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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! 363: Captain Marvel
     
    Captain Marvel’s my favorite superhero. Well, most of the time; every now and then Iron Man noses his back to first place. But that’s beside the point.
     
    Carol Danvers first showed up on my radar in 2013’s Infinity event where she was one of the Avengers fighting bad guys in space. It all culminates with, of course, the Avengers back on Earth fighting Thanos. Captain Marvel’s one of the hardest hitters, and it’s positively epic to see her, Thor, and Hulk throwing down with Thanos. I promptly got a hold of all of Kelly Sue DeConnick’s run and the rest is history.
     
    It stands to reason that I was super psyched when they announced Captain Marvel would be getting a movie of her own. And that movie finally came out last week and folks, let me tell you, Captain Marvel is a wonderful joy of a movie.
     
    Part of what makes Captain Marvel work is how well the filmmakers nailed Carol’s character. Carol’s brash and headstrong, the sort who’ll jump first and think later. She’s also a very warm person, someone who frequently tries to do what’s right. And she’s super powerful, what with the flight, super-strength, and ability to shoot photon-blasts.
     
    Her super-powered nature gives her the same issue as writing Superman: How do you make a foe for someone who’s essentially invincible? Now, Carol has her limits, sure, but the real hook to her character comes from her flaws.
     
    Carol is someone who likes to solve problems by punching things. The natural way to give her pause is to provide her with an opponent who can’t be defeated by just punching things. The Skrulls of the movie are shapeshifters, able to assume the guise of a friend or enemy. Since it’s hard to know who’s really the enemy, fighting isn’t the solution. Instead, Carol sets out to find out why the Skrulls are here of all places, a question that, curiously, seems to be deeply entwined with Carol herself.
     
    It’s hard for me to really hash out just how a lot of this works without getting into the plot and spoilers, which, given how new the movie is, I’d rather avoid. So things might get vague here, my apologies. Suffice to say, this movie doesn’t really have a big bad the way that basically every other Marvel movie does. Sure, there are villains, but there isn’t someone who Carol has to punch into submission to win.
     
    The goal of most arcs is to self-actualize, that is to realize one’s potential. In action-y movies that’s usually beating the bad guy, whose role is to be the shadow of the hero, the question of what they could have been were things different. Tony Stark goes up against Obadiah Stane, a someone who would use Stark’s technology for militarization and power. Captain America fights Red Skull, the result of the super-soldier serum used on the wrong person. Their stories are about getting to the point where they can beat that person. In doing so, the hero proves they aren’t like the villain.
     
    Self-actualization can also come from a more quiet place, one that’s often the mark of internal conflicts. Iron Man 2 sees a Tony Stark who struggles with himself and his own mortality. Though Vanko’s the villain, Tony’s primary conflict is with himself and his self-destructive behavior. It’s only when he overcomes that that he’s able to build the Mark VI and fight the bad guy.
     
    Carol’s arc is similar; as an amnesiac who’s known only her life on Hala as part of the Kree Starforce, Earth holds mysteries for her to uncover. She’s trying to figure out why this place is important to her and, with it, who she is. Her fight is with herself, who she thinks she is, who people say she is, and who she really is. She has to first reconcile all that before she can properly fight the bad guys.
     
    Captain Marvel throws all this at our hero, with enough turns to keep her on an off-foot throughout the film. Her awesome powers are balanced with her very real flaws, and the movie successfully translates that character I love from the comics to the screen. Here’s a movie that makes the most powerful character in the MCU still interesting and flawed without compromising her character. Cheers to that, go see it.
     
    And I cannot wait to watch Captain Marvel throw down with Thanos.
  2. Ta-metru_defender
    captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel captain marvel
  3. Ta-metru_defender
    Essays, Not Rants! 339: Captain Marvel Trailer
     
    It’s happening.
     
    It’s finally freaking happening.
     
    On Tuesday we finally got a
    for Captain Marvel, a movie I’ve been looking forwards to quite incessantly since it was announced way back in 2014. And now, at long last, we’re getting a glimpse of the movie itself and what all it’s gonna be. 
    Needless to say, I’m somehow even more excited.
     
    Trailers are tricky beasts. Sometimes they give away the entire darn plot. Sometimes they misdirect you all over the place. Sometimes they’re better than the actual movie (hello, Man of Steel). A lot of the time, though, they give you an idea of the theme of the movie. You’re not gonna be given a plot breakdown, but rather the Central Question of the movie gets raised — or at least hinted at — within the trailer. Trailers for the original Avengers asked if they would be able to work together as a team, the trailer for Sorry To Bother You immediately brought to the forefront questions of race and class that the movie went on to tackle.
     
    The trailer for Captain Marvel hints at what the movie’s gonna be about: identity. It’s heavily implied in the trailer that Carol’s an amnesiac, who doesn’t remember growing up on Earth before becoming a part of Starforce. She crash lands (in a Blockbuster of all places) and, presumably, plot happens. Given the flashbacks in the trailer, it stands to reason that a major part of the movie is Carol rediscovering her roots and coming to terms with the earthling side of her.
     
    In the movie — and this is all speculation — we might end up seeing Carol, a renegade soldier as Nick Fury calls her, creating an identity for herself outside of the one she’s had in Starforce. Take the whole space ranger thing away from her; what’s left? Who is Carol Danvers? If Captain Marvel is gonna be an origins story (and it might have to be), a far more refreshing narrative is how Carol became Captain Marvel, rather than how she got her powers. As the trailer asks "what makes a(her)o."
     
    A Carol who doesn’t remember her past is an interesting starting point. In the comics, Carol sacrificed much of her memory to defeat Yon-Rogg as part of “The Enemy Within.” She pushes herself further than she’s ever gone before in an effort to sever the psychic connection between them and, in doing so, defeat the villain. Much of Captain Marvel’s adventures after that involves a lot of her trying to figure out who she is, some of it through friends helping her rediscover her identity, some of it through her friends, some of it through her own self-determination.
     
    I realize so much of this blog post is pure conjecture. All we’ve gotten has been this two minute trailer that’s been precious light on our details. Sure, there’s been vague hints about the movie’s story in the press and all, but there’s some room for guesses about the theming for narrative. And if it’s a story about identity, which it sure seems like, they made a really good choice. Because at the end of the day, Carol is the sort of person who keeps picking herself up again and again. Can’t wait to watch her discover she is and has always been that person.
  4. Ta-metru_defender
    Essays, Not Rants! 225: Catching ‘em All
     
    Like many people my age, I grew up playing Pokémon. And man, I caught ‘em all. Literally all of ‘em. At least in Yellow and Gold; I got close in Ruby and that’s where I stopped.
     
