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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! 220: Clever Stupid
     
    Hot Rod is one of my favorite movies. I’ve got its poster framed in my living room, and it’a movie that I’ve analyzed on this blog for its presentation of Rod’s mustache as a symbol of self-actualization. It’s also not a movie you’d expect to be analyzed, seeing as Hot Rod is, well, incredibly stupid. It’s about a (bad) amateur stuntman who needs to raise enough money to save his stepfather’s life so he can beat the stuffing out of him (and earn his respect).
     
    Like I said, incredibly stupid.
     
    But.
     
    But but but, what makes Hot Rod so flipping great is how well it harnesses that stupidity. It’s not a smart comedy, and has no intention to be, but it’s done really well. It’s not just dumb jokes, well, it is, but the dumb jokes are couched with a great deal of craft. The team behind the movie (which happens to be a pre-“I’m On a Boat” Lonely Island) know exactly what they’re doing throughout.
     
    Because of this, laughs don’t feel cheap. Yes, there’ll be a throwaway gag involving Cool Beans or exactly how it is you proceed that elusive ‘wh’ sound, but the comedy is anchored in character. There’s a strong central story, characters are fleshed out and have goals; the comedy, stupid as it may be, exists in tandem with the story. The characters don’t feel like they’re just there to be funny or laughed at; it is, put simply, a clever stupid movie.
     
    So why does Hot Rod work?
     
    Hot Rod doesn’t talk down to its audience. Though the film’s humor relies primarily on slapstick, non sequiturs, and downright silliness, never once does it treat its viewers as if they are idiots. In that process, the movie establishes that the audience is in on the joke. The movie isn’t just trying to serve up something barely palatable for laughs. It also helps that Hot Rod isn’t particularly mean. For all its silliness, Hot Rod lets its characters live. There’s nothing vindictive about Rod falling in a pool, or Rod tumbling down a hill for an inane amount of time, or Rod getting hit by a van (again). We enjoy Rod’s pain, but we’re not interested in watching him suffer. Because, and this may be in part to blame on Andy Samberg’s performance, we actually like Rod.
     
    And that’s the proverbial second shoe. Couched among all those silly jokes is that sense of character I mentioned earlier. Rod and his crew, Kevin, Dave, Rico, and Denise, don’t exist just for the sake of jokes. Yes, they’re funny, often outright hilarious, but amidst all that humor are genuine relationships. The characters feel real — well, as real as they can in such an odd world — and, as such, we get invested in them and their plight. We want these idiots to succeed, and we care about their relationships. Stupid as Hot Rod might be, it doesn’t dispense with the humanity of the story.
     
    That’s the thing about Hot Rod, it doesn’t just coast by on stupid and silly jokes, it actually bothers to create a story and characters for those jokes to exist in. Even though they aren’t particularly groundbreaking, they’re executed with enough of a precision that it works on a narrative level. As stupid as it can be, there is a great intelligence in its creation. The movie knows when and how to be silly, there’s a deftness, a cleverness to its stupidity.
     
    And that
    .
  2. Ta-metru_defender
    Saw it at the IMAX midnight, as I tend to do with these sort of things, but the girlfriend's been bugging about watching it again (which, y'know, I wanted to too). Finally found time to do so today.
     
    And hot dang. There's so much done in there that makes me jealous. Like, not budget or having a baddonkey fight choreographer, smaller choices that are genius. Like putting the camera here instead of over there, or not going straight to the reveal but panning over it to build tension (see the shot after Tony blasts Bucky away). Holy cow man, the craft of the team behind this is incredible.
     
    If I can write or direct a scene near as good as Tony and Cap's talk/argument in Berlin (the one with the FDR pens), I'll have made it.
  3. Ta-metru_defender
    As a massive fan of Hot Rod, when I heard NYU had a free/early screening of Popstar: Never Stop Never Stopping I knew I had to go.
     
    It is exactly what it needed to be. And it's a satire/parody that manages to keep its schtick up throughout, which is downright impressive. Not as good as Hot Rod, but then, Hot Rod's phenomenal.
  4. Ta-metru_defender
    Essays, Not Rants! 207: Living in Science Fiction
     
    Is the movie Gravity science fiction? This was the discussion a friend of mine and I were having while talking about science fiction and fantasy winning Oscars — Gravity got Best Director, but is it really science fiction?
     
    Wikipedia, IMDb, and such call it science fiction, given that it’s, well, in space. That’s usually the threshold for science fiction.
     
    But something in space is hardly imaginative anymore. An astronaut who just returned from spending an entire year in space. SpaceX launches rockets on the regular. Of course, there is the room for an outlandish situation; Moon was grounded, but had mining on the moon, countless others have aliens. Gravity, though, is about someone being stranded in space because of a freak debris field. For all intents and purposes, the setting of Gravity is as much science fiction as Apollo 13. That is to say, it’s not, it’s really not.
     
    Gravity is, in many ways, a more modern Castaway. In both stories relatively unqualified people are, due to an event beyond human control, stranded in the middle of nowhere by themselves that then prove the resilience of the human spirit by making their way back to civilization. Granted, Gravity takes place over a far shorter period of time, but that’s kinda due to the fact that it takes place in modern reality where people can’t breathe in space.
     
    In other words, labelling Gravity science-fiction is a product of an outdated standard that something in space is automatically considered science-fiction. That’s something that makes science-fiction so weird as a genre: what’s scifi might not always be scifi. We don’t consider the first episode of Sherlock science-fiction, even though its heavy use of smartphones would definitely qualify it as some sort of techno-thriller were it produced in the eighties. Same with Gravity; it isn’t science-fiction today, but to, say, the sixties it’d be what The Martian is to us today.
     
    Science-fiction, at least the sort inhabited by movies like Moon, The Martian and Ex Machina (more fantastical fare like Star Wars and Star Trek are another matter entirely), are rooted in having some bit of futuristic technology. Moon’s got lunar mining, The Maritian’s got a Mars base, Ex Machina incredibly advanced AI. But if we were to develop any of those technologies the fiction part of the science would be closer to the events surrounding them. If we were to develop both rogue AI and hover cars, the biggest incongruity in Blade Runner would be that Atari was supposed to still be a major brand.
     
