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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! 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.
  2. Ta-metru_defender
    Essays, Not Rants! 117: In Defense of Michael Bay
     
    Michael Bay gets a bad rap. His movies are criticized as being low on plot and depth with anything worthwhile being substituted with mindless explosions. His characters are either terribly dull or more resemble caricatures than actual people. Also, sometimes they’re Megan Fox. Michael Bay makes movies that, when boiled down to it, are just excuses for big action set pieces that feel ripped from a lousy Saturday morning cartoon.
     
    And, way I see it, most of those are reasons Michael Bay is excellent at what he does.
    
Some storytellers are known for having very particular styles. Joss Whedon is known for strong women and witty banter. Chris Nolan’s films are often told in a non-chronological fashion. M. Night Shymalan has his twists. If you watch one of their movies, you know what you’re in for. A Quentin Tarantino film is going to be ridiculously violent and have women’s bare feet. A Tarantino movie isn’t bad whether or not you like his over the top violence, rather it’s a vital part of what he does.
     
    This goes for Michael Bay too. Transformers never claimed to be more than a story about giant robots beating up other giant robots, though some humans got in the way. This issue was rectified in the third one where the human-to-robot-action ratio is much better and, way I see it, Transformers Dark of the Moon was all the better for it.
     
    See, Michael Bay, like Whedon, Nolan, and the others, has his trademarks: explosions, ‘Murica, and butts. You know what you’re getting into when you watch one of his movies. Pain and Gain was a mess of storytelling. However, it had everything you’d expect from a Michael Bay film: things explode, there are American flags a plenty, and lots of poolside shots. Pain and Gain’s failure wasn’t inherently in any of those three things, it was in it trying to be more than what it was. It’s hard to fit a moral conundrum and a descent into darkness in a movie that feels plain goofy.
     
    Most of Michael Bay’s movies — particularly the often derided Transformers series — never try to be more than what they were. The first Transformers was a typical coming-of-age film (which it pulled off alright) with giant robots (which it pulled off better). It had its off beats, but when it came time to do what it set out to do (giant robots) it excelled. Revenge of the Fallen had a ridiculous story, but great actions scenes. Dark of the Moon was overwrought but, again, I saw it because I wanted to see giant robots beating the stuffing out of other giant robots while laying waste to Chicago. That’s all I wanted.
     
    I don’t go into a Michael Bay movie expecting a deep plot and to have something to stick with me afterwards. I go into a Michael Bay movie to turn off my brain and see flashy colors (which are often explosions and, lately, giant robots). If I want both, I’d watch Pacific Rim, which layers its Saturday-morning action with much deeper character and subtext. But, if I want to see Optimus Prime charging into battle on top of a robot dinosaur while brandishing a broadsword, well, Age of Extinction seems the right choice.
     
    Some movies aim high and succeed (The Avengers), others aim high and fail horribly (Hereafter). Then there are some movies that have no idea what sort of movie they are (Need for Speed). Then there’s most of Michael Bay’s filmography: his films have no illusions about what kind of movie they are. His movies are big, dumb action movies. And all the better for it.
  3. Ta-metru_defender
    Essays, Not Rants! 150: The New Western
     
    The superhero genre – since it’s become a genre unto itself and not a subset of science-fiction or action – is really taking off, in case you haven’t noticed. Between Marvel Studios putting out two movies a year, DC’s big plans to do big things, and the companies Marvel sold characters to over the years trying to make good on their investments. It’s big.
     
    Some articles I’ve read online have likened the superhero genre to the western. It sounds a touch farfetched at first; the western’s about cowboys and lawless towns, superhero flicks are about people in costumes and their derring-do.
     
    But the western is also in some ways a morality play. You’ve got the good cowboy and the bad one, the white hat and black hat. Good versus evil. Same with the superhero genre. Dark and brooding as Batman is, he’s fighting for good. The X-Men want acceptance and coexistence, as opposed to the Brotherhood’s want to dominate. Robert McKee’s description of the western; “a mythical golden age for allegories of good versus evil,” works equally well for the superhero.
     
    The western was immensely popular for a period of time, with some of the earliest movies ever made showing shades of the genre. These films, particularly the ones most remembered (which I’ve found out are considered revisionist westerns, as they deconstructed a lot of tropes of the westerns that came before), feature elements that can be reliably found across the board. You’ve got the desolate town on the edge of civilization and the duel at high noon, for example. There’re the themes of lawfulness and lawlessness and doing wrong to do the right thing. Conventions are expected.
     
    Likewise, the superhero genre, now reliably bringing in millions of dollars at the box-office, is arguably the closest thing we’ve got to a sure thing. Until recently, the structure and set up of superhero movies were reliably similar to one another. You had the hero getting powers, the hero figuring out what to do with his (because face it, just about every lead in a superhero film has been male) newfound powers, rises to the mantle of his responsibility, then goes to fight the villain who’s often a byproduct of his own call to heroism. Usually, if we’re watching a superhero movie, be it Batman Begins or Iron Man, we know what we’re getting into – and we’re watching it for that.
     
    There’s the argument that the western afforded greater flexibility. Simpler sets and lower budgets meant just about anyone could take a stab at it. With a great range of voices involved, the western offered diverse takes on the themes of the genre which allowed it to grow into the esteem it holds today. The western could be about someone audiences had never heard about and would still be engrossing.
    But superhero movies need massive budgets for intricate special effects and they need the comic book source to do well. They’re tied to studios and the money they afford, strangling out creativity and voices in favor of rolling in the dough. Hence the formula.
     
    …right?
     
    See, here’s where I think the superhero genre’s moved forwards, maybe even more so than the western. And I’m not talking about the smaller, independent ones like Chronicle; I mean Marvel’s tentpoles and the like. Over the past few years, we’ve seen superhero films going past what we’re expecting from them. The Winter Soldier was more like a spy thriller than your usual superhero set up; The Dark Knight was a crime movie; and Thor has heavy shades of fantasy. They remain expensive, but the movies show thematic and stylistic variance.
     
    Guardians of the Galaxy may be most emblematic of superhero movies going forwards. For starters, Star-Lord and the others were hardly household names when the film was announced. The majority of the film’s audience wasn’t going to the movie because of the recognition of the name. Then Guardians hardly followed the typical superhero plot, eschewing it instead for the space opera. So here’s a superhero movie that feels very much unlike a superhero movie, yet still is one. Why?
     
    At its core, Guardians has that central theme of a superhero film: good versus evil, where the hero has to overcome their flaws to defeat the villain. At the end of the day, that’s the kernel of the genre. Unlike the western, however, superhero films have a lot more flexibility setting-wise with how to explore it.
     
