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Author: D. Bethel

Let’s Play – Jotun

Let’s Play – Jotun

Playing a bit of Thunder Lotus’ gorgeous adventure game, Jotun, live really exposed how scary doing such a thing is.

I listen to plenty of video game podcasts, such as Giant Bombcast (as well as the Giant Beastcast), Vice Gaming’s New Podcast, and Match 3, and they have all talked about––to varying degrees––the stress of playing in front of people. For some reason, I thought I’d be immune, but only once I began to broadcast gameplay did I suddenly became aware that anybody could stroll in and watch me die a whole lot. With each chunk of damage I took, the pinch of worry grew stronger.

I don’t think, in hindsight, that my lack of skill lessens the pure majesty of this game (which I first talked about during Episode 107‘s Week in Geek). About halfway through the stream, I wise up and show off some aspects of the game that really do show off the grandiosity and choices that––if implemented––could really do amazing world-building for a retro-isometric The Legend of Zelda game, if they ever wanted to go back to that.

Even though the player character, Thora, becomes so small that seeing her can become a problem if working through a particularly busy boss battle (ahem), and the top-down camera restrains the field of view, Jotun feels epic in the truest and popular sense of the word through the simplest of choices in, most obviously, art and, more subtly, play with perspective which I show off about halfway through the stream.

I hope to do more streams like this––haphazard hour-long plays with my dog making dog noises in the background. “The Dan & Rusty Video Game Hour” was a concept I bounced around this summer (if only to make myself laugh), and I held from pulling the trigger out of laziness more than anything else. Once I got the gumption, it mostly worked and I hope that––despite the constant deaths that befell me during the hour of play––you get some enjoyment out of it. I’ll need to work out some audio kinks, if they can be worked out (the game audio is incredibly loud), but streaming is still a trial and error thing for Andrew and me, so it’ll only get better, I’m sure.

If I do say so, I have a banger of a joke at the end that I’m still quite proud of. *self high-five*

Worth a Look: Luke Cage Edition

Worth a Look: Luke Cage Edition

Marvel/Netflix’s Luke Cage has a lot of people talking a mere week and a half after being uploaded to Netflix’s servers, and for good reason. While ostensibly linked to the more popular popcorn faire that is the “superhero genre” of films created by Fox, Sony, Warner Bros., and Marvel over the last sixteen years, Netflix has done more to push the genre forward and upward with its four seasons of shows than has really been done since The Dark KnightLuke Cage alone has elevated the discourse in our popular culture to the point where the greater populace can not only talk about blackness in America, but it’s getting white America to listen to conversations about blackness in America. The last time a live-action superhero production instigated a larger conversation about deep-seated issues in America was not this summer’s Captain America: Civil WarBatman v. Superman: Dawn of Justice, nor X-Men: Apocalypse, but last year’s Jessica Jones––a Marvel/Netflix (Martflix?) show. Like Jessica Jones before it, Luke Cage approaches its issues in a variety of incredibly subtle, as well as not so subtle, ways, but the fact that it’s approaching them at all––and giving these issues narrative prominence––sets it apart from most other entries in the genre.

source: BlackNerdProblems
source: BlackNerdProblems

Perhaps it’s the fact that I’m an English teacher (albeit not one of Literature, but of Composition and Rhetoric), but I noticed right away how many books dominated the show (at least in the front half––I’m not quite done with the season yet as of this writing) and how diverse Cage’s tastes were––in terms of race, sure, but also in terms of genre.

Dr. Tara Betts briefly discusses the books given center stage in the show, but expands that view into a full reading list that addends and complements the show. Some are a bit jokey (the Where’s Waldo? choice), others are referential (picking a Geoffrey Canada book since the writer was referenced by Cottonmouth at one point), and others are thoughtful on a pedagogical level (Acres of SkinCutting Along the Color Line), all of which could be used to describe the show itself.

Like I did for the “Worth a Look” about Stranger Things, I’m featuring this article even though I didn’t read it yet because it boldly sports a spoiler warning, and I––wishing to hold onto some aspect of nerd integrity––want to watch the rest of Luke Cage clean.

source: iO9.com
source: io9.com

Evan Narcisse’s article is presented as a dialogue between four writers discussing the major cultural issues as presented and challenged in Luke Cage. In fairness, many articles have been written about this aspect of the show, but this gathering of different points of view on the same subject is an attractive and important approach. Especially as a white dude from the coast of California––and as a teacher––it’s these discussions that I need to find and listen to.

Worth a Look

Worth a Look

That the comics industry works through strange machinations puts the whole situation mildly. It’s an industry perpetually flailing for readers and sales, but its movies are making more money than any other adapted medium in history. Combined with all of the crossovers and events that “The Big Two” (Marvel Comics and DC Comics) push––and the associated bumps and crashes in sales––there is no doubt that there is something funky about how the comics industry works, but it also that blame has been mercurial, shifting scapegoats depending on the ails of the current generation: people aren’t reading comics anymore because of video games; people are waiting for the trade paperback collections instead of buying individual issues; the movies and tv shows are more accessible and modern than the books; print versus digital distribution, etc.

