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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! 359: Final Boss

    A mainstay staple of video games is the final boss. After a number of levels (or dungeons, chapters, what have you) you finally fight the Biggest Baddest Boss, the defeat of which leads to winning the game and the ultimate resolution. It’s the climax of the game, both from a gameplay perspective and narrative one: everything has led to this.
     
    It’s important that the Final Boss feels like a Final Boss, though. I love Uncharted 3, but one issue the game has is that it’s final boss, a showdown with Talbot, doesn’t quite land. Talbot hasn’t really been Nate’s nemesis, so the fight, though big, doesn’t really feel like That Big Moment. Comparatively, Rafe in Uncharted 4 spends much of the game as a foil for Nate, so fighting him is not just a culmination of the game, but also feels in many ways like Nate fighting his own inner demons.
     
    The Mega Man games, though a series that varies wildly on narrative quality, is a stellar example of mythic storytelling. This extends to its grasp of the Final Boss. After beating the eight (or so) regular bosses and going through the multiple levels of Wiley’s fortress, Mega Man has to reface the eight (or so) prior bosses one after another before finally fighting Wiley. But because you, the player, have already beaten these guys, you know their patterns and their weaknesses and will have a much easier time beating them than long before. In the lead up to the final fight you can see how much you’ve grown; now that you can beat Heat Man easily you’re definitely ready to take on Wiley. Before facing that Final Boss it’s important to remember all that came before and how now, more than ever before, you’re ready for this culmination.
     
    And guess what! The Final Boss principle applies to stories as much as they do to games. Sometimes it’s pretty obvious, the Final Boss in Empire Strikes Back is Darth Vader, whom Luke must face to complete his arc in that story. That one plays out not too much unlike how it would in a video game: it’s a hero against a villain, the hero hoping his training pays off. But it doesn’t have to be a conflict like that. Hot Rod has a Final Boss, and it’s not Rod finally kicking his step-father’s butt. It’s him attempting that massive jump over the busses: it’s his moment, it’s what the movie has led to, it’s what allows him to self-actualize.
     
    Of course, Final Bosses aren’t always so obviously so; just about any good story should have one. Eighth Grade doesn’t have much in the way of villains for Kayla to fight, but there still is a Final Boss. In a nice touch, Kayla’s Final Boss turns out to not be another girl or even the guy that tried to take advantage of her: it’s herself, from the past. When Kayla opens a time capsule she’d left herself a couple years ago she’s forced to reckon with who she thought she’d be by now. Despite not seeming like a particularly big moment it’s a profound one for Kayla that leads to a quiet resolution with her father and a renewed lease on life. It’s the opponent that Kayla must overcome to succeed. We know it’s her Final Boss because we’ve spent the past hour-plus with her, and we know how much this means to her.
     
    It’s when a Final Boss isn’t particularly clear that a story’s pacing begins to feel wonky. Alita: Battle Angel is a really fun movie that I really enjoyed, but couldn’t help but feel let down by the ending because it turns out I hadn’t realized Alita was fighting the movie’s final boss when she was; something that’s complicated by us not really knowing what it is Alita wants. Luke Skywalker and Mega Man want to defeat Darth Vader and Dr. Wiley, so we know who their bosses are. Rod Kimble wants to be a stuntman, and so accomplishing that is his Final Boss. Kayla struggles with being comfortable as herself, and so she is her own Final Boss.
    For Alita it’s not clear if the big motorball game is the titular character’s Final Boss, or if it’s the giant cyborg who’s been plaguing her throughout. Or the guy pulling the cyborg’s strings. Or the guy pulling that guy’s strings. If Alita is a story about identity (and it certainly feels like one) shouldn’t her Final Boss involve her declaring who she is? That the movie’s Final Boss happened without me realizing (and honestly, I’m still not sure who or what it was) leads to a feeling of hanging threads with the story. 'cuz man, I wanted to see Alita and the Final Boss square off!
     
    Final Bosses and climaxes are similar enough ideas, but I think I like the term Final Boss because it’s clear that that encounter is with the ultimate obstacle. It’s what the hero has to overcome to 'win,' to self-actualize. It can be a big fight or a personal reflection, but most importantly, we gotta know what it is when it happens.
  2. 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.
  3. 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
    .
  4. Ta-metru_defender
    Essays, Not Rants! 269: Creative Exchange (and Video Games)
     
    Video games borrow a lot from movies. Snake, on the original box art for Metal Gear, is played by Michael Biehn. Or at least someone who looks just like him. Contra’s box makes it look like you’ll be playing John Matrix and John Rambo taking on the Xenomorph from Alien.
     
    But then there’s Halo, which drew much of its aesthetic wholesale from Aliens. Look at their portrayal of marines in space: the video game’s UNSC Marines sport body armor and helmets almost identical to the Marines in James Cameron’s sequel. Even Halo’s venerable Sergeant Johnson is very much inspired by a sergeant from Aliens. Both forces are fighting against a creepy, parasitic alien that starts out as a small thing that attaches itself to a host.
     
    As much as Halo uses elements of Aliens, however, it never feels like its copying it for lack of better ideas. The game’s plot adds concepts like the genocidal Covenant trying to wipe out humanity, Cortana the glowing blue AI who helps you along your journey, and the mysterious titular Halo ring. Halo also wears its inspiration on its sleeve, making no attempt to cover it up. There’s an affection to its homages and you can tell that Bungie really liked the movie.
     
    Which is kinda how it goes with video games. Gameplay-wise, Halo introduced and popularized several mechanics we now take for granted. In Halo, damage taken isn’t permanent pending a health pickup, rather you have shields that recharge over time. This encouraged players to experiment more, to take more risks – if you got shot too much you could just run off and wait for your shields to recharge before trying again. It changed the way shooters were played, because now almost every shooter has rechargeable health. Halo justified it through your character’s shields, but later games like Uncharted or Call of Duty make no effort to give a narrative explanation. It’s just become the way games are.
     
    I like to talk a lot about how games are a nascent art form, what with Tennis for Two coming out a hair under sixty years ago, and Pong is barely forty-five years old. Since then we’ve seen games grow from basic pixel-ly lines to real-time rendered games that give CGI films a run for their money. Mechanics, too, keep changing. Consider the idea of a cover system, which allows for the player to hide behind something while still shooting. Wikipedia tells me Kill.Switch was the first to implement it, but games like Gears of War and Uncharted really brought it into popular consciousness. There’s an exchange of ideas in video games, one to an extent you don’t really see in other, more established, mediums.
     
    We know what a movie is; there’s fiction, documentaries, and variations thereof. We know what a book is, what a comic is. But what exactly a video game constitutes is kinda left in the air. We’ve Halo, a sci-fi shooter, but That Dragon, Cancer is a game by two parents whose son had terminal cancer. You play a Call of Duty game by running around shooting people, the Sims is pointing and clicking at people and objects, meanwhile Johan Sebastian Joust is played by holding the controller and pushing each other around in real life. The special thing here is that games borrow ideas from each other no matter the genre. An action movie borrowing techniques from an arthouse piece is seen as being daring and cultured, but an early chapter in Uncharted 4’, "A Normal Life," clearly draws on the exploratory narrative games like Gone Home. This isn’t just happy coincidence; Neil Druckmann, who wrote and directed Uncharted 4, tweeted about the game back when it came out. People who make games play games, like games. Even though there’s a massive variety of types of video games, there’s a cross-pollination amongst them that gives games influences from all over the place.
     
     
    Look, I like video games a lot. I grew up playing them and find their evolution to be absolutely fascinating, in no small part to taking influences from all over the place. There doesn’t seem to be a 'wrong' place to get inspiration. There’s no one correct way to tell stories, so there’s something to be learnt no matter where you look. If video games continue this anything works mindset, I can’t wait to see where we are in ten, twenty, thirty years.
  5. 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.
  6. Ta-metru_defender
    I stayed up 'till 2am Tuesday night finishing the game, stayed up another two hours mulling it over, and two days later I'm still processing the game. Here's some initial thoughts I scribbled out:
     
    It's just a very different video game.
     
    For starters, it's not exactly a terribly 'fun' game. Not that it's not good or a great play, but that it's like Zero Dark Thirty, an incredibly well put together thing that's not easy to watch. Look at the Infected, the zombie-like creatures. Y'know what a couple differences are between zombies and Infected? Zombies are all men, and zombies don't scream and moan. Killing them is both terrifying and crushing.
     
    As a game, it's exceptional. The thing is, it doesn't stop at being a game; The Last of Us is a narrative. Sure, graphics are exceptional (in an early scene you can see your reflection), but the graphics all serve the story. Gameplay; the item scarcity, the brutality of every kill, it all advances the feeling of the story. You're desperate: you've got a dozen bullets left between all your guns, one medkit, a molotov cocktail, and a brick. Gameplay is phenomenal.
     
    But the way it intersects with the narrative is where it shines, and ultimately, horrifies. I found myself not wanting another fight, simply because fights were so violent and brutal. This isn't Army of Two or Assassin's Creed where you get a sort of glee out of slaughtering someone, every kill in The Last of Us is painful. Just when you're starting to think "yeah, I'm bad" you find yourself shooting someone right as he begins to plead for his life. Or you'll get swarmed and die. You're not playing a baddonkey, you're playing a heartless man with a singular goal. Gameplay has you doing things as Joel that you, as a player, would rather not do.
     
    Again, it all comes down to the narrative. Neil Druckmann's script is exceptional. It's ruthless yet so full of emotion you WILL cry at least once. Character motivations are so clear and, in a page ripped from Game of Thrones, characters want something so bad they will stop at nothing to get it (once they know what it is). Moments between characters, especially between Joel and Ellie, build it up to where it's headed, to the ending. The game discards the usual pulpy fiction that accompanies games in favor of something that can only be described as literary.
     
    The Last of Us is a beautiful, beautiful game. One that I'm still processing, much the same way I did with a certain episode of Game of Thrones or the ending of Chuck. It's such a finely woven piece of literature that leaves you in awe and emotionally drained. It dares to be a game that's not just 'fun' but deep and interesting too.
     
    Also: It bears mentioning that The Last of Us doesn't have a morality system, there's no decision making. You're playing a story, you CANNOT opt out of doing some things as much as you want. YOU don't have a choice because YOU are Joel and you are doing what he would do. Joel is not you, you are Joel. Again: it serves the story.
  7. Ta-metru_defender
    It's 1:30am and I have my day job in the morning, but I'm writing right now (and just finished another round of bourbon with bitters) and feel like rambling.
     
    This weekend we wrapped production on THE INVINCIBLE OSIRIS JACKSON, a webseries about a gay, black nerd looking for love in all the wrong places.
     
    A webseries that I was hired to direct.
     
    As in direct a production for money.
     
    I got paid to direct.
     
    I emphasize these words because this is something I've wanted for years, heck, it's basically been the goal.
     
    It's a terrific script and I got some really good performances out of it that were engrossing enough that I'd forget to yell cut on set. Which is always a good sign, because I've read the script countless times and we've done rehearsal after rehearsal. We're going into editing next week, and I got to hire a friend of mine (she was Script Sup and AD on THE CONDUITS, so, woo, getting the band back together!) and once that's all done I think the showrunner plans to release it on YouTube.
     
    It's pretty dang dope to get to be involved in a project like this, and I really think I've done a good job with the material. Now it's a matter of bringing it home.
     
    But yo, I got paid to direct a webseries. I've got money in my bank account from filmmaking. From directing.
     
    It's a career I've pursued in one form or another for over a decade, since making old cartoons here on BZP way back when. And now I've made money doing this. It's surreal. And, with luck, it'll happen again soon.
     
    And if being paid to do something makes you a professional, then I'm now a professional director.
     
    Oh yes.
  8. Ta-metru_defender
    My apologies for not updating this more regularly. You really think I would given the whole being in Spain and Morocco thing.
     
    But anyway. We spent a day in Cordoba, two nights in Grenada (the Spanish city, not the Carribean island [yes, I have to make this distinction]), then drove to Tarifa and took a ferry to Tangiers where we've been since. I suppose it's time for another list?

    Have I mentioned how awesome it is to have your school pay for your wine and beer?
    I may or may not have been pushing certain blocks in Cordoba's Mezquita/Great Mosque. Sadly, no passageways.
    Walking around Spanish streets is fun.
    I love Spanish drinking culture; having a beer with tapas and all. Very social, very fun.
    The food is so good too.
    €1 shots are a beautiful thing.
    The Alhambra is a stunning piece of architecture.
    Yes, I was touching things there too.
    And considering climbing stuff.
    Ferries bring back memories, man.
    Morocco is really cool. It reminds me both of Malaysia and places like Ghana, but different still.
    Mint tea is a type of tea I like.
    Haggling is fun.
    Couscous is a grain, not a dish.
    Shawarma, baby.
    The Rif Mountains are beautiful. Like you wouldn't believe, man.
    This trip has been incredible.
    Despite the logic that alcohol kills germs, tequila shots are not an appropriate cold remedy.