    So here we are, on the verge of several, several new superhero movies over the next few years, with a big concern being that we’re gonna grow tired of them really soon. But give the genres similarly to the western, the western’s staying power in its heyday, and the comparative flexibility of the superhero film; I’m thinking we’ll be alright.
  4. Ta-metru_defender
    Essays, Not Rants! 317: Letting Lara Down
     
    I was pretty excited for the Tomb Raider movie that came out a couple weeks ago. I’m a huge fan of the game it was based on, the Tomb Raider reboot that came out in 2013. The game was an origin story for Lara Croft, one that gameplay-wise took cues from the Uncharted series it had partially inspired but then been eclipsed by. One thing I really liked about the game was how it made Lara less of a sex object. Gone were the catsuits, short shorts, and crop tops; in were the khakis and tank top (it mayn’t sound like much on paper, but the difference is marked). In addition, the game turned Lara into a survivor; shipwrecked on a mysterious island, she hunts for food, searches for her friends, fights bad guys, and uncovers a mystery. If the movie could capture that then we were in for a ride.
     
    And, well, it kinda does, but more than anything the adaptation really plays down its women. Which is as frustrating as it is odd.
     
    Heads up, we’re getting into the nitty-gritty of plot here, so spoilers abound as we dig around.
     
    Let’s talk Lara, since she is, after all, our protagonist. In the film, she’s a down-on-her-luck heiress who can’t receive her fortune because she refuses to sign the papers confirming her father is dead. She’s a courier struggling to make ends meet who only ends up going on her adventure when circumstances force her to her inheritance and the discovery of her dad’s research into the mythical island of Yamatai. There’s nothing quite bad here (except that pacing-wise this takes up a solid third of the movie); it’s honestly fairly typical as far as hero stories go and all that. But it really does the Lara of the 2013 video game a disservice.
     
    Lara, in the game, is an archeological grad student; so right of the bat Lara is presented as being both intelligent and educated. She’s clued in on the myth of Yamatai by her college friend Sam Nishimura, who herself is a descendant of the Yamatai people. Lara’s subsequent research convinces the Nishimura family to fund an expedition looking for Yamatai and to find the fate of its mysterious Sun-Queen, Himiko. In the game’s version of events Lara is given a lot more agency in the story. The expedition to Yamatai is of her own design, not something she takes on from her father. So not only is Lara an archeologist by trade, but she’s one competent enough to make an expedition happen. You could argue that the movie makes her more relatable, but Indiana Jones is a university professor and no one says he’s unrelatable.
     
    Within the different backstories is a key difference: Sam. In the movie, Yamatai is something Lara investigates because of her father. The game positions it as something she’s into and found out about because of a (female) friend. Look, there’s nothing wrong with a young woman going on a quest to find her father (heck, it’s a trope I’m fond of), but the game’s plot both shows us a Lara with more agency and offers a version of events where Lara’s quest doesn’t revolve around a male character, rather displaying the friendship between two women.
     
    And without Sam, we’re also without a lot of what makes Himiko interesting. In the movie, she’s a long-dead queen with a disease that, when infected, makes people disintegrate, and so was sequestered away on Yamatai. The Himiko of the game, however, was a supernatural queen who ruled Yamatai with an iron fist, transferring her soul into younger bodies to gain a sort of immortality. When a rogue successor took her own life rather than be a host, Himiko was trapped in her body and her kingdom declined. Along comes Sam centuries later, and Mathias (who’s the main antagonist in both versions) wants to offer her up as a new host. So it’s up to Lara to save the day. Once again, the game, by being a little more over the top, has a narrative with a lot more women doing stuff. Himiko isn’t Plague Victim Zero, she’s an immortal queen who was thwarted by a brave young woman. The present day sees Lara saving her best friend and putting to rest a vengeful, weather-controlling spirit. In the movie it’s Lara’s father who, once infected, blows up himself and Himiko’s remains. Lara still stops Mathias in the movie, but she’s given one less thing to do.
     
    Look, the movie’s flaws are plenty and they mostly fall into the realm of plotting and structure. But the 2013 reboot of the Tomb Raider franchise offered a new vision of Lara Croft and her mythos, one that featured a new rendition of Lara that was surrounded by other women of note. The film offers a perfectly fine Lara, but she’s a far cry from the one in the game. Like I said, it’s frustrating to see a movie take a narrative that’s so female driven and, well, take away its women’s agency. The source material was so rich; had so much going for it. And yet. Here we are. A decent enough strong female protagonist who could have been so much more.
  5. Ta-metru_defender
    Essays, Not Rants! 097: Gamey Education
     
    For some reason, my high school World History teacher saw it fit to skip over the entire Ottoman and Byzantine Empires. This thus left me with the general feel that those empires were a completely disposable era of history. That’s high school in South Carolina for you.
     
    This all changed when I begun playing Assassin’s Creed: Revelations.
     
    The basic conceit of the Assassin’s Creed series is built around genetic memories; that is the idea that your DNA has the memories of your ancestors and, if you’re lucky, your ancestors were hooded assassins. You spend much of the game romping around Crusades-era Jerusalem, Renaissance Italy, or Revolutionary War-era USA (depending on the game). What adds to the fun of stabbing soldiers in the back is the attention to detail the team at Ubisoft put in these games. Landmarks — both famous and less so — are rendered in game for your scaling pleasure. Not just that, though, every landmark/city/person of note you encounter is accompanied by a database providing a quick rundown of the Hagia Sophia/Boston/Cesare Borgia.
     
    So back to the Ottoman and Byzantine Empires. Revelations follows Ezio Auditore as he travels to Constantinople and his exploits therein. You’ll encounter a young Suleiman the Magnificent, Selim I, and Sehzade Ahmet, among others. Investigating the surroundings in Constantinople reveal those afore mentioned database entries and bits of history. Steadily, you begin to put together a functional history of the Ottoman Empire as well as the remnants of the Byzantines. Or, in my case, everything I know about the Ottoman Empire I learned from Assassin’s Creed: Revelations.
     
    This is something that makes the Assassin’s Creed series relatively unique: they’re history lessons. Sure, the main plot of the game seldom revolves around real life incidents, but bits of actual history find their way into the plot (eg: how horrible the Borgias were). These games are decidedly not educational games, but by immersing the player in the world, you wind up learning stuff anyway. You’re able to recognize places like the Rose Mosque and the Basillica di San Lorenzo since you use them to navigate the city. Figures like Niccolò Machiavelli stick in your mind because of their importance in the game. You’re not so much taught by the game was you are immersed. You’re learning by doing.
     
    There’s another game I’ve been playing a lot this past week; Kerbal Space Program. It’s an independent game by Squad wherein you run, well, the Kerbal Space Program. What makes it different is that it’s a bizarrely realistic space simulator where getting into orbit requires managing thrusters, detaching stages, adjusting your angle of ascent, and paying attention to your apoapsis and periapsis. You also learn what words like apoapsis and periapsis mean.
     
    Kerbal is more intense than Assassin’s Creed in it’s ‘educational’ department. In order to be half-decent at the game you are forced to learn these concepts. Even if you’re not exactly clear on the math —and if you’re me, then you’re definitely not clear on the math — you wind up with a working understanding of stuff like thrust-to-weight ratios and atmospheric drag. Why? Because you have to. The information isn’t just background set dressing or details to make it seem more real; it’s vital knowledge to making sure your rocket doesn’t become a fireball. Though that’s fun too.
     
