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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.

AkiraV01

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.

News Blast: Pokémon GO

News Blast: Pokémon GO

Last Wednesday saw the release of the newest addition to the Pokémon family of games: Pokémon GO, developed by Niantic, Inc. (formerly, Niantic Labs). Niantic, Inc. was previously known for doing the popular mobile game Ingress. They partnered with Nintendo and The Pokemon Company to apply that GPS/map-based play to the popular Nintendo franchise. Although Dan and I will have more to say about this in this week’s podcast, it was worth taking a moment to address all of the news (both good and bad) that has been popping up over this new title.

Little do people realize GO is an acronym for Geographic Obfuscation.
Little do people realize GO is an acronym for Geographic Obfuscation.

Stories about Pokémon GO and the outcome of so many people playing have been circulating around various social media and news websites. In Wyoming, a nineteen year old woman found a dead body while pursuing an elusive pokémon. A police station in Australia has warned players against entering the station in order to collect pokéballs or to catch pokémon that spawn there. A police department in Missouri recently reported that a group of teens have been luring people to a pokéstop in order to commit robbery. But, with all that gloom and doom, there are some brighter notes. A large number of Pokémon GO players have been discovering that they are inadvertently exercising by playing the game.

Always watch out where you're walking when you're staring at your phone!
Watch out for those pesky dangers wherever you GO!

Of course, not everything has been about people wandering around with smartphones pressed up against their face. Several news sources have discovered that Pokémon GO grants itself liberal access to the user’s Google account. By logging into the application using your Google account, you grant it full access to your Google content (including Gmail, Google Drive, and other Google applications). As of last night, developer Niantic, Inc. has issued an announcement that this security issue was unintentional, promising to correct the error as soon as possible. Other websites have commented on the upcoming Pokémon GO Plus peripheral, a watch-like device that interfaces with the user’s smartphone. Currently, eBay is awash with people selling the device at five to ten times the listed MSRP of $34.99.

I learned the unfortunate lesson that some Pokemon just want to watch the world burn.
I learned that some Pokemon just want to watch the world burn.

As could be expected with something this popular, Pokémon GO has had a few awkward moments. Notorious Amazon Kindle “author” Chuck Tingle recently released Pokebutt Go: Pounded by ‘Em All, another title in his (her?) series of erotic (?) fiction. Several websites have been documenting peculiar places that have been designated Pokéstops, including a Los Angeles bathhouse, a Seattle bathhouse with a “mirrored gloryhole maze,” and other odd and inappropriate places. Most of the peculiarities in location data come from the fact that the Pokéstops appear to be primarily based on location data taken from Niantic’s previous title, Ingress; the “Portal” locations of Ingress were user/player submitted. This explains how so many child-inappropriate Pokéstops came to be in the first days of the game.

All in all, Pokémon GO has been making quite a lot of news since its release.

Worth a Look

Worth a Look

As a writing teacher, the research-based portion of my scaffolding tends to always yield at least a few “Do video games contribute to youth violence?” proposals every semester. Honestly, it’s a tired debate but not because of the questions being asked, but for how little conversation actually happens. Lately, the pattern seems to be that when a new study is published that either states that games do or do not incite violent behavior in children, people then post those studies (or, let’s be honest, articles written about the studies) like flags planted in the ground and say, “The problem has been solved,” and walk away until the next one hits.

guns
polygon.com

The point of view Brian Crecente presents in his article is not only unique, but important. What’s most important is not that he picks a side; instead, he actually problem poses the issue as a way to generate discourse and not simply promote the tribalistic partisan yelling that such topics tend to degrade into. To literally pull from my lecture notes, questions that start with a “do” or “is” can only yield yes or no answers, discouraging discussion and investigation. However, problem-posing questions––the classic Who What When Where Why and How questions––don’t do that. They beg for thoughts and ideas and points of view rather than declarative sound bytes. On big topics like this––especially when topics like gun control and mental health are forced into public interest by yet another shooting by a young person––such nuance and differing points of view should be more thoroughly explored rather than just drawing a line in the sand.

