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Ta-metru_defender

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Blog Entries posted by Ta-metru_defender

  1. Ta-metru_defender
    My brother's a big fan so I asked her to hold up my notebook so I could send it to him. Which I did.
     
    I also saw Andrew Garfield, Daniel Mindel, and Marc Webb. Film sets are cool, man.
     
    Anyway. I need to go edit my film now. The one that I shot in Grand Central and stuff.
  2. Ta-metru_defender
    Starting Monday I'll be starting work at the Just Salad on 8th St. I think they sell salad.
     
    On the one hand, this might mean so long to bunches of free time and stuff that that entails (like Daily Show trips, long late night conversations, too many video games, Cookies and Coloring Club).
     
    But then this means money. Which means I can buy stuff. Like the Iron Man 3 sets, ME3 DLC, a black tie, alcohol, movie tickets, gloves, and so on.
     
    Heck, I may be able to eat out now and then.
     
    But yeah. We'll see how I feel about this a month down the line.
  3. Ta-metru_defender
    Essays, Not Rants 026: Everyone’s Story
     
    If you meet me in person, chances are at some point I’ll ask you what’s your story. Who you are. What brought you from wherever you’re from to where you are what now. Because whatever the reason, it’s your story and tells a good amount about you.
     
    So naturally, when I watch/play/read something, I’m looking for a character’s story. What made them who they are? Sometimes, you don’t need a particularly deep story (Dr Horrible wants to be inducted into the Evil League of Evil, Captain Hammer is going to stop him. Easy), and sometimes just a few hints along the way tells you everything (Russell's dad isn’t around much, Han Solo made the Kessel Run in less than 12 parsecs).
     
    But sometimes it benefits us to know more about the character. To know why they are who they are.
     
    Lost went super in-depth. Every episode (at least in the first few seasons) followed a character’s life before the Island. We learnt about Charlie’s struggle with failure and his desire to be able to do something right and why Eko sought redemption so fervently. We were introduced to Locke, the broken man who wants to show the world wrong.
    We get to see the defining moments in their lives. We find out why Sawyer is so desperate to be hated, yet also why he will leap to protect someone else. No action is out of character for them since we know them so well. It’s because of the sheer amount of their backstory that we feel like we know them so well. We have their stories.
     
    Similarly, How I Met Your Mother, tells us the story of the group through the narrator and flashbacks within flashbacks (and sometimes within more flashbacks). We learn how the met each other and how they became the pseudo-family that they are. It’s their story, the boyfriends and girlfriends, the wedding(s), the deaths, and the births. We know Ted and friends as well as our own because we’ve learned their story.
     
    The trend of finding out a character’s story is one taken up by the recent Marvel films. In Iron Man and Captain America (and The Amazing Spider-Man too) we’re introduced to them as Tony Stark, Steve Rogers, and Peter Parker first.
    Steve Rogers is the scrawny kid from Brooklyn with an indomitable spirit. We learn why he’s a hero before he becomes Captain America. For us, Steve’s story is enough to draw us in. We’ve seen where he comes from, before the serum, now show us where it ends. Had we met Steve as Captain America and just had hints about him being a skinny idealistic kid, it just wouldn’t be the same.
     
    Uncharted 3 has a flashback too, to Nathan Drake as a teenager. He’s this orphan boy who’s somewhat lost, seeking adventure and wandering around. He meets Sully and we see where their bond came from. That bond then becomes the core of the story, and we care because we saw where it came from.
     
    Then shows like Community or Firefly just hint around their backstories. Telling us key events but also hinting that these people are more than just skin deep. References are made in the Halo games to Master Chief's prior exploits, To Kill A Mockingbird mentions that Atticus Finch has skills and a past that his children may never know. Hawkeye and Black Widow had quite the adventure in Budapest, Fezzik might have fought gangs for charity. Sometimes we don’t need to know what their stories are, just that they have them.
     
    When we meet a character we want there to be more than just what we see. A good storyteller often has a biography filled with things we’ll never see and maybe just get a passing reference to. But it’s the mere existence — which will usually come out in the story — that helps make them real.
     
    Point is: everyone’s got a story. So if it works for the plot (and it doesn’t always!), tell us. Tease us. Help us get to know them and make us want to follow them to the end of their journey.
     
     
    Also: buy my book In Transit! Support aspiring authors with characters who have some pretty cool stories!
  4. Ta-metru_defender
    Essays, Not Rants! 226: Excuse Me As I Geek Out About Rogue One
     
    A new teaser of sorts for Rogue One dropped and it’s the sort of behind-the-scenes sizzle reel that I go nuts for. You’ve got folks on sets, folks in costumes, folks with prop guns; all that good stuff. ‘cuz when you combine Star Wars with moviemaking stuff, you’re really going right up my alley.
     
    It also helps that I’m incredibly psyched for Rogue One.
     
    Right off the bat, there’s the obvious thing that I love the cast’s diversity. It fills my soul with glee to know that there are two Chinese actors in a new Star Wars movie, along with people from all over the place. Not just that, but that these characters aren’t just window dressing but people people. Who, based on what we’ve seen, get to do cool stuff.
     
    At the risk of sounding like a broken record (of which I have no guilt), diversity is friggin’ important, guys. This is Star Wars; it’s science fiction, not reality. I’ll hear you out if you complain about not being able to have a Japanese woman show up during the War of the Roses or a black man in a movie about the Incan Empire, but science fiction is, uh, science fiction. Especially when it’s in the vein of Star Wars; stories set a long time ago in a galaxy far far away. There’s no reason for the world to not be diverse. We’ve got aliens already, so why can’t the (presumable) leaders of the team that steals the plans to the Death Star be a woman and a Latino man?
     
    But beyond that (because there’s more to Rogue One than its wonderfully diverse cast that I will never shut up about), there’s the fact that Gareth Edwards is directing it. Which, as we see more of it and hear more about it, he seems like a great person for this movie.
     
    Which may sound a bit odd, given that his prior major filmography has been Monsters and Godzilla, neither of which are really war movies, a genre which Rogue One seems to be drawing a lot of influence from. But, what Edwards is bringing to Rogue One is a tremendous sense of scale.
     
    What both Monsters and Godzilla do incredibly well is contain an immense sense of scale. When you finally see the titular monsters at the very end they’re treated as being absolutely sublime. There’s a wonderful mixture of terror and awe that’s nothing short of memorable. Godzilla too gave the famous kaiju a special kind of awe, making him feel like an unstoppable force of nature.
     