    I love video games and it annoys me to no end how often they get written off as meaningless drivel. A game like Kerbal Space Program teaches players rocket science, though more for the fun of it than any practical reasons. Metal Gear Solid 2: Sons of Liberty worked as a functional analysis of Meme Theory (amongst a lot of other stuff) — back in 2001, before memes were a thing. I learnt a lot of my eight-year-old vocabulary from the Pokémon games. All this to say that you can learn a lot from video games.
     
    Now then, I have a few more ideas to send Kerbals flying into space I wanna try out.
  6. Ta-metru_defender
    Essays, Not Rants! 072: Humanity, Hubris, and Canceling The Apocalypse
     
    Did you ever read The Day of the Triffids? It’s by John Wyndam and was probably the first piece of proper post-apocalyptic fiction I read ten years ago. It’s typical of the genre. We’ve got the world impairing event, the monsters that begin wiping out humanity, and of course the few survivors who band together to try and find a way to continue civilization. It’s a classic.
     
    Now, like I’ve said before, science fiction provides a great way to examine reality and the issues therein. As such, it’ll heavily reflect the world in which it was written. So let’s see what The Day of the Triffids says about culture then. It was written in 1951, six years after Hiroshima and Nagasaki. Post-apocalyptic fiction began to flourish then, reflecting the horrific visions of what humanity could do and how we kept looking for more ways to destroy the world. This is what happens in Triffids; nukes in space blind most of the population and genetically engineered killer plants set about, well, killing people. Humanity brought this on themselves, their hubris caused the apocalypse.
     
    We see this in more recent (post)-apocalyptic fiction too. In The Terminator we created Skynet with our computers; in The Matrix our drive to technology created The Machines and enslaved us. Within this and, yes, Day of the Triffids and countless zombie movies too, lies the implicit fear that as society delves into technology we’ll destroy ourselves. The solutions vary. InThe Terminator our heroes destroy the evil technology. The heroes of The Matrix and The Day of the Triffids find a way to overcome their creations to create a new civilization. It could be argued that it reflects some of the sentiment we find today; the world’s so screwed up the only solution is to start over.
     
    Yet the trend in recent fiction has been to focus less on the how of the apocalypse and more on the what now. We never find out what caused the fungal outbreak in The Last of Us, but we do see Joel and Ellie develop twenty years later. In Zombieland, Columbus mentions that no one knows where the zombies come from. No longer are we watching us destroy ourselves, now we’re figuring out what we’re doing in the aftermath. We see the relationships form, we see the recreation of a family. Fiction like The Last of Us and Zombieland presents a world where the protagonists are handed a lousy hand and make the most of it. Starting over may be rough, but there remains that glimmer of hope.
     
    If anything, Pacific Rim takes that conceit and fires it at other apocalyptic fiction. Suddenly, the technology classically feared is not the root of our problems but instead a savior. As protagonist Raleigh puts it early on: “You see a hurricane coming, you get out of the way. But when you’re in a Jaeger, you can finally fight the hurricane. You can win.” Today’s culture is reflected in Pacific Rim in that technology isn’t something to be feared, but something to be used. How? To fight back against what we cannot control and to become closer to one another.
     
    Pacific Rim introduces drifting, two people sharing a mind to control a Jaeger. The closer the pilots’ bond, the better they’ll fight. We love to deride the Internet and all as the death of true relationships, but Pacific Rim accepts this sort of digital connection and physicalizes it. With that, the film acknowledges the growing global identity facilitated by these connections. The heroes in Pacific Rim aren’t just all-Americans; we have an international coalition of Americans, Japanese, Australians, Russians, British, Chinese, and Idris Elba saving the world together.
     
    It all culminates with where Pacific Rim goes with its story. It doesn’t matter who you are; if you’re a self-perceived failure, an egotistical kid with daddy issues, a haunter young woman, or a research scientist you can hardly walk properly: you can save the world, you can be a rockstar. It is paramount that Pacific Rim takes place before the world ends: the protagonists refuse to accept it. When the authorities opt to cancel the resistance and to hide behind a wall instead, the heroes choose to fight on. In the traditional pre-final mission heroic speech, Stacker Pentecost declares that they will “face the monsters that are at our door and take the fight to them!”, they will stand up the end of the world because they refuse to accept that the world they’re given. We don’t need to start over from scratch, we can make a better world with what we have. Or as he says a moment later: “Today we are canceling the apocalypse!” It’s no longer important who caused the end of the world: we’re stopping it.
     
    Jon Foreman wrote a piece for the HuffingtonPost a few years ago reflecting this dream of a better world. As he says: “Against all odds, against all that we know about this world, we could choose to hope for a better one — to hope for love, for peace, for a form of contentment and solace that we have never fully realized.” Pacific Rim is saying the same thing: no matter how bleak the world may seem, we can hope to save it, to fix it. It isn’t so much that we’re no longer blaming ourselves for the world gone wrong; it’s that we know we can make it better, with or without giant robots.
     
    Though giant robots would be nice.
     
    Credit where credit is due: This sort of ‘close reading’ of Pacific Rim grew out of this Tumblr post. Jon Foreman’s column is named "What's in a Word?" and can be found on the HuffingtonPost website.
  7. Ta-metru_defender
    Essays, Not Rants: 028: The Hero and the Antihero
     
    The Avengers came out on BluRay (and DVD, but I’m a BluRay person) on Tuesday. Naturally, I have it. Now, stop your groaning: this isn’t another post just about how good that movie is. Well, okay, it kinda is, but not only. Trust me.
     
    See, Iron Man and Captain America embody two distinct archetypes. Cap’s the hero, Iron Man’s the antihero. But neither Steve Rogers nor Tony Stark fall into the abyss of dull stereotypes.
     
    Typically, these stereotypes are just the archetype in fancy clothes. Rather than getting an actual character we’re treated to the hero who believes that he must do good because it is good and good is what he does (because it’s good). The villain is an evil man who does evil because he enjoys the evility of evil. These aren’t characters. These are lousy plot devices dressed up as characters.
     
    Compare Steve Rogers in the Marvel Cinematic Universe. He’s introduced in his movie as a genuinely good guy. He wants to become a soldier not to go on a Nazi killing-spree but rather because he doesn’t like bullies. He’s earnest, he’s good. In The Avengers he’s still that really nice guy. When he meets Bruce Banner he dismisses the monstrosity of the Hulk due to Banner’s intelligence. They want him, not the monster, and so Steve treats him as the scientist.
     
    It’d be easy for Cap to become dull and uninteresting or, worse yet, corny. But he doesn’t because he’s got a character to him. He’s interesting, he has his ideals that go beyond good for the sake of good.
     
    Tony Stark serves as his foil. The hero who’s not all that heroic isn’t exactly rare these days (a hero hero [like Cap] is hard to find instead). Tony wins us over due to his charm and, again, the fact that he has depth. When presented with the truth about his weapons he decides it’s time to fight back. He fights his own demons to keep up the hero thing.
     