    So when Pokémon Go was first announced last year I thought it seemed really cool. Like worth upgrading my four-year-old phone for. In case you haven’t heard, here’s the skinny on Go:
     
    It’s Pokémon in real life. You go places, your phone tells you there’s a Pokémon there, you catch it. Certain landmarks are gyms where you can battle people and other landmarks give you items. Again, it’s Pokémon in real life.
     
    Now, the game is very much in its infancy. It’s a drain on battery and there isn’t much in the way of depth to the game (there is no way to traditionally level up Pokémon, which means you’ll probably find yourself releasing your starter). Then there’s the awful server lag currently present that makes playing chancey at best. A game’s not great if you can’t really play it. It’s a mess.
     
    And yet.
     
    I’ve found myself walking through Washington Square Park, looking for Pokémon with friends, and running into other people also looking for Pokémon. I walked to the Arch to challenge the gym there and, upon seeing that someone had used a Lure Module on the Gibraldi Statue, sat around there catching Pokémon with a handful of strangers. And then all of us getting excited when a hitherto uncaught Ekans showed up.
     
    I think this is where the beauty of Pokémon Go, even in its nascent state, shines. There’s an excitement in the traditional Pokémon games when a random encounter yields that one Pokémon you’ve spent ages searching for (I’m looking at you, Tauros). Same with when that egg you’ve been walking around with forever finally hatches. Go takes that feeling of success and translates it to real life. When an egg hatches it’s because you’ve carried it for five kilometers. Not your digital avatar walking around Johto, but you, in real life, walking around your town. When you, at last, finally get a Pinsir it’s because you decided to walk to Starbucks for coffee instead of spending your break inside. That joy you got in the games is made visceral. Now your ability to catch ‘em all is a direct result of your own exploring — you’re looking for Pokémon.
     
    It helps that the simple mechanics (go somewhere, find a thing, get a thing, look for a better thing) is bolstered by the pop culture familiarity brought on by Pokémon. It’s no coincidence that the available Pokémon are the original 150, the ones people my age fondly remember from growing up. There’s an appeal to the familiar, and man, it’s working — I don’t think I’ve been this excited to find a Bellsprout since I was seven. There’s an implicit invitation in the game to be a kid again, to look around your world with a wonderment because that mural on the wall could be a Pokémon Gym and there’s a Bulbasaur down that road in the West Village.
     
    Pokémon Go still has a lot of room to grow — and it’ll have to to keep people interested over the long term. But for now, just a couple days out of the gate, it’s a whole lotta simple, magical, fun.
     
    Except for those Rattatas. I am so sick of finding freaking Rattatas.
  5. Ta-metru_defender
    Essays, Not Rants! 057: Change is Good

    The TV show Chuck begun with a really simple conceit: nerdy, intelligent twenty-something stuck in a lousy deadend job in a BestBuy BuyMore suddenly finds himself with a CIA computer (the Intersect) in his brain and involved with various spy activities with agents from the NSA and CIA.
     
    Simple.
     
    The show could have very easily fallen into step; keep the perpetual romantic tension between Chuck and Sarah (the CIA agent) with Casey (the NSA one) filling the role of the authority figure. They’d fight the villain of the week and just maintain that status quo. It’d be fun, filled with great gags with Chuck and best friend Morgan or with his inability to really mesh with the whole spy gig. Instant formula.
     
    Only they didn’t.
     
    In Season Two, Chuck gets the Intersect out of his head. But then the show plays with the idea of the Intersect, giving him a new one that rather than just information, gives him skills too. So come Season Three, Chuck, now intermittently capable, is able to actually take to the field. He and Sarah become a committed couple (eschewing the will-they-or-won’t-day schtick), and Morgan is let in on Chuck’s double life. As the series continues Chuck loses the Intersect and becomes a spy in his own right, Casey softens into the papa wolf of the group (which in turn expands to include Morgan and Chuck’s sister and brother-in-law). Seasons 4 and 5 were very different from Seasons 1 and 2. The show kept its heart throughout, but allowed its characters to grow.
     
    TV’s a special medium. It’s a blend of short and long-form storytelling, one that allows for long arcs and even changing genres. Look at Lost. The show shifted gears from mostly a drama-mystery to mostly science-fiction show. But, despite the change, it remained heavily character focused right up to and during the end. Lost couldn’t have kept spinning its wheels with the castaways on the island idea, it had to develop beyond the simple idea.
     
    What happens if a show does stay the same? Look at The Office, which began to wear out its format and stories a while ago. Recently, though, the show has begun to explore its idea of being a mocumentary and, with only a couple episodes left, allow its characters to really start making big life choices (that would have them leaving Dunder Mifflin and thus the show). In this case, the show format grew to hamper the story. Anything we saw on camera had to be justifiably filmed by the documentary crew.
     
    Sometimes watching characters grow and change is good too. Look at How I Met Your Mother over the years. Granted, some episodes/storylines fall flat and nothing seems to happen, but the show isn’t afraid to let the characters grow. Barney, for example, grew from a one-note womanizer to an engaged man. Their friendship remains constant, but they’re all in different places from where they were seven years ago. ‘cuz, y’know, people change.
     
    Which brings me to Community. Here again we have a show that’s changed over the years as characters develop and relationships change. Abed has become more social and Jeff legitimately cares now. It’s not as much of a black-and-white change as in other shows, but the dynamic between characters steadily grows and shifts over time. Watching Season One makes you realize just where these characters go. It stays interesting.
     
    I find TV to be a fascinating medium with great potential. Shows like Lost and Game of Thrones wouldn’t work as a film. Long arcs play out so much better in television, especially when they’re character focused. One thing that Chuck, How I Met Your Mother, and Community all have in common is that though some of the storylines can be farfetched and goofy, the characters are always treated with a level of respect and allowed to grow over time. No matter how unrealistic the world around them can get, the characters stay grounded. The shows continue to be interesting and we really begin to fall in love with them and who they are. They change, and change is good. Sure beats pulling a The Big Bang Theory and making the same joke for years on end.
  6. Ta-metru_defender
    Essays, Not Rants! 283: Characters Like Poetry
     
    I talk about characters a lot on this blog. Okay, this blog’s been around long enough that you could say I talk about anything a lot.
     
    But that’s not the point. The point is characters.
     
    Like how in Crazy Rich Asians there aren’t really characters so much as vague ciphers used to progress a not-really-there plot, or how The Long Way To A Small Angry Planet and Mass Effect created such realized characters that you could easily imagine spending time with them.
     
    But let’s unpack this for a second. Angry Planet and Mass Effect rely on characters, the former even more so. The characters are super developed such that being able to spend more time with them serves as a valid reason to keep reading/playing. You like these people, you like hanging out with them.
     
