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News Blast: Iron Fist Roundup

News Blast: Iron Fist Roundup

With Iron Fist set to come out on Friday of this week, it seemed appropriate to do a quick round up of all the news and reviews that have been circulating in the previous week. For those who have been distracted by other news, Netflix has released the first six episodes of Iron Fist to a number of reviewers and critics. The response has been … less than was perhaps expected.

“He’s not a human. He’s like a piece of iron.” -Ivan Drago. Image by John Gallagher

From Polygon‘s Susana Polo:

Iron Fist’s problems with its portrayal of Asian cultures and Asian-Americans are embedded throughout every episode. It’s just that its problems with delivering exposition, crafting consistent characters, and even basic dialogue writing run right alongside.

From The Onion A.V. Club‘s Danette Chavez:

Had Netflix rolled out Iron Fist first, its unsteadiness would be forgivable; this is a process, after all. But it’s actually the final step before a huge showdown, so it can’t afford to buckle under the pressure. And yet, with all that riding on it, the first half of the season is just a checked box. Filler episodes are one thing, but right now Iron Fist looks like a filler season.

From The Hollywood Reporter‘s Daniel Fienberg:

Iron Fist feels like a step backward on every level, a major disappointment that already suffers from storytelling issues through the first six episodes made available to critics and would probably be mercifully skippable in its entirety if it weren’t the bridge into the long-awaited Defenders crossover series.

From Business Insider‘s Jethro Nededog:

First, it doesn’t live up to the quality of storytelling found in “Daredevil,” “Jessica Jones,” and “Luke Cage.” Plainly stated, “Iron Fist” is boring.

Of course, it is worth remembering that this is based entirely on the first six episodes. Rumors abound that the seventh episode of the series will be extremely violent. The episode has been rated 18 for “Strong Bloody Violence.” Given the stagnant impressions of the first six episodes, it remains to be seen if episode 7 (titled “Felling With Tree Routes”) is as much a dramatic turn as the portended graphically violent turn.

Given that the Defenders mini-series is already slated for a 2017 release, it’s clear that Iron Fist‘s poor initial reception will not stop the Marvel/Netflix hybrid from moving forward. That being said, it’s unfortunate that the same studio partnership that produced Jessica Jones, Luke Cage, and Daredevil has hit a slump with their most recent offering; whether this should be viewed as a bump in the road or an image of what’s to come is uncertain.

Worth a Look

Worth a Look

Batman: The Animated Series has become a show whose perennial place in nerd culture is all but assumed and revered. Andrew and I discussed the show, albeit briefly, back in Episode 59 – BTAS, as a segue to talk about dreams and dreaming in fiction, but the show, obviously, has done a lot more than that throughout its 110 episodes across seven years of airing (I’m including The New Batman Adventures in the tally). When talking about the show, one conversation that must surface is its diversity of storytelling and the risks it took. What set the show apart from not only every other animated series on American television may also have set it apart from nearly any other television that aired at the time of its release. Namely, it’s willingness to have strange, experimental episodes that challenged the expectations of superhero fans and television viewers.

Sure, it will be remembered for its strong, more traditional, Batman stories like “Heart of Ice”, “The Demon’s Quest”, and “Robin’s Reckoning (Parts 1 and 2)”––the last of which won an Emmy––but it will also be remembered for its non-traditional, esoteric stories like “Perchance to Dream”, “Legends of the Dark Knight”, “Over the Edge”, and “Almost Got ‘Im.” It was a show that learned to take risks, and what’s fascinating is that, apparently, a lot of that ethos was there from the start.

Concept art from the BTAS Writer’s Bible. Art by Bruce Timm. Source: io9

One of my prized possessions, creatively, is a book written by Paul Dini and Chip Kidd called Batman: Animated which covers the history of the show and is filled with amazing photos of everything from concept art to marketing photos for Batman-branded soap. But a bit of space is devoted to the development of the idea of what Batman: The Animated Series would be, hinting at the thorough show bible that Paul Dini, Bruce Timm, and Mitch Brian put together. Basically, a show bible is a treatise on the characters, stories, tone, and plan for a tv show used to keep the studio on track as well as acting as a set of guidelines for artists and writers hired to work for the show. Somehow––and thankfully so––the show bible has gotten out there in pdf form and it is as glorious as I was hoping it would be.

The cover to Batman: Animated by Paul Dini & Chip Kidd, art by Bruce Timm.

Whitbrook points out in his article (which also has a link to the pdf) that the show bible takes firm stances in how the creators saw the show. Even if the show wiggled its way out of those chains a bit as it went on (you can’t not have a bat signal), its overall view of the character himself was carved from stone and rooted in change from the status quo:

One big emphasis throughout the bible is an ardent desire to tell darker Batman stories; after all, the last solo Batman TV series before this one was Batman ‘66. Like Tim Burton’s 1989 movie, The Animated Series sought to distance itself from that interpretation. Sometimes it did so subtly, with mentions like “no Bat Signal or hotline” to keep him separate from the Gotham police, or by making Robin an occasional partner rather than a full-time companion.

While the show worked its hardest to separate Batman from his previous televised iterations to make him into the brooding loner we all know and love, what Whitbrook’s article and its attached copy of the Batman: The Animated Series show bible illustrate (pardon the pun) is how something as important and groundbreaking as this show actually came together through an almost supernatural synchronicity of passionate, creative people who were willing to break the rules every now and then and try something new with, at the time, a forty year-old medium and a sixty year-old character.

Although I court a lot of pushback as soon as I say it, I feel pretty lucky to have grown up reading comic books when I did, in the early 1990s. For those with vehement dissenting positions to this opinion, I offer a truce by completely agreeing with you when you say the content of this point in comics history was rather lacking as creators felt the need to push good taste to its limits in many different ways. However, these comics were connecting with kids––with me––and while I can’t say their influence was all beneficial, they certainly stirred the imagination. With that in mind, a lot of choices made both narratively and, especially, artistically at the time are nigh inexcusable when held up against modern criteria.

In light of the speculator market and the inflated sense of worth the industry had of itself at the time, for a fan the early ’90s were quite exciting in spite of all of that. It was this excitement for not only the characters, stories (what there were of those, at least), and creators that drove us back to the shops every week, but it was also the industry as a whole during this time, especially during the flashpoint formation of Image Comics. I remember the creation of Image Comics happening. I remember thinking it was really weird. I remember being really excited for it, as well. (A good documentary about the formation of Image Comics exists, called Image Revolution, that is well worth the viewing.)