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source: The Outhousers

The problem this has caused shows that the blame-shifting that moves the industry has done its job rather well, getting the industry to blame itself rather than looking for a deeper seed. This Outhousers (what a name) article does a fine job at pointing the finger away from general culture (which does have its share of culpability, just not nearly as much as we apparently want to foist upon it) and toward the one constant in the last, at least, thirty years of the industry: a monopolized distribution system.

Diamond Comic Distributors is the only distributor for the Big Two as well as the other top-tier publishers such as Image, Dark Horse, Oni, etc. While that in itself is not inherently bad, a look at its practices and demands upon the publishers (and creators) reveals a rotten core tethering together the ever-changing problems from which the industry suffers.

It’s a bold statement, but also not much of a surprise––as an independent comicker, if you want to get any ground in comic stores around the country, you must meet the demands of Diamond, and their barrier to entry is unreasonably high. Some of it comes across as honest gatekeeping, which is fine to a point; you want only good comics to make it to stores, but it also puts an extreme burden on pretty much any independent creator unless you have found word-of-mouth/viral success through the internet. Even then, it’s still best to pitch to a publisher and have them deal with the distribution.

The Outhousers article shines a bright light on the issue, but being an independent blog in its own right, I wonder how much change it can actually inspire. I’ll just do my part, then, and keep the conversation going.

For all of the video games that land onto store shelves or on the front page of an online retailer, it’s astounding to see how many games are out there right now. From what I have come to understand, mostly from listening to gaming podcasts that have interviewed developers (to having interned for a startup developer myself back in the late nineties/early aughts), what astounds even more is how many games don’t get made, despite going into production.

source: Vice Gaming
source: Vice Gaming

Development is shut down all of the time with apparently little cause given, in many cases. Luke Winkie’s article presents a fascinating case study into one example of this, through the lens of a developer who worked on the nearly-finished Infinite Crisis, a MOBA featuring all of DC Comics’ major characters, before it was shut down.

I argue that the saddest part of a game getting shut down mostly has to do with the ache of possibility, that a game with promise won’t ever see the light of day. What’s heartwarming, though, is that an unreleased game seems to have little effect on a developer’s resume, often because it’s not the developer’s fault that a game got pulled. It usually has to do with business decisions from investors and the like, people gauging the market and finding it unfit for whatever they had already pumped thousands or millions of dollars into.

What this tangentially touches upon is another heated conversation in the gaming world right now, one about the poor working conditions afforded to people who work in the industry. If there is a bright spot, it could be that despite all the other issues you have to face as a game developer––working within strict budgets, big teams, time crunches (and long hours), aggregate review scores, etc.––working for years on a game that never gets released doesn’t damage your possibilities to continue working in the industry at all. In fact, the bigger the “failure,” the better it could be for you.

Worth a Look

Worth a Look

While not about a particular aspect of nerd culture, Frankenfield’s article finds a thread strung through most aspects of geekdom: a legitimate choice between independent and “mainstream” products. In most nerdy and geeky venues, these exist side-by-side––I think of the gaming scene (specifically video gaming; Andrew will have to answer for the tabletop angle) where venues as amalgamated as Steam as well as the more hierarchical PSN or XBox Live give independent products prime real estate in an effort to get both triple-A and the snarkily titled “triple-I” titles on players’ screens. For all the drama that has surrounded video games press in the last few years, it has acted to level the playing field, not through any particular agenda as much as finding good indie games and wanting to share. For all nerdy avenues, Kickstarter and other crowd-sourced funding platforms have been key in getting independent products more mainstream attention, even if it never officially achieves that status.

Comicsverse

More than ever, the line between “independent” and “mainstream” is blurring, and I think it’s a good time to ask some simple, problem-posing questions: how and why? I think the second question is easier to answer than the first. The divide is closing because traditional “mainstream” products have become less satisfying over time. Perhaps that’s the wrong word; mainstream products have become predictable and staid even though they still rake in profit. But we see this most popularly, I think, with television (though an argument could be made for any nerd media right now). Even though the major networks are still the ratings kings and producing the most popular content, the revered content is made outside of those avenues, the top producers of which are probably HBO and AMC, currently. It was them, and networks like them, that pioneered the “new golden age of television” in which we now find ourselves. NBC, CBS, and ABC are not the trailblazers here, even if they are the “winners” using outdated metrics.

As for the “how”, that is an answer that produces the most consternation and danger as this movement progresses. The nice thing about the mainstream system is that it provides traditional and, for the most part, proven processes for bringing projects to life. The problem is that, over time, the process became corrupted by brown-nosing who-you-knows with impenetrable baselines for entry. The rise of the independents, as Frankenfield illustrates, took advantage of new media and presented new content on its own terms, letting the audience find it, even if that audience was niche. The problem with this is––and I saw this all the time in webcomics––that, arguably, the independent road to success can only be travelled once. Again, with webcomics, the success of strips like Penny Arcade or PvP or Axe Cop led to unwarranted (and unproven) codification of paths to success and many eager creators became wrapped in false righteousness when their duplication of Penny Arcade‘s arc didn’t provide the same results for them.

