DC Comics’ Wonder Woman recently made the news in a rather peculiar way. The United Nationsannounced that they have selected Wonder Woman to be the “United Nations Honorary Ambassador for the Empowerment of Women and Girls.” As Wonder Woman approaches the 75th anniversary of her creation, she will be used by the United Nations to promote messages of and about the empowerment of women and gender-based violence.
Wonder Woman. In her satin tights fighting for our rights. And the old Red, White, and Blue.
It’s not every day that a fictional character gets named as an honorary Ambassador for the United Nations. The UN will be holding an official ceremony on October 21 to “bestow” the title upon Wonder Woman. By doing so, the UN hopes to promote its Sustainable Development Goal #5: “Achieve gender equality and empower all women and girls.” The President of DC Entertainment, Diane Nelson, along with unnamed “special guests” will join the Secretary-General for this honor. It is not clear if Gal Gadot or Lynda Carter will be among the attendees.
This news comes shortly after the naming of the next UN Secretary General, Antonio Guterres. With growing concern over the lack of women in positions of leadership at the United Nations, some have argued that this honorary ambassadorship is a token effort and a deflection. Given that the United Nations had previously forbade the BBC from associated Doctor Who’s UNIT with the United Nations over concerns that it did not properly represent the United Nations, it seems perhaps a bit peculiar that the warrior woman from Themyscira would be recognized as an ambassador.
A few weeks ago, I sat down to play Star Trek Online on the PS4 (shortly after it was released), though I failed to make a post for it up on the website (until now). Watch me play through the first two or so missions (essentially, the tutorial) of the Federation quest/storyline.
Although the video has been on our YouTube channel since I first played it back on September 10, 2016, it took me a considerable amount of time to “annotate” it using the YouTube annotation system. The annotations are visible only on certain viewing platforms (web viewing, mostly) and can be turned off. It’s mostly additional trivia and Star Trek facts that I was only able to think of after I finished recording the video.
The inspiration of the annotations comes from the Special Edition DVD releases of the original Star Trek movies. Technical editors Michael and Denise Okuda wrote a series of sub-titles that included weird facts and information about Star Trek, the design, and the implementation of the movie.
WEEK IN GEEK: Andrew watches the season 3 premiere of Star Wars: Rebels (as well as talks about the extended edition of Ghostbusters aka Ghostbusters: Answer the Call) while Dan talks about going to a heavy metal show to see the band, High Spirits.
BULLETPROOF BLACK MAN: Dan and Andrew talk about their first impressions of Marvel/Netflix’s Luke Cage, the latest entry in the Marvel Cinematic Universe. Though neither had finished the season by the time of this recording, they talk about the general conversation about the show and what it brings to the superhero cinematic genre that others haven’t really done before. Dan published some interesting links this week about Luke Cage, specifically.
Leave a comment at ForAllIntents.net. Be sure to join the official Facebook group for conversation with other fans. Be sure to leave a review on iTunes to help spread word about the show to new potential listeners.
For all intents and purposes, that was an episode recap.
FEATURED MUSIC:
-“Stayin’ in Black” by Wax Audio
-“Theme” by Adrian Younge & Ali Shaheed Muhammad (from Luke Cage)
-“Up and Overture” by High Spirits
Marvel/Netflix’s Luke Cage has a lot of people talking a mere week and a half after being uploaded to Netflix’s servers, and for good reason. While ostensibly linked to the more popular popcorn faire that is the “superhero genre” of films created by Fox, Sony, Warner Bros., and Marvel over the last sixteen years, Netflix has done more to push the genre forward and upward with its four seasons of shows than has really been done since The Dark Knight. Luke Cage alone has elevated the discourse in our popular culture to the point where the greater populace can not only talk about blackness in America, but it’s getting white America to listen to conversations about blackness in America. The last time a live-action superhero production instigated a larger conversation about deep-seated issues in America was not this summer’s Captain America: Civil War, Batman v. Superman: Dawn of Justice, nor X-Men: Apocalypse, but last year’s Jessica Jones––a Marvel/Netflix (Martflix?) show. Like Jessica Jones before it, Luke Cage approaches its issues in a variety of incredibly subtle, as well as not so subtle, ways, but the fact that it’s approaching them at all––and giving these issues narrative prominence––sets it apart from most other entries in the genre.
Perhaps it’s the fact that I’m an English teacher (albeit not one of Literature, but of Composition and Rhetoric), but I noticed right away how many books dominated the show (at least in the front half––I’m not quite done with the season yet as of this writing) and how diverse Cage’s tastes were––in terms of race, sure, but also in terms of genre.
Dr. Tara Betts briefly discusses the books given center stage in the show, but expands that view into a full reading list that addends and complements the show. Some are a bit jokey (the Where’s Waldo? choice), others are referential (picking a Geoffrey Canada book since the writer was referenced by Cottonmouth at one point), and others are thoughtful on a pedagogical level (Acres of Skin, Cutting Along the Color Line), all of which could be used to describe the show itself.
Like I did for the “Worth a Look” about Stranger Things, I’m featuring this article even though I didn’t read it yet because it boldly sports a spoiler warning, and I––wishing to hold onto some aspect of nerd integrity––want to watch the rest of Luke Cage clean.
Evan Narcisse’s article is presented as a dialogue between four writers discussing the major cultural issues as presented and challenged in Luke Cage. In fairness, many articles have been written about this aspect of the show, but this gathering of different points of view on the same subject is an attractive and important approach. Especially as a white dude from the coast of California––and as a teacher––it’s these discussions that I need to find and listen to.
WEEK IN GEEK: Andrew started playing World of Warcraft…again while Dan sees a trailer for Steven Okazaki’s documentary, Mifune: The Last Samurai, and they talk about killing your idols.
TOO OLD FOR THIS SHIT?: Dan and Andrew examine the sudden and growing trend of bringing back notable 1980s’ franchises back for modern audiences…but on television. Lethal Weapon, The Exorcist, MacGuyver, and even Magnum P.I. are heading to television. What does it mean? What can we expect? Can they be any good (were they any good in the first place)?
ROBOTS IN DISGUISE: Since he started uploading Let’s Play videos, Andrew has run into the static generated by YouTube’s content monitoring algorithms, which take down videos that may have copyrighted audio embedded in the video. They talk about this trend and how its damages may extend much further than lost revenue for both YouTube streamers and copyright holders.
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For all intents and purposes, that was an episode recap.
FEATURED MUSIC:
-“Stayin’ in Black” by Wax Audio
-“Magnum, P.I. Theme” by Mike Post & Pete Carpenter
-“Somebody’s Watching Me” by Rockwell
-“Scene Change” by Johnny Douglas & Robert J. Walsh (from The Transformers)
The history of edutainment is actually really interesting because of how many people got involved in it at various points. In our limited discussion a few weeks ago, we mentioned a few of the “highlights” that we could think of, but there’s so much more to see when you look into it. Perhaps what Jimmy Maher’s article points out the most to me was that I had actually played a great many of these games. My father was an early adopter of computers and computer games; it should come to no surprise that he would later earn his graduate degree in Educational Technology.
Maher does an excellent job of describing the history in a way that felt very personal to me, having lived through the era. As a young person growing up in the 1980s and 1990s, I distinctly remember regularly going to the “computer lab” on campus to use educational software. Of course, most of the software we were allowed to use was of the uninspired educational variety. Stuff like the original Math Blaster or Reader Rabbit focused more on the educational component, essentially replacing the classroom facilitator with a soulless computer. But, as it ends up, I got lucky because of a chance to experience some of the more engaging educational titles that my father would regularly bring home, games from the likes of Spinnaker Software, which felt more like entertainment and less like a relatively boring math lesson.
One thing that stands out in Maher’s summation of edutainment software is that two of the most notable, recognizable, and arguably beloved edutainment titles, Where in the World is Carmen Sandiego? and Oregon Trail, are not regarded as particularly educational by most education professionals. That’s sort of amazing and probably says something about the field of edutainment: the most memorable, most popular edutainment titles are not actually good edutainment.
I suppose this would almost qualify as a “News Blast,” but it fit really well into the discussion of entertainment products that are educational. Dan and I did not really speak much to tabletop games as being educational, but it’s actually not uncommon at all. What is most interesting about this is that this board game is being utilized to both educate children about the menstrual cycle and also to make them more comfortable talking about it.
Look at all the fun being had there while kids learn about physiological processes. Fun. Period.
