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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! 005: You Are Noble Six
     
    In my last entry I (somewhat) briefly touched on the notion of video game immersion and storytelling. I said that the biggest advantage of telling a story through a video game was that the player would gain investment in the story due to having that “hey, I’m the hero!” moment. I wanna elaborate on that, explain just how some games do it - and how they’re so much better for it.
     
    Mass Effect is an easy go-to example. Right off the bat you’re asked to give Shepard a first name and design his (or her) appearance. The game recreates a sense of a classic tabletop RPG with its open world and your ability to make choices. Ah, yes, choices. That’s one of Mass Effect’s strong points of immersion: you choose what Shepard does. And your choices have consequences. I killed off a race at the cost of not having their help later on. I sided with one of my crew mates (and love interest) and the cost of another crew member’s loyalty. My story is my own, it’s how I made it, it’s how I chose it to happen. Mostly, anyway.
    Another strength is the sheer immensity of the world. I’ve spent far too much time scrolling through the Codex reading up on the history of the universe. And there’s a lot in there, from histories of each of the alien races to a breakdown of humanity’s role in the galaxy to the science behind the mass effect drives that allows for faster-than-light travel. The world is incredibly fleshed out and it’s so easy to get lost in it.
     
    Another route is the one Bungie took with the core Halo Trilogy. The protagonist, Master Chief John 117 (known just by his rank in the games) receives little actual characterization. We do, however, learn stuff about him through the people around him; the way they react to him and the way they treat him. Enemy grunts run away from you screaming “demon!” while allies cheer at your arrival. You find out who you are by your reputation.
    A cool touch Bungie kept in the trilogy is that you never see Chief’s face. Why? Because you are Master Chief. You are the one tasked with saving Earth and finishing the fight. The battle isn’t World War II, it’s not some hypothetical US-Russian conflict, this fight is to save the Earth. It’s universally relatable. The Covenant wants to wipe out humanity. You’re gonna stop them. That hook instantly brings you into the conflict.
     
    Bungie took their brand of immersion one step further with their final entry in the Halo series (and my favorite game): Reach. The first thing you do in Reach is design your Spartan. You pick out his (or her) armor pieces, what sort of helmet he wears, his amor’s coloring, and his emblem. The first scene of the game is of the desolated planet Reach, culminating in the shot of your helmet discarded in the devastation, a crack through the center of its faceplate. The title fades in and fades out to the helmet sitting new and whole in your hands. You - as Noble Six - turn it over and put it on.
    The fall of Reach is central to the Halo mythos. From the first game we’ve had references to the disaster and what an impact it left on the UNSC forces. We know how this ends, we know we won’t win, we know we’ll lose the battle. So how does Bungie make us care about a game where we know the ending?
    Simple: make it personal. Your Spartan super-soldier was custom designed by you. If you play online you’re the same Spartan you play in the campaign. You start to identify yourself as him. You see Reach through Six’s eyes, from the initial strike on a relay to the razing of New Alexandria until the Covenant glasses the planet from orbit. During the campaign you’ll see Noble Six standing with his squad mates as they discuss plans to save Reach. Near his clavicle you see your emblem there. That’s your emblem, that’s you.
     
    You’re the hero.
  2. Ta-metru_defender
    Essays, Not Rants! 231: You Should Be Reading Mockingbird
     
    There’s a lot to like about the new Mockingbird ongoing title from Marvel. For starters, it’s the next step in a really spiffy new direction Marvel’s been taking with their comics lately: diversity. In the past year-or-so, Marvel’s really stepped up their game with who’s in their comics. You’ve got Asian characters headlining their own series (Totally Awesome Hulk, and the fantastic-and-severely-under-appreciated Silk), and Spider-Man and Captain America are black. Spider-Woman and Spider-Gwen have their own books, along with Black Widow, Squirrel Girl, and Moon Girl. Then there’s the new-mainstays of Captain Marvel and Ms Marvel… Point is, Marvel’s got a pretty diverse character lineup for their books.
     
    It also helps that that diversity extends behind the books too. Ms Marvel is written by G. Willow Wilson, herself a Muslim, and so is lent an extra couple layers of delightful texture. Ta-Nehisi Coates lends a special sense of identity not only to T’challa in Black Panther but to all of Wakanda, one that’s science-fictiony and fantastical, but doesn’t necessarily subscribe to a Western/white image of the future. It’s wonderfully different, and, in a word, dope. There are a few titles, Patsy Walker, AKA Hellcat! and Mockingbird being two, that have all-women creative teams working on them.
     