    Anyway folks, I need to check out and get gone. See you state side.
  9. Ta-metru_defender
    Essays, Not Rants! 298: The Ephemeral and The Sublime

    Over the years, Hideo Kojima has, because of his Metal Gear Solid games, become one of my favorite video game designers. He's also certifiably bonkers, mixing in discussions of American militarism-as-neo-colonialism in a game where you fight giant mechs alongside a mostly naked sniper who can't speak because of a parasite that uses language to spread (and thus serves as a vehicle for Kojima to discuss how English becoming the global lingua franca is in turn another form of colonialism).
     
    Point is, I'm always stoked to see what he's making.
     
    A
    for Death Stranding, his first post-MGS game, dropped last night. Like the handful of other trailers for the game that have come out, it's weird and near indecipherable, with little information on what it's like as a game. And at eight minutes long, it's a pretty long trailer.  
    To the point where it's less a trailer and more of a short film unto itself. It's very self-contained, missing a lot of the “what comes next”-ness of trailers. While it does evoke a desire to figure out what's going on, but that's hardly the point.
     
    There is little narrative in the traditional sense. Sure, we have a protagonist in Sam and a beginning, middle, and end; but it's not about him doing something. Rather, the trailer presents a tableau of a scene, a moment for you to experience and are the better for having done so. The trailer presents the sublime, something quite beyond our comprehension but beautiful in its terror. It's less about the catharsis and more about the process of watching Sam and his compatriots attempt to fend off these unseen creatures in a mysterious, physics bending world.
     
    So in that sense it's a lot like the movie Lady Bird.
     
    Lady Bird is about a girl in her senior year of high school, her relationship with her mother, her relationship with herself, and that messy transition from seventeen to eighteen. It's a tender story, told with a full heart and helpings of honesty. It's reliant less on vying for that big, cinematic climax than it is on capturing a very particular moment in time for a very specific person.
     
    And like the trailer for Death Stranding, it captures the ephemeral. Things happen, and then something else does. Lady Bird isn't trying to say something bigger about the world, it's just trying to tell its story (as Death Stranding’s trailer weaves its vision of terror). There's no One Big Moment that defines protagonist Lady Bird’s life. Rather we see snapshots of a very specific person. Because of its honesty and specificity (Lady Bird’s idiosyncrasies are at once wholly unique and beautifully universal), we, as an audience, are allowed to experience a part of a life. One that, having seen, we are more for having done so.
     
    It's a fairly common anti-structure in indie-darling movies; you can see it done well in Drinking Buddies and Lost in Translation. Boyhood doesn't know what it's trying to capture besides “uh, time passes, I guess” and so fails to capture anything. Meanwhile Monsters sets its journey against an alien presence to heighten its exploration of loneliness and presentation of the sublime. Ken Liu’s short story “The Paper Menagerie” captures a difficult relationship. And it's what Death Stranding’s trailer does so well.
     
    I will campaign for narrative until the sky falls. But stories can be about moments too. The key is to make the audience feel something. As a reader/viewer/player I engage in fiction not because I want to sit idly by as something happens, but because I want to be taken on a journey. I want to feel something, sorrow or joy, something funny or something epic. Lady Bird didn't need a Big Epic Conclusion to make me feel like a teenage girl. And Death Stranding doesn't need flashy gameplay to present the sublime in a fracking video game trailer.
  10. Ta-metru_defender
    Essays, Not Rants! 019: Sacrifice
     
    There’s this trope in fiction called the Heroic Sacrifice. The idea is that a character gives himself up so another can live or succeed. When done right it can be an incredibly powerful writing tool.
     
    Doesn’t have to be sacrificing your own life, though. At the end of The Dark Knight, Batman has just saved Commissioner Gordon’s son and the fallen Harvey Dent has tumbled to his death. There is blood on Dent’s hands; the man who came close to saving Gotham has come crashing down and his stellar reputation will follow. So Batman tells Gordon to pin every one of Dent’s crimes on him. Batman will take responsibility for what Dent did so that the late District Attorney's work will not be undone. Gordon agrees reluctantly and Batman disappears into the night and we are left marveling at the self-sacrifice of the Dark Knight. Gotham has been saved, at the expense of Batman’s character.
     
    Of course, the trope of sacrifice can be done wrong. In the terrible live-action adaption of Avatar: The Last Airbender, the interaction between two characters (Sokka and Princess Yue) is treated from the get-go as comic relief. It’s amusing to see them bumbling over themselves as their attraction grows. Then suddenly the plot necessitates a sacrifice and the only one who can do it is the Princess.
    The relationship that we’ve only seen snippets of (and has thus far been used exclusively as comic relief) is suddenly thrust forward as drama. Before we get a chance to realize that it isn’t a joke, she’s dead and everyone forgets about her as the climax continues. It’s forgettable and fails to add any tension or poignancy. The general lousy script, acting, and direction probably doesn’t help any.
     
    (Do note: in the cartoon series the sacrifice had punch and weight and genuinely felt sad)
     
    A far stronger example comes from the TV series Lost. Sawyer is never presented as a particularly ‘good’ character. As far as he’s concerned, he’s not someone worth liking and no one could possibly hate him more than he does.
    The plot continues and Sawyer faces his demons and grows into a protector of the other castaways. As Season Four draws to a close a handful of the castaways are given the chance to get off the island. Sawyer is among them.
    But the helicopter is too heavy; they need to lighten the load. So someone has to jump from the copter. Though Sawyer isn’t killed from his sacrifice, it serves as the climax to his arc. He’s gone from the selfish murderer when he arrived on the island to someone who would give up his spot for another. It’s a story of redemption and sacrifice.
     
    Sometimes everything comes together to form a simply beautiful sequence. J.J. Abrams’ Star Trek opens with the USS Kelvin being viciously attacked by an unknown enemy. George Kirk has only been captain for a few minutes and orders the evacuation of the entire crew; including his wife and about-to-be-born child. To buy time for the lifeboats he resorts to ramming his ship headlong into the enemy. Autopilot’s gone and only he is left to pilot it in.
    The gravity of the moment is accentuated not only by Michael Giacchino’s beautiful score (see Up for further reference) but by the heartbreaking conversation he has with his wife. Within a few minutes we’re caught up in this valiant act that not only sets up the plot but gives his son a standing to aspire to. It’s a universal notion: the idea of giving up one’s own life for a loved one, one that draws us in and makes us feel.
     