I don’t intend to dwell too long on this article or the game presented in it. But as an avid tabletop gamer, I can appreciate implementing board games for educational purposes. It’s not often that I play a tabletop game and learn important elements of biology, physiology, or anatomy. If anything, my experience has been that tabletop games punch their hardest in the educational category in matters of history. One of the more popular board games around, a Cold War simulator known as Twilight Struggle, features a rulebook that describes the historical events featured on every card of the game. The fact that I learned practically everything I know about Operation Paperclip and the Cambridge Five from this board game says something about the educational elements of tabletop gaming.
WEEK IN GEEK: Andrew bides his time until Civilization VI releases by playing a bunch of Blizzard games while Dan swims through the lush animation and Old Norse world of Thunder Lotus Games’ Jotun.
NEWS BLAST – UPDATE – METAL GEAR SURVIVE:Metal Gear series creator and famous non-employee of Konami, Hideo Kojima, boldly said that he has nothing to do with Konami’s upcoming Metal Gear Solid V spinoff, Metal Gear Survive, on stage at this years Tokyo Game Show. Konami retaliated by releasing approximately fifteen minutes of co-op gameplay to a rather tepid response.
LEGACY CHARACTERS 2.0: Building off of the previous conversations about “legacy characters”––superhero mantles that can be passed from person to person rather than being locked to a single identity––in Episode 09 and, tangentially, in Episode 104, Dan and Andrew return to the topic now that the world has a new Superman––officially New Super-Man––and recent Legacy turns with Wolverine and the use of a Legacy character in Marvel’s Agents of SHIELD: Ghost Rider v3.0, Robby Reyes. So, there’s lots of stuff to talk about.
Leave your thoughts about this week’s topics as comments at forallintents.net. Be sure to join the official Facebook page and follow Andrew and D. Bethel on Twitter. Help the show out by leaving a review on the iTunes store. Check out the official YouTube channel, as well!
For all intents and purposes, that was an episode recap.
FEATURED MUSIC:
-“Stayin’ in Black” by Wax Audio
-“New Blood (Here Comes a New Challenger)” by Another Soundscape (Street Fighter II remix)
-“Little Ashes” by Joseph LoDuca (from Army of Darkness)
That the comics industry works through strange machinations puts the whole situation mildly. It’s an industry perpetually flailing for readers and sales, but its movies are making more money than any other adapted medium in history. Combined with all of the crossovers and events that “The Big Two” (Marvel Comics and DC Comics) push––and the associated bumps and crashes in sales––there is no doubt that there is something funky about how the comics industry works, but it also that blame has been mercurial, shifting scapegoats depending on the ails of the current generation: people aren’t reading comics anymore because of video games; people are waiting for the trade paperback collections instead of buying individual issues; the movies and tv shows are more accessible and modern than the books; print versus digital distribution, etc.
The problem this has caused shows that the blame-shifting that moves the industry has done its job rather well, getting the industry to blame itself rather than looking for a deeper seed. This Outhousers (what a name) article does a fine job at pointing the finger away from general culture (which does have its share of culpability, just not nearly as much as we apparently want to foist upon it) and toward the one constant in the last, at least, thirty years of the industry: a monopolized distribution system.
Diamond Comic Distributors is the only distributor for the Big Two as well as the other top-tier publishers such as Image, Dark Horse, Oni, etc. While that in itself is not inherently bad, a look at its practices and demands upon the publishers (and creators) reveals a rotten core tethering together the ever-changing problems from which the industry suffers.
It’s a bold statement, but also not much of a surprise––as an independent comicker, if you want to get any ground in comic stores around the country, you must meet the demands of Diamond, and their barrier to entry is unreasonably high. Some of it comes across as honest gatekeeping, which is fine to a point; you want only good comics to make it to stores, but it also puts an extreme burden on pretty much any independent creator unless you have found word-of-mouth/viral success through the internet. Even then, it’s still best to pitch to a publisher and have them deal with the distribution.
The Outhousers article shines a bright light on the issue, but being an independent blog in its own right, I wonder how much change it can actually inspire. I’ll just do my part, then, and keep the conversation going.
For all of the video games that land onto store shelves or on the front page of an online retailer, it’s astounding to see how many games are out there right now. From what I have come to understand, mostly from listening to gaming podcasts that have interviewed developers (to having interned for a startup developer myself back in the late nineties/early aughts), what astounds even more is how many games don’t get made, despite going into production.
Development is shut down all of the time with apparently little cause given, in many cases. Luke Winkie’s article presents a fascinating case study into one example of this, through the lens of a developer who worked on the nearly-finished Infinite Crisis, a MOBA featuring all of DC Comics’ major characters, before it was shut down.
I argue that the saddest part of a game getting shut down mostly has to do with the ache of possibility, that a game with promise won’t ever see the light of day. What’s heartwarming, though, is that an unreleased game seems to have little effect on a developer’s resume, often because it’s not the developer’s fault that a game got pulled. It usually has to do with business decisions from investors and the like, people gauging the market and finding it unfit for whatever they had already pumped thousands or millions of dollars into.
What this tangentially touches upon is another heated conversation in the gaming world right now, one about the poor working conditions afforded to people who work in the industry. If there is a bright spot, it could be that despite all the other issues you have to face as a game developer––working within strict budgets, big teams, time crunches (and long hours), aggregate review scores, etc.––working for years on a game that never gets released doesn’t damage your possibilities to continue working in the industry at all. In fact, the bigger the “failure,” the better it could be for you.
Due to technical difficulties, only a Shortcast can be brought to you this week, but D. Bethel and Andrew Asplund have packed as much content into a single serving as humanly possible with a Week in Geek!
WEEK IN GEEK: Andrew plays the remaster/reboot/sequel to the classic PC Civ-in-Space game, Master of Orion, while Dan sets his nostalgia aside and watches with great skepticism Starz’s Ash vs. Evil Dead.
If you have any thoughts about the topics discussed this week, leave them as a comment at forallintents.net. Be sure to join the official Facebook and Google+ pages. To help out the show, please leave a review on the iTunes store to help spread the word to new potential listeners.
And, for what it’s worth, here is the closest that could be found of Bruce Campbell with John Barrowman at a convention, courtesy of Bruce Campbell’s Twitter:
Also, to check out D. Bethel’s newest collection of his webcomic, Long John, head over to longjohncomic.com or go directly to the Etsy store.
For all intents and purposes, that was a Shortcast recap.
On Friday, September 9, Fantasy Flight Games (FFG) made a somewhat surprising announcement on their website. The licensing agreement that allowed for games like Blood Bowl: Team Manager, Talisman (4th Edition, Revised), and Chaos in the Old World would end: “Beginning February 28th, 2017, Fantasy Flight Games will no longer offer for sale any games in conjunction with Games Workshop[.]” There were not a lot of details provided, although it was clear that FFG would not be supporting or selling any of those games after the drop-dead date of February 28th.
License agreements ending is nothing new in any entertainment industry. Just like Marvel and Capcom ended their license relationship a few years ago, this kind of thing happens with some regularity. In tabletop gaming, Star Wars has had role-playing games developed by West End Games, Wizards of the Coast, and Fantasy Flight Games all because the license moved between different companies. Of course, every time the creative license switches over, people who like the now extinct product have to accept that they will not get any more of that version of the content. Just like Ultimate Marvel vs. Capcom 3 was the final Marvel vs. Capcom game, the Fantasy Flight Games/Games Workshop titles just met their future’s end.
What is interesting about this is how Games Workshop has been pushing the licensing business quite heavily in the past year. They were recently spotted at 2016’s Licensing Expo in Las Vegas trying to push all of their brands into video games, entertainment, and more. (And, yes. Licensing Expo is a real thing, apparently.) Earlier this year, they announced that they had made more income than expected from licensing agreements. If anything, it would seem that the FFG/GW license relationship had been good for everybody.
This is obviously the Licensing Expo booth of a company looking to sign some licensing agreements.
Of course, that assumes that the end of the relationship is on the part of Games Workshop. Since the original license agreement was created, the industry has changed. Back in August 2011, Fantasy Flight Games announced that it had acquired the license to the Star Wars universe from LucasFilm Ltd. That license was renewed in 2015 and expanded to include new content. In November 2014, Fantasy Flight Games merged with the Asmodee Group, creating one of the largest tabletop gaming companies in the United States (excepting Hasbro and its subsidiaries, of course). It may very well be that Fantasy Flight Games no longer sought to pay the licensing fees Games Workshop expected. When you consider that this is the company that has licenses to Lord of the Rings and Star Wars, the Games Workshop line of games seems relatively unimpressive in comparison.
Whatever the reason for the separation, one thing is certain: fans of the Fantasy Flight line of Games Workshop licensed games have until February 2017 to get ahold of them before they will start to become difficult to find.