    Which brings me to Mockingbird.
     
    Like I said in the first sentence (before I got distracted by diversity), there’s a lot to like about the comic. First off, is the character of Mockingbird herself. The first issue is light on actual plot (rather, it tantalizes what’s to come) and instead focuses on setting up who exactly Bobbi Morse is. It helps that the comic is very much told from Bobbi’s point of view, with little boxes of narration peppering the action. From that, we’re afforded a window into Bobbi’s inner life and how she filters the world she sees through her identity. It doesn’t take long for us to get a handle on who she is: super-spy scientist who knows what she’s doing and has little patience for those who don’t.
     
    Also, her background as a scientist affects her decisions and thought processes. She isn’t just a by-the-way scientist, it’s part of who she is. This is actually something Mockingbird does really well: Bobbi’s various identities (woman, scientist, spy, Hawkeye’s ex-wife) are all worked intrinsically into her. Bobbi feels fully formed and fully herself, a rounded character with a shaded personality that can go different ways. Which is really cool, guys!
     
    That alone would make Mockingbird a perfectly enjoyable book, but it doesn’t stop there. As becomes steadily more and more obvious as the series progresses, Mockingbird had a decidedly feminist bent. Take issue two, which has Bobbi Morse going undercover in the London filterably named Club to rescue Lance Hunter. Now, this Club is the sorta place that necessitates a scantily-clad outfit to blend in. But, but but but, the art never ogles Bobbi, or makes her out to be anything except in a position of power, fishnets and spiked leather boots be darned. Lance, on the other hand, is distinctly made out to be both hopeless and an object of desire. Also: He’s wearing much less than she is. It’s this sort of wonderful subversion of what’s become accepted as normal in comic books that gives Mockingbird such a strong sense of voice and personality. That Bobbi-saving-a-male-hero is something of a trope for the book at this point (in #4 she rescues a swimsuit-clad Hawkeye) is icing on the cake.
     
    But! Mockingbird isn’t content to just subvert and usual and call it a day. It goes further. The third issue finds Bobbi acting as hostage negotiator to a sixth-grade girl with superpowers she doesn’t understand. It’s a neat little story in and of itself, but the conceit of scary superpowers is used as a cipher for not being understood as a girl growing up. Oh, it’s made perfectly clear within the text, what with Bobbi’s narration asking “How can we have a meaningful dialogue with adolescent girls when we live in a culture that still can’t talk about tampons?” and tv news tickers describing the powered girl as “hysterical” and an “attention-seeking tween.” Here’s a mainstream, Marvel comic book — a medium usually associated with young males — talking about and trying to understand what it’s like growing up as a girl. It’s delightful and validating in a way that you don’t usually see in comics. Or a lot of movies, for that matter.
     
    I really like comics in general (I had one on my thesis/rationale at college!), both for pulpy fun and for some plain good storytelling. But every now and then something like Mockingbird comes along, which not only tells a great story but says something as well — and merges the two together effortlessly. It’s a fantastic series and, without question, my favorite book Marvel’s putting out right now.
  3. Ta-metru_defender
    Essays, Not Rants! 147: You Should Really Watch Agent Carter
     
    Peggy Carter was an unexpectedly great part of Captain America: The First Avenger. Beyond being a woman in an otherwise very male-dominated cast, she held her own and served an important role in the progression of the story’s arc. Then a One-Shot on Iron Man 3’s BluRay had her tackling sexism and bad guys in a post-World War II setting. All the while there was talk of a tv show happening, and then it was planned, and then this past Tuesday the first two episodes aired. And they were fantastic. As in better than the entire first season of Agents of SHIELD and gives the second a good run for its money. I haven’t had this much fun in a long time.
     
    A good deal of this is due to how well it captures the spirit of the Marvel movies proper, just in tv format. It makes sense too, the writers of The First Avenger and The Winter Soldier wrote the pilot and the second episode was directed by one of the brothers who did The Winter Soldier. There’s the now-familiar mix of high adventure with some quieter moments and the ability to get quite dark without getting oppressive.
     
    But where Agent Carter really stands out against similar pulpy shows is in its feminist slant. Like Parks and Recreation, however, it’s not preachy or overly idealized; instead it feels grounded and almost natural. Peggy Carter’s outlook, like Leslie Knope’s, makes sense for the character. As part of Captain America’s crew, she was used to being judged by the merits of her work and being allowed to take part in missions; now in an office she’s been put into the position of a glorified secretary, her previous exploits dismissed as being because of her relationship with Captain America. She has an understandable frustration that colors her actions and immediately puts the audience in her corner as she navigates a male-dominated world.
     