    The midnight release of The Dark Knight Rises was marred by the Aurora Shooting. Yet even in the most horrible circumstances, light can shine out. Three men, three unrelated individuals, had one instinct when the shooter opened fire: get their girlfriends out of harm’s way. Jon Blunk, Matt McQuinn, and Alex Teves all died to save the ones they loved. There was no fanfare, no triumphant score as they fell to the ground. Just sacrificial love. Though the press will follow the shooter until he receives his judgement and beyond, it’s these stories, the actions of Blunk, McQuinn, and Teves that should be remembered. Because of what they did three young women still have life. Because of them we’re reminded that though some of us may be absolute monsters some of us are still good.
     
    I’ve written of heroes on this blog before. I’ve said that one of the reasons heroes inspire us is because we hope that we can be like them. We read and watch our fiction about brave heroes who will die to save the day. Then we see before us real people who willingly gave their lives. All of a sudden the notion of the heroic sacrifice ceases to be a trope in fiction and it becomes real.
     
    And heroes ARE real. And Jon Blunk, Matt McQuinn, and Alex Teves ARE heroes.
  11. Ta-metru_defender
    Essays, Not Rants 026: Everyone’s Story
     
    If you meet me in person, chances are at some point I’ll ask you what’s your story. Who you are. What brought you from wherever you’re from to where you are what now. Because whatever the reason, it’s your story and tells a good amount about you.
     
    So naturally, when I watch/play/read something, I’m looking for a character’s story. What made them who they are? Sometimes, you don’t need a particularly deep story (Dr Horrible wants to be inducted into the Evil League of Evil, Captain Hammer is going to stop him. Easy), and sometimes just a few hints along the way tells you everything (Russell's dad isn’t around much, Han Solo made the Kessel Run in less than 12 parsecs).
     
    But sometimes it benefits us to know more about the character. To know why they are who they are.
     
    Lost went super in-depth. Every episode (at least in the first few seasons) followed a character’s life before the Island. We learnt about Charlie’s struggle with failure and his desire to be able to do something right and why Eko sought redemption so fervently. We were introduced to Locke, the broken man who wants to show the world wrong.
    We get to see the defining moments in their lives. We find out why Sawyer is so desperate to be hated, yet also why he will leap to protect someone else. No action is out of character for them since we know them so well. It’s because of the sheer amount of their backstory that we feel like we know them so well. We have their stories.
     
    Similarly, How I Met Your Mother, tells us the story of the group through the narrator and flashbacks within flashbacks (and sometimes within more flashbacks). We learn how the met each other and how they became the pseudo-family that they are. It’s their story, the boyfriends and girlfriends, the wedding(s), the deaths, and the births. We know Ted and friends as well as our own because we’ve learned their story.
     
    The trend of finding out a character’s story is one taken up by the recent Marvel films. In Iron Man and Captain America (and The Amazing Spider-Man too) we’re introduced to them as Tony Stark, Steve Rogers, and Peter Parker first.
    Steve Rogers is the scrawny kid from Brooklyn with an indomitable spirit. We learn why he’s a hero before he becomes Captain America. For us, Steve’s story is enough to draw us in. We’ve seen where he comes from, before the serum, now show us where it ends. Had we met Steve as Captain America and just had hints about him being a skinny idealistic kid, it just wouldn’t be the same.
     
    Uncharted 3 has a flashback too, to Nathan Drake as a teenager. He’s this orphan boy who’s somewhat lost, seeking adventure and wandering around. He meets Sully and we see where their bond came from. That bond then becomes the core of the story, and we care because we saw where it came from.
     
    Then shows like Community or Firefly just hint around their backstories. Telling us key events but also hinting that these people are more than just skin deep. References are made in the Halo games to Master Chief's prior exploits, To Kill A Mockingbird mentions that Atticus Finch has skills and a past that his children may never know. Hawkeye and Black Widow had quite the adventure in Budapest, Fezzik might have fought gangs for charity. Sometimes we don’t need to know what their stories are, just that they have them.
     
    When we meet a character we want there to be more than just what we see. A good storyteller often has a biography filled with things we’ll never see and maybe just get a passing reference to. But it’s the mere existence — which will usually come out in the story — that helps make them real.
     
    Point is: everyone’s got a story. So if it works for the plot (and it doesn’t always!), tell us. Tease us. Help us get to know them and make us want to follow them to the end of their journey.
     
     
    Also: buy my book In Transit! Support aspiring authors with characters who have some pretty cool stories!
  12. Ta-metru_defender
    Essays, Not Rants 041: 2012 in Review
     
    It’s 2013. Dang.
     
    So instead of a usual post I’m going to look through some of the posts from the prior year! I’m also supposed to be packing and more or less forgot about this week’s post and don’t have time to write one due to errands and packing. Oops.
     
    But hey!
     
    Oh yeah, all these stats are based on the actual Essays, Not Rants! blog and not the stats of the posts mirrored here. I still have to pack, let me be lazy.
     
    Four Most Popular/Viewed Posts
     
    #4: The Artificial Family
    This was a fun one; it’s about how family isn’t just by blood and all. It’s a topic I like to explore in my fiction and hey, I wrote a post about it. I really like seeing it show up in fiction too, and I suppose I’m not the only one.
     
    #3: The Avengers > The Dark Knight Rises
    Guess people were looking for argumentative proof/reasons to get mad. I still stand by this position, for the record. The Avengers isn’t a technically perfect movie, but it winds up being a better movie than The Dark Knight Rises because, well, of the reasons I list.
     
    #2: Cortana, Chloe, and Changing Trends
    This being so high on the list surprises me considering I just posted it, well, last Saturday. I’m fairly content with it (and it’s also a subject that I take issue with, so there’s that). Guess it also gets more popularity due to tis topical nature and all. I’m perfectly okay with that.
     
    #1: Doth Mother Know You Weareth Her Drapes?
    This phrase also happens to be the search term that gets me the most traffic. Sorry people looking for Avengers quotes, you wound up on my blog instead!
    Fun Fact: I spent more time than I should have making sure I had the right quote. Checked several different websites and saw the movie (again[again{again}]) after posting it to make sure. And to go see The Avengers again. It’s not knoweth.
     
    So those are your five favorite posts. Since, well, y’know, you’re the ones who read this blog and accumulate the views I use to tally the list. You must be so proud.
     
    But what about my favorites? Truth be told, I love all my posts equally but some more than others. These three are some of those (and I’m intentionally not repeating any from above).
     
    Josh’s Pick of Three
     
    #3: Throwing Burritos
    Right, so this one isn’t my best post. Not my strongest point nor my best piece of writing, but man, it was fun. It also wound up being one of my more bloggish posts in that I brought in usual life into it.
     
    #2: One Kind of Folks in the ‘Verse: Folks
    Dude. I got to compare Firefly and To Kill a Mockingbird. It was a pleasure to write and I like to think I have a valid point. Sadly, it also happens to have one of the lowest page views of all of mine. But hey. I love this post and the two works in question.
     