    I think that’s one reason why I’ve always loved science-fiction — there’s this air to it of asking what if. What if there was something new that would change the world. It takes what you know and twists it to be something, well, more. It’s a dreamer’s genre. What if you could live on a submarine deep beneath the sea? What if we made contact with aliens? What if there were giant monsters trying to kill us and so we made giant mecha to fight back? What if we could carry phones out of the house and in our pockets?
     
    So is Gravity science-fiction? If it is, it’s still a good movie, but it’s pretty low-grade science-fiction.Yes, it fully utilizes the genre’s capability for telling parables, but it doesn’t really do anything with the almighty What If. Not to mention it’s something that, given the right circumstances, could happen tonight. I realize I’m going back on what I said some time ago in another blog post (the one I just linked to), but no, I don’t really think Gravity should count as science-fiction.
     
    ‘cuz we’ve already got people in space doing space things on space stations.
  5. Ta-metru_defender
    Essays, Not Rants! 206: Differently Normal
     
    I’m currently in the middle of my second game of Subterfuge, a wonderful mobile strategy game rife with cunning, manipulation, and, er, subterfuge. Within the game our Specialists, special hires which essentially let you bend the rules of the game. While most everything in the game is depicted abstractly, the Specialists are all given little portraits. And here’s where the game’s art design shines: LOOK AT THAT DIVERSITY! For a wonderful change, ‘white male’ isn’t the default look and no one’s role is limited by their race; the Navigator’s Asian and the Princess is black!
     
    There’s a misconception that making a character not a white dude means having to make it a story about not being a white dude. Which is a real pain. Sometimes it’s nice to get to just be seen, no strings attached.
     
    Look at Big Hero 6, which I liked for a number of reasons, in no small part because I got to watch a movie with a main character who looks like me. Another reason I really liked it was that Hiro’s race was completely inconsequential. Hiro’s half-Asian (like me!) but he still gets to be the everyman. His race has no more to do with his arc than Luke Skywalker’s. And that’s cool!
     
    See, when ‘white and male’ is subliminally registered as the default, chances are you’re going to go with a white dude when you need someone relatively nondescript and ordinary. So when you need an everyman — y’know, that person who could be anyone — you end up going with a white guy. It’s why Bruce Willis played the ordinary cop who had to save the building in Die Hard. It’s why Bruce Willis played the ordinary cab driver who had to save the galaxy in The Fifth Element. It’s why Bruce Willis played the ordinary driller who had to save the planet in Armageddon.
     
    But you can shake things up and make, say, a woman the chosen one. Or a black dude the guy who decides to try and fight for something more. And a Latino the ace fighter pilot. Guys, I really like The Force Awakens. But it’s important, because it — and this is crucial — means anyone can be anyone.
     
    I’ve been watching The Expanse later, because I’m a sucker for spaceships with excellent worldbuilding and interesting politicking. What’s also caught my attention is the show’s bent towards inclusiveness. Most obvious is the Undersecretary of the UN who’s played by an Indian woman — and dresses the part. She’s hardly a simple ersatz Gandhi, though; Chrisjen Avasarala is afforded the same complex goals and characterization of Cersei in Game of Thrones. In The Expansive we find an Indian character with depth and complexity well beyond what’s usually afforded non-white characters in Western media. There’s more, too! In one episode we hear reference to the Captain of a Martian warship. When we meet her, she’s Captain Yao, a small Chinese woman who’s first name is essentially ‘Captain.’ That is to say, her identity as ship’s captain is in no way impacted by her race: she’s not a Chinese captain, she’s a captain who happens to be Chinese. The distinction here is crucial, it means that these characters’ identities can be defined more by their jobs and personalities rather than the color of their skin.
     
    Look, there’s a time and place for stories about race. But if the only stories about people who aren’t white is about being non-white, it’s just another form of discrimination where only caucasian people get to be ‘normal.’ We need more Hiros and Avasaralas, characters who get the depth and complexity no matter what they look like. Let’s make the everyman anyone.
  6. Ta-metru_defender
    Essays, Not Rants! 203: Window Dressing
     
    Taxis are in a rush. That’s a known fact (that I thought as I did my usual ritual of staring down a cab driver today). It’s also a vital part of the game Crazy Taxi. The arcade-style driving game has you speeding around a time, picking up customers and dropping them off as quick as you can. It’s fun, and an excellent time and/or quarter sink.
     
    But how vital is the taxi part of Crazy Taxi? Sure, speeding around an ersatz San Francisco and dodging trucks is great, but does it need that taxi-ness — that surrounding narrative — to work? Strip away all the window dressing and the game’s mechanics are quite simple: the player drives around an area getting objectives which, when completed well, nets the player more points and time. Could be in space, could be blocks moving around, you could throw Mario on it and call it a day. Instead, you play as a crazy taxi driver dodging traffic.
     
    So what does the narrative window dressing of a cab driver bring to the story? Why is setting it in contemporary (ca. 1999) America better than setting it in space? Because then it’d be a different thing. I mean, obviously. It’s why The Magnificent Seven and The Seven Samurai can tell a similar story and yet still be completely different movies. Look at The LEGO Movie and The Matrix. Both adhere to Joseph Campbell’s Hero’s Journey with a religious ferocity: a nobody turns out to be really special, goes into a different world, acquires new skills, and saves the day. One’s plastic toys and the other’s a cyberpunk dystopia. They have what’s essentially the same mechanics with different window dressing and thus gives them each different narratives.
     
    Look at The Matrix: it filters the Hero’s Journey through a cyberpunk aesthetic and a decidedly blatant Messiah analogy. All these details — the window dressing — lets The Matrix mix in Plato’s Allegory of The Cave and a critique of consumeristic culture. George Lucas’ rendition of the Hero’s Journey (Star Wars, duh) doesn’t lend itself to that commentary — The Matrix's aesthetic is incredibly important to its narrative.
     
    Because The LEGO Movie is about, er, LEGO, it can play fast and loose with its setting and characters (Batman leaves a pirate ship to join Han and Lando in the Millennium Falcon? Awesome!). It also means the film can tap into the general collective consciousness concerning that plastic toy and what it has to do with being a kid. Imagination is a big part of playing with toys, especially LEGO ‘cuz, y’know, you build stuff. Mix that in with the child-like love of storytelling that lends the film’s live action segment its earnest seriousness and you have a wonderful movie that’s simultaneously similar to The Matrix and yet nothing like it. All because the same structure got given a different coating.
     