With new media––specifically, internet-based media––it seems that roads to success are made out of sand and are erased as soon as they are coursed. It makes “success” a much more malleable phrase for independents than a mainstream product ever could find. It’s why maintaining a self-sufficient comic through ads, Kickstarter campaigns, and regular Patreon contributions could be seen as more of a success than the new Ghostbusters, even though its gross revenue is approaching $220 million dollars (I’m this fully cognizant of the fact that those returns are less than the production budget and marketing budget combined, but there was also Zoolander 2; check those numbers).  Whether it’s in the black or not, people still paid $220 million dollars to go see it, which is impressive from an indie standpoint, but to many it’s a mainstream failure, whereas in the context of self-sustaining webcomics we could mean an amount that simply covers hosting costs. If anything, its this relative definition of success that’s going to be making the biggest marks on pop culture in the future, and Frankenfield points to specific examples of this––Louis C.K. and Chance the Rapper––to get this point across.

It’s no secret that I hold Marvel’s persecuted mutants close to my heart, and to that extent, I cherish the filmic versions a bit more dear than many MCU properties if only because of my nostalgic tie to them (while wholly acknowledging that Marvel makes better movies, on the whole). That being said, I have long felt that it would be a mistake for the X-Men and their associated titles to move from Fox to Marvel Studios. To be frank, I was hoping to write an article about it, but Kyle Anderson at Nerdist hit that nail before I did.

source: Marvel
source: Marvel

I echo Anderson’s point wholeheartedly that the X-Men work best when mutants are the only super-powered people on the planet. I realize this only really exists in the context of the movies as they have been wholly integrated into the Marvel Comics universe since their inception, but as an easily digestible metaphor that can make the largest impact, it’s a context that is much more effective than if they had to interact with super-soldiers and aliens (though X-Men: Apocalypse got a bit close to that mark and, according to Bryan Singer, is a direction he wants to go in the future).

But, referring to what guest Elijah Kaine said during our Shortcast, there currently is room in popular culture for more than one continuity. Naturally, we all assumed it would be a stark line between Marvel and DC because that’s how it exists in the print world. However, we aren’t seeing an effort really coagulating on the DC/Warner Bros. side of things despite their best efforts and it’s also smart to think of things existing more broadly. We have the MCU, we have the Arrow-verse, and we have the X-Men continuity, among others. It’s a much more nuanced and multi-faceted world we live in than, perhaps, we want, but I think, overall, it is better for it.

NOTE: Kyle Anderson is the co-host of a podcast I’ve talked about before––Doctor Who: The Writer’s Room––in which he and Erik Stadnik talk about the writers from classic Doctor Who (1963-1989). They provide incredibly in-depth critical analysis of scripts and their writers that, I would argue, makes it essential listening if you are a fan. This may also make me a bit biased toward Kyle Anderson’s argument, though I didn’t realize he was the author until after I had read the piece.

and, in a slightly different interpretation of the column’s title, here is a video that is “Worth a Look”:

In reverence for the 30th anniversary of The Transformers: The Movie, everybody needs to watch this.

News Blast: Metal Gear Survive

News Blast: Metal Gear Survive

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At this week’s Gamescom in Cologne, Germany, Konami unveiled the trailer for a new Metal Gear game, titled Metal Gear Survive. While a new Metal Gear game was not a surprise, perhaps receiving a trailer so soon after Metal Gear Solid V: The Phantom Pain (released in September 2015) and the subsequent public relations disaster that was Hideo Kojima’s (creator of Metal Gear) exit from the company made it so. This is made more puzzling considering the very public withdrawal from AAA games that Konami made following the release of MGSV:TPP in favor of more profitable and cheap-to-make pachinko/mobile fare.

The new Metal Gear game trailer has caused fervent discussion for a few reasons.

First, for a game series so thoroughly attached to its creator, Hideo Kojima is not involved with the game in any capacity, which, again, is not surprising considering his focus on a fledgling company and new IP as well as his fairly acrimonious relationship with his former employer of three decades.  Second, its apparent focus on multiplayer action arguably stands in contradiction to what Metal Gear is about: stealth and tactics. Third, the dimension-hopping, zombie-filled world seems more like an amalgam of horror Resident Evil and Silent Hill games rather than a heightened reality, Tom Clancyesque, military Metal Gear game.

Lastly, it’s surprising that Konami is interested in creating a mainstream console-based video game at all, especially one in a series with a strong reputation in the industry and among players. Since 2015, Konami has only released licensed soccer video games––Pro Evolution Soccer 2016 and 2017––to the major markets (Playstation 4, XBox One, and PC) aside from releasing MGSV:TPP across all platforms in 2015. This was taken as a signal that Konami does not prioritize the console and home computing market. So, the sudden push of a new Metal Gear game does seem a bit strange. When you consider that alongside the rather non-Metal Gear theme, it draws even more questions as to whether this is actually a Metal Gear game that fits into the canonical story or simply a new IP tagged with a grandfather franchise in a lazy effort to guarantee sales (re: Metroid Prime: Federation Force).

Metal Gear creator, Hideo Kojima, is no longer with Konami after three decades of employment.
Metal Gear creator, Hideo Kojima, is no longer with Konami after three decades of employment.

