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#and the dark cosmic joke that premises the whole series is that
ophelia-thinks · 8 months
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Farscape: The Peacekeeper Wars
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davidmann95 · 5 years
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So, what's the deal with Kingdom Hearts? I mean, it's a Disney/Final Fantasy crossover, right? Hard to see why would that cause such dedicated whatever.
I’ve had this in my drafts for a while, and given today’s the series’ 17th anniversary it seems like the time to finally get back and finish it. Simple answer: the music slaps and you just want the soft children to get to go home.
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Long answer: Even now people joke about the baseline absurdity of a universe in which Donald Duck can go toe-to-toe with Cloud, and while I think 17 years in we’re past the point where it’s time to accept that this is just a part of the landscape for these characters, yes, that does remain objectively bonkers. It’s not a natural, intuitive combination like your JLA/Avengers, this is Mortal Kombat vs. DC Universe-level “well, I suppose they both exist in…the, uh, medium of visual storytelling” stuff, other than I suppose that they both tend towards fantasy in this case. And then that whole wacko premise got hijacked by Tetsuya Nomura for an extended epoch-spanning drama driven by labyrinthine, (occasionally literal) dream logic mythology where it’s genuinely impossible to tell at this point what’s being thrown in by the seat of the creators’ pants and what was planned out since day one, pretty much casting aside the franchises that were in theory the main appeal as relevant parts of the plot even as you still hang out with Baymax from Big Hero 6. Step back even a touch, and there will always be a whiff of derangement about the entire affair - it’s simply baked in at this point.
My controversial opinion however: it’s actually good. There are structural issues and awkward moments and aspects ill-served, I’d never deny that, but even diehard lifelong Kingdom Hearts fans tend towards prefacing appreciation with at least two or three levels of irony and self-critique. I suppose it’s in part a response to the general reaction to it I mentioned before, but no, I absolutely think these are genuinely good, ambitious stories build on a foundation that’s still holding strong. An important note in service of that point: Winnie the Pooh, maybe Hercules, and with III Toy Story aside, I have basically zero childhood nostalgia for any of the properties involved. Wasn’t a huge Disney kid outside maybe very very early childhood, and only dabbled with Final Fantasy after the fact (still intend to play through XV someday though). It won me over young, yes, but on its own.
The building blocks help: the characters designs are great, the individual Disney settings in their platonic representations of various locales and landscapes make perfect towns packed with quirky locals to roam through on your quest, the Final Fantasy elements are tried and tested for this sort of thing, the original worlds each have their own unique aesthetics and touchstones and come out lovely, by my estimation the gameplay’s fun adventure/slasher stuff even if it’s had ups and downs over the years, the actors largely bring it, it all looks pretty, and as noted, the score is as good as it gets. They’re games that look, sound, and play good made up of component parts that unify into a sensible whole. And for me, the scope and convolution of the plot that so many leap at as the easy target - with its memory manipulations and replicas and time travel and ancient prophecies and possessions and hearts grown from scratch and universes that live in computers and storybooks and dreams - is half the appeal; I live for that kind of nonsense. Not that folks aren’t justified as hell in taking jabs at it, but I’ll admit I often quietly raise an eyebrow when I see the kind of people I tend to follow having an unironic laugh at it given *gestures toward the last 40 years of superhero comics*.
All that through is ultimately window dressing. The most powerful appeal of Kingdom Hearts is I suppose hidden if you’re going by commercials and isolated GIFs and whatnot, and even the bulk of the content of the average Disney world, charming as they are. It’s deceptively easy to pick out something else as the fundamental appeal too; even if I’d call them incredibly well-executed examples of such the character archetypes it deals in are relatively broad, and while it handles the necessary shifts in its tone from fanciful Disney shenanigans to apocalyptic cosmic showdowns for the heart of all that is with incredible skill - and that might be its most unique aspect, and certainly a critical one - a lot of that comes down to raw technical ability on the part of the writers, appropriate dramatic buildup, and demarcation between environments and acts of the story.
The real heart of the matter, to speak to my typical audience, is that Kingdom Hearts in a profound way resembles 1960s Superman comics and stories inspired by the same: it’s 90% dopey lovely cornball folk tale stuff, until every now and again it spins around and sucker punches you in the goddamn soul with Extremely Real Human Shit. Except here instead of being lone panels and subtext, it builds and builds throughout each given adventure until it takes over and flips for the finale from fairytale to fantasy epic.
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That can probably be credited directly to Final Fantasy creator Hironobu Sakaguchi suggesting to Tetsuya Nomura to try treating this weird gig seriously instead of as the licensed cash-in it seemed destined to be, since if this didn’t have a soul the target audience would recognize it. But in spite of that seriousness, it’s perhaps its most joyfully mocked aspect in its entirely unselfconscious dedication to making Hearts and Feelings and Light and/or Darkness the most important things in the universe that lets it do what it does. It’s childish in the most primal way, absolutely, but what that translates to is that there aren’t cosmic or personal stakes that swap places as major or subsidiary at any given point, because in this world they’re always literally the same thing. There’s no major relationship where the fate of a primal power or a last chance at salvation doesn’t ultimately hang in the balance depending on how it shakes out, and there’s no prophecy or ultimate weapon or grand scheme that doesn’t have direct, fundamental ramifications on the life of an innocent or the memories that define them or whether they’ll ever be able to find a place to call home. ‘Hearts’ is an all-encompassing theme, whether in strength of will or redemption or questions of personhood or the ties that bind us, and by making it a literal source of power, it lends personal dimension to the unfathomable universal and the grand weight of destiny to whether or not someone can come to terms with who they want to be or apologize to those they’ve wronged. It’s a world where emotional openness and personal growth ultimately works the same way and achieves the same results as doing calisthenics in five hundred times Earth’s gravity does in Dragon Ball. and it’s tender and exuberant and thoughtful enough where it counts to take advantage of that as a storytelling engine.
That’d be why Sora works so well as the main character, because he straddles the line most directly between those poles. He may stand out as a spiky anime boy when actually next to Aladdin and the rest, but when it comes down to it he’s a Disney character, just a really nice, cheeky, dopey kid who wants to hang out with his friends and go on an adventure and believes in people really really hard. As the stranger in a strange land he’s a tether to a wider, sometimes more somber and weighty world when he’s sticking his head into the movie plots, but when he’s in the midst of stacked-up conspiracies and mythic wars that make all seem lost, he’s the one whose concerns remain purely, firmly rooted in the lives of those connected to him. Other characters get to go out there into bleak questions of self-identity or forgiveness, but while he might wrestle with doubt and fear Sora’s the guy who holds the ship steady and reminds all these classic heroes and flawed-yet-resolute champions and doomed Chosen Ones what they’re fighting for by just being a really good dude.
Given superhero comics are my bread and butter it doesn’t come up much, but Kingdom Hearts is really about as foundational to the landscape of my imagination as Superman and company, and while 100% that’s in part because it came into my life early it didn’t take hold by chance. It manages its stakes and its drama in a way and on a scale unlike just about anything else I’ve ever seen (even prior to getting to the weird mythology stuff that’s so profoundly up my alley), and somehow the aesthetics and gameplay and dialogue and all the million and one details that needed to come together to facilitate that story joined together into something that’s become one of the most curious, beloved touchstones of its medium. It’s a small, lovely bastion of warmth and sincerity in a way that only feels more like a breath of fresh air with time, playing out over decades a bunch of kids’ journeys to try and find the people they love most and help them and go home together when everything in the universe seems to be against them. It’s special in ways that will for me always be unique and meaningful, and I’m glad it seems to have plenty more in it before it’s through.
And seriously THAT MUSIC.
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aion-rsa · 3 years
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The Trouble with Alien Zombies
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Soon we’re going to be watching Zack Snyder leave behind the quest for a “grown-up” superhero movie and return to his old playground, the zombie movie. Army of the Dead looks like a huge amount of fun and leaves us wondering why nobody has made a zombie heist movie before (except for Train to Busan sequel, Peninsula), but one of the plot details that has leaked about the film is that Area 51 plays a significant role.
This suggests that the zombie plague may be extraterrestrial in origin. Like most subversions of the zombie apocalypse genre (although Army of the Dead promises a much smaller and more contained “apocalypse” so that all that cash they steal is still worth something) this is actually a plot twist you can trace back to the earliest roots of the genre.