    This is, in part, why Crazy Taxi works so well. We know that cabbies are in a rush. That’s a given. So it makes sense that if we’re gonna get to play as a cabbie, we’re gonna be rushing about the place. It’s what gives it an urgency that dressing the mechanics up as, say, a postman or a waiter wouldn’t. It’s because of the whole narrative surrounding speeding cabs that makes the game work.
    That and, y’know, it’s just a whole lot of fun.
  7. Ta-metru_defender
    Essays, Not Rants! 202: There’s Gotta Be A Change!
     
    A big part of movies is the protagonist’s arc. As in they begin in one place, and end in another; they change. Tony Stark learns to take responsibility for his actions. Rey chooses to embrace her destiny. Duncan gets his own back in The Way Way Back. Change is a vital part of a story.
     
    But I’ve been thinking about The Iron Giant a bunch recently (because reasons) and something’s been nagging at my mind: Hogarth doesn’t change all that much. He doesn’t find himself making some massive choice towards the end that sums up his growth throughout the film. Maybe he proves that he can take care of something, but there’s not much of an internal change in Hogarth. But the movie works — why?
     
    I will perpetually hold up Hot Rod as being a fine (albeit surprising) example of excellent storytelling. Seriously, I consider the Lonely Island’s comedy to be near-perfect. The plotting is impeccable and if you wanna learn how to tell a story watch that movie. Now, Rod changes over the course of the movie — somewhat. Sure, he gets his mustache of self-actualization, but Rod at the end of the movie is still very similar to Rod at the start.
     
    The idea of a protagonist changing comes with it the idea of something big. Tony Stark makes a very conscious decision to begin making reparations, and at the end of Iron Man makes a sacrificial play — something he would never have done at the start of the film. Rey takes Maz Kanata’s advice and looks ahead for her belonging rather than waiting on Jakku and, at the end, takes up a lightsaber in the Coolest Moment of 2015. Duncan becomes more assertive through his job at Water Wizz and ultimately makes a stand for himself. But Rod starts as a dude who does stunts and ends the movie as a guy who does stunts. Over the course of his stunt-doing he is able to win the girl, earn the money for his step-dad’s surgery, and then kick his step-dad’s butt. But why? Rod’s arc still works so how does Rod change?
     
    Let’s go over the plot of Hot Rod again. Specifically, when he recommits for good: he’s realized that everyone thinks he’s a joke and he gives up being a stuntman to be an ‘adult,’ donning a button-up shirt and purchasing a shopping cart of liquor. His crew calls him out, saying the best thing about him was how he was always himself. But Rod’s having none of it until that night when he drives his very high friend to the hospital, who too tells Rod how much he means to everyone. So Rod recommits, makes good with his crew, and (attempts to jump) a whole bunch of school buses. At the end, Rod is vindicated. He doubles down on the essence of his character and thus self-actualizes. So no, Rod doesn’t change in a revelatory way (he doesn’t give up stuntmanship in favor of becoming an investment banker), but he makes a decision to really commit to being himself. Rod at the end is accepted by his community (and his step-father) because he is himself. Rod’s arc sees the very fiber of his being put to test and him deciding that himself is the best to be. The change happens in the eyes of those around him, he goes from loser to hero by being himself.
     
    I suppose then, that Rod’s arc is not unlike Hogarth’s in The Iron Giant. Like Rod, Hogarth doesn’t change too much in the film, he reminds a hopeful kid who’s willing to love unconditionally. Also like Rod, Hogarth is ultimately vindicated, with the Iron Giant he vouched for saving the town of Rockwell. Furthermore we get to see Hogarth’s actions reflected in the Giant, who because of Hogarth’s influence is willing to be a sacrifice. Hogarth remains true to himself, and in light of that, the way he is perceived changes around him. He is faced with an ultimate test of character, and by not backing down, saves the day. There’s an arc there, and the status quo, for Hogarth, is different from where he started.
     
    In all honesty, this rant essay my own rambling examination of how arcs work. To sum it all up, I figure changes don’t have to be inside a protagonist, but can also be how the world sees the protagonist. Just so long as it’s done well, but then, that’s a caveat with everything.
  8. Ta-metru_defender
    Essays, Not Rants! 196: An Actual New Hope
     
    One of my earliest memories involves, unsurprisingly, Star Wars. I, and another kid, were talking about Empire and how Luke loses his hand and gets a robot one. I’m sure in there was talk of Darth Vader being Luke’s father and all that. Now, I couldn’t have been that old; based on where we were I doubt I was more than four. Which shows just how inborn my Star Wars nerd is, but also, wait, I was four and talking about Empire? The darkest of the original Star Wars movies? We’re talking losing limbs and finding out your dad is the villain.
     
    And yet, here I am, twenty-odd years later and decidedly not emotionally scarred. There’s no denying that Empire is dark, darker than I realized as a kid. But, this is Star Wars. Even though it’s a bleak ending, it’s still one with hope. When faced with the fact that Vader and his father are one and the same, Luke chooses to sacrifice himself instead of turning surrendering to his father. Han’s only mostly dead and Lando and Chewie have teamed up to find him. And, of course, Luke gets his hand back.
     
    There’s a romantic optimism to Star Wars amidst its background of a cosmic Good and Bad. It’s Luke Skywalker versus Darth Vader, which is big, but it’s rife with hope. There’s no cynicism to Star Wars at its best: something can’t be ruined forever. No matter how far down they’re forced, good will be able to come of it. Luke’s father is Vader, but Vader can be redeemed. This isn’t something that would fly in the more recent slate of movies (besides the Marvel Cinematic Universe): whereas can the love between a father and a son be triumphant? Star Wars unapologetically wears its heart on its sleeve, which by today’s standards seems a little old fashioned.
     
    So maybe this is one of the big places the prequels went wrong. They seemed to teeter a little too far into the realm of tragedy (which, it being Anakin’s fall, it is) without that earnest hope that made The Original Trilogy so great. That galaxy far, far away is one to escape to, one where a backwater farmboy, fumbling smuggler, and planetless princess can save the galaxy. Maybe the prequels got so caught up in their tragedy they forgot about the escapist nature of these movies, where it’s okay for the underdog to be the hero plain and simple. Obi-Wan, for example, is a Jedi, respected albeit inexperienced and not a crazy old wizard. The closest we really got were Jar Jar and Anakin in The Phantom Menace, but neither had an arc worth investing in. As a kid (and an adult), I wanted to be Qui-Gon because he was cool, but that’s about it. But Luke got to be the nobody-turned-Jedi and Han was the selfish-jerk-turned-war-hero. There was a change there — an optimistic one — that the prequels lacked.
     
    The Force Awakens comes a solid decade after the last Star Wars movie. It’s also directed by someone who grew up with the movies and knows, as an outsider, why he liked them so (and they stuck with him). And the movie delivers. Despite containing perhaps the most tragic moment in the entire film franchise (and one that actually works courtesy of deft writing and acting), it remains rife with hope. There’s the declaration that unconditional love beats out hate, even when it seems like hate has won.
     
    There’s an unquenchable joy to The Force Awakens that gives the originals a solid run for their money. Like in the old ones, we want to be a part of this world because there’s adventure here, and even when the adventure goes tragic, there’s hope. Star Wars is fun again.
     
    And also, Rey is the friggin’ best.
  9. Ta-metru_defender
    So there's a yearlong class at NYU Tisch where you make movies. But unlike other classes, only half the class's projects will be greenlit. You spend the Fall working on preproduction, refining your script, and preparing a pitch.
     
    I'm the first non-Film Major to be in this class with the chance to compete for the greenlight.
     
    I pitch today.
     
    Here we go.
  10. Ta-metru_defender
    Essays, Not Rants! 191: Why Easy A Is An Excellent Example of Storytelling
     
    I saw Easy A when it first came out a few years ago. Wanted to because Emma Stone (of Zombieland fame), Will Gluck (who did Fired Up!), and The Scarlet Letter (which I, being a dutiful student in 11th grade English, read). I liked it a bunch and so when it was on sale recently I picked it up.
     
    And I finally re-watched it. And I think I like it even more.
     
    Because Easy-A is an excellent piece of storytelling. There’s a lot to like about it, of course. It’s fabulously witty, with the script’s jokes coming fast and punchy. Then there’s the great family dynamic that comes all to seldom to high school comedies. Olive’s parents aren’t the losers or the antagonists, instead they’re, well, her parents. The movie’s one of all too few (Super 8 comes to mind) that doesn’t write out the parents completely but rather makes them interesting in their own right. Of course, that may be partially to blame on Stanley Tucci, but all the same. Where Easy A really shines, though, is in its excellent plotting and commitment to theme. Seriously. The movie doesn’t waste anything.
     
    Clocking in at around and hour and a half, Easy A fittingly moves along at a brisk pace. It takes barely five minutes in to reach the inciting incident (the rumor about Olive spreads) and the movie ends shortly after that plot line ends (Olive comes clean about the truth). There’s no Return of the King style ending where we get a half hour’s worth of resolution, nor is there an age spent establishing characters and dressing up their normal world; Easy A skips right to the punch. Heck, the inciting incident happens before we’ve been introduced to all the major players.
     
    This quickness reveals one of Easy A’s greatest strengths. Each character, from Todd to Olive’s parents, are established with an expediency that would make Joss Whedon jealous. Granted, Olive’s voiceover helps speed it along, but here it isn’t a lazy storytelling device. See, the voice over is worked into the narrative itself: it’s Olive’s confession and retelling of all the events. So not only does it help us, as the audience, get up to speed with everything really quickly. But it also serves the story in that it’s Olive saying what really happened. It’s not lazily doing nothing; her voice over emphasizes the central theme of the film.
     
    That’s the other thing Easy A does so well: stick to its theme. As Olive says, there are two sides to every story. The film is about the truth and rumors and every conflict within the narrative is born of it. The central tension rises out of Olive’s story being overheard; it escalates when she makes a business of lying to spread ‘positive’ rumors. Lastly, it’s the truth — and Olive spreading it — that brings about the story’s resolution. Everything in the film is about it. But because everything adheres to this central tension (truth versus rumors), the plot feels incredibly focused.
     
    So not only does Easy A know the story it’s telling, but it is firmly committed to telling that story. Everything is built around it; Olive’s relationships are built around honesty and who believes her. Who knows the rumors versus the truth. Who believes the rumors versus the truth. Here’s the biggest thing to learn from Easy A: if you know what your story’s about and develop everything around it, nothing gets wasted.
     
    So yeah, Easy A is an excellent example of a story well told. And I’d got more into it but t’s almost midnight and I’ve gotta get this posted. Long story short, it’s fantastically paced and handles its theme in a great way.
  11. Ta-metru_defender
    Essays, Not Rants! 190: Signs of the Times
     
    The Uncharted games are what got me really into gaming as an adult (well, them and Metal Gear Solid). With the release and my subsequent acquisition of the Nathan Drake Collection, I’ve spent the past couple days replaying Drake’s Fortune, the first game in the series, for the first time in a few years.
     
    And the game still holds up, because of course it does. Drake’s Fortune still looks great eight years after it came out (due in some part to the Remastered nation of the Collection) and it still plays great. Punching and shooting bad guys is as fun as ever and the platforming remains surprisingly deft.
     
    It’s certainly different from the later two Uncharted games, though. Drake’s Fortune lacks the wide variety of verticality that became a hallmark of the series. The game’s firefight arenas are oddly linear. Sure, sometimes you have to shoot up to kill a pirate-mercenary-baddie, but climbing around to flank them from above isn’t so much an option as is continuing on down the differently-dressed corridors of gunfire. Also of note is how oddly lonely Drake’s Fortune seems, especially compared to Among Thieves. Where the later games would have you running around and exchanging banter with someone throughout the game, be it Elena, Chloe, Sully, or Charlie. Drake’s Fortune has Nathan Drake on his own for huge swaths of the game, to the point where it sometimes feels that Naughty Dog was deliberately setting him up to be alone. Sure, we still get him talking to himself now and then, but the lack of banter is noticeable. It also does a disservice to Elena and Sully, who frequently opt to sit out a part of the adventure for some arbitrary reason. Or maybe Among Thieves just isolated Drake more organically. I’m replaying that next.
     