Many sources have erroneously reported that this is the first Metal Gear game developed without Kojima’s involvement. While there have been plenty of Metal Gear games produced and developed by Kojima in varying degrees (Metal Gear AC!DMetal Gear Solid: Ghost BabelMetal Gear Rising: Revengeance), early in the series’ life, a few Metal Gear games completely skipped the creator’s grace due to different console ports and local demands. Most notoriously, Snake’s Revenge was a side-scrolling sequel to the original Metal Gear developed solely for the North American NES market and none of the original Metal Gear team was involved in any way.

Furthermore, the original Metal Gear was released for Microsoft’s MSX2 platform in Japan. The success of the game, as well as the parallel success of the Famicom/Nintendo Entertainment System, prompted Konami to produce a port for Nintendo without Kojima’s involvement at all. The Famicom/NES version is infamous for being a Metal Gear game without a Metal Gear in it (unlike the original MSX version) due to technological constraints,and is a version that Kojima has wholly disowned.

All together, the entire project is punctuated by a question mark at the moment. It is likely a lot of discussion will be had about the game up to and through its release, but seeing how the most ardent Metal Gear fans prioritize story, characters, and stealth gameplay over any multiplayer offering the series has brought to this point, combined with the history of Konami acting directly in contradiction to the series’ creator’s vision for the series, the largest question being asked right now is how well does Konami know its own flagship franchise?

Worth a Look

Worth a Look

Andrew and I do our best to steer away from politics or politically-charged issues if only because those topics––no matter the side you stand for––can be frustrating discourse. Of all comic book figures used to translate the world of political friction, the X-Men seem most ripe for such utility if only because they were born from it.

Art by Stuart Immomen. Source: Comicsverse
Art by Stuart Immonen. Source: Comicsverse

I’m not going to speak to the thesis of this article, though it is well-written and cogent, but it shows a technique that I appreciated and of which I would like to see more. Comic books––well, comic book characters, at least––have jumped the divide between niche and the mainstream. If we want the source material to make that same leap, I think using these properties as lenses through which we can explain and analyze the crazy world around us––like we do with literature and movies at this point––should be done more. Whether you agree with Jon Barr’s article or not, take note of what it’s doing and you’ll see the sketch of an important step to improving the cultural validity of comic books.

The incredible point the article makes has to do with a dangerous side-effect of using fiction as allegory or critical lens:

The biggest disparity between the X-Men universe and the gun control debate is this concept of a ‘good guy.’ The world of the X-Men have those heroes to rally behind as an example of how powers should be used.

For the sake of storytelling, clear lines sometimes need to be drawn between things like “good” and “bad,” even when those distinctions are either blurry or rare in real life. The growling of political discourse has done a lot of vilification of the “other” side when, if we were all at a barbecue together, we would all probably have more in common than not. Though there may be more “good guys” than “bad guys” on either side of any debate, it is nice to use popular culture as an avenue for intellectual investigation. As the article admits, using the X-Men as spokespeople for only one side is not only irresponsible, but the X-Men themselves have been figuratively on both sides of what is arguably the same issue as gun control. But I like that possibility. If the X-Men are about anything, it’s giving anybody who feels on the outside a place to belong.

As I progress further and further into nerd culture commentary, a major thesis that continues to bubble to the surface is my strange and possibly nebulous feelings about nostalgia. Specifically, I am kind of appalled at the persistence of the idea that hardcore fans of a property deserve even a modicum of ownership over its evolving direction in popular culture. Respect and rightful say are two very different things.

source: Nerdist.com
source: Nerdist

I want to say this basically started with the spark of superhero cinema––with things like the first few X-Men movies and their proud abandon (at the time) of the technicolor, exaggerated costumes of the comics in favor of matching padded leather or, more specifically, Christopher Nolan’s Batman Begins in 2005 which really spearheaded the movement toward “gritty” and “grounded” nerd cinema. You could even argue that it started with Tim Burton’s Batman in 1989, but it didn’t hit a fever pitch until the turn of the century.

Since then, we have also seen reboots of properties from the 1980s that received similar “maturetreatment with efforts like the 2011 Cartoon Network Thundercats show that added liberal dashes of The Lord of the Rings to the popular ’80s toyline. Similarly, G.I. Joe made the tonal shift in 2009 with an animated series, G.I. Joe: Resolute, which pushed the beloved and silly franchise into serialized storytelling more commonly found in prime time drama, and did so to much acclaim. Similarly, the Arkham series of Batman games not only revolutionary gameplay but showed the players an even darker world than what we saw in the Nolan films with Gotham being a true den of sin and the rogue’s gallery being more grotesque and twisted than we’ve seen since the Burton films. Arguably, this is also what happened with Casino Royale which killed what little was left of the classic camp during Pierce Brosnan’s tenure. While these examples are the more well-regarded ones, the dark side of the trend has been things like the Michael Bay Transformers series and their dudebro Teenage Mutant Ninja Turtles cousins.

Benjamin Bailey’s Nerdist article confronts an idea I’ve longed wanted to approach, but couldn’t really find my thesis without sounding petty and bitter (when I didn’t want to––I do love nostalgia trips). The idea that the franchises of our youth are nigh required to meet our adult sensibilities as they met the sensibilities of our youth is a strange request from rebooted or extended franchises. These properties spoke to us because they tapped into a piece of the zeitgeist that others couldn’t find or hold onto. Why should we expect or want anything different when reexamined for modern audiences thirty years later?

