what you’re getting into when you watch one of his movies. Pain and Gain was a mess of storytelling. However, it had everything you’d expect from a Michael Bay film: things explode, there are American flags a plenty, and lots of poolside shots. Pain and Gain’s failure wasn’t inherently in any of those three things, it was in it trying to be more than what it was. It’s hard to fit a moral conundrum and a descent into darkness in a movie that feels plain goofy.
     
    Most of Michael Bay’s movies — particularly the often derided Transformers series — never try to be more than what they were. The first Transformers was a typical coming-of-age film (which it pulled off alright) with giant robots (which it pulled off better). It had its off beats, but when it came time to do what it set out to do (giant robots) it excelled. Revenge of the Fallen had a ridiculous story, but great actions scenes. Dark of the Moon was overwrought but, again, I saw it because I wanted to see giant robots beating the stuffing out of other giant robots while laying waste to Chicago. That’s all I wanted.
     
    I don’t go into a Michael Bay movie expecting a deep plot and to have something to stick with me afterwards. I go into a Michael Bay movie to turn off my brain and see flashy colors (which are often explosions and, lately, giant robots). If I want both, I’d watch Pacific Rim, which layers its Saturday-morning action with much deeper character and subtext. But, if I want to see Optimus Prime charging into battle on top of a robot dinosaur while brandishing a broadsword, well, Age of Extinction seems the right choice.
     
    Some movies aim high and succeed (The Avengers), others aim high and fail horribly (Hereafter). Then there are some movies that have no idea what sort of movie they are (Need for Speed). Then there’s most of Michael Bay’s filmography: his films have no illusions about what kind of movie they are. His movies are big, dumb action movies. And all the better for it.
  9. Ta-metru_defender
    Essays, Not Rants! 115: Merited Futility
     
    I like playing video games, I really do. I write about them a lot too. Gaming is great: it’s a great form of catharsis, sometimes carries unique stories, and it’s just plain fun.
     
    Which then makes it odd when I say I have trouble justifying gaming. See, it sometimes feels like a waste of time. After all, outside of the magic circle in which gaming takes place, it has no effect on, well, anything. That’s what a game is, isn’t it?
     
    This applies more so to digital games. Physical games, such as sports, have the benefit/excuse of being exercise. At least the guy playing soccer all day is getting a workout. Digital games don't have that. You've seen the gamer stereotype: overweight, friendless, hasn’t seen daylight in a while. Unless you're a championship DoTA/StarCraft player there's not much real world application to gaming.
     
    Or is there? Digital gaming is all about problem solving, whether the problem being solved is how to take out that squad of Elites or what's the best way to use those portals to make that friendly cube land on a red button. It could be argued that these skills could be given real world applications. Everything I know about rocket science I learnt from Kerbal Space Program, for example. Studies have also been done that show that people who play a lot of FPS's are better at taking in lots of information at once and thus are better drivers, soldiers, and surgeons. Cool.
     
    But this is all minutiae. Rocket science is hardly a useful everyday skill unless you’re a rocket scientist (compared to the running skills built by playing soccer). So where then is the merit of games? Graeme Kirkpatrick thinks that games are aesthetically pleasing. He figured that the movements of the player's hands translated onto the screen are a sort of dance. The way, for example, an adept player can make Pac-Man spin in place reflects skill and ability. It’s like what a ballerina does, only less feet and balance and more hands and reflex.
     
    I like this argument. It makes gaming sound like it's, y'know, worthwhile. By this logic video games are like dancing. I can begin to justify spending all day playing a game like FTL because the way I decide how to utilize my ship’s power while ordering my crew about is a dance in and of itself. There’s value there, if only on an aesthetic level. I’m not wasting my time.
     
    But what about a game like The Sims or Kerbal Space Program? There’s not much dancing going on there. Sims just has you clicking about and Kerbal is a lot of mathing than it is epic mid-flight space maneuvers. They lack the need for agility and reflexts that characterize Kirkpatrirck’s dancing. They aren’t dancing, so where’s there value? Kerbal gets the “it’s science!” justification (sometimes, anyway), but what about The Sims? Where’s the value in playing The Sims?
     
    While discussing Kirkpatrick’s idea with a friend, he dismissed my rationale for liking it by point out that he didn’t need an excuse to play games. Games — video games — are their own activity and have their own merits. Sure, you’re usually indoors and most of the time you’re alone, but where’s the harm? They’re fun. Like derping around on the internet or watching TV, they’re just another way of fun. Not only that, but beating a game is a valid accomplishment. Spending a couple weekends collecting all the trophies in Uncharted 2 is something. It’s not fair to just write it off; to do it required not only skill but a great deal of patience. And if nothing else, the perseverance to do that is commendable.
     
    So I’ve decided to play games for their own sake. I’m not ‘wasting my time,’ this is what I do. Sure, maybe I’m learning skills in tenacity, problem solving, or rocket science, but importantly it’s fun. I play games because they’re fun. And that’s enough.
  10. Ta-metru_defender
    Essays, Not Rants! 113: A Real Swell Guy
     
    Let’s talk about Chuck, because it’s a fantastic show that you should watch if you haven’t. And not just ‘cuz Chuck and I are basically the same person, but because it’s a well put together show with a lot of fun stories and great characters.
     
    But those characters are a big reason. You’ve got Chuck and his two spy handlers and their dynamic and interactions, but they’re not who this is post is about.
     
    This post it about one of the supporting characters: Captain Awesome (or Devon Woodcomb as he’s actually named and sometimes called). Awesome is Chuck’s sisters’s boyfriend-then-husband who, in earlier seasons, lives with Chuck and his sister, Ellie). He’s a cardiothoracic surgeon who enjoys adventure sports, and flossing. He’s plain awesome.
     
    Which makes for a great contrast with the protagonist, Chuck, especially at the top of the series. Chuck didn’t finish college, doesn’t have a girlfriend, and is stuck in a dead end job. His life is going nowhere. Awesome is everything Chuck is not.
     
    Awesome, as a character, was conceived by the writers as “the worst possible person for Chuck to come home too.” And he is, in a way; he’s the one with his life together, he’s everything Chuck is not which accentuates just how much of a loser Chuck feels he is. So as a storytelling device, Awesome works well, perfectly.
     
    It would be really easy for the show to just stop there. Leave Devon as a bit of a caricature who pops in to a scene as his awesome self and leaves shortly after. Alternately, Captain Awesome could be a major ######. He’s fully aware of how great he is, so the writers could really have pushed the Mister Perfect angle and made him utterly insufferable. If they did that Chuck would have had an antagonist whenever he came home: here’s this guy who not only has his life together but has everything going for him and he will remind you of it at any moment, especially if it helps bring you down. So bam, between tension at his day job, all the fun and games of being a spy, and Devon waiting at home; Chuck’s life is rife for conflict.
     
    Yet, fortunately, Captain Awesome is not remotely like that.
     