Cover from Youngblood #1 by Rob Liefeld, the first comic published by Image Comics. Source: Geek.com

As the ’90s faded away and the market crashed and Marvel went bankrupt and the industry and its fans actually had some time for critical self-reflection, Image Comics, as it had started out, became the pennant we could all point to and say, “That, right there, is what was wrong with comics in the ’90s.” In some ways, such assertions are very true. Fast-forward twenty years, though, and the “worst” in industry has become the outstanding front runner for thoughtful, challenging, and earnest comics above almost all other publishers. The about-face is astounding and couldn’t have been written better for fear of being too cliché and feel-good. But it all comes down to the principles that formed the bedrock (or badrock, harhar) of the company, as iterated by Jensen in his article:

Image had two rules: all comics were owned by their creators, and no Image creator would interfere with another’s business.

As it stands today, Image Comics is a beacon in the industry and is at the top of its game. I’m sure many people lament the 180-degree turn from its superheroic start––I experience light pangs as I think about it but shrug them off––but there’s no doubt that what Image is doing today aligns (at least in theory) with the concept that founded the company: complete independence. Because of that, Image books are bringing more attention to creators, more good to the industry, and better comics for readers, and I wouldn’t trade that for the gun-toting, veiny-muscled, blood-soaked comics of yore any day of the week.

Week In Geek: Metal Gear Solid by Ashly & Anthony Burch

Week In Geek: Metal Gear Solid by Ashly & Anthony Burch

The book in question: Metal Gear Solid by Ashly & Anthony Burch. Source: Boss Fight Books

Part of my goal as an academic-slash-nerdy-stuff enthusiast is to be a person that helps build the bridge between those two tentpoles that, as time moves forward, seem to be pushed further apart. In truth, criticism evolved as a genre from the world of popular culture. Without going too deep into the history of literary criticism, what academics view as critical writing––examining texts through specific lenses and discussing the positive and negative results of such investigations––was birthed by popular thinkers arguing back and forth in newspapers, mostly people like Samuel Johnson and Matthew Arnold yelling at other people. What criticism brings to its readers––and why it should be much more present in popular culture––is new ways to look at familiar things. You can agree with them or disagree, that’s fine; in critical discourse, if you disagree, you respond with your own critical analysis.

Criticism operates on the assumption that there is no one right way to read a text, so for people who have concrete definitions they’ve crafted or inherited about what a specific movie means or what a certain writer of a comic book is trying to say and they don’t want to budge because they know they’re right, then the critical investigation can’t move forward because a conversation can’t be had.

This is what is happening in the world of video game criticism right now, especially with the entire fracas that formed around Anita Sarkeesian’s videos and GamerGate’s reaction to them (among other sundry instances). Could Sarkeesian maybe have had more tact or been less forward in her presentation of her analysis? Sure. Because of that, did she deserve the response she got? Absolutely not. She was engaging in a critical discussion to not necessarily change the games we love but to bring these readings of the medium to the table for developers and players to use them as they will.

In their book for Boss Fight Books, Metal Gear Solid, the Burch siblings do an admirable job bringing critical investigation to a popular audience. As I mentioned in Episode 117 – Five Minutes to Funny, their approach was unorthodox for me who is more used to “classical” critical prose––i.e., very academic, argumentative, essayistic format––but it actually worked quite well. In more traditional co-written criticism (or most collaboratively written works, for that matter), no effort is made to distinguish between the contributions of each writer. In Metal Gear Solid (their book), the chapters are divided into sections with headings of either “Ashly” or “Anthony” to let the reader know who is speaking. This is ultimately effective for a few reasons. First, there is a slight difference in age between the two and the difference is enough to be notable; specifically, their initial comprehension of the game and what it was trying to do provides interesting juxtapositions. Second, and more importantly, the gender difference yielded very different reactions to the game and how it impacted their lives overall both in their youths and as adults, which would be lost or depersonalized if they had to neutralize the more dialectical (not a transcribed dialogue) format.

The Burch siblings. Source: TV Tropes

With that in mind, their book brings a lot of interesting aspects of the game to light that should be discussed, but usually aren’t. The standout for me is the excellent analysis of characters and their arcs––and the missed opportunities therein (their section on Otacon is outstanding)––which balances the “it’s complex stuff for the time” and “it’s really not as progressive as it appears to be” arguments fairly. This balance is a source of the schism in the greater video game culture; too many people don’t realize that you can criticize a game and still love it, which is exactly what the Burches do. They point out issues within Metal Gear Solid that, in a modern environment, can seem backwards and sometimes unforgivable. Snake, to a teenager or child (as Anthony and Ashly were, respectively, when they first played the game), is an uncompromising badass; however, upon reflection, it is clear he is a bully and sadist, especially to women. Meryl is presented as a tough woman who is every bit a soldier as the men on Shadow Moses Island, but with the way the camera, Snake, and the gameplay treat her, she is woefully underserved by the game that otherwise wants to present her as a progressive take on female characters in video games. A lot of this comes down to the apparent conflict within the series creator, Hideo Kojima, himself. I’ll quote here what I read aloud in the episode:

There are two Hideo Kojimas.

One Kojima injects every Metal Gear Solid game with earnest if overbearing discussions of nuclear disarmament, the morality of genetic experimentation, the nature of warfare, and the difference between patriotism and terrorism.

The other Kojima lets you call Rose in Metal Gear Solid 4 and shake your SIXAXIS controller to make her boobs jiggle (21-22).

Part of accepting Metal Gear Solid as an artistic entry is to accept that, yes, it is thematically earnest and powerful and its characters are remarkably well-rounded, but for every two steps forward it––as a game and as a series––takes at least one step back. But that is also the nature of art. If any thing was perfect, there would be nothing to talk about.

Another fascinating aspect the book investigates is how Kojima openly and freely manipulates the relationship between the player and Solid Snake, arguing that Kojima willingly draws Snake and the player together at times and forcibly separates them at other times for a purposeful, emotional, and narrative purpose. It opened up a through-line for critical investigation into games as power fantasies, so that the conversation doesn’t just stop at “video games are power fantasies.” The Burches delve into how Kojima uses that fact to both make the player feel powerful (like most games do) and also use that trope to make the player feel detached, weak, and helpless. If anything, for both the criticism and the praise, the book showed me the art that goes into game design and how mindful Kojima is with his games despite his own severely problematic flaws as a creative.

