A MARVEL OF A MOVIE: Albeit a few weeks late, both Andrew and D. Bethel have finally seen Marvel Studios’ newest entry into their cinematic universe with Captain Marvel, and they have a lot to say about it. This conversation does discuss SPOILERS for the film, so be wary of listening if you have not yet seen the film.
BATTLETECHNICALITIES: When the new Battletech game decided to include gender-neutral pronouns in its character generation, some corners of the internet got very angry, prompting everything from complaints on Reddit to a negative review campaign on Steam. D. Bethel and Andrew talk about this trend against inclusion in gaming and how this loud minority could be quieted.
As mentioned in the episode, watch Waypoint’s Austin Walker and Rob Zacny go in-depth with the character customization in Battletech:
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.
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.
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.
A large talk that basically started the whole GamerGate mess had to do with representation in video games, specifically with how female characters were presented and utilized within gameplay and narrative with the obvious and problematic conclusion being that female playercharacters were either underrepresented or, if present, lacked the variety or depth of the male protagonists.
However, the newest critical focus––and just as important––looks away from the screen and toward both the community and the developers. If the more forward-looking fans of gaming out there want more representation in games, we should also be asking ourselves about representation in the making of games. With regard to the community, there is a harrowing documentary that I discussed on the show awhile ago,GTFO, about female pro gamers and critics that I guarantee will have you wanting to throw a chair against the wall.
The Kotaku article discusses the story behind––and of––a new book, Women in Game Development: Breaking the Glass Level-Cap, that deals specifically with female developers and their road to being professionals in the field and how that road is paved with sacrifices, shame-dodging, and prioritizing aspects of their identity that males in the same positions never had to make. It’s infuriating how human beings are being treated in a field that, at the core of it, everyone loves so very much.
In a bit of selfish rank-pulling, I’m using “Worth a Look” as a “Save for Later” bookmark for myself. This article discusses Dungeons & Dragons as it is used in the recent Netflix hit, Stranger Things (which will be my “Week in Geek” in this week’s episode). Stranger Things has been a Facebook darling, especially for nerds born in, or who lived through, the 1980s and for good reason.
Stranger Things is less a snapshot of life in the 1980s and more of an evocation of 1980s adventure movies: The Goonies, E.T.: The Extra-Terrestrial, Stand By Me, Explorers, and the like. By mentioning those movies, I don’t mean that is nostalgically mining those movies for characters, plot points, or in-joke references; I would argue that’s not the case at all. Instead, it feels like those movies. The Duffer Brothers (and their directors) have seemingly “figured out” how those movies were paced, how they sounded, and how they looked to feel like a long-lost sibling to those earlier movies. It’s meta-eerie on top of the creepiness of the show itself. It’s able to capture what J.J. Abrams tried to capture (and did pretty well) in his excellent Super 8. But Stranger Things just does it right in an ephemeral way.
The show is framed (or so the article tells me, I haven’t finished the series) around Dungeons & Dragons, which Kunzelman decides to parse not only as a narrative bookend, but also as a thrust, arguing that the game “functions as the primary metaphor for how these young nerdy boys are able to communicate and cooperate with one another and how they contextualize the challenges they face.”
I am eager to read the article, but not as eager as I am to finish the show. It’s so good.