What’s also important in this article is that its author is not a single-adjective author the likes of which we normally hear on these issues. He writes as a father, but he is also clearly a gamer, a person who grew up with games––violent games, too, no doubt––and that informs his approach to the topic, which is a new voice in this conversation and one worth listening to, at least.

Superhero movies live and die on their sense of verisimilitude. As discussed when I talked to Elijah Kaine, the X-Men films succeeded at existing within the apparent paradox of being both faithful to the characters but also being incredibly divergent from the source material. The Marvel films (and Deadpool as well) have become renowned for being, probably, the most faithful comic book characters on screen so far, but even then there is a fair share of divergence. But when Man of Steel or Batman v Superman: Dawn of Justice land in theaters, they are derided for being too divergent from the source material. Then there are the ultra-devout interpretations like 300Sin City, and Watchmen which are all over the place in terms of criticism and praise. This exposes the question embedded in all of our discussion of superhero cinema: “what makes a good comic book movie?” An entire Comic Con panel, I’m sure, could be dedicated to this question, but it’s one that Matt Singer surreptitiously addresses in his article as it relates to the ill-fated Green Lantern movie from 2011.

Warner Bros.
Warner Bros.

His basic argument is really interesting––is it damning to be, in a sense, too faithful to the source material?

Green Lantern is maybe the best proof to date that when it comes to superhero movies, faithful doesn’t equal excellent.

I’m sure this point is arguable, but I am not a Green Lantern scholar in any sense; however, it does help to focus the discussion around superhero movies––what does a faithful adaptation/movie look like and is it a movie we want to see?

I started reading Penny Arcade in 2002 or 2003. Since that time, it has evolved into the strangest of pop culture chimeras that evokes a sense of awe but has an underpinning of fear that, for some reason, it could all come crashing down at any moment. As a business, it felt like it expanded incredibly fast, but it withstood the current it helped create. They added more and more people to the fold, but the basic personality and attitude of the site persisted. The two creators went from being struggling, edgy voices of the generation to being––I assume––reasonably wealthy magnates of a new industry, but they seem rather unchanged by the developments. It could be argued that all of this growth and stability came from the direct management of the Penny Arcade business manager and president, Robert Khoo.

polygon.com
polygon.com

With Khoo announcing his exit from the company, it understandably has a lot of people worried. He was the master of the Penny Arcade Jenga tower, and, as he walks away from the puzzle, the worry is that it will, surely, crumble in on itself.

Matthew Loffhagen looks at what a post-Khoo Penny Arcade could look like, especially through the lens of PAX, as the keys of the kingdom are handed back to the original creators, Mike Krahulik and Jerry Holkins. Loffhagen focuses on a more legitimate worry than the knee-jerk reaction a lot of the internet provided (basically likening Khoo to an internet Jesus), and looks at the co-creators’ behaviors with fans and controversial statements and stances they’ve taken over the years and how that could impact not only the conventions but also the fans (the famous Dickwolves disaster comes to mind, among others). Drawing the line from one poorly-said statement to a massive PR catastrophe seems easy in this new administrative situation.

However, such thinking discounts Khoo himself. If we have learned anything in his decade-long+ tenure as the nerd mastermind, it’s that he knows what he’s doing. Watching everything from PA the Series to Strip Search, it’s clear that Khoo is a chess master, the Deep Blue of business, always three steps ahead of everyone around him. With that in mind, what becomes clear is that Khoo’s decision to leave was not rash; he left because he knew he could and Penny Arcade would be fine without him. While Loffhagen’s very specific concerns are, indeed, valid, I think overall that Khoo is leaving Penny Arcade exactly where it needs to be, even if it isn’t as clear as we would hope.