Who is in control of this game? Of my tv? Screenshot from Metal Gear Solid. Source: Metal Gear Wiki

For all the good that this book does at managing the intersection between criticism and popular culture, it is clear they have the events of GamerGate on their minds, which is smart considering that a co-author is female and, by the virtue of that simple fact, she, her brother, and the book are automatically painted with targets. Their apology takes the form of the concluding chapter, titled “The End?”, in which Ashly takes the lead with a passioned defense that, I would argue, comes dangerously close to diminishing the very poignant and important arguments she and her brother make in the book to that point:

So, Anthony and I shit on Metal Gear Solid for about half of this book. If you’re a fan of MGS1, you might be kind of pissed. But despite the amount of acid we spit at the game and its various baffling choices, despite the inordinately long cutscenes, the convoluted plot, and the awkward dialogue, we do love this game (159).

This is problematic because 1. they surely don’t “shit on Metal Gear Solid” at all. They critically engage with it and because they are able to do that with detailed and thorough arguments it 2. proves, beyond any reasonable doubt, that they love the game. In that instant, this concluding chapter felt a bit reductive and unnecessary. What’s impressive is that despite being couched in a chapter-long ass-covering thesis, Ashly does an admirable job teaching not only what criticism is, but why it’s important for the industry as well as for fans:

[W]hen we hear a complaint…about a game we love, we have to stop that little seed of defensiveness from spilling over into anger. We have to recognize that a critic’s concern doesn’t say anything about us, and it doesn’t make us wrong for liking the game. We’re all on the same team, and we’re all just trying to make this medium the best it can be. For everyone (161-2).

This chapter was an eye-opening moment for me as a reader, gamer, and wannabe critic, perhaps because I audibly scoffed when I read this chapter, saying something akin to, “You didn’t have to do this, catering to those people.” The D. Bethel that said that was Professor Bethel, the academic, the person whose workplace and occupation don’t have to apologize––among colleagues at least––for challenging arguments. In fact, they are expected.

What is Snake hiding from: a clear and present threat or genuine, productive, and thoughtful criticism? Source: PlaystationLifestyle.net

However, in the pop culture nerd world that Podcast Co-Host, Comicker, and Website Curator (and straight white male) D. Bethel operates, you have to do this, especially if you’re a woman or minority. And while it’s atrocious and insulting that anybody would have to write this chapter, it shows why this book is successful at building that bridge I longingly want to help construct.

I want more good, challenging gaming criticism. I want to buy books of it. And though some exist and continue to get published, such a desire may be self-defeating in the end. If we’re looking to bridge that gap between pop and academic cultures, it won’t be through book stores. Instead, it is happening online in the form of podcasts and videos and, occasionally, articles. However, if we’re looking to make this a two-way connection, from the halls of academia to reddit and back again, in order to legitimize games as critical texts in the eyes of PhDs, books should be made as well as journals and panels at conferences. The Burches’ Metal Gear Solid definitely offers the academic handshake toward the people who love and care and talk about video games on the internet with confident airs and cries for legitimacy. I just hope pop culture is willing to accept and return it.

Spotlight: 2016 Mobile Games Year in Review

Spotlight: 2016 Mobile Games Year in Review

Although Dan and I lamented, cursed, and even sang songs about the year that was 2016, it was sort of a big year in one important way. The mobile game market has become a hot bed of gaming activity. 2016 (including the end of 2015, to be fair) saw a few big names throw their intellectual properties into the ring. Somewhere in that maelstrom that is pay-for-play micro-gaming, I got caught up in the ride. Although we’re already several days into the new year, I thought it would be appropriate to look back on all the games that I looked at, played, talked about, and otherwise engaged with in 2016.

Star Wars: Galaxy of Heroes by Electronic Arts

Technically, Star Wars: Galaxy of Heroes was released near the end of 2015, but I did not get to it until much later. It was my Week in Geek in Episode 93 – The Clay Man Incident. Filled with many characters, locations, and ships from the Star Wars universe, this turn-based squad based battle game provides a vast amount of content. There are a lot of different characters from the movies and television shows that you can group together to battle.

Exciting squad-based combat featuring Star Wars characters!

Since I first started playing back in April, they’ve added a great deal of content. The game expanded beyond the simple five on five combat to include massive “raid bosses,” in which player-organized guilds fought to defeat a massive enemy in turns. More recently, they added a ship combat mode in which X-Wings and TIE Fighters shoot it out in an entirely new (yet surprisingly similar) game mode. Some of the more recent content has been viewed somewhat negatively; what started out as an effective “could be played for free but maybe I’ll spend a little” game has turned into a “if you can’t spend a huge amount, don’t even bother” game. Accusations of rampant cheating have also soured some paying players from participating (at least some of those that I have spoken to), an important consideration since so much of the game relies on playing against other players.

In the end, the biggest draws for Star Wars: Galaxy of Heroes are still the ongoing stream of new character content and the powerful license. Even for folks that disliked The Phantom Menace (or the prequels in general) or don’t follow Rebels, the depth of Star Wars content in Galaxy of Heroes will keep nearly every fan interested for as long as they keep providing it.

Check out Star Wars: Galaxy of Heroes on the iTunes App Store and the Android Google Play Shop.

DC Legends by Warner Bros.

Always interested in trying to do something as well as somebody else, Warner Bros. released their own squad-based battler in November. I discussed my initial thoughts back in Episode 114 – Su Gana. Very similar in feel to Star Wars: Galaxy of Heroes, this game features an array of heroes and villains from the DC Comics universe. Perhaps the biggest gameplay difference from the aforementioned Star Wars title is the presence of a loose story to tie the narrative together: “As the shadow of the Blackest Night prophecy falls on every world, sheer force of will alone cannot save the shattered DC Universe.”

All your favorite (or not?) DC comics characters come together to punch things!

Still in its first few months, most of the additions to DC Legends so far have come in the form of character and event additions. As with other freemium games, chasing the “hot new character” is an important part of the gameplay. The game has yet to do any major additions or changes, still relying on the basic gameplay elements to keep the game going.