    Crazy Rich Asians takes more of a plot-centered approach (if it had much of a proper plot to speak of). The book seems to want to explore Singapore and the spheres of the super-rich and so creates characters to populate it and push along the exploration of those themes (except the characters are kinda just there and don’t really go much further).
     
    In some ways, it’s a bit like science-fiction: here’s this weird, different culture and place (the super-rich of Singapore), now let’s drop some people into it so we can explore it. Unlike a deft science-fiction writer, though, Kevin Kwan doesn’t give his characters any traits that inherently tie them into the nuances of the strange world. They’re just rich, or an outsider, and things don’t get more complex than that.
     
    Now, characters don’t need to be fully fleshed and rounded to be real – especially in written fiction. A character can be real just from you being able to get a, well, a sense of them. You don’t have to be able to put them into words, like you could with Angry Planet, but you can still know them.
     
    I currently have a small personal initiative to read more fiction by people who aren’t white guys, particularly science-fiction. One book recommended to me was Stories Of Your Life, a short story collection by Ted Chiang. The titular-ish story ("Story Of Your Life") was adapted into Arrival, so naturally my interest was piqued – in no small part because Ted Chiang is an Asian-American science fiction writer.
     
    So, I’m halfway through Stories Of Your Life and, ugh, it is so frustratingly well written. One thing I’m surprised to really like is how Chiang handles characters. They aren’t these fully alive people you could write a profile on like in Becky Chambers’ Angry Planet or many of Timothy Zahn’s characters in Pawn’s Gambit. But they aren’t these shapeless ciphers either. Rather, we get such a strong sense of them by how they interact with each other and the world around them that they feel real, fleshed.
     
    Consider "Division By Zero," a short story that frames a relationship against a mathematical proof. The plot itself is about Renee discovering an impossible theorem, one ignites an obsession that in turn pushes her husband away. Again, the characters are somewhat vague and we only know them in their relation to the plot, but Chiang positions us, the reader, so firmly within their headspace that we know how they feel, how they think — which then becomes doubly important in the subsequent piece, "Story Of Your Life." This creates an intensely intimate space, the sort that, like a good poem, sweeps you away such that you don’t need to spend too much time understanding them. And given Chiang’s tendency for rooting his stories brilliantly complex concepts, the evocative characters let your brain focus on following the plot. Thus rather than reading like character sheets from an RPG, Chiang’s characters read like poetry.
  7. Ta-metru_defender
    While browsing Twitter after class I realized that Celebration was happening now. And there was a live stream.
     
    Couple minutes later Dylan and I had it playing on the projector in the Gallatin lounge. Then they announced that they were about to show the teaser. One of the grad students turned off the lights in the room (because who cares if a couple people are studying, this is Star Wars).
     
    Dude.
     
    Dude. Dude. Dude.
    There were cheers. There was swearing (hey, that opening shot of the crashed Star Destroyer). And there was a lot of pure joy.
     
    And Katie walked in a minute later and loudly said "Neeeeeerds."
     
    This week's Essay, Not Rant is gonna be about it, because, duh, but gut reactions:

    [redacted] YES DAISY RIDLEY SEEMS TO BE THE MAIN CHARACTER
    And she looks like she can kick butt
    Stormtroopers. Dude
    The villain looks great
    I really want Gwendolyn Christie to be in the chrome Stormtrooper armor
    FALCON
    X-Wings in atmosphere
    Look at the mood of it! It's so uncynical
    HAN SOLO AND FRIGGIN' CHEWBACCA

  8. Ta-metru_defender
    Essays, Not Rants! 161: Chewie, We're Home
     
    Every so often on this blog, I am liable to nerd the flip out. ‘cuz as a general rule, I like liking things. Also, I’m a huge nerd, and when what was basically the first thing I was a nerd about does something cool, I”m gonna be there. So let’s talk about The Force Awakens. Again. Though this time it’s less recapping and more analysis.
     
    Based on the trailer, and also what was said at Celebration, it’s really sounding like Daisy Ridley’s character Rey is going to be the protagonist of The Force Awakens, which I’m obviously excited by. It also seems like they’re building her up along with John Boyega as Finn and Oscar Isaac as Poe Dameron as the ‘new’ Luke, Leia, and Han (or Anakin, Padme, and Obi Wan).
     
    It’s cool, since one of the Holy Trilogy’s greatest strengths was its core characters. We knew Luke was our protagonist, and Han and Leia the deuteragonists. Luke had the biggest arc in each movie and was the most dynamic character while the other two had their own smaller ones and supported Luke’s along the way. There was a cohesion there that gave us a throughline through each film. So unlike Anakin, Obi Wan, and Padme who hardly ever had key moments together, the new one seems ready to establish this trinity of characters from the outset. Furthermore, one of the Prequels’ bigger narrative issues was the lack of a true protagonist. The character who should have had the biggest arc in the latter two — Anakin — ended up not doing much for big chunks of the film (while Obi Wan discovers a nascent rebellion, Anakin… falls in love with Padmé. While Obi Wan goes after a Separatist commander, Anakin… sits around on Coruscant). It’s hard to support a protagonist who’s not doing much.
     
    To that, The Force Awakens, thus far is making an effort to pay tribute to the Holy Trilogy. Besides character archetypes and dynamic, they seem geared to do this through visuals too. Sometimes this means replicating shots — the Falcon’s dodge in the derelict ship’s engine is straight out of Jedi, and the droid BB-8 looking around the corner is a dead ringer for Leia’s introduction in A New Hope. Then you’ve got the with grand epic shots and a world that reeks of an unknown history (crashed Star Destroyer!). There’s even stuff similar to the Prequels; the shot of the Stormtroopers turning round is not at all unlike the end of Attack of the Clones. There’s a rich visual history woven into the look of the new film that makes it feel Star Wars.
     
    There’s new to it too, though. The snap-zoom as the Falcon is pursued by TIE Fighters is a very Abram’s Star Trek shot (which in turn is arguably influenced by the visual work of Firefly). They’re also taking full advantage of how far special effects have come in the past few decades and giving us starfighters flying through atmosphere, which is what we’ve all always wanted but didn’t really know until we saw it happen.
     
     
    Look, I’m excited for this movie. Star Wars has been a part of my life literally as long as I can remember (no lie, one of my earliest memories is me discussing the ending of Empire with another kid in the first house I lived in — so I’d have to have been four at the oldest). It’s hard for hype not build when we see a new movie coming out by a team that’s proving themselves more and more capable with each teaser. They’re taking something old and making it new (more diversity, taking advantage of technology) while remaining true to itself (visual style, character archetypes), making a new Star Wars that feels fresh.
     
    On a more personal note, there’s this mix of wonder and craft that satisfies both the kid who saw The Phantom Menace for his eighth birthday and the twenty-three-year-old who spends his weekends ranting about superheroes, feminism, and video games.
  9. 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.
  10. Ta-metru_defender
    Saw it at the IMAX midnight, as I tend to do with these sort of things, but the girlfriend's been bugging about watching it again (which, y'know, I wanted to too). Finally found time to do so today.
     
    And hot dang. There's so much done in there that makes me jealous. Like, not budget or having a baddonkey fight choreographer, smaller choices that are genius. Like putting the camera here instead of over there, or not going straight to the reveal but panning over it to build tension (see the shot after Tony blasts Bucky away). Holy cow man, the craft of the team behind this is incredible.
     
    If I can write or direct a scene near as good as Tony and Cap's talk/argument in Berlin (the one with the FDR pens), I'll have made it.
  11. Ta-metru_defender
    Essays, Not Rants! 342: Classically Petty
     
    Don Quixote is a pretty important book, to put it mildly. Often counted one of – if not the – greatest book ever written, it’s definitely something you can categorize under Serious Literature. It’s also home to some outstanding pettiness and a magnificent take that to fan-fiction.
     
    The book was hugely popular right from when it was first published. It didn’t take too long for another writer to think there was something to this delusional adventurer and faithful pseudo-squire and write his own sequel under the name Avellaneda. Miguel de Cervantes, Don Quixote’s author, clearly didn’t take kindly to his characters being used like this, and took several shots at the unofficial sequel when his Part Two came out a decade later.
     
    Notably, Part Two sees many of the characters Don Quixote and Sancho Panza encounter both aware of and fans of Part One. The book was published in this fictional world too, and when he sallies forth on his new adventure, Don Quixote must reckon with the reputation of his fictionalized self. Not only that, but Don Quixote discovers that there is another book out there (by Avellaneda!) about him and his adventures, and this one is patently false. Quixote is very unhappy with this version of himself as it gets details about him wrong. He’s so mad about it that he ups and cancels his plans to go take part in the jousts in Zaragoza. You have to realize, that at this point in Part Two one of Don Quixote’s big goals has been to go and compete in these jousts (as a noble knight like [he envisions himself] himself would). All that is tossed aside because the fake-fictional version of Don Quixote jousted in Zaragoza and the real-fictional Don Quixote wants absolutely nothing to do with his fake-fictional self. Don Quixote (and by proxy, Cervantes himself) doesn’t want to give any credence to Avellaneda’s sequel and so the book makes it abundantly clear that Don Quixote did no such thing.
     
    That, in and of itself, would be a nice meta attack on Avellaneda’s fan-fiction, but Cervantes goes further. On his way home, Don Quixote meets a Don Alvero Tarfe — a character from Avellaneda’s Part Two. They get talking, and Don Alvero claims to be a good friend of Don Quixote, which Don Quixote says is impossible because he is the real Don Quixote. Over the course of their conversation, Don Alvero — a character originally from Avellaneda’s unofficial sequel, remember — takes back any statement about having met Don Quixote prior to this encounter. And then a notary is summoned and Don Alvero makes a sworn affidavit, because as far as Cervantes is concerned, there’s no such things as overkill when it comes to discrediting Avellaneda.
     
    Seriously, there isn’t. Don Quixote returns home, and vows to become a shepherd. That’s it, Don Quixote’s done, no more adventures with our errant knight-errant. Oh, and then, lest some wannabe-Avellaneda wants him to take up the mantle again, Don Quixote promptly falls sick, recants all his knightly desires, and dies.
     
    Yep, Don Quixote dies at the end. Spoiler. And the narrator firmly states that Don Quixote went on no other adventures than those in Part One and Part Two and any piece of fiction that suggests otherwise is a liar.
     
    That’s right, Cervantes straight up kills off his famous main character just so no one else can play with him.
     
    Look, I’m sure there’s something to be said here about Cervantes’ overly tight protection of his creation and some valid fuel for an in-depth discussion of Death of The Author as it pertains to fan-fiction and adaptations. Maybe even something about metafiction as it pertains to Don Quixote. But honestly, the whole point of this rant essay was to tell you about what a petty rascal Cervantes was. Would’ve thought Serious Literature could be so catty?
  12. 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
    .
  13. Ta-metru_defender
    Essays, Not Rants! 168: Cold War Relevance
     
    Alright. Quick one today because it’s my birthday and I have plans.
     
    I talk a lot about science fiction and how often it works as a way to commentate on current events and what not. Sometimes, it’s a lot easier to look at the interplay of fiction when it’s something that happened in the past (See: Gojira). The Cold War too, which was also when modern science fiction began to really take shape, has great influence on the stories of its time.
     
    Ray Bradbury opens his short story “The Last Night of The World” with a simple question: “What would you do if you knew that this was the last night of the world?” The answer isn’t wild revelry, rather the husband and wife at the center await the upcoming end with simple acceptance, living the last night of the world as if it were any other night.
     
    Published in early 1951, the short story tries to capture the mindset of people who have been living under the threat of nuclear annihilation for two decades. In Bradbury’s view, these people are powerless to change anything about their fate, and thus they feel that they have no recourse but to accept the end of the world. There’s little concern for a matter of how the world ends, it’s just described as like the closing of a book.
     
    By focusing so small Bradbury is able to make implicit statements about those with power. Though the short story lacks actual overt commentary, “The Last Night of The World” is an indictment against the Cold War and the associated political atmosphere. There is an undeniable link in the short story between the end of the world and the actions taken by leaders during the Cold War.From the point of view of the story, the world can only take a certain amount of guns being constantly pointed at each other before the plug is pulled.
     
    In this story, people can adapt to the constant fear of death to the point that when the end finally comes it is not so much greeted as it is all-but-ignored. Humanity can get used to anything, even if it means adjusting to a constant expectation of the end of the world. The end of the world has progressed beyond inevitability; it has become expected.
     
    Compare this to Star Wars, released 26 years later. Written and directed by someone who actually did grow up in the Cold War’s tensions, the movie disagrees vehemently with Bradbury’s message. Luke Skywalker grew up under the Empire, or at least the far reaches of it, and dreams of fighting back. He’s not resigned to his fate, rather, he jumps at the chance to do something about it.
     
    See, Star Wars has to be seen as a piece of Cold War literature. You’ve got the Death Star threatening to destroy an entire planet, reminiscent of the whole nuclear risk thing. A lot of contemporary (American) writings painted the Soviet Union as a faceless, evil, Galactic Empire-esque nation with the United States as the noble underdog espousing a rugged individualism. In light of all this, Luke Skywalker being able to rise up and destroy the Death Star is a statement that, hey, they can win. Not at all unlike how Pacific Rim is a millennial anthem, Star Wars was a generation growing up under the threat of nuclear doom saying that things would get better.
     
    Writer’s Note: Do give “The Last Night of The World” a read, it’s short and findable online. Also, I feel like there’s a connection between the Cold War atmosphere and the idealism of ‘80s movies, but that’s another post for another day.
  14. Ta-metru_defender
    Been listening to Relient K's new record more or less incessantly since yesterday.
    Gotta say, I really like it. No, not quite as good as Forget and Not Slow Down, but that's more because it's incredibly different (And FNSD is one of my favorite albums ever (up there with Vice Verses and How To Dismantle an Atomic Bomb and Scars and Stories).
     
    But I really like the differentiness. To that, "If I Could Take You Home" is an early favorite ("Don't Blink" and "When You Were My Baby" are other highlights [so are "Boomerang" and "PTL", actually]).
     
    So yeah. Different. But great.
  15. Ta-metru_defender
    Essays, Not Rants! 356: Colonialism… IN SPACE!
     
    While replaying Mass Effect: Andromeda I’m struck by one particular element of its central narrative: Colonialism. The game’s story sees a bunch of pioneers from the Milky Way, the Andromeda Initiative, arriving in the Andromeda Galaxy, ready to explore and set up a new life and all that. Turns out, their chosen chunk of Andromeda — the Heleus Cluster — is already inhabited, by the native angara and the invading kett. If the Initiative is to set up shop here, they’re gonna have to navigate relations with the other two species here.
     
    All this sounds an awful lot like a sort of colonialism redux. A technologically advanced outsider group arrives in a new place and starts throwing their weight around. Though the angara are as advanced as your typical science fiction race — faster than light travel, holograms, etc — they are also a fallen group, the shadow of a magnificent civilization laid low. There’s no doubt that they are the Other and, when compared to the Initiative and their sleek aesthetics, comparatively primitive.
     
    The comparison here is fair: although the Initiative is composed of humans from a variety of ethnicities in addition to aliens from across the Milky Way, within the narrative they are still outsiders entering into another group’s territory. Sure, it’s all a galaxy away, but it is a story that exists in our world, and so is seen through that lens. Dress the boats as spaceships all you want, colonialism remains colonialism.
     
    Of course, this is Mass Effect, a series too self-aware to blithely reenact Columbus. The Initiative is splintered, the same Scourge that brought down the angara throws a massive wrench in the Initiative’s intricate plans. The garden worlds are wastelands and attempts at settling has proven deadly. The narrative in Andromeda is changed: the colonizers aren’t quite marching in triumphant; they’re a ragtag group trying to pull it all together. The Initiative isn’t here to conquer the angara, they want an alliance.
     
    It helps that there’s also the kett, the de facto villains of the game and, narratively, the actual force of colonialism. Like the Initiative, the kett hail from beyond the Heleus Cluster. Unlike the Initiative, these guys have no use for cultural exchange. The kett are conquerors, exterminating the angara or exalting them — assimilating their DNA into their own and transforming the angara into drone-like footsoldiers. Within the context of the game’s narrative, exaltation is seen as monstrous and barbaric. On a meta level, the complete annihilation and absorption of a race seems not unlike a science-fiction reinterpretation of the conquistadors.
     
    The enemy of my enemy is my friend, and so the Initiative winds up allied with the angara against the kett. The folks from the Milky Way aren’t the colonizers, how could they be when the kett are here following a page from Cortes’ rulebook? The dynamic between the kett and the angara — along with the Initiative being on their off-foot — means Andromeda can safely tell a story about exploring colonizers without having to really confront the problematic nature of colonialism. The Initiative, and therein the game itself, is absolved of malicious colonialist undertones because the villainous kett are the bad colonizers; the Initiative is allying itself with the locals!
     
    Yet the game does fall into the trap of the White Savior narrative. No, the (human) members of the Initiative aren’t all white, and the player’s Pathfinder can be whatever race you want them to be; but just as the undertones of colonialism play out within the relationship between the angara and Initiative, so does this one. At the start of the game, the angara are in a limbo: their civilization has fallen and they’re losing a war of attrition with the kett. It’s the Pathfinder and the Initiative — and their technology — that both turns the tides of the fight and helps the angara reclaim some of their past. The Pathfinder is the outsider who helps — teaches — the natives their own ways.
     
    At the end of the day, of course, this isn’t all terrible. There is a lot of leeway afforded science-fiction, and Andromeda does do good work to avoid ascribing the more problematic aspects of colonialism to its heroes. If anything, I’m fascinated by the way this game dances around with the topic and its ramifications. Because I could just play the game, or at least that’s what I tell myself as I think way too much about it.
  16. Ta-metru_defender
    Essays, Not Rants! 077: Commercial and Literary
    Originally posted September 7th 2013
     
    There’s an interesting divide that tends to come up when discussing literature of any sort in an academic setting. That is, the divide between the commercial and the literary. What’s this mean exactly? Apparently when it comes to fiction and stuff there’s the stuff for ‘the masses’ and then the stuff that’s more for only people who would really understand it.
     
    It’s the difference between Beasts of the Southern Wild and Pacific Rim. The latter is a movie that’s geared for just about anyone, the former is a borderline experimental movie with a tenuous grasp on a story. Maybe it’s its experimental nature of maybe it’s because it seems like you have to really really get it to understand it, but Beasts of the Southern Wild has been met with awards and Oscar nominations and the like. Pacific Rim on the other hand has gotten fanboys but will, of course, be absent from any considerations of it being a truly ‘great’ film. Why? Because Beasts is literary and Pacific Rim is commercial.
     
    This is where I feel that things get weird. How do we define what’s entertainment and what’s art? On which side of the divide does a movie like Black Swan land? Or District 9? District 9 tackles the issues of race and prejudice with all the gusto of Invictus only masked in the slick veneer of excellent science fiction. Sure, District 9 was nominated, but there was little buzz afterwards (especially in comparison to The Hurt Locker). It was relegated to being ‘good science-fiction’ rather than a good movie. Because it’s got aliens and spaceships.
     
    My problem with all this is that it’s such an arbitrary distinction. Maybe it’s because true art is incomprehensible, or maybe some people just like the ability to be snobs. Way I see it, literature is literature. The best way to judge something is whether it accomplishes what it sets out to achieve (for example, Pacific Rim told a phenomenal story about canceling the apocalypse; Hereafter failed to provide a half-interesting look at life and death). Even then, it’s unfair to say one film is better than another simply because it’s more arty, more literary than another. It’s that weird thing in the library where you have the fiction section here, but the literature section over there. Of course, that’s all genre; some fiction gets written off completely because it’s in a different medium.
     
    Ah, video games. Not unlike science-fiction or movies about giant robots, video games as a whole are written off by most people by virtue of them being entertainment for kids. Never mind that there exists games like Spec Ops: The Line, Journey, or The Last of Us; all games that push and blur the ideas of games and stories, playing with their form and the stories that can be told. I’ve written about The Last of Us a few times, and it bears repeating just how great a story and game it is. Yet it won’t be considered literature (thought by all means it should be). Why? Because it’s a video game; childish entertainment. Hence: commercial, not literary; low art not high.
     
    I fully realize I’m championing a lost cause. I know Pacific Rim and The Last of Us will never be considered in the same league as A Tale of Two Cities. It just seems to be such an injustice that this distinction exists and that it’s such an arbitrary one.
    All said, I suppose it’d mean we would have to compare Sharknado with The Avengers, so there’s that.
     
  17. Ta-metru_defender
    Essays, Not Rants! 112: Computer-mediated Communi-what now?
     
    Being a big fan of his other stuff, I saw Jon Favreau’s Chef last night. It’s a wonderful movie full of heart and food porn. Seriously. That movie will make you hungry. Really hungry.
     
    It’s remarkable for more than just salacious shots of food, though. There’s the fun character dynamics and the great soundtrack. There’s the fact that it avoids the obnoxious Bad Thing Before the Third Act that’s so commonplace in comedies and other films like Chef. But what I wanna talk about is its use of social media.
     
    Oh boy, there’s that buzzword.
     
    Social media and other forms of computer-mediated communication, as it’s known in Conversation Analysis (which is a thing, and I’m taking a class on it), are becoming more and more common. Heck, you’re probably reading this ‘cuz I posted the link on my Facebook or Twitter.
     
    In Chef, the protagonist, Carl Casper, sets up a Twitter account and gets involved in a flamewar with a critic. It’s delightful to watch because of how it’s presented: we see an overlay of the Tweet box which, when sent, becomes a small blue bird that flies off screen. But what’s really great is that it’s treated not as a fad or something insignificant, but rather as a legitimate means of communication. In the world of Chef, just as in the real world, Twitter (along with texting, Vine, and Facebook) is a perfectly normal way of interacting with other people (and drumming up noise about your awesome new food truck).
     
    The TV show Sherlock and the film Non-Stop both use an overlay effect for texting and present it as a normal means of conversation. Non-Stop uses its potential anonymity and discreetness to hide the identity of the hijacker and to build tension, but it never feels like a gimmick. Characters in Sherlock, well, mostly John, will get texts during conversations. As viewers we now get to watch the all too familiar tension that comes from being stuck in one conversation when there’s another waiting in the wings. Wonderfully, Sherlock also treats texting as something people do. It’s as commonplace as phone calls and given equal weight.
     
    Texting is showing up in books too. The Fault in Our Stars has Hazel and Gus texting each other. Like in the other examples, it’s treated as a normal part of life. People text to talk. It’s a thing. The Fault in Our Stars has a very, well, contemporary, attitude to texting. It’s not a Big Deal or even some magical piece of New Technology or a sign of Declining Sociality; instead it’s downright normal. It’s not trite, it’s just a part of life. You don’t have to call someone, you can text them instead — which is often more convenient.
     
    What sets these examples apart is how well integrated they are. A lot of shows and movies either ignore the presence of cell-phones or only use them on occasion. It’s seldom to see texting and social media as integrated into a story as in Chef, Sherlock, and The Fault in Our Stars.
     
    The world’s changing. Computer-mediated communication is becoming really commonplace. Not only that, but it’s steadily being scholarly accepted as a legitimate form of communication (seriously, I read a paper on gossip in instant messaging). Yet pop-culture has been oddly slow on the upkeep. There aren’t many shows like Community where everyone’s digital lives are presented as normal, including Jeff’s constant texting and Troy’s Clive Owen Tumblr. Granted, it can be a slow or overwrought way of communicating exposition, but it can be done well and, as in Chef, it can be visually interesting. I want to see more movies, shows, and books like this; where computer-mediated communication isn’t necessarily nerdy or reclusive, where a Vine and Facebook can be a bonding moment between a father and son.
     
    Because hey, this is the world we live in.
  18. Ta-metru_defender
    Essays, Not Rants! 146: Concerning Hobbits
     
    I finally saw The Desolation of Smaug Thursday night, and with that out of the way saw Five Armies yesterday. So it’s time to talk about them as a whole, since the trilogy’s so interconnected you’d think they were supposed to just be two movies and not three.
     
    But first, it has to be said that what the movies do well, they do well. Any scene with Smaug is wonderful; he looks great and Benedict Cumberbatch turns in a fantastic performance. The bits incorporated from the appendices, particularly the White Council’s assault on Dol Guldur, work well. Then there are a handful of scenes with Thorin, Bard, and the other major players that echo the drama of The Lord of the Rings. Lastly, Bilbo, of course, is terrific.
     
    Which makes me wish we had more of him in his movie. There’s a protagonist shift during the trilogy and by Five Armies Thorin has taken over from Bilbo, who’s fighting a losing battle for the role of deuteragonist against Bard and — of all characters — Legolas. This causes a change in the narrative, from it being about a Hobbit stepping out into a larger world and instead one more heavily focused on politicking and warfare. In doing so the film loses a lot of the book’s heart.
     
    Accentuating the divide is that many of the films’ additions do nothing don’t help. Much of the changes made to The Lord of the Rings added; Faramir’s temptation and Aragorn’s self-doubt accentuated the questions of choices and hope, for example. But in The Hobbit they bog the film down.
     
    Tauriel is particularly frustrating. On the one hand, a female character is a welcome addition to the film, yet she’s a narratively unnecessary. A voice of dissent among the elves could easily be conveyed through Legolas (in his odd being of a main character rather than cameo), leaving her in the tired position of a love interest. This already troubling scenario is exacerbated by her being thrust into the center of a lackluster love shape that is sometimes, albeit inconsistently, a triangle. All this contributes to her feeling like a straggler, just there to add some romantic drama while engaging in ridiculous Jedi-esque combat alongside Legolas.
     