    Instead of being huge pain, Devon is instead one of the most genuinely nice guys, well, ever. For example, when asked by Jeff, one of Chuck’s deadbeat coworkers at the BuyMore, if Awesome’s ever had a dream that’s never come true, Devon thinks a beat before simply saying no. Again, this is one of those scenes where he could come off as conceited, but its the sincerity with which he says it that helps you love him. He’s just a good guy who, even though things have always gone right for him, is willing to help anyone else. Though he’s never had a dream not come true, Devon offers Jeff a (potentially disastrous) chance for his to come true. Devon’s written earnestly and is a wonderful character on the show. If the main characters of Chuck made Captain Planet, he’d have the Power of Heart.
     
    I cannot stress enough how fine a line the characterization of Captain Awesome walks. He could have become someone we’d desperately want Chuck to punch in the face, or even just a total pushover who gets walked over by everyone else. It says a lot about the writing and Ryan McPartlin’s performance that he feels plain genuine. They could have deconstructed the character, or maybe given him a dark backstory (think Rich of Community’s “Beginner Pottery”), but instead they had him, well, as him; as someone too perfect to hate or be hated. Captain Awesome as a whole says a lot about the caliber of characterization on Chuck. They were able to take characters who, by all accounts, should have been one note but make them interesting. Devon is one of them and, man, he’s just a real swell guy.
  11. Ta-metru_defender
    Essays, Not Rants! 112: Computer-mediated Communi-what now?
     
    Being a big fan of his other stuff, I saw Jon Favreau’s Chef last night. It’s a wonderful movie full of heart and food porn. Seriously. That movie will make you hungry. Really hungry.
     
    It’s remarkable for more than just salacious shots of food, though. There’s the fun character dynamics and the great soundtrack. There’s the fact that it avoids the obnoxious Bad Thing Before the Third Act that’s so commonplace in comedies and other films like Chef. But what I wanna talk about is its use of social media.
     
    Oh boy, there’s that buzzword.
     
    Social media and other forms of computer-mediated communication, as it’s known in Conversation Analysis (which is a thing, and I’m taking a class on it), are becoming more and more common. Heck, you’re probably reading this ‘cuz I posted the link on my Facebook or Twitter.
     
    In Chef, the protagonist, Carl Casper, sets up a Twitter account and gets involved in a flamewar with a critic. It’s delightful to watch because of how it’s presented: we see an overlay of the Tweet box which, when sent, becomes a small blue bird that flies off screen. But what’s really great is that it’s treated not as a fad or something insignificant, but rather as a legitimate means of communication. In the world of Chef, just as in the real world, Twitter (along with texting, Vine, and Facebook) is a perfectly normal way of interacting with other people (and drumming up noise about your awesome new food truck).
     
    The TV show Sherlock and the film Non-Stop both use an overlay effect for texting and present it as a normal means of conversation. Non-Stop uses its potential anonymity and discreetness to hide the identity of the hijacker and to build tension, but it never feels like a gimmick. Characters in Sherlock, well, mostly John, will get texts during conversations. As viewers we now get to watch the all too familiar tension that comes from being stuck in one conversation when there’s another waiting in the wings. Wonderfully, Sherlock also treats texting as something people do. It’s as commonplace as phone calls and given equal weight.
     
    Texting is showing up in books too. The Fault in Our Stars has Hazel and Gus texting each other. Like in the other examples, it’s treated as a normal part of life. People text to talk. It’s a thing. The Fault in Our Stars has a very, well, contemporary, attitude to texting. It’s not a Big Deal or even some magical piece of New Technology or a sign of Declining Sociality; instead it’s downright normal. It’s not trite, it’s just a part of life. You don’t have to call someone, you can text them instead — which is often more convenient.
     
    What sets these examples apart is how well integrated they are. A lot of shows and movies either ignore the presence of cell-phones or only use them on occasion. It’s seldom to see texting and social media as integrated into a story as in Chef, Sherlock, and The Fault in Our Stars.
     
    The world’s changing. Computer-mediated communication is becoming really commonplace. Not only that, but it’s steadily being scholarly accepted as a legitimate form of communication (seriously, I read a paper on gossip in instant messaging). Yet pop-culture has been oddly slow on the upkeep. There aren’t many shows like Community where everyone’s digital lives are presented as normal, including Jeff’s constant texting and Troy’s Clive Owen Tumblr. Granted, it can be a slow or overwrought way of communicating exposition, but it can be done well and, as in Chef, it can be visually interesting. I want to see more movies, shows, and books like this; where computer-mediated communication isn’t necessarily nerdy or reclusive, where a Vine and Facebook can be a bonding moment between a father and son.
     
    Because hey, this is the world we live in.
  12. Ta-metru_defender
    Essays, Not Rants! 110: Of Ludonarrative Dissonance
     
    I say again and again on this blog that video games are a truly unique medium especially when it comes to storytelling. Thing is, storytelling in games is inherently weird. What you do in the game doesn’t always quite line up with the narrative it’s telling. Clint Hocking dubbed it ludonarrative dissonance, TV Tropes calls it Gameplay and Story Segregation.
     
    As narratives in gaming become more complex, this dissonance becomes steadily more pronounced. Much of Among Thieves, the second Uncharted game, has Nathan Drake chasing after war-criminal Zoran Lazarevic (and Shambala too). Drake, the wise cracking treasure hunter, is the clear good guy since, well, Lazarevic is a war criminal. At least that’s what the narrative says. During gameplay the player will wind up shooting quite a few bad guys. And by quite a few I mean easily a couple hundred. See, Among Thieves is an action-adventure game and, like many games in its genre, a frequent obstacle for players comes in the form of enemies. There’s some platforming, some puzzles, and several bouts of shooting. It’s fun, but it does make it weird to have Drake calling Lazarevic out on him being a ruthless killer at the end. To the game’s credit, Lazarevic responds by calling Drake out on it too. But that’s not much, seeing as Drake’s, y’know, mowed through a small army.
     
    There’s a lot of writing on this, actually, a quick google of “Uncharted body count” brings up as much. I always justified it for the most part by using the cutscenes as the actual story and the gameplay bits as more gamey bits. When Nate, Lazarevic, and the others prepare to enter Shambala there are only a handful of henchmen in the cutscene, despite the several dozen you encounter in firefights. The gameplay and story are segregated. Is it a perfect solution? No, not at all. Is Among Thieves still a phenomenal game? Yes, but the argument is no less valid.
     
    Some people feel that this dissonance is a big problem with stories in games. Way they figure, for a game to really tell a good story, gameplay should be story and vice-versa. An open world game, like Skyrim, attempts to reconcile all this by giving the player a ridiculous amount of freedom in their actions. Though there is a main story, the player is under no rush to complete it and can even ignore if they wish. Skyrim becomes a sort of choose-your-own-adventure story, wherein you tell your own story through your actions.
     
    Journey takes the opposite route. In the award-winning independent game, the player can only do a few things (jump/glide, move, and chirp; compared to jump, move, roll, climb, shoot, hit, etc in Among Theives) and follows a very linear path. The story is simple, but incredibly heartfelt. The simplicity of the narrative and gameplay allows for little ludonarrative dissonance. It works, but it just doesn’t have the depth that Among Thieves has.
     