With so many similarities to the slightly more mature Galaxy of Heroes, this title has a lot of catching up to do. The biggest driver for this game is the fact that you can have Black Canary, Sinestro, the Flash, and Zatana fighting together against… well, whoever gets thrown at you. At that point, it feels like it’s more a matter of what license do you want taking your money and time and less which game you think is better designed.

Check out DC Legends on the iTunes App Store and the Android Google Play Shop.

Final Fantasy: Brave Exvius by SQUARE ENIX

Final Fantasy: Brave Exvius is the second Final Fantasy themed freemium mobile game that Dan and I both found ourselves playing (at least for a bit). We both discussed our initial impressions of this game in Episode 99 – Jaw-Jackin’. Since that initial release, they’ve added more content both in the way of the “story” mode and in semi-regular themed events. Compared to the previous mobile game, Final Fantasy Record Keeper, Brave Exvius brings a lot more to the “game” front. The “story mode” feels a lot more like something that might be a classic Final Fantasy game with a narrative, dungeon exploration, and the sorts of thing one expects. That being said, random battles have been replaced with a more “spend energy to explore” style freemium model.

Fighting battles with … Exdeath?

All that being said, it combines enough of “new experience” with “recognizable intellectual property” that seems to be essential to the constantly churning market that is freemium mobile games. The story introduces a new world with new characters, but connects it with the recognizable characters of classic Final Fantasy through the power of “Visions.” You build a party of characters from both the main characters and these collectible “Visions” and use them collectively in battles to explore new areas, discover treasures, and unlock additional content. Since its initial release, they’ve added some significant content updates that provides access to more things to do, additional things to unlock, and more items to craft.

Similar to Final Fantasy: Record Keeper, this game leans heavily on overall Final Fantasy nostalgia and probably has little appeal to people that don’t know much about the expansive worlds. Although essential in battle, these characters do not involve themselves in the story or have any contribution to anything; they simply serve as warriors to kill off the never-ending legion of monsters. However, as Dan pointed out, the characters are drawn and animated very well, giving a new appearance to many of the classic characters. If nothing else, they look good.

Check out Final Fantasy: Brave Exvius on the iTunes App Store and the Android Google Play Shop.

The Trail by Peter Molyneux and Kongregate

I first talked about the new Molyneux title, The Trail, in Episode 114 – Su Gana and followed up in Shortcast 19 – What Was Town? Although it didn’t stay too long on my play rotation, it did stand out from most of the mobile games on the current market. Whether due to the Molyneux involvement or, in the alternative, development by Kongregate, The Trail feels more like a collecting and crafting themed video game and less like a pay-to-play freemium title. Yes, the game still occasionally throws a “buy this special pack” splash page at you, but with nowhere near the intensity of most of the market.

Walking along a trail picking up garbage is an important party of any balanced game, right?

But, let’s be honest. Though it may feel like a collecting and crafting video game, it’s not a particularly great one. Specifically with the need (whether literal or perceived) to play for extended periods at a time, it makes it tough for this game to survive in a market that specializes in repeated, yet relatively brief, engagements. When you put these two together, it feels like the better option would be to try a different mobile game or get a more in-depth crafting game for the console or PC instead of mobile.

Check out The Trail on the iTunes App Store and the Android Google Play Shop.

Plants vs. Zombies: Heroes by PopCap Games

In the ongoing quest to play as many of the hot new mobile games as possible, this is one that pretty much came and went before I even had time to mention it. First released in October 2016, Plants vs. Zombies: Heroes is a fusion of the recognizable franchise that is Plants vs. Zombies with the mechanics of something like Hearthstone. In a sense, it’s tower defense meets digital trading card game. Players play as either a plant or a zombie, with a deck of cards built from a pool corresponding to your side and whatever sub-faction your “hero” is affiliated with. For example, the zombie hero Super Brainz can choose his cards from the Sneaky and Brainy categories of zombie cards. The game is played one-on-one, with a slight difference in how the game plays for zombies and plants.

A screenshot of gameplay (on the left) coupled with a screenshot of deck building (on the right).

There are a lot of different cards out their with which to customize decks, leading to a lot of variation in play. Of course, like any trading card game, it requires a certain dedication to the meta. Players can’t just be good at playing cards; they have to be good at figuring out which cards work well in which decks. Like Hearthstone, the deck-building portion is just as important as the actual play portion of the game. This puts it in a strange place with respect to the competition. It is not as deep or developed as a card game as something like Hearthstone and its likely too involved and complicated when compared to the original Plants vs. Zombies. Although I don’t personally know that many PvZ players, I suspect most of them were quickly turned off by the complexity of PvZ:H. We will have to wait and see how it turns out going forward.

Check out Plants vs. Zombies: Heroes on the iTunes App Store and the Android Google Play Store.

Fallout Shelter by Bethesda

This is another one of those “it actually came out in 2015” games, but it found its way back into my play rotation when I started playing Fallout 4. This is one of the few mobile games that Dan and I did NOT spend a great deal of time discussing on the show, mostly because it sort of “came and went” for both of us relatively quickly after its release (although Dan played it obsessively for a week or so). However, you can hear our friends at the Nerdhole talk about it here, in Episode 33 – Fallout Shelter.

Who is indisputably the most important person in Vault 101: He who shelters us from the harshness of the atomic wasteland, and to whom we owe everything we have, including our lives?

When released, Fallout Shelter was mostly a quick little “collect resources, build more buildings, grow more people, collect more resources” sort of game. Not much more than your typical aquarium “log in and tap” sort of game. Since its release, they’ve added some content meant to add more depth to the game. There is now a quest system, special outfits and equipment, and some new features added. It’s a nice improvement from the original title and worth the time for folks really engaged with the Fallout style. With Bethesda already moving to develop more smartphone and mobile titles in the future, it should be interesting to see where they take gaming to next.

Check out Fallout Shetler on the iTunes App Store and the Android Google Play Shop.

Marvel Avengers Academy by TinyCo

One of the more recent mobile games to make its way onto my smartphone, Marvel Avengers Academy is one of the many “aquarium” style games present in the market. I first mentioned it in Episode 111 – #CyclopsWasRight. It’s nothing complicated or fancy. Some even argue it’s not much of a game; it’s more just a thing you turn on every few hours and tap with some regularity. But don’t let that fundamental lack of compelling gameplay fool you! It can actually be quite an entertaining product, especially for people with interest in the characters upon which the game is based.

Nobody really knows what’s going on here. Except Maria Hill.