    Here it’d be easy to make her a character of retro-active wish-fulfillment, where she merrily wades true the sexism of the 1940s, men cowering before her and women idolizing her. Rather we see her navigate the system, using it to her advantage when she can while still resisting it along the way. The show presents Peggy as a person of two worlds, those stereotypically of women and men. Enjoyably, Peggy is shown to be a master of both.
     
    Take a scene about halfway through the first episode (which I’m going to spoil for you if you haven’t seen it yet [which you really should]). Having just returned from getting a bomb from a bad guy’s swing club, Peggy, in a fancy and decidedly feminine dress, now has to defuse it. She grabs a collection of household items and ingredients and takes it to the bathroom where she creates a mixture that she then puts into a perfume bottle. She uses a perfume bottle and kitchen supplies, as both things typically seen as ‘feminine,’ to defuse a bomb, an action comparatively very ‘masculine.’ Once done, Peggy reaches for the unused glass and bottle of bourbon she grabbed to pour herself a glass – something that would be called unladylike. Immediately after a villain breaks into her home and murders her roommate and fights Peggy. Peggy fights back and a vicious brawl ensues, which is, again, considered a much more ‘masculine’ thing. What’s really fun is that the fight takes place at home, a supposedly feminine sphere, and she uses elements of it – such as a fridge and stove top – to her advantage. The show plays with gender norms, mixing up the interplay of the feminine and masculine in the backdrop of the 1940s, against which the gender divide is heightened. After the fight, though, Peggy, in a stark contrast to the typical action movie hero, cries for her friend. However, it’s not seen as weak – we’ve just seen her defuse a bomb and throw a bad guy out her window! – rather it humanizes her, reminds us that she’s not all-powerful.
     
    Of course, Agent Carter takes its liberty with the depiction of society of the time. Somethings probably wouldn’t fly and some others would be much harder. But rather the show uses its setting to play up the tension of its protagonist. These elements create a truly great show that works across the board, during both set pieces like infiltrating a factory and smaller moments like two women talking in a diner.
     
    I recommend things a lot on this blog, but I cannot praise Agent Carter enough. Though were only in the very beginning, it’s a solid show that’s a crazy amount of fun. Give it a shot, trust me, you won’t regret it.
  4. Ta-metru_defender
    Essays, Not Rants! 382: Zero Two
     
    When I got my Game Boy Advance SP many years ago as a wee tween I was very excited about some of the games I could play. Obviously, there was Pokémon Ruby because, c’mon, you gotta catch ‘em all. Then there were the new slew of Mega Man games, like the Battle Network series, an RPG where you bounced between Lan in the real world and Mega Man in the digital, fighting viruses and the such in an adorably nascent look at cyberwarfare. More importantly, however, there was the Mega Man Zero series, a sequel of sorts to the Mega Man X games set a hundred years after and starring an amnesiac Zero, the deuteragonist of the original X games.
     
    Zero was very much the Han Solo to X’s Luke Skywalker in the X games, the cooler secondary character (and sometimes villain, so maybe less Han). He became a playable character in X4 and offered a different gamestyle; eschewing X’s buster for his Z-Saber, requiring an even more agile approach. Anyway, in light of that, a series with him as the lead was naturally exciting to my younger self.
     
    After ranting writing about the games a couple weeks ago, I decided to replay them because, c’mon, they’re great games. So I bought myself a headphones adapter for the very same Game Boy Advance SP as a couple paragraphs ago. Sidebar: why the headphones? The Mega Man games have an excellent soundtrack and the Zero series is arguably the best of the best. They were mainstays for essay writing in college and are still great writing music, so of course I want to be able to re-experience those tunes while playing on the subway. If I’m gonna replay these games, I’m gonna do it right.
     
    And man, are they fun, in ways I don’t think I really appreciated sixteen-odd years ago. In stark contrast to a certain more recent iteration, the controls of the Z games are razor-sharp, the level design punishing but fair. When I die, I know it’s because I mistimed a jump or misread an enemy’s attack. The games are hard: you don’t have a lot of health and some enemies dish out a good chunk of damage. Compounding it all is the games’ grading system: after every mission, you’re assigned a rank and score, with points negated for taking too much damage, using a continue, or failing a part of the mission — amongst others. Wanna use a cyber-elf to increase your health or make your saber stronger? Cool, but good luck getting an S-Rank with that. You don’t need to clear a mission with a high rank, but it creates a fun incentive to be better at the game.
     