    So what’s the solution? There are some who say that video games are simply ill-equipped to tell stories at the present (I believe Johnathan Blow said something to the effect of to truly reconcile gameplay and story we’d need an incredible AI to be able to adapt to player input much the way a Dungeon Master would in tabletop). Steve Gaynor, who did Gone Home, thinks that one of the most unique ways games can tell stories is through the environments. Exploring a virtual space can be a story in its own way.
     
    I think ludonarrative dissonance is something that has to be accepted. Among Thieves would be a very different game were it have only a few firefights. They have to be accepted as part of the game. Furthermore, to remove the game’s linearity (something that does come up) would wreck the finely crafted narrative. Games are, and I say this a bunch, a very nascent medium. Designers and players are finding new ways to tell stories and hear them told, be they procedural like Among Thieves and Journey or emergent like in Skyrim and The Sims. Unlike much of film, tv, and books, wherein the strength of the work is primarily found in the story; games are not beholden to it: Pacman and The Last of Us are both great games, one has no plot and the former has one that rivals — and beats — what you see in theaters. Video games allow for works all over the ludonarrative dissonance scale; what’s wonderful is that they can be good no matter where they fall.
  13. Ta-metru_defender
    Essays, Not Rants! 109: For Want of a Glass of Water
     
    Kurt Vonnegut once said, “every character should want something, even if it is only a glass of water.” This piece of advice functions as a very simple and straightforward way to ensure a character has some semblance of depth.
     
    What's important about a goal? A goal gives a character purpose and gives an audience a reason to invest. In Star Wars, Luke wants to leave Tatooine. In How I Met Your Mother, Ted wanted to meet the mother (or at least we thought he did). In Pirates of the Caribbean, Jack Sparrow wants his ship back. As viewers, we want characters to want something. It’s dull if a character just exists with no want (i.e. Ted for many of the later seasons of Mother). Chuck begins with a very complacent Chuck who’s just floating through life. Receiving the Intersect gives him a purpose too.
     
    Characters then have to do something about it. Solid Snake crawls trough a microwave chamber in Metal Gear Solid 4 to stop the Patriots. Katniss famously volunteers as tribute. Taking a proactive role about their goals is what separates Katniss from Bella Swan. The former may want Edward and/or Jacob, but she just sits around; Katniss actively fights for not only her life, but for those of her friends. It’s not enough for a character to have a goal, they have to do something about it. Jack Sparrow spending two hours talking about how much he wants the Black Pearl would be a terribly boring movie.
     
    Those are the fundamentals of having a potentially interesting character. Following that we need conflict. There has to be something stopping the character from getting what they want. Harry wants to be a wizard with the sense of family and acceptance it entails, Voldemort wants him dead. That conflict of interest fills seven books. This so called ‘external conflict’ as your High School English teacher called it can be far more subtle. In The Last of Us, Joel’s goal becomes to protect Ellie whereas her goal is to make her life count. For the most part the goals don’t interfere, but when they do we get some magnificent, quiet drama.
     
    Additionally, having the protagonist conflicted makes them that much more interesting as we get to watch them change or resist it. Columbus in Zombieland already has the zombies interfering with his goal of staying alive. His emergent want to win Wichita’s heart, though, also screws with his sense of self-preservation. Suddenly, Columbus has to make a choice: what does he value more, his life or Wichita? A conflict like this forces the character to change. Columbus has always been a wimp, someone who’d rather cower than take action. His interactions with Wichita force him to nut up and grow.
     
    But what if she doesn’t get the water? Sometimes the most interesting thing to happen in a story is for the character to not achieve their goal. Tom’s goal in (500) Days of Summer is to win Summer’s heart, then to stay with Summer, and then to win her back. It’s his proverbial glass of water and what the film centers on. Tom, however, doesn’t end up with Summer. The complete destruction of his goal forces him to reassess everything and, eventually, gets him back on track to doing what he wants in life. Losing the goal he thinks he wanted reveals what he really wanted. Like a conflicted desire, it gives added layers to his character.
     
    Conversely, achieving a goal may crush the character. Zero Dark Thirty ends with Bin Laden dead and Maya Lambert successful. She’s achieved her goal, but her goal was all consuming. The film leaves her suddenly aimless and without purpose, adding a sense of somber hollowness to it all. Just as giving a desultory character a goal yields interest, so does robbing a purposeful character of hers.
     
    Wants and goals fuel stories. Look at Game of Thrones, everyone wants something, almost always at the expense of someone else. These goals breed conflict and add depth to characters. Just make it more than a glass of water.
  14. Ta-metru_defender
    Essays, Not Rants! 108: Interconnected
     
    I’ve been waiting for Agents of SHIELD to really get into its groove proper. It finally did last week, courtesy of some major plot points from Captain America: The Winter Soldier.
     
    Which is kinda odd, really. A feature film bearing a different name affecting a TV show that much. I mean, it makes sense within the universe they’re creating, but from a meta perspective, it’s terribly uncommon.
     
    And that’s one thing I love about the stories Marvel Studios’ been telling. They’re all connected. This was a gamble. Back in 2008 when Iron Man came out and Nick Fury mentioned the Avengers Initiative, Marvel was asking audiences to wait a few years and watch a few seeming unrelated movies in hope of a big team up coming out later. It could have failed, some of the movies could have sucked, but they took the risk to try and build their cinematic universe.
     
    Seeing as The Avengers made what businesspeople call a ‘crapload of money,’ it paid off. Not only that, but it was a legitimately awesome film. Best of all, it stood alone. You didn’t have to have seen any or all of Iron Man, The Incredible Hulk, Iron Man 2, Thor, or Captain America: The First Avenger to get it. Sure, watching those movies helped, but it was great on it’s own. Each Avenger was quickly and succinctly introduced enough for a new viewer to get what was happening.
     
    Every Marvel movie works that way. Someone can see The Winter Soldier on its own, or after having only also seen The First Avenger, or seen all the films in the Marvel Cinematic Universe chronology as well as Agents of SHIELD and enjoy it. There’s a decided effort for each film to be able to stand on its own and yet play with the others around it. They compliment each other but are not dependent on the others. It’s a fun sort of storytelling; you follow a group of independent characters and then see them all in a big event, then see them apart again.
     
    Marvel’s asking viewers to embrace a sort of storytelling not really seen in film (or TV, really). Outside of the occasional Alien VS Predator, having independent franchises team up like what happened in The Avengers just doesn’t happen. Though it does in the comics. Their Guardians of the Galaxy title may intersect with the Avengers title, but you don't have to be following both to understand what's going on. Does it help? Sure, but it's not a requirement.
     
    Consider the last episode of Agents of SHIELD, "Turn, Turn, Turn." What happened in The Winter Soldier directly affects the show in a massive game changing sort of way. Like in the comics, they’re weaved together to stand alone but also enhance each other. “Turn, Turn, Turn” offers a different perspective on what happened in The Winter Soldier and the film shows the big picture of the events in the show.
     
    This also makes great business sense. See, Marvel’s smart; they know that not everyone will watch every one of their movies. It’s to their benefit for every film to be as stand alone as they are. It allows them to remain accessible to anyone. Winter Soldier deftly sets up Steve Rogers as being a man out of time who feels a bit lost in a way that doesn’t feel obtrusive to someone who’s seen the prior movies, yet so that someone new can follow what’s going on. It plain works. Add in the fun of getting more understanding the crossovers and Marvel’s market expands.
     