In Night of the Living Dead, the zombie apocalypse (although again, by the end of the film the “ghouls” seem to have been mostly mopped up) is the result of strange radiation emerging from a probe that has returned from Venus. The trope goes back even further than that.
One of the few films that can make a claim to an earlier take on the zombie apocalypse than Night of the Living Dead is the timeless classic Plan 9 from Outer Space. In that film, which we will not be making any jokes about, aliens reanimate the recently dead and drive them to attack the capital cities of the Earth.
In fact, if you want to find pre-George Romero examples of zombie apocalypse stories, the original series of Star Trek has done two. In the episode “Miri” the Enterprise encounters an exact duplicate of Earth, except that humanity has been wiped out by a deadly pandemic that turns every adult human into a violent, raging monster. It’s a premise explored in more detail by Charlie Higson’s YA zombie series The Enemy, and the Netflix series Daybreak.
Star Trek also gives us the brilliantly titled “Operation — Annihilate!”, where a swarm of spacefaring parasites sweep through the galaxy, infecting humanoids and driving them to a violent rage.
Yes, zombie purists might claim both of these are close to 28 Days Later’s “Rage infected humans” than true zombies, but in truth, the genre is big enough to include multitudes, and anything that A: uses human bodies, to B: create more entities like itself, while C: Not appearing to be intelligent, will usually create a story that looks a lot like a zombie story.
Indeed, Star Trek would come back to space zombies again, once more in the Star Trek: Enterprise episode, “Impulse” and again in the pilot episode of Star Trek: Lower Decks.
Is There Death on Mars?
Star Trek is not alone in drinking from this particular well. Early in its run Dark Matter had a space zombie episode. Doctor Who has done two space zombie episodes in the new series alone, “The Waters of Mars”, and “Oxygen” (which used zombie movie tropes for their intended purpose- bringing down capitalism), and that’s just including the ones actually set in space. Hell, even the primitive bandage-and-hospital-gown-wearing Cybermen from “The Doctor Falls” have a very George Romero vibe to them.
The appeal of putting a zombie in a spaceship for a TV show is easy to see. Zombies are a cool and instantly recognisable monster. Spaceships are a cool and instantly recognisable setting. What’s more, while your production values may vary, zombies on a spaceship is a pretty damn cheap concept to realise on screen. Zombies are just however many extras you can afford with some gory make-up. All you need for a spaceship is some suitably set-dressed corridors and maybe a couple of exterior model shots if you’re feeling swish.
And as with the zombie apocalypse genre as a whole, the audience instantly and instinctively understands “the rules” of a zombie story, allowing you to focus on your characters and the solutions they come up with.
The movies are no stranger to the space zombie either. The most straightforward example being The Last Days on Mars, which is pretty much a note-for-note remake of Doctor Who’s “The Waters of Mars” but without David Tennant. Mars is a popular venue, in fact as we see also Martian zombie apocalypses in Doom (2005) and Doom Annihilation (neither of which I watched to research this article, because there are limits). Even the “Ghosts” in Ghosts of Mars (which I did watch) may resemble more of a cross between Mad Max baddies and Evil Dead’s Deadites than zombies, but still, have a certain zombieness about them.
Most recently, in this last year Bruce Willis has starred in not one, but two movies with sub-Doctor Who production values where he fights space zombie-like adversaries (I have watched Breach/Anti-Life and Cosmic Sin, so don’t know why I thought I could get away with being snobby about the Doom movies earlier).
But Doom also raises another point about space zombies – a really popular venue for the extra-terrestrial undead is videogames.
This is for surprisingly very similar reasons to why space zombies are popular on telly and in film. Videogames will get far more creative in designing the appearance of their space zombies  – with the Dead Space trilogy setting the bar with their gloriously gory Necromorphs – but the AI for a zombie, environmental navigation aside, seldom needs to be much more complicated than that of a Pac-Man ghost. Space has been a popular videogame setting for as long as videogames have been a thing, thanks to the handy black background it offers, and once again, corridors.
We’ve seen them in Dead Space, in all the Doom games, but also the Halo games in the form of the fungal, cancerous looking, Ophiocordyceps unilateralis-inspired Flood. Mass Effect gives us colonists zombified by the sentient Thorian plant, as well as the more technological “Husks”. And of course, there’s that one Call of Duty map.