    But what’s most striking about Drake’s Fortune is the parts where it seems so old. The video game landscape looked very different in 2007 than it does now, particularly in narrative-focused adventure games like this. For example, there are a few glaring quick time events where you literally push x (or o) not to die. It’s obvious where the mindset comes from, trying to add some new actions to the game. Drake can jump off a falling ledge now (if you push x at just the right time). These quick time events, besides being annoying (dude, I don’t wanna have to push x not to die randomly during the final showdown!), are jarring when you look at the steps taken in Among Thieves, where the player is in control as a building explodes or a city crumbles. Drake’s Fortune’s quick time events feel lazy and, well, unimaginative.
     
    They do add variety, though, but Drake’s Fortune was clearly born out of an era where gameplay variety meant a couple jet ski chapters and one where you manned the gun on a truck. And sure, it does succeed in switching up gameplay from the usual run-gun-climb, but it feels like a crude method to do so, once again something later Uncharted games have improved on by changing up the area where you run-gun-climb. Not to say it’s bad by any means, rather it’s very much a sign of when it was made. Drake’s Fortune is very much a video game from 2007.
     
    I suppose then that it shows the growing pains of video games like Uncharted went through. Some concepts and features feel have-formed in comparison to what they would become and others feel downright old. All that to say, I can’t help but to wonder how games will look eight years from now; what mechanics that games employ now will be old hat then?
     
    Oh please let it be micro-transactions.
  12. Ta-metru_defender
    Essays, Not Rants! 188: The Honest Truth
     
    A lot of stories aim to be real. Or as real as you can be while being a, y’know, story. The challenge here, of course, is figuring out what real is.
     
    One interpretation of ‘real’ is realistic. No spaceships, because spaceships are far from commercial right now. No superpowers or superheroes, because those aren’t things. And no magic either. Y’know, realism.
     
    So like Lost in Translation. It’s about two people in Japan, and just about there. There’s no monsters in this Japan; Godzilla’s not here to do its thing this time. It’s a story about people, being lost, and being understood. This isn’t communicated through metaphor or by using fanatical elements to play it up. Everything’s communicated through Bob and Charlotte’s interactions, it all feels real. For these two people out of their element, the mutual feeling of outsiderness brings them together. There’s this sensation that, yeah, you could be one of them. But Lost in Translation is still very romantic — and not in the lovey-dovey kind of way, but that of something being idealized. Tokyo itself is almost magical in Lost in Translation.
     
    ‘Realism,’ then, tends to be interpreted as gritty. Compare Game of Thrones to The Lord of The Rings. Despite both being very much fantasy, the former is more ‘realistic.’ In Westeros there’s political machinations, religious bickering, prostitution, and gory violence you don’t come back from. It’s realistic fantasy! It makes for a very different tone and world from Rings, but it works for the story the show is telling.
     
    Mr. Robot also aims for realism. Now, one thing the show does really well is do hacking proper. No one hacks the mainframe by reversing the polarity of the hard drive; all the technobabble is real (which is great, let’s have more of that). Now, Mr. Robot also adds other things of ‘reality.’ There’s the grime of New York City, there are events outside of the characters’ control that sends the plots off the rails, there are these bibs and bobs that are all there to make the show seem more real, seem like an honest portrayal of the world.
     
    Not that it does anything. Look, I wasn’t impressed by Mr. Robot, and I know I’m ragging on it; but for all its attempts to construct a very ‘real’ place, the characters and events don’t resonate. It doesn’t matter how real the world is, if we don’t care for the characters, we don’t care for the story. Even if we’re angry at the characters, that’s still feeling something.
     
    There’s nothing inherently added by including the gritty details of life. Fiction, despite being a well-crafted lie, relies on honesty. The reason something like Star Wars resonates so well is because the characters feel true; Luke’s wanting to be more than a farm boy on Tatooine is something all far too recognizable. Both Thrones and Rings have characters with tangible motivations and responses. We understand Tyrion’s hatred of his family and Boromir’s desire to bring honor to Gondor. Beneath the dragons and Elves there’s an actual honest emotional truth. Lost in Translation is built entirely on that emotional honesty; it’s an exercise in empathy. The stories that really work, work so well because they feel true, even they aren’t.
     
     
    Postscript, because I absolutely have to mention this:
    Hardcore realism can have a role in fiction, minutiae can work. It just has to be incredibly well done. Like in Ulysses, by James Joyce, which has all the ins and outs and dirty humanity of a normal day (plus or minus a little bit of oddness here and there). Ulysses works, though, because of the honesty within it. Bloom is still haunted by the death of his infant son and we, as readers, are invited to try and understand what it’s like to go through your day like that. There’s a verisimilitude to it that lends it the honesty that makes it successful.
  13. Ta-metru_defender
    Essays, Not Rants! 187: The Right Hook
     
    So I’m using this blog to spitball ideas for a paper. And no, it’s not on boxing.
     
    What gets us hooked on a tv show? As in, what is it that makes you keep coming back? What was it about the shows we’re discussing in class — Sherlock, Mr. Robot, Firefly, and Daredevil — that made them stick (or not?).
     
    Sherlock is an interesting case. Each episode nears the length of a feature length film, making it an odd hybrid of film and television. But the show hooks you early in the first episode. Partly because of the familiarity we as a culture have with the mythos of Sherlock Holmes and thus there’s the inherent intrigue in seeing in reinterpreted in a more modern setting. That alone wouldn’t necessarily be enough; fortunately it’s augmented by the incredibly interesting characters of both Sherlock and John. John’s characterized quickly as a war vet looking for a way to make life livable; Sherlock’s an insufferable genius. Because the characters are so darn interesting, you can’t help but to be interested in finding out what will happen next to them. Really well defined protagonists, plus plots that keep pushing them makes it irresistible.
     