    I’m so glad Marvel managed to pull this off. Things like seeing Bruce Banner at the end of Iron Man 3, references to Stark tech in The Winter Soldier, and Sif showing up in Agents of SHIELD remind me of the Iron Man and Spider-Man cartoons I’d watch as a kid where anyone could and would show up. Somehow, Marvel did it: they made a cohesive cinematic universe. Now I really wanna see what happens next in that world.
  15. Ta-metru_defender
    Essays, Not Rants! 107: Mother Met
     
    I wasn’t a fan of the How I Met Your Mother finale that aired on Monday. Now, I usually like finales; I love the ending of Lost and I do like how Chuck ended. Though both are controversial in their own right, they felt emotionally honest and true to the show. The problem with How I Met Your Mother’s “Last Forever” was that for what it was trying to do, it felt unearned.
     
    And if you haven’t seen it yet: SPOILERS
     
    My main complaint is, of course, Ted and Robin getting together at the very end. Why is this such a big issue? Because it undoes a season’s worth of work. That’s the primary problem with the finale: it backtracks. What’ve we spent most of the past season doing? Just about every episode’s pursued either a ‘Ted-gets-over-Robin-so-he-can-meet-the-eponymous-mother’ or ‘Barney-and-Robin-get-over-issues-and-recommit-to-each-other’ plot in some form or another. The penultimate episode (finally) wrapped up both arcs; Ted was over Robin, Barney and Robin were married.
     
    Undoing the latter within the first fifteen-odd minutes of the finale and undo the former in the last three not only feels cheap but doesn’t mesh well with, y’know, everything else. It feels like a gut punch to anyone who spent those hours with the show.
     
    Sure, people get divorced in real life, but the issues with Barney and Robin is, again, the year we spent confirming that they should be together, only to see a single fight a couple years in the future that led to them deciding they shouldn’t be together. It was handled so abruptly that it’s unmerited. If they were to pursue this route, they would have to spend more time on it. It’d been such a long time coming; both Barney and Robin had to get over commitment issues over the years to get here. To have it undone so quickly was a shame.
     
    With that, How I Met Your Mother has been a show that lets its characters change. Barney spent the past couple seasons leaving his womanizing ways. It was a huge change for one of the pillars of the show, but it worked. Though him regressing post-Robin does show signs of rock bottom, it feels like a huge slap to the face of the last couple years (and 31’s baby, though sweet, also feels shoehorned and raises additional questions [does he have custody, is he settling down with 31, etc])
     
    Finally, the mother. My biggest concern with the finale (and this season) was that we wouldn’t be sold on her relationship with Ted, wouldn’t get that catharsis. And with so much of the finale spending time with the other couples (despite both being pretty much wrapped up in the prior episode), I felt like we were running out of time. But the scene under the umbrella where they meet (Tracy!) was wonderful and the train moving past would have made the perfect ending. Because right then, I was sold on the mother. Even if she died, it’d make for a pleasant, bittersweet ending.
     
    To have it end with Ted going after Robin, though, made the mother seem like an obstacle along his way to Robin. Suddenly the mother didn’t matter. And that felt dishonest, that felt untrue to the Ted from the beginning and the Ted we got to know. It happened too quickly (though it was six years in the plot, it was barely a cut for us) to feel earned. It felt cheap, and made the show feel cheap.
     
    All that said, I have the utmost respect for Carter Bays and Craig Thomas. They shot the bit with the kids nearly a decade ago and stuck with it (though editing could have changed the ending); they stuck with their original idea through it all. They stuck to their guns and told the ending they’d wanted to tell all along. I do think they got screwed by the network, though in basically the opposite way that Firefly did: the show went on too long. I feel like the twist would have worked better three or four (or even more) years ago, or even if they hadn’t built up Tracy so much. But still, to pull a twist that big on this sort of show? That takes stones.
     
    I guess your reaction to this ending depends on why you’re watching it. To call back to Lost for a second, I watched it for the characters, not the mysteries, and loved the finale. With How I Met Your Mother, I watched it because I wanted to see Ted meet the mother. I guess if your investment was anywhere but there, the ending would have landed better.
     
    In any case, I would have been alright with the finale were it not for those last three minutes. For me, it ended with the train.
  16. Ta-metru_defender
    Essays, Not Rants! 105: Nerd Culture, The Big Bang Theory, and Chuck
     
    I stopped watching The Big Bang Theory a couple years ago. Part of the reason was because I was growing tired of it, other part was I simply couldn’t be bothered to keep up with it. For a class, though, I have to write a scene for The Big Bang Theory. This means watching episodes of the show to get a hold of the rhythm and voices of the show.
     
    I started watching Big Bang during its second season and enjoyed it for what it was; a sitcom about a bunch of nerds. I got the references they threw around, had or wanted some of the memorabilia in their rooms, and remembered when that Rebellion poster in Leonard’s room was announced. This show speaks my language.
     
    So did Chuck, another show I began watching around the same time, although it spoke it differently than Big Bang did. In Chuck the nerd shout outs came as frequently and as accurately as in Big Bang, but in this show they felt more a part of the plot. Maybe it’d be meta gags like an entire episode following the structure of Die Hard or guest stars quoting characters they’d played in Terminator or Firefly. Other times the show would work it into the story: Chuck and Bryce speaking Klingon so they won’t be understood or Casey telling Morgan there are only three Indiana Jones movies. Chuck used nerd culture to enhance the story, partially because the protagonist himself is a nerd, partially because it’s that sort of show.
     
    The protagonists of Big Bang are caricatures more than characters; Sheldon the insufferable genius, Raj the funny foreigner, Penny the clueless blonde, and so on. The entire premise of the show stems from their nerdiness and inability to mesh with the ‘real’ world.
     
    Chuck of the eponymous show, is a far more rounded character. Yes, we’re told he can quote Wrath of Khan word for word and he does employ the Wookie prisoner trick on a mission, but it’s all part of who he is rather than who he is.The show’s about a normal, nerdy guy who gets brought into a world of spies and intrigue, and sometimes it’s his nerdiness that saves the day, other times it can be his sheer gumption. Chuck’s identity goes beyond his nerdy traits.
    
This yields different treatments of the characters and their nerdiness. Take gaming as an example. Rock Band is played for laughs in Big Bang, whereas Chuck brokenheartedly playing Guitar Hero while drinking whiskey leads to one of Season 3’s most heartfelt moments. Halo Night in Big Bang is often used as a gag or an opportunity to show how unchanging Sheldon is, even if the other guys would rather be doing something else. Early in Chuck’s first season, Chuck and Morgan are discussing something while playing Halo. The former presents Halo as being a gag in and of itself, whereas Chuck presents it as just something guys do.
     
    And there’s the central conceit of the nerdy humor in The Big Bang Theory: It’s funny because they’re nerds. The characters playing Dungeons and Dragons or reading comics is funny in and of itself, not because of anything they do with it.
     