Worth a Look

Worth a Look

We’ve broached the topic of adaptations from one medium to another a few times over the life of the podcast, but this is a nice, focused look at a unique case. Growing up in the early days of anime proliferation––when titles were few and unprofessional translations could be bought (of varying quality) at conventions––Akira was kind of “the” anime. Not in the sense that it was the only one, but fans talked about it as if the film rested atop the peak of quality, outshining everything beneath it. You had to watch it and you were not going to understand it. It existed as a kind of filmic puzzle box that people would attempt to parse and explain which only further confused the discourse. In spite of that, Akira remains quite an amazing movie when watching it as an adult. Technically, it’s an awe-inspiring work of art. Its story, too, while often confusing and obtuse, does have a lot of incredibly complex social ideas and themes, especially about youth/teenage culture.akira-feat

The truth is that the Akira film is an adaptation of a manga series that wasn’t even close to being done and writer/director, Katsuhiro Otomo, had to draw conclusions that made sense for a two-hour animated film. That’s what makes the movie such a standout from other adapted manga, however. It must carry some legitimacy because Katsuhiro Otomo also wrote and drew the manga; so, the moviegoer must be seeing a glimpse into the future. However, being such a big story, the task of adapting it into a movie that made any kind of sense at all would be an unenviable task, which makes it a fascinating case study in the continuing dialogue about adaptations. Tom Speelman’s article dives into the relationship between the anime and the manga in detailed and cogent fashion, drawing together the point that––despite some uneven spots––Otomo was able to create two masterpieces in two different mediums in the span of a decade. No matter how you look at it, that’s a feat that deserves a closer look.

With the massive success of the Marvel Studios movies and the can’t-help-but-watch trainwreck that Warner Bros. has done with the DC heroes since Chris Nolan left The Dark Knight trilogy, it’s easy to see the Fox and Sony licenses (The Fantastic Four/X-Men and Spider-Man, respectively) get short shrift from comic book fans, especially. Now, with regard to The Fantastic Four, Fox has done itself no favors and Sony straight-up gave up the fight to an extent by––as we all saw in Captain America: Civil War––giving Spider-man back to Marvel in all but the actual rights, so the anti-Fox/Sony arguments do carry a lot of weight, but the X-Men movies have become almost a forgotten undercurrent over which the “superhero movie” genre now flows.

bryan-singer

I think “undercurrent” is the right word and that’s what Dan Marcus’ article does its best to show, recreating how the world felt back when the first X-Men movie was released in 2000. The only successful comic book adaptation made before it––aside from the Superman films––was Blade, but a lot of people didn’t even realize that was a comic book character beforehand; knowing that or not, the movie didn’t make any attempts to really draw that connection, either.

The first two X-Men movies were an interesting and important step because even though they didn’t fly the comic book colors in the way Marvel has deemed necessary in a modern context, it was still obliquely reverent, capturing what was important about the comics even if they changed a lot of details.  While I personally think that the drubbing X-Men: Apocalypse received was mostly unearned and feverish due to its proximity to both Captain America: Civil War and Batman v Superman: Dawn of Justice, without the X-Men franchise it’s fair to say that we wouldn’t have the Marvel Studios that we have now, and the X-Men should just be allowed to keep on keeping on (except for X-Men: Last Stand; that should be thrown into a fire).

 

 

News Blast: Three Part Tetris Movie

News Blast: Three Part Tetris Movie

We have previously discussed the announcement a few years ago about a movie based on the Tetris franchise. Film producer Larry Kasanoff, probably best known for his work on the Mortal Kombat series of movies, recently said some words about his current project, the appropriately titled Untitled Tetris Sci-fi Project. In an interview with Empire, he informed the world that this Tetris project would, in fact, be a TRILOGY of movies, to stand alongside such classic trilogies as the I Know What You Did Last Summer trilogy, the Delta Force trilogy, and the BloodRayne trilogy. Actually, given disaster producer Uwe Boll’s involvement in the BloodRayne trilogy, that may not be a bad comparison.

Probably a still from 2005's BloodRayne movie. Or maybe the writer's room for the Tetris movie.
Probably a still from 2005’s BloodRayne movie. Or maybe the writer’s room for the Tetris movie.

Now, the producer has stated that this epic trilogy will not feature anthropomorphized giant blocks with hands and feet. In fact, he seems pleased that people expected that. “We’re not going to have blocks with feet running around the movie, but it’s great that people think so. It sets the bar rather low!” In the alternative, he continues to emphasize that this will be a big sci-fi movie experience. “I came up with the idea as I was thinking about Tetris and the theme of creating order out of chaos.” Apparently, Kasanoff has more respect for the thematic depth of Tetris than I do.