Even now the makers of the original Dead Space games are looking to get back in on the action with the upcoming game, The Callisto Protocol.
And yet, while the appeal of space zombies is undeniable, by the same token they just don’t feel quite like “proper” zombie stories.
In Space, Nobody Can Hear You Shout “Brains!”
The problem is this: Your archetypical zombie story is ultimately a siege narrative. Night of the Living Dead, Dawn of the Dead, Shaun of the Dead, even twists on the formula like 28 Days Later, Train to Busan, and Pontypool all operate on a similar premise. You and some humans you probably don’t get on with are trapped in a structure (in Train it’s a moving structure, but still counts). Outside of that structure, there are somewhere between hundreds and thousands of zombified humans who want to get in and kill you. The humans keep arguing until the zombies get in and kill everyone.
For this to work you need a structure with a lot of room around it, and a big population of people to be turned into zombies.
Unfortunately the living conditions in space, even in our wildest space future fantasies, tend to be A: Quite claustrophobic, and B: Don’t have many people in.
Even in Dead Space, arguably the best example of a space zombie story, you very often find yourself thinking that if zombies hadn’t killed off this mining ship/space station/mining colony, overpopulation would have.
At the same time, spaceships, space stations and colonies tend to have really good, robust metal doors separating any two parts of the habitat, quickly reducing any zombie plotline to this XKCD cartoon.
But there are workarounds, and ways to use these restrictions to your advantage. Zombies are, by nature, pretty rubbish, slow-moving, stupid, easy to kill in small numbers. Most zombie stories get around this issue by throwing loads of them at you. Space zombie movies can make use of those corridors we mentioned earlier, showing how much scarier a single zombie can be in enforced close quarters.
Zombies also have one major advantage over their living victims – they don’t need to breathe. This is a major plus point in space, offering you the chance to have hordes of zombies crawling along the outer hull of the ship – something we’ve seen in Dead Space and Doctor Who’s “Oxygen”.
At the same time, the space setting also emphasises another key aspect of the zombie story – resource management. In space there is no huge abundance of well-stocked shopping malls or bunkers full of firearms. One of the ways The Last Days on Mars manages to make its very small number of zombies threatening is that their small hab modules have very little that you could use as a weapon.
And yet, space zombies still lack a certain something of their terrestrial counterparts.
It’s Undeath, Jim, but Not as We Know It
The thing is, aside from anything else, zombies are a transformation of the familiar. They look like more beaten-up versions of your neighbours and co-workers. The zombie apocalypse is a scene you can easily imagine on your street, at your pub, your local shopping centre.
Army of the Dead gets this – no matter where you are in the world, the iconography of the Las Vegas strip is familiar and we enjoy seeing it overrun by the undead.
And spaceships just aren’t. You might conceivably end up on holiday in Vegas. You’re statistically unlikely to be an astronaut.
But it’s more than that. Zombies are far more than cheap monsters that require little in the way of make-up or AI programming. The symbolism they carry is incredibly weighty. Earthly zombies have been used to represent capitalism, conformity, Vietnam soldiers, couch potato culture, mob mentality, our instinct towards violence, poverty, our obsession with mobile phones, and our ability to dehumanise one another.
Divorced from our world, from us as we recognise ourselves, that symbolism becomes a lot harder to nail. The zombies in The Last Days on Mars are just zombies. Dead Space’s Necromorphs are maybe a legally-safe satire on Scientology? Pandorum gives us extremely pale evolved human descendants that are extremely zombie-ish, and they certainly exhibit some of the worst bits of humanity, but they also live in a darkened, claustrophobic Hell, so it’s hard to hold it against them.
Zombies rarely represent anything in the way Earth-bound zombies do.
At least, nothing human.
Adrian Tchaikovsky’s Children of Ruin features a sentient alien slime mould-like creature that, in its curiosity and need to explore, infiltrates and takes over the nervous system of the humans it encounters. To an outside observer, they look extremely like zombies, but the lifeform itself isn’t aggressive, just very, very alien. Andrew Skinner’s Steel Frame gives us not only space zombies, but space zombie mechs, and again the “Flood” (not the Halo one) that infects them is implied to be a kind of hivemind.