    He’s not glib and sarcastic just because it’s ‘cool’. Like Steve Rogers, he has a background to it all. Tony Stark is a man who bears the traits typical of the antihero, rather than being an antihero with a personality painted on.
     
    So we have these two fully realized archetypes. Now what?
     
    Now comes the fun part! What happens when the hero and the antihero collide? When idealism and cynicism meet, what do we have?
     
    Tony and Steve butt heads in The Avengers. Whether it’s Tony messing with Bruce, Steve’s militaristic attitude to losing a soldier or anything in between, they seldom see quite eye to eye. It’s the interplay and clash between the two outlooks (and archetypes) that we find so interesting. A good deal of both characters’ arcs is spent on them reconciling their differences to work as a team (along with the rest of the Avengers). The payoff is, of course, getting to watch Captain America and Iron Man work together. And it means so much more because of the characters and the interplay of archetypes.
     
    The thing about archetypes is they’re universal. Star Wars gives us Luke and Han. Luke’s the wide eyed idealist of a farm boy who yearns to save the world. Han’s the cynical smuggler who’s been across the galaxy a few times over. When presented with saving the princess Luke leaps to the call. Han opts to stay out of trouble until the prospect of payment emerges. Again: hero and antihero.
     
    Luke and Han’s different views and personalities lend a humanizing aspect to the fantastic adventures. It’s not overt and not the focus, but it adds and help defines both characters. We have characters built on archetypes interacting and driving the story. Furthermore, over the trilogy both characters develop: Han gets his dose of heroism and Luke his darkness.
     
    Sometimes both archetypes can be embodied in one character. Take Nathan Drake from Uncharted. Sure, he wisecracks, makes fun of everything, and happily insult his ex-partner-in-crime. But he’s also the guy who’ll risk his neck to save his friends and face a madman to save the world (berating himself the whole time). Within Drake we have an antihero with the core of a hero. It’s the internal tension between two archetypes that gives us a lot the character and heart in the stories.
     
    Archetypes. Yay. Like most every trope/tool in literature/fiction, they can be used fantastically or wind up being sheer [crud]. Don’t think that sticking a hero, antihero, optimistic bruiser, angry stoic, atoner, and ace will elevate the piece. It’s about fleshing them out, making them interact, and, most importantly, making them interesting.
     
    Normally, anyway.
     
     
    Also: buy my book In Transit! There are characters who embody archetypes in it too! And they’re interesting too!
  8. Ta-metru_defender
    Essays, Not Rants! 301: 2017 In Review
     
    2017 has been a year. And it ends in a couple days, so that means it’s time for me to phone it in and post about posts!
     
    Five Most Popular/Viewed Posts
     
    #5: Hanging Out
     
    You know that thing where you talk about fictional characters as if they were your actual real life friends? This post is about how really well crafted characters make you happy just to watch them interact.
     
    #4: Trusting The Story
     
    It’s nice to be able to shut off your brain when you watch a movie or read a book, insofar as that means you don’t overthink it. But part of that means trusting the storyteller that everything will make sense. Dunkirk and Star Wars are movies that if you stop asking why and enjoy it then, dang, they’re great.
     
    #3: Let The Past Die
     
    Woah, this one got hits quick. Or maybe my blog’s just not as busy as it used to be. Either way. The Last Jedi is a rich movie (which you gotta admit, even if you'd didn’t like it) and this is me getting into some of its layers. There’s more I wanna unpack which I may go on about in due time (consider Rian Johnson’s use of fakeouts and a twisty plot in light of Luke’s admonition that this isn’t going to go the way you think).
     
    #1 (tie!): So My Apartment Building Caught Fire
     
    Well. This was a blogpost born out of an unexpected adventure. This is me talking about one of the reasons I love living in New York.
     
    #1 (tie!): Xenophobia, Science Fiction, and, eventually, Hope
     
    Stories are important. Science Fiction is important. And sometimes the real world sucks (that this was posted in January 2017 definitely has nothing to do with the post, cough), and sometimes stories remind you that, hey, there is good. And that through it you can learn something.
     
    Stories are important.
     
    Josh’s Pick of Three
     
    #3: On Visibility and Character Creators
     
    I love character creators. I spend way too long in The Sims’ Create-A-Sim and love agonizing over my character in games that let me design my avatar. But as someone who’s neither entirely white nor entirely Chinese, it’s hard to recreate myself when many presets are decidedly one or the other. Maybe if more of us were represented in stories I might be able to make a half-Asian commander Shepard.
     
    #2: The Ephemeral And The Sublime
     
    This blog is guaranteed to be the only place you’ll find indie darling Lady Bird and Hideo Kojima helmed video game Death Stranding spoken about in relation. But they’re similar! Read this to see me making a weird connection that actually makes an amount of sense.
     
    #1: AMERICA
     
    Another post that Definitely Has Nothing To Do With The Date It Was Posted. I love multinational teams, and I love how U.S. Avengers uses such a team to redefine the idea of an American. It’s a team of immigrants, minorities, and a homegrown, corn-fed Kentuckian. It’s truly a special comic. And there’s something wonderful about seeing the Finnish-Norwegian Aikku be comforted by her girlfriend about the oddness of America.
     
     
    And so 2017 draws to a close. Thanks for reading folks, and I dearly hope you keep doing so. 2018’s gonna be wild and I’m still gonna be here ranting about whatever the ###### I want. Which, given that we’re seeing Black Panther, Pacific Rim: Uprising, and the new Tomb Raider movie come out, probably means more of the same.
     
    Cheers,
  9. Ta-metru_defender
    Essays, Not Rants! 330: Tasty Words
     
    If you’ve ever played the Pokémon Trading Card Game or Magic: The Gathering or really any trading card game, you’ll have read the little bit of text on the bottom. Not the copyright information, but rather the flavor text that tells you a little about what the card is and how it fits into the bigger world. Stuff about where that character might come from or what the geopolitical situation in the world’s like. These are usually really small blurbs, probably not more than a sentence or two at most, but they’re usually enough to conjure up images of entire worlds.
     
    Flavor text adds depth to a world. It turns Charmander from some fire lizard thing to a creature who would die if the fire on its tail is extinguished. It’s a small thing, but it’s enough to create some kindling for your imagination. What do Charmander do when it rains? Since their life can be a little fragile, it stands to reason that these Pokémon would be defensive and non-trusting, right? It doesn’t really matter what’s actually canon or not, what is important that it’s enough for you, the reader — or player, in this case — to have an insight into this world and, by crafting a narrative around it, to make a connection.
     
    What’s really interesting about flavor text is that it really only shows up in games. Sure, books will offer little tidbits about characters and places, but those are usually fleshed out by the rest of the book. Scripts typically have a short blurb about characters and places when introduced, but, like books, there’s a lot more going on than just that. The flavor text offered through the images on the cards in Settlers of Catan (and really, flavor text can be pictures too) offer us the only glimpse into what Catan is ‘really’ like beyond the little wood abstractions with which the game is played.
     