Movies based on video games are nothing new. Producer Larry Kasanoff already made his mark on the genre with 1995’s reasonably successful movie, Mortal Kombat. Others have tried, most of them with little actual success. But what concerned me with the original Tetris movie announcement and this more recent trilogy announcement is the fundamental lack of narrative or storytelling depth of Tetris.

The gripping storyline of Tetris, in all its glory.

There’s something to be said about taking a game with some sort of story, no matter how flimsy or poorly conceived, and trying to restructure it into a cinematic experience. There are characters, themes, and vague story lines that a creative writer (or, a mediocre film making hack) can re-purpose into a 90 minute story. It can be done well or it can be done poorly, but there is a clear direction for what the movie will be about.

But that isn’t the case here. We are talking about the classic puzzle game developed by Russian game designer Alexey Pajitnov. There are no characters. There is no story. You drop pieces of a puzzle into a pile and make them disappear. This game has all the narrative pop of taking out the garbage. It may be that the closest comparison to a Tetris movie is the 2012 “military thriller” Battleship, based on the classic board game, or maybe even the 2016 family film Angry Birds, based on the popular toilet-time-waster. Neither of those games had much of a particular story and both were adapted into successful (or, at least profitable) cinematic experiences. But at least those games had a theme that the “writers” were able to latch on to. Or, in the case of Angry Birds, recognizable characters. Tetris has none of these things.

With that in mind, it’s easy to understand the public skepticism concerning this Tetris movie trilogy. ‘I guarantee you it’s not what you think,” Kasanoff told Empire. It’s difficult to imagine any sort of movie based on the popular puzzle game, so his assertion is valid. “No-one has come remotely close to figuring out what we’re doing.” At least we don’t need to worry about a weird spaceship full of astronauts that correspond to Tetris blocks.

Week in Geek: Wild Arms 3

Week in Geek: Wild Arms 3

D. Bethel jokes that I’m evangelical about Wild Arms 3. It’s not an unfair conclusion to draw. Like we discussed in the podcast, the Wild Arms series is sort of weird. The original was pretty much a fantasy-esque RPG with a little bit of a western look and feel. One of the characters had firearms as a “special power” and another guy looked like he was wearing a duster. It was alright and laid down some of the peculiar tropes that would come later, but I wouldn’t really call it groundbreaking or definitive. My love is for the third entry in the series: Wild Arms 3.

Cool Wild Arms 3 Promotional Art
Wild Arms 3 Promotional Art. Or something.

Wild Arms 3 is a peculiarity in the vast history of Japanese RPGs because it feels like the design team was trying to do something different than practically every other JRPG that had come before. I always joke that the page for the game on the website TV Tropes.org sums up a lot of the weirdness:

Wild ARMs 3 gives one the impression that its creators were told to make a JRPG, but had never played a JRPG before. Far from making it a bad game, this means that they approached the genre from a new direction and did a lot to shake up old cliches[.]

Perhaps, given the history of the console role-playing game since the release of Wild Arms 3, what we were witnessing was the JRPG market starting to adapt to the changing player base. Like Dan said, most developers and players have acknowledged that the JRPGs of today have departed heavily from their roots, for better or worse.

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News Blast: Star Trek Fan Films

News Blast: Star Trek Fan Films

Today, while still in the middle of an ongoing lawsuit over the Axanar fan film, CBS/Paramount announced guidelines for Star Trek fans interested in making their own fan films/works. A seemingly noble gesture by CBS/Paramount, a number of folks took issue with some of the guidelines:

1. The fan production must be less than 15 minutes for a single self-contained story, or no more than 2 segments, episodes or parts, not to exceed 30 minutes total, with no additional seasons, episodes, parts, sequels or remakes.

4. If the fan production uses commercially-available Star Trek uniforms, accessories, toys and props, these items must be official merchandise and not bootleg items or imitations of such commercially available products.

5. The fan production must be a real “fan” production, i.e., creators, actors and all other participants must be amateurs, cannot be compensated for their services, and cannot be currently or previously employed on any Star Trek series, films, production of DVDs or with any of CBS or Paramount Pictures’ licensees.