From a gaming perspective, MAA is probably easiest to compare to a worker placement style board game. There are fixed locations (Stark Tower, the Avenger Dorms, the Shooting Range), a set of characters with fixed actions that take different amounts of time, and a series of tasks or missions that need to be accomplished for prizes. Part of the challenge is finding ways to best (rather, most efficiently) complete the missions assigned. Inefficient play is not prohibitive to advancement, but it does slow down unlocking new characters, buildings, and actions.

Black Widow, dressed for spying. Or dancing. Or both.

What keeps the game changing is a constant stream of new special events. When I began playing back in October, they had just started a special Halloween-themed event. The Academy was under attack by the forces of Mephisto and an array of strange characters joined my Academy team, including Ghost Rider, Misty Knight, and Moon Knight. Shortly after that four-week event concluded, the Academy fused with Dr. Strange’s Sanctum Sanctorum as the forces of Kaecilius attacked. With each new event comes new characters with novel new actions and animations. All of it is tied together with a somewhat organized storyline in which the origin of the Academy, the fact that most of the characters are in their teens, and the “truth” about what’s going on are waiting to be uncovered.

As a Marvel fan, it’s a cute time-waster that never asks too much. The narrative that they are slowly revealing is enough to keep me tapping and the ongoing array of new and interesting characters are sufficient to keep me coming for more.

Check out Marvel Avengers Academy on the iTunes App Store and the Android Google Play Shop.

Going Forward

2016 saw a lot of new content come to mobile and handheld devices. A lot of it came wrapped in massive licenses, whether they be comic books, video games, or movies. As we enter 2017, new games will be made, old ones will be upgraded, and some will just fall by the wayside. Continuing to find new ways to keep the gameplay interesting while not driving away too many players with paywalls will continue to be a challenge. Of course, there’s always the issue of micro-transactions and the lasting effect it has on player retention, but that’s a discussion for another time.

Worth a Look

Worth a Look

Source: SAG-AFTRA

It may surprise some reading this that the voice actor’s strike against the video game industry is still in effect. We discussed it back in October on Episode 112, around when it started, and even though the media coverage around it has died down, many voice actors are still struggling to get their voices heard, pardon the pun. In fact, the loudest spike I’ve heard on the incident since that initial furor was at the beginning of December during the 2016 Video Game Awards. Video game voice actor monolith, Nolan North, won the award for Best Performance through his work on Naughty Dog’s Uncharted 4: A Thief’s End and had some choice words to say about the strike, albeit in vague––and, perhaps, surprising––terms:

Ian William’s article highlights the major developments that have happened since the strike began, but a point relevant to North’s speech stuck out to me. This strike is not about voice actor vs. developer––let’s be honest, each needs the other. However, North sees it this way, as do many others, and it makes me wonder if this narrative is constructed by certain parties or one that organically surfaced due to the limited media attention as well as general reader ignorance of how games are made. Perhaps it’s both. Either way, this false conflict between developer and performer isn’t good for either side and, especially, for the creative side of the industry as a whole:

“I know who wins the battle between game developers and voice actors. It’s the game corporations.” -Keythe Farley, National Chair of the Interactive Negotiating Committee

While the plight of voice actors in video games have been only recently brought to light through the strike (and mostly forgotten), a highly visible topic over the last five years or so has been the rather horrible working conditions developers have to slog through to get games done. From the frightening revelations of the dying giant, Konami, to the recent issue of Crytek employees not getting paid for months only to have the company shut down a bunch of its studios once the news went public (which highly reeked of the almost immediate implosion that was 38 Studios). However, if the voice actors can get the deals they need to be able to do their best work, it could be the first step the industry needs to reconstruct as a whole. The squeaky wheels get the grease, but a smart mechanic realizes it may be indicative of a larger problem.

Not to get somber, but Bill Coberly’s article hits on something I think we’re only going to see more of as, especially, my generation extends into old(er) age. A big aspect of our parents’ culture that my culture (basically Generation X and Millennials) have rejected is the idea that the things which brought us joy as children must be abandoned to be successful or healthy as adults. Some people fully embrace all of nerd culture and plaster their homes and themselves completely in things that they loved as children (tattoos of cartoon characters, clothes patterned with triforces, or shelves lined with Marvel toys, for example), others have that one activity––playing video games, reading comic books, loving science fiction––that they bring with them into adulthood, expectations be damned. As time moves on, more and more people will have experiences like Coberly did with his father. “My Name is Ozymandias” is a touching piece about Coberly finding save files for Civilization IV on his father’s computer after his father died. His dad was a “normal” guy whose “quirk” (by old world standards, that is) was that he loved strategy games and RPGS, and apparently played Civ IV nigh obsessively. The piece is a powerful reflection on their relationship, how games unite father and son, and what to do with the digital data left behind for survivors.

This last aspect is incredibly interesting because save files are, in essence, verbs in stasis. They are records of us doing something and stopping so that we can come back later and pick up from where we left off to continue to do. In this case, the “do” is to play Civ IV.

Screenshot of Civilization IV. Source: Ontological Geek

Coberly inadvertently points to a larger cultural place video games (and other sundry nerdy things) will inevitably play in family relations. There may be, if not games, then franchises or love for a genre that may be passed on from parent to child. Or, perhaps, even save files. I think of games built around crafting and creation––can servers of Minecraft be part of a heritage? Can we inherit the hard drive with my mother’s Steam library downloaded on to it?

While not involving a death, I have had a moment where video games, in this case, played a particularly powerful role in my relationship with my father. My dad is decidedly “old school.” He does not dalliance with video games beyond Tetris or Spider Solitaire. When he was young, he buried himself in the science fiction of Edgar Rice Burroughs and Ross Macdonald‘s world of crime and detection and expressed himself by drawing Martian vistas and alien women in gauzy veils that hugged their curves. But he abandoned most of that with maturity. By the time he was my father, he was an academic of philosophy and history, and was nerdy about them as long as they were huge books with full indices and academic references.

I took a chance one day as he was up visiting my wife and me for a weekend. As mentioned, my dad is a history buff, especially of California transportation––especially of Los Angeles, where he was born and raised. Having played through Rockstar’s L.A. Noire, and knowing how much effort they put into recreating late 1940s Los Angeles, I figured he would at least have fun tearing it apart as I drove around in old cars and showed him a digitized version of his former home.