    So I finished the original Mega Man Zero last week and started on the sequel recently. It’s a marked improvement over the first, far more refined and sleek looking. The first’s aesthetic was very worn, everything from the start menu to the character portraits are much more crisp in Z2. Game systems have been tweaked and refined; the stage select looks more like a 'normal' Mega Man game’s and unlockable forms that change Zero’s stats are added to switch up gameplay a little. Furthermore, learnable skills are now rewards for clearing a stage with a rank of A or S.
     
    Where sometimes a big change is a great part of a new iteration of a game or what-have-you is excellent, Z2 is one of those that builds on what came before. Sure, the sprites are mostly the same and the core gameplay is essentially identical, but the effort is put instead into refining what already works.
     
    I’m really looking forward to replaying Z3. Beyond being one of my two favorite Mega Man games (X5 is the other), it’s where things really reach their peak. The EX Skills and Forms from Z2 are carried over and a few other customization options are thrown in alongside some real fun stages and boss battles. As much as I enjoy playing new games, there’s something real fun about booting up an old one where I still have the stages half-remembered and appreciating it all over again.
  5. Ta-metru_defender
    Essays, Not Rants! 230: Zombieland: A Treatise on Life in a Post-Consumer Society
     
    I mentioned it as a joke last week, but this week we’re going for it.
     
    I’m so sorry.
     
    Zombies have long been used as a means to comment on the perils of consumerism. Mindless hordes doing things without thinking for the few capable of independent thought to stand up against. Zombieland takes the conceit one step further, within the film self actualization is only possible in a world free of the shackles of traditional consumerism.
     
    Much of the conflict in Zombieland takes place in the ruins of grocery stores, downtown areas, and, climatically, a theme park. The main characters too exist outside of the established economy; Columbus and Tallahassee loot and rob cars in the post-apocalyptic wasteland (the titular Zombieland) and before the outbreak Wichita and Little Rock were con artists, stealing rather than working jobs. But it’s now that they’re no longer part of a consumerist society that they are able to really come in to their own.
     
    When Columbus and Tallahassee meet up with Wichita and Little Rock there is a great deal of distrust. Distrust that is primarily due to them fighting over guns and a car, of which there are not too many. Their strife is born of competition over limited resources — the backbone of a consumerist society. It’s because they’re holding on to one of the principle tenants of a pre-Zombieland world that they fight; as long as they live by the rules of consumerism they won’t be able to truly develop a friendship.
     
    If one of the central themes of Zombieland is that people need other people — it is after all a movie where survivors come to realize they’re stronger together than separate — then that true friendship is only possible when they no longer subscribe to traditional views of consumerist culture. This is made clear when they finally do become friends. It’s not when they’re fighting a horde of zombies together, this is far from a battle-forged friendship. Rather, they only truly bond when they utterly destroy a gift shop together. Unlike many of the other locations visited by the survivors, this gift shop is in immaculate condition. All the gaudy trinkets and shiny rocks are still on the shelves, nothing’s out of place, even after Tallahassee dispatches of the lone zombie in the shop.
     
    It’s in this place that Columbus first stands up to Tallahassee, a significant character moment as it shows him beginning to come into his own. Immediately after that character moment, however, he knocks something over by accident. Then another deliberately. The others join in and a montage of them destroying the stores contents ensues. It’s a blithely irreverent destruction of private property and also a rejection of the need for silly tchotchkes that have worth just because they’re supposed to. The act of destruction unites them and marks a shift for the characters bonding and sets them on the path to self-actualization.
    According to Zombieland, it is in this post-consumer landscape that real relationships can thrive. Where before Columbus only knew his neighbor by her apartment number, now he has people he trusts — and he learns Wichita’s real name too. Wichita and Little Rock put aside their grifting ways and Tallahassee finds space in his vengeful anti-zombie agenda to care for other people. All they needed was to be free of the consumerism.
     
    Writer’s Note:
    There! Did it! It’s a little half-baked and there are some ideas that could be explored more (in the climax Wichita and Little Rock are stranded in an amusement park ride, trapped by their want for the vestige of consumerism that is Pacific Playland; Tallahassee wants a Twinkie which he only gets after he’s learned to be content with other people and not need something mass-produced), but, hey, this was more for fun/to prove a point than anything.
     
    Also I’m so sick of the word ‘consumer.’
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