A lot of people have observed that these exceptions exclude nearly every fan-made Star Trek film or video ever produced, including Axanar, the popular Star Trek New Voyages, Star Trek: Hidden Frontier, and even Voyager alumnus Tim Russ’s Star Trek: Of Gods and Men, since all of these fan works infringe on the guidelines in multiple ways.

That's either a rocking cosplay party or an episode of Star Trek: New Voyages with George Takei.
That’s either a wild cosplay party or an episode of Star Trek: New Voyages with George Takei.

Consider Star Trek: New Voyages, the fan series created by James Cawley and Jack Marshall. From their very first episode, they utilized an actor who had previously appeared in Star Trek (specifically, William Windom as Commodore Matthew Decker). Later episodes would include notable Star Trek actors such as George Takei, Grace Lee Whitney, Walter Koenig, and others. Stories written by Star Trek writers like D. C. Fontana and David Gerrold were utilized or adapted for the series. Within the “amateur” consideration alone, New Voyages would fall outside of the guidelines provided by CBS/Paramount. Let’s not mention the length, as the group was filming 45 minute episodes as part of a “season 4” of the Original Series. Or the costumes and the set.

Of course, as the copyright holder, CBS/Paramount is under no obligation to allow any derivative work, so perhaps this is just a sample of their noblesse oblige. Given the recent popularity of the J. J. Abrams Star Trek films and the announcement of a new Star Trek series to be released digitally, there are plenty of reasons for CBS/Paramount to express concern over semi-legitimate fan work. Historically, a lot of the fan features were pretty bad, so there wasn’t really a reason to get involved because they didn’t really reflect on any of the work being done for “official” Star Trek.

But, Axanar? Just take a look:

Not only did it have a host of popular Star Trek guest stars like Tony Todd and J. G. Hertzler, but it looked like real Star Trek. And, given the concern many classic Star Trek fans have with the J. J. Abrams movies, something like Axanar stands defiantly in the face of CBS/Paramount and their precious franchise.

USS Ares, from the (upcoming?) Star Trek: Axanar.
USS Ares (NCC-1650), from the (upcoming?) fan-made film, Star Trek: Axanar.

It’s also worth mentioning that the production team raised over $500,000 through a crowdfunding campaign. Twice. Two separate crowdfunding campaigns. Over $1,000,000 raised towards this project. That may help explain why CBS/Paramount brought a lawsuit to begin with and why their guidelines seem so restrictive. Money is being made and the copyright holder isn’t part of it.

Completing the Circle: The Role of Audience in Fiction

Completing the Circle: The Role of Audience in Fiction

Picture this:  A dream-like fantasy world––not unlike something you’d imagine from a children’s book––becomes the victim of a devastating catastrophe.  What’s left is little more than hunks of earth, adorned with scraps of vegetation and ruins of homes and castles floating in space.  Survivors are few, but they know––as part of their history, mythology, or religion––that their world can only be brought back to life through the mystical, restorative will of something pronounced “Bass-chyuhn.”

For some of you––probably gamers of the recent era––this synopsis may remind you of the 2011 Supergiant Games release, Bastion.  A post-apocalyptic action-adventure game, the player controls a character simply known as “The Kid,” a youthful adventurer   who lives in a world of suspended ruin, literally.  Pieces of the world that used to be float in space, seemingly unconnected like leaves in a pond.  What’s interesting about the game is two-fold: first, the game is narrated as you play by another character in the game.  The narration is kind of dynamic, responding to how the player controls The Kid as well as revealing story.  Second, but related, is that the world only exists as your character exists; where he stands is all that is real.  For example, at the outset, The Kid wakes up in his bed in a room, which is just a bed on a rock with half a wall and a doorway just floating in the middle of nothingness.  The player can see other floating islands in the background, all at different depths, in different sizes.  The player moves the control stick which causes The Kid to get out of bed and as you guide him up and out through the door the ground literally rises up underneath his steps in disparate pieces, creating a path only as you move forward on it.  It’s an unsettling feeling at first, but you quickly get used to it, especially when creepy creatures are trying to do you in.  The crux of the story is that, despite the utter destruction of the world, The Kid is trying to collect fragments of the world to run a machine called The Bastion (a combination of terraformer, time machine, small town, and space ship) which––when fully powered––has the ability to undo the effects of the Calamity––the event that made the world what it is.

“The Kid” wakes up amid floating ruin. Source: Supergiant Games.

For others, after listening the description at the beginning, it may remind you of the classic 1984 children’s fantasy film, The Neverending Story––the last third, specifically.  The movie is based around a child in our present day finding an old book in a book store called, The Neverending Story.  The viewers watch as he reads the book, which is about a hero, a warrior-boy named Atreyu, trying to save an ill princess and, at the same time, stave off the oncoming cataclysmic event called The Nothing.

Not for lack of trying, Atreyu ultimately fails at the latter part of the to-do list and the fantasy world is left in literal fragments, highlighted by the image of the princess’ castle floating on a lonely bit of land in the vacuum of space, surrounded by other bits of the once beautiful world floating along side it.  Even amid such destruction, the princess assures Atreyu––and the reader of the book––and the viewers of the film––that there was still hope to reverse the effects of The Nothing––in this case, it was an otherworldly entity called Bastian, which happened to be the name of the kid reading the book, a name I’m assuming it’s short for “Sebastian.”  Instead of a floating city––a veritable planet all its own––the child named Bastian is imbued with the willpower to affect Fantasia, the fantasy world in the book he’s reading.  What’s interesting about this is that even though, to us viewers, Bastian is as fictional as Atreyu and the princess, but he represents reality and the fact that the fictional characters of the book he’s reading can’t repair their world––and that only a person in the “real world” can––speaks to the very nature of fiction and narrative itself: the readers are as important to the creation of a story as the writer is.

Fantasia becomes a world of floating ruin.

While I have drawn distinct parallels between these two apocalyptic fictions––and in my research I have seen no overt mention of the movie by the game’s designers––the similarities I found most interesting weren’t the obvious ones, though they are eerie.  Instead, these are fictions about fiction and use absolute destruction and vacuous absence as metaphor for a person’s engagement with fiction––how a reader or viewer actually completes the process that is “fiction.”  Games, like books, when unused sit there on a shelf (or hard drive) and figuratively don’t exist when not in play simply because the whole purpose of a book or video game (or a movie, or an album, etc.) is to be consumed.  Entertainment products are the closest things we have to tangible verbs in the sense that verbs only happen when they’re happening: a runner only runs when she is running, a painter only paints when he is painting.  They are realities conjured by action.  When looking at how this existential dilemma is brilliantly illustrated in the Toy Story movies, it’s not a far reach to think that, were things like books or video games sentient, they would be fighting night and day against this sense of non-existence––call it The Calamity, in the case of Bastion (the video game), or The Nothing, in the case of The Neverending Story.

 

This is my suspicion.

What this means for the player or reader is that consuming entertainment is not completely a passive act.  The books you love don’t exist as you know them until your eyes glance over the words on the page––only then do those characters exist at all for you and they cease to be when you close the book for the night.  With regard to Bastion and video games, the imagery of the ground flying up to meet your every step is a not-so-subtle metaphor for not only how games are processed internally but that polygons are only really processed at all once the player engages the controller––the real world’s umbilical connection to the virtual world.  The point is that these fantastic worlds don’t just exist because someone wrote them––Emily Dickinson wouldn’t be important at all had her poems not been found locked away in a chest; they would be nothing in the cultural and historical schema otherwise because they weren’t being read––fiction exists in individual bursts of imaginative light, a reaction that occurs when a fiction finds its audience, one by one, keeping it alive like the beat of a heart.

Boasts of Bethel: Getting to the Point

Boasts of Bethel: Getting to the Point

This Boast is framed around Game of Thrones and does not discuss content; so, there are no spoilers contained herein.

I like the Game of Thrones tv show more than A Song of Ice and Fire––the book series its based on––for a variety of reasons.  First, each book has a page length that, at this point, can only be measured in scientific notation.  At this point in my life, I have taken a firm stance and won’t read books over three-hundred pages (though exceptions can occur)––I’ve got too much else to do and my stupid brain isn’t able to remember that much story.  Second (though related to the first), the ten episodes (at one hour each) that make up each season is the perfect amount for me to not only consume and still have time left in my day but to also remember everything that’s going on.  I have my quibbles about the show, sure, but on the whole I enjoy it quite a bit.