Worth a Look

Worth a Look

A large talk that basically started the whole GamerGate mess had to do with representation in video games, specifically with how female characters were presented and utilized within gameplay and narrative with the obvious and problematic conclusion being that female player characters were either underrepresented or, if present, lacked the variety or depth of the male protagonists.

Source: kotaku
Source: Kotaku

However, the newest critical focus––and just as important––looks away from the screen and toward both the community and the developers. If the more forward-looking fans of gaming out there want more representation in games, we should also be asking ourselves about representation in the making of games. With regard to the community, there is a harrowing documentary that I discussed on the show awhile ago, GTFO, about female pro gamers and critics that I guarantee will have you wanting to throw a chair against the wall.

The Kotaku article discusses the story behind––and of––a new book, Women in Game Development: Breaking the Glass Level-Cap, that deals specifically with female developers and their road to being professionals in the field and how that road is paved with sacrifices, shame-dodging, and prioritizing aspects of their identity that males in the same positions never had to make. It’s infuriating how human beings are being treated in a field that, at the core of it, everyone loves so very much.

Another great feature on the book was published at Polygon, “How Women in Gaming Face Hostility” by Colin Campbell.

This is a book I want to read and, it seems, one that gamers should read, no matter what side of development we are on. It’s just sad that this book had to be written at all.

In a bit of selfish rank-pulling, I’m using “Worth a Look” as a “Save for Later” bookmark for myself. This article discusses Dungeons & Dragons as it is used in the recent Netflix hit, Stranger Things (which will be my “Week in Geek” in this week’s episode). Stranger Things has been a Facebook darling, especially for nerds born in, or who lived through, the 1980s and for good reason.

source: Netflix
source: Netflix

Stranger Things is less a snapshot of life in the 1980s and more of an evocation of 1980s adventure movies: The GooniesE.T.: The Extra-TerrestrialStand By MeExplorers, and the like. By mentioning those movies, I don’t mean that is nostalgically mining those movies for characters, plot points, or in-joke references; I would argue that’s not the case at all. Instead, it feels like those movies. The Duffer Brothers (and their directors) have seemingly “figured out” how those movies were paced, how they sounded, and how they looked to feel like a long-lost sibling to those earlier movies. It’s meta-eerie on top of the creepiness of the show itself. It’s able to capture what J.J. Abrams tried to capture (and did pretty well) in his excellent Super 8. But Stranger Things just does it right in an ephemeral way.

The show is framed (or so the article tells me, I haven’t finished the series) around Dungeons & Dragons, which Kunzelman decides to parse not only as a narrative bookend, but also as a thrust, arguing that the game “functions as the primary metaphor for how these young nerdy boys are able to communicate and cooperate with one another and how they contextualize the challenges they face.”

I am eager to read the article, but not as eager as I am to finish the show. It’s so good.

News Blast: Lovecraft-Based TV Show In Development

News Blast: Lovecraft-Based TV Show In Development

A sneaky bit of news hit the internet recently when word got out that Legendary Entertainment was developing an anthology television show based on the works of cosmic horror writer, H. P. Lovecraft.

LEgendary

According to Bleeding Cool and Dread Central, not much is known as only a pilot script exists, to be used to shop around to networks at the moment. The pilot is written by Matthew Francis Wilson––who, based on my research, may have previously gone by M. Francis Wilson, is a newcomer to television writing and it is unknown whether he pitched the show or was hired to write it.

Aside from the Lovecraft brand itself, the producers of the series bring the most clout to the project. Lorenzo Di Bonaventura––who was the tip of the spear when it came to developing the Michael Bay-helmed Transformers series––and Dan McDermott––a screenwriter and producer who seems to have worked on mostly short-lived but interesting television shows.

Legendary Entertainment has made quite a mark as being a rather prominent producer of successful, if not critically consistent, genre films. Big hits for the relatively new studio––established in 2000––300, The Hangover, Inception, Pacific Rim, Man of Steel, Crimson Peak, WarCraft, Gareth Edward’s Godzilla, Jurassic World, Straight Outta Compton, and basically all Christopher Nolan movies since Batman Begins.

Their expansion into television is relatively new, but rather high profile with the Netflix exclusive, Love, having garnered a bit of attention on its initial release, as well as the SyFy adaptation of the beloved James S. A. Corey book series, The Expanse, which friends-of-the-show, Nerdhole, discussed in-depth recently, and Colony, created by LOST writer, Carlton Cuse, for USA Network. The latter two debuted this year and are renewed for second seasons.

Probably the most faithful HPL adaptation made so far, and it's a silent movie. source: cthulhulives.org
Probably the most faithful HPL adaptation made so far, and it’s a silent movie. source: cthulhulives.org

So, while to some the credentials (or lack thereof) of those directly involved with this new series may seem troubling or make a fan circumspect, Legendary itself has a respectable track record on television even if they are rather new to the medium.