    Which Mr. Robot tried valiantly. You’ve got a character who’s somewhat Holmes-ian: freakishly good at something, socially un-adapted, something of a drug habit, insufferably, etc. But where Sherlock of Sherlock has various normal characters to balance him out, everyone in Mr. Robot is off their rocker to one degree or another, making protagonist Elliot seem, well, negligible. That and the fact that the show relies on really lazy storytelling techniques (creepy Scandinavians, diabolical Chinese, killing women for manpain, killing/threatening women because edgy) and mistakes shock value for actually value makes it much harder to get into, or to invest in to the extent that you can in Sherlock.
     
    Investment then, like in banking, is key. It’s not so much as being hooked by a show as getting invested in it. Get invested enough and the sunk cost fallacy will keep you yearning to find out who the mother is even if the quality deteriorates. A lot of the time, this comes down to one of two things: Character and Premise.
     
    Daredevil’s premise trumps its characters. Not to say that Matt Murdock and Wilson Fisk aren’t developed characters: they’re incredibly rich and compelling. Understanding them and who they are is a great part of the show. But the set up, that of a vigilante fighting to defend his slice of New York against crime, is what gets you. That and the whole superhero aspect of it all. You wanna see how this battle of good versus evil is going to play out and what twists are gonna happen as it goes along. In a sense, it’s a lot like Mr. Robot, only with better defined characters and the ability to actually tell a good story. Now, without its excellent characterization, Daredevil wouldn’t be as exceptional as it is; but it’s the premise that hooks us.
     
    For Firefly, however, it’s all about the characters. Having nine well defined characters means you have someone to latch onto off the bat. Could be Mal ‘cause he’s hot, or Zoë ‘cause she kicks butt, or any of the others for a myriad of other reasons. It’s the characters that anchor you through the bizarre space western setting that’s interesting and all, but primarily serves as a backing for the inter-personal drama that develops. It’s set on a ship (which is a great place to set stories, by the way), forcing each nine to interact no matter what. Every plot is done to facilitate either character growth or conflict: let’s see how Wash responds in an action capacity! Showrunner Joss Whedon himself describes it as "nine people looking into the blackness of space and seeing nine different things.” We get hooked on the characters and want to see what will happen next.
     
    So what, then? Good television is a balance between premise and characters. You can’t have one without the other and shows that do it really well (Daredevil, Sherlock, and Firefly) have great staying power. There’s a hook, and you’re stuck on it.
  14. Ta-metru_defender
    So, as part of being at Gallatin, I've gotta put together a big list of books for my Senior year. Basically, these say what I've studied and all. I also have to write a 8ish page paper on what I've been doing my college career so I can have a two hour talk with three faculty members about it.
     
    Anyway, I finished the paper (my rationale) and finalized my booklist. This is that booklist in all its glory:

  15. Ta-metru_defender
    Essays, Not Rants! 184: Now For Something Old
     
    I’m busy this weekend. I’m writing a rationale, essentially a jumbo-sized one of these blog posts about everything I’ve been studying since coming to college to prove that my studies have had a point (which is, currently, Narrative (Re)Construction). As I’m focusing an inane amount of brain power into writing this paper, I don’t have time for a proper post this week.
     
    So let’s go back to before Essays, Not Rants! and find something old.
     
    The year is 2012 and Josh is futzing around in unemployment and playing Mass Effect 3. Josh being Josh, he decides to write a thing about it. Which I’m representing below in all its three-year-old glory.
     
     
     
    The close to the Mass Effect Trilogy came out a week ago and since then I've been playing through it. I've been meeting up with old friends, brokering alliances, and fighting evil sentient advanced biomechanical starship things with the eventual goal of taking back Earth and saving the galaxy from said evil sentient advanced biomechanical starship things.
     
    One of the things I love about Mass Effect is the immersion. Now, those of you who've heard me talk (rant) about video games will know that I highly value immersion in a video game (that and cinematic/plot). Mass Effect does this exceptionally.
     
    The man saving the galaxy is named Joshua Shepard, he was raised on a (space)ship and, I like to think, bears a passing resemblance to me. It's fun, I get to be the hero, saving lives, deciding what to do in circumstances, making big important decisions.
     
    Then I watched one of my favorite characters die.
     
    I was powerless to stop it, right? I mean, I had no choice in the matter, it was what the plot demanded, yeah?
     
    But no, I did have the choice.
     
    Instantly my mind backpedaled to a moment not to long area. I (as Shepard) chose to speak up about something.
     
    I could have chosen not to. I could have lied and reneged on a deal but, in the long run, wouldn't that have saved my crewmember's life?
     
    Guys, I could have saved him.
     
    And then I realized that this is what makes Mass Effect so immersive, so real.
     
    Choices.
     
    Everything I do has consequences.
     
    I could look ahead; crack open—who am I kidding—google up a strategy guide and see just where each choice I make will take me.
     
    But really? Where's the fun in that. Where's the adventure in knowing where each step will take you?
     
    Hang on. That's like life, isn't it?
     
    Everything I do has consequences.
     
    For example, staying up till 1 am writing a piece on a video game (and then proceeding to go investigate the supposed defection of some Cerberus scientists) will further mess with my sleep cycle and result in me waking up late tomorrow.
     
    Sure, it's not the same as having a imaginaryish friend dying, but, still.
     
    Point remains.
     
    I don't know what my actions will cause tomorrow. I can guess, I can do the right thing. But, like in Mass Effect, something will happen. Sure, I tend to doubt my decisions are as grave as Shepard's, but hey, they're choices nonetheless.
     
    Writer’s Note: I’ve been replaying Mass Effect 3 lately (when not, y’know, writing this rationale or doing other homework) and the choices the games present you with are almost as interesting as the illusion of choice. The game wouldn’t work with too many variables because, well, how do you program that game? Every now and then its inner workings show through, but hey, I’m really looking forward to the next game in the series. If only because the plethora of video game criticism I’ve read since then makes me super curious about the future of open-ended virtual storytelling. That and I love the Mass Effect universe.
  16. Ta-metru_defender
    Essays, Not Rants! 182: Same Story But Different
     
    Pacific Rim is predictable; you’re not gonna win any prizes for pointing that out. It’s not like The Last of Us or District 9, which subvert the expectations of the audience. When you watch Pacific Rim you know what’s gonna happen; Raleigh and Mako will team up, something will happen that lets them prove themselves, and there has to be some last minute complication.
     