But don’t tell me to read the books, especially because they’re “better.”  Of that I have no doubt.  It is a fact that tv shows are terrible books because, by definition, tv shows are not books.  However, the reverse is also true.

Nerds’ slavish devotion to source material puts us into a strange quandary––we are super excited that our beloved stories and characters are getting adapted to other media––and, moreover, they’re super successful––but we also become obsessive hair-splitters who feel the need to declare that one version (usually the original) is superior to the other (usually the adaptation).  I had to stop doing that because I wanted to actually enjoy these adaptations––especially when they’re good.  My first major encounter with this “disappointment” was with Brian Singer’s first X-Men movie.  Namely, how characters were shifted around in terms of relationships and ages for reasons that didn’t seem to make sense.  The biggest offender in this regard was the character of Rogue who, in the comics, was the same age as most of the main cast and even had intimate relations with Magneto for awhile.  For the movie, they basically made her a mixture of Jubilee (i.e., Wolverine’s teenage apprentice) and Kitty Pride (i.e., the new student at the school who is initially wary of being a mutant).

Though I enjoyed the movie because, in terms of general characterization, Singer got the X-Men right, I made sure to note that it differed from the comics drastically (I am proud to say that I never cared about the lack of comic-inspired costumes, however).  What turned me around was when I thought back to the X-Men cartoon from the ‘90s––another adaptation I was incredibly excited about.  The series was extraordinarily faithful to the comics despite some dodgy animation and I remember being so excited for each episode to start on Saturday mornings that I couldn’t sit still.  However, the feeling that dominates my memories of the show is mostly boredom.  I eventually stopped watching it about halfway into season 3.  It remained incredibly faithful and was even doing some direct adaptations of stories from the comics, but I just couldn’t bring myself to care.  I realized that the show was too close to the comics, that I had already consumed this content but through a different medium––so why would I want to see it on tv if I have the comics in a longbox?

Great artistic expressions are made by artists––that is, people who are adept at expressing themselves in a particular medium.  A great comic book storyteller does not necessarily make a great film director or screenwriter (re: Frank Miller’s Will Eisner’s The Spirit)––a great director makes a movie great.  If properties are being adapted into other media, I’d much rather see an artist of that medium approach the work so that the adaptation will mean something on its own and to not simply be “the movie version” or “the tv version.”  Such requirements diminish the importance of the source material when being adapted.  I point to things like the Hellboy movies––the second one, especially, feels right at home in Guillermo Del Toro’s oeuvre.  I point to The Walking Dead––both the tv show and Telltale’s episodic video game series.  I point to Darwyn Cooke’s Parker graphic novels.  I point to Game of Thrones.

All of these adaptations are done right––they focus on making a good example of the medium which is neither a “dumbing down” of a property to appeal to as wide an audience as possible, nor a point-for-point recreations of the originals.  They want to make a good movie, game, comic, or television show first rather than just make the source material dance like a marionette.  What makes a good book does not make a movie good.  A good adapter knows that and works with the ideas, themes, and characters of the source material to make them as viable to the new medium as they were to the original.  To do that may require changes, however, but if those changes are made out of the same desire to tell a good story––the same motivation as the original creator––then it should yield good results.  Differences don’t make things bad––that’s called bigotry.  Differences are just different, and as a fan it’s important to ask why––not just in terms of the story, but in terms of the medium.

The truth is the correlation between adaptations and their source material is more akin to alternate universes than family relationships.  They rarely feed off on one another, especially once they get going.  The choices one makes neither adversely nor, necessarily, favorably affects the other.  They are separate entities and should be viewed that way.  I’m sure the A Song of Ice and Fire novels have much more complexity and intricacy in terms of plot and character; I understand that.  Game of Thrones, for a tv show, is just as wonderfully complex and dynamic––compared to other tv shows.  And though A Song of Ice and Fire fans have been clamoring eagerly for book 6 in the series for three years––a book which will hold much more information and story than the tv show could ever muster––I’m comforted by the fact that I know I only have to wait a year for season 5.