My dad actually has memories of when L.A. actually looked like this. Source: Rockstar Games

The following was a comment I wrote on the defunct gaming website, Known Griefers, as a response to their question: What is a game that you have bonded with family over? It has been edited for grammar and accuracy.

My dad was born in 1940 in Hollywood, CA. Late 1940s & 1950s L.A. was his stomping ground and he remembers it fondly. He became a professor of philosophy and taught that for forty years before retiring to become a professional historian of none other than 1920s-1950s L.A. When he drives through L.A., he sees none of the modern desolation that has descended upon that city. Instead, he still sees bright trolley cars clanging their bells down the street and dudes who wear fedoras and three-piece suits while Duesenbergs and Hudsons grumble down the street in jet-black finishes.

Basically, my dad still imagines an L.A. Noire world. So, having played the game extensively, I nervously asked him if he wanted to see a video game I owned last time he visited. He begrudgingly agreed and as soon as the game loaded and the city opened up on my television, any hint of skepticism evaporated. We looked at as many cars as possible and he drove me around the city on memory alone. We wandered through the lobby of Union Station and even got up to the rail yards. We scoped out the Hall of Records and tried to get into the Roosevelt Hotel, but couldn’t. While it isn’t an exact replica of the city (we tried to find his aunt’s house, to no avail), it was pretty damned good, enough for an old man to nearly be brought to tears by it, as if he were looking out a younger pair of his own eyes at the city he once saw so clearly and now only sees in nostalgic visits. If I had any complaints about the game (which were very few), they lost any validity because of the game’s ability to make my dad experience something he never thought he’d get a chance to do again.

While not a lineage passed down from one generation to the next like Coberly experienced, this is an instance of a “new” technology, a “nerd” technology, one pushed off as “childish” and “immature” really helped strengthen the bond between father and son in a way––and I say this without hyperbole––no other medium could have done and it will be something I never forget.

News Blast: Doctor Who Hires Classic Writer

News Blast: Doctor Who Hires Classic Writer

For the first time since the show returned in 2005, Doctor Who showrunner, Steven Moffat, has hired a writer whose resumé includes a story from the classic era, meaning its unbroken run from 1963 to 1989. The BBC announced in an upcoming issue of the official publication of the show, Doctor Who Magazine, that Rona Munro will be writing an episode for series/season 10 titled, “The Eaters of Light.” Though the show has brought back a director and actors from the classic run, this is the first time a classic Who writer has been commissioned to write for the revived show.

If "The Eaters of Light" has cheetah people and cans of Nito-9, Andrew and Dan will be happy. Source: BBC
“Survival” DVD cover. If “The Eaters of Light” has cheetah people and cans of Nitro-9, Andrew and Dan will be happy. Source: BBC

Munro has the distinction of writing the final serial for the classic run, the Seventh Doctor story, “Survival,” in 1989 which sent the show––with an addendum by script editor at the time, Andrew Cartmel––into what has been called “The Wilderness Years,” meaning the span of mostly Who-less time between 1989 to 2005. Despite the views of some who felt she may have been “slumming” by writing for the dying show, she has said it was her “dream job” despite being “a mournful time in the show’s history.”

Cartmel brought Munro to the show in 1989 because of her impressive history writing for the stage and film, which was an important decision for a series that was remarkably lacking in female representation in production. This is even more remarkable in the face of the fact that the show was basically created by a woman, Verity Lambert. The modern iteration of the show has drawn the same criticism from many fans and critics––even notable Who writer and fan, Neil Gaiman, has called it out. In the last few years, Moffat has made some steps to remedy the situation. However, as of 2015’s series 9, a total of only five women have written for the show out of the 90-plus hires made since 1963.

Also, she is Scottish, which speaks to the general Scottish takeover of Doctor Who since David Tennant, really. Photo: Laura Braun
Rona Munro (above) is also Scottish, which speaks to the general Scottish takeover of Doctor Who. Photo: Laura Braun for The Telegraph

Of her series 10 episode, Munro is enthusiastic, noting that she tried to capture what made her a scared but rapt fan as a child:

When I was very small and watching the First Doctor, I had a special cushion known as “Rona’s Doctor Whocushion.” I would hide my face in it when the Daleks or other monsters appeared on screen! “The Eaters of Light” is my version of other stories that have haunted me for almost as long.

Series 10, it should be noted, has been slated to be Steven Moffat’s final as showrunner. He has been at the helm since series 5 in 2010 and has been very controversial among the fan base even as his tenure ushered the show into becoming a worldwide phenomenon (especially with Matt Smith in the role of the Doctor) as well as covering the well-regarded 50th anniversary story, “The Day of the Doctor,” which brought David Tennant back to his role of the 10th Doctor alongside Matt Smith.

Worth a Look

Worth a Look

It’s weird to think about, but video games didn’t officially become protected expressions of free speech until a 2011 Supreme Court case judged it so. I think what adds to the surrealism of that realization is how prevalent video games were as a topic of discussion in popular discourse leading up to that decision. Violent video games and their effects on children through to “hot coffee,” Grand Theft Auto, and the mercifully forgotten Jack Thompson were just bookends on a narrative full of ups and downs. According to Patrick Klepek’s article, however, the fight had been waged in the court system long before the Supreme Court ever got their hands on it.

Source: Waypoint
Source: Waypoint

By 2011, the video game scene was pretty much United States-centric as an industry with developers such as Rockstar being brought under the microscope to search for corroborating evidence that they were as bad as Camel using cartoons to sell cigarettes to children. In 1993, however, Nintendo was king. And, despite their stateside headquarters in Seattle (and, for a long time, a majority stake in the Mariners), it was very much a Japanese company. That’s why Klepek’s overview and interview of how Nintendo went under the gun to defend video games is well worth the read through, because I wonder if they would be as hearty today. Part of me thinks Nintendo would be excused simply because it’s a multigenerational institution at this point, and our culture is comfortable with its presence and practices (I think of John Denver being called in front of the PMRC in the mid-1980s to defend against censorship in music). However, another part of me wonders if they’d be excused because the company has become so divorced from modern gaming that it’s not even in the conversation for many people.

Either way, the company went to bat for the industry at a critical time, and Klepek’s interview and overview should be read and supported by all gamers. Also, a big welcome to Waypoint, the official gaming wing of Vice. They headhunted Austin Walker away from my favorite gaming site, Giant Bomb, to become editor-in-chief, and as sad as I was to hear that he was leaving, as soon as they said Vice had sniped him, it made total and complete sense. They already have a lot of thoughtful critical articles up at Waypoint, and I suggest you check it out regularly.