Most of the space zombies we’ve seen here aren’t what purists would call “true zombies” but are some manner of hivemind. This is true of Halo’s Flood, Mass Effect’s Thorians and Husks, and if we throw the doors to zombie-dom wide open, while they’re very different in the TV series, the Borg of Star Trek: First Contact come across as alien cyber-zombies.
One book to feature relatively harmless alien-created zombies is Arkady and Boris Strugatsky’s Roadside Picnic. In that book the aliens aren’t robots or little green men, we just encounter their leftovers and garbage, which are artefacts strange and incomprehensible to humans. That these artefacts somehow raise the dead as mindless automata is a minor side issue – the book is about how alien intelligence might be something so different from ourselves we don’t even recognise it as intelligence.
If there is a space for alien zombies and zombie astronauts in the zombie pantheon, maybe it’s there. Space zombies are scary because they look like us but think so differently that we can’t comprehend them, while Earth zombies are scary because we have oh so much in common with them.
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Chris Farnell is the author of Fermi’s Progress, a series of novellas about a prototype FTL ship that blows up every planet it encounters. The latest instalment, Descartesmageddon, features an alien planet undergoing a very different kind of zombie apocalypse. It is available at Scarlet Ferret and Amazon.
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aion-rsa · 3 years
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Why Kid Cosmic Is About “People, Not Powers”
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This feature contains some spoilers for Netflix’s Kid Cosmic.
After exploring the stretches of space, wonder, and imagination in shows like Foster’s Home for Imaginary Friends and Wander Over Yonder, Craig McCracken returns to the realm of superheroes with Kid Cosmic, a more direct, comic book-esque take on the genre than his first smash hit show, The Powerpuff Girls. 
The show stars Kid, a young boy who finds a set of superpowered stones, and from there, all heck breaks loose. In the midst of fighting waves upon waves of aliens and creatures from other worlds, however, is an earnest, realistic story about a boy dealing with grief, and the small town that unites behind him through it all.
Den of Geek got a chance to chat with Craig over email about the show, about what it means to be a superhero, and how Netflix allowed for Kid Cosmic to explore that in a more mature, “all ages” way that’s arguably beyond the scope of most animated kids shows.
Den of Geek: Kid Cosmic is about a kid who is so engaged in comic books that when a set of super-powered stones literally lands at his feet, he wants to be a real superhero, arguably at some pretty significant costs and risk. What influenced you to come up with this specific premise? How do you view this, and the serial, thematic nature of it, against the immense number of superhero based media in the world today?
Craig McCracken: I was inspired by the supreme confidence that kids have at that age. I, like a lot of kids, dreamt of being a superhero when I was young, and in my fantasies I was always amazing and really good at it. I had that same confidence with my drawing when I was young. I drew all the time, I studied every cartoon and comic I could get my hands on, and I had the passion to do the job. I couldn’t understand why I had to grow up and go to art school before I could have that career, I was ready for the job at 12! 
The answer was that I wasn’t good enough yet, I had way more to learn (still do!). So I took that personal childhood experience with my drawing and applied it to superpowers instead. The thing that I feel sets Kid Cosmic apart from other hero-based media is that it’s focused less on epic hero mythologies and more on the smaller human stories. In writing the series we always reminded ourselves it’s about the people not the powers. 
Style wise, the show is heavily indebted to the classic comic book/serial look. The framing and storyboarding; the uses of fonts in the credits; the nifty end cards with the characters on fake comic books. One thing I’ve noticed, specifically, is that the movements at points were jumpy, as if frames were missing. Was that a conscious choice? Do you think that adds to the look and feel you’re going for?
A lot of the choices that we made in Kid were based on the fact that these are real people in the real world, they aren’t cartoon characters. So with the animation we avoided overly smooth and flowy actions or lots of squash and stretch, things that you associate with “cartoons.”  If an action felt natural on 3s or 4s we kept it. 
New Mexico as a setting is an inspired choice. There’s something freeing about its wide expanse of desert, but also terrifying in its (from a kids’ perspective) unexplored nothingness. How do you think the setting reflects the themes?