    #1: Storytelling and Parables
    I wrote an essay (not a rant) about storytelling and ended it with a quote from Phineas and Ferb after drawing references from The Bible, Firefly, Thor, and Avatar. This was one of the too few posts I finished a few days ahead and was also so much fun to write. I think I cut out some bits in the long run, actually. Another reason for it being my favorite is that it’s the sort of storytelling I wanna do. And ya gotta admit, it’s a cool post.
     
    And there you have it folks. The top posts form 2012 here at Essays, Not Rants!. I’ll be back in a week with a new post wherein I compare something outlandish or some other thing like that. Thanks to all of you who read this blog, and especially you who comment. I love the feedback.
     
    Here’s to 2013.
     
    Oh, and if you will, buy my book.
  13. Ta-metru_defender
    Essays, Not Rants! 059: Where It Needs To Go
     
    So here’s the deal you make when you tell a story. Actions have consequences. I don’t mean of the physical variety (you destroy a support, the roof caves in), no, I mean emotional consequences. Sometimes you have to deal with those.
     
    Well, sometimes you don’t. Look at romances like Star Wars or other more light hearted fare. Han gets frozen in carbonite, Leia’s planet gets destroyed, and Luke blows up the Death Star and everyone on it. But the movies opted not to deal with emotional repercussions, and it’s fine since it didn’t keep with the theme. The Star Wars movies are inherently fun and relatively light hearted, angst and baggage need not apply.
     
    It’s hard, though, to get in to it. Exploring emotional trauma is difficult. It’s easier to go the route of “good guys win, everything’s great now!” Of course, if the good guys don’t win, hey, half the work’s done.
     
    More or less, anyway. Firefly’s Malcolm Reynolds fought for the Independents who were soundly defeated in the Unification War. It left him with a great loss of faith and a desire to be unfeeling. Everything that happened haunts him throughout the TV show and into the film. He doesn’t want to get close to people, but he won’t let anyone harm his crew. Mal isn’t the Mal we see in flashbacks, the loss cut deeply into him and shook him to the core. It’s all hallmarks of him being haunted by the events prior.
     
    Which, finally, brings me to Iron Man 3. As a series, the films have done a good job of dealing with emotional consequences. Iron Man 2 serves up the question of what would Tony do if the thing keeping him alive started to kill him? The answer was a reckless lust for life which we see play out and, at times, leave him a hungover wreck. That movie dealt all that, letting us move past that and into The Avengers where Tony decided to be truly selfless, a massive leap forward in his character.
     
    So what now? So where does Iron Man 3 go with a Tony Stark who’s not a selfish playboy? With the Avengers he helped saved the world, so the next story would be Tony saving the world again, right? No. Iron Man 3 asks how can Tony come back from what happened in New York. This is where the story needed to go. Not doing so would be a disservice to the character. It had to explore what a character like Tony would do in light of acting completely out of character and volunteering his life. What are the ramifications? We find out that he’s not okay. He’s broken, he’s been awake for days on ends building suit after suit, keeping himself occupied while trying to protect himself - and those he loves. The man feels vulnerable, he’s just a man in an iron suit in a world where there are supersoldiers, aliens, ‘gods’, and a Hulk. Without the Iron Man armor, Tony realizes he’s just Tony. He suffers an anxiety attack at the mention of New York and can’t sign a little girl’s drawing of him saving the day without scribbling a speech bubble above Iron Man saying “Erin help me”. These aren’t spoilers, by the way, this is where we meet Tony as the film begins. This has become his normal. We get to see him fight out of it.
     
    This is what makes Tony’s character so interesting. He’s haunted by his past. The whole reason he’s Iron Man is because he’s seeking redemption for the harm he caused. Tony isn’t a cut and dry character. He’s vulnerable, far from the ‘invincible’ used to describe his armor. Iron Man 3 dares to peel back the armor and get at the man inside. We’ve established the superhero, we’ve sent him to [there] and back, now let’s watch him try and stand. It’s a daring move, one that can go the path of creating a character too caught up in his own angst or one that has barely enough. Yet Iron Man 3 nails it.
     
    I love Iron Man. He’s been one of my favorite superheroes since I was a small kid. Why? I remember explaining it once when I was around 7 or 8; because underneath all that armor, Tony’s just a regular guy. Iron Man 3 delves into that and it’s all the better for it. Go see it; it might be my favorite not-The-Avengers Marvel movie yet.
  14. Ta-metru_defender
    By virtue of being in NYU Gallatin, I read a lot in college, sometimes getting through a book every two weeks. Post-graduation I realized that that that was a habit I wanted to keep up. So I’ve made an effort to read more over the past year, and to read different things by different people (with the fun book mixed in there). With that, here’s the list of the books I’ve read over the past year:

    Interpreter of Maladies by Jhumpa Lahiri
    Ready Player One by Ernest Cline
    The Windup Girl by Paolo Bacigalupi
    Pawn’s Gambit by Timothy Zahn
    Homegoing by Yaa Gyasi
    The Chinese in America by Iris Chang
    Scoundrels by Timothy Zahn
    Life Moves Pretty Fast by Hadley Freeman
    X-Wing: Rogue Squadron by Michael Stackpole
    The Good Earth, by Pearl S. Buck
    X-Wing: Wedge’s Gambit by Michael Stackpole
    The Handmaid’s Tale by Margaret Atwood
    The Way of The Knife by Mark Manzzetti
    A Wild Sheep Chase by Haruki Murakami
    X-Wing: The Krytos Trap by Michael Stackpole
    Shared Fantasy: Role Playing Games as Social Worlds by Gary Alan Fine
    Born A Crime by Trevor Noah (Well, audiobook)
    Ashley’s War by Gayle Tzemach Lemon
    Between The World And Me by Ta-Nehsi Coates
    One Kick by Chelsea Cain
    The End Of War by John Horgan
    X-Wing: The Bacta War by Michael Stackpole

  15. Ta-metru_defender
    Essays, Not Rants 321: Motivated Acceleration
     
    I am endlessly fascinated by mediums. No, not people who claim to talk to ghosts; rather the forms that stories can take. Why does this story work better as a novel? Why this a video game? Why that a play?
     
    It’s usually adaptations where you can see the cracks that are the chasms between mediums. Consider the recent comic adaptation of The Last Jedi, which is essentially a beat-for-beat retelling, it doesn’t quite capture all the visual splendor of the movie. BB-8 trying a variety of attempts to fix Poe’s X-Wing is far less interesting on the page. There are other additions that use the strength of comics, though. But point is, there are some things that would only really work on in one medium.
     