    Compare Community, which just aired their second Dungeons and Dragon episode. Once again it features the characters playing a relatively realistic game of D&D. It’s funny, not because they’re playing D&D, but because of what they bring to it. Hickey using his ex-cop interrogation techniques on a hobgoblin or Dean Pelton’s overcommitment to his character’s relationship with his father. It wasn’t funny because they were playing D&D, but what they did while playing it.
     
    Now, Chuck ended in early 2012 and I stopped watching Big Bang shortly after. In the years since I started watching these shows nerd culture has, as a whole, become far more mainstream. The Avengers happened, superhero movies are topping the box office, suddenly it seems like everyone’s watching shows like Game of Thrones or Doctor Who. Nerd culture and pop culture are overlapping more and more. Big Bang is steadily becoming out of touch with where things are headed. A recent episode has a gag about how girls don’t play D&D though I know more than a handful who play tabletop off the top of my head.
     
    What I love about Chuck and Community is their willingness to embrace nerd culture for all that it is. For someone like me, someone who’s been neck deep in nerd culture and general geekiness since before Iron Man became a household name, it’s great to see shows who love this and celebrate the fun of being a nerd. With regards to Big Bang, well, I’ll quote Penny Arcade: “In Big Bang being like me is the punchline.”
     
  17. Ta-metru_defender
    Essays, Not Rants! 104: Top Ten Movies of 2013
     
    I have weird taste. I love pulp, but I love heart, and I love a movie well done. In light of that, here are my top nine movies of 2013. Some movies didn’t make the cut. I really liked 12 Years a Slave for what it managed to do, that is create a story about slavery was genuinely moving yet not a white guilt tract. And I thought Her was fantastic as I did Star Trek Into Darkness, but all those aren’t on this list.
    
So what movies are? These are the ones I loved and the ones that stood out. They may not objectively be the best films of the year, but to me, they are.
     
    (Wait, why nine movies? There are a bunch of movies I haven’t seen yet [Fruitvale Station, Desolation of Smaug, Dallas Buyers Club, etc] so there’ll be a tenth spot open should something else really stick out)
     
    9. Rush
    This movie will surprise you. It seems like an über macho racing flick. What it is is a slick drama, with more time spent on the emotional lives of the drivers than the race track. What we end up with is an engaging, beautifully shot film. And c’mon man, F1 cars are great.
     
    8. Drinking Buddies
    There’s a lot to be said about this movie, especially because it says so little. It’s a quiet film about relationships that’s gorgeously shot. It sticks to you not because a lot happens, but because it feels so true to life.
     
    7. Much Ado About Nothing
    I like Shakespeare. I like Joss Whedon. That combined with a fantastic cast (Clark Gregg and Amy Acker and Nathan Fillion and Sean Maher and Ashley Johnson and BriTANick!?) yields a really fun interpretation of the play.
     
    6. Iron Man 3
    Yeah, Iron Man 3 had to be here somewhere. I wrote a bunch on it when it came out and I stand by everything I said. It’s a blindingly fast paced movie that takes Tony Stark’s arc to a brilliant conclusion.
     
    5. The Spectacular Now
    Here’s a movie by the guys who wrote (500) Days of Summer and it feels a lot like said movie. Which is a good thing. It’s a coming-of-age story that discards a lot of the usual tropes of the genre in favor of a far more compelling, quiet story that rings of Say Anything… It’s great.
     
    4. The Way Way Back
    Yeah, another coming-of-age film. What The Way Way Back does so well is layer its film in charm and sweet without ever coming as trite and saccharine. We’ve got great performances (Sam Rockwell never disappoints) and a beautiful score that serves to create a story that feels very true.
     
    3. The World’s End
    This one could be classified as a coming-of-age story too, seeing as it’s about Gary King dealing with having to grow up. Only because this is Edgar Wright it’s a lot more than that. What we have is a moving story that’s part about friendship, part about old dreams, and part about the end of the world. It’s all balanced beautifully between drama and comedy with enough heart sprinkled throughout.
     
    2. Gravity
    As I touched on before, Gravity is what science fiction does best. It’s a story about reality, about people, set against a backdrop that heightens the entire affair. A brilliant performance by Sandra Bullock adds to the intensity of the film that really should have won Best Picture.
     
    1. Pacific Rim
    Yes. Pacific Rim. I’ve written a lot on this film since it came out and I stand by all of it. What could have easily been a big, dumb, testosterone fueled movie is instead a much more nuanced film that’s still about giant robots beating the snot out of giant monsters. Amidst all the spectacle there’s a strong emotional core about friendship and family. It’s an unusual movie rife with heart and a touch of social commentary.
    There are so many reasons I’d enjoy this movie even if it was big and dumb, but because it’s so much more, because there’s so much behind the spectacle, it’s my favorite film of 2013.
  18. Ta-metru_defender
    Essays, Not Rants! 103: Why The Last of Us Should and Shouldn’t Be A Movie
     
    Big news broke on Thursday: The Last of Us is becoming a live action movie. Now, you have to understand, I love The Last of Us. I wrote a final paper on it (see notes here), I wrote about its characters and convictions, and I wrote on how it’s a grownup video game.
     
    I’ve said before that The Last of Us is an incredible game that deserves to be seen in a more literary light. And now it is, it’s being made into a movie so more people can experience it.
     
    At least that’s Screen Gems president Clint Culpepper’s idea. Honestly, I have to agree. The Last of Us is a phenomenal piece of storytelling period. Video games remain something of a niche market; one sometimes deemed inaccessible. For good reason too: movies don’t require viewers to buy a $300 piece of equipment to watch them and then force them to complete challenges to see what happens next. A cinematic adaptation of The Last of Us would nullify this and allow anyone to experience Joel and Ellie’s story.
     
    Thing is, The Last of Us is an incredibly visceral story, due in no small part to the fact that you’re playing as Joel. The tension in battles with the Infected and other people and the relief of those long quiet moments in between are all heightened because it’s you fighting the Infected and you initiating conversations with Ellie about football mascots. This is what gaming does best; making you feel truly involved in the action. A film wouldn’t be able to capture the same kind of rush of the battle and emotional bond with the characters.
     
    With that, casting presents another obstacle. Voice actors Troy Baker and Ashley Johnson are intrinsically inseparable from Joel and Ellie. Their performances are incredible, bringing life to fantastic characters. Whoever plays them in the movie would have to be wonderfully cast, else much of their dynamic — that blend of tension and affection — would be lost. And it’s the bond between Joel and Ellie —not the Infected or the American wastes— that makes The Last of Us.
     
    But then, Neil Druckmann, writer and Creative Director of the game, is confirmed to be writing the film. Druckmann has more than proved himself a competent writer with The Last of Us and Left Behind. And who better to write a film adaptation than the original writer? He knows what’s at the heart of the game and how to keep it in a film.
     
    I have hope for this, mostly because Druckmann is writing but also because Bruce Straley, The Last of Us’ Game Director, is producing the film with Naughty Dog’s co-presidents and Sam Raimi. The creative core of the game is on the film too.
     