It’s not specifically New Mexico but sort of a generic rural southwest desert vibe. It could be New Mexico, it could be California, it could be Arizona, basically it’s a remote enough place where a spaceship could crash and not a lot of people would know about it. The other thing that is nice about the desert is that it forces you to tell a story about the characters because there is no surrounding environment for the characters to get distracted by, it’s a flat empty stage to play in. It’s also alone in the middle of nowhere, sort of like Earth is in the greater universe. 
This is, relatively speaking, darker than most kids animated shows. It has pretty brutal alien deaths, and while they’re dispatched in unique ways (colorful blood, “de-rezzing” out of existence), they’re still a bit more intense then what’s usually out there. How was Netflix in responding to this? Do you feel there may be a kind of commentary here on how sensitized kids may be to the kind of violence they witness in superhero comics and films?
Again that’s the reality creeping in, even though there is fantastic stuff happening, Kid Cosmic doesn’t take place in a fantasy world. Danger exists, the stakes are high. This just increases Kid’s struggle and makes it more real. At the beginning, Netflix said this isn’t specifically a “kid’s show” it’s an all ages show that can be watched by young viewers, families, animation fans, anybody. So from their perspective, anything that you might see in a big summer superhero movie was fair game. 
I want to talk about the Kid himself, who, to be blunt, is a lot to handle in the first few episodes. The approach seems to be that the Kid needs to learn a lesson about humility and what it means to be a “true hero.” But I’m also fascinated by his tragic backstory. It’s portrayed vaguely, but hints at his motivation. Do you feel that keeping the specifics of what happened to the Kid at arms’ length works to prop up the theme?
I wanted to tell a story about a real kid and kids at that age aren’t perfect. They make mistakes, they may be a bit intense or selfish and are hard to deal with sometimes. It’s part of growing up and maturing. Often heroes for young viewers are portrayed as aspirational. They always do and say the right things. I wanted Kid to be more realistic and relatable. 
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As far as his backstory goes, my father passed away when I was 7 so what motivates Kid to want to be a hero is very close to me. We felt he should have a more sincere motivation in wanting to be a hero other than it would be fun and cool. It had to come from a real place and losing his parents and wanting to stop bad things from happening felt more true. Keeping that part of the story at arms’ length was a way to keep the overall tone of the season balanced. Even though Kid carries this real and heavy weight around with him, we didn’t want it to drag down the overall fun and energetic tone of the series. 
Stuck Chuck is portrayed as the Kid’s conscious – specifically, his self-doubt, his frustrations, his lies. Can you go into more about the conception of this character?
Frank Angones, who I did early Kid development with, and I are both huge Buckaroo Banzai fans and we were talking about a scene that got cut out where after the Lectroid ship was destroyed Buckaroo found some random Red Lectroids left behind who forgot to get on the ship. We thought the idea of having to deal with random aliens was hilarious. So we applied that to Stuck Chuck, and what started out as a joke turned into an absolutely essential character. Chuck is not only a constant threat to Kid’s life but he is a constant threat to his confidence. He’s like an anti-Jiminy Cricket and is one of my favorite characters in the show. 
Later in the season, there’s a big twist in who the real villains are, and in the process, the depiction of superheroic antics are pushed up to a ridiculous degree. It almost feels like a winking satire of the whole “Space Force” thing. Was that intentional? Do you think there’s a tension that exists between the depiction of superheroes and their connection, however tenuous, to a military aggressiveness that merits more discussion?
I get asked that a lot, but I came up with Earth Force Enforcement Force long before Space Force. Aggressiveness is the right word. As a fan of superheros I’m tired of being told dark stories about heroes more focused on fighting and winning wars than actually helping the innocent victims of those conflicts.  I miss good guys that are actually “good guys.”
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The ending, to keep things vague, is a pretty sudden transition from the initial premise. If granted a season 2, what other themes would you explore? Do you think you’ll be able to keep a solid grasp on the true nature of superheroics, if you place them in a new setting where over-the-top superheroics would be necessary?
We want to explore other ideas of what it really means to be a hero. If season 1 was “heroes help” what other aspects are essential to be a hero? So we plan on exploring that idea but through the experience of some of the other characters. Namely how does a teenage waitress from Earth suddenly lead a team of regular people to save the universe? Again it’s about the people, not the powers. 
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