    And Infinity War has a fantastic moment that could only have worked on film. Consider this a mild spoiler warning for someone who hasn’t seen any trailers and really doesn’t know what’s going on in that movie.
     
    In the third act, a group of heroes prepare to defend Wakanda from the Black Order and their army. A gap is opened in the shield to funnel in the advancing bad guys, and the heroes prepare to attack. Black Panther gives an order to his soldiers, they ready their weapons, he yells “Wakanda Forever!” and leads the charge. He, Okoye, Captain America, Black Widow, Bucky, War Machine, and the others rush forward together. This is a terrifically epic moment in and of itself, but it’s what comes next that I wanna talk about. As the good guys run towards the advancing Outriders, two people pull ahead of the pack: Captain America and Black Panther. It makes perfect sense within the lore: they’re both extra fast because of the super-soldier serum and heart-shaped herb, respectively; and they’re also two of the bravest characters in the MCU. Seeing these two lead the charge is a delightful visual gag.
     
    And it’s one that only works in film (we’re gonna ignore tv for now because budget constraints).
     
    It wouldn’t work quite as well in prose, given that a strong part of what makes the beat work is the visual of it. Being able to see the scale of it all as well as seeing Cap and T'Challa pull ahead on film. The thrill of it would play out differently, and probably a little less viscerally. This you gotta see for it to work as it does.
     
    So let’s go back to comics, y’know, where these characters came from. As dope a splash page as the beat would look, it doesn’t convey a key part of the gag: acceleration. Everyone starts out together, but it’s only those two who are absolutely racing towards the bad guys. They didn’t get a head start, they’re just that much faster. Ah, but the joy of comics is that they can be sequential panels. The first panel has them all together, second has Cap and T'Challa a little ahead, and in the third they’re attacking Outriders while the others lag behind. Classic three beat structure. But that’s three panels; panels take up space, and space implies importance. What was a quick moment in the film is now made more important than it was. Still cool, but no longer the quick gag.
     
    Video games are visual and those visuals move, so maybe here we have a strong contender. Let’s not imagine this as a cutscene (because what are cutscenes other than short films?) but rather a playable segment. By virtue of games’ interactivity you’re immediately given a leg up on being a visceral thing. You’re part of the charge. But, if you’re playing as Steve Rogers or T'Challa will you notice that you’re ahead? If you’re a foot soldier or Bucky Barnes will you be too preoccupied with your assault to notice? The interactivity of games also means there’s an element of subjectivity. Playing Halo’s The Silent Cartographer on a difficult level is a solo affair, with most of the AI marines being picked off by the Covenant early on, but if you’re playing it on easy you’re part of a small army. Or it could be not getting a certain plot point in a Mass Effect game for not going on a certain sidequest. In essence, there’s no way to guarantee something lands, that the player experiences a certain thing a certain way (without taking control away from the player).
     
    Which I guess is where film shines. Not only does it have visual storytelling, but the fact that the camera is motivated lets us see exactly what the storyteller wants us to see. Consider the shot in question again: we see everyone running forward, then the camera follows Captain America and Black Panther as the pull ahead and lead the way into the fray. The shot lasts barely a couple of seconds (if that), but it’s a fantastic little moment. We take it in and process it instantly. It’s a terrific beat, and one that would only spent the way it does in film.
     
    You could have a similar gag in another medium, but it wouldn’t work quite the same way. A comic’s narration could draw attention to it in one panel, a game could use characters’ stats to similar effect. There are elements to media that really make them unique, and taking advantage of those elements will yield something really special.
     
    Which is a really roundabout to say that guys, Infinity War is a lotta fun and an epic movie.
  16. Ta-metru_defender
    Essays, Not Rants! 282: Jumping Karps
     
    The concept of Magikarp Jump is delightfully straightforward. The town has fallen on hard times and is a shadow of its former glory: a town that had the best jumping Magikarp. You are the town’s last hope to regain its reputation. You raise Magikarp, feed them, train them, and enter the fishy Pokémon into competitive jumps. You will be the best raiser of jumping Magikarp. In short, it is a ridiculously fun, silly game, and I love it.
     
    Sid Meier described a game as “a series of meaningful choices.” Magikarp Jump is quite devoid of much in the way of choices at all. Your participation in the jumping competitions is simply pressing a button and hoping your Jump Points is higher than your opponents. There's no real skill to be found in training your Pokémon either, you just tap food for them to eat or tell them to train in a randomly selected regime. For the most part, you ‘play’ the ‘game’ at the mercy of the random number generator.
     
    Not to say there aren't any choices. You do get to choose how you spend the two in-game currencies, but that's ultimately just deciding how you progress. On a meta level, there is you deciding how often you're gonna check your phone and activate powers and make your Magikarp eat, but none of these choices are really that interesting. Kinda like Candyland.
     
    So why is Magikarp Jump so much fun?
     
    I figure it comes down to two things: theming and goals.
     
    Theming is a term often used in board games; what's the aesthetic for this set of rules you've made? Monopoly was originally themed around property moguls so as to decry the evils of unchecked capitalism (then it was ‘borrowed’ by Parker Brothers and copyrighted into a corporate game, thereby proving its point in the most painful way possible). The rules could easily be applied to a different theme: why not colonial European powers staking and divvying up Africa? Pandemic could quite easily be adapted to an alien invasion, but instead its about stymying a worldwide virus. Theming provides a context for the game’s mechanics and, when done well, can add s layer of intrigue to it.
     
    The inherent ridiculousness of Magikarp Jump — that is, you are training and competing the jumping abilities of useless fish Pokémon — is part of the game’s appeal. The entire game’s premise is based on a throwaway factoid from a Pokédex entry in the main games, and then given an undue importance. Indulging the flight of fantasy is much of the appeal. It wouldn't be nearly as fun if you were, say, throwing rocks in the air or even training some other Pokémon to fight. It's an ironic in-joke given flesh, and much of its initial appeal is because of it.
     
    But why stick around? Goals. (Most) games have goals. Mario must save the princess. You have to undermine each other in Settlers of Catan. In I, Spy you must find what they spy with their little eye. Catch is, a goal has to be attainable. Magikarp Jump has a clear goal: beat the various leagues and be the very best jumping Magikarp raiser there ever was. The genius of the game is that, by virtue of the progression system, the next victory is always just out of reach, but there are plenty of successes along the way. You feel like you're getting somewhere each time you play.
     
    Yes, I realize I'm trapped in a Magikarp-shaped Skinner Box, but I'm surprisingly okay with that.
     