    Some of these problems can be attributed to the decision to split the film into three parts, reshoots for which included adding in the love triangle. But most noticeable is the weirdness it gives the pacing. The meeting with Beorn is a short, but strong moment, one that would feel the right length were it part of a single film or even in a duology. But as part of a trilogy as inseparable as this (compare it to Rings, where each movie felt whole on its own), it feels like a blip that’s easily forgotten. This isn’t a major problem with a part like Beorn, but it’s when the same issue applies to Thorin’s growing greed that it becomes particularly painful. Not enough of the three films’ collective runtime is spent with Thorin’s madness. It feels so sudden given all the time it takes to reach it, and his redemption too comes too quickly. It feels like more time is spent on the battle (which is a short blip in the book) than Thorin’s personal conflict. Again, time is relative, and when a story stretches out as long as this, there needed to be more time given to moments like these. The story couldn’t breathe. Too much was happening too quickly, too much of which added nothing to the central narrative.
    The Hobbit is not a complex book. Even when Gandalf’s adventures are added in, it’s still a straightforward enough story about adventure and avarice. The films are best when they keep to that, and worst when they stray. I’m looking forward to the inevitable fan-cut where it’s turned into a single film or duology; all the fat excised to leave the core of the story on full display.
  19. Ta-metru_defender
    I've been wondering why this latest season of Game of Thrones hasn't felt as enticing as usual, why it feels a little meandering-y. And I think it may be because of a lack of conflict? Last season had clear bits: Tyrion and Varys were going to Meereen (politicking their way there), Jon Snow was trying to save the wildlings (against Alliser), Jamie, with Bron, was trapped in boringland trying to get his daughter-neice back (against the boringones).
     
    This season hasn't had that much of a conflict yet. Sansa and Jon have been doing their thing, Arya's moving in circles, etc. No conflict has lasted more than one episode, besides Daenerys's (which has been without the rest of her crew) and the King's Landing politicians verses Sparrow one. Even Littlefinger (who's the best) has just been politicking in circles.
     
    Basically, GoT needs more friggin' conflict.
  20. Ta-metru_defender
    Essays, Not Rants! 153: Control in The Avengers
     
    I’m working on an essay for school this weekend (seriously, when aren’t I?), and once again I find myself needing to practice analysis and stuff. And because this is me, I’m doing it about something fun.
     
    Manipulation and control of people play big roles in The Avengers. Loki’s staff gives him the ability to outright control minds, the bloodied Captain America cards are Nick Fury’s subtler means to get the Avengers to team up. A lot of the film’s runtime has characters competing to be the one in charge, to be able to control the others.
     
    This is probably most visible in the characters and dynamic of Natasha Romanov and Bruce Banner (or, y’know, Black Widow and the Hulk). When we first meet Natasha she seems powerless: she’s tied up and being interrogated by some Russian mobsters. We quickly find out that this is exactly where she wants to be as she reveals that she’s been using this to get information out of them before effortlessly beating them up. Natasha is used to being in control and around those she can manipulate or overpower, often by seeming like the one who isn’t in control at all.
     
    However, the next time we see her she’s recruiting Bruce Banner to the team. She’s in a position where losing control of a situation could mean Banner hulking out and plastering the room with her. Her wariness of Bruce, which becomes more evident as the story progresses, stems from her inability to control him. Finding out it’s her job to get Bruce on their side is enough to make her stop in her tracks, when confronting Tony Stark — who isn’t a huge fan of hers after the events of Iron Man 2 — hardly elicits a reaction. She can even get Loki to reveal his plans to her — even if he does get under her skin — but she can’t talk down a Hulk.
     
    Bruce Banner’s own arc similarly deals with the question of control. Central to his character is the ability to keep the Hulk in check. If he loses control of his emotions he hulks out and risks being an uncontrollable rage monster, which, as Natasha points out, he’s “…been more than a year without an incident. [she doesn’t] think [he wants to] break that streak.” Bruce is a man who by necessity must always be in control. Not only his internal conflict, but his interactions with others too is colored by this theme. Aboard the Helicarrier is a chamber designed to contain him should he suddenly pose a risk to the safety of those aboard. Even those who want him around want to keep him check, want to stay in power over him.
     
    All this comes to a head at the midpoint. The team has fallen out, Loki’s people attack, and everything goes sideways. Banner is a victim of this chaos and the monster he’s been hiding is released in a fit of blind rage. Natasha is the one who first faces the Hulk and there the the Avenger who’s power is founded on being in control is suddenly powerless to the one who is uncontrollable. For Natasha this is terrifying; she has no angle to control the Hulk. Banner, meanwhile, has been rendered helpless. The team’s low point sees both of them bereft of control.
     
    By the time of the climax, however, things have been reversed. Natasha, after a heart-to-heart with Clint Barton, is coming to terms with not always having the upper hand. Bruce, meanwhile, has been assured of his latent heroism (the security guard tells him lack of hurting anyone was due to “good aim”), and returned to the team. As they face down what looks to be certain doom, Cap looks to Bruce and says:
    And then we know that Bruce has control over his Hulk and this time, when he transforms, it’s far less painful and far less wild than before. It’s not so much a curse as it is a blessing.
     
    Now, control plays a role for the other Avengers too. Tony Stark and Steve Rogers both play opposite sides of a coin, first is impulsive, the other disciplined. Clint spends most of the movie under Loki’s thrall. Thor, perhaps, might be the one with little personal investment in control (though an argument could be made about his relationship with his brother being one that Loki uses to manipulate him). All this to say, control is obviously a major theme in The Avengers, but it’s in Natasha and Bruce that the conflict takes its clearest form.
  21. Ta-metru_defender
    Essays, Not Rants 041: Cortana, Chloe, and Changing Trends
     
    Cortana has always been my favorite character from the Halo games (after whom comes Buck [‘cuz he’s Nathan Filion] and Noble Six [‘cuz he’s me]). Ever since she told Guilty Spark to sod off in the original game, I’ve been sold on that blueish AI.
     
    Oh yeah, shoulda mentioned that. Despite Cortana being depicted as a nakedish blue young woman, it was her character that won me over. She’s a sarcastic, forthright AI determined to help Master Chief achieve his goals (even if that means calling him out). She’s a fleshed out character in a first-person-shooter: and she’s a she!
     
    Now, Halo 4 delves into Cortana and Chief’s relationship and the effects of her impending rampancy (that is, where AI’s accumulate so much data that they think themselves into inefficiency). This is heavy stuff; it’s emotional. Of course, heavy emotional scenes get lost on a lot of people when they’re delivered by a nakedish blue young woman.
     
    Well, no.
     
    For the most emotional scenes, 343 Industries employs careful framing. The scenes where Cortana gives her soliloquies are shot so we mostly see her from shoulders’ up. Sorry kid, no eye candy right now: this is drama. In a game whose fanbase is made up of teenage boys, Halo 4 is saying “look at her face, listen to her voice: this is important!” Cortana’s even been remodeled to look more womanly and less like a pinup in her fourth game. She’s no less attractive than in her previous incarnations, but she’s not being sexualized. And 343 isn’t going to give you the chance.
     
    If anything, Cortana is made to appear vulnerable. Where Chief is a supersoldier in a suit of armor replete with guns and shields, Cortana is an AI construct whose avatar is just as bare as she is. Halo 4 uses Cortana’s sexuality to make her vulnerable, to make the player strive to protect her. So there’s no slow pans over her any more than there are over Chief. Again: she’s not being sexualized.
     
    Sometimes it seems that any woman who shows up in a piece of visual media targeted at men must be sexy. Mass Effect goes a long way towards giving us developed characters, though for some reason almost every vaguely-human female character you encounter is uniformly busty (though most men you encounter are rather built, so Bioware’s fair, I suppose). Except Jack (who’s less busty), but then, she’s a bald, tattooed superpowered psychopath who’s not really meant to come off as sexy (which brings up a whole host of issues).
    Female superheroes’ costumes tend to consist of a few convenient strips of fabric. For fantasy characters, armor is either nonexistant or astoundingly well fitted. Interestingly enough, one of the few things Snow White and the Huntsman (a film arguably targeted towards women) did right was giving the heroine a normal breastplate rather than the more typical boobplate. Compare to some of the entries in the Final Fantasy games where, well, that armor doesn’t do much in the protection department. Fanservice has its place, but after a while it gets stupid.
     
    But for every Soul Caliber or Dead or Alive Xtreme Beach Volleyball a game like Uncharted or Halo 4 comes along where women are more than eye candy. Are Chloe and Elena still attractive? Yep; but that’s not the point.
     
    Maybe people get sexualization confused with sexuality. Chloe from Uncharted 2 is certainly a character who knows she’s sexy (as is evidenced from her second scene up to her goodbye). But Naughty Dog doesn’t make it her sole characteristic. She’s got her own agenda, she’s constantly looking for a simple solution, and — get this — she wears normal clothes. Sure, Chloe’s an attractive character, but at no point is she objectified by it. She’s got a sexuality to her, but she’s not sexualized.
     
    Let’s be frank here though; sex sells. Dead or Alive Xtreme Beach Volleyball probably gets a lot more revenue than other volleyball video games due to it featuring scantily clad women. But every so often something’ll come along that takes the high road. And it’s becoming more often due to the expanding appeal of genre films and video games to women. Sif in Thor notibly doesn’t have a boobplate as part of her armor, Captain Veronica Dare in Halo 3: ODST has a virtually indistinguishable armor from the guys’. Lara Croft in the new Tomb Raider is noticeably more, well, normal than her previous iterations.
     
    We’re getting there. The trend’s changing. Slowly. But it is.
     
    And Cortana will always be my favorite Halo character.
  22. 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.
  23. Ta-metru_defender
    Essays, Not Rants! 297: Crossing Animals

    Fetch quests occupy a strange space in video games. They aren't strictly great quests; you talk to an NPC, and then they have you get something for them, or bring something somewhere else. They're usually uninspired and are a transparent effort to pad out the game’s length. Mass Effect: Andromeda mines hours upon hours of gameplay by having the player go to a different planet, talk to someone, and return (for a reward!). Point is, they ain't great.
     
    And yet, there's Animal Crossing: Pocket Camp.
     
    I downloaded the game to my phone cuz a lotta people were downloading it, knowing nothing about the Animal Crossing games except there are animals that crossed and something about decorating houses. I fired up the game and found myself put in charge of a campsite (which I can decorate!) and told to befriend visiting animals and invite them over to said campsite.
     
    Simple enough.
     
    Befriending these animals, however, is a matter of talking to them and… fetch quests. Jay wants two squids, Filbert wants an assortment of fruits, and Apollo has developed an affection for butterflies. If you bring their desired items to these animal crossers they in turn give you bells (money) and resources like wood and cotton you can then use to craft new furniture for tour campsite. This furniture, besides looking nice, is also used to lure invite animals to hang out at your campsite.
     
    Animal Crossing: Pocket Camp is all about fetch quests. Just going somewhere, getting something, and giving it to someone.
     
    And yet, it is such calming fun.
     
    Part of this is due to how gentle the game is. Pocket Camp doesn't have you fighting monsters, you just shake fruit off trees or tap butterflies to catch them with your net. It's easy enough to amass such a stock of items that more often than not, you'll already have what your animal friend is looking for.
     
    But there still a sense of accomplishment upon completing a task. The animal smiles and claps, thanking you profusely. It's a bit of an overreaction, but you still did something. There's the idea that you're getting stuff done, and that getting said stuff done is appreciated by people, er- animals, who call you friend.
     
    What really makes Pocket Camp work, though, is summed up in those darned cute animals. Pocket Camp’s simple mechanics are delivered with a very friendly theme. There’s no fighting monsters, but nor is there much in the way of any conflict whatsoever. You’re all just kinda get along. It’s utterly non-threatening, presenting a harmonious world where idyllic days are spent fishing and foraging and thinking about food.
     
    And so it’s wonderfully calming. There’s no frenetic need to get stuff done, you can do stuff at your own pace and still have that sense of accomplishment. Like The Sims, you’re able to set your own goals within the parameters (do you want to upgrade your camper? Make a dope hangout? Stockpile a horde of Bells?) and go after them (though without the threat of starvation and/or setting yourself on fire). Again, Pocket Camp is a game to relax. Not blow off steam: just chill out.
     
    I think it’s, in that way, a kinda important game. Sure, it’s not saying Something Bigger About The World, and it’s hardly a brain-bending puzzle game. It’s a game where you do stuff, simple fetch quests though they may be, and be rewarded and affirmed for it. Without deadlines or consequences, Pocket Camp feels very much like a safe space to escape to in the middle of the day. Proof that you can get something done and that Ketchup the duck is really happy you did.
  24. Ta-metru_defender
    Do we call 'em pilots? Like is the first episode of a Netflix series a pilot? I mean, by virtue of the way Netflix does their shows it wasn't commissioned to see if the show worked so...? How much of classic television parlance carries over into new distribution methods?
     
    Anyway.
     
    Dude.
     
    Dude. Dude. Dude.
     
    Lot to say. Action is impeccable. Dude.
     
    Also really digging the very different tone; how it's gritty and dark, but not overbearingly so. It's doesn't feel washed in grimness, there's still pathos and joy and everything in between (even levity!), yet still able to bring the grit and the blood and the grime.
     
    It also feels very New Yorky. I've a friend who lives in H–, uh, the Kitchen, and it's fun to see that part of Manhattan, albeit recovering from an alien attack and not gentrified.
     
    So I'm stoked. To watch more of this series (dead god do I need more free time), but also for the rest of the Defenders. Man.
     
    Also, Charlie Cox spoke in a friend of mine's class and is apparently a "real legit dude" so there's that too.
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