    Yet it’s an absolutely fantastic movie, and one of my own favorites. No, it’s not narratively groundbreaking, but it’s nonetheless great. Why?
     
    Because when you dig beneath the foundations of how to tell a good story — y’know, plot, character, conflict, structure; all that good stuff — you get to what a good story is about. Namely, why is this story being told? What makes it important?
     
    These are one reason why Edgar Wright’s movies are so great. Though the Three Flavours Cornetto Trilogy and Scott Pilgrim VS The World may seem at first blush like simple comedies, there’s actually a lot more going on beneath the surface. Scott Pilgrim isn’t just a pulpy story about winning a girl’s heart in a world where the rules of video games apply; it’s actually a fascinating meditation on the nature of relationships. Sean of the Dead is about being willing to deviate from the routine. The World’s End is so remarkable because beneath its fun veneer of getting the old band back together and preventing (or, er, causing) the apocalypse via a pub crawl is a story about sobriety and growing up. Without preachifying, the movie looks at friendship and escaping from problems. Now, it’s not the whole point of World’s End — a particularly profane phrase containing Legoland remains a highlight — but the more ‘serious’ themes give it great staying power.
     
    Not that the theme has to be ‘serious.’ Star Wars explicitly follows the Hero’s Journey, and makes no attempt to do anything really new. It’s mythological, plain and simple. But when you ask what Star Wars is about, sure, there are the lasers and spaceships and Wookies, but it’s also about a farmboy stopping the Empire. Star Wars resonated with my dad in the seventies and resonates with me when I watch it today because of its simple enduring theme: anyone can be a hero. It tells an old idea so exceptionally well and with great imagination. One of the reasons The Phantom Menace fails is, arguably, that though it’s cool and shiny and has all the trappings of a Star Wars movie, its theme is, well, murky at best and nonexistent at worst.
     
    So Pacific Rim. The movie proudly wears its themes on its sleeve, if you’re willing to look. Amidst the giant mecha fighting giant monsters is an undercurrent of hope against imposing doom. When Pentecost says they’re canceling the apocalypse, he’s not just issuing a rallying cry for Jaeger pilots. Pacific Rim is expertly crafted, nothing lags and the twists are all in the right, albeit predictable places and it fully commits to its outlandish premise of mecha vs kaiju. It’s with its defiantly youthful tone that Pacific Rim really becomes a great movie.
     
    There are only so many stories to be told; there’s a reason the site TVTropes exists, it’s why Joseph Campbell wrote The Hero With A Thousand Faces. Thing is, there’s always gonna be a new meaning to stories. The whole prince-and-pauper story has been retold over and over again in different contexts with different connotations. The story can have been told before, but it’s what it’s about that makes it special.
  17. Ta-metru_defender
    Essays, Not Rants! 178: (Re)Constructing Narratives
     
    Yes, this is sort of a follow up to to last week’s post, but in my defense I’ve been reading an anthropological book on inclusion/exclusion stuff. So bear with me.
     
    We need more narratives, that’s a given. Meaning we need there to be more versions of what can happen to people, and what people can be. Because when there’s only one accepted narrative, the outsiders become othered. Having more narratives encompassing more people, more takes on people, let us see them as people and not just as stereotypes or what not. Frequently, changing the narratives means having to build new ones.
     
    Narratives exist about people, whether we acknowledge them or not. In the years since 9/11, the prominent American narrative about Muslims has been that they’re violent extremists stuck in an old fashioned mindset. Which, y’know, isn’t true; but since it’s the only one most folks in the States hear it’s the one that’s accepted. Which is why these different narratives are so crucial. When a character like Kamala Khan — the new Ms. Marvel in the comics — comes along, who presents a different view of Muslim life; suddenly, bam, they become human, ordinary.
     
    Kamala Khan is, for the most part, a normal teenager (minus, y’know, superpowers). She goes to school, she struggles with crushes, she fights with her family. Kamala is instantly relatable; we’ve all been there, right? Then we see how what her faith expects of her; how she and her brother deal differently with their identities as immigrant children. Through Ms. Marvel, writer G. Willow Wilson is able to reconstruct the narrative of a muslim family into one that’s relatable, even if it’s not the one we’re most familiar with. Kamala and her family stop being the unknowable other and become friends, neighbors. G. Willow Wilson — herself a Muslim — thus takes the established Muslim narrative and gives us a new one. This is particularly important because the central narrative surrounding Muslims is so toxic. Ms. Marvel provides an alternative to the vitriol so prevalent, something vital not just for people at large, but for a young woman like Kamala trying to find her own place in the world.
     
    Fiction has the great ability to affect the way we see people. It lets us into others’ heads, yeah, but it also shapes how we see them. When Star Trek came out in the Sixties, the crew had Sulu, Uhura, and Chekov; a Japanese man, Black woman, and Russian man. The US had been in a fierce war with the first, was embroiled in a Civil Rights debate regarding the second, and had just taken the third as the primary enemy of the time. Not only was Sulu different from the anti-Japanese propaganda that permeated the US barely two decades earlier, but he also ran counter to the general consensus that Asian men were effeminate and hapless; Sulu was capable, masculine, and heroic. Uhura was intelligent and an officer, at the same time African Americans were still fighting for the right to be treated as equal citizens. What made Star Trek so revolutionary was how it changed the narratives of ‘enemy’ and ‘other,’ however it’s still an issue that we’re grappling with today. Here was a story about ‘those people’ where they weren’t mysterious and scary, but rather fellow shipmates.
     
    So are narratives stereotypes? Sort of. Stereotypes are informed by narratives, especially when there’s too much of just one. Changing them up is also a way of undoing stereotypes. Look at Terry in Brooklyn Nine-Nine; by all accounts he should be another big, stern, scary, black police sergeant. Instead, he’s the epitome of a family man who loves his wife and daughters even more than his muscle mass.
     
    These sorts of issues can’t be solved by any one comic or tv show; it will take a bunch of time to build the new narratives and show a large shift in public opinion . But hey, it’s all one step to seeing people as people, no matter who they are.
  18. Ta-metru_defender
    Essays, Not Rants! 175: In Search of Story
     
    I have spent entirely too much of my life playing The Sims. Seriously, since I was first sent a copy of the game by my cousin in 2002 I’ve logged endless hours in the original game and its sequels. I’ve bought expansion packs and borrowed them from friends.
     