    I'll be the first to complain about mobile games. Besides virtually killing the handheld market, there's an emphasis on addictions that can yield bountiful microtransactions (and so: profit). For a lot of these (Star Wars: Galaxy of Heroes), playing for free is more a matter of farming than actual gameplay. Though Magikarp Jump has microtransactions, you aren't punished for not spending money and get basically the same experience. Its gameplay has no depth whatsoever, but it's a fine way to kill time waiting for a train or in line at the post office.
     
    So somehow this silly barely-a-game has captured my fascination. And I have no idea what to do about that. But I am on my 134th generation of Magikarp. So there's that.
  17. Ta-metru_defender
    Essays, Not Rants! 137: THEY’RE MAKING A CAPTAIN MARVEL MOVIE
     
    Marvel announced their upcoming slate of movies this week and I am very excited for one very important reason: Captain. Marvel.
     
    Now, of course I’m pumped for the other announcements. Captain America 3 is officially Civil War, which bodes very interesting the MCU at large. Black Panther’s also showing up in Civil War and getting his own solo film a year later. We’re getting a second Guardians and another Thor, which is cool (especially the art for Guardians 2). The Inhumans are getting a movie so they’re definitely part of other MCU (five bucks say they show up in Agents of SHIELD). And the Avengers film(s) following Age of Ultron Is, based on being named Infinity War, hopefully going to be based on the fantastic Infinity event from last year. So of course there’s all that.
     
    But Captain Marvel. Those of you who’ve been reading this should know that I’ve been clamoring for a Black Widow film, which part of me still is. I’m assuaged partially because there are plans to weave Black Widow into other films. But mostly because not only will Carol Danvers probably be showing up in some of the other films, there’s going to be a freaking Captain Marvel movie.
     
    I’m gonna come right out and say it: Captain Marvel is my favorite comic in print right now (up there with Avengers and New Avengers. Black Widow probably comes after).There are a bunch of reasons, like the epic adventure nature of the comics and the sheer fun they’re filled with, but it’s mostly because Carol Danvers is such a great character, especially as Captain Marvel.
     
    There’s the obvious fact that she wears pants, which is a welcome respite. More so than that, she’s interesting. She does all the usual superhero stuff, time traveling, fighting bad guys, saving New York and so on. Best of all, the comic is never condescending. We have a woman fighting crime who’s not presented as a special case or just a sex-object. She’s fleshed out and great in her own right. Writer Kelly Sue Deconnick has done a fantastic job creating a character who’s not just layered but likable and, most importantly, fun.
     
    With that, Captain Marvel (like Black Panther) will bring something new to the Marvel ‘verse. Black Panther’s the first not-white guy headlining a Marvel film and also, as the king of Wakanda, has the potential to add additional political intrigue to the universe. Captain Marvel, on the other hand, will be the first female headliner and, based on comments by Kevin Feige and the most recent batch of comics, bridge the cosmic and earthbound sides of things. Besides getting her powers from the Kree (who showed up in Guardians of the Galaxy), Captain Marvel’s also been running with the Star Lord and crew as well as getting up to her own space adventures. It’s this variety that’ll help keep the superhero genre from getting stale.
     
    But there’s also the sheer nerdy joy. In four years not only am I finally getting a movie starring a female superhero, but she’s Captain frickin’ Marvel, one of my favorites. That’s exciting and that’s something that’s making me really eager for 2018 to come already.
  18. 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.
  19. Ta-metru_defender
    Essays, Not Rants, 027: No Home From War
     
    I’m in college now, and one of the things you do in college is write essays. Every now and then one of these essays (which are certainly not rants) have a similar thread to the ones I post here.
     
    So I have an assignment to look at a contemporary depiction of a soldier’s return home in light of a classical work of literature. Said paper is underway.
     
    I’m taking Ulysses as my example, or Odysseus as he’s known in The Odyssey. But the man I want is Ulysses from The Divine Comedy (or as everyone who’s not a literary snob calls it: Dante’s Inferno). See, in the Inferno Dante meets Ulysses in [hades].
     
    After the ten year long Trojan war (y’know, Helen, Achilles, the Trojan Horse and all that) and the ten year journey back (cyclops, Scylla and Charybdis, his own trip to the underworld, etc) Ulysses finally returned home to his wife and son.
     
    Finally.
     
    Thing is, as Ulysses tells Dante, that wasn’t enough for him anymore. He couldn’t sit still. Despite how much he loved his family and kingdom he couldn’t resist that call of adventure, to return to the seas.
     
    And so he does. He assembles his crew once more for a final push, one last hurrah. It’s an epic adventure, crossing seas uncharted and finding lands unknown. But the sea overcomes them and their ship sinks and, as Ulysses tells it, that was it.
     
    Ulysses couldn’t go home.
     
    My contemporary example is The Hurt Locker: Sergeant First Class William James is an EOD technician in Iraq. He’s really good at what he does. Really good.
     
    Then, as the film draws towards its close, his tour comes to an end and he goes home. He’s home with his wife, shopping for groceries. Told to get cereal he’s suddenly overwhelmed by choice. This isn’t what he’s been trained for. He’s a weapon: a machine forged to diffuse bombs. Choosing cereal and shopping are as foreign to him as planting a C4 charge would be to his wife.
     
    He confesses to his infant son that he doesn’t love much, and the one thing he thinks he loves is war. Bomb disposal. So he returns to the battlefield and starts his next tour.
     
    So what’s this theme? This irrepressible call of battle? Why couldn’t life go back to normal?
     
    It’s because they changed. The people who went off to war are not the same who returned. They have skill sets refined for warfare, some of which are not easily translated into civilian life and many of which have no equivalent. Suddenly they feel useless. Like the world they worked so hard to save has no space for them. Shooting bad guys is easy, coping with everyday life is something else entirely.
     
    In Ender’s Game Ender saves the world from the alien invasion. But for him to return to earth would ignite a political storm. So he heads out into space to help start a colony. But even then, life as a mayor/governor is not enough for him. Ender leaves the colony for another, using relativity to stay young as the world ages around him. He cannot stay still: normal life is foreign to him.
     
    Raiden, the player character for most of the second Metal Gear Solid game Sons of LIberty supposedly got his happy ending with his girlfriend at the end of the game. The soldier has beat the bad guy, saved the world, now he rides off into the sunset, right?
     
    In the chronological sequel Guns of the Patriots, however, we find that it’s not the case. During the interim between games Raiden tried to settle down with his girlfriend and live a normal life. But he couldn’t. His almost-forgotten past as a child soldier haunts him and he grows distant and eventually leaves to find a war.
     