The show seems peculiar because, as sources described, it is unclear whether these will be adaptations of Lovecraft stories or new stories leaning on the Lovecraft stories. Bleeding Cool described the show as including “characters, locations and story-lines from sixteen of Lovecraft’s most popular tales” while Dread Central says the show will “feature characters, narratives, and locations from sixteen of the late American author’s titles.” Both sources cite that the show will specifically draw from “The Call of Cthulhu“, “The Dunwich Horror“, and “The Shadow Over Innsmouth.” Since H. P. Lovecraft had published over fifty stories in his lifetime and collaborated on almost another fifty with friends and as a ghost writer, there is no shortage of material to draw from.

While this is the first time a show has been explicitly based on Lovecraft’s work, the father of cosmic horror is no stranger to television. His stories have been adapted to varying degrees of faithfulness on horror anthology shows, with Rod Serling’s Night Gallery being the most prominent adapter. In most cases, Lovecraft’s work served as direct or indirect inspiration for stories and series. From the 1991 HBO noir movie, Cast a Deadly Spell to an episode of The Real Ghostbusters titled, “The Collect Call of Cthulhu”, Lovecraft’s creatures and themes have often served as a great starting point for new stories rather than go through the difficulty of adapting his somewhat anachronistic and often problematic work directly. Lovecraft himself even appeared in the season six episode of Supernatural, “Let It Bleed.”Adapting Lovecraft’s work until now has been a particular tough nut to crack. Most famously, Guillermo Del Toro tried for years to get his version of “At the Mountains of Madness” off the ground, only to have funding pulled out from under him for creative and monetary differences. The closest and, perhaps, most successful adaptations come in the form of the H. P. Lovecraft Historical Society’s (HPLHS) cinematic adaptations and their full cast audio drama adaptations of his stories.

For years, Guillermo Del Toro has tried and failed to adapt the late-era mythos story, "At the Mountains of Madness." source: geekscape.com
For years, Guillermo Del Toro has tried and failed to adapt the late-era mythos story, “At the Mountains of Madness.” source: geekscape.com

The main aspect of Lovecraft that seems to clear the hurdle from page to screen are his monsters, which arguably hopscotches what his stories are actually about. While his creatures indeed played an integral part to many of his stories, they were rarely about the monsters, but rather the existential dread they represented.

Which type of Lovecraftian adaptation we’ll see on screen––either monster stories, pessimistic existential epistolary narratives, or something in between––remains to be seen. Either way, there hasn’t really been a Lovecraftian tv show or movie that has really appeased the devoted fan base as well as broke through to mainstream appreciation. With luck, this new series, if picked up by a network, can bring what so many people love about his stories and mythology to a new, broader audience.

Week in Geek: Akira, Vol. 1

Week in Geek: Akira, Vol. 1

D. Bethel looks at the first volume of Katsuhiro Otomo’s Akira manga and finds in its pages much more than a commentary on nuclear war.

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Akira, as an anime and manga series, is arguably better known for being a groundbreaking work than for the story it tells (variable as that may be, depending on the medium). From presentation to content to technology and themes, Akira has earned a place in the cultural discourse of not only Japan but the rest of the world as well.

As I mentioned on the podcast, I have come to Katsuhiro Otomo‘s manga after having seen the anime, which I’m sure is the course most westerners took since the movie was such a significant event, especially in the nerd world. Now three volumes into the story, I have already seen a significant diversion in narrative between the manga and anime, to the point that the movie feels less like an adaptation and like a new story using the same players. This difference intrigues me to the point that I found myself down the hole of an academic database search for any criticism about Akira.

Not surprisingly, the discourse around both the anime and manga nearly unanimously focuses around its use of imagery related to nuclear weapons and Japan’s historical tie to them. While not wrong nor an insignificant approach to the work, I feel that using a small lens on such a large work misses out on a lot of fantastic critical angles. Also, when conversations around Akira happen in person (with friends or fellow fans) and the group wants to take it to serious territory, it seems the only road to travel is the one that leads to nuclear warfare and its relation to Japanese history as well.

Katsuhiro Otomo. Looks pretty content for a dude the blew up Japan. Source: Japan TImes
Katsuhiro Otomo. Looks pretty content for a dude that blew up Japan. Source: The Japan Times

One of the most crucial tenets of literary analysis and critique is that texts don’t have a single meaning or purpose. Moreover, meaning can change over time because the needs of the cultures that consume literature change as well, and texts that don’t maintain some sort of relevance, I would argue, fall away. It’s sad, perhaps, and some hold onto, teach, and love texts only for their historical relevance. There’s nothing wrong with that, but it’s the relevant applicability of texts that makes them still feel important and impactful to an audience and culture, which is a much stronger response than just reverence for it. Part of the fun of literary analysis comes from devising a thesis and seeing if any sustaining evidence rests inside the text. When it comes to Akira, it seems that only one thesis is pursued, if not allowed, and everyone takes part in the Easter egg hunt. Like any other text, analysis should be less like an Easter egg hunt and more like a scavenger hunt, but everyone has their own goal and their own list and all hunts are happening in the same place.