    XCOM 2 has you as the Commander leading a resistance against an occupying extraterrestrial force. Your team is comprised of my Mostest Favoritest Trope (a ragtag multinational team) that you recruit from around the world and who can, if you turn on the option, speak their native language. Now, XCOM is infamous for its brutal difficulty, and if a soldier gets killed in a battle, they’re dead for real. They don’t respawn, they’re not just injured (that’s a whole 'nother thing where it can take weeks of in-game time for them to recover); they’re dead. Gone. You can’t use them anymore. Even if they’ve survived a dozen combat missions and been promoted equivalent times. Dead. Gone.
     
    On the one hand, you’re already invested in these characters/soldiers by virtue of them being of strategic importance. But XCOM 2 has ways of making you more attached to them. You can give your soldiers nicknames and customize their appearances (why yes, I think the Archangel the Ranger needs a pair of aviators) and, when recruited, soldiers have a little bit of flavor text in their bio saying where they’re from, why they joined the resistance, stuff like that. It’s small stuff, generated from a preset bunch and nowhere near as wonderful as what you see in some other games, but it does add an additional measure of personality to the game.
     
    Look, games are just rule systems dressed up in some theming or some other. It’s how you have Star Trek Catan and Game of Thrones Catan and a friggin’ Mega Man themed Catan that all have the same ruleset and all arguably work equally well. Theming is what makes Mario whimsical and makes Pokémon child-friendly and not a game about dogfights. Flavor text is part and parcel to theming. Think of it like a flash fiction on steroids: it’s a sentence or two that can somehow suggest a bigger, complete world. And you get to play in it.
  10. Ta-metru_defender
    Essays, Not Rants! 270: So My Apartment Building Caught Fire
     
    My apartment building caught fire yesterday.
     
    Which is heckuva way to start a morning. I'm fine and, by virtue of being in the back on the sixth floor, my unit was somehow untouched.
     
    But it did mean I was outside on the New York sidewalk at 5:30 in the morning watching firemen fight a fire from the pizza place I live over under control.
     
    Then it started to rain. A cold, early morning rain. The sort that makes you wish you'd grabbed another jacket, never mind the smoke.
     
    Just when we were wondering how long we'd have to stand in the rain waiting for news, a woman from the YM-YWHA a few doors down told us all we could wait inside there, warm up, use their bathrooms, and drink their water. Even though most of us weren't members. The firefighters and police said they'd keep those inside updated.
     
    Thus, with some of Maslow's hierarchy taken care of, we continued to wait. But what I really wanted was some coffee.
     
    In walked two people carrying boxes of donuts and coffee. They brought fiber bars and bananas. They brought cellphone chargers. They'd gotten them for us. They weren't affiliated with the Y, not did they know any of us. They were just, as they said, doing what any good neighbors would do. They stayed and talked with us too, just mingling and hanging out.
     
    The morning wore on. News broke that several units were inhospitable. The Red Cross came through with blankets and to help get people to temporary housing. The director of the Y and the leader of the synagogue next door stopped by to let us know that if we needed anything, they would help; if anyone needed clothing, housing, or food, they would reach out to their community to be taken care of.
     
    There are reasons I believe that humanity, deep down, always wants to do good. And New York is a place that reaffirms it. During the aftermath of Hurricane Sandy, people with generators sat outside their buildings with power strips so people could charge their phones. People showed up to work at a pizza place and a supermarket so locals could buy food and supplies. Food carts offered free food. My friends and I were waved down by a worker from a ramen joint to be given free food (I still go to that place to this day).
     
    I've seen strangers comfort sobbing people on the subway, I've seen an old woman yell at a cabby who ignored a pedestrian crossing sign and almost hit a guy. Half-a-dozen friends of mine showed up, when asked last minute, to help me and my brother move out of our unit a day early.
     
    This is why I don't believe those stories, those movies and books and tv shows, that declare all of humanity to be depraved and hurtful monsters. It's why I don't believe critics who call superheroes unrealistic. Because when something awful happens, when someone evil crops up, there are always those who step up, who protect, who help. For every Awful in this world, there are a dozen heroes.
     
    It's one of the reasons I love New York. It's a city that doesn't give a darn about who you are, but it will always have your back when things go wrong.
     
     
     
    Or, as Fred Rogers put it:
     
    There was something else my mother did that I’ve always remembered: “Always look for the helpers,” she’d tell me. “There’s always someone who is trying to help.” I did, and I came to see that the world is full of doctors and nurses, police and firemen, volunteers, neighbors and friends who are ready to jump in to help when things go wrong.
  11. Ta-metru_defender
    Essays, Not Rants! 126: Antisocial Gaming
     
    My brother recently got Titanfall which means that I got to go a few rounds at it. That game is fun. It’s also unique in that there’s no traditional single player mode; the only way to play is competitive online multiplayer. It makes sense. There are plenty of games out there where the single player campaign is often passed over in favor of the far more popular multiplayer. But here’s the thing aboutTitanfall: only one person can play per console. If you want to play with a friend, they’ll need their own copy of the game and their own console and tv to play.
     
    What strikes me as odd is how opposed this is to what gaming used to be. When video games first went mainstream with Pong back in the ‘70s, the arcade cabinet was designed so that when people were playing it they’d be forced to be almost shoulder to shoulder. In this brave new world of digital gaming there would still be interaction with other people. Sure, single player games against AIs were there too, but there was always the option to play a game with someone.
     
    I’ve always loved playing video games with someone else. Sometimes this would mean scrambling to find my cable so I could battle that kid’s Pokémon team with my own. I have many fond memories of hours spent playing Crash Team Racing and Bomberman Party Edition while growing up. Heck, we even found ways to make single player games in the Mega Man series multiplayer by taking turns every game over/level.
     
    In recent years this could be four of us yelling and taunting each other while playing Fifa or the hilarity that inevitably ensues when playing Super Smash Bros at four in the morning. Then there are the hours spent playing Halo in one form or another, or running around Lego New York with a friend in LEGO Marvel Super Heroes. Sure, these games can be played alone and you don’t necessarily even need to be in the same room as someone else to play with them, but there’s something special about sitting on the couch and playing against or with those around you. There’s a shared enjoyment for the comedy of what can play out on screen, or even the simple knowledge that someone saw that awesome move you just pulled.
     
    Social-on-the-couch-with-your-friends-gaming probably hit its peak with Guitar Hero and Rock Band. Those games let you live out your rockstar fantasies and were that much more fun when you have some friends playing members of your band. You could play on your own, and it was still fun, but the experience was enhanced by having people with you. These games were designed around sociality. By having the controllers be plastic instruments rather than tapping buttons on a gamepad, players were encouraged to really immerse themselves not only in the game, but in the fantasy of being in a band on stage. And c’mon, if you’re gonna play a cover of “Livin’ On A Prayer” you can’t do it alone.
     
