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#just put more effort into the story than the graphics and most of the players won't care
warlordfelwinter · 4 months
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listening to juri's speaker playlist and reminiscing fondly about the red war and i was so zoned out that i managed to convince myself i could replay it and then i Remembered and it was like lucy pulling the football away from charlie brown except my brain was somehow both charlie brown and lucy
#at this point bungie#bungie listen to me because i'll only say this once#at this point. i would buy it again. just to be able to replay it#i would be furious at having to pay for things you stole from me but i would. i would. just to play red war again.#every other mmo manages to be massive without vaulting anything#just put more effort into the story than the graphics and most of the players won't care#i would take lower res to be able to play the stuff i BOUGHT#personal#fel's destiny#sigh. every time i get into destiny i can't help but get salty about this#i just miss the red war so much#it was the best of d2 for me#coming into it after being a d1 player for a while was an incomparable experience like i'm so so so happy i got to experience it like that#i will never again feel the emotions i felt coming to the tower in that storm#seeing the traveler caged#losing my light#all those cutscenes with the speaker#getting called 'saladin's young wolf' by shaxx at the beginning <3#i will die on the hill that if bungie hadn't started the seasonal model they'd still be making a stellar game#put all the work into the expansions like every other mmo and deliver a big punch of incredible story#people find shit to do in wow and ffxiv and warframe and etc etc in between expacs#they'd find shit to do in destiny as well#but they just gotta capitalize on that fomo#and cater to the people who play it 24/7#knife emoji etc etc#i bitch but i'm still fucking playing i guess#i just wish my beloved would return from the (red) war that's all#and that the seasonal model would die and bungie would realize it's OK not to make money constantly between expansions#that's called making an mmo babes#charge a sub like ffxiv does if you're that desperate
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g0dtier · 4 months
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the list that makes me and @dentist-brainsurgeon mortal enemies from now on i guess
extremely lengthy explanations under the cut:
i actually think the S+A tier speak for themselves?
S tier: the goats. im aware its full of third versions but they just happen to be extremely good and added some insane shit to already solid base games (ok diamond and pearl werent solid but the foundation was there). replayability is insane for these.
A tier: the Oh Fuck Yeah games. not in any particular order actually. hgss is absolutely the best remake of all, only held back by the few inherent flaws of the Johto region and by not emulating Crystal enough. as much as i like bw, reverting back to only one region of pokemon never sat right by me, but it's been a while since ive played it, and nowadays i make much more of an effort to try out all new mons. so i could change my mind on this.
i liked usum more than sun/moon, if only for the post game. replayability isnt as high because of the cutscenes every 3 steps, and rotom dex is annoying as shit. aside from that, insanely solid story & postgame imo. red/blue and gold/silver are brimming with weird places in their regions and are chock full of in game lore and legends, which i really like. the ruins of alph & pokemon tower are some of the best locations theyve ever made imo
B tier is the "good but couldve been better" tier. lets go is insane for shiny hunting, but it stops at that imo. the new rival is garbo. sun and moon are good, but the postgame + alola in general is just lacking enough in these games that they dont reach A tier for me. loveeed the island challenges tho. alola itself has just such a good vibe. you really feel like its about community rather than competition. legends arceus couldve been insanely good, but i have never felt as ripped out of a pokemon game as i did when i walked through that cave in the coronet region and started seeing stray pixels around my character. which wasnt a one time thing btw this happens to anyones game & every time as far as ive seen. its gonna sound dramatic but this combined with other graphics glitches made it so clear i was playing a game that it just took me out of the adventure entirely. this is where the graphics glitches really started, and they havent stopped since.
C tier: yellow is just kinda there? i dont care for starter pikachu. i want to, but it gets killed when breathed at, so. idk. the gimmick doesnt work that well for me. sword and shield introduced some insane mons that i love and i want to call it solid real bad, but the story was hot garbage even for pokemon standards, and while the wild area was a great idea, the execution was lacking & because what i assume is a time crunch, the towns were boring as shit as well. diamond & pearl are mediocre to bad, with a great story and mediocre to bad execution, and i shouldve put oras in the :( tier, but the postgame is worth it.
actually im gonna rant about oras. i was so hyped for it but, just, ugh. if youre gonna turn a 2d vague not-specified-what-a-character-is-doing-or-feeling player character to 3d, at least do it correctly. 2d sprites where someone can fill in the blanks not seen on screen but hinted at in text (ie expressions, actions like handing someone something) work infinitely better than 3d sprites who show it badly. also still suffers from the desaturation curse that the 3ds games suffer from. postgame was dope, though. shame the mega latis are ugly as shit.
:( tier: garbage, im so sorry. SV's only redeeming factor is the area zero story. there is nothing else in the game that held my attention. fuck the star team, fuck the big pokemon quests, fuck the towns where you cant talk to anyone or find anything interesting or walk into a house and where every shop looks the game. fuck stores not even having an interior anymore. fuck this larger but emptier and stripped down world full of graphical glitches. fuck the weak ass gyms, fuck geeta, and fuck terrastalizing most of all. i will die for Koraidon & the professor fight fucking ruled but that's all the game had to it for me. do any of yall remember the gym leaders besides like, iono and the snowboard man? no you dont, stop lying to me. gen I put more life into lavender town by making a npc reference some ghost hand on your shoulder than SV does for any town, and they only had black and white 32mb cartridges or whatever to work with. for fucking shame gamefreak. give your devs some time to make a halfway functioning game.
firered and leafgreen do nothing new. i will not discuss the sevii islands. what the fuck even was that. boring. same with brilliant diamond and shining pearl. theyre lower than diamond and pearl because why the fuck did they not decide to remake platinum. what the hell was their damage. seriously platinum was RIGHT there. i caught a full odds shiny ghastly in that game and i still dont care about it.
X&Y suffers from. everything.
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noparg · 8 months
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Fractalis - Review
Fractalis is a surprisingly entertaining game in the sea of shovelware that is Steam. Despite not being a charmer due to its looks, it has some really good ideas that could work once polished. At the moment, definitely more love has been put into it than into many other games and shows great promise.
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There really isn’t much of a story in Fractalis; a group named the Order of Shadows is attempting to summon demons from the shadow realm and it’s the player’s task to prevent it, though nobody will actually say it, only the loading screen. After defeating the monster summoned by the Order, the objective switches instead to cutting the link between the shadow world and the normal one.
The graphics in Fractalis are also curious to say the least. Everything featured in it looks aged, with characters that could’ve come out of an Atari game. The areas also have strange colors and shading, which change depending on the condition of the world. Despite that, its graphics are surprisingly charming and nostalgic, obviously on purpose. There is also a huge enemy variety, more than would be expected from such a game. Even inside a single type of enemy, differences can be found.
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Another surprise to come out of this game is the quite good soundtrack. It features several tracks that play in succession but without feeling out of place. The SFX are also good and interestingly enough, all open source.
Even Fractalis’ gameplay is strange; as a turn based RPG it includes all the expected mechanics of the genre, with some especially reminiscent of the mystery dungeon series. Despite these usual characteristics, Fractalis is really innovative, attempting to implement several unique mechanics.
For example, as the player uses a weapon more and more, they become more proficient with it, dealing more damage. While this means a single weapon can be used during the whole game, it also discourages trying out new weapons. Later on this actually locks the player out of other types of weapon, due to them requiring levels of proficiency in that branch to use them effectively. The system is interesting and could really work, but is very rough at the moment, with bigger cons than pros.
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Another unique mechanic is the inventory management. Due to the space limit, players must consider what to or not to carry, but it can be worked around thanks to the ability to stack items. This can be done whenever an item has the same name as another, regardless of its stats. By doing this, players obtain an inventory inside the inventory, allowing for more storage.
A problem that can be found with how equipment is handled in Fractalis, besides the previously mentioned specialization, is how everything has several numbers that appear meaningless. This also happens with the stats that can be selected upon level up. On every item there are two numbers, which most likely symbolize a range of possible stats, but these make no sense or are ever explained. Most of the characters-building boils down to equipping anything with bigger numbers than the previous item.
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Directly related to what has already been mentioned, the combat is pretty simple. While it can be made more complex by using magic or ranged weapons, it is not necessary at all; sticking with a type of weapon through the whole game is just as effective. If the player chooses to do so while still leveling up by slaying monsters, they will easily be able to kill anything in a few hits.
Fractalis includes several difficulty modes, which definitely live up to their name, at least at the start of the game. Once the player has leveled up a weapon and themselves enough, most difficulty is gone, though this doesn’t mean the game loses all fun. Thanks to the effort required to obtain power, it is quite satisfying to use it, unlike many other games where the player stays at the same power level all along.
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Conclusion
Fractalis is a really good game despite what it may look like. At the moment it offers about 3 or 4 hours of gameplay, with updates coming at a steady pace adding more content. Even with what is already in the game, it stands out over other games of its price range and is definitely recommendable.
Personal Opinion
“I went into Fractalis without expecting much out of it and was surprised when I found a neat little game. It has a really good base which I hope to see expanded, hopefully with even more content added. The time I spent playing Fractalis didn’t feel like a drag at all, quite the opposite, as mentioned in the preview, it just feels good to play it.”
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Infinite Guitars
Developed by Nikko Nikko
Published by Humble Games
Release Date 2023
Tested on Xbox Series X
MSRP 19,99 USD
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If you had asked me what was my opinion on Infinite Guitars solely based upon the launch trailer, I would have said ‘it looks lit, dynamic, fun, over-the-top, high-adrenaline gameplay.’ That’s where my series of complaints begin. The trailer and the actual gameplay do not…match that much. At least this was my experience for around 1 hour. I wish I could push myself to play it more, give it a little bit of chance, but I could not muster enough patience to bear the game more than an hour.
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The biggest red flag I have encountered is that, the trailer only reflects action-included gameplay, leaving the parts where you are going back and forth, trying to figure out your way, clearing the path from enemies out from the trailer. For a second I thought ‘am I playing the right game? Are there two different games which are titled Infinite Guitars and I am playing the one that sucks?’. 
Let’s break down this game, the game has three different fighting mechanics, which are Action, Rhythm and Turn-based, the game lets you tune and customise difficulty for each one at the beginning. 
Infinite Guitars is a top-down camera angle game with anime-inspired graphics, and our protagonist is JJ. Let me list my take on the game and give examples from the game.
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The game, first of all, has a non-intuitive map design, most of the time you are trying to understand where you are going and ‘why’ you are going there. Maps and locations, and overall environment, feel so randomized as if no thought and effort put into it. The game tries to be both linear and open-world in terms of map design. There is either a path you have to take, or you have to explore every bit of location and fail to get to your destination and return to your beginning point and go from there. I could not get my head around this weird, counter-intuitive, non-player friendly design choice. An indie game such as this should have a more chill traversal experience, as I touched upon previously, I had to explore the map so much over and over that 80% of my gametime was trying to get to the designated point, leaving only 20% ‘actual’ gameplay that you witness in the trailer. It gets frustrating pretty quickly because your desire to get to the action gets hampered by unthoughtful map design. I wish the game leaned more over to actual gameplay rather than traversal. In that way, my general experience would have been much more satisfying. Think it this way, there is a great sushi restaurant on the other side of the city, and you just have to take a long commute to get there, the experience of boring, irritating commute damages your sushi experience, something you cannot ignore. When you know this, you are highly in favour of going to a more average sushi restaurant that you can go in half an hour in the part of city you reside in.
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Another major red flag is that the game miserably fails at storytelling. After spending an hour in the game, I realized that I did not understand anything related to plotline. The game starts in an aircraft and we land on a war-torn planet and…we get going. I had to check the game’s description on store to understand what we set off doing. Non-existent in-game story alienates the player, it does not explain itself one bit. I have played dozens of games and I never felt that the game is unsuccessful to open itself to the player this much. The introduction of the game needs a significant fix, the player should be in the know regarding who you are, what you are, where you are and what is your motive. When you are not conveying these to the player directly or indirectly, the engagement gets cut off eventually. A person is not going to read a book, watch a movie/series or play a game that s/he cannot identify with, the invisible interaction between the audience and the game is absent in Infinite Guitars, sadly.
The game falls short on tutorials as well: combat, skills, mechanics, enemies, overall traversal, objectives, progression of the story and our relationship to other characters.
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For instance, we land on a planet at the very beginning of the game, and we are surrounded with robotic enemies that attack us constantly with shockwaves and you got to dodge them, and there are bigger enemies that bombard you and you attempt to dodge them as well by rolling. During my whole playtime, I wanted to figure out what these enemies are, why they are hostile to us and what they stand for. The game should include indirect narrative on these types of encounters, it could be text-based messaged, audio logs etc. It felt like there were enemies just to have some enemies, for no clarified reason. 
My final thoughts: Infinite Guitars do have some components that work, but they are in minority and I don’t see myself spending more time playing it, or recommending it to a fellow gamer. I do hope that the developer learn from their mistakes and remedy them in their next game.
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lazzledazzler · 3 years
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Lazzle's Rune Factory 5 Review
Alright so here are my thoughts and experiences with RF5! This is a big boy so buckle in earthmates...
Obviously this review will contain spoilers, read at your own risk.
Initial thoughts upon playing...
Great opening! I enjoyed the jazz music~ I did feel like it leaned a bit more towards the male player though. It definitely feels like a rune factory game. It's familiar, and controls are easy to get accustomed to for the most part. The mold is there and rf5 doesn't stray too far from its predecessors which is comforting for veterans. That being said, I'm not going to pull any punches and will critique this game harshly. Keep in mind as updates for the game are released not all things discussed in this review will be as relevant overtime!
Let's hear some thoughts on...
The story/plot. The plot is enjoyable overall. I'm not crazy about the whole Seed organization thing but it was a neat idea. They address the Sechs Territory and it is confirmed that the game takes place some decades after RF4. But by the end of it, I didn't feel like I really accomplished anything because it felt like I barely did anything really. Also they left a lot of stuff unanswered. I'm not even sure I understood the message they were sending, if they were trying to send a message at all. The main story is too short, and it doesn't involve enough of the townsfolk. You're basically doing everything yourself in secret the whole time and the townsfolk barely know what's actually going on. Out of the love interests, Lucas plays the largest part in the story, followed by Priscilla and Scarlett. The story feels targeted at male audiences--at least that's how I felt. You, the player, have a larger role in the game, much like in RF3 and I was glad to see this. As of right now there are only two arcs. Praying for DLC 3rd arc...!
Protagonists. The latest protagonists to join the crew of Earthmates are...decent. Their designs are nothing special unfortunately, though I appreciate Alice's more than Ares's. Appearance-wise they lack personality and creativity. Personality wise I am pleasantly surprised with how sociable they are. They're not exactly quick witted and sassy like Lest/Frey were in rf4, or as endearing as Micah in rf3, but they have a certain realness to them that makes their reactions to things believable. I'm certain Xseed will see to making them a bit more sarcastic in their localizing efforts, so let's all look forward to that. Overall though, while I appreciate their mannerisms, they don't really measure up to all the previous amnesiacs we've grown to love over the decades.
Characters. Overall I enjoy all the characters introduced in Rune Factory 5! I feel like there is someone for everyone in this game on some level. The voice acting was pretty good for every character. The designs are very much Rune factory. Like OG runefa, compared to rf4 ( 4 kind of strayed from their usual style) which I like. Characters still have their own signature quirks that you find endearing. Although I would have liked to see more variety? Like we've had mermaids, univir, half monsters, vampires, etc in previous titles but rf5 only gives us the usual (half) elf, dwarf, and then a succubus (physically she doesn't have unique features aside from the ears and heart eyes), and some were-people. I was hoping for something more unique to really give that classic runefa vibe.
Dungeons/Battles. I'm pretty split on this one. On the one hand, the dungeons have more depth due to the 3D aspects. They've included more contraptions that are very fun to see even if they aren't executed that well. So I'm grateful for that. On the other hand, the dungeons are insanely short imo. It doesn't take long at all to get to the boss. The puzzles are also pretty subpar and few compared to RF4. Fighting monsters is similar to the other games. You can lock on now but I only use it when I'm trying to use my Seed Circle. The lock on feature is actually counter-intuitive and makes it harder to dodge. Weapon mechanics have shifted a bit. There’s a feature that makes you invincible to damage if you time the R button dash correctly. Axes and Hammers are significantly slower than in older games? Like. I thought I was in slow motion it was so slow. Lances are also harder to use as well? I'm questioning my sanity here. I don't know if it's a bug or intentional either.
Farming. Not much has changed from previous games mechanics wise. They added new types of special crops which is neat. The camera view changes to overhead when you go near your fields though, and it can make you dizzy/uncomfortable. It actually makes it a bit difficult to see at times so I wish there was a way to adjust the angle. If you are tilling corn or dried weeds to improve the soil, you need to place them separately if you don't want to use the entire stack. Otherwise, it will till the entire stack on the land if you place them all down at once. The flower shop is unlocked late in the story. Weird thing to do considering you need flowers to make medicine. Not to mention the fact that you wont have access to the fertilizer that increases defense against typhoons? During typhoon season? Thinking emoji...
The town. I have to say Rigbarth's design is poor compared to Sharance, Selphia, etc. It's too big and it takes too long to get around. Everything is too spaced out and there aren't enough warp points to make it easier on players. I don't want to walk an entire mile up a hill to talk to one person and then walk all the way down to the beach to speak to another. It doesn’t really feel like a ‘town’.
OST/BGM. Music was good, though nothing really stood out to me where I'd go "damn this slaps" or something. I think they might've had some old soundtracks from rf2 or something because it felt really nostalgic at times.
We need an exterminator. (Bugs Bugs Bugs)
Marvelous, I don't know how to tell you this buuut...your customers are NOT your testers. When you release a game, you need to make sure it's not littered with glitches because customers don't enjoy dealing with them and will drop the game!
Here are some of the types of glitches I encountered:
Crashing. Game would randomly crash or freeze and close at any moment. Sooooo frustrating! Sometimes you get lucky with the autosave feature, but the autosave only activates every morning at 6am in your room and then when you warp to a dungeon level/floor. So when you're in the middle of your daily tasks in town and it crashes, you have to start all over. Marveloussss no one enjoys losing their progress in a game I promise you that much.
Lag. The dialogue bar is seriously slow, especially after loading your file. Crafting/Cooking screen lags. When you press the Y button to skip through dialogue it lags like hell. Pretty much after every time you load the game will lag, the audio will lag if you're in a battle, everything is just. so. slow.
Repeating dialogue. So if you close your game entirely (or if it crashes) naturally you'll reload your file to continue where you left off. There's a bug that will cause all NPCs to repeat the last dialogue that occurred from whatever plot related thing you did last. So for example, if the last thing you did in the story was unlock Ludmilla, everyone in town will naturally have some dialogue about her. But even after seeing all this dialogue and even saving, if the game is closed and reloaded you'll have to read all that dialogue again from townsfolk. It got really annoying after a while.
Monster taming. One time I tamed a monster but once I named it and hit 'ok' the monster never showed up in my barns? Just. gone. Okaaaay then...? Additionally, I expanded one of my monster barns but all of the monsters I tamed wouldn't appear in the added room. You get 4 monsters for each room but the monsters I tamed would show up in the original room. Meaning I had like 7 monsters in one room! I tried to bring them into the newly added room but they would just warp back to the other room. Sad.
Pond Glitch. I fished in the pond located in Sasayaki Forest and left the fish I caught but didn't want laying around the water's edge. If you leave fish around the pond's edge and go to sleep, the next morning you will be teleported to the pond and trigger the fairy dialogue as if you had thrown all of the fish into the pond??? So the dialogue of her telling you she wants 'X item, not this!' will trigger over and over for all of the fish you left at the water's edge. RIP.
Party member Bug. I had Martin in my party and I made him leave. Then when I went into my monster barns to get a monster pal to join me instead it showed me Martin's portrait???? Also I've encountered a bug where I can no longer ask anyone to join my party for some unknown reason. The R &L button prompt was just gone when I reloaded.
Errors. When cooking or crafting, the dialogue box shows up sometimes...
Typos. Random average typo here and there. Not a real biggie but there is one instance where the heroine will use the japanese male pronoun "boku" instead of "watashi" which really convinced me that this game was completely intended for men lol.
Let's talk about Pros
The good stuff. The stuff that makes you all warm and fuzzy inside.
Plot Advancing. Now I'm gonna put this as a pro because I'm certain the average player will enjoy this even though I do not. There are now markers on the map to show you where to go to advance the plot. This is all well and dandy, but it also made the story less appealing for me because you don't need to go around town and speak to residents for clues or assistance to advance anything in the story.
3D Graphics The 3D models are all amazing. The interior designs of the houses/buildings are also incredibly detailed and realistic.
Collecting items. Now there's a feature that will allow you to collect items into your inventory just by walking over them. This is pretty neat and welcome for the most part. Once the item is sparkling, you can walk over it and it'll go into your rucksack automatically. This also makes lumbering and mining go much faster. Yay!
The miraculous L pocket. Now you can customize the categories that appear in your L pocket by going to the rucksack tab in the menu. This is a super neat feature that makes things easier on players who want to manage their items in a format that suits them.
Weapon/Tool Toggling. You can now toggle between your equipped weapon and tool by pressing the left or right buttons on the trackpad.
Collecting lumber/material stone. Oh lord this is probably the most welcome improvement moving forward from the previous game. You can now put all of the lumber and material stone from your inventory into its storage at once. This also applies to fodder for tamed monsters. Well done Hakama.
Autosave. This feature is a welcome addition to the series. The game will save your data every morning and every time you enter a dungeon. Autosave has really saved my ass a few times when I made a huge error in judgement so I'm incredibly grateful for this feature. And it doesn't save over your actual save file--there's a separate autosave file at the very top. So if you messed up something but already saved on your main file, you can still salvage your mistake by reloading the autosave! I just wish it activated a bit more often sometimes.
Warping. Now we can warp to each level in a dungeon as well as certain places on the map in town. It's pretty convenient for the most part.
Increased party members. Now you can have up to 3 members in your party! Hooray! Party members act more intelligently than in older games. Scarlett can use the Seed circle to assist you in fights. I think she also tosses healing potions at you occasionally. So far, no one has tossed a dish at me if I haven't eaten like Kiel and Clorica did in rf4. But I have been hit by a failed dish (from reinhardt?) and a healing potion (from scarlett). Scarlett, Priscilla, and Reinhardt are the most helpful when dungeon crawling in my experience. Some of them however, (looking at you Doug) don't shut the hell up with their one line of dialogue they have and repeat it constantly.
Seed Circle. This neat feature allows you to capture monsters. By charging it and releasing you can capture monsters for the bounty system or add them to your party temporarily. If you throw it without charging it, you can stun monsters in place momentarily or grab things from far away. When stunning monsters, it can also give you the monster's drop item occasionally. Unfortunately it uses a lot of RP so it can be difficult at times.
Combo attacks. This is a neat feature that I appreciate and use often for boss fights. They do some serious damage so it's good to save them for the bosses. The actual cutscenes aren't that impressive, and feel kind of subpar when you get down to it but I think it's a start in the right direction.
Farm Dragons. I'm listing this as a pro although I really just see it as a new feature. Farm dragons have fields on their backs that you can place monster barns on and farm on. Giving them certain crystals will give your fields boosts in certain criteria, like length of growth, soil quality, you get it. I personally don't use the crystals because I couldn't give a shit lmao I have men and women to woo here. But if you're into this kinda thing then it's a pro.
Storage. When opening your storage box, fridge, etc. you can actually hit the R & L buttons to switch between ALL of your other storages. Looooove thissss. Great addition. So much faster to put items away in their respective places.
Crafting/Forging. Now we can also use the R & L buttons to alternate between the different weapon types/accessory/gear types instead of having to exit the menu and going back in each time you want to make something different.
Cooking. More recipes have been added. Yay!
Days are longer now. More time to get shit doneeeee ayyyy
Fishing. They've added many more fish to the game! Now the player will shout something when you get a bite, making it easier for you to hit B at the right moment. Nice. Also if you fail or press B too early, the fish doesn't vanish most of the time. Also nice. There is now a feature to fish with another person's assistance. Once a day you can investigate the sign near the fishing station and someone might offer to lend you a hand. Press the B button at the right moments on the slider and you can get a rare fish that can't be caught normally.
Monsters. New types of monsters! Love the designs. Even the monsters that are the same but just have different skins are really neat. They look great in the 3D format too. You can even ride with up to two people on certain monsters! Some bosses had awesome designs while others...were bad.
New Types of Furniture. The carpenter store has a wide arrange of furniture you can buy for your home. It also has wallpapers and stuff which is really neat. Though unfortunately you can't even sit on some of the furniture so that's a shame.
Events. Now there is a system where events are triggered by approaching an icon on the map. This is probably an improvement to RF4's randomized system, though personally I found it annoying because it meant that I had to see the events before I could just enter a building normally. Sometimes I just wanted to get shit done and not have to read through walls of text for someone's love event when I just want to buy something.
Voiced Lines. The protagonist seems to have more voiced lines, as do other characters. Good!
Let's talk about Cons
Not including glitches. Oh boy. So many cons. Where do I start?
Dialogue. Probably the most notable con in the entire game. The dialogue is drastically minimal in comparison to previous games, especially rf4. There is probably a quarter of the amount of dialogue compared to rf4's insane amount of content if not less. Townsfolk repeat themselves. Often. Too often. Am I playing Harvest Moon? Originally I thought it was because the dialogue is randomized, but I think it's actually because more dialogue is unlocked as you raise townspeople's FP. Despite this, there's no linear build up where you start off as acquaintances and eventually become very close like in rf4 because of how sporadic the LP/FP is. Townsfolk don't even talk to each other. One of the greatest perks about runefa is the conversations townsfolk can have with one another. Residents randomly gathering in small groups to talk about anything. Previously you could add someone to your party and sometimes a dialogue will occur if you speak to the right person at the right time with that person in your party. This is nonexistent now. The only time they do this in rf5 is during the festivals. But, it will only trigger if you have unlocked all the characters in each marriageable lineup and they can't be in your party. The residents will talk about one another but that's pretty much it outside of town events. They got rid of all the minor dialogue that occurs too. Trying to sleep in someone's bed while they're right there? They wont comment. Inspecting objects in stores while the shopkeeper is present? Wont say anything. Take a character with you to a dungeon/boss fight? Their lips are sealed. Where's my sense of community? :(
FP/LP This ties into the dialogue issue. The rate at which LP/FP increases is sporadic as hell. You can go from 1FP/LP to 4FP/LP just by giving a gift sometimes. I wouldn't even speak to people and their affinity increased by like triple for no reason. Then it increases by like 2% for the longest time. Argh!!!
Graphics. I don't consider myself very picky when it comes to graphics. I don't really mind that the foliage and scenery are at the level of a ps2 game at best. I tried playing on my television initially, but the lag and camera operability was too much so I fully switched (haha puns) to handheld. One thing that sucked is that I literally cannot tell the difference between medicinal herbs, antidote grasses, and green grasses without the captions because the graphics are so indistinguishable. So when you're trying to pick up multiples of those items by holding the A button, you're just randomly walking over anything green in the hopes that you'll get the right ones...
Lack of Sound Effects. Something I noticed is they got rid of the sound effects that will play when you complete a puzzle or add someone to your party. When you try to brush a monster there's no sound for the '♪' they make when you successfully brush them. So it was hard for me to tell if I had actually brushed them or not. I was a bit saddened by the lack of cute sounds.
Too much free range. From the very beginning of the game, you're allowed to go pretty much wherever you want when leaving town. It was too easy to stumble into high enemy level territory without knowing, so when I was like level 5 so I got KO'd immediately.
Artwork. The portraits seem to be lower in quality somehow. Runefa has always had shitty portrait art imo but this time it's even worse. Many character's eyes looked fucked up. Though the 3D models are insanely good for mostly every character except Terry. Terry's 3D model looks Terryfying and I prefer his portrait.
Festivals. They've added some new festivals. Some I enjoy. Some not so much. They changed the format of the eating contest. It's horrible. Good luck with that one.
L pocket + R button? They got rid of the feature that lets you skip to the other end of your items when opening the L pocket by pressing R button. I really liked that feature because it made it faster to reach my items so I was bummed that they got rid of it.
Gotta go fast. Now when you speak to someone, it doesn't 'stop time' as you might say it did in previous games. So people are still moving about as you speak to someone, making it harder to catch up to people! Annoying!!!
Catch and release? Not in my farming simulator! Say goodbye to being able to toss a fish you caught back into the water. In fact, say goodbye to tossing anything you don't want anymore into the water. Now you just have an army of fish flopping on the ground around you. And with the auto pick up feature, they're probably going to end up in your inventory anyways once you try to move. There are still certain ponds with fairies that you can toss stuff into, but you'll have to deal with the fairy harping at you for giving her something she doesn't want.
Shop Hours. Oh god. The shop owners don't even open their stores at the correct hours? It says open at 9am. If you speak to them they won't open their store until like 9:07??? But Priscilla and Lucy will show up to work their part-time jobs at around 8:30am and you can buy stuff through them before 9am. So the actual shop owners (for the bread shop and general store) are pointless usually. Additionally, if the store is empty (but open) you can no longer add a shopkeeper into your party and then enter their store with them to buy things from them. Why. Just why. When you want to buy something that only a specific person sells (Only Hina sells fish, only Heinz sells misc items) you have to wait for them to finally decide to work in their own store. Wonderful.
Monster Item drops. Maybe I'm crazy but the monster drops are seriously a lot harder to get than in previous games. Especially boss drops. It's almost impossible to get the rare drops now. I don't even want to try anymore. And as far as I know, the only place to buy monster items is through Heinz, but his items are actually misc. items, not specifically monster drops. So you'll be lucky to check his store (whenever tf he decides to actually work) for any monster items you might want instead of farming for the drops. Sighs.
Difficulty. This game is too easy. There is little to no challenge whatsoever. I had to increase the difficulty setting to hard mode and it was still too easy. I beat it at level 139, never once did I need to grind or level. In fact, your character levels up way too quickly for the pace of the story. I had zero trouble with any of the bosses and even the final boss was a breeze. Quite sad. Though because I am not new to the franchise, it's likely that newcomers would have some trouble in the later parts of the story.
Fishing cons. Idk how you fck up fishing but they sure did. You have to stand further back now because the pole is so long that you'll miss the fish you're aiming for. In fact, it's seriously hard to aim period. You'll end up recasting more often than not. Fish come in the various sizes but they don't seem to have the darker or faded characteristics that can indicate whether it's a rare fish or not. The graphics make it hard to tell. The pros that i've already mentioned are welcomed but it doesn't negate the fact that I do not enjoy fishing like I did in previous games.
Mining/Lumbering Cons. You can no longer strike three times consecutively when mining/lumbering. This sucks lol. Even when you upgrade your axe or hammer, powering up the tool does nothing for getting wood and material stone--it only expands the area of your strike. So it takes longer to get wood/stone from stumps and rocks now since you have to strike the full 9 times but it's not too bad. It's also harder to aim now as well so that's also unfortunate.
Seasonal Fields? Kiss them goodbye! That's right, there are no seasonal fields in rf5 because devs are insane! You instead have the farm dragons that seem to look seasonal based on the fact that they are designed after elements like earth, water, and fire. But no, these dragons are simply extra fields for you to use. Here's a spoiler: you're not going to use those fields. You're just not. They're kinda useless unless you're obsessed with farming. Now you have to grow your crops out of season like the sad farmer that you are.
Farming cons. Seeds no longer tell you how long it takes to grow the crop. Why. As of June 29th, they fixed this with an update. But I still had to play the whole game without it so fuck you marvelous. The joystick is really sensitive? So when you're trying to use a fertilizer or something on your field you're likely to place it on the wrong 4x4 tile, wasting your fertilizer. So it’s best to hold down the R button when farming. Also the crops look uglie as hell.
Sleeping and warping cutscenes. Just like in rf4 there's a cutscene when you go to sleep that can be skipped easily by pressing A. In rf5, there's a cutscene to sleep and a cutscene when waking up. It takes a bit more than a second to skip these scenes so it gets annoying after a while. Warping is this new feature that replaces our beloved escape spell. Overall I appreciate the feature but I hate it for two reasons. One: there's an annoying ass cutscene for it each time you use it that could be much shorter. And Two: townsfolk now use warp even when inside the town. In previous games, someone exiting your party in town would just manually run to wherever they need to be. So you could easily chase after them if you need to talk to them or give them something. Now, party members use warp regardless of where you are at the time. So say you have someone at 7 hearts and you want to try confessing to them. You would have them join your party, save your game, and then have them leave your party and immediately speak to them and confess before they can run off. If it doesn't work you reload until it does. In RF5 this wouldn't work anymore because they will warp. Now you would have to save, run around town trying to find this person and hope they accept the confession. Otherwise you'll have to play hide and seek again because reloading your file will randomize the resident's locations (if they are not working in a shop)!!!! I often just waited until a festival day because then they will be at the plaza for most of the day and it has a warp point there.
Crafting/Forging/Cooking. They've removed the feature where you can press Y on the ingredients in the menu to add more of that particular item. I miss this feature :'(
Lacks incentive. There is no trophy room from my knowledge. The final dungeon that is meant to be like the sharance maze/rune prana isn't that hard to beat for skilled players and is only 20 floors. After you beat the main story and this dungeon there's not much else to do really.
Request Board. Unlike in rf4, you need to make sure you have accepted requests before you complete them or else it will not count. Previously, you could complete all sorts of tasks and Eliza would still recognize your work even if you accept their request after the fact. ie, shipping goods, harvesting crops, etc. So make sure you don't harvest your special crops before accepting the request it's for!
Return of the "Loli" Dragons... Yeah you read that right. We got more dragons in children's(???) bodies with skimpy clothes. I don't know anymore????¿¿¿
Can't marry the Milfs or Dilfs. Tragic.
Still no homo. Grow up Marvelous.
Reverse Proposal? Reverse Uno card-- Laid low by the patriarchy. You now have to buy the double bed and craft an engagement ring to propose to your man if you're playing as Alice. Marvelous this isn't what we meant when we said we wanted equal rightsssssss This can be seen as a pro if you're a softhearted babey who doesn't like rejecting bachelors' proposals because you feel bad :'( But this is a con for me because I don't want to spend money and materials on a double bed dammit!!!
Misc. Still can't stack dishes or fish. There's no green elemental fairy???All the other elemental ones are there except the green one? why??? Still can't tame the giant Wooly. Some bosses that have insanely awesome designs cannot be tamed and makes me wanna eat glass.
Let's talk about Love~
Relationships. We want them. And half of us only play these games for them. I've only played as the female heroine so far but I'll be updating this review as soon as I finish with the bachelorettes as the male hero.
Confessions
As usual, we must raise the love points of our beloved to 7 hearts before we can attempt to date them. However unlike in rf4, if you fail at a confession once, you will need to raise the LP up an entire level before you can try again with any chance of success. It's imperative you save before attempting a confession now.
Love Events
Each love interest has two love events that must be seen before you can date them. They're reminiscent of older game's style but I felt they could have been a biiiit more interactive or so? Or involved the town a bit more for some of them.
Dating
Once you get your honey to be your bf/gf, you get to choose the nicknames as usual. Then you can go on dates. The first three (non-festival) dates are actually events. You need to see all three events to get married.
Marriage Event
The final event you need to clear before you can marry your sweetie. In my honest opinion, so far for the boys, these events were rather disappointing. They lacked the drama and angst that sort of 'test' the love between the two when compared to rf4. Also this is a huge con for me personally and a minor spoiler but there are no special cutscenes at the end of the marriage event like in rf4. Instead, the cutscene takes place during your actual wedding. I was saddened by this because it took away the depth from the marriage events and the actual character? As it is just a cut and paste type of thing instead of an original cutscene for each person. They lack individualism this way. Also it kinda felt like a way for devs to avoid gay relationships and cut corners :^/....sus.
First comes love, then comes marriage, then comes...
Children!!!!!! This is actually one of the coolest additions in the game. Just like in rf3, you can have up to 3 children again! Your first child will resemble you, and you will have the option to choose its gender as well as its personality. There are 6 different children, (3 boys and 3 girls), all with different hairstyles, mannerisms, and seiyuus. Your answers will determine which child you get. A year after your first child is born, you will get the option to have a second child. You'll end up with twins, both resembling your partner. You won't get to choose the genders (it will be a boy and girl) but you will get to choose the personalities once more. The children all have canon names too and each kid is incredibly cute. And of course, you're still able to take your kid with you in your party~ ...Though you can only take one kid with you at a time.
So is RF5 good?
Yeah it's a fun game! My theory is that Marvelous forced the devs to release the game earlier than they were ready for, and that's why it's so lacking. But that doesn't mean it's not worth playing! I'd rate it 3.5/5 stars hehe. Not nearly as good as RF4 (full stop 5/5), or RF3 (4/5) but enjoyable nonetheless. I wouldn't recommend it as a first game to play from the series for newcomers though, I feel it's best for vets who can overlook all the cons thanks to loyalty and nostalgia. By the time it’s released in the West, the bugs should all be dealt with too.
So! Definitely buy this game! We want the series to continue and we want RF6 to be better than this--and hopefully Marvelous will make sure of that next time. If you're not a picky person I think you'll enjoy rf5 a lot. If you're like me and have high standards then, well, still pick it up and let it run its course. Then dust off rf4sp and cleanse your gaming palette >;^)
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Hypothetically Rewriting Assault’s Story + Some General Assault Opinions
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There’s a game my husband and I like to play when we watch a movie, play a game, or read a book that has a story that we don’t really enjoy or we enjoy certain parts of but not others.  We look at things we’d keep and things we’d change and we build a story from there-- sort of like an AU but we don’t really go into the writing part, we just stick to theorizing and mapping a general story.
I decided to play that game with Star Fox.  Not because I think Star Fox has a bad story but because sometimes I think the stories could have been handled better.  Note: for the rewrite game, I only really look at story, even for video games, I don’t really look at gameplay mechanics, but I do understand those have a lot to do with story potential so I do take it in as a factor... I just don’t bother to “rewrite” the mechanics, if that makes any sense at all.  Some of my list today will include boss encounters but I wouldn’t necessarily say those are mechanic-related... more like “event-related”.
I’ve mused a bit in the past about rewriting Adventures and Command and I do have plans to do a mock up of an Adventures remake eventually.  However, today I was thinking about how I would go about handling an Assault re-write in particular.  Much like Command and Adventures, I don’t have any beef with the core story but I do think there’s a few things that could’ve been better about Assault’s storyline-- like they had good ideas rolling but they didn’t quite refine them.
Under the cut because SUPER long.
My basic feelings on Assault are pretty positive.  I think the game is generally just fun and I like that it feels like the natural progression from SF64.  I liked getting to see planets we haven’t seen since the N64 era in better graphics and I liked seeing Star Wolf return.  I also just thought the aparoids were neat enemies. 
Generally speaking, though, when it comes to Assault, I think it suffers from the thing it tries to push the most-- the story.  I think a lot of people get caught up in thinking the story is better than it is because it’s the first game since SF64 that really follows the same Star Fox vibe without retelling the Lylat Wars.  Don’t get me wrong, the overall plot is great but the execution and pacing are... wonky.  Certain characterizations also take a hit in some regards but no one really talks about that when Command exists. That’s something we’ll talk about later on with this post.
That being said, Assault really does have a lot good going for it.  An absolute banger of a soundtrack, some great dialogue, a neat story synopsis, the introduction of cool characters like Panther and Beltino (who existed but was always off-screen), and just good levels.  
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So, here’s what I would add, I suppose, if I were to somehow have the ability to rewrite Assault.  Originally I had this in paragraph form, but I’ve made it into more of a list under topic segments with main points bolded for your viewing pleasure.  Some of these points might be considered nitpicky and while I do understand that yes, this is a game about space animals, I do hold the developers in high enough regard to make a game with a continuity that makes sense.
The Story Changes
- Reduce Pigma’s storyline in Assault.  This is the biggest one for me because a bulk of the plotline feels like a giant chase to just get at Pigma and it feels like it derails from the actual plot with the aparoids.  We only go to Sargasso because of Pigma.  We only go to Fichina and then back to Meteo again, because of Pigma.  That’s 3 levels in a 10 level game devoted to just tracking down Pigma and chasing him.  While it makes the build up to fighting Pigma kind of nice, I personally feel like the plot could be reduced to 2 levels.  If Assault overall was a longer game, I could see them making it 3 levels.  Overall, though, in its current state, I feel like the side plot overstays its welcome and the aparoids promptly get shoved to the side in favor of “Oh no, we gotta get to Pigma!” And I get the main motive here is to show how the aparoids affect people and because of the build up, it does a good job at showing how utterly terrifying the aparoids are.  But it’s still too long given the length of Assault’s story. The only alternative to this is make Assault longer, which... honestly, it should be.  
- Revise the scene with Tricky.  I’m obviously not well-versed in dinosaur biology but I’m pretty sure dinos didn’t grow that fast from what studying I HAVE done.  And why is he suddenly king now?  Did his parents die?  He seems not affected by this at all?  Like it’s a funny scene with him, Fox, and Krystal, but it’s odd if you really look at it.  Give us, as players, more context because I’m still not even sure what happened to make Tricky suddenly the leader and... big.  As a note, you’re gonna hear me gripe a lot about the Sauria level in this post.
- The Star Wolf + Peppy sacrifice is a low effort way to raise tension/stakes and then cop out.  Oldest trick in the book, imo, is to act like you’re going to kill off important characters only for them to be alive miraculously.  And let’s face it, as an audience we all know they aren’t going to kill those characters because it’s Nintendo and those characters are too beloved.  I would’ve forgiven them for only doing this with Peppy or Star Wolf, but when you tack them both together and throw in the fact they make it seem like you’re going to have to kill General Pepper too... yeah, it’s just a bit much of the same trope over and over again.  I wanted to put a note in here about how I’m fine with the Great Fox being “sacrificed” but overall, it needed to return to the series because of it’s icon status, but I think that’s more of a gripe at Command instead of Assault.
- Keep Pigma alive.  This will conflict with a point I have later on about the game consistently having characters cheat death for easy drama points but with Pigma, I would’ve kept him fully alive... but maybe with some physical damage from the aparoids.  I understand he’s semi-alive in Command and tbh I don’t know where I stand on that.  Why keep Pigma alive, you might ask?  I feel like his character has a lot more potential than being “just the greedy guy”.  Like he’s got good potential future villain material for future games and... if I’m honest?  I just don’t see Nintendo wanting to keep Pigma dead so why even bother killing him off?  They couldn’t even commit to him being dead in Command anyways so it seems very moot.
- Bring Bill and Katt back.  Assault is acts a bit like a big reunion of all of our SF64 favorites but our two favorite side characters are suspiciously missing.  Wouldn’t Bill be out on the front lines fighting against Andrew in the beginning?  Or maybe back in Katina?  And wouldn’t Katt inevitably show up in the midst of the invasion, maybe to pointedly check in on Falco?
- Bring Andrew back for the final fight. I think Andrew being defeated early into the game is fine overall but I think bringing him back in for a reunion final fight against the aparoids would serve to really solidify that it’s really everyone vs the invading aparoid force.  It would show that not only is Star Wolf willing to put aside their differences but so is basically everyone in the Lylat System in the name of survival.  Imagine the Venomians and Cornerians working together against an aparoid fleet, giving Star Fox and Star Wolf time to attack the queen?  I just think it’d be neat and it’d open up the potential for some fun banter mid-mission.  I do understand that quite a few people consider Andrew canonically dead after Assault but personally, I feel that his defeat left his fate questionable (I’m a staunch believer that unless there’s a body, they’re probably alive, especially for Nintendo games because, again, they never like to kill people off) so him returning in Command never really bothered me.  
- In general, reconsider some of the character portrayals.  Unfortunately, when a series has a different studio for each game, character portrayals will inevitably have inconsistencies.  While I give Namco a lot of credit for putting in oodles and oodles of detail into the game (particularly the levels), I think they failed in their portrayal of Fox, at the least, and Wolf is a considerable offender as well.  While it’s obvious that Fox in Adventures was effectively modeled off of Sabre even in terms of personality, Rareware was at least able to justify Fox’s newfound jaded attitude with the passing of many years and a distinct lack of steady income, resulting in the team being in disarray.  Assault’s Fox is a stark contrast to his cynical interpretation with seemingly no explanation other than maybe “Oh, I have more money and a gf, maybe I should behave myself”.  As if the sudden change in personality wasn’t random, Fox also just seems very blah, like a blank slate stereotypical shooter game protagonist dude with little to no emotion.  Wolf is less obvious but gets slated into a mentor-like role midway through the game and ends up in a respectful rivalry with Fox... which there’s nothing inherently wrong with that except for it happening abruptly (and, I mean, Peppy is right there).  But I take less issue with this and more of an issue with the fact that there’s an entire level establishing that Wolf now runs a crime den with effectively what seems to be an army and no one bats an eye at this.  He doesn’t even call on them to help with the aparoids.  Did they all die when the aparoids attacked Meteo?  Are they safe somewhere else?  Where do they go?  How was Sargasso able to operate without the CDF being on their doorstep with warrants for arrests?
- Don’t kill all the dinosaurs.  A bit of a dramatic statement but the ending screen that showed all the damage to Sauria really bothered me.  While I understand that the dinosaurs had less of a chance against the aparoids than a more technology-focused society like Corneria, I was a bit disappointed that the decision was made to just state that a lot of tribes had been wiped out.  I know this could easily be retconned in a future game and I feel like it should be.  “But why, Amalia?  Why are you disappointed by that?”  1) It’s a little too grimdark for my tastes.  2) The fact it all happened off-screen felt very hand-wavy.  And 3) It brings into question the entire point of Adventures.  Why did we bother to save this planet if it was going to be reduced to rubble and ash 1 year later?  Where were the Krazoa in all of this?  Why did they not make an appearance at all to try to stop the invasion with their alleged powers?  It just raises too many weird questions and I feel like Namco didn’t think it through too much.  Which I mean, sure.  Family, kiddo game.  I’m not asking for bigbrain plot and lore but I’m squinting at this bit because it does feel very contrary to the lore from the previous game.
- Make the aparoids more relevant.  As nice as it is to have a random bad guy from another galaxy, I feel like there was more that could be done with the aparoids in terms of their origins.  Tiny things, mind you, not huge revelations.  Off the top of my head, they could have been tied into Krystal’s backstory to help alleviate some of the complaints that she was too random to be added to the series’ main cast.  Alternatively, they could have been a product of Andross or even a weapon prototype from Corneria that fled the lab (I actually thought the game was leaning in that direction for a bit then just Nothing Happened).  I get that the vagueness of their origins leaves room for people to speculate and speculation is nice but... when you leave too many things unknown, it starts to feel less like giving fans room to interpret and more like just doing random things for the sake of it.  I think a lore tidbit here or there would work wonders for the aparoids instead of leaving them as just borg/zerg clones.
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Level-Based Changes
- Add either Aparoid RedEye or Aparoid General Scales as a boss to Sauria.  Given that this level mysteriously lacks a boss, which is just weird compared to the other levels, I think that they had the opportunity to add something cool to go along with the cinematic feel they were going for with Assault.  Assault’s cutscenes do play in a movie-like fashion and it’s clear they’re trying to make the game as epic as possible.  It’s a shame they had so much fodder for a great boss here but they failed to go through with it.  Alternatively: Add a Krazoa-Aparoid fusion.  Why?  Because Star Fox is about cool epic sci-fi and that would be cool epic sci-fi incarnate.
- Add a boss to the Aparoid Homeworld Level, aka the penultimate level.  Another one I felt was personally weird that there was no “final defense system” to challenge the team.  Would be cool to do an aerial battle over the aparoid planet with some giant flying aparoid.
- Be kinder to Sauria.  The level had some good homages but overall was incredibly small and incredibly short.  It felt like a bone tossed to Adventures fans but was not entirely true to the setting built by Rareware.  I’m... not even sure where the Sauria level is supposed to take place?  I presume it’s Walled City but it doesn’t really have the same color scheme or aesthetic?  Also where is my revised Adventures music?  Why do all the other levels get it but Sauria doesn’t? 
- Put some of those funky items from the multiplayer into the main campaign.  I don’t know why some of these things, items especially, were omitted unless it was purely due to time constraints.  I remember having missile launchers and jetpacks in the multiplayer and was a bit sad that they were not in the main campaign.  Retuning the levels and adding those in would be a nice breath of fresh air for the more tedious on-foot missions.
- More levels.  Self-explanatory.  Still sad we didn’t get the Zoness or Titania levels in the single-player mode.  
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I think all of the above changes would improve the game, though I recognize all of this is being said 16 years later after lots of time to contemplate Assault’s weaker points.  I’m not entirely certain how long Star Fox Assault took to develop but given that there’s obviously quite a bit scrapped from the game (an entire arcade mode was scrapped as well), I’m going to assume that the studio felt pressured to shove the game out the door and into the hands of customers.  It’s a shame, really, because I think a little bit longer in the oven would have done a lot of good.  Still, the product we got was good in its own right and a game that many people look back on fondly.  I haven’t gotten to replay it in years but I hope to quite soon.
You might wonder why I bothered typing this all out and I guess my point was this-- Assault was great but it wasn’t perfect, and while a lot of other games fall under a crushing amount of scrutiny, Assault seems to dodge it.  And don’t get me wrong-- I adore Assault.  But given that not many takes exist out there about rewriting it, I decided to give it a shot.  For variety’s sake.  
I do want to a mock up of a revised Assault story, which I think I will get to work on after completing this while all my ideas are still fresh in mind.  So stay tuned for that sometime in the near future.  I will also be doing my Adventures mock up at some point but probably not for a little bit as I do wanna focus some of my free time on actual fic-writing.
Anyways, if you stuck around this long, thank you for reading!  Have any changes you’d like to see to Assault if you could time machine your way back to the early 2000s?  Feel free to post in the comments, I’d love to read your ideas!
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voltimer · 3 years
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'The Magic of Johto's Level Curve'
(or, 'a leisurely analysis of the singleplayer balance of Pokemon GSC and HGSS')
The Johto games - especially HeartGold and SoulSilver - seem to have a very good reputation. Some often put the aforementioned HGSS into their top 3 or describe it as the core Pokemon experience. I personally agree with this sentiment and HGSS is either #2 or #1 depending on my mood (it usually competes with Black 2 and White 2).
Despite all its praise though, there seems to be an incredibly consistent point raised against it: the level curve. I see it described as unbalanced, janky, and generally bad.
There are two main problems people tend to cite. First is the level progression in Johto itself, with Gyms 5, 6, and 7 not exactly being a smooth progression upwards and then Team Rocket's Archer and the 8th Gym having a notable level spike compared to those last three. Wild Pokemon levels are also usually a lot lower than the major boss fights they are ahead of, making raising new 'mons harder and grinding for boss fights longer. The other problem is Kanto, whose problems can essentially be said to take Johto's levelling issues and ramp them up. The jump from fighting Blue to the Elite Four rematches and Red is also very significant.
What I'm not going to do here is refute that the above isn't true - these level scaling inconsistencies are certainly present. It's also very different to the vast majority of main series entries, whose level curves are more linear and gradual. Gens 5 and 7 even have a feature which multiplies exp gain based on how much lower or higher you are than the Pokemon you defeat which in a way acts like a rubber band around each game's level curve, ensuring you can catch up easily but not go too overlevelled either. Playing GSC and HGSS when the rest of those entries are like that is a bit jarring. Pokemon is so well-known for having quite a formulaic design across its main series and when compared to that formula with regards to level progression and the like, the Johto games do seem a bit off-colour.
What I am going to do though is try to explain why this so-called bad level curve is at the very least not actually that bad, or, if I can convince you well enough, that the Johto games actually have a unique and (what I call) magical singleplayer game design not properly replicated in any other entry. It goes to the core essence of Pokemon's theming, and it fits with the fact that Johto's narrative also happens to put the most focus on those themes than the rest of the series.
When I say the core essence of theming, I mean the very basics of every Pokemon adventure: you, the player, leave home to go on a journey around your region, meeting various people and overcoming various challenges along the way together with your partner Pokemon. Challenges you overcome are all thanks to the bonds you share with your partners and how you raise them with love and care. As you get older, this is the sort of thing in Pokemon that you probably end up taking for granted. It's typical "power of friendship" stuff, and most people will tend to come to conclude through learning about the game mechanics that this sort of thing is superficial and that stats are all that matter in the end. The more modern Pokemon games also have such a big focus on larger-than-life stories with big climaxes featuring the box Legendaries that it's easy to lose this basic level, down-to-earth narrative theming.
Johto is significant for not having any larger-than-life aspects overshadowing its core. Instead, the core takes centre stage. There is no real overarching story besides your adventure. Team Rocket's antics take a sub-plot role but in the end act as a foil to your story, being one of the more major obstacles you overcome. Catching Ho-oh or Lugia is no cataclysm either, but rather a reward for your achievements throughout the game and thanks to your good and pure heart - recognised by the Legendary in question. Moments throughout the game like how you deal with the situation at the Lake of Rage, or the Dragon's Den trial where you're asked questions to test your ideals as a trainer (which, of course, you pass with flying colours) all contribute to this core as well.
The way Professor Oak congratulates you after defeating Lance ties the knot perfectly on the main campaign:
"Ah, <player>! It's been a long while. You certainly look more impressive. Your conquest of the League is just fantastic! Your dedication, love, and trust for your Pokémon made this happen. Your Pokémon were outstanding, too. Because they believed in you as a Trainer, they persevered. Congratulations, <player>!"
These are just examples of the main story events, though,and Johto has a lot more than that. The region is filled with things to do beside the main campaign - Berries/Apricorns, Pokegear calls, the Ruins of Alph and other optional caves, the Bug Catching Contest, and (in HGSS) the Pokeathlon and Safari Zone, just to name a few of the more notable ones. Tama Hero's review of Pokemon GSC talks a lot about this and it's well-worth a watch even beyond the section describing the games' breadth of side content.
Tama Hero also touches upon the supposed level scaling issue, and her response to the complaints is that there is a "sprinkling" of opportunities for small bits of exp gain throughout the game which should help you stay on track in most cases, and where you can't match levels, you can outplay your opponent.
I certainly agree with the latter. It always feels entirely possible to beat bosses at a level deficit throughout Johto. The Johto League is one of the key cases where you'll probably end up at level disadvantage, but I've consistently been able to defeat it with a team of lv 40s on average (so nearly 10 levels behind Lance's peak), and I'm pretty certain that my not-even-10-year-old self did so as well, even though it took me many, many attempts. From various people I've talked to and bits of let's plays I've seen over the years, this seems to be the common experience too. I think only a minority of people have had to grind to match Lance's levels in order to beat him at all. Granted, it might take you a couple of tries at that level disadvantage (or a great couple of tries more, like little ol' me), but that's surely not an unreasonable expectation. The concept of getting stuck at a difficult stage in a game could be called a universal one, and I think most people agree that it's always pretty satisfying to finally surmount a challenge like that. This can even be said about other Pokemon games - Kanto, Hoenn and Sinnoh also all have large level spikes at the end. In fact, at least when it comes to the end of the maingame, I'd argue Hoenn and Sinnoh have a larger level spike than Johto, but they're not considered impossible or anything
Regardless, though: it's certainly possible to win difficult battles in Pokemon at a level disadvantage. Tama Hero argues that the strategy required to do so isn't something the game teaches you very well, but I think this is a tad pessimistic. In the end I think that most wins will just come down to understanding of more fundamental skills that you've probably learned through the course of the game naturally - using type matchups (gyms are all type themed), using moves with stat changes (the earlygame is full of moves like Growl and Tail Whip), using status moves (no doubt you're going to see the effects of Paralysis and Burns throughout the game at least), and apt use of items (bosses always use potions and often use held items). Players also have more control over the battle than the enemy, with the default Switch mode and a huge amount more items available. It's true that the games don't teach you the deeper, untold mechanics very well, but learning about those only unlock even more ways to succeed for the numbers-minded veterans.
On the topic of those deeper, untold mechanics I also want to talk about something which Tama Hero doesn't mention at all - Effort Values, or EVs. Most of you reading will probably know about these by now, but for those who don't, EVs are hidden values which can increase a Pokemon's raw stats by a certain amount based on the other Pokemon they defeat. They were present in a slightly different form in Gens 1 and 2 in the form of "stat exp" but the premise was the same: your Pokemon grow twofold when you defeat Pokemon, by gaining visible exp for levelling up and visibly gaining stats every time that exp bar fills, but also by gaining stats little by little every time they defeat any Pokemon. Your Pokemon's EVs weren't visible to you in-game until Gen 6 with the Super Training graphic, and numerically weren't until Gen 7 where you can press X on the Pokemon's stat screen to show what are called "base stats".
EV optimisation is crucial to competitive play because the stat boosts they give are quite significant. Competitive players will "min-max" spreads, putting as much as possible into 2 stats to maximise strengths and not wasting any on stats they aren't making use of. In maingame playthroughs, though, EVs will usually end up being a balanced spread because you'll invetivably be facing a variety of Pokemon with different EV yields throughout the game. EVs can also be increased with the Vitamin items (Protein, Calcium, etc.) which you find a handful of throughout the game (and can buy at a premium) and can be used to manually raise EVs, though only to a certain point.
In Gens 3 and onward, a Pokemon can have up to 252 EVs in 1 stat, and 510 in total. At Lv 100, 4 EVs in a stat grant 1 point extra to it. For the singleplayer campaign the conditions are a bit different, but if we assume as a standard that by the Elite Four your EV total is maxed out and you have an even spread, your stats will all be up to 10 points higher than they would be without EVs. In Gens 1 and 2, you can actually max out all of a Pokemon's stat exp values but you're unlikely to cap them all for a good while beyond the maingame so we can consider them about the same as in the later gens for this.
But why is this important?
Firstly, the difference EVs make in the above scenario account for what is usually about 5 levels' worth of stats. Depending on your exact distribution, it could be a couple more or less levels' worth in each stat but the bottom line is that they make your Pokemon's strength higher than it may seem based on level alone.
This means that the wild Pokemon grinding that is criticised for being too tedious in Johto as a result of low levels is also better than it seems because even when you don't level up, you're gaining EVs for every one of those you defeat. The stagnant levels in the midgame of Johto also contribute more to your Pokemon's growth than it may seem from the slow level gain. The Pokegear rematches which you gain access to after defeating Team Rocket before Gym 8 may also be a little infrequent, but they also very often give you Vitamins afterwards to add to all of this.
Secondly is what seems to be a fairly unknown fact: in-game trainers do not have any EV spreads. Thanks to the work of speedrunners, we have exact data of enemy trainers' Pokemon to show this. Trainers do have IV spreads based on their "AI level" (more 'advanced' AI levels will have up to 30 IVs across the board) but the difference near-perfect IVs will have on their Pokemon is not as great as the combination of random IV spreads and relatively balanced EV spreads yours.
That 10 level deficit vs Lance is suddenly more like 5 in practice. Some of his Pokemon also happen to have pretty high stats naturally in Gyarados and the Dragonites, and the level deficit will still be slightly present, but once we factor in strategy again, you can abuse their type weaknesses and make good use of items, status and whatever else have you to swing the odds in your favour.
The only way you can find out anything about EVs in Johto is from a NPC in Blackthorn City who gives your Pokemon the Effort Ribbon if they have reached their total of 510, and the only practical way for a player without the technical knowledge to have achieved this is to have spent time throughout the game doing lots of little bits of training - in other words, putting in the effort - to have incidentally capped their Pokemon's EV total. It's only fitting that you find this NPC towards the end of the Johto campaign because it's likely that by this point a couple of your team members will be eligible for the ribbon.
This finally ties back to the point of core theming. EVs are an invisible stat giving your Pokemon an extra edge over their in-game opponents, or, at worst, one closing a gap in strength between them, as a result of all of the time you've spent raising those Pokemon throughout the game. In other words, EVs are essentially the statistical representation of the "dedication, love, and trust" you have for your Pokemon which gets you through seemingly difficult challenges. Levels, then, are only a surface representation of your Pokemon's strength: they create the feeling of an uphill battle, but you can win against the odds by believing in yourself and your partners. It's probably exactly what you thought as the naive and uncynical child playing through a Pokemon game for the first time, and probably one of the ways you made such fond memories of it. In hindsight, this is definitely how it was for me. It is a sort of magic, really.
There is still a big Red elephant in the room, and I do think that the level gap between the end of the Kanto Gyms and Red is maybe too hard to go and beat immediately after even with the power of EVs and such, but Red is by all means a superboss and final challenge of the Johto games, and I don't think it's unreasonable to have to grind for a while to build up for and to finally be able to take his team of Lv 80s on. The same can be said about the Elite Four Rematches in this game and others, Steven in Emerald, or that one Barry fight in Platinum if you do decide to beat the E4 rematches 20 times to make his levels nearly match Red's. If you're setting out to fight a superboss like this, the grind is part of the prerequesites. It's definitely still possible to beat someone like Red with a 10 or even 20 level deficit if you play well, though. I admit, I haven't beaten Red in a long time, but I have beaten Emerald Steven with a ~15 level gap before. Tama Hero also said she has beaten Red with a team of level 50s in Crystal in the review.
I said before that the other games in the series haven't replicated this sort of thing as well. Gen 5 was the beginning of a marked shift away from this design, with its overarching story-driven style and a change to exp gain which would honestly be incompatible with the level curve in Johto. Gen 6, whilst returning to the exp system without level deficit multipliers, saw different means of statistical representations of the 'dedication, love and trust' trio in Pokemon Amie, which can break the game almost as much as the Exp Share when enough Affection is built up. Gen 7 brings back Gen 5's exp system whilst retaining the Exp Share and Affection systems, and actually ends up even diverging from the EV design which went before by having in-game trainers and Totem Pokemon with competitive, min-maxed EV spreads from as early as the Trainer's School. Whilst I am yet to play Let's Go and Sword and Shield, their Exp system with a 'permanent Exp Share' of sorts makes it a huge amount different and from what I've seen and heard, overlevelling is quite easy despite the game being designed around the feature. I really hope that Brilliant Diamond and Shining Pearl at least return to Gen 6's exp mechanics, or better, reunite us with the held-item version of the Exp Share which doesn't make me feel like I'm cheating whenever I use it.
Before I go too off-topic, though, I should probably return to the original thread of this post to make some concluding remarks. What can't be denied that the way GSC and HGSS are designed may not be for everyone. I know for sure that a lot of people prefer to be able to breeze through a Pokemon game at a brisk pace without many roadblocks, but as someone who in recent years has come to appreciate much slower-paced and immersive singleplayer Pokemon playthroughs, I can't help but love the way GSC and HGSS are designed in the way I've explained, or appreciate their unique identity amongst the rest of the series. Coming to think about this has also shed light on why I adored HeartGold as much as I did when I first played it way back 11 years ago. I poured hours and hours into the game, and as a result, its magical design put me under its spell.
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Though I linked to the references I did use when they appeared, here they are again. Do check them out if they're of interest to you!
Tama Hero's GSC review: https://www.youtube.com/watch?v=FgtMVKP2T6Y
speedrun.com trainer data for HGSS: https://www.speedrun.com/pkmnhgss/guide/k2zij
speedrun.com trainer data for SuMo: https://www.speedrun.com/pkmnsunmoon/guide/d2683
Tama Hero (YT) is one of the few people I know who actually makes longer-form Pokemon analysis content besides Aleczandxr (also YT), who whilst not being a 'PokeTuber' has made some brilliant analyses of storytelling through setting in Sinnoh, Hoenn, Johto, and just recently, Unova. I did not refer to them here but I can highly recommend their content, at least.
Thank you very much for reading to the very bottom here. This is my first time writing something like this and I appreciate it.
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baconpal · 3 years
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pokemon rant time
this one’s about the 2 new things, and is at least slightly intended for people actually excited/interested in them, click keep reading or perish
Gonna try and keep stuff short cus there's a lot of topics this time and I've already gone off about how pokemon Isn't meant for me or meant to be a good video game anymore, but gamefreak is right back on their bullshit, so I feel I need to at least point it out.
I'd like to preface all this with, if you are a fan of pokemon still, please realize you can ask for more out of this series. Expect perfection, even if you don't think you'll get it anytime soon. Pokemon won't go anywhere, the old games won't go anywhere, and gaming is a hobby, not a necessity; don't accept low quality products from a company just because you feel like you're supposed to.
With this next wave of pokemon games, gamefreak is clearly testing how little they can put in to a $60 game while still keeping the 2 major audiences they've cultivated. By responding to the most obvious and vocal complaints from the community, gamefreak is aiming to make games that seems like what most players want, without having to put in the work on quality products.
GEN 4 REMAKES Pokemon BS (I am not calling this shit BDSP) is intended for the audience that put up with let's go and RS remakes. The most vocal and obvious complaints for these games is their failure as definitive versions of the games they are remakes of, such as missing features/content, or drastically changed story/dialogue/style. In a way, the recent remakes are inferior versions of incredibly old games, which shows a lack of improvement in pokemon as a whole.
To address these issues, BS is very, very, VERY clearly aiming for a more 1-to-1 recreation of the DS games, but with fully 3d graphics. Clearly the map layout has been transferred exactly, and gen 4 already had mostly 3d environments to begin with, and everyone knows about the future-proof pokemon models at this point, so the amount of effort required to create something like this is absolutely minimal. Assuming dialogue, trainer teams, move lists, etc. are also lifted directly from DP, then this game could be developed in basically no time at all, leaving the team time to ensure the product is of decent quality and includes ALL of the content of the originals, if not more, like the earlier pokemon remakes did to ensure they were truly definitive versions of the games. That being said, it is unlikely the team behind BS has been making use of this saved time to improve the game.
One failing already clear is that the quality is not very good, at least graphical quality. The footage we have shows environments lacking in color compared to the original, with messy, unpleasant textures that contrast poorly with the simplistic environments. The characters especially do not work. As cute and fun the fanart of tiny dawn has been, BS dawn and all other characters look awful. They have gorilla arms that reach down to the floor and lifeless faces, as well as incredibly stiff/simplistic animations. As it stands, BS is a visually inferior game to DP, though most consumers will simply see it as 3D>2D without any understanding of what an artstyle is, so this might not be a problem for many, but that doesn't mean you should accept it.
What remains to be seen is what content will be added/missing from pokemon BS. It is very possible that massive parts of the game, such as the underground, variety of online modes, postgame areas, and content from platinum could be missing entirely. We also do not know if pokemon from after gen 4 will be worked into the region, or even supported. Gen 8 still currently does not support a large number of pokemon, and the remakes may continue this limited dex trend.
Even assuming the remake includes everything from the DS games and doesn't add anything that slows down the story or harms the experience, it will still only be an exercise in forced obsolescence. The main reason people can't really play DP still is that the online isn't supported anymore. If BS turns out to be exactly the same as DP, then you're buying the same game for at a higher price, only to play it until the online service goes away again, or the next game comes out, if both don't happen at the same time.
Don't let yourself buy a 13 year old game at twice the original price.
GEN 4 NOT-REMAKE KIND OF NEW THING On to legends now, gamefreak is targeting the people who put up with sun/moon and sword/shield. The obvious problem with those games to most people was simply a lack of change from the standard pokemon formula. Even when changing the gyms to trials or stadiums, most people still understand that the format and story structures are mostly unchanged. Of course, this problem has seemingly been addressed by changing the game structure a fair bit, but almost entirely by removal.
Trainer battles, and by extension, gyms and tournaments/elite 4 have been confirmed to be absent, meaning all battles are only vs single pokemon, in spite of the player likely having a team of 6 pokemon. Even if battle difficulty is increased to compensate (doubtful), this will still drastically increase the simplicity of combat and make it even less likely for the game to include any meaningful challenge. Exploring towns and meeting NPCs is also seemingly missing, as the game is confirmed to have only a single village, which frankly looks incredibly boring and we've yet to see a single NPC inhabiting the village.
Battles now use an ATB format instead of a turn-based format (for those of you who don't know what that means, it basically means nothing, it's still turn based, it just means the speed state determines who gets more turns instead of who goes first, that's it), but beyond that there seems to be no noteworthy changes, pokemon learn 4 moves with limited PP, type advantage will still definitely be the most important aspect to battle, and the player being able to walk around during battle provides no meaningful impact. While the little dash the pokemon do to approach each other is cool, it is already a sign that gamefreak will not be addressing the issue of lacking animations for pokemon battles, as they can't even be assed to animate and program pokemon walking around the environment during combat, and lucario doing 1 kick for a move described as a series of punches isn't a great sign either.
On the topic of lacking animations, the new "pet simulator feature" for legends seems to be an advancement on the ride system from sun/moon, which presumably people missed from sword/shield. Being able to ride on your pokemon to do stuff sounds cool, but in all likelihood, this system will be limited to only a select few pokemon who will each do a select few actions, and is not a reasonable replacement for all the other pet raising features that have been removed in the past. Similar to BS, the total number of pokemon included may also be limited arbitrarily, in spite of the fact that no new pokemon need to be added, as these games are not claiming to be a new generation.
The largest issues I personally have with this new game is the horrible technical quality and gameplay quality shown in the initial trailer. Unfortunately, these types of problems seem to be difficult to explain to the average consumer, even though the issues seem incredibly obvious and inexcusable to people like me.  Most people were able to understand the problem with the berry trees in gen 8, because it was easy to explain, "this tree doesn't look like the other trees, and it sticks out, isn't that weird?", and so gamefreak has eliminated any immediately obvious issues like that, sticking with a very consistent artstyle for legends, making it almost impossible to easily explain its faults to the average pokemon fan.
People have been really quick to compare legends to BoTW; the game that invented grass, trees, and mountains. In spite of these comparisons, nobody seems to point out that legends looks dramatically worse than that almost 5 year old game from the previous generation. Plants are stiff and lacking in energy, draw distances are poor, colors are drab, and textures are messy. Many parts of legends seems to ape BoTW on just the surface, essentially just following market trends. Even the controls seem to follow after modern 3rd person shooters/stealth games, including a seemingly pointless roll and a clunky looking ball lobbing arc that feels unfun before even getting to play it myself.
The largest issue, painfully obvious to some, and impossible to explain to others, is the framerate. The trailer clearly was ran on actual switch hardware, and not prerendered, which would be a good mark for gamefreak if it didn't result in a trailer that never once hit 30fps. Even with empty fields, with only 1 or 2 characters on screen, the game was incapable of meeting the target speed, and had to resort to optimizations like reducing the frame rate of pokemon only inches away from the player to stop-motion levels of choppy. If situations with almost nothing going on result in slow-down, how will the game perform during actual gameplay? Even though slow-down is something everyone can feel, many people aren't capable of identifying it.
The major things to wait and see for legends is if the removed aspects of the series are made up for by some additional systems or content, and definitely wait to see if the performance improves. As with BS, preordering a game like this only shows that gamefreak only has to market the game by saying it's different, not improved, like they've been doing for years now.
TL;DR FUCK GAMEFREAK One major thing of note is that gamefreak is releasing 2 games based on gen 4 at the nearly the same time, meaning they have no obligation to design new pokemon or even include pokemon not from sinnoh, and also that the sales of each game can be used as an indicator for which of their 2 audiences is more loyal to them. Both BS and Legends are in a position to be pushes aside if they fail, but if either succeeds, gamefreak can continue in the direction of the more successful game and reap the benefits, without any need to innovate, improve, or adapt to criticism.
The last thing I feel I have to remind people about is that gamefreak is a company; you don't need to be "grateful" to them. I've seen that word thrown around far too much by people who seem to buy pokemon games like its a tax, and not something they want to do. You don't have to suck up to a company that made games you liked as a kid if the games aren't what you want anymore. Pokemon is so wildly successful that it can't possible die, so don't buy the games out of pity, or out of some feeling of obligation. Buy the video games you want to play and nothing more.
Basically, if you are considering getting any of these new games, please wait until the games are out before purchasing them, and decide for yourself if they are worth your money, and more importantly, your time. Preordering these games only lets gamefreak know their audience will buy and put up with anything. They have no real competition at the moment, so the only thing the audience can do to encourage improvement is show some of restraint.
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alexalbonbon · 3 years
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Drive to Survive is less documentary and more Keeping Up With The Formula 1 Drivers. And that needs to change
When Netflix first announced Drive To Survive in March 2018, the show was promoted as an “attempt to immerse the audience inside the cockpits, the paddock, and the lives of the key players in Formula 1 racing. The series will have exclusive access to the world’s fastest drivers, team principals and owners, as well as Formula 1’s own management team.”
The announcement was a clear statement from new owners Liberty Media: attract new fans to Formula 1. And what better way to do this than by collaborating with the biggest streaming platform in the world? Drive To Survive was supposed to become a 10-episode documentary series for both new and established Formula 1 fans and would cover the 2018 season.
The show did a decent job in its first season, it did give a fresh look behind the scenes of the sport, with some drivers also allowing the camera crews in their personal lives. It introduced us to (most of) the teams, drivers, and team principals and gave an insight into the traveling, multi million dollar circus that is Formula 1.
But how are you going to cover a racing championship if you’re not allowed access to the two major teams fighting for that championship? You can’t, and the producers decided to take a page out of the Keeping Up With The Kardashians manual and thought it would be fun to give a show that was supposed to be a documentary show about the pinnacle of motorsport a reality series makeover in post production instead.
While we did see some of Daniel Ricciardo’s family and life off-track, this was completely overshadowed by the producers’ excessive need to dramatize his inter-team rivalry with then-teammate Max Verstappen. Any person who followed Formula 1 and especially Red Bull at the time knew that, although Daniel indeed was struggling with his position within the team, the two were not the enemies the show makes them out to be and are actually good friends. And rather than learn from the first season and the feedback given by both fans and drivers, the producers decided to up the drama even more for the next two seasons. Meanwhile, all of us are sitting here wondering why. If you spend some time following the sport, there’s plenty of drama already.
Going forward with seasons two and three, it was apparently decided that the show needed more of a Hollywood feeling and plenty of episodes were given the hero versus villain treatment. This reached its peak in the Red Bull focused episodes in both seasons two and three. Take the difficult (to say the least) work environment of the “big” team, mix it with some weird crap said by Christian Horner and top it off with the commentary by Will Buxton literally nobody asked for and you have yourself a Pierre Gasly versus Alex Albon rivalry. Where in season two Gasly was portrayed as the person keeping Red Bull back in the World Championship and Albon came in to save the day, season three decided to reverse Uno that narrative and made Albon (one of the only three people of color on the grid) the one in this role, while Gasly thrives at AlphaTauri. Albon is made look weak, stupid and slow. All things people who have looked beyond his Red Bull stint know are not true. Not once is it suggested that Albon was put under immense pressure by being moved to the “big team” in what was only his first season of Formula 1. Nor would Horner ever take responsibility for the clear favouritism shown to Verstappen.
And then there is what might be the biggest crime in the entire show: the lack of presence of record race winner, seven-time World Champion Lewis Hamilton in season three. There are no good words for whoever was in charge of production and decided that this man, one of the greatest, if not the greatest, Formula 1 drivers of all time, was not worthy of an entire episode dedicated to his story, his racecraft, and his activism. The only black driver on the grid, Drive To Survive gave him five minutes at the end of the very last episode to touch on the Black Lives Matter movement Hamilton has been a vocal supporter of for years. His record equalling 91st win at the Eifel Grand Prix was briefly touched upon, but his record equalling seventh World Championship in Turkey was apparently too much of an effort to include. It only enhances the fact that the We Race As One campaign Formula One Management ran last year was nothing more than a PR stunt. It is time to take Lewis Hamilton seriously, he has a platform and he wants to use it and Netflix not giving him that opportunity is shameful. Yes, a big part of the demographic of Formula 1 consists of straight, white men who absolutely refuse to look at the world outside of their bubble. But Netflix promotes inclusivity, so why should this show be any different? It is a Netflix original show, which gives them no way to point at anyone else being the final part of production responsible. By showing the (graphic) clip of George Floyd’s death and letting Hamilton say three sentences about the BLM movement, you’re not promoting the inclusivity the streaming service wants to stand for. Formula 1, Netflix, and Box To Box Productions all need to do better, and they need to start doing better now.
So how does the show move forward? Let’s start by throwing out the terrible “scripts”, including those terrible one-liners Lance Stroll throws out in the first couple of season three episodes (I like Lance, but this made me cringe so hard, my eye is still twitching). Several drivers, including Max Verstappen, and more recently George Russell have spoken out against the framing the show chooses. This should be a clear sign that things need to change, especially if one of the drivers above called the show “cringey” in front of the Netflix cameras. Is there absolutely nobody in the producing team who has any real knowledge of the sport and the regulations itself? We need less Christian Horner, less Will Buxton and less forced drama and rivalry. If you put twenty men who get paid hundreds of thousands of euros in a paddock and drive around the fastest cars in the world for a living, the drama will write itself. 
Formula 1 loves reminding people that it’s the “pinnacle of motorsport”, so why not show that? Why not show that the world of Formula 1 has some of the brightest minds out there that came together in the fight against COVID-19 in Project Pitlane? Or how they were one of the first major sports that returned to their competition, setting up a huge logistical challenge and managing to create a calendar with seventeen races in twelve different countries, while keeping COVID infections to a relative low? But they also should focus on the parts the teams may not always want to show. Why does Red Bull seem to have a curse on that second seat? Why does Haas have to take on a driver who didn’t manage to finish in the top 3 of the Formula 2 championship, while the vice-champion was left without a seat? Why did we have to say goodbye to the Williams family and why weren’t they given a proper sendoff in the show? Especially with Williams having the only female team principal in the paddock. And why aren’t we shining a light on what’s important: a black man standing alone in his fight for equality.
Drive to Survive should give us what it promised: an exclusive behind the scenes look of one of the most exciting sports out there. The drama will write itself, we just want the good, the bad, and the ugly. And these are things the Netflix crew can achieve, even with the current COVID restrictions still in place in the paddock.
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themattress · 3 years
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My Top 30 Favorite Video Games
Inspired by @ultraericthered’s Top 30 Favorite Anime post. 
Although I’m doing mine in countdown form, ‘cause it’s more fun that way!
30. Super Mario Bros. - Arguably the first “blockbuster” game to be released, not only does Super Mario Bros. still hold up over 35 years later but it’s a gift that keeps on giving with how many different incarnations, remixes, fan games using its assets, etc. that we have now.
29. Phoenix Wright: Ace Attorney - OBJECTION! While I cherish the entire original Phoenix Wright trilogy of the Ace Attorney franchise, I’ll always be the most partial to the original outing. The sheer audacity and hilarity of the concept, which is grounded by endearing characters and compelling mysteries, shines brilliantly in this little, easily accessible game. 
28. Trigger Happy Havoc: Danganronpa - While similar in many ways to Ace Attorney, Danganronpa boasts a variety of more actual gameplay than mere point-and-click text scrolling. But what really makes this stand out, beyond gameplay or even the strength of its concept, story and characters, is the atmosphere it creates. For good and for ill, traversing the pristine, neon-lit hallways of the abandoned Hopes Peak Academy looking for clues as I’m forced to play by Monokuma’s twisted rules is an experience that will stay with me forever.
27. Star Fox 64 - Beyond all the entertainment this game provides through memes, it’s really just a fun, reasonably simple but just moderately complicated enough game that’s accessible to any player even if they usually don’t go for aerial shooters. It’s also one of the earliest console games that I ever played, so of course it’s going to hold a special place in my heart.
26. Batman: Arkham City - It’s an impressive feat when an open world game can still feel so claustrophobic in all the right ways, and that’s what Arkham City accomplishes. This game is essentially The Dark Knight to Arkham Asylum’s Batman Begins, escalating the action, suspense and sheer Batman-ness, providing unlimited opportunities to enjoy yourself playing as Gotham’s defender and facing down the greatest Rogues Gallery in comic book history.
25. Red Dead Redemption - Look, I know that Red Dead Redemption 2 is technically the superior game. But its complicated story, sprawling cast of characters, and vast canvas of a world can be pretty daunting, whereas I feel like the original Red Dead Redemption struck a much better balance. Allowing open world freedom within the confines of the straight-forward story of John Marston’s redemption really makes you feel like you’re in an old Western film, and the way that choices you make as a player impact the way that film ultimately turns out is one of the strongest arguments for video games being worthy of consideration as true art.
24. The Elder Scrolls V: Skyrim - So, ten years ago an open world adventure video game series releases its fifth entry...and to this day, we’ve had no sixth, in favor of expansions and updated re-releases of said fifth entry. But that’s not a sign of laziness; it’s a sign the developers know they hit such a peak in quality that they have no need to rush anything further out the gate, as Skyrim is a gift that keeps on giving. Addictive in how unlimited in possibilities it is, with each playthrough never being the same as the one before, Skyrim is a gaming masterpiece that I don’t think I’m going to get bored with playing anytime soon.
23. Super Paper Mario - This may be an unpopular opinion, but I vastly prefer this game’s action-platform-RPG hybrid gameplay style to the prior installments’ traditional turn-based RPG style, which feels more at home in stuff like Super Mario RPG and the Mario & Luigi series. But gameplay aside, I think this has the strongest story of any Mario game, trading in the usual “save the kingdom/princess” fare for saving all of reality, with legitimate emotion and drama and even character development. It’s one of the Wii’s shining gems, to be sure.
22. Epic Mickey - This game’s graphics are by and large unremarkable, its gameplay is fraught with issues (that camera is unforgivable), and it’s nowhere close to the best on its system or genre. But Epic Mickey is a case study in where the effort put into crafting the game’s world and story, not to mention the obvious love and respect for the material being worked with, pays off. Any Disney fan will love this game for its story, which puts Mickey front and center as an actual character rather than a mascot and dives deep into his history as he meets his “half-brother” Oswald the Lucky Rabbit, and its mystical, unique atmosphere - what the graphics can’t deliver, the fucking music more than makes up for. All of the game’s flaws mean nothing compared to the sheer heart on display, and I treasure it greatly as a result.
21. Batman: Arkham Asylum - I already mentioned that Arkham City is the superior game, but as was the case with Red Dead Redemption and its sequel, personal preference strikes again. The simpler story and narrower confines of Arkham Asylum just appeal to me slightly more, and I feel like the borderline horror atmosphere this game has could never fully be replicated by all of its sequels and spin-offs. Also, you can play as the Joker in this. WIN.
20. Metal Gear Solid - And on the subject of Arkham Asylum, it owes much to this game, which created the template of a lone badass hero having to use stealth and weaponry to liberate a government-owned island from the lunatic terrorists that have taken over. Hideo Kojima famously never wanted this game to have any sequels, and I can definitely see his point, as it’s a complete and wholly satisfying experience in of itself and I don’t feel like it’s ever been topped. At the very least, it’s certainly the most enjoyable of the series to me.
19. The Legend of Zelda: Majora's Mask - Also, speaking of “borderline horror atmosphere”, we have the freakiest game that the Legend of Zelda series ever put out. What was supposed to just be a gaiden to Ocarina of Time mutated into this beautiful monstrosity that’s become just as iconic. Nobody who plays this game is ever going to forget that fucking moon and all the constant jumping back and forth in time across three days as you try to prevent the apocalypse of Termina. It’s the kind of gaming trauma that’s well worth experiencing.
18. Kingdom Hearts: Chain of Memories - Like Majora’s Mask, this game is a case study where you can take a bunch of recycled assets and gameplay, and then make something unique from it if you have a well-crafted story with a dark and disturbing atmosphere. It’s hard to experience or appreciate the transition between Kingdom Hearts and Kingdom Hearts II without playing this midquel, which takes the narrative and characters to deeper levels without being pretentious about it and sets the stage for the proper console sequel perfectly. And if you can’t get into it being on Gameboy Advance, then just play the PS2 remake (which is arguably the superior version anyway) and you’re good! Just...don’t mind the cards, OK?
17. Sonic CD - And now we have another game about jumping back and forth through time to prevent an apocalypse! See the common threads at play here by this point? Sonic the Hedgehog is at his best in 2D gameplay, and I personally enjoy this the best out of all the 2D games in the series. As obscure as the Sega CD was as a system, it was powerful enough to take the blue blur’s speed to its maximum level, set alongside beautiful graphics and a kick-ass soundtrack (well, two different kick-ass soundtracks; and I actually prefer the US one). 
16. Pokemon Black & White - While there were advancements made to story and graphics and gameplay features in the third and fourth generations of the Pokemon series, nothing felt as truly ground-breaking as the second generation games until the fifth gen with its Black & White games. This was arguably the game series’ peak in quality on all fronts, but its specifically the story that lands it on this list, as its well-written and paced, subverts many formulaic elements from the previous games, is set in one of the most unique regions in the Pokemon world, and has a timeless message that has only grown more relevant with age. 
15. Super Smash Bros. Ultimate - The whole series could really go here, but fortunately the most recent entry is the perfect embodiment of said series, with every playable character there’s ever been and then some. The sheer variety is unmatched by any other fighting game out there, and its story mode, “World of Light”, is quite possibly the greatest video game crossover in history given how many characters are featured as both fighters and spirits.
14. Super Mario 64 - I’m pretty sure this game used to be higher in my favor, but replaying it on the Nintendo Switch recently has made me aware of how, as the first game on the Nintendo 64 and the first 3D platformer, it’s poorly aged in several areas. However, I must stress that it is still a very good game. The fun of going to the various worlds within paintings in Peach’s Castle hasn’t changed, nor has how smoothly and seamlessly Mario managed to make the jump from 2D to 3D. Just like Super Mario Bros., the number of games that owe something to this one is too great to count, and that’s an achievement that remains timeless.
13. Dark Chronicle - Also known as Dark Cloud 2. I hadn’t heard a damn thing about this game before renting it on a whim many years ago, and I was caught off guard by just how good it was. It’s got a simple but effective story and likable characters, a timeless atmosphere, beautifully cel-shaded graphics, dungeon-crawling gameplay, action-RPG combat gameplay, literal world-building gameplay, and even a fishing minigame! This game can actually stand besides the Zelda series without shame; it’s truly an underrated gem.
12. The Legend of Zelda: Twilight Princess - Oh, speaking of Zelda, this game goes full Lord of the Rings-style epic fantasy with it and it is glorious. Between the near perfect gameplay, beautiful 3D graphics, and one of the best stories in the series (with one of the best characters: Midna), Twilight Princess’ most prevalent complaint from critics all the way up to its own developers is that it wasn’t even MORE expansive and awesome given how long it was hyped, and if that’s the biggest issue with the game then I’d say it’s in pretty good shape.
11. Super Mario Galaxy - Super Mario 64 may be held back a little by how its aged, but no such thing is holding back Super Mario Galaxy. Super Mario Odyssey might be as good or possibly even better, but I just don’t hold the same feelings of amazement and respect toward it that I do for this game. From the blitzkrieg-style attack on the Mushroom Kingdom by Bowser to the discovery of Rosalina’s space station, this game had me hooked from the first few minutes, especially with it blaring that awesome orchestral score the whole way through. To this day, I maintain that this is Mario’s greatest 3D adventure. It’s simply magnificent.
10. Final Fantasy X - Ha! See what I did there? This game has caught flak for some of the awkwardness that comes from being the first fully 3D entry in the series, but I think that’s tantamount to nitpicking when compared to all it does right. To me, this was the last really good installment of the main Final Fantasy series, with a story and world so brilliantly developed that the game earned the immediate breakthrough success and acclaim that it found in its native Japan. 20 years later and, as the HD remaster has shown, it still holds up as one of the most engaging JRPG experiences I’ve ever had the pleasure of having.
9. Banjo-Kazooie - At the time, this was basically Rare’s copycat version of Super Mario 64, although considered about as good. Now, however, there’s a difference: the aging issues I mentioned for Super Mario 64 don’t apply for Banjo-Kazooie. Whether replaying it on the Nintendo 64 or on whichever Xbox you’ve got, this game is still just as fun, imaginative and hilarious now as it was back then. It’s quite possibly the greatest 3D platformer ever made.
8. Pokemon Crystal - The definitive edition of the Gold & Silver games of Pokemon’s second generation, taking what was already a phenomenal advancement and improvement to the first generation and making it even better with additional features such as the ability to play as a girl for the first time and a more clearly defined storyline centered around the legendary Pokemon featured on the game’s box art. Pokemon had been written off as just a passing fad up until this point. This was when its staying power as a video game juggernaut was proven.
7. The Legend of Zelda: Breath of the Wild - Talk about a win right out of the gate for the Nintendo Switch! This game returns the Legend of Zelda series to its roots while also applying all that has been made possible in video games since the original game’s release, and the result is an enthralling, addictive, open world masterpiece that has set a new standard of quality for both the Zelda series and for many modern video games in general.
6. Kingdom Hearts II - The Final Mix edition to be precise, although in this day and age that’s basically the only edition people are playing anyway. This game is the apotheosis of Kingdom Hearts as both a video game series and as a concept; filled to the brim with Disney magic and Square Enix RPG expertise and paired with some of the most refined action-based gameplay there is. And when it comes to bringing the original Kingdom Hearts trilogy’s story to a close, does this game ever stick the landing. The series could have ended right here and I would have been completely satisfied (and its reputation would be a lot better off, too!)
5. Pokemon Yellow - While I maintain that this game, the definitive edition of the original first generation Pokemon games, still holds up as fun to play even now, I’ll admit that it’s pure bias that it ranks so high. It was the first proper video game I ever played, there was no way I was leaving it off the top 5! Its blissful nostalgic atmosphere is always such a delight to return to.
4. Banjo-Tooie - Remember when I said Banjo-Kazooie was “quite possibly the greatest 3D platformer ever made”? The “quite possibly” is because its in stiff competition with its own sequel! And personally, I’m in Banjo-Tooie’s corner; something about how inter-connected its worlds are and the addition of so many things to do all while maintaining your full moveset from the original game is just beautiful to me. Both it and its predecessor are like obstacle courses that I never tire of running through, which is the hallmark of brilliant game design.
3. Kingdom Hearts - Another case where the sequel may be the superior game, but my own personal preference leans toward the original. And in this case, it’s a highly personal preference: this game and my memories of playing it for the first time are so very dear to me. The characters and worlds of Disney put into an epic crossover RPG was like a dream come true for me and no matter how far the series it spawned has deteriorated, nothing can detract from the magic of this game. It’s got a certain, indescribable feel and atmosphere that’s never truly been replicated, and that feel and atmosphere still holds up whenever I revisit it. The gameplay may not be the best, particularly when compared to Kingdom Hearts II’s, but the charm of the story and the characters and the world and the very concept more than makes up for that. As far as I’m concerned, it’s one of Disney and Square’s greatest masterpieces.
2. Final Fantasy VII - I was aware of the hype this game got and was totally ready to call it overrated, but damn it, it got me! I don’t know what it is about this game with its blocky early 3D graphics, poor sound quality to its excellent soundtrack, and frequently mistranslated script that proved to be so gripping and enjoyable to play through, but man did it ever Limit Break its way into my heart. This is considered a JRPG classic for a damn good reason.
1. The Legend of Zelda: Ocarina of Time - Do I really need to explain this one? It’s famous for being frequently cited as one of the greatest video games ever made, and like Final Fantasy VII, its hype is well-deserved and totally justified. Whether you’re playing it on the Nintendo 64, the Gamecube, the Wii, the 3DS, and hopefully the Nintendo Switch in the future, there is a magic quality to this game that permeates through every step you take in its fully 3D world. It’s a triumph that has stood the test of time, cementing the Zelda series as truly legendary.
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imnotcameraready · 3 years
Text
more than beliefs (5: mother knows best)
A/N: still trying at this ! i still don't own any tables so honestly, writing has been kinda hard :') but i'm still up to a polished chapter 7 and know VERY well what is happening in chapter 8, so we're looking pretty good. i wrote all of chivalry chapter by chapter so.....hoping this goes well :'D
WARNINGS: manipulation, plotting a murder, paranoia description, blunt force trauma, assault, amnesia, blood, graphic description of violence — this chapter’s the first doozy! if i missed anything, please let me know!
Words: 4378
AO3 link!
enjoy!! <3
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“Now, this might be a controversial opinion, but the second Little Mermaid movie is a top-tier Disney sequel,” the Director said, idly mixing a teaspoon around in his hot chocolate.
Roman scoffed. He was sitting on the Director’s couch, wrapped in a blanket while they watched 2005’s Just Like Heaven starring Mark Ruffalo and Reese Witherspoon. The Director had suggested they watch something from Disney, but while Roman loved the whole library of Disney movies lining his shelf, he couldn’t choose which one he wanted. To his surprise, the Director didn’t have a favorite, either. He’d said he was fond of the cookie-cutter damsel in distress narrative of older Disney stories, which Roman tried (and failed) to take offense to, but did agree that many modern movies like Big Hero 6 had interestingly complex and developed stories.
“I just prefer the expansion on oceanic lore. And I’m a sucker for a good parental storyline, when the former protag takes on the motherly role.” The Director took a sip of his coffee.
“And here I thought you weren’t one of my creative advisors,” Roman said with a smirk, crossing his arms upon his pillowy throne.
The Director scoffed, and as he rolled his eyes Roman could have sworn that he was blushing. Maybe he was embarrassed. “Just because I’m not David doesn’t mean I can’t have opinions on works of art,” he sounded dejected—Roman guessed that was fair. The Dragon and Damsel and Child, most obviously, had strong opinions on art yet no artistic inclinations.
It was still up in the air if the Thief did. It didn’t seem like he had many opinions on things that weren’t consequential to Roman’s direct safety, but he was very quiet. Roman didn’t rule out the possibility of the Thief just not wanting to share that information with him, which was….well. Unfortunate.
Roman wished he got to know his advisors better. Ever since they were separated from him, Roman feels like he’s been at the grinding stone with them all. The Thief had spent the whole wedding either swearing or screaming suggestions angrily, and when he wasn’t, he was comforting an incredibly distraught Bard. The Damsel and Playwright tried to help the most but... He had barely even seen the Artist outside of their creative sessions. He had barely seen the Dragon or Child, period.
The Director was an interesting one. Roman had everyone’s phone numbers, because, well, he wasn’t about to use carrier pigeons. Though that might be super cool to try one day. But the Director was just about the only advisor to casually reach out to him. He would send Roman memes. How did he even get memes? Roman and Remus had created an Imagination-version of the internet, so it was likely from their co-sponsored Imagination Tumblr or something. The Director putting in the effort and time to think of Roman during such small instances was what made Roman feel more comfortable here, though. That’s what made him trust the Director with these sorts of situations. Almost made them closer...
Was that selfish? To favor one part of oneself over others? Surely not. It was similar to recognizing flaws, or pimples and blemishes. Not to say any of the others were blemishes. Drats, even Roman’s internal monologue was demeaning to himself.
“Do you want any more coffee? I’m going to go refill,” the Director’s voice jolted Roman out of his stupor, and he looked up with wide eyes.
“No, I’m okay,” and after a small beat, he added, “Thank you again for housing me. I can’t imagine what Phillip would want to say after yesterday’s debacle.”
The Director scoffed. Roman snuggled into his blanket more, listening to the Director pour himself another mug and reply. “Anytime, Roman,” he chuckled, then put on one of the most outlandishly fake accents Roman’s ever heard. “I live to serve~”
“Sto-op,” Roman groaned, throwing his head back and shooting the Director a glare—well, glaring at the kitchen door. There were walls around all of the rooms here, unlike the Mind Palace.
The Director laughed even more when he returned, sitting on the couch with his legs crossed on the cushion. He held his mug in his hands for a few seconds before talking, tone much more sober.
“I do have to say. I’m surprised I was the one you came to.” The Director’s voice is a little more quiet. “I thought for sure you would have sought comfort with Cadence or Gavin before me.”
Roman blinks. “I guess….I didn’t want to be judged again.” He looked back down at his lap, at the blankets piled up there and his own coziness. “Every time I come back after an argument, or after making a fool of myself, it seems everyone has an opinion on how poorly I handled a situation. None of them really acknowledge….It must have been….”
He’d been a little confused about it, too. The trust issue.
“Janus has strung my emotions along enough for it to be fair that I don’t trust him,” Roman said, voice soft as he tried to put how he’d been feeling into words. “Right?”
That was as close an explanation as he could get to. Because it all boiled down to the trust issue, in his understanding of the situation. As much as Patton wanted him to let go of the situation, Patton was focusing on the mustache quip rather than the whole trust thing. Janus knew Roman had wanted to go to the callback. But Roman also wanted to be a good person, if that’s what Thomas wanted. Thomas wanted to be a good person so Roman also wanted to be a good person.
But when being a good person directly went against Thomas’ dreams, Janus stepped in. And sure, he argued that they weren’t supposed to be self-sacrificial, but wasn’t that a hero’s job? When did a hero ever get to keep anything before sacrificing everything? Isn’t that what made sense?
Janus didn’t even do a good job at explaining it, not until all the damage had already been done. This was different from just giving Roman the perfect set up for a theater display, this was Janus pretending that he wanted what Roman wanted. This was Janus pretending to be his friend but wanting Thomas to...be a bad person?
He didn’t understand. Maybe Patton was right. Maybe Roman just didn’t understand. And that’s what made his disgruntlement so confusing, because in his heart, Roman knew Janus was trying to help, he knew that, he understood. But then why did it hurt so much?
“Oh, honey, he’s gone way past that. Don’t gaslight yourself into thinking he’s been helpful,” Macbeth’s icy voice cut through the thoughts wrangling Roman’s mind.
The Director was so self-assured. It was comforting. He was sitting on the couch, arms crossed as he explained.
“And Patton, Logan, turning around just to say you should let it go and listen to him after he’s lied nine times out of ten?” the Director threw his head back and let out a sharp “Hah! No, your anger is rational. And defensible.”
“Why won’t any of the others agree with that?”
The Director starred at Roman for a minute. Just a little too long. His eyes seemed to press Roman into a corner, under a box. Scrutinized.
They both knew that “others” wasn’t a reference to the other Sides. The Director kept his distance from Roman’s other advisors, he knew that, but Roman didn’t know how far. The Director wasn’t the kind to just watch them, was he?
“They all have their opinions. About Disney and otherwise.” He took another drink of his coffee then shook his head, standing up, motioning for Roman to follow, “May I show you….something. Without you thinking I’m crazy?”
Now, that’s always a fairly worrying question to hear. “No, no, I trust you,” Roman said with a slight grin.
The Director must have been able to see how it waned, because he chuckled, smiled back. “I think we’re all a little zany. But that’s the charm. Phillip is undoubtedly the scariest, as much as Draco tries. The Prince, Damsel, whichever you want, has a noticeable villain complex.”
Wait, what?
The Director raised his hands in mock defeat. Showing his hands, like he were trying to assure Roman that he wasn’t being suspicious. But the hairs on Roman’s neck rose. He led Roman to the door just besides Roman’s room. When he first started visiting the Director, he explained that this was his study. Roman had never gone in. Because, you know, when you respect someone you also respect their privacy.
“I’ve only ever spoken to Marlowe, but, you know. I’m the Director of players I can never meet. I had to take notes,” he added the final part quietly.
He glanced over the combination button pad on the door. Roman hadn’t noticed that. What room would require a combination lock? And who would be….Was it to keep him out? Or someone else? Maybe the Playwright, the Director mentioned he’d been over before. Keep anyone out, it seemed.
“I….notes?” he was flabbergasted. What the fuck was happening?
“Yeah.” The Director opened the door slowly and motioned for Roman to follow.
Inside were papers. One wall was a large tackboard, photos and sticky notes and papers pinned up, connected with lines of colored yarn. Roman felt his mouth fall open as he inspected it. There were notes on all of his advisors, all seven of the others, even some of people Roman didn’t know. There was someone with four eyes. Someone with antlers. Who were they? How did this all fit together?
Why in Athena’s name did the Director have corkboard notes on the other advisors? That was a lot more than a little weird.
“I...You’re wonderful, Roman. So productive and pristine and princely, as you deserve to be. But there are some areas where you can stand to improve.” Roman was probably only processing some of the Director’s words as he rolled up his sleeves and pulled out a metal stick, one that looked oddly like a wand.
He held it in one hand, and suddenly it extended, until it was a pointer. The Director held both ends of it and watched Roman for a reaction, a response, something.
“I would have to agree,” Roman stumbled over his words a little, eyes still glued to the notes—there were some by the Child that read ‘Naive/Trusting/Problem?’—before he slowly turned back to the Director with a weak grin once again. “I mean, I might be pristinely princely, but those P alliterations don’t include perfect. No one’s perfect.”
“It may be an unattainable dream, but we’re well familiar with those. We can only strive for improvement! And when improving you and yourself, that means making changes to them,” the Director gestured up at the wall of photos, of the parts of Roman’s self, and smacked the Child’s photo with his pointer. “I actually only thought I would be reading these notes, so forgive me for any, er. Sharp language.”
Roman knew that self-improvement meant adopting new mindsets, but he had no idea that putting parts of himself into characters involved changing them as well, though it did make sense. Self-insert characters had to change if you were changing the self that was being inserted. Right?
If he wanted to improve….it made sense. He had to change himself, including the facets of himself.
“That’s fair,” Roman murmured, “Okay. These….You could take these notes to the other advisors. Surely they’d accept it?”
“At this point, I don’t know who would kill me faster,” the Director scoffed, then gestured at the Damsel’s notes, a cluster of sticky notes and drawings and photos of the Damsel at a well enough distance that it was closer to stalker-ish. “Phillip wouldn’t want competition. Marlowe agrees that he can be quite standoffish when threatened, and a newcomer claiming to be one of Roman’s advisors? Someone who doesn’t have his respect in a royal manner?”
The Director pointed to the Thief now, a even more grave expression adorning his face. “And Eric. Tell me you think he would accept a newcomer of any kind. Just tell me. Especially near Gavin. And the Child himself probably wouldn’t like me.”
Well, that sounded off. Roman leaned on the wall besides the door, back against his hands as he continued to inspect the wall. There were notes on the other advisors’ behaviors, their antics.
For some reason, Roman could almost imagine Janus or Logan doing this. It was something close to weird and something else close to endearing. Was that weird?
“Why not? Gavin’s pretty trusting.” Roman didn’t look away from the wall as he replied.
“In fairness, he might like me, but I don’t know if I could ever come around to liking him. He’s the root source of all our issues, especially our present issue with Janus, Patton, Logan. Even past issues with Remus, if I’m remembering them properly. What Gavin represents allows us to be easily swayed.”
That got Roman to look away, look down at the Director. He was glaring up at the Child’s photo with something fierce, which startled Roman enough. I mean, that was a whole child there. What would inspire this much hatred?
“Really now?” Roman wanted to know.
“He gets us to let our guard down. It’s at Gavin’s behest we take chances, but it’s that same honesty that leads us to broken promises, taking in lies like they’re candy. I don’t know what I would do with him,” the Director sounded disappointed.
That was a fair analysis. All of the advisors—the Playwright, the Thief, the Child, Bard, Artist, Dragon, Damsel, Director—they all represented different parts of Roman, similar to how the Sides represented parts of Thomas. In theory, they worked together. In practice, that was far from the truth, but Roman knew for his sake that they were trying their best.
They all oversaw different parts of Roman’s psyche, too. The Playwright, for example, was most similar to Logan in that he represented Roman’s research and organization, on a creative and egotistical level. The Playwright—Marlowe—could be trusted with knowing how many liters of blood were in the human body as well as every one of the Sides’ favorite karaoke songs, even the exact time and date they met Nico.
The Child was Roman’s belief, his ability to dream. It was fair to assume that that made him the most naïve part. Perhaps it was even a fair conclusion that the debacles with Janus were caused by what the Child represented.
Roman hadn’t thought of it like that. The last time he’d talked to the Child, Gavin, about the situation, he had seem incredibly disappointed.
He’d never stopped to ask what the Child was disappointed in, though. Was he disappointed in Roman? Or in himself? Did the Child know he was the one who had pushed Roman to trust Janus? Did….There was no way that this was….the Child’s fault. Was it?
“Huh.” Roman’s voice echoed emptily to himself. A pit opened in his stomach, something difficult to grasp. The root cause of his burdens couldn’t be his ability to dream. His dreams themselves, his hopes, his beliefs. He….he was the daydreamer, the creator. That couldn’t be a flaw, could it?
The Director watched him, but Roman hardly noticed. It was only for a few seconds, too, of stoic silence before the Director interrupted his thoughts with a huff, looked across the board. “This is quite a bit of insight at once. Maybe we should finish the movie.”
“Director?”
Roman and the Director both turned to the open doorway, the later slapping a hand over his own mouth immediately. With a flick of his wrist, the door closed quietly, clicking just loud enough for the both of them to hear. They also heard the Playwright in the living room, footsteps echoing faintly on the stone floor.
“Director?” the Playwright called out again.
“Fuck,” the Director whispered. This must have been an unplanned visit.
“What? We can just go out and say hello,” Roman said back, though his demeanor and body language spoke of worry, almost fear.
The Playwright was well known to be a pacifist. And the Playwright knew about the Director, knew about Roman knowing the Director. He was a little surprised to find that the Playwright didn’t know the Director’s name was Macbeth, but Roman knew the Director to be a man of secrets.
“He doesn’t know I….He doesn’t know you’re here. He barely knows we talk,” the Director looked around the room and pressed a hand to one of the walls, “Fuck. How are we going to get him out?”
The rock beneath the Director’s hand morphs into a doorway and he opens it. The Playwright was standing in the living room, close to the front door to the home. He looked up at them both, eyes widening when he met Roman’s. Before Roman could say anything, even think of something to say, the Playwright spoke with ease.
“Roman’s here? Thank goodness. Virgil’s come looking for him,” he gave Roman a small smile, strained but caring all the same.
“Ah.” Roman stiffened. Virgil came looking for him? In the Imagination? Why? How? He didn’t have his own passage into this space yet, how’d he get here?
He didn’t want to talk to Virgil. As supportive as he’d been, especially when it came to taking care of Thomas, there were still some areas where Roman wanted to be alone, wanted to process his thoughts alone. Virgil was...vindictive. Which was a strong word to use, but an apt one. Virgil’s distaste in Janus made it hard for Roman to form his own thoughts, which was why he often tried away from Virgil as much as Patton.
He wasn’t ready for that kind of confrontation, and the Director must have been able to tell, because he physically looked like he didn’t want Roman to go.
“I actually didn’t expect to find you here, though I’m not entirely surprised,” the Playwright must not have been privy to these feelings, glancing between the Director and Roman, shock still gracing his features.
“Really now,” the Director said, tilting his head, “Why not?”
“I just didn’t know Roman had met you, but of course, even I’m not as omniscient as Creativity himself,” the Playwright stepped closer, reaching toward Roman. “You have to come up, though. Virgil said everyone’s worried.”
Roman starred at the Playwright’s hand, unsure of what to do with the gesture. He knew everyone would be worried, on a baseline. Closed doors didn’t do well around the Mind Palace, especially his, especially after his splitting incident, but that didn’t mean he had to cater to everyone else’s worry. He was allowed privacy.
Before he formulated a response, though, the Director placed a hand in front of Roman. His smile toward the Playwright turned sour, lips pursed in a mix of thought and anger.
“He doesn’t have to go see Virgil if he doesn’t want to.” Roman felt some of the tension in his shoulder alleviate at the Director’s statement, as basic as it was.
The Playwright, on the other hand, didn’t seem to understand. He looked between Roman and the Director again, surprised even further by how familiar they seemed. There had been a fair amount of transparency in Roman’s relationships with all of the other advisors that there must be some dissonance to see him be so familiar with someone he hadn’t even expected Roman to know. Something about that surprise, the bait and switch, the lie, felt fulfilling.
“It wouldn’t be difficult to alleviate Virgil’s worried and tell him to leave again,” the Playwright explained slowly. “I’m sure, if Roman told him he wanted privacy, he would understand.”
“I’m sure, if Virgil could understand that, then he wouldn’t have tread where he shouldn’t. You can’t make him do anything.” The Director’s voice grew darker, hand unwavering.
“Make him?” the Playwright sounded so confused.
Roman was also confused where the Director’s notion came from, but it was validating to hear reminders that Roman’s decisions were his to make. But nothing in the Playwright’s tone was forceful.
For a moment, it seemed as though the Playwright would drop his confusion.
Until he took a step forward, toward the Director and Roman, with one hand outstretched. Roman didn’t know what he’d been planning, but he knew the Playwright wasn’t a sporadic man. He hated adding physicality to situations where debate and discussion could suffice. So, in hindsight, it was likely the Playwright was reaching out to make peace.
The moment passed in mere seconds.
He was taller than the Director by a noticeable few inches, so the Director bent his knees. He pushed Roman behind him with his outstretched arm, acting faster than either Roman or the Playwright could react to. The Director stuck his leg out and grabbed the Playwright by the fabric of his shirt, behind his neck. The Playwright, surprised by the sudden movements, tripped on his leg and let out a sharp gasp of surprise.
Besides them was the living room coffee table. As the Playwright fell, the Director redirected his head toward the table, shoving him away from Roman.
It felt very spur of the moment, and it happened in a true moment. The Playwright let out a scream, sharp and fearful, before his forehead collided with the edge of the metal table. He fell beneath it unconscious. Blood pooled at the Director’s feet as he stood back up.
Roman’s hands shot to his face immediately, as soon as the Playwright started falling, and he could only stare in horror at the scene. The Director, too, seemed shocked at his own reaction. He starred at his blood-stained socks for a little while, breathing heavy enough for Roman to hear. It must be the adrenaline.
“I,” the Director’s voice caught in his throat.
Roman watched. Just watched. The Director swallowed, turning around to face Roman with a mirroring horrified expression, eyes wide with surprise. “You have to make him forget.”
“What?” Roman’s voice was strained, almost a whisper, and he cleared his throat to repeat. “Excuse me?”
What kind of request….?
“If Marlowe remembers this, we’re fucked. He knows you’re here. He’s going to think I attacked him. I-I did attack him,” The Director took a slow breath, turning to look at the body on the ground before shaking his head—unable to look. “David is going to kill me.
“Make him forget. He can stay here. For a bit. We can figure this out,” he put his hands up towards Roman. “We-The other Sides’re gonna follow Virgil. We both know that. And, uh. Only Marlowe knew I was here. So we’ve got time to figure out how to, uh. Play this off.”
Roman starred at him with wide eyes. The past two days had been such a long mess, he didn’t know what to do. Physically, he could remove the Playwright memories. He’d be a blank slate of a character, only backstory. What would that do? The Playwright’s backstory was that he was the Playwright. He didn’t have some elaborate parent-death or chosen-one-esque story that he could fall back on. Poor bastard wasn’t even the one who had Roman’s memories prior.
But the Director was right, in a way. If they wanted more time to think about everything—the other Sides were looking for him? How did Virgil get in here? Why would he be looking for Roman, it wasn’t uncommon for him to stomp away from a verbal duel, why now?—then they couldn’t have the Playwright ratting them out.
When he manipulated the Imagination directly, his powers were red. Remus’ were green. It was distinctive. So when Roman sank down, put a hand on the back of the Playwright’s head, his hand turned red.
It blended in with the blood.
Roman felt vile. He had to do this, or else the others would find him. A quiet, dull part of his mind told him that didn’t matter but….he didn’t want to be found. He didn’t.
He pulled gently, as though tugging the thoughts out, and something glistened red and gold as he did. Then, Roman let it go, and it disappeared. It reminded him a little of Dumbledore pulling his own memories out in Harry Potter. Roman didn’t feel much the chosen one, either, though.
“There,” he said quietly.
The Director let out a soft breath. It didn’t sound like either of them knew what to do, to be fair. Maybe the Director hadn’t even expected this.
“I’ll….here.” The Director looked up and pointed at the wall behind the couch.
The couch scooted forward a little, enough for there to be a walkway behind it, and the room simultaneously pulled away from the couch. Then, a door formed on the wall. It clicked once, then swung open. Another room.
Roman stood still, staring at his hands—was that magic or blood?—while the Director leaned down to pick the Playwright up. The man hadn’t moved since being bludgeoned by the table.
“Under the sink in the bathroom is a first aid kit,” the Director said, voice stoic, taking the reins on the situation, “I’ll make him a bedroom and bandage his head. Then he can stay for a day or two. We must figure out what to do, about the other Sides and about Marlowe.”
That was fair. He’d only stay a little.
Dimly, Roman remembered that this was the Imagination, he mastered this world, so he could technically get rid of the Playwright’s wound. He could get rid of his memory and the wound and send him right back to his home, right back to the Artist, good as normal and none the wiser.
But….something in the back of his head stopped him. And the Director pulled him into the other room faster than Roman could overcome whatever clouded thoughts were plaguing him.
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calliecat93 · 3 years
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Callie’s Disney Princess Retrospective: Beauty and the Beast
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(Snow White) (Cinderella) (Sleeping Beauty) (The Little Mermaid)
The Little Mermaid was a huge success for Disney. It was such a big success that it began the Renaissance Era of Disney Animation and returned Disney to the top animation studio. While many people such as John Musker, Ron Clements, and Glen Keane can be credited for the film's success, the biggest player by far was lyricist Howard Ashman. He put his heart and soul into the film, and not just with song lyrics. He wanted the characters to connect to the audience. He wanted to play a part in the story. He wanted this film to be something special, and he succeeded. But he was also frustrated, could be argumentative when others didn't like his vision, and unknown to everyone, he was dying. After winning two Oscars for The Little Mermaid's music, Howard revealed to composer Alan Menken that he had AIDS, and he didn't have much longer to live.
However, Ashman wasn't going down before completing one more film. Though he had been writing music for Aladdin, he ultimately ended up as the lyricist of another film. A film that had been through many different iterations and was handed off to newbie directors. Little did anyone know just how impactful this film would be for Disney, and for the industry as a whole. Well, except for Ashman himself. The film that we are discussing today is the first animated film to ever, ever be nominated for Best Feature. That film is 1991''s Beauty and the Beast.
Overview
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Belle is a beautiful young woman, but is seen as an oddity in her village due to her love of books and her utter disinterest in local heartthrob Gaston. When her father, an inventor named Maurice, leaves for a science fair, he ends up taking refuge in an old, abandoned castle. But the castle is actually enchanted and acts as the home to dozens of talking inanimate objects... and a fearsome beast. When Belle goes looking for her father, she offers to take his place as the Beast’s prisoner. But during her time in the castle, Belle discovers that this Beast may not be as much of a monster as he appears, and this may lead to both discovering true love...
Review
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I don’t think it’s a stretch to say that this is by far one of Disney’s most beloved films. It got praise form both critics and movie-goers when it came out, and it’s only become more beloved in the nearly 20 years since. Belle is praised as a feminist's icon and the film for it’s themes of toxic masculinity, judging a book by it’s cover, and some of the darker aspects of society like those we blindly praise. I... like the film, but I never loved it to the extent as others. Not because it’s bad, that is a ridiculous notion. I just liked other films more and Belle just didn’t interest me as others like Cinderella or Mulan or Ariel. But seeing it again as an adult who has seen the darker aspects of society since I was a kid, it REALLY rings more deeply than it did back then.
One aspect that no one can argue about is the animation. The film is beautiful. It has some of Disney’s best animators at the time such as Glen Keene, Mark Henn, Andreas Deja, and so much more. There was so much life put into the film and it is a true visual spectacle.I meant hey managed to take inaminate objects, and bring them to life. Sure they have faces to help humanize them, but to make us believe that these are talking, moving objects that were once human is still a VERY difficult task. But they have so much personality like the suave, passionate candlesick Lumiere or the stuffy, orderly Cogsworth. The backgrounds andf settings are also great fromt he Sleepy Hollow-esque village to the gothic castle of The Beast, to the creedy woods that look even more terrifying when it snows. There’s so much color and lighting that is used so well, especially with the castle eminating so much mystery and intrigue compared tot he plain village that Belle is from.
But the setting we all remember most of all is the ballroom. While Disney has been using CGI some before, such as Big Ben in The Great Mouse Detective (yes,t hat WHOLE setting was computer graphics), this is probably the biggest use to date. The ballroom is a gorgeous golden color and looks so big and vast. It takes you’re breath away. There’s a reason why this is the most well-remembered part of the film. The animaiton for this film was very straining, especially due to conditios to accomodate Ashman that we’ll get to later. It was stressful, but they absoluteley put their all into it. When you watcht he ballroom sequence, added to the dance and Angela Lansbury’s lovely vocals, you forget that you’re even watching a movie. It feels like... well, love. It’s by far one of Disney’s best looking features.
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As I said in the intro, the film ultimately fell into the laps of two relatively rookie animators; Kirk Wise and Gary Trousdale. This was after several various attempts to adapt the film, with none successful. Wise and Trousdale’s biggest claim to fame at the time was doing animaiton for EPCOT’s now defunct Cranium Command attraction (look up Who Stole Buzzy, boy is THAT a story) and while they had worked on other features, they had never been in the director seats. To make it more difficult, due to Ashman’s health continuing to gradually decline, Katzenburg decided to move produciton over to New York to spare him from having to travel. Which is a VERY noble effort and it’s sweet that they were willing to do so to keep working with Ashman, but as you can imagine this was quite a strain on the production team and as before, they would sometimes clash with Ashman and his vision. Still, they along with Menken returning as composer and writer Linda Woolverton, they reworked the then-script into something that they were happy with.
The setting is very reminiscent of another Disney work, The Legend of Sleepy Hollow. One of two segments from the Package Film Era feature The Adventure of Ichabod and Mr. Toad. We all know the story of Ichabod and his infamous ride where he encountered the Headless Horseman. Here we have a similar quaint village where people seem rather simple-minded. Like in Sleepy Hollow where everyone took notice tot he rather strange looking Ichabod Crane, we see a similar notice of Belle who is an anomaly to them. Though unlike Ichabod, who had pretty much everyone under his thumb and is kind of a gold diging jerk, Belle is ostracized and is a FAR better person. Gaston bears a striking resemblance to Brom Bones in both looks and social status (tough Brom isn’t as bad in comparison or even compared to Ichabod, though still a Jerk Jock) and the Bimbettes bear a bit of similarity to Katrina. I wouldn’t be surprised if the crew used Sleepy Hollow as inspiration for setting and character design. Only thing missing is the Headless Horseman, which that would have been interesting XD
The film deals with several topics. There’s the standard ‘don’t judge a book by it’s cover’ and ‘true love conquers all’ messages. Both of which are handled very well. But there are also some that IDT Disney had ever really tackled to this point. There’s encouraging women to make their own choices, which Disney HAS tackled but this one does it differently with Belle rejecting the standard good-looking man and falling for the monstrous looking one. In fact there is really a strong theme tearing down toxic masculinity and male entitlement. It says that no, men are not obligated to a woman and that women have the freedom to reject them no matter the societal pressure. Especially if they act as despicable as Gaston. With how much more aware we’ve become of how horrible some men in power can be and how they use that power on vulnerable women, this remains a relevant message to todays audience. It let’s women be empowered, confident, and enjoy things like reading as well as have the hope of finding those who will be accepting. These are all important things, and the film does an excellent job in showing it and what actual love should be like. The Beast especially starts as a jerk, but once he decides to become better and wants to be better for no ulterior reasons, he proves worthy of Belle’s love. That’s how love should be and how a person should change themselves. Again, very well done.
Despite his health and being downcast about not completing Aladdin, Ashman still put his all into the film. As I said, they outright shifted production to another state at a time when social media and things like Skype and Zoom were a distant dream. Still, Ashman along with Menken put their all into the soundtrack, and it paid off big time. This film, along with The Little Mermaid, really set up the precedent for Broadway-style animaed films and considering that they continue to be successful, I’d say that that says a lot. There are a lot of memorable songs int his fimlm, and there’s even some that didn’t make it in. One in particular, Human Again, actualy got animated and added back for the film’s IMAX release and various home media releases (sadly it’s not in the Disney+ version). The score is also very well done, especially at the end. Just listen to the music when the Beast finally turns human again. It added to the outright magical animation will leave you in awe as much as Belle was.
But what about the vocal tracks? Good question. Let’s go over them:
Belle/Belle Reprise: Our first song which as the name suggests, is about our leading lady. It does a lovely job establishing her character as a book-loving, intelligent young woman feeling that there was be more than this life ans village that she remains stuck in. It also establishes the village’s rather simple-mindedness and socital expectatons, finding Belle a beautiful but very strange girl because of her loving reading more than getting married. It also establishes Gaston’s smugness, entitlement, and holding the entire village’s admiration, The music is optimistic, but there’s a lot here that’s gonna take a dark turn a the film goes on. The reprise is short and more somber, but let’s Belle express her unwillignness to marry a man like Gaston, wanting to find love on her own terms. Little does she know what’s awating her right after.
Gaston: No one can have a song named after Gaston like Gaston! Yeah, this inspired plenty of meme’s, didn’t it? Even Disney itself has gotten in on the fun haha! But seriously, this is a fun villain song. I gotta give Gaston this, he’s a smug, horrible person but he shows that he can back up many of his boasts. I don’t doubt that he can eat dozens of eggs a day or is as strong as an ox. The song also further shows the town’s utter blind devotion to this brute, not being concerned about his entitlement to a girl who clearly isnt interest and more because of how handsome and grand he is. Isn’t society fun kids?! But then at the end, after Maurice is kicked out, it takes a darker turn as Gaston makes his plans to essentially blackmail Belle with her father’s safety... and right back to blind praise! I feel zero sympathy for any of the villagers in this film. But yeah, a song with a lot of dark implications, but still a very enjoyable villain song.
Be Our Guest: This is a true show-stopper, and I’m not just saying that. Lumiere wanted to create a show, and BOY did he succeed. The song is the most like a Broadway number in it’s composition and grand feeling. The fact that we have a huge number full fo singing, dancing, stuntwork, etc is being done by a bunch of dishes and pretty freakin’ impressive. Yet the animators gave it all so much life and Jerry Orback sings with so much passion and energy and it is just SO much fun to watch! Especially with poor Cogsworth at first trying to get everyone to calm down, but by the end he gets real into it... well until Lumiere knocks him to the side. The only negative is that for being a song about serving Belle dinner, aside form a bit of The Grey Stuff she didn’t even eat dinner. For shame! So 1 out fo 10 of food servive, but the show was worthy of two thumbs up!
Something More: This was the song that replaced Human Again. It’s a sweet song about Belle and Beast beginning to realize their feelings the more that they spend aroudn each other. Belle sees that Beast may not be very well-mannered or much of a looker, but he does have a good heart and the more they interact, the more it begins to show. Belle’s kindness, intellience, and willingