Unknown Episode 11
Well, let me get this out of the way upfront. This episode brought us to the big moment we've all been waiting for, the final turn in Yuan and Qian's relationship--and unfortunately, it didn't quite land.
I've been sitting with this episode, contemplating my disappointment with the first sequence, and I think it comes down to this show that has been so assured and confident through most of its run faltering at the crucial moment and seeming to lose faith in its own storytelling to the point that it used editing tricks to compensate. The choice to chop up and sequence this narrative lynchpin of a scene out of order is baffling, and it's a choice that significantly stepped on the most important emotional climax of the story. I was confused to go from the conversation outside to a sudden kiss, then disappointed when we cut back to a very short exchange between Qian and Yuan that was supposed to provide the basis for this turn with only some thin dialogue that didn't connect the beats of the scene, and then into an intense sexual encounter (that was constantly interrupted by repetitive flashbacks) that should have felt like a triumphant and revelatory moment but didn't because of the way we got there.
I know I'm not the only one feeling that way, since folks have been creating and distributing reedited versions of the scene, and Youku actually uploaded a new version free on YouTube with all the flashbacks removed (a clear move toward fan appeasement after the show received a lot of negative feedback on the scene). The editing and the flashbacks were annoying, but honestly the fundamental problem was the scene they wrote did not sufficiently sell the change for Qian--he goes from saying he is still not certain what he wants to being ready to be dicked down in a couple minutes' time, with nothing in the exchange providing any new information or impetus for the shift. The performers did great work but unfortunately the writing and directing and editing decisions around this sequence were just bad; it's frustrating for this to happen with arguably the most important scene of the romance.
A note about the novel: the way this final turn happened there was quite different and, candidly, better in just about every way, from the impetus for the change to the beats of the revelation to the progression of physical intimacy on a pace that felt much more attuned to the emotional complexities at play. I do not know why the show did...this when they had better source material content to work with, but here we are. I absolutely recommend that anyone who loves this show read it!
So, with that disappointment expressed, on to the rest of the episode, in which Yuan and Qian settled into their couple era. I was deeply amused by Qian taking to their sex life like a moth to a flame to the point of daydreaming in meetings, but I do wish the episode had focused more on the natural tension and role confusion that should have resulted from this huge shift in their relationship. They touched on that a bit in the scene where Yuan asked Qian if his hug was from his brother or his boyfriend, but they didn't delve into those complexities in the way I hoped they would. I enjoyed their date at the local restaurant (and loved their friendly neighborhood gangster helping to set the mood) and how much it felt like they were surrounded by their history as they moved through all of these familiar locations where they've had important moments. I didn't much care for the insertion of the health scare plot or the time spent on Le and the doc, though I'm always happy for more Sam Lin even if it comes in the form of a weird late stage and wholly unnecessary ship.
My favorite scene between Yuan and Qian in this episode was far and away the discussion on the stairs with Qian reflecting on his fears of becoming more like his mother and Yuan biting him to snap him out of his fatalistic attitude (this felt like such a classic Priest tribute, she always has biting in her romances). It was a helpful re-centering of what they do for each other and why Yuan is an important presence in Qian's life. I didn't think we needed the health scare for Qian, but I did love Qian choosing to go to this place where he found Yuan to contemplate his life and what matters, with Yuan in turn reflecting that even though he's seen a lot more of the world now, he still prefers to come home to this street. I found that exchange so moving and I think it was important for Qian to hear that.
And that scene led to my other favorite thing in this episode, which was everything to do with Lili and her bond with her brothers. I teared up to see her standing against the wall where Qian has measured their growth talking about the sneaky ways she would try to care for Qian when they were younger, with San Pang listening attentively and gazing at her adoringly. It was such a small moment, but a really lovely window into their relationship dynamic and the shared history they also have together. And when Yuan and Qian came in hand in hand and she just ran to them and offered up her love and acceptance, I felt so much warmth for this family and everything they've survived together.
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A Quick, Somewhat Joking Discussion of 'the Best Ways To Get Into Comics' (TM)
Be 10-14 years old, pick up a random comic at the library/bookshop/someone's collection and become obsessed. This is proven the best method and the level of confusion engendered by it is actually more useful long term than any other method. (At that age you are going to fall deeply in love with random texts that are never going to quite have the depth your brain imparts on them)
Mention to a friend who does like comics that you want to 'get into comics' and said friend, knowing your preferred types of tv shows and books, your favourite characters and having asked what you're hoping to read, carefully picks out something that is objectively a good starter comic that fits your tastes and makes your brain go brrrr. (god tier level, that friend is a keeper, also congratulations on the fact you are never going to replicate the feel of reading that first comic again)
Lurk or hang out in some fandom space where you are regularly exposed to discussions of comics that includes actual panels and storylines of recent comics, and work out from that what seems to have a vibe you like, so you go and pick up that run (solid option, being able to taste various writers and styles of run before diving in gives you a better chance of choosing a run that hooks you, I was introduced to so many runs via scans_daily in this way back in the day).
Wander into a library or comic shop or bookshop that has a decent number of comics with the idea that you want to look into reading these, and then flip through a bunch of trades in what you think you want to read before something catches your eye and you pick that up (less likely to be a definite hook, but has the benefit of being far more likely than any option listed further below to involve newbie-friendly art. And newbie-friendly art is something that isn't discussed enough in terms of recommendations but is one of the biggest reasons people just getting into comics bounce off the format).
Only here will I mention recommended character reading guides. In my experience they're useful in certain contexts, particularly for characters who have hard-to-trace chronologies, for finding out what runs that person considers essential to the character, for untangling the order of comics in particularly confusing large events, and for narrowing down and directing people where there's a big chunk of material to read about a character. My objection is they tend to be treated like gospel by newbies, they frequently don't consider whether the artwork is going to make their eyes burn, quite often they are more focused on the 'best' stories for a character rather than the 'most accessible stories' for that character (these are two separate concepts!) and they tend to sell a narrative of 'don't read X' where X is quite often a comic which people don't enjoy but where an important event happens or is simply an older comic that's particularly affected by community expectations and standards having changed since it was written.
You know that '75 Years of Comics' series of prestige hardbacks that DC did? They're great to hand to a newbie looking to get into a specific character or mantle, because it's got stand alone stories that are highly regarded or solidly introductory about that character from each era, they can page through it and work out what version makes their brain happy, and then follow up on those leads into more reading. (Expensive but perfect for libraries)
The first trade of a recent run for the character in question by the current or second most recent writer. Most runs when they change lead writers are going to have some level of onboarding simply because a lot of people DO switch what they're reading depending on what team is on the book, and by going with a current run you manage to sidestep a lot of the 'this feels weird and old' problems.
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been learning to play ironsworn (gritty fantasy ttrpg which you can play with a gm but is mostly suited for solo or small group co-op gmless play) after having the rulebook pdf for several years (stars finally aligned to remove invisible thing blocking me from reading it idk) because i'm on another solo ttrpg kick & i don't know what took me so long to get around to this game because it genuinely is exactly what i was looking for. years ago when i was playing through solo 5e modules i should have just been playing ironsworn (believe it or not, 5e isn't very suited to solo play and is extremely clunky when you try lol).
also though i have dabbled in some other solo ttrpgs, a considerable amount of them are journaling games which is fun but imo considerably more work (usually by the time i'm a quarter of the way through the journal entry, i know how to entire scene played out and i want to move on to the next gameplay thing, so i get frustrated and bored quickly. it feels like when you solve a level in a video game but don't have the coordination to pull off the necessary move so you have to spend 20 extra minutes doing something you already figured out), so i really appreciate like not needing to write something for the game to progress (ive been taking notes for my own record since im playing solo and thus am not really out loud roleplaying the way you do in a group, but i definitely could do that instead and not take notes and the game would still function perfectly)
& ive been playing by myself but also in the past ive played a lot of ttrpgs in very small groups which has been other games but is mostly dnd and like. we also should have been playing ironsworn so that having a gm was not necessary. have definitely played games where we had to adapt the rules soooo much to do something that is just base game included in ironsworn. plus it's rules-light enough to do pretty complex moves that pose difficulties in bulkier games (ever introduced someone to dnd and they tell you they want to do a sick backflip and catch something and then attack and you have to tell them that will require several different consecutive rolls and some creative liberties with how the rules are 'supposed' to let you move? you can just Do That in ironsworn. use the strike move and describe it. done!)
the one thing is that although it's rules-light enough to theoretically play any setting or genre (some with more difficulty than others), ive found so far that like... the grittiness and sense of threat is very built into the mechanics so that would be sort of difficult to work around or change (but i think it's great from a game design perspective). what i mean is like, okay: you start with 5 max hp. there isn't really a way to raise this max hp, you just slowly gain abilities (assets) that make you less likely to have to lose the hp in the first place, or that make it easier to recover. when you encounter foes, you rank them on a scale of 1 -5, and enemies on the lowest side of this scale do one harm to you, while enemies on the highest side do five harm to you. so even though encountering an epic enemy won't always be deadly due to the assets you have, they are ALWAYS capable of taking you down to 0 hp with one good hit. so the feeling of threat is much more present compared to games where your character starts to be able to just tank and push through a failure or huge threat.
admittedly also i'm playing solo, im still learning how to balance combat, and also i built a character who has NO combat talents and iron (the close quarters fighting stat) is one of my lowest stats so i personally am under much more threat than if you built a character who knew how to fight or who could do deadly harm. but also the other thing about combat is it's extremely difficult to maintain control of the fight; you have to score a strong hit to do it on basically all moves, and there's a really limited pool of moves available when you don't have the initiative, and obviously none of them really favour you. i don't know that this makes combat genuinely more difficult, but it does make you feel like the fight is always about to spiral out of your control. every second you let it drag without decisive action feels like it brings you closer to dying. like i said, this is a feature of the game design and not a problem in any way. just thinking about it because when i was initially learning i was going to try to supplant it into a homebrew fantasy world of my own but the tone just wouldn't be right. and that it is somewhat difficult to replicate the kind of worlds that i typically play or run for dnd, which tend to lean somewhat sillier and definitely much higher fantasy
but i like to try new things and tbh especially in dnd i find that i very rarely feel that sense of threat and when i do feel it, it has nothing at all to do with the actual mechanics and reality of the combat and everything to do with how well the dm sells it to me and makes it sound and feel scary and dangerous. which is a testament to what a good gm can do for you but i do appreciate the threat feeling more built-in and also being actually real.
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