Worth a Listen:

This is the last I’ll mention it, possibly, but the recent election left a lot of people scratching their heads (as well as angry, horrified, and dreadful, for a variety of reasons). The last place I thought I’d find any decent, rational conversation about it would be a podcast associated with the humor website and listicle factory, Cracked. Editor-in-Chief, Jack O’Brien, sits down with Cracked.com‘s executive editor of humor and well-informed dude, Jason Pargin (aka David Wong), who wrote a widely-circulated article post-election titled, “Don’t Panic.”

ear_crackedpodcast_1600x1600_cover_final-1024x1024
source: Earwolf

While I will not say that what is discussed in this podcast is gospel and should be fully obeyed, they go out of their way to be as inclusive as possible while doing their best to recognize their own privilege and points of view. That said, it’s a great starting point for conversation about the election and what progressively-minded people can do in its aftermath.

Most importantly, I never thought I’d be pointing toward anything that had to do with Cracked. It was brought to my attention by friend of the show, Walter, and I thank him for doing so. I’d have to listen to the episode again to assess how much of it is simply two white guys calming each other down in the face of an open nativist being elected into office or if it actually has some salient points. At the very least, none of the topics or points of view are radical in the episode and serve as an excellent start to a conversation that we all could use to help balance the discourse and get people to start listening to each other rather than just yelling (though I’m not disparaging the yelling, either; sigh. It’s a complicated issue).

News Blast: The (Colorful) Power of the Daleks

News Blast: The (Colorful) Power of the Daleks

Fans of classic Doctor Who already know about tonight’s US premier of the newly re-constituted (or, more appropriately, regenerated) story, “The Power of the Daleks,” first aired in November and December of 1966. Lost in the infamous archive purge that the BBC went through in the early 1970s, the story was targeted for an animated form after several other stories received animated supplements (e.g., “The Invasion,” “The Reign of Terror“). The big difference with this story is that (a) the entire story had to be animated due to the loss of any complete episodes; and (b) this was Patrick Troughton’s first story as the Doctor, taking over after William Hartnell’s departure. In that regard, this is a pivotal story in the history of Doctor Who because it presents the audience with “regeneration” (or, as described in the story, “renewal”) for the first time.

The newly regenerated Doctor in his animated form.
The newly regenerated Doctor in his animated form, baggy pants and all.

More recently, the BBC announced that this story will also be done with a separate color-animated version, to be included as a separate digital download or as an added feature to the DVD release. One can assume that they based the animation’s colors on production stills from the episode. It can even be seen in the color choice for the Daleks, who sport the classic 1960s white/gray and blue exterior.

1966 Daleks in full color. Or, colour, I guess. The original 1960s color scheme, as well.
1966 Daleks in full color. Or, colour, I guess. The original 1960s color scheme, as well.

This is unexpected, as all of the previous black-and-white Doctor Who stories had been released without any color added. It probably more represents a feature of the animation process and less a desire to colorize old episodes. Previously, a number of Third Doctor stories have been re-colorized by the Doctor Who Restoration Team; only black-and-white versions of color episodes had been retained, so the team used relatively sophisticated methods to restore color to the footage. But there had been no discussion (until now, at least) of adding color to the historically black-and-white episodes.

The question remains to be seen as to whether or not this will be attempted for other episodes. The Restoration Team has done “special editions” and re-cuts of some of the later episodes, including a substantively re-worked rendition of “Enlightenment” and a re-cut “movie version” of “The Curse of Fenric.” It may be simply that “The Power of the Daleks” was a big enough episode to warrant special treatment. Maybe “The Unearthly Child” or “The War Games” will warrant a special colorized version as well. Only time will tell.

 

News Blast: Deadpool 2 Creative Woes

News Blast: Deadpool 2 Creative Woes

Though it garnered some attention at the end of October when Deadpool director, Tim Miller, left the sequel’s pre-production over “creative differences” with star and the character’s champion, Ryan Reynolds, it seemed to get a bit buried under other high drama news, such as the 2016 election. While this seems to be a trend in the world of comic book movies extending as far back as Edgar Wright’s notable exit from Ant-Man to the constant issues that The Flash movie is having, the Deadpool situation marks an interesting departure from the more traditional artist vs. studio clash; instead, it seems to be artist vs. artist.

source: /Film
Despite the success of 2oth Century Fox’s Deadpool, the original creative team is having growing pains while developing the sequel. Image source: /Film

An interesting discussion could be had about what made Deadpool the sensation that it was: Ryan Reynolds’ infectious charm and tireless cheerleading for the film or Tim Miller’s unique vision, style, and story (he was developing the script for the sequel at the time of his departure). Arguably, that conversation is a bit irrelevant because, with as large as movie-making teams are and how many pieces that need to come together to get a movie to happen at all, the reality stands in contrast to the binary nature of the argument. If superhero movies are anything, they are not really the place for auteurs. Despite that, this debate seems to be churning forward as the news hit.

This has been bolstered by the most recent news that returning composer, Tom Holkenborg, aka Junkie XL, has also left production as a gesture of solidarity toward Tim Miller. Holkenborg posted the news to his official Facebook page and Twitter feed in a fairly revealing look at his decision-making process. He noted that Miller’s exit caused personal “soul-searching” for his own place within the project, which lead to his ultimate decision:

Tim [Miller] was the driving force behind Deadpool and me getting involved in this amazing project. Deadpool without Tim at the helm just does not sit right with me and that is why I have decided not to be involved in the second chapter.

Tom Holkenborg, aka Junkie XL, has left Deadpool 2 as a show of solidarity for director, Tim Miller. source: Facebook
Tom Holkenborg, aka Junkie XL, has left Deadpool 2 as a show of solidarity for director, Tim Miller. Image source: Facebook

Apparently, Ryan Reynolds wants the sequel to focus more on the R-rated humor and ground-level aesthetic that the first movie captured, while Miller wanted to increase the budget and emphasize the style and visual creativity of the original film, as well as casting decisions with regard to Cable and X-Force teammate, Domino.

