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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! 381: Cinnamon Tography
     
    We live in a time that I’ve seen described as Peak TV, where there are these major shows that edge into cultural phenomena. Game of Thrones, Breaking Bad, Black Mirror. Those shows that you’ve definitely watched or you certainly know people who have watched. There’s an almost cultish fanaticism to the whole thing; half the fun of following Game of Thrones was being up in the discussion around it, whether at work, at the bar, or in line at the grocery store. Everyone’s watching it, everyone’s talking about it.
     
    But there’s not a lot of people talking about Corporate, a darkly comedic satire about, well, working. Corporate follows Matt and Jake, two workers in the very corporate head office of Hampton DeVille, a possibly-very-evil megacorporation. The show merrily skewers a variety of facets of modern life, like commercializing protest, the military-industrial complex, and company retreats. The episode “Society Tomorrow” turns the show’s piercing lens towards Peak TV -- and a whole lot else besides.
     
    In the episode, it seems like everyone at work is watching this hit new show Society Tomorrow. It’s an ersatz Black Mirror, and what we see of it features people trying to escape the controlling influence of a futuristic watch-like device -- which happens to look a lot like the StrapIn Hampton DeVille is selling. The thing that makes this episode so delightful is that Corporate isn’t content to just go after one facet of this whole thing but instead take it apart from every angle.
     
    Shots are taken at spoiler culture, where there’s an HR meeting over an employee slapping another for spoiling an episode. Since this is satire, it’s the spoiler who’s at fault and not the slapper (the HR rep is also watching the show, naturally). The way characters try to suss out how far each other is in the show is an amusing dance, often to the point of ridiculousness as people try to talk about what’s going on without ruining it for each other. In a day when the entire series is dropped onto a platform at once (see: Netflix’s Stranger Things and Good Omens on Amazon), it’s almost a race to keep up with what’s going on lest a spoiler ‘ruin’ the experience for you.
     
    Matt’s an ardent fan of the show, going so far as to have Jake drive him to work not so they can chat and hang out, but so Matt can watch it on his StrapIn. When he tries to get the eerily-prescient ads off his fancy gadget it locks onto his wrist, and he suddenly feels like he might just be in the situation the show describes. The StrapIn seems to be spying on him, what with its targeted ads and all, and maybe, just maybe he might be beholden to it (as are the characters in Society Tomorrow). Ultimately, however, convenience seems to be worth the sacrifice of privacy and Matt, like so many people in real life, decides to dismiss privacy concerns because, hey, ain’t it handy to have a device that helps you with your life?
     
    The third skewer is aimed square at people not watching the show. Jake, it seems, is the only person in the office not watching Society Tomorrow. As such he’s ostracized by others in the office, a superior going so far as to tell him to take the day off and watch the show. During a conversation with the only other coworker who doesn’t follow the show, Jake wishes there would be another mass shooting, describing the drama and suspense of it all in much the same way one would a prestige tv show. It’s a quick jab, but the barb here is that this guy who’s acting all above it all and would rather discuss current events and other ‘real’ subjects treats the real world like a tv show itself. Later on, when questioned by coworkers in an interrogation chamber, Jake confesses that the main reason he hasn’t watched the show is just to be contrarian. The point Corporate makes here is that you’re not more ‘deep’ for not jumping on the latest bandwagon.
     
    Finally, there’s how people try to speak so authoritatively about aspects of the show. People remark on the show’s excellent score and cinematography. Matt eager to give off the appearance of knowing what he’s talking about agrees that, yes, the “cinnamon tography” is so good. It’d be easy to mock people’s superficial understanding of filmmaking techniques and criticism, but that’s too lazy for the show. By positing Matt’s misunderstanding of the very word ‘cinematography’ the satire is aimed straight at the tendency of people who to parrot the praise of a work – without understanding it – just to feel a part of the zeitgeist.
     
    The brilliance of “Society Tomorrow” is in Corporate’s ability to satire all of this at once. It’s not just the way we can try and find connections between fiction and real life, nor just the way we’ll feign understanding to sound intelligent. By mixing it all together, the show hits at everyone involved in any of the buzz around a major tv show. Everyone is complicit in the ridiculousness in one form or another, but then, we’re all also absolved. The buzz and hype around peak tv is just a part of modern life, so let’s make fun of it. And, as Corporate does in “Society Tomorrow,” do a good job of it.
  2. 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.
  3. Ta-metru_defender
    Essays, Not Rants! 383: 21 Minutes
     
    I’ve made no secret my anticipation for Death Stranding, the latest project from Hideo Kojima, the gaming industry’s undisputed resident auteur-genius-lunatic. This is the guy who brought us all the lunacy of the Metal Gear Solid series that somehow managed to merge questions of linguistic existentialism, mutually assured (nuclear) destruction, and giant robots into a cohesive narrative about the role of a soldier. I wanna see what this guy does.
     
    The latest trailer focuses on the character Heartman, based on the likeness of Nicolas Winding Refn. Which, before we get any further, sidebar:
     
    Refn is a writer-director, perhaps best known for the excellent movie Drive and more recently Too Old To Die Young. He’s not the sort of person you expect to provide the likeness for a video game character, but here we are.
     
    Anyway.
    Heartman. His whole deal is that every twenty-one minutes his heart stops and he dies, only to be resuscitated by an AED three minutes later. During those three minutes, he searches for his family on the “other side,” before coming back to life and resuming whatever it is he’s doing. Since most of life — aside from sleeping — can, as he puts it, fit into that twenty-one-minute window, things do go on.
     
    Alright, let’s take a second and acknowledge how freaking silly this is. Who on earth is going to commit to a bit as ridiculous as a character who chronically dies? Someone walking around with an AED strapped to his chest and keeps coming back to life?
     
    With that out of the way, let’s now acknowledge how ridiculously brilliant this is. Kojima is a man known for taking big ideas and running with them far past anyone with a modicum of self-awareness would think to. The latter half of Metal Gear Solid V is essentially a treatise on the connection between language and cultural identity as weaved into a narrative through a deadly virus that’s passed on through speech. Somehow, it works, and the notion of a lingua franca has never seemed quite so ominous.
     
    In light of that, I really can’t wait to see what Kojima does with Heartman. Kojima is not a man to approach an idea like this half-heartedly or with his tongue in cheek. There’s no winking at the audience, no sheepish acknowledgment that the idea is patently ridiculous but, please, just go along with it. Nope. Heartman dies every twenty-one minutes and that’s that.
     
    But because there’s no winking, it means that Death Stranding will be totally free to explore just the toll this has on Heartman. He can’t really accomplish much of significance in the periods he’s alive, so the question becomes if the time he spends dead is what really matters, as that’s when he can look for his family. In light of that, are those twenty-one minutes just him waiting to die? How then does he spend his time?
     
    The trailer features Heartman’s room, a small studio stocked with books and a variety of media. Knowing how short each instance of his life is, though, how does that affect the diversions Heartman seeks out? There is some irony of this being presented in a Hideo Kojima game, a man who made a reputation out of cutscenes longer than Heartman’s lifespan, but perhaps Heartman then serves as a vehicle for Kojima to meditate on the transience of life. Writing a character who experiences life in such a different way forces Kojima to look at things differently.
     
    Ultimately, that’s all part of the way Kojima approaches stories. Nuclear-wielding mechs and nanomachines are vehicles to really get into the nitty-gritty of thematic questions. Heartman, then, is the home for questions of existentialism, as filtered through an idea somehow simultaneously so ridiculous and brilliant. It’s simply wonderful, and just another reason why I really can’t wait to get to play Death Stranding later this year.
     
     
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  4. Ta-metru_defender

    blogging?
    I mentioned last entry that I was doing NaNo. I'm a glutton for punishment and seem to only be able to really put words on the page when threatened by an arbitrary deadline that hangs over my head like a blunted Sword of Damocles. I'm rewriting a novel into something that should hopefully be fit for consumption by some dear friends who've offered to give it a read.
    But in the meantime.
    Over the summer a short story I wrote got sold! It found a home at Khoreo Magazine, a lovely press that also produced an audiobook edition. You can read it on their website here, though fair warning, it's not quite BZP safe, so ask your parents' permission before going online and all that. And yeah, that's my ~real name~ on it since the internet is now a place where you reveal who you are and anonymity is an illusion that doesn't sell ad money.
    I also got a really cool key image:

    Still wigs me out that I'm technically a paid and published author (and a member of the SFWA now!). It's been a long journey since those days spent writing comedies here on BZP nearly nineteen years ago. On that note, what until you see where my days making cartoons here got me.
  5. Ta-metru_defender
    Essays, Not Rants! 060: Becoming Iron Man

    I hate spoilers. I really do; I swore off social media for the two days in between the Lost finale and when I could watch it. That said, this post deals with an aspect of the ending of Iron Man 3. It’s not one of the huge twists, but it’s a little surprise. It’s been a week since it came out so I feel alright writing about it.
     
    S’yeah. Spoilers.
     
    Don’t say I didn’t warn you.
     
    Well, first spoiler, Tony survives. But the main one I’ll be addressing is that he decides to get the shrapnel out of his chest once and for all, negating his need for an Arc Reactor. This takes place in the resolution, after the climatic battle with The Mandarin. Although it seems to come almost out of left field, Tony getting ‘healed’ is the culmination of his growth over the series.
     
    But hang on, if getting the shrapnel out was that easy, why didn’t he just get it out at the end of the first film? Because he chose not to. See, the cave in Afghanistan was Tony’s rebirth. In it he was forced to come face to face with his wrongs; namely that the weapons he created were being used to fight those he made the weapons for. It was during this time that Yensin, a fellow captive in the cave, implanted Tony with an electromagnet to keep the shrapnel at bay as he lacked the resources to perform adequate surgery. Tony then created the original Arc Reactor to power the magnet and the first Iron Man suit. This was his rebirth, from that moment on Tony was Iron Man. When he returns home he builds a new Arc Reactor rather than finding a topnotch cardiologist to remove the shrapnel. Why? Because this is who he is.
     
    The mentality persists into the second film. Despite the palladium in his chest slowly killing him, removing the shrapnel and negating the need for the Arc Reactor isn’t an option. Why? Because it’s part of him, as he says “the suit and I are one.” He’s Iron Man, and so he has to live with it. Does Tony want to die? No. But Tony can’t go back to his life before the cave; Tony’s the atoner. He acts in the hope that Iron Man might somehow set right Tony Stark’s wrongs. To remove the shrapnel and the Arc Reactor would be, in his mind, to renege on what he promised himself to do when he left the cave. It’s not just part of him, it is him.
     
    Iron Man 3 tackles this idea; who is Tony Stark and who is Iron Man? If his armor doesn’t work and he’s left without it, is he still a superhero? Tony has to work through these questions in the movie, he has to find a real answer to Captain America’s challenge in The Avengers: “Big man in a suit of armor. Take that off, what are you?”
     
    Tony has to learn to be Iron Man without the Iron Man armor. He spends much of the second act without his armor or the resources to build one. Back to basics, Tony is once again in the cave from the first film. Though in the first film he emerges from the cave clad in the Iron Man armor, in Iron Man 3 he emerges from the cave without a new suit of armor, just a few gadgets (he gets the Mk 42 back later). But the transformation is done, Tony no longer relies on the suit to be a hero.
     
    Iron Man 3 is based on the Extremis comic-arc which concludes with Tony injecting himself with a modified version of the Extremis virus, which basically allows him to control the armor with his thoughts. In his words, it’s so he can become Iron Man inside and out. Though Tony doesn’t go through the same process in the film, the end result is figuratively the same. Whereas in Extremis Tony essentially merges with his suit, in Iron Man 3 Tony learns that he doesn’t need a suit to be Iron Man, that even without it he can still be the hero he became.
     
    So Tony finally gets the shrapnel out his chest because his identity as Iron Man is no longer reliant on his injury. He’s gone past that; now he knows that if you strip everything away, Tony Stark still is Iron Man.
  6. 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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