    Star Wars has usually been about the heroes and the Jedi, the big players in the galaxy. Rogue One steps away from that and tackles more ordinary rebels (or at least the Rebellion-affiliated) in their fight against the Empire. These aren’t people who can cut a hole in an AT-AT with a lightsaber. For these heroes, an AT-AT is really bad news. This is where Edwards shines. Look at the way he portrays the AT-ATs in that first trailer, those machines are huge, destructive monstrosities. If the Empire is going to be this unstoppable military force, then this is the guy to be directing the movie.
     
    Especially since Darth Vader’s going to be showing up.
     
    If you haven’t gathered, I’m really excited for Rogue One. In part because, yes, it’s more cinematic Star Wars stories, but also because it’s a new and different sort of Star Wars story.
  5. Ta-metru_defender
    Essays, Not Rants! 255: Experiencing Life
     
    I really really liked 2013’s Tomb Raider. I wasn’t much of a Tomb Raider fan prior; Lara tended to be a little too sexualized for my tastes. Too much like if Indiana Jones had T&A than, well, an adventure story. The reboot, though, was more interested in Lara as a character than her figure. Plus, y’know, I’m a sucker for survivalist story on an island with crazy fanatics. Gameplay was a lotta fun too. So yeah, I really liked the game.
     
    Hence my disappointment when it was announced that the follow up, Rise of The Tomb Raider (…with a questionable name), was going to be exclusive to the Xbox One for its first year of release. A PlayStation man myself, this meant I couldn’t play it until, well, recently.
     
    All this to say, I’m finally playing Rise of The Tomb Raider.
     
    And I am short.
     
    Okay, so, in real life, as someone who hovers somewhere between 6’1 and 6’2, I’m considered tall. Over the years since reaching this height, I’ve gotten used to being tall. I’m the same height as Nolan North, who plays Nathan Drake in Uncharted, so there’s nothing unusual to me as I see me-as-Drake standing next to other people. It’s, y’know, normal.
     
    But when me-as-Lara stands next to someone, sometimes I’m a head shorter. Which is unusual for me. Now, sure, I may be projecting a bit here – but that’s what fiction is, it’s a two-way street; you get what you put in. So me, I suddenly felt a little vulnerable, out there in the Siberian wilderness with the only people not shooting at me these probably-friendly men a bunch taller than me. Sure, I’m Lara Croft, a dangerous woman with a bow and guns, but, well, I’m smaller. And maybe this guy underestimates me? Which in turn makes me wonder how much height affects how we perceive and are perceived. Like I said, new experience.
     
    It’s a small thing, and something I didn’t dwell on since there were deer to hunt and tombs to raid, but that’s a thing about video games, isn’t it? You get to live lives you normally don’t.
     
    In video games, I’ve carved a path of vengeance to reclaim my throne (Dishonored 2), been the customs agent for an ersatz Soviet nation (Papers Please), defended Earth from genocidal aliens (Mass Effect and/or Halo), and woken up from a one night stand trying to put together what happened last night and figure out who I woke up next to (One Night Stand). Sure, the main characters of these games may have been people not named Josh, but I was the one doing the things. They are my experiences. It’s me doing all that.
     
    Tom Bissel, in Extra Lives, declares that the big thing video games have given him are experiences, “not surrogate experiences, but actual experiences, many of which are as important to me as real memories” (182). For Bissel, he references Grand Theft Auto IV and all the stuff he got up to between missions (eg: causing a traffic jam and then tossing a grenade into the gridlock). For me, I have memories – real memories – of saving the world a few times over, pulling of a sick getaway after assassinating one of my usurpers, and, yes, feeling short and vulnerable. Video games, like a good book, let you live another life (or an extra life). I get to experience a whole new life. It’s why I love those weird indie games; games like This War of Mine where I scrounged for survival in a war zone as part of a band of survivors or Passage where I walked through a life from birth to death.
     
    And so that’s the thing about fiction; particularly novels and video games which require you to be an active participant in the narrative. You step into a new life and experience it from a point of view unlike your own; be it a little girl in Maycomb, Alabama or a treasure hunter gallivanting across the world. Read a book. Play a video game. Learn about being someone other than yourself.
     
     
     
    Live another life.
  6. Ta-metru_defender
    Essays, Not Rants! 351: Exploring Worlds
     
    I have a complex relationship with open-world games. On the one hand, it’s real neat to get to go explore a big world and do stuff. On the other, I really like the more catered, narrative experience offered by more linear games. On the other other hand, open-worlds are kinda the genre du jour for single-player video games, so I’m gonna end up playing them no matter what.
     
    But first, a definition of open-world games. The idea here is that rather than having a series of levels or stages to play through, open-world games offer players a big map to run rampant around, with various missions/quests scattered about. In between missions, players have the opportunity to explore the world, usually leading to power-ups or fun narrative diversions.
     
    My feelings probably stem from the fact that most open-world games tend to fall into one of two problems. Either the worlds, for all their massive play space, end up being kinda brining and repetitive, without too much variation in quests or landscape; or they end up with too darn much to do. I approached Metal Gear Solid V with some trepidation, given that this was a series known for excelling in linear games. I was pleasantly surprised to find a gorgeous world to explore, and missions that put the sandbox of the world to great use. There’s a multitude of different ways to achieve your goal (Sneak in? Gallop in on horseback, grab the target, and escape? Roar in, guns blazing, in a massive tank?), and so much to be found in the world that it’s overwhelming. I finished the story, and eventually had to make the decision that I was 'done' with the game and to stop trying to check every darn box. There was just so much.
     
    I’ve been playing The Legend of Zelda: Breath of The Wild for a few weeks now, and I have no idea how far I am into the game. I think I’m still relatively early narrative-wise, but that’s probably because I’m having so much fun exploring Hyrule.
     
    Breath of The Wild’s Hyrule is gorgeous, evoking memories of Horizon Zero Dawn’s post-post-apocalyptic Colorado. Which makes sense, Wild is set a century after a massive cataclysm; ruins dot the world alongside the husks of ancient war machines. It’s a desolate world, rendered in a wondrous stylized palette. It’s a beautiful world to explore, devoid of the heavy bleakness that’s made some others laborious.
     
    It helps that Hyrule is brimming with things to explore. Shrines all over the map hold puzzles and challenges that yield power ups (and are also just plain fun in and of themselves). Creatures called Koroks can be found under rocks, up trees, and, amongst others, by throwing rocks in ponds. These guys offer you seeds which in turn can be used for — you guessed it — power-ups. There’s always something new to be found, maybe just over that ridge. It could be a Korok or a shrine; maybe that group of monsters down there have a new weapon you can use.
     
    Once, while exploring, I saw a huge dragon flying in the distance. Some time later, I was exploring a region to the north and, lo and behold, there was that dragon again. I eventually got close enough to see it barreling towards me in all its fire-enshrouded majesty. And then it was gone, flying up away. The game told me very little about this dragon; the in-game encyclopedia just telling me Dinraal, the dragon, was thought to be a myth and bore no ill-will. Later, I used a scale from it for a side-quest, but there was still that awe of the sublime that finding the dragon gave me.
     
    It’s neat because that experience is almost entirely my own. It wasn’t scripted by the game, it just happened because of how and where I was exploring. Breath of The Wild is a game that invites exploration. Not just because it benefits your in-game character, but because there’s so much wonder to be found.
  7. Ta-metru_defender
    Essays, Not Rants! 181: Expository Conflict
     
    Othello really hits the ground running. The first time we see the titular character in Shakespeare’s play he’s on trial in a war room. Now, it’s important to note that this is his introduction, this is when we learn who he is.
     
    The easiest way to clue the audience in would be to just give us an infodump. Have people go “This is Othello, the Moor, who’s a general, and married to Desdemona, a senator’s daughter” in some fashion. No, it’s certainly not the most elegant way to disperse information, but, well, it works.
     
    Thing is, exposition is boring. Really boring. No one wants a huge lecture in their story, especially if it comes right at the top. Which presents a unique problem for Shakespeare in Othello, how can he bring the audience up to speed on an unusual situation without boring the audience five minutes into his play? Simple: He turns exposition into conflict.
     
    Conflict occurs when there’s disagreement. They can argue, they can fight, they can spend all day undermining each other. Conflict is also usually quite interesting. Two people going “as you know, such-and-such is whatever” is boring; an argument over whether such-and-such is whatever, however, keeps the audience interested. Now there’s tension over the exposition: Is it true? Who’s right? What’s gonna happen when one of ‘em is proven wrong?
     
    And that’s what the first act of Othello is. He’s put on an informal trial and forced to prove he is who he is. We don’t hear the story of how Desdemona fell in love with him just out of the blue, rather their story is the explanation and evidence for his elopement. It doesn’t feel forced or out of place, and it’s interesting. Othello’s reputation is on the line and we want to see what happens next.
     
    Exposition has to be interesting. Having it happen in conflict raises the tension and makes us pay attention. Compare two characters getting to know each other over coffee versus an interrogation. This is something that Lost does very well. Not only are all the characters strangers (and thus all serve as audience surrogates as they learn things about each other), but the mystery island setting has everyone tense and suspicious of one another. Secret agendas, angles, and hidden pasts make getting to know the characters exciting by itself.
     
    It’s helped along in earlier season by flashbacks which further flesh out the characters. Once again, these flashbacks, which are basically just exposition, are made interesting through conflict. Charlie’s Dad doesn’t tell him he’s irresponsible, we see Charlie being irresponsible and butting heads against people close to him which in turn affects how we see him in the present. There’s also an arc to the flashbacks which helps invest us in the proceedings.
     
    This is, of course, something that Fantastic Four did fantastically wrong. So much of the movie felt like pure exposition with no conflict to push things along. Reed meets a pre-evil Doom and the two simply, well, coexist. There’s no clash of worldview or rivalry of genius, they’re just there. I’m not asking for a Shakespearean trial; a competition for Sue’s affections would be insulting, but at the very least would be more interesting that what was essentially a series of “I’m smart,” “So am I,” “Cool, let’s science,” “Yes, let’s science.”
     
    Stories have to introduce their audience to a new world. Could be a world inhabited by friends who work at a brewery or where a Moor in an interracial marriage is on a Venetian war council; could also be a world where a kid is able to create an inter-dimensional teleporter. No matter what there's gonna be something the audience doesn't know and will have to learn (seriously, if you're doing an adaptation of Little Red Riding Hood you're still gonna have to tell us why she's going to her grandmother's). Exposition happens. It always happens. The trick is to make it work, and not bore us with it. So let's keep Othello on trial.
  8. Ta-metru_defender
    Essays, Not Rants! 271: Fast Car
     
    I really like Tracy Chapman’s "Fast Car," and I realize I’m saying this as someone who’s around thirty years late to the party. Beyond its great musicality, there’s the poetry to it. It speaks to a wanting for a life that’s more than you have, one beyond your circumstances; but also to the dashing of that dream when reality ensues. All in all, it’s a beautiful, melancholic song.
     
    Which I don’t really relate. Or more, can’t. See, I’ve lived a privileged life. I come from a home with functional parents in a healthy relationship; I never had to work to support my family or put my education on hold to care for my parents. The "I" of the song and I have little to nothing in common.
     
    "Fast Car" speaks to something deeper than the surface it transcends circumstances. It’s not hard to relate to wanting something more than you have, to wanting to drive away from your lot in life. But Chapman doesn’t just try to paint the picture of those emotions; instead she describes the circumstances that create the feelings. Instead of telling us how to feel she crafts a narrative that elicits it. Specificity lends it empathy; by describing the events in such detail, Chapman is able to really dig into that wanting. It’s so vivid, it’s real. The fast car drives from metaphor into reality.
     
    But it’s still a very particular narrative, that of a poor, black woman. It's a story about her and her experiences. So what business do I, a half-white half-Asian man who’s not living in poverty, have listening to it?
     
    Now there's the universality of art. You don't have to have lived on a boat to appreciate John Masefield's poetry. Homegoing is still a brilliant piece of literature whether or not you have any relation to the African diaspora. Good works bring you into a world and state of mind, often through specifics. It's how you make an unknown world known, how you spark a feeling that you can't describe.
     
    The stumbling block here, especially with something like "Fast Car," is adopting a narrative or set of experiences as your own. "Fast Car" isn't my story and it would be disingenuous of me to suggest otherwise. I love the song and I love singing along, but fundamentally I know it's not my song. It's the difference between appreciation and appropriation. If you were to make a video adaption of "Fast Car" and make the leads middle-class and white, you'd be completely missing the point.
     
    This is something I'm thinking through, and a lot of this rant essay is me spitballing. I was introduced to "Fast Car" (and Tracy Chapman proper) when an indie band I love covered the song four-odd years ago. Now, they didn't change the pronouns or the lyrics at all, but it's still a white guy singing. Does that fundamentally affect the song? What about me and a friend singing it a karaoke? Am I thinking about this way too much?
     
    In all honesty: I probably am. When Barcelona sings "Fast Car" they aren't making any claims to the narrative. It’s a thirty year old song and a really good one at that; maybe a cover of it costs some of its subtext, but I don’t think there’s anything, well wrong with it. Maybe it’s like reading a good book, where you get to experience another life as your own for a bit. I don’t have a point to all this, more I’m curious about the way I interact with art, especially with narratives that aren't about me.
     
    In any case, "Fast Car" is a great song, and I do really like both Barcelona’s cover and Tracy Chapman’s original.
  9. Ta-metru_defender
    Essays, Not Rants! 209: Fear of the Unknown
     
    One of the wonderful agonies I found when I started watching Lost years and years ago was the show’s tendency to show a character’s reaction to a revelation/object/monster rather than the revelation/object/monster itself. It became characteristic of the show, and something emblematic of Abrams’ style.
     
    Granted, J.J. Abrams had little involvement with Lost past the pilot, but he did work with Damon Lidelof to lay much of the show’s groundwork. Including, presumably, Abrams’ love of the Mystery Box. See, according to him, there’s a certain level of suspense and wonderment to be found in not knowing something. That there is a mysterious monster is more frightening — and in some ways more beautiful — than what it is. It’s less important what’s in the hatch than that there is one. The best horror writer is the one in your head, coming up with all sorts of half-formed possibilities for why something might be the way it is.
     
    More than anything though, it makes us want to see what’s going on. Take Predator, due to the alien’s stealth, we spend much of the film not knowing what’s killing Dutch’s squad. Simply knowing something’s out there, something we can’t see and something deadly enough to take out an elite band of mercenaries, is terror enough. Alien does the same thing, withholding a good view of the Xenomorph as long as possible, leaving us to fill in the gaps on this monster. It’s effective, so much so that finally seeing the titular alien would be a letdown were it not for H.R. Geiger’s inspired design.
     
    Point is: there’s something to be said for being restrained.
     
    Cloverfield, that found-footage monster movie produced by Abrams, is in actuality a magnificent exercise in restraint. Rather than doing what Godzilla and virtually every other monster-invasion movie does, Cloverfield focused only on a small group of friends trying to survive on the ground. There’s no sweeping shots or frantic discussions in a war room. The found-footage nature of it forces the filmmakers to keep it small and, in turn, the audience in the dark. We see the monster’s limbs, we see smaller monsters, and all the time it’s scarier because we don’t see it in full. The possibility of it all is far more frightening.
     
    Keeping in that sensibility is the not-a-but-kinda-sequel 10 Cloverfield Lane. Trapped in a bunker with a captor/savior while Armageddon might have happened outside, protagonist Michelle — and the audience — is left to fill in the clues as to what happened. We don’t know what happened outside, we don’t know if Howard is really doing this out of the kindness of his heart, heck, we don’t know what his angle is at all. That the movie is not particularly forthcoming on any of this makes every hint of malice or mystery terrifying. There’s nothing scarier than not knowing what’s going on.
     
    10 Cloverfield Lane earns this, however, by making sure we know Michelle on at least some level. We aren’t totally in the dark, we have a handle on our protagonist and thus we can react with her to all the crazy stuff going on. We have a touchstone, a constant, a frame known to counter the unknown. Without that, 10 Cloverfield would be more frustrating than gripping.
     
    Y’know, I’m not a fan of horror movies. Too much reliance on squick and pain and how downright creepifying something can be. But what 10 Cloverfield Lane, Alien, and Lost did are much more my jam. The simple fear of the unknown taken up to eleven, an implacable fear that you can’t quite put a finger on. Now that is terrifying.
     
    Also, 10 Cloverfield Lane is a dang fine movie you should check out and I wanna rant about, but won’t because the less you know the better. Like I said, it’s scarier when you know less.
  10. Ta-metru_defender
    Essays, Not Rants! 116: Feels Like It
     
    Ever played Star Wars? No, not Force Unlesahed or Rogue Squadron, we’re talking the Star Wars game, the original 1983 arcade game from Atari. It’s not the most complex game out there. In lieu of sprites the game uses crude vector graphics to give you an outline of TIE Fighters (that shoot fireballs), laser turrets, and the classic trench run. Using the yoke you fly through space, attack TIE Fighters and dodge obstacles. Like the Millennium Falcon, the game may not look like much but it’s got it where it counts. Star Wars the game feels like Star Wars the movie. You get to fly a freaking X-Wing, zipping around the Death Star and firing lasers. It controls smooth and, yes, you can also fire a proton torpedo into the exhaust port.
     
    This ‘feel,’ that an adaption must capture the spirit of whatever it’s adapting, is terribly important. A movie-from-a-book has to provoke the feeling of the book, as does a sequel. The Hunger Games needs to carry over the books’ feeling of desperate insurrection, Star Wars Episode VII has to have that sense of wonder and high adventure the Holy Trilogy had.
     
    It’s equally important in video games, which adapt reality (or semi-reality, or fantasy, or abstract ideas) into an interactive medium. While developing Super Mario 64, Shigeru Miyamoto wanted to make sure that just controlling Mario was fun, regardless of the environment. Game feel, as this is called, is crucial to gaming. Pac-Man has to respond to quick changes in the joystick and the car you’re driving should move like one too. If it doesn’t, it breaks the connection between the player and the game. That’s game feel which, important as it is, isn’t quite what I’m talking about.
     
    When you’re playing a game, particularly one adapting an established work, gameplay has to reflect that work. Like I said before, flying that X-Wing in the arcade feels like how you’d imagine flying an X-Wing would. If a game about flying an X-Wing wouldn’t let you fire proton torpedoes or make those wonderful sound effects, it wouldn’t be as good.
     
    A game that does this really well is Spider-Man that came out for the PS1 in 2000. Sure, it’s not the most graphically advanced (or even feature rich) game by today’s standards, but it feels like Spider-Man. You can swing around levels, stick to the ceiling and climb along the walls. Spidey doles out wisecracks and quips along the way as you beat up thugs and villains like Mysterio and Rhino. For all intents and purposes, you are Spider-Man. And thus the game is an absolute joy to play. Newer Spider-Man games, for all their open world New Yorks, longer playtimes, and additional features, can get bogged down in trying to find a special gimmick when, really, being Spider-Man is the biggest feature the game needs, so long as it feels like a Spider-Man game through gameplay and story.
     
    The game LEGO Marvel Super Heroes is another great example of a game that gets it right. There’s an open world New York City to explore between missions that, well, isn’t exactly accurate (the Empire State Building is not that close to the Brooklyn Bridge!), but hey, it seems like it well enough. More importantly, the super heroes feel like the super heroes.
     
    Let’s start with Iron Man. In the Mark VI, Tony can fly around (and double tapping X speeds him up with a spiffy sonic boom effect). Fighting mooks has him firing repulsors or punching aided by his repulsors. Alternately he can fire a charged blast from his chest or aim at a bunch of targets and he’ll fire rockets (y’know, like in
    ). This wonderful. Playing as Iron Man feels like Iron Man. Just flying around New York and destroying street lamps with your rockets is a pleasure. 
    The team behind LEGO Marvel Superheroes show that they love the source material throughout the game. Fighting as Black Widow can trigger finishing moves ripped straight from the films. Playable characters include all of the Sinister Six, Ms Marvel, Deadpool, and even Howard the Duck. The game is interactive fanservice, and it is wonderful. Playing the game evokes the same sense that the movies, comics, or even the culture around the Marvel property does.
     
    Games like this are great because they capture the escapism that makes the concept so great. The Arkham series lets you beat up thugs and supervillains with the smooth, restrained brutality you’d expect from Batman. Halo allows you to be an unstoppable supersoldier. Burnout Paradise gives you the thrill of racing through a city. Basically, what I’m saying is if a game’s gonna let you fly an X-Wing or be a superhero, it had darn well better let you.
     
    Further Reading: Henry Jenkins’ article on Narrative Architecture, particularly the section Evocative Spaces beginning on page 5. I may not completely agree with him, but he makes valid points that had a bearing of influence on this essay.
  11. Ta-metru_defender
    Essays, Not Rants! 359: Final Boss

    A mainstay staple of video games is the final boss. After a number of levels (or dungeons, chapters, what have you) you finally fight the Biggest Baddest Boss, the defeat of which leads to winning the game and the ultimate resolution. It’s the climax of the game, both from a gameplay perspective and narrative one: everything has led to this.
     
    It’s important that the Final Boss feels like a Final Boss, though. I love Uncharted 3, but one issue the game has is that it’s final boss, a showdown with Talbot, doesn’t quite land. Talbot hasn’t really been Nate’s nemesis, so the fight, though big, doesn’t really feel like That Big Moment. Comparatively, Rafe in Uncharted 4 spends much of the game as a foil for Nate, so fighting him is not just a culmination of the game, but also feels in many ways like Nate fighting his own inner demons.
     
    The Mega Man games, though a series that varies wildly on narrative quality, is a stellar example of mythic storytelling. This extends to its grasp of the Final Boss. After beating the eight (or so) regular bosses and going through the multiple levels of Wiley’s fortress, Mega Man has to reface the eight (or so) prior bosses one after another before finally fighting Wiley. But because you, the player, have already beaten these guys, you know their patterns and their weaknesses and will have a much easier time beating them than long before. In the lead up to the final fight you can see how much you’ve grown; now that you can beat Heat Man easily you’re definitely ready to take on Wiley. Before facing that Final Boss it’s important to remember all that came before and how now, more than ever before, you’re ready for this culmination.
     
    And guess what! The Final Boss principle applies to stories as much as they do to games. Sometimes it’s pretty obvious, the Final Boss in Empire Strikes Back is Darth Vader, whom Luke must face to complete his arc in that story. That one plays out not too much unlike how it would in a video game: it’s a hero against a villain, the hero hoping his training pays off. But it doesn’t have to be a conflict like that. Hot Rod has a Final Boss, and it’s not Rod finally kicking his step-father’s butt. It’s him attempting that massive jump over the busses: it’s his moment, it’s what the movie has led to, it’s what allows him to self-actualize.
     
    Of course, Final Bosses aren’t always so obviously so; just about any good story should have one. Eighth Grade doesn’t have much in the way of villains for Kayla to fight, but there still is a Final Boss. In a nice touch, Kayla’s Final Boss turns out to not be another girl or even the guy that tried to take advantage of her: it’s herself, from the past. When Kayla opens a time capsule she’d left herself a couple years ago she’s forced to reckon with who she thought she’d be by now. Despite not seeming like a particularly big moment it’s a profound one for Kayla that leads to a quiet resolution with her father and a renewed lease on life. It’s the opponent that Kayla must overcome to succeed. We know it’s her Final Boss because we’ve spent the past hour-plus with her, and we know how much this means to her.
     
    It’s when a Final Boss isn’t particularly clear that a story’s pacing begins to feel wonky. Alita: Battle Angel is a really fun movie that I really enjoyed, but couldn’t help but feel let down by the ending because it turns out I hadn’t realized Alita was fighting the movie’s final boss when she was; something that’s complicated by us not really knowing what it is Alita wants. Luke Skywalker and Mega Man want to defeat Darth Vader and Dr. Wiley, so we know who their bosses are. Rod Kimble wants to be a stuntman, and so accomplishing that is his Final Boss. Kayla struggles with being comfortable as herself, and so she is her own Final Boss.
    For Alita it’s not clear if the big motorball game is the titular character’s Final Boss, or if it’s the giant cyborg who’s been plaguing her throughout. Or the guy pulling the cyborg’s strings. Or the guy pulling that guy’s strings. If Alita is a story about identity (and it certainly feels like one) shouldn’t her Final Boss involve her declaring who she is? That the movie’s Final Boss happened without me realizing (and honestly, I’m still not sure who or what it was) leads to a feeling of hanging threads with the story. 'cuz man, I wanted to see Alita and the Final Boss square off!
     
    Final Bosses and climaxes are similar enough ideas, but I think I like the term Final Boss because it’s clear that that encounter is with the ultimate obstacle. It’s what the hero has to overcome to 'win,' to self-actualize. It can be a big fight or a personal reflection, but most importantly, we gotta know what it is when it happens.
  12. Ta-metru_defender
    Essays, Not Rants! 039: Final Exam: The Hobbit
     
    It’s finals time at NYU. Folks are churning out essays and cramming a semester of information in their heads. So here I’ll be doing something different (but not really): let’s look at The Hobbit.
     
    I saw The Hobbit’s midnight showing at the IMAX here. It was good, clearly. Perfect, nah, not quite. Not Return of the King, but then what is? So where’d The Hobbit go right and where’d it go wrong?’
     
    Right off the bat, it’s a great adaption. It went right for the heart of the story, then built up a proper body around it. What was the book about? Bilbo Baggins going on an adventure with thirteen dwarves and a wizard to reclaim a lost kingdom, fight a dragon, a war, and all that. The quest is still there.
    Gandalf’s adventure in Mirkwood and Dol Guldur has been fleshed out some (fitting, as Gandalf’s references to the Necromancer weren’t included in the film adaption of The Fellowship of the Ring). All this serves to give the story more weight. See, now the slaying of Smaug is doubly important due to the risk of Sauron having him on his side. The follow up to the amazing Lord of the Rings Trilogy is now an epic too.
     
    More than that, though, they built on the characters. Bilbo and Thorin especially have really strong arcs, expanding on Tokien’s work. We get Bilbo growing out of being a comfortable, boring Hobbit to the adventurer we all know him as. We see it when he’s taunting the troll, as he slowly grows confident throughout the movie, and ultimately in his actions in the tree at the end. Similarly, we see Thorin’s slow and begrudging acceptance of the hobbit into their company. The core arc of An Unexpected Journey is Bilbo’s growth and gradual adoption both of and by the dwarves. It’s crucial that this happens, due to events that happen later in the book. We absolutely need to have an attachment to these characters and their bond, else later events will have little impact.
     
    Where The Hobbit does fail, however, is in its pacing. Yes, there were plenty of burritos being thrown around, but sometimes there seemed to be a few too many. An example would be the scene with the stone giants. We’ve just left Rivendell and are about to have the run in with Gollum and the goblins in the Misty Mountains. At this point, we don’t need another burrito. There are no character moments (besides Thorin helping Bilbo back up, which could easily be added to another sequence) nor any plot development vital to the scene.
    Overall the film could have been tightened to keep the necessities without feeling draggy. Perhaps most of these issues are due to the film being stretched out into three films rather than just two. Adding bits here and being reluctant to cut others yields a movie that feels a lot like setup (rather than the essentially self-contained epics that was each entry in The Lord of the Rings).
     
    The Hobbit, like The Lord of the Rings before it, once again has a point to be made and makes it quietly but effectively. It’s about being wiling to step out of your comfort zone, it’s about finding home, and, pointedly, what exactly constitutes courage. It’s not heavy handed, it feels natural and it works. Also makes for good Facebook/Twitter/tumblr post material.
     
    But The Hobbit is not The Lord of the Rings. It’s very different both in tone and in nature. Same world, sure, but The Hangover and Saving Private Ryan are both set in The Real World and are both sixty years apart too. Point is: The Hobbit is a wonderful, if imperfect, movie. Go see, but don’t expect The Fellowship of the Ring.
     
    Oh, and for the record, the riddles in the dark scene stands out as an amazing example of both special effects and storytelling, up to and including Biblo taking pity on Gollum. Beautiful.
     
    Editors note: Will this ‘Final Exam’ post be repeated in the future? Who knows. But seeing as Iron Man 3 and Star Trek Into Darkness both come out around the time I have my next bout of finals...
     
    Also: buy my book In Transit! Support my education!
  13. Ta-metru_defender
    Essays, Not Rants! 134: Financial Teamwork

    One of my favorite things about the internet is the democratization of media. Anyone can do anything and put it out there for a wide audience. Where once upon a time either no one would see it, now you can put it on YouTube and spread it around. There’s not just an audience, there’s a mean to one.
     
    Recently, it’s also meant the ability to do bigger projects. This is crowdfunding, where a project is funding by a, er, crowd. Because hey, if there are a thousand people who want to see something happen and they all give $5, that’s $5,000 with which to do something awesome.
     
    So bands have taken to sites like Kickstater and PledgeMusic to raise money for the recording and distribution of new music; forgoing labels and all that entirely. It also gives fans a personal stake, they want the project to happen so they get involved. Then there’s the fact that it allows the band to not only have greater creative control but are also to make more daring creative choices.
     
    Similarly, moviemakers are able to make films outside of the studio system and all the hangups therein. Blue Like Jazz was finished despite initially not having enough money; Veronica Mars came back as a feature film years after the show ended. By rights, this shouldn’t be possible. There’s a way things are done. But that’s what makes crowdfunding cool; it puts the power in creators, be they for games, events, or movies. They become passion projects rather than carefully calculated business maneuvers.
     
    All this to say, I’m using Kickstarter to fund my new movie, Ghosts That We Knew. I love making movies and Ghosts is going to be my biggest one yet. I’ve got a great crew with me who are all eager to make this movie happen. I’m really proud of my script and the cast is shaping up to be something incredible. The story is one I’m passionate about and I really want to get this made.
     
    Help fund Ghosts That We Knew
     
    Yes, it’s a super-short post. But that’s cause I’m doing a lot of preproduction work and hanging out with some BZPers.
  14. Ta-metru_defender
    Today was my first day of class at New York University.
     
    I graduated from high school back in 2009. Since then, well, army, heart disease, Singapore, blah blah blah.
     
    But hey! I'm a college kid now! In New York City! At NYU's Galltin School of Individualized Study!
     
    Let's hope my education gap doesn't make me suck!
  15. Ta-metru_defender
    Essays, Not Rants! 344: First Man(liness)
     
    I’m a little tired of manly manliness in cinema. Don’t get me wrong, I’ll always have a soft spot Predator, Die Hard, or a good Spaghetti Westerns. But it’s 2018 and I’m kinda tired of that being the MO for male characters, especially manliness for the sake of manliness, like that 50s stoic, silent masculinity. In short, I’m really tired of 'traditional' masculinity, especially when it’s idolized and unquestioned.
     
    Which leads me to First Man, the new movie by Damien Chazelle, director of Whiplash (excellent!) and La La Land (ehhhhh). First Man centers on one of my favorite topics: space exploration, particularly the effort to put a person on the moon, hence, y’know, the title. I like space. I think the Apollo Missions were terribly exciting, always have — I was one of those kids who absolutely consumed space stuff. That love of space was enough to beat out my trepidation about watching another Chazelle movie after La La Land.
     
    Now, First Man is a very well made movie. It makes space travel terrifying in the best way possible, it’s claustrophobic and there is so little under your control. The movie really makes you feel that terror, and oh, it’s such a thrill. It’s such a shame, then, that square in the middle of that is Ryan Gosling’s Neil Armstrong.
     
    I don’t know much about Armstrong as a person; I haven’t read biographies and I only know him for his role in space exploration. I don’t purport to really know what he’s like as a person. I do know, however, that I found Gosling’s portrayal to be very frustrating. See, in First Man Armstrong is a very stoic character. We see him crack once or twice — in the aftermath of his daughter’s death, for example — but beyond that he’s borderline emotionless. Maybe there’s a world of emotion going on behind his face, but we’re never afforded a glance inside.
     
    Throughout the film, Armstrong’s stoicism is portrayed to the point of blandness, he doesn’t really seem to feel much (which again, could be argued away as being due to his daughter’s death, but we’re never really allowed to know) and instead his main quality is that he is a driven, quiet man. While other astronauts are bantering about space he is silently committed to getting to the moon. He’ll take part in some family stuff, but at the end of the day, he is Quiet and Manly, focused on going to space. Other astronauts dying just makes him more committed, in addition to having Manly Fear so we know he’s scared (but not too scared). Gosling’s Armstrong is the epitome of that silent, stoic, 50s masculinity, and, as far as the movie is concerned, all the better for it.
     
    First Man doesn’t say much of anything about Gosling’s version of masculinity, aside from extolling it (the other astronauts don’t have the right attitude, his wife [like all of Chazelle’s female characters] just doesn’t understand). Because, as the movie implicitly argues, Armstrong did such great things, and because he embodied this brand of masculinity, clearly it’s great. Underlying the movie is an adoration of his stoicism and drive.
     
    And I am so sick of that brand of masculinity. I’d be fine with Armstrong in First Man being a selfish prick if he got called out on it and it was recognized as being a flaw; but instead the movie loves him for it. I’d be okay if we saw some more self-doubt behind that heroic facade, but he is constantly in the zone, never weak, never emotional, always masculine. There’s no real antagonist for that masculinity to butt heads with; no warring factions for Clint Eastwood’s Man With No Name to outdo in A Fistful of Dollars, no equally over-the-top villains for John Matrix to vie against in Commando. Rather the doubts raised by his wife and friends fall like the words of a straw man on Armstrong’s manly, too-determined-to-listen ears. It’s frustrating, especially when recognized as the predecessor to the modern toxic masculinity that’s so problematic today.
     
    And it’s 2018, for crying out loud! Masculinity doesn’t have to be so narrowly defined! Consider Chris Evan’s Captain America/Steve Rogers. There’s no doubt that he’s a Manly Man; dude’s jacked, he fights for AMERICA! and is a superhero. He’s also the nicest, sweetest member of the Avengers, the one who sees the best in everyone and supports those around him. He has his doubts and questions; he’s weak at times, but he presses on. His strength isn’t so much his muscles and physicality, but his gentle heart and belief in others. Michael B. Jordan’s Adonis Creed in Creed is a boxer and the inheritor to both his father and Rocky’s legacies. But for all the machismo you’d expect in a boxing movie, we also see him doubt ridden, trying to make relationships work, and being called out on his masculine nonsense. In my beloved Pacific Rim, is Raleigh, a male main character whose primary role is providing the emotional support so other characters (particularly the Japanese woman Mako) can reach their full potential. None of these characters are any less 'manly' for these traits, rather in them we see a more complex, fuller, and more welcoming depiction of masculinity.
     
    In the same way that a feminist approach to storytelling challenges the teller to create narratives where women are given agency and allowed to appear in a variety of roles, so too does it desire an allowance for male characters to take on more interesting dimensions. If Neil Armstrong was the embodiment of that style of stoic, selfish masculinity, couldn’t First Man have explored what was beneath that outer shell? Was he a husk of a man so bound by his need to be in control? Or was there genuine, painful emotion behind it? Could the narrative have questioned whether having all that to get to the Moon was worth it, rather than ending with him and his wife reconnecting? We’ve gotta get over this old-fashioned, idealized sort of manliness. It’s 2018, there’s more than one way to be a man.
  16. Ta-metru_defender
    Essays, Not Rants! 109: For Want of a Glass of Water
     
    Kurt Vonnegut once said, “every character should want something, even if it is only a glass of water.” This piece of advice functions as a very simple and straightforward way to ensure a character has some semblance of depth.
     
    What's important about a goal? A goal gives a character purpose and gives an audience a reason to invest. In Star Wars, Luke wants to leave Tatooine. In How I Met Your Mother, Ted wanted to meet the mother (or at least we thought he did). In Pirates of the Caribbean, Jack Sparrow wants his ship back. As viewers, we want characters to want something. It’s dull if a character just exists with no want (i.e. Ted for many of the later seasons of Mother). Chuck begins with a very complacent Chuck who’s just floating through life. Receiving the Intersect gives him a purpose too.
     
    Characters then have to do something about it. Solid Snake crawls trough a microwave chamber in Metal Gear Solid 4 to stop the Patriots. Katniss famously volunteers as tribute. Taking a proactive role about their goals is what separates Katniss from Bella Swan. The former may want Edward and/or Jacob, but she just sits around; Katniss actively fights for not only her life, but for those of her friends. It’s not enough for a character to have a goal, they have to do something about it. Jack Sparrow spending two hours talking about how much he wants the Black Pearl would be a terribly boring movie.
     
    Those are the fundamentals of having a potentially interesting character. Following that we need conflict. There has to be something stopping the character from getting what they want. Harry wants to be a wizard with the sense of family and acceptance it entails, Voldemort wants him dead. That conflict of interest fills seven books. This so called ‘external conflict’ as your High School English teacher called it can be far more subtle. In The Last of Us, Joel’s goal becomes to protect Ellie whereas her goal is to make her life count. For the most part the goals don’t interfere, but when they do we get some magnificent, quiet drama.
     
    Additionally, having the protagonist conflicted makes them that much more interesting as we get to watch them change or resist it. Columbus in Zombieland already has the zombies interfering with his goal of staying alive. His emergent want to win Wichita’s heart, though, also screws with his sense of self-preservation. Suddenly, Columbus has to make a choice: what does he value more, his life or Wichita? A conflict like this forces the character to change. Columbus has always been a wimp, someone who’d rather cower than take action. His interactions with Wichita force him to nut up and grow.
     
    But what if she doesn’t get the water? Sometimes the most interesting thing to happen in a story is for the character to not achieve their goal. Tom’s goal in (500) Days of Summer is to win Summer’s heart, then to stay with Summer, and then to win her back. It’s his proverbial glass of water and what the film centers on. Tom, however, doesn’t end up with Summer. The complete destruction of his goal forces him to reassess everything and, eventually, gets him back on track to doing what he wants in life. Losing the goal he thinks he wanted reveals what he really wanted. Like a conflicted desire, it gives added layers to his character.
     
    Conversely, achieving a goal may crush the character. Zero Dark Thirty ends with Bin Laden dead and Maya Lambert successful. She’s achieved her goal, but her goal was all consuming. The film leaves her suddenly aimless and without purpose, adding a sense of somber hollowness to it all. Just as giving a desultory character a goal yields interest, so does robbing a purposeful character of hers.
     
    Wants and goals fuel stories. Look at Game of Thrones, everyone wants something, almost always at the expense of someone else. These goals breed conflict and add depth to characters. Just make it more than a glass of water.
  17. Ta-metru_defender
    Essays, Not Rants! 078: Formulaic Formulas
    Originally posted September 14th 2013
     
    There are a lot of people who, when it comes to movies, say there’s a distinct formula to how everything works. Some people blanch at the thought, others say it’s blame for the derivative nature of, y’know, everything.
     
    Well, there is a formula.
     
    Sort of: there are these certain moments you can use to plot the course of a movie’s story. Just about every good story will hit these beats. They may not always be as pronounced as in another film, but they do happen.
     
    Now, this isn’t bad. This isn’t the same plot, it’s the same moments. Campbell outlined this over sixty years ago where he outlined the Hero’s Journey in his Hero With a Thousand Faces. For my purposes (and as a way to prep for homework), I’m gonna be using what Viki King lists in her book How To Write a Movie in 21 Days mixed with what I learnt last semester.
    Let’s look at Iron Man. Because I love the movie and I analyzed it for a midterm. As the movie opens we’re introduced to Tony Stark; genius, billionaire, playboy. We’re also introduced to a central theme: Tony’s irresponsibility. Now that we’ve got all that set up, it’s time for stuff to happen, like getting shrapnel in his chest. This changes his life, so what’s he gonna do about it? Tony opts to make his life count and builds the prototype Iron Man armor and breaks out, returns home, and shuts down Stark Industries’ weapons manufacturing; thereby crossing the point of no return.
     
    Welcome to Act Two. This is where we spend time dealing more with Tony’s inner workings, figuring out who he is. He builds a new armor, continuously improving it, almost as a symbol of his working on himself. Of course, if this was all that happened in Act Two it’d get boring quick. So we force Tony to recommit to his goal. How? His weapons are still being given to the bad guys. He suits up and fights them, proving that yes: he is Iron Man, he’s done just sitting around. From here things only escalate. Obadiah Stane becomes more obvious in his villainy, leading up to where the worst possible thing happens: Tony loses his Arc Reactor and Stane goes after Pepper. This in turn leads us to the climax: Tony suits up with an underpowered Arc Reactor and fights Stane and wins. So concludes Act Two.
     
    Now we’re tying up lose ends, Tony’s alright and, in a press conference, says that, yes, he is Iron Man. And the movie ends.
    We can run Iron Man 3 through a similar break down: Tony’s introduced as an insomniac, the big issue of the movie comes up shortly after (he feels vulnerable; is he Iron Man or is the armor Iron Man?). Then his world changes: the next Mandarin attack leaves Happy Hogan injured. So Tony issues a challenge and his mansion is destroyed, creating his point of no return. Act Two begins with a broken Tony who, over time, rebuilds himself. We soon reach the midpoint where Tony recommits to his goal: he goes to the Florida mansion to continue doing the hero thing. This is followed shortly after by the worst thing possible: Air Force One is attacked, Pepper captured, and Rhody’s armorless. Then the climax at the docks and the resolution at the cliff. See? Still works.
     
    But what about a movie that’s not about fighting bad guys? Like (500) Days of Summer?
     
    Tom’s normal world is introduced by the narrator and the theme is brought up shortly after (what is love?). Then we’re given the inciting incident: Tom and Summer meet. The point of no return comes when they sleep together. From there we build their relationship, culminating in the midpoint where they break up and Tom fights with himself about whether or not go after her. The worst possible thing is portrayed to Regina Spektor’s “Hero”: Tom find out she’s engaged. The climax is Tom looking for work and Summer getting married. The resolution? The talk on the bench and Tom meeting Autumn.
     
    Movies need these beats; without the midpoint Act Two starts to sag and gets dull. Without the worst thing possible happening (even if it’s not earth shattering), the climax loses its potency. We need some semblance of normalcy for the protagonist to leave behind. It all has to happen in some form, scale, or another.
     
    Anyway, with all that done, I now have a quartet of movies to watch and break down. See you next week.
     
  18. Ta-metru_defender
    Essays, Not Rants! 210: Four Years
     
    I’ve had this blog for about four years now.
     
    Four years.
     
    And I’m pretty sure this is the first time I’ve missed my self-imposed midnight EST deadline.
     
    Why? I’ve been hard at work on my movie, The Conduits, and today marked us being half done with shooting. Which is good. In the meantime you should check out the Facebook page (linked back there) and the Kickstarter here. And tell your friends.
     
    But anyway, keeping this blog has been a real experience. Bene help at developing a voice and it’s forced me to really look deeper at some things. Especially fiction, and why we tell those stories.
     
    I want to write more today, I really do, but I’m exhausted and need to get some sleep.
     
    Expect more next week, folks; and thanks for reading these rants essays.
  19. Ta-metru_defender
    Essays, Not Rants! 360: Frickin’ Damsels
     
    The original Kingdom Hearts follows a pretty typical story structure. Boy is childhood friends with Girl and Rival. Home gets destroyed, everyone gets separated. Boy sets out to find Girl and Rival. Girl is captured by bad guys, Rival turns to dark side. Boy rescues Girl, helps redeem Rival.
     
    In the third game, Kingdom Hearts II (don’t ask about the numbering), the Girl, Kairi, winds up being captured by the bad guys again and the Boy, Sora, sets out to rescue her again. There are turns and twists, more Disney worlds, and stuff.
     
    There’s nothing really ~fancy~ inherent in the broad strokes of the games’ stories, most of the fun comes from its aesthetic of mixing Final Fantasy tropes with Disney characters and worlds. They draw a lot from the Disney canon and Saving The Princess is a big part of that whole thing. Plus, rescuing Kairi isn’t the big climax or resolution of the first game. Even after she’s rescued there’s still Stuff To Do. It’s not an excuse for damseling her, by no means, but it’s something. She also gives Sora the Oathkeeper Keybalde (which is objectively the best Keyblade).
     
    The good news is that even though she does wind up something of a damsel in Kingdom Hearts II, by the end of it she’s using her own Keyblade and fighting bad guys. That’s right, after all this time having Sora and Riku save her, now she can fight her own battles.
     
    Anyway, thirteen real-world years go by, a bunch of other Kingdom Hearts games come out and I play a couple of them. And finally, Kingdom Hearts III, the tenth game in the series (please don’t ask about the numbering) came out last month. Something teased by the prior games is that it’s been leading up to a bunch of heroes fighting a bunch of villains, one of those fighting heroes being a Keyblade wielding Kairi. Which, dope. Let’s have the Boy, Girl, and Rival fighting together against the bad guy in the kind of anime showdown I’ve been awaiting for the past thirteen odd years.
     
    Alright, here there be spoilers for Kingdom Hearts III, as I’m gonna be getting into plot details. I haven’t finished the game yet, but I’m getting real close to that final boss.
     
     
     
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