More than the debate as to who has the more valid approach to the sequel, this strife (pardon the X-Force pun) points more to the likelihood that Deadpool was a confluence of luck, earnestness, and creative zeal and was not necessarily a considered and focused creative vision akin to that which Marvel Studios has cultivated under the guidance of Kevin Feige.

Where this leaves Deadpool 2 is not clear. Variety reports that a deal is closing with John Wick director, David Leitch. Casting is still nebulous around Cable, though with Miller’s exit so too goes his top pick of Friday Night Lights star, Kyle Chandler. With Reynolds still on board, Deadpool 2 will no doubt retain much of its initial charm and personality; whether that’s enough will be for the audience to decide.

Worth a Look

Worth a Look

It’s no surprise by now that I’m a fervent X-Men apologist and proudly so. Such sentiments are only bolstered by their very strange treatment by Marvel over the last eight or so years. Most of my conspiratorial talk is just for fun, but there are some details that eke through and seem just a bit too shady to be mere coincidence. There was the omission of any mutants from the cover of Marvel’s 75th Anniversary magazine, which was given away for free (which Andrew and I discussed early in our show’s history). Since then, they have made Cyclops––the boy scout figurehead of the mutants (ostensibly the Superman of the X-Men)––a terrorist murderer (#cyclopswasright), they have legit killed the most famous mutant character, Wolverine, and now they are having the team nobody really knows about (but they really want people to know about) fight the team they want everyone to forget about in the “Inhumans vs. X-Men” event (but not before they have a prologue event literally called “The Death of X”).

source: marvel.com
source: marvel.com

Comicsverse are, admittedly, as apologetic about the X-Men as I am, but they approach this topic with a collectively cooler head. Jack Fisher’s article looks at what he describes as the problem with this fight beyond the obviously corporate undertones that poison the well. He sees this forced skirmish as a severely problematic one based on the origin of these teams and how these continuous “…vs. X-Men” storylines are doing more cultural damage in the long run even if books are being sold. Fisher boils it down beautifully:

Whatever the outcome and whatever the legal undertones, the concept between Inhumans vs. X-Men is flawed. On one side, you have a minority that has been forcibly sterilized twice in the past decade. On the other, you have a team with a tradition of racism, xenophobia, and slavery. It’s not a battle between heroes as much as it is an exercise in contrivance.

I don’t know much about the Inhumans, but it seems that in the cinematic universe they are building them from the ground up. On more than one occasion, it has been noted (especially by co-host Andrew) that they’re just trying to slot them in the empty socket where mutants normally go. But that exacerbates the problem, I would argue.

It’s not as the Den of Geek article linked to in the last paragraph argues that the Inhumans are “the same basic idea, but with the serial numbers filed off.” It’s worse than that. It’s a self-fulfilling prophecy. Mutants were created to represent the minorities of this country and to dramatize their plight and struggle to accomplish two things: first, it presents these otherwise uncomfortable and possibly unknown issues to the predominantly white readership; second, it gives minorities (be it color, creed, gender, or sexual orientation) a safe place to go in the world of comics. The X series of books is about showing what true prejudice, bias, and hate looks like and having the minority survive.

And what happens?

In 2005, editor-in-chief, Joe Quesada instructs the X-writers to kill off all mutants except for 198. Genocide. Narratively (and creatively), it made sense. Mutants work best when they are a minority. But they were also presented as being the next stage in human evolution. With so many mutants on the planet (by 2005, at least) it seemed that theory was correct––science wins again––until they were forcibly made a minority again. That, of course, was the big event. But the small things, such as the omission from the Marvel 75th Anniversary Magazine cover, killing off fan-favorite characters, pitting C-level characters against them, etc., when piled together that makes a pretty loud squeaky wheel. Holistically, it looks like corporate monkey-wrenching and favoritism and simple catering to what is popular right now. But that isn’t all of it.

When taken in as a whole with the knowledge of what the X-Men actually mean, it looks like the type of thing the scared majority does to keep a minority down, and, in this day and age, it’s rather sickening.

With Halloween behind us, a lot of Lovecraft-focused articles circulated around the internet in celebration of the ghastly day. Mostly well-trod biographies or overviews of his racism, these are valid and important conversations to have as they can add a lot to the knowledge of the casual consumer. Much like the Luke Cage article I shared before, the most interesting article that I saw this last week was a roundtable discussion of Lovecraft and his work by three writers whose works have been influenced by his mythos: Kij Johnson, Cassandra Khaw, and Ruthanna Emrys.

Cover image from The Dream-Quest of Vellitt Boe by Kij Johnson, source: barnesandnoble.com
Cover image from The Dream-Quest of Vellitt Boe by Kij Johnson, source: barnesandnoble.com

The conversation is important because, despite being short, it digs deeper than a normal roundtable usually goes. The interviewer gets right to the point and discusses Lovecraft’s racism and what his legacy should be in a modern context, and––even better––the writers don’t shy away from giving tough answers.

As a reader of both Lovecraft and Lovecraft criticism, I belong to a few Lovecraftian fan pages on Facebook in the hope that there will be discussion as found in Joel Cunningham’s article. However, on the whole it’s a rather soft engagement with the material. What frustrates, however, is whenever an article that addresses his racism or intolerance starts making its way around the internet, the claws come out and the hate speech––for lack of a better word––fills the subsequent comments. Just as bad is the insistence on apathy in many cases, and that is a tragedy.

To say anything about Lovecraft’s work requires an acknowledgement of his love for the sciences. Like, a capital-L Love. The scientific method is all about asking questions, not picking sides. Science seeks to find how things thread into their place within the context of the universe and to see how that weave is part of a larger puzzle, a puzzle getting larger all the time. Science does not reward partisanship or apathy, it rewards the explorer. The fact that most Lovecraft stories warn people away from the scientific method is because Lovecraft himself was intrigued by the seemingly infinite possibility that science could offer us and then turned it on its ear for dramatic purposes. Why? Because horror stories are fun.

Again, referring to that previous Luke Cage roundtable I previously linked to, this type of conversation that these writers have about Lovecraft are the types of conversations we should be having because they are new and interesting and the ultimate outcome of this discourse is not to decide whether Lovecraft should be banished from modern thought or not––far from it. If we did that, we would be unable to have some interesting conversations. If anything, it would actually more firmly establish his place in the canon as someone worth talking about. Simply brushing off his racism will only keep him from reaching that place where I, most certainly, and most Lovecraft fans feel he should be woven into.