    But as those plastic controllers have gotten dustier it seems that less and less games are aiming for that on-the-couch interaction. No, not all games need to have local multiplayer. Some do very well without it: The Last Of Us’ incredible atmosphere works best when it’s only one person using the television. But even then, when racing games with local multiplayer are becoming less and less common, it’s worrisome.
     
    Don’t get me wrong, I think some of the stuff that’s happening in games is great. Titanfall making the campaign a competitive multiplayer is a cool idea and Destiny’s amalgamation of the FPS and MMO genres is not only unique but a heck of a lot of fun. Destiny in particular fosters a sense of togetherness by letting you team up with other Guardians roaming the wastes. It’s fun, especially if players have other friends with the same game and console. I just want there to always be games for those of us on the couch.
  12. Ta-metru_defender
    Essays, Not Rants! 327: Some Stuff From 2017 I Wanna Talk About
     
    I did this last year, mostly as an excuse to enthuse about things I really like. I’m gonna do it again, listing some things from last year that I really liked. They mayn’t be the best thing in their category, but they’re really cool and I wanna pay attention to it! The three things here are all terrific.
     
    Book: From A Certain Point of View, a collection
     
    Star Wars will forever be my first love. A short story collection by a host of different authors running the gamut from Kelly Sue Deconnick (Captain Marvel!) and Matt Fraction (Hawkeye, Sex Criminals!) to Ken Lieu ("The Paper Menagerie," The Grace of Kings!) to Nnedi Okorafor (Who Fears Death!). It’s a delight to see so many people take a crack at writing Star Wars, fleshing out scenes from the original movie and adding nuance and shades that weren’t there before. Plus, there’s a large number of women and people of color writing, and it’s awesome to see Lucasfilm encouraging those voices.
     
    Album: Skin and Earth, by Lights
     
    I really like Lights, have since I got her first album back in 2009. Skin and Earth is a wild ride, kinda a concept album (see the accompanying tie-in comic she wrote and drew), but mostly just a great collection of music. Like every album she’s put out, Skin and Earth feels at once wholly different from what’s come before and yet still recognizably her. It’s great.
     
    Video Game: Horizon Zero Dawn, by Guerrilla Games
     
    Right off the bat this game has one of my favorite settings; a post-apocalyptic world where the apocalypse was so long ago it’s just legends and a new civilization has already risen up. Throw in some robot dinosaurs and I’m sold. Plus, you play as Aloy, an upbeat, relentless outcast who’s handy with a bow is the icing on the cake. Actually, more than that, she’s a winning and charming character and is a wonderful protagonist for exploring this beautiful, decayed-but-renewed world.
  13. Ta-metru_defender
    Essays, Not Rants! 312: Of Men Mega and Mighty

    Mega Man was the video game I cut my teeth on. Well, more accurately, Mega Man X4. It was a tough game that I worked my way through as a kid. Didn’t beat it until at least three years after I got it, but still picked up Mega Man X5 and Mega Man X6 (and Mega Man 8) in the meantime to fight the new bosses, master the new levels, and get my butt kicked time and time again. I got better, beat them, got into the harder Mega Man Z games (look, the naming conventions are weird but make sense). Every couple years I revisit them, particularly Z3 and X5, my undisputed favorites.
     
    All this to say, I know my Mega Man.
     
    So what makes a Mega Man game? Theme-wise, it’s good robots fighting a bunch of bad robots, usually eight, then fitting a bigger boss. Mechanic-wise, it’s a lotta jumping and shooting mixed in with being able to get a defeated boss’ weapon which is another boss’ weakness. There’ve been some variations here and there (the X games added dashing and wall kicking), but for the most part, things are quite similar.
     
    For the sake of convenience, I’m excluding the Battle Network and Legends games from this, since those are an RPG and Action-Adventure respectively, and are different genres from the others which are very much pure Action Games.
     
    Point is, there’s a particular sort of gameplay when it comes to Mega Man.
     
    But, I’d argue, that a big part of Mega Man’s game design goes beyond that. What makes (well, made) the Mega Man games so distinctive was how well they did what they did. The mechanic at it’s core: running, jumping, and shooting, was perfect. The controls were as tight as they got, and the levels just right for them. Mega Man’s jump was also precise, you always knew right where you were jumping. Dashing as X or Zero was equally so, and the moment you took your finger off the button, they stopped moving.
     
    This meant that no matter how crazy the stage design got (and good grief some stages are maddening), you were always in control of your character. Bottomless pits and spike traps were (usually) more challenges of dexterity than outright attempts to kill you. The stages were fair, with most new obstacles being obviously such. This meant that when you died (and you will), it was more often than not because of a mistake on your part, one that you can see. The games were about slowly learning stages and bosses, and then executing everything flawlessly.
     
    And, most importantly, they were fun as all get out. And Capcom no longer makes them.
     
    But a few years ago Keiji Inafune, someone who worked on the original Mega Man games, was Kickstarting a new game that looked an awful lot like Mega Man: Mighty No. 9. The game’s a platformer, you run, you jump, you shoot, you beat bosses and take their abilities. Heck, the game was number nine, a clear reference that both the original and X series ended at number 8 (besides the retro revival for the originals).
     
    Mighty No. 9 was released a couple years ago, but I didn’t get around to playing it until this week upon it being free for PlayStation+ Subscribers.
     
    And it is not a good game.
     
    Lackluster visuals and presentation aside, it’s just… not really fun. It’s not the difficulty, rather it feels like the game cheats. Jumping onto a moving vehicle feels like a gamble, and avoiding attacks is luck more than anything. Sure, it’s fun to figure out a boss’s weakness and lay into it, but it’s missing that special something.
     
    Namely, the precision that made Mega Man such a great series. Platforming feels wonky, the 'AcXelearte' dash is as likely to get you killed as out of trouble, and there’s no wall kick that made the X and Z games so interesting but instead a ledge grab that feels finicky at best. The gameplay loop just doesn’t work.
     
    Part of what made the Mega Man games such fun was reaching that point of flow, where you kinda mesh with the controller into a sorta zen as you try and finish a stage and beat a boss. Instead here I am, a lifelong gamer, fumbling with the controller in Mighty No.9 'cuz Beck won’t grab on to a frickin' ledge. Look, its boss fights are fun, I’ll give it that, but it just doesn’t feel like Mega Man — which it’s quite clearly intended to. Maybe were it not so clearly meant to be such it wouldn’t feel this bad a game.
     
    Actually, it probably would. It’s clunky, and really makes me miss Mega Man.
     
    So I’ll probably end up replaying X5 or Z3 next. Just gotta beat this game next because I will not be daunted by poor game design!
  14. 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.
  15. Ta-metru_defender
    Essays, Not Rants! 237: The Give And Take of Books
     
    When I was 13 I visited a slave castle in Takoradi, Ghana. Which is a weird sentence to type, but kinda standard given the whole grew-up-on-a-ship-thing. It was sobering, seeing something you’d read about in history in person. But at the same time, for me, something firmly in the past. What had happened there was firmly in the was.
     
    Now, I recently finished Yaa Gyasi’s exceptional Homegoing. Early on, a slave castle on Africa’s coast plays an important role, setting-wise. Naturally, this conjured up my memories of that old castle. Books have a way of doing that, where the prose merges with the reader’s imagination to create a world in between. Written stores, more so than a more visual medium, rely on a dialogue between the reader and the text. Where film or tv show the viewer what something is, a writer can only describe it and hopes the reader meets them halfway. In a weird way, written stories are a lot like video games: both require the consumer to be an active participant. In video games, if you can’t beat that one boss, you won’t get to continue on with the story (as my years long quest as a child to find out how Mega Man X4 ended proves). Similarly, if you can’t parse a book’s prose, you won’t get through it. It’s very easy for Ulysses to not make sense, given how friggin’ dense it is. The impetus is on the reader to bring what they know to the table, and put the work in to help the writer create the effect.
     
    So Homegoing progresses in a beautiful, heartbreaking fashion, creating a narrative from a series of generational short stories; each story complete in and of itself but stronger from what came before and strengthening what comes after. Gyasi’s prose flows like poetry, making West Africa and Harlem soar. As the book progresses, it catches up in time, eventually arriving in contemporary times. Asanteland is revealed (within the book) to be modern-day Ghana and the slave castle is located in, you guessed it, Takoradi.
     
    I found myself wondering, as the pages ran out and I neared the end, was that castle the same one I’d been to twelve years ago? I finished the book and a quick google search revealed that, yeah, it was.
     
    Woah.
     
    Remember what I said a couple paragraphs ago about written narratives being a dialogue? The thing about dialogues is that they go both ways. For all the information my memories bring to Yaa Gyasi’s words, her words bring their own set of information to my memories.
     
    As such, the ending of the book had a unique effect on me. When I’d visited the slave castle, I’d known the history of the place, but I’d never realized it. Because I brought something — my own memories of the place — what I got out of the book was different than someone else. Likewise, someone who’s spent years studying the ramifications of the transatlantic slave trade would pick up on bits and subtext of the book I totally missed.
     
    Maybe this is a reason why a favorite book feels a lot more personal than a favorite movie, because what you bring to the story deeply affects what you take out of it. The way you feel about The Catcher in The Rye is different if you read it for the first time in your teens or in your twenties, just as someone who sneaks through all of Metal Gear Solid 3 will have a very different experience from someone who just shoots their way through. But it’s books, and their heavy reliance on the reader’s imagination and foreknowledge, that really benefit from that give and take, that dialogue. What you get out of it is all dependent on what you bring going in.
  16. Ta-metru_defender
    Essays, Not Rants! 277: Haven’t We Heard This Before?
     
    Spider-Man’s a superhero whose central theme is conveniently spelled out for us: with great power comes great responsibility. And it’s a great one too. A nobody gets given amazing powers and has to learn what to do with them. It's a pretty essential part of most incarnations of Spider-Man, be it Miles Morales or even more recently when it's Gwen Stacy that gets bitten by the radioactive spider and becomes Spider-Woman. It's always that balance of power and knowing what to do with it.
     
    When there comes time for a cinematic Spider-Man that's the theme of the (two) hour(s). In Sam Raimi's original film, Peter Parker's irresponsibility is what gets Uncle Ben killed, and his acceptance of his responsibility leads to him fighting Green Goblin. The conflict of the second Spider-Man is him giving up the mask, only to take it back up because he's the only one who can stop Doc Ock. In Marc Webb's Amazing Spider-Man we see Uncle Ben die (again), providing the impetus for Peter to use his powers to stop crime. Powers, responsibility, and Peter Parker reluctantly being the hero.
     
    So Spider-Man: Homecoming seems to have its theme waiting for it: responsibility and all that (most likely through the death of Uncle Ben). Except Peter is already Spider-Man. And Uncle Ben is already dead. And Peter really likes being Spider-Man.
     
    Right here this sets up a different sort of superhero narrative. The usual internal conflict for a superhero is their unwillingness to do the heroing (and so the climax is them deciding to hero). Tony Stark becomes Iron Man out of a sense of guilty responsibility, not for the fun of it. Thor’s a self-serving blowhard who learns humility. Batman operates out of a just vengeance. Spider-Man usually Spider-Mans out of a sense of responsibility. But this Spider-Man really likes crimefighting; he gets a thrill out of the heroics. In fact, he wants more: he wants to be an Avenger. Like Iron Man.
     
    It's hard to give an eager hero internal obstacles. Tony Stark is hung up on guilt and the idea that he has to do it alone which makes things difficult for him. The Guardians have to overcome their infighting and greed to fight Ronan. Even Captain America questions if it's worth it. But Homecoming's Peter is go-go-go. He's got the power, and he's fighting crime with it. Where's the classic Spider-Man theme?
     
    Here's part of Homecoming's genius. Responsibility in this movie doesn't just mean crimefighting and heroing, it's the reason for doing so. Peter, in the aftermath of taking part in Civil War's airport battle, wants to be an Avenger. He wants in on the big leagues. He bugs Happy Hogan to tell Tony about what he's doing and he chases the Vulture because this is his chance to make it big.
     
    The film's climax, and Peter's self-actualization, comes when Peter decides to hero not for the glory or to impress Tony, but instead to save the day. It may not sound like a huge difference, but, without spoiling anything, the film makes the distinction clear. It’s when Peter heroes for the greater good and not for himself, that he becomes a real hero. Spider-Man Homecoming is still a movie where Spider-Man learns a lesson in responsibility, it just plays out differently than usual.
     
    We've had enough versions of Spider-Man over the past fifteen-odd years for the idea of a new Spider-Man to be met with a hint of tiredness. Here we go again, Spider-Man has to learn how to Spider-Man and responsibility. And Homecoming is about that, but it handles it in a much different manner than prior renditions. You don't need an edgy and avant garde narrative with brand new everythings to tell a new story. Sometimes just digging into your core theme is enough. I think that's why Homecoming is able to be quintessentially Spider-Man while still feeling incredibly refreshing. Jon Watts and the team didn't feel the need to completely reinvent Spider-Man, rather they explored the story a bit more and found something new.
  17. Ta-metru_defender
    So remember that movie I was making last year? We mixed on Wednesday and I've uploaded it now. Time to submit to festivals and stuff.
     
    It's DONE.
     
    DONE DONE DONE DONE DONE.
     
    I feel like a new mother except I don't want to see my newborn right now because the thing's been gestating for the last eighteen months and geez.
  18. Ta-metru_defender
    Essays, Not Rants! 316: Star Wars As An Anti-Capitalist Discourse
     
    Oh you thought I was kidding? Here we go.
     
    Star Wars takes a lot of cues from Westerns. Characters like Han Solo and places like Mos Eisley’s cantina make it pretty obvious. But it’s also apparent in where it takes place: the fringes of society. Be they remote planets desert or frozen, these stories take place away from economic and cultural hubs. Which, given that we follow the good guys, makes sense: implicit in the Star Wars movies is the idea that places of wealth and opulence are the breeding grounds of evil. In other words, the real villain in Star Wars is capitalism (and the Sith too but bear with me here).
     
    Let’s look at where we spend time among the wealthy in the Original Trilogy. Outside of Imperial Battle Stations, the only place we visit that is remotely 'first world' is Cloud City, a gorgeous city whose wealth is built on Tibanna Gas mining. It’s beautiful in the way sci-fi modernity is. But its gleaming hallways belie a darker secret. It is when the Rebels come to Cloud City (the richest civilian place we’ve seen) that they are sold out. Han is tortured and frozen in carbonite, Luke is lured into a trap and told that the bastion of evil is his father. But Lando’s a good guy, you say. Well, he was. He’s Han’s friend, turned ‘respectable’ by the capitalistic influences of Cloud City. It’s when he’s compromised as such that he betrays his former friends, but he finds redemption when he leaves Cloud City and joins the Rebellion on the outskirts of the galaxy.
     
    The Prequel Trilogy brings us closer to civilized space, with the planet of Naboo, an idyllic, peaceful planet. The villains in The Phantom Menace are the Trade Federation, an economically driven group who, in the wake of a tax dispute, blockade the planet and invade it. It is a financially-driven, militaristic, occupational force that the heroes strive against. When the Republic and the Confederacy go to war, the Trade Federation is joined in leadership of the latter by other corporate entities; such as the Banking Clan and Corporate Alliance. The war is marked by economic entities turning against the government; the villains in the story are capitalists fighting against economic control.
     
    In addition, there’s Coruscant, the glittering capital of the Republic. Like Cloud City hopped up on steroids, it is a hub of wealth beyond compare. Here is the Senate, a governing body locked into inaction; a Jedi Temple stuck in orthodoxy unable to adapt to the changing times. Not much good comes from the rich capital.
     
    It’s in The Last Jedi where the anti-capitalist bent of the films comes to a head. In an effort to undermine the villainous First Order, Rose and Finn go on a desperate mission to Canto Bight, a rich city most known for its casino. Finn quickly learns that the city’s wealth is built on the back of the military industrial complex. The rich folks wheeling and dealing are profiteering off a war the Resistance is fighting for survival. Though maybe not outright evil, they are decidedly not good people. The codebreaker who Rose and Finn ally themselves with ends up selling them out, simply because the First Order offered him more money. It’s money, and the unfettered pursuit of it, that tends to create villainy in Star Wars.
     
    Throughout the films, lesser antagonists are driven by a want of money: Greedo wants the bounty on Han’s head, Watto refuses to sell anything for cheap, Unkar Plutt is miserly with his rations. Luke and Obi-Wan use Han’s love of money to get to the Death Star and rescue Princess Leia; but it’s when Han stops caring about the money that he really becomes a hero. Star Wars makes it pretty clear: the capitalists tend to be villainous, those who don’t emphasize making money are heroic.
     
    By taking place primarily on the outskirts of society, with its interactions with society dominated by free enterprise tending to lead to misfortune, Star Wars takes a stance against unfettered capitalism. To be heroic in Star Wars is to do things for more than economic gain. To pursue money above all else, to be motivated by capitalism, well, that might not make you the Empire, but you’re certainly not a good guy.
     
    Writer’s Note:
     
    Well. That was fun to do again. It’s a lotta fun to dig into something I love as much as Star Wars and connect dots to create a meaning that may or may not be intended (though The Last Jedi railing against the military industrial complex is certainly deliberate). Is Star Wars itself anti-capitalist? Maybe a little. Will I do more of these oddly in-depth analysis? Maybe.
  19. Ta-metru_defender
    Essays, Not Rants! 369: Of The End
     
    Reaching the end of a good story is always a bittersweet affair. There’s no doubt a sense of joy in the catharsis of resolution, that sense that the story has been completed and all is well. In a good story, its ending will pay off all that came before. But an ending means it’s over; the story and characters that you’ve spent several hours with are done. You don’t get to be a part of their lives and adventures anymore.
     
    It’s certainly kinda weird: these characters are fictional, this world, no matter how similar to our own, is an artifice. Yet there’s such a want to spend more time there. I want to spend more time with the Pevensies in Narnia, I wanna join Luke Skywalker for more of his adventures, I’m really happy that Nathan and Elena got their happy ending, but man, I would love to have another story.
     
    These stories are decidedly done. Uncharted 2 comes to a close and so too does Nate’s adventures in Nepal. Sure, the series counties in its sequels, but there won’t be more of Nathan Drake exploring the Himalayas with Elena and a chronically side-switching Chloe. That moment, that particular dynamic is unique to this story.
     
    Maybe there are stories to be told. There are a couple years between Avengers and Age of Ultron, presumably filled with stories as the Avengers hunt after Hydra. But there’s not gonna be a big movie about that time, featuring the original six doing their thing. That time is past, those stories are told.
     
    Now there is space for those stories to be told; consider the books, games, and comics of the old Star Wars Expanded Universe. They filled the gaps between the movies, introduced new characters, and expanded the world to a ridiculous degree. But even the best books aren’t the same as getting to see and hear Luke, Han, and Leia traipse around the Death Star. Stories lose part of their jazz when translated into a different medium. Maybe it’s the change in budget or creative team; in any case, it’s just not quite the same. Could be good, really good, it just won’t really be the same.
     
    Could the continued Avengers films have maintained the status quo and told more stories of the six saving the day together? Sure. But we’ve already heard that story – it’s the climax of the first movie. There’s little to be gained when retreading old ground, it’s far more interesting to push these characters in wholly new directions. A Thief's End sees Nathan Drake going on yet another adventure, but this one isn’t after another mystic artifact or following an adventure of Francis Drake. There are the familiar thrills and witticisms — it wouldn’t be Uncharted without ‘em, but Nate’s on a different journey yet again. It’s not the same story as the one before.
     
    It’s frustrating, sometimes. I love the third season of Chuck, and I wish the show could just stay there forever. But at the same time, I’m so glad the series has the chance to grow and for characters to change and so on. It’s one of my favorite shows perhaps because it had the space for that change and progression. I’m sure that had it stayed as its season three self for the entire time it would be tiring and lose what makes it so special. It’s precisely because it doesn’t last that it’s so special.
     
    To all this, Avengers: Endgame is the, uh, end, of the MCU as we know it (give or take a Spider-Man movie coming out in a couple months). It’s quite the feat to resolve ten years of storytelling, but somehow the movie actually does. With that, it’s done. There’ll probably be another Avengers movie, but it ain’t gonna be one too familiar (for a whole variety of reasons), just as no sequel is quite like the original. The old ones can be revisited, yes, and replayed, reread, and rewatched; but they’re over, the story had to end.
     
    Maybe that ephemerality is what makes stories so special. Just because something doesn’t last forever doesn’t make it any less meaningful.
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