    What I’m saying is I’ve played a lotta Sims.
     
    Now, The Sims is one of those games that there are many ways to play. Personally, I got through my burning/starving/drowning phase relatively quickly (though I do enjoy revisiting it) and moved on to trying to make my Sims as rich as possible. When Sims 2 introduced family trees I’d craft magnificent family ties and recently in Sims 3 I’ve been trying to create some mildly bizarre characters with the intention of forming a dynasty and/or soap opera-esque melodramas.
     
    All this to say, within The Sims I am constantly creating stories. It may be Jack and Tracy falling in love, Paul Tay fathering two dozen children by half as many women, or Hope the firefighter-adventurer fighting fires and adventuring. Within The Sims, a game with ostensibly no real goal. I find myself actively seeking out narrative.
     
    Why?
     
    When you tell someone about the time you ran into Mike Wilson from High School at the grocery store you don’t just say “I ran into Mike Wilson at the grocery store and it was odd.” No, you make it into a story: “So the other day I was at the grocery store [set up], and you won’t believe who I saw [build up]. Mike Wilson from High School [inciting incident]!”
     
    See, story is how we process things. We, as people, naturally want there to be an arc to events. We want the end to be resolved — it’s what the whole notion of getting closure is all about. To this effect, we see narrative everywhere.
     
    Like in sports. According to friends of mine who actually know about these things, a lot of investment in something involves the narrative of the adventure. Look at the recent Women’s World Cup; the US was once again facing Japan in the finals. Where last time Japan won, this time the US were able to pull of a victory. It’s exciting because, for the Americans, there was a comeback narrative. Had the US won the last three World Cups too, another victory wouldn’t have had as much impact as this one did. Even look at the Men’s World Cup, where interest in the US team piqued when, hey, they had a chance of making it to the Round of 16. Suddenly, there was a story to the sport.
     
    Narrative shapes everything. Much of American propaganda in the Cold War had the country presenting itself as the underdogs against the Evil Empire of the Soviets. Because an underdog narrative is far more sympathetic than one of domination. Creating a story around the war inspired patriotism and helped make sense of it all. Just as it’s more interesting for a Sim who’s been having a real lousy go of it to turn their life around, the United States painting itself as the dogged good guys trying to do right legitimized their cause.
     
    Because we want life to make sense. So much of The Sims is about making something happen. Drowning a family is (sociopathic) fun in and of itself, but it’s more fun if you make their best friend watch. There’s a lot more fulfillment to be found in making a Sim pursue a career rather than to hop from job to job (unless there’s a reason for that too). In chaos, be it life, war, or The Sims, there’s a want for order: story gives it that order. Because yes, there is a purpose to slowly starving virtual people.
  19. Ta-metru_defender
    Essays, Not Rants! 174: Whimsy!
     
    I finally picked up Ni no Kuni: Wrath of The White Witch during a PlayStation Network flash sale last month. I started playing it this week (I also got Borderlands 2 during the sale and summarily compared it to Ulysses) and, man, I should have gotten this game ages ago.
     
    Ni no Kuni is a Japanese RPG with all the trappings of the genre: young kid leaves our world to a fantasy world where he’s gotta save that world from evil. He is, after all, the chosen one. Gifted with a book of spells and aided by Mr Drippy the Scottish-accented Lord High Lord of The Fairies (yes), Oliver’s out to restore people’s hearts and defeat evil (and save his mom). It’s JRPG melodrama at its finest (see also: Kingdom Hearts, Metal Gear Solid, basically any anime ever).
     
    But that’s what’s so great about it. Granted, I grew up on a great deal of Japanese melodrama, but there’s something great to seeing such fairy tale-esque concepts played so earnestly. But unlike some other JRPG’s, Ni no Kuni is filled with pure, unabashed whimsy. It may be in part because Oliver’s a child in the same vague age group as a main character from Studio Ghibli (which, incidentally, animated cutscenes for the game and inspired the graphics), meaning the game isn’t going to get real gloomy. But there are other bits here and there that keep it feeling, well, like a fairy tale — in the best possible way. Oliver fights adorable monsters that wouldn’t look out of place as plush toys. He explores places like Ding Dong Dell where he must rescue King Tom XIV (a cat) from Hickory Dock XVII (a rat). It’s wonderful, and so darn happy.
     
    It’s incredibly refreshing to see a story like this. I find that in entertainment these days there’s a huge distinction between ‘serious’ and ‘fun.’ You’ve got the divide in literature between the commercial and literature, where a book must be about Important Subjects for it to be considered truly great and fantasy is straight out unless it’s as Serious as A Song of Ice and Fire. More in the light is the different ways Marvel and DC are handling the adaptions of their comics into respective shared universes. DC’s Suicide Squad and Batman vs Superman (both trailers of which dropped last weekend) feels like an answer to the Marvel Cinematic Universe: where Marvel has been embracing the pulp, DC has been advocating for the dark, gritty, and serious.
     
    Which isn’t necessarily bad. The Dark Knight took a very serious tone and was all the better for it. But what set Dark Knight apart from Man of Steel and how Batman versus Superman and Suicide Squad are looking is the undercurrent of heroism. The central theme was that, yes, there was evil, but there also was good. The tone served a purpose. Man of Steel felt unnecessarily gloomy, as does the early marketing for Fantastic Four. It seems we’re at a point where we can’t take things seriously unless they’re Serious. Even the MCU, considered far more light-hearted and humorous than DC’s offerings, still keeps its enthusiasm in check for the most part.
     
    I think that’s what I find so darn appealing about Ni no Kuni. There’s no attempt to try and dress up its cosmic themes; it’s pure good versus evil, light against darkness. It’s got an unbridled enthusiasm for telling this sort of story as it is.
     
    There’s a time and a place for grit. I love Game of Thrones and am more excited for Suicide Squad than I thought I’d be. But after a while every shade of gray starts to look the same, and that’s when the pure, gleeful whimsy of Ni no Kuni is so appreciated.
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