Perhaps because I had always heard the nuclear conversation around Akira, and drew the same conclusion on my first viewing––it was probably the first movie that really presented the allegory to me before ever seeing things like Godzilla or more art house fare like Akira Kurosawa’s Dreams––it wasn’t on my mind when I cracked open the first volume of the manga so many years later. I had no desire to find more evidence about Otomo’s commentary on post-nuclear Japan because, perhaps, I was sure it was there, dripping off of every line. In a sense, that hunt was over because, in a finite work, all the eggs had been found.

It put me in a wonderful space when approaching a text: free of expectations.

What I came away from volume 1 pondering––and what drives me through subsequent volumes––is a theme I should have expected but didn’t think would be so fully developed. Before going into it, let me just present a single image that, I think, summarizes what Akira is about to me on this read-through:

Youth gone wild.
Youth gone wild, basically that Skid Row song interpreted in comic form.

What sticks out in this story from the beginning (from the first page, though you don’t know it yet) is that its characters are teenagers. These youths have grown up in a post-apocalyptic world as the book starts with what looks like a nuclear event detonating in the heart of “the metropolitan area of Japan, which ignited World War III. The story picks up nearly forty years later. Those who were in the war are middle-aged and the teenagers have never known a country without a big hole in the middle of it. World War III isn’t even a part of their memory; it’s just another chapter in their education (if they pay attention).

Though it’s not a Mad Max desert-scape––Neo-Tokyo has familiar sky-scrapers and cool future technology as well as the expected slums and people doing their best to make their way––its society is in just as much turmoil. It’s just beneath the surface and bubbling to the top through these kids.

In a post-nuclear and post-World War society, Neo-Tokyo exists in the static created by a paranoid and strictly regulated government and a generation that has no living memory of what created that paranoia in the first place.

Teenagers in Akira are nihilistic and quick-tempered and angry. (I can already hear you saying, “Oh, so you mean a normal teenager?” I get it.) But––to connect it with the more traditional reading of this book––in a post-nuclear and post-World War society (and for Japan, this has now happened twice by the events within the book), Neo-Tokyo exists in the static created by a paranoid and strictly regulated government and a generation that has no living memory of what created that paranoia in the first place.

This is tempered in the way adults and youths interact. Most of the time it’s polemical adults exploding in hyperbole (or sometimes physical violence) without any respect to or awareness of the kids’ intelligence. This is probably unintentional on the part of the adults; they’re stuck in the tautology of thinking the kids don’t understand because they weren’t there, so they can’t understand, so they must be told––but they won’t understand! The kids, in turn, are frustrated because despite the fact that they live in a world they are bound to inherit, the shadow of the explosion and the war looms over everything in their culture. Because the adults are so tetchy and repressed (because that is how they keep the world from falling apart again), the kids never really learned how “to articulate any meaningful relation between themselves” and the world they live in (Lamarre 138). It reminds me a bit of Victorian manners in their treatment of children––the whole “seen but not heard” ethos that leads to severe problems down the line.

Such treatment and behavior, of course, doesn’t pacify the youth; in fact, it weaponizes them, which is literally what Akira is about in terms of plot. But even in terms of plot, it is the teenagers in the story that activate every movement forward; they are the only ones that have any narrative agency. All the adults do (so far from what I’ve seen) is stand and watch the kids disassemble what structure adult society has been trying to hold together and yell at them as they do so. The titular Akira (and a few others like him) is a mere boy who can do city-wide destruction by just being. It’s almost as if the momentous destruction previous generations had to build and fall victim to has become a natural, unconscious part of the new generation (albeit Akira and his crew have been subjected to horrific experiments). It’s a powerful statement on youth culture striving to not only survive but learn in a society that goes through the motions of trying to educate and instruct, but is actively pursuing the opposite.

I think this divide is perfectly illustrated in a scene from the beginning of volume three. Because stuff happened, the city is placed under a “Code Seven Alert” which enacts a complete lockdown of all residents with severe punishments for those who break the edict. Military/police hybrids patrol the streets along with military-grade machinery––automated robots called “Caretakers.” Only two types of civilians interact with the military/police in these scenes––adults looting and children playing. But it’s the latter that is most interesting:

Page 26 & 27 from Akira, volume 3. Read from left to right. Click to enlarge.
Page 26 & 27 from Akira, volume 3. Read from left to right. Click to enlarge.

Previously, we saw the Caretaker robots “pacifying” the adult looters by gunning them all down with ordnance so powerful it annihilated not only the looters but also the storefront they were stopped at. In the scene with the children, they relay the fact that they know these things mean business, but they play anyway. They only leave because they don’t want to deal with the soldiers/police, probably because in this Code Seven environment, they might end up on the wrong end of sanctioned lethal force. They don’t leave because they are scared; that much is clear on the faces of the children on the last panel of page 26. Running from the military/police is part of the fun they’re having. If they were scared, they wouldn’t yell the derogatory insults as they left (panel 1 of page 27).

Just as the adults are using the tools they have at their disposal to create a sewn-up, paranoid, and violent society to keep it safe, so are the kids using the tools at their disposal to have a childhood in spite of it. Climbing all over a death robot while playing with friends isn’t dangerous––it is to the adults who see them doing it. To the kids, that’s normal. In that sense, it reminds of Mad Max: Beyond Thunderdome where the ways the residents of Bartertown repurpose “old world” items into new things differ vastly from how the Child Tribe repurposes items; they are doing the same thing but what they do with them is disparate from the other. The way the world is defined for both parties is extremely and intrinsically different.