    Because there’s always another war, another fight. These people don’t come home. Some, like Raiden and Ulysses, have been at war for so long that that is all they know. Others, like Sergeant James, get off on war: it’s their drug, it’s what they do. There’s no rest for them, because for them rest is torment.
     
    It’s a question we see posed not just in fiction but in reality: once you’ve been through [fire] where do you go?
     
     
    Also: buy my book In Transit! There are characters who aren’t sure about home in it too!
  20. Ta-metru_defender
    After printing an Akaku a couple weeks ago, I decided I had to go bigger.
     

     
    Print!
     

     
    Done, in my hand, and covered in supports:
     

     
    And then some time digging off the supports...
     

     
    Ain't perfect; sword didn't come out right/at all; but, dude, I've got a TMD I made nine years ago.
     
    Dude.
  21. Ta-metru_defender
    Essays, Not Rants! 364: Apex Teamwork
     
    Ever since my brother got himself a PS4 I’ve been paying a bit more attention to online games. Sure, I play my share of online, games like Battlefront and Destiny are a great way to relax while watching The Daily Show, but an online multiplayer component has never been a big draw. Now that my brother and I can play online together, I’m ever on the lookout for a game where we can throw down together.
     
    Over the past couple of years, Battle Royale games have very much become in vogue within the online gaming community. I’ve been aware of them, but never really knew what they were (in fact, a few months ago I looked the genre up on Wikipedia to see what the whole buzz was about). Anyway, Apex Legends was released recently, and my brother started playing it. I watched a game or two and figured, ah, what the heck, should be fun, yeah?
     
    It is.
     
    Each game has twenty three-player squads who air drop into a massive map. Players then scramble for weapons and gear and fight it out as the area of playable space slowly shrinks. You’ve only one shot at this; once your whole squad goes down it’s game over (and you return to the title screen to find another game to repeat the whole thing over again).
     
    That gameplay loop necessitates a lot of quick decision making. Where do you land? Do you go to an area with good loot but is sure to be crowded and result in quick violence? Or do you go further off and try and gear up before joining the fray? Most important, however, is the teamwork of the game.
     
    My brother and I are in constant communication while playing, each of us keeping an eye out for foes while making plans about how best to navigate the map (always go for the high ground). The fact that death in Apex is permanent makes teamwork so vital; since you can’t just respawn, staying alive together is paramount. Knowing where your opponents are — and keeping your teammates aware of that — gives you that edge up to outlive a squad.
     
    Here’s the thing that makes Apex such a delight: its ping system. A tap of a button and you can tag whatever you’re looking at for your squad. Could be an untouched treasure chest, could be your idea of where the team should go next, could be an opponent. In and of itself, this system isn’t anything really new, Uncharted 4’s multiplayer had a perk where you could mark enemies. But it’s absolutely vital in a game like Apex where being able to communicate exactly where something is makes the difference between life and death. See, it’s hard to point in games, and exclamations like "contact right" make little sense when you don’t have that physical sense of presence you do in real life. Pinging helps give the squad a shared sense of space, where "over there" actually means something real.
     
    Take sniping and spotting. The ping system means I can be perched high on a building while my brother goes in for a closer look. If he sees someone, he can ping them and I can take potshots at them while he beats a hasty retreat (or uses my covering fire as a way for him to flank 'em). It’s a lot more immediate than me having to search for them myself, or having to figure out what "up the hill behind that rock" means. Teamwork’s encouraged, and I get annoyed if our random third squamate doesn’t ping enemies.
     
    I haven’t won a game yet. We’ve been top-three a couple times and come painfully close to being the last squad standing. I don’t really mind, though; I play the game for those wonderful moments when a plan we’ve hatched comes together (or falls apart stupendously). But I’ve never played the game on my own, and I don’t really see why I would. So much of why I enjoy Apex is the teamworkiness of it, and playing with someone I know is a guarantee that that’s in the cards.
  22. Ta-metru_defender
    Essays, Not Rants! 106: About That Noah Movie
     
    So. Noah. That new Darren Aronofsky movie. Let’s talk about it.
     
    It’s an adaption, obviously. And it hits all the main beats of the biblical narrative. Noah’s told to build an ark, he builds an ark, animals, dove with the olive branch, landfall, the wine incident we don’t talk about at church, and the rainbow. That’s all there.
     
    What Aronofsky and crew do is build on that, and for good reason. The account in the Bible is short and not terribly cinematic. Noah, too, is a terribly uninteresting character. He builds the ark and all that happens. There’s little explicit characterization in the Bible. Noah asks how someone copes with being told that the earth will be destroyed; how someone lives with being told that YOU are one tasked with saving the innocent; how someone deals with the notion that God is displeased enough with mankind to wipe them from the face of the earth. How does someone take this?
     
    To that, Noah is presented as a sort of a proto-superhero. Like any superhero, he’s given a a purpose and an exceptional means with which to do it (in lieu of a Batmobile he builds an ark). Also like many recent superheroes, though, Noah is grounded and made very human. Which is cool because biblically he’s, y’know, human. Aronofsky’s answer to those questions listed in the prior paragraph is a man who comes to embody the concept of justice.
     
    And here is where the film is strongest. Noah deconstructs the role of justice in society. What’s fair? What do people deserve? How far must Noah go to carry out what he believes to be God’s will? Noah wrestles with the interplay of justice and mercy, something amplified by the whole flood thing. We see justice in the judgment of the flood, mercy in the ark. Then with all that we see the effect of embodying the concept of justice on a person.
     
    So is Noah a perfect movie? By no means, no. The pacing’s a little off and it drags at times. I’m not a huge fan of the presentation of the opening, but it serves its purpose. Some other bits here and there don’t quite work, a certain external conflict in the third act feels unnecessary and distracts from the justice/mercy dichotomy. That said, the movie succeeds for what it is, and what’s cool is that it explores ideas of the biblical Noah story that most adaptions don’t.
     
    This is where Aronofsky as director really comes in to play. Noah isn’t what you’d call a ‘Christian movie‘ — and all the better for it. Noah here isn’t held up as being some perfect saintly hero, instead he’s treated as a very human character, allowing for an interesting story. More importantly, unlike many ‘Christian movies,’ Noah didn’t seem like it was trying to sell me something. It didn’t feel like a propaganda tract, instead it was an honest story about justice, mercy, and love.
     
    Noah is an adaption of a very familiar story in a very different way. It’s different and mildly surreal (as you’d expect a movie by the director of Black Swan to be). As a whole, Noah isn’t one of the best movie of 2014 thus far (that’d be The Lego Movie), but it is a successful adaption of the Noah story.
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