    There are things they’ll have to do for it to work One would be keeping the extreme violence and consistent swearing that built game’s tone (and thereby earning a hard R-rating). A second would be casting two leads who would be able to match Baker and Johnson’s nuance and chemistry. Most importantly, Druckmann and team will have to adapt The Last of Us not as a game but as a story. We don’t need scenes of Joel crouching down and listening or incessant crafting; what we need are those quiet moments of conversation between the two protagonists.
     
    Do I think The Last of Us needed to be made into a movie? No. It’s one of the best video games of not just its generation but of all times. It used its medium to great effect, telling a story unlike any other.
    But now that it is do I want it to be a good one? Of course. Stripped of the experience of the game it remains a phenomenal story one that, rightly, deserves a wider non-gaming audience.
     
    One thing’s for sure, though, they need Gustavo Santaolalla’s
    .
  19. Ta-metru_defender
    Essays, Not Rants! 102: Je Ne Sai Quoi
     
    NB: This was posted on Saturday while I was on shift at work. Seeing as my job has me running around New York City, I couldn't post the BZP mirror.
     
    I have an indie band crush. Well, I have a couple. One of them, Run River North, just released their first album this past Tuesday. Now, I have their demo back from July '12, so I've been pumped to get this. Yes, I know, I know, but I go to NYU; most all of us are at least a little hipster.
     
    Anyway. I am in love with their debut album, Run River North, but I can't really say why. See, I can talk at length about movies, books, video games, television, and stuff, but music?
     
    I can tell you that the occasional strums of electric guitar in ‘Foxbeard’ sound fantastic and that the violin in ‘Beetle’ adds so much to the song, but I can't tell you how. I know that the music makes you feel something, and I know there's a method to it, but I can't put it in words.
     
    I write; I use words and images to do my dirty work. But images, especially of the moving variety, gain another level of impact with music.
     
    Look at Paperman, that gorgeous short from Disney. Sure, it's pretty enough as it is, but Christophe Beck's gorgeous score gives it that sort of magic I mentioned a year ago. The score powers the short, matches the emotions of the protagonist gives cues for audience’s investment. Emotion is expressed (somehow) through the music, enhancing the story and adding layers to it. Because music can do it.
     
    But those are scores written specifically for a movie. When it comes to ‘normal’ songs, Chuck is unquestionably one of the best. The TV show’s sound track (which one can find with some googling) runs the gamut; there’s everything on it; big acts like Pitbull and bands without wikipedia pages like Aushua.
     
    What makes Chuck’s selection of music great is how it’s used. Sometimes it can be used as a sort of pun, like playing 'Toxic' while the characters are scrambling around poisoned or a snippet of ‘The Imperial March’ when Morgan's impersonating a villain.
     
    For the most part, however, the songs are used to inform tone. The people behind the show are plenty aware of that inexplicable effect music can have and they use this. Need to establish the feeling of a bunch of guys driving to Las Vegas for a bachelor party? Throw on some Ke$ha*. Trying to create a sense of intimacy? Slow Club works wonders.
    *this is the only time I condone listening to Ke$ha. It hurts to write that dollar symbol.
     
    It gets better. There's a scene towards the end of season three where someone dear to Chuck gets shot. In lieu of some Hans Zimmerian tragic score, Nico Stai's 'One October Song' begins playing. The song, primary featuring just an acoustic guitar and Stai's voice, carries the sort of quiet, almost helpless desperation that mirrors Chuck's mental state.
     
    Can I explain on a technical level makes 'One October Song' such a beautiful piece? I could mention his shouts in the song and the raw lyrics, sure; but how it all intertwines together with the music and what the chords and notes do? Nah, you got me.
    But Chuck uses these songs, especially the ones from indie acts like Nico Stai, In-Flight Safety, and Frightened Rabbit to add emotional heft to crucial scenes. It works, man.
     
    Run River North's music is in a similar vein. There's raw passion and emotion to the music; sometimes it's desperate, sometimes resigned, sometimes happy. It's a great album that has a, well, I don't know what to it that does wonders.
     
    Basically I'm saying if Chuck was still on Run River North would have a song in the show.
     
    And you should buy their album.
     
  20. Ta-metru_defender
    Essays, Not Rants! 101: The (Lego) Hero’s Journey, Part Two
     
    It’s been a few weeks since The LEGO Movie came out and proved that everything was indeed awesome. As I said I would before it came out, I’m going to break down The LEGO Movie with The Hero’s Journey.
     
    But wait.
     
    Two things you gotta do before you read on. First; read that blog post. I’m not gonna bother explaining The Hero’s Journey again. Second: watch the movie. Seriously. It’s a great movie in the first place and, equally importantly, I’m going to ruin the film’s big, magical twist. And I don’t use that word lightly.
     
    And in case you missed it:
     
    HERE THERE BE SPOILERS. GO WATCH THE MOVIE THEN COME BACK AND READ THIS.
     
    That clear? Alright. Here we go.
     
    (I’ll be more or less using TV Tropes’ outline here; with splashes of other. Do note, some of the pieces can be juggled around, as they are in this film.)
     
    The LEGO Movie opens with Lord Business defeating Vitruvius and getting the Kragle, at which point Vitruvius makes a prophecy about The Special stating that the Special will, be, well special. That’s step one.
     
    Then we see Emmet, our protagonist, living out his normal, dull, life. His life is boring and routine. This is Thomas Anderson going to work in The Matrix, this is Luke on the farm.
     
    Emmet's normal world comes crumbling down when, after work, he falls down a hole and finds the Piece of Resistance. Like Thomas Anderson/Neo before him, Emmet then finds himself a captive of the bad guys only to be shortly freed by someone else. This is his Call to Adventure, something he resists at first.
     
    Then Emmet must cross the first threshold, in this case being when he and Wyldstyle break out of Bricksburg into the Wild West pursued by Bad Cop. In Star Wars this is when the Falcon leaves Tatooine pursued by storm troopers. Alternately, look at when Neo leaves the Matrix for the first time. Emmet’s life has changed for good. The following chunk (and next few beats) are part of the Road of Trials, where Emmet is tested and really yanked out of the world. Think Neo’s training with Morpheus, where he finds that he knows Kung Fu.
     
    Emmet meets the mentor, Vitruvius, here; a vital part in any hero's journey. Like Obi Wan to Luke and Morpheus to Neo, and Dumbledore to Harry; this character aids the hero on his journey and urges him on. As Vitruvius does.
     
    Next up is the Land of Adventure, which TV Tropes describes as "a strange, dreamlike realm, where logic is topsy-turvy and the "rules" are markedly different from the ordinary world." In other words: Cloud Cuckoo Land. Here Emmet is developed and the set up laid for his Night Sea Voyage.
     
    Which, courtesy of the attack on Cloud Cuckoo Land and a hastily built sub, actually takes place at sea. Now, this Night Sea Voyage marks the end of the Road of Trials and when the Hero mounts an attack on the enemy stronghold. In The Matrix this is Neo and Trinity rescuing Morpheus; in Star Wars this is saving Leia. For The LEGO Movie this means stealing a hyperdrive and getting to the Kragle.
     
    Alright folks. I'm getting into the real spoiler bit. If you haven't seen the film yet, bail now!
     
     
     
     
     
    So there you have it, a fairly in-depth (but not as much as it could be) look at The LEGO Movie through the lens of Joseph Campbell’s monomyth as defined by TV Tropes (and myself). It’s a beautiful structure which, honestly, I haven’t seen pulled off this magnificently since The Matrix.
     
    Seriously folks, this movie is awesome.
  21. Ta-metru_defender
    Essays, Not Rants! 100: Verified Fiction
     
    I’m an African prince. Well, sort of. More my Dad is a Chief in Ghana. Long story short, when we were there (while living on the ship) a local chief decided to make my Dad a Chief too. Far as thirteen-year-old Josh saw, he was given an ornate bracelet and, by the nature of him being my father, I became an African prince.
     
    Don’t believe me? It’s fine, but hey, makes for a fun story huh?
     
    I mentioned last week that my Dad told me a lot of stories growing up. Like I said before, some were Star Wars in nature, others dealt with superheroes, but among my brother and my favorites were stories of Zhuge Liang, a Chinese strategist who always had the smartest solutions. Sort of like King Solomon of the Bible, only, well, Chinese.
     
    Anyway, my Dad would tell these great stories. I don’t remember any details, just that Zhuge Liang was really smart and sometimes his adventures had him winding up in present day or going on adventures with Star Wars characters. Some other stories he’d tell my brother and I were from when he was younger; adventures with his brothers or stories of when he’d lived on a ship in his twenties. Point is, they were great stories. Like that whole African prince thing; they’re cool and fun, something to tell others down the line.
     
    Which, like many things in my life, makes me think of a movie. In this case it’s Secondhand Lions. Heads up, I’ll be discussing the ending of said movie, so: ten-year-old spoilers.
     
    In Secondhand Lions, Walter is sent to spend the summer with his elderly grand-uncles Hub and Garth. Little is known by Walter, his mother, or the community about the brothers; just that they spent a long time overseas and are probably sitting on pile of wealth. There are theories as to what they did, one of the most popular being that they were bank robbers. According to Garth’s stories to Walter, they spent the years in Africa, fighting for the French Foreign Legion during World War I and later their own adventures including a notable escapade with a sheik before finally returning to the States.
     
    Now, the central tension in the movie is the issue of whether the stories are true. When asked point blank, Hub tells Walter that it’s not so much the veracity that matters but that the meaning is true. That is, though a story mayn’t be true, ideals like honor and love are.
     
    We don’t quite get an answer through the film’s climax — in fact we get a story in favor of the bank robber theory. It’s only at the very end, set years later, that Walter meets a man who’s grandfather — an old wealthy sheik — told him stories about two wild Americans who opposed him. For both men it’s a moment of realization that there were actually some truth to those stories.
     
    I’m taking a class this semester called Historic Epics of China and Japan, for which I’m currently reading The Romance of Three Kingdoms. I’ve heard of this book before, mostly that it’s a cultural touchstone. Part way through the book, though, a major character was introduced: Zhuge Liang.
     
    Yeah, the same guy my Dad told me stories about when I was a kid is a key player in a book I’m reading at university. There’s something exciting about this, in a way not unlike Walter meeting the sheik’s grandson: it’s a sudden realization that hey, those stories my Dad told me were actually rooted in Chinese culture. There’s a sudden added truth to those half-remembered stories I grew up with. That and Three Kingdoms is a great piece of literature.
     
    We live in a world of stories. Not just those we watch/read/play, but ones we hear from and tell each other. With that, it’s always to find out that some of those more outlandish ones are actually quite true.
     
    A couple years ago I was reading TIME when an article caught my eye: it was about foreign chiefs in Ghana. I read it, amused at the fact that hey, my Dad might not be the only one. Then I looked closely at the picture in the article, real close. On the chief’s wrist is a bracelet, one not unlike the one my Dad has.
     
    Well whadaya know.
  22. Ta-metru_defender
    Essays, Not Rants! 099: Heart of a Child
     
    I grew up in the 90’s with a steady diet of Lego, Jedi, superhero cartoons, mecha anime, Power Rangers, and Ninja Turtles. All this was peppered in with bedtime stories from my Dad, some of which were about the Chinese strategist Zhuge Liang, others were about Han Solo and Luke Skywalker going on adventures, and still others about Superman and Batman teaming up to fight bad guys.
     
    There are side effects that come with this; the firm belief that giant robots are awesome, for example. Others are the ingrained image of a
    , or memories of Captain America and Iron Man showing up on Spider Man’s cartoon. But then, those are all cartoons and stuff, puerile parts of childhood. 
    Only not.
     
    A lot of the stuff I grew up with is being tapped and turned into cinematic fare these days. Sure, there’ve been Batman and Superman movies since well before I was born, but a movie about Iron Man? And Captain America? And one where they team up with the Hulk and Thor? In a movie? Eight year old Josh would be giddy at the idea (as twenty-two year old Josh still is).
     
    Here’s the thing, I’m not eight anymore. How does a movie work to appeal to me now? Characters like Batman and Spider Man have had several incarnations in various media for various audiences. Adam West’s Batman differs sharply from the one in Justice League who in turn differs from Arkham Asylum’s. Sure, there’s the same character but differences in tone and style. There are many different ways to interpret characters and genres these days.
     
    Especially Batman. Christopher Nolan approached the Caped Crusader from a much more mature point of view than we’d really seen on screen at the point. He deconstructs the idea of a superhero throughout the Dark Knight Trilogy. This is how Batman would work in a ‘real’ world: masks bought in bulk to avoid suspicion, for example. Gone is the romanticism of being a superhero.
     
    Nolan’s Gotham is awash in a gray world of corrupt cops, sold-out lawyers, and mob rule. Batman himself is not entirely in the clear and, as he Commissioner Gordon puts it at the end of The Dark Knight, isn’t the hero Gotham needs. This is Batman for a more grown up, more adult world, a blurry world where right and wrong aren’t quite distinct.
     
    Then on the other end of the spectrum we have Pacific Rim. The movie has, as director Guillermo del Toro put it, the heart of a 12-year-old and the craft of a 48-year-old. The movie is brimming with the hope and excitement you had when you were 12. There’s little attempt to ‘grow up’ the mecha genre, at least as far as growing up means how everything must be brooding, dark, and deathly serious. Sure, characters die and sacrifices are made, but it’s a clear view of Good and Evil; it’s that idealistic dichotomy.
     
    Pacific Rim, like The Avengers, is a reconstruction of its genres. The Avengers acknowledges the problems of having a team of six superhero egos, but factors overcoming it into a plot. Pacific Rim makes Kaiju terrifying and Jaegers awesome, crafting a movie’s world where it not only works but is acceptable. These are movies that have grown up but remember the romanticism of being younger.
     
    There is, however, yet another point on the spectrum: The Lego Movie. This movie doesn’t give a rip about growing up. There’s no playing at re/deconstruction; instead it takes it’s idea — a movie about Legos — and runs with it. It’s a movie about being a kid, about those times when you built a spaceship and ran around your room making laser noises and chanting “spaceship!” over and over again. If anything, The Lego Movie is an ode to childhood in the purest sense. It doesn’t just have the heart of a child, it’s about being a child.
     
    Is one way of doing it better than the other? Nah. I love the grittiness of The Dark Knight as much as I love the colorful cacophony of The Lego Movie. I was ten once and these movies, with all their different interpretations, remind me of what it was like.
  23. Ta-metru_defender
    Essays, Not Rants! 098: The (Lego) Hero’s Journey, Part One
     
    I had the pleasure of attending an advance screening of The LEGO Movie on Thursday at my university. Now, you have to realize, I’ve been into Legos as long as I can remember, have a couple models on my desk, and have been making Lego movies in one form or another since I was ten.
     
    In a nutshell: The LEGO Movie is fantastic. It’s beautifully animated, superbly cast, downright hilarious, and has a great plot. Now, the plot’s not anything groundbreaking, in fact it follows John Campbell’s monomyth to a tee.
     
    Wait. The LEGO Movie makes use of Joseph Campbell’s Hero’s Journey?
     
    Yes.
     
    First, it serves to outline what exactly The Hero’s Journey is. Joseph Campbell postulated that myths and legends from around the world followed a similar structure. One where “a hero ventures forth from the world of common day into a region of supernatural wonder: fabulous forces are there encountered and a decisive victory is won: the hero comes back from this mysterious adventure with the power to bestow boons on his fellow man” (Campbell). Translated, it’s a mythic arc that stems from a lot of ancient myths. It’s also been used in more modern media; George Lucas consciously set out to create a myth when he created Star Wars. The Wachowskis used it in The Matrix and thatgamecompany followed in closely enough in Journey that much of the soundtrack’s titles match individual steps of the monomyth.
     
    With that, it bears mentioning that Campbell’s monomyth is hardly the only structure out there and a quick google search brings up several different takes on it. My favorite is the one on, go figure, TV Tropes, mostly because theirs allows for some leeway in the steps and rearrangements.
     
    Now, this is hardly new. I’ve mentioned before how Aristotle talked about this in his Poetics and also how formulas exist for a reason. It’s also not bad. To do something like this doesn’t so necessarily mean a laziness of storytelling so much as, when executed well, displaying a mastery of it.
     
    So how does this work with The LEGO Movie? The film adopts the monomyth and puts it to use for its story. All the key players are there: we have the very normal Emmet who wants very little to do with adventure until along comes Wyldstyle, who drags him out of normalcy and gives him the Call to Adventure. There’s the evil President Business with his right hand minifig Bad Cop. Vitruvius is the Obi Wan to Emmet’s Luke, with Batman (yes, the Batman), Uni-Kitty, and Benny the 1980-something Space Guy filling out the rest of the team.
     
    But then, those are the characters, what about the plot?
     
    Emmet is an ordinary minifig, one who receives his Call To Action to leave his town and help save the world. After his initial Refusal of the Call he must Cross the First Threshold, meet The Mentor, enter the Land of Adventure, and, well I’d love to say more but the movie’s not out ‘till this coming Friday and I really don’t want to spoil the movie. There’s a second rant essay coming a couple weeks after it’s released where I’ll break down the plot proper.
     
    Is this post then just a big introduction? Sort of. But I will tell you this: The LEGO Movie is a magnificent piece of storytelling that you should really go see. There’s an earnestness to it seldom seen these days that makes it pure joy to watch. Plus, it really puts The Hero’s Journey to work, lending it an instantly classical feel that adds to it’s very, well, Lego-y feeling.
     
    Go watch it when it comes out, then come back here in a few weeks for my monomythical breakdown.
     
    Get it, because it’s Lego? And I’m breaking it down?
     
    ...I’ll see myself out.
  24. Ta-metru_defender
    Essays, Not Rants! 097: Gamey Education
     
    For some reason, my high school World History teacher saw it fit to skip over the entire Ottoman and Byzantine Empires. This thus left me with the general feel that those empires were a completely disposable era of history. That’s high school in South Carolina for you.
     
    This all changed when I begun playing Assassin’s Creed: Revelations.
     
    The basic conceit of the Assassin’s Creed series is built around genetic memories; that is the idea that your DNA has the memories of your ancestors and, if you’re lucky, your ancestors were hooded assassins. You spend much of the game romping around Crusades-era Jerusalem, Renaissance Italy, or Revolutionary War-era USA (depending on the game). What adds to the fun of stabbing soldiers in the back is the attention to detail the team at Ubisoft put in these games. Landmarks — both famous and less so — are rendered in game for your scaling pleasure. Not just that, though, every landmark/city/person of note you encounter is accompanied by a database providing a quick rundown of the Hagia Sophia/Boston/Cesare Borgia.
     
    So back to the Ottoman and Byzantine Empires. Revelations follows Ezio Auditore as he travels to Constantinople and his exploits therein. You’ll encounter a young Suleiman the Magnificent, Selim I, and Sehzade Ahmet, among others. Investigating the surroundings in Constantinople reveal those afore mentioned database entries and bits of history. Steadily, you begin to put together a functional history of the Ottoman Empire as well as the remnants of the Byzantines. Or, in my case, everything I know about the Ottoman Empire I learned from Assassin’s Creed: Revelations.
     
    This is something that makes the Assassin’s Creed series relatively unique: they’re history lessons. Sure, the main plot of the game seldom revolves around real life incidents, but bits of actual history find their way into the plot (eg: how horrible the Borgias were). These games are decidedly not educational games, but by immersing the player in the world, you wind up learning stuff anyway. You’re able to recognize places like the Rose Mosque and the Basillica di San Lorenzo since you use them to navigate the city. Figures like Niccolò Machiavelli stick in your mind because of their importance in the game. You’re not so much taught by the game was you are immersed. You’re learning by doing.
     
    There’s another game I’ve been playing a lot this past week; Kerbal Space Program. It’s an independent game by Squad wherein you run, well, the Kerbal Space Program. What makes it different is that it’s a bizarrely realistic space simulator where getting into orbit requires managing thrusters, detaching stages, adjusting your angle of ascent, and paying attention to your apoapsis and periapsis. You also learn what words like apoapsis and periapsis mean.
     
    Kerbal is more intense than Assassin’s Creed in it’s ‘educational’ department. In order to be half-decent at the game you are forced to learn these concepts. Even if you’re not exactly clear on the math —and if you’re me, then you’re definitely not clear on the math — you wind up with a working understanding of stuff like thrust-to-weight ratios and atmospheric drag. Why? Because you have to. The information isn’t just background set dressing or details to make it seem more real; it’s vital knowledge to making sure your rocket doesn’t become a fireball. Though that’s fun too.
     
    I love video games and it annoys me to no end how often they get written off as meaningless drivel. A game like Kerbal Space Program teaches players rocket science, though more for the fun of it than any practical reasons. Metal Gear Solid 2: Sons of Liberty worked as a functional analysis of Meme Theory (amongst a lot of other stuff) — back in 2001, before memes were a thing. I learnt a lot of my eight-year-old vocabulary from the Pokémon games. All this to say that you can learn a lot from video games.
     
    Now then, I have a few more ideas to send Kerbals flying into space I wanna try out.
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