So, yes, the devastation of World War II strongly grips this book, but such discussion exists on a macro, holistic scale. It diminishes the struggle these kids are going through. They don’t want to have that conversation because it’s been the only conversation that’s ever been had throughout their entire lives, which is a handy metaphor for the discussion around Akira itself.

Works Cited:

Lamarre, Thomas. “Born of Trauma: Akira and Capitalist Modes of Destruction.” positions: east asia cultures critiques, 2008, vol. 16, p. 131-156.

Works Referenced:

Bolton, Christopher. “From Ground Zero to Degree Zero: Akira from Origin to Oblivion.” Mechademia, 2014, vol. 9, p. 295-315.

Nelson, Lindsay. “Embracing the Demon: The Monstrous Child in Japanese Literature and Cinema: 1946-2008.” Diss. University of Southern California, 2012. Web.

Worth a Look

Worth a Look

I remember having a semantic debate with Andrew back in high school regarding the correct phraseology to use when discussing the completion of a video game’s content.  Basically it came down to two choices: did I beat the game or had I won the game?

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Source: Paste Magazine

This was back in the nineties when declaring a victor in order to make discussion about games as clear as possible mattered, because most games were basically the same thing. Most games were linear, most games had a story to tell, most games had an endgame scenario and player reward of some sort. But that’s gone now, and the need to declare a proper usage seems less significant now that there are games that can be beaten (as if the game were the opponent) and games that can be won (as if the end game or post-game content were a reward––with more game). Some games now don’t ever end due to being competitive arena-type experiences or challenges to accomplish a new personal best.

There’s also the idea that people just aren’t finishing games any more, which speaks more to how culture uses video games. I would say that in the eighties and nineties, since most games were basically the same thing, sitting down with a game involved pretty much the same process: 1. learn the mechanics, 2. Master the systems to 3. Complete all the programmed tasks and see the ending and/or credits. Now that’s only one of a variety of processes need to have at the ready when sitting down with the game. In fact, the first step of most gaming experiences now is simply figuring out what kind of game it is before loading in a proper order of operations. Gone Home is not Call of Duty which is not The Last of Us which is not Geometry Wars. The spectrum is only gaining more colors and variations.

Lewis Beard’s Paste article looks at how endings have changed over time and how seemingly harmless new systems fundamentally changed how games are made and played (New Game+). With that in mind, he looks at the modern state of game endings and why, perhaps, they just don’t matter anymore, and that’s fine. It’s just part of the evolution of this field and culture that, with hope, has no end in sight.

This is a harrowing article that really shows how much damage the #GamerGate crowd is doing to video games culture beyond just people trying to play and talk about games on the internet. I just know this: the only other time I have seen or heard of doxxing being used was by white supremacists, which is not the best company to keep.

Source: The Establishment
Source: The Establishment

Academia has been having a hard time in the last few decades as it has become the focal point for not only violence but general cultural ire due to the rise of trigger warnings and “safe space” debates. But it comes down to a simple point of fact: a university campus is a place where you gain education through trial and error. If it’s a safe place for anything, it’s a safe place to fail and try again with guidance (if you want it) and feedback (which you’ll get no matter what). That pressure from outside the academic sphere––in this case, virulent gamers who feel they have been tasked with the job of gatekeeping an open medium––is permeating inward is, in my eyes, a direct violation of what academics is about, a point to which A.D. Andrew hints at the end of her article:

Everywhere, academics with a digital focus are forced to make that choice. Can we afford to exist publicly? Others are making the choice in a different way—by not writing that article, by not pursuing that line of thinking. We talk often about the people silenced by online harassment, but research is being silenced as well. We are losing knowledge and with it, the potential for growth.

The problem is that #GamerGaters and sane people all agree on a fundamental point: video games are amazing. Why can’t it just stop there?

and, for the first time, a “Worth a Listen”:

Comicsverse is a podcast I have found over the last few months and really enjoy. It’s dedicated to a nigh-academic (but still incredibly silly) look at comics––mostly Big 2 stuff––that really dives deep into the psychology, cultural criticism, and craft behind some of the biggest titles and their characters. I haven’t listened to every episode, instead focusing mostly on their X-Men-related podcasts (including a recent, really good interview with Chris Claremont).

source: Comicsverse

The most recent X-Men podcast, titled “The Dream”, looks at the series and concept as a whole rather than focusing on a specific story arc or character, which is nice, and goes into great depth on a few topics I touched on in my own conversation about the X-Men with Elijah Kaine. Mostly, the panel-based seminar discussion focuses on the idea of “Xavier’s Dream” and how, over the course of the series, it has been iterated on, challenged, and damaged. They also have some fascinating investigations into the X-Men metaphor for minorities and how the characters have echoed specific real-world ideologies throughout history. It’s definitely worth a listen, though I must warn that even though the humor can get juvenile and a little annoying, the overall content actually makes the tiny cringes I went through worth it. They also bleep out the F-word with probably the worst sound effect I have ever heard, which can be a deal breaker when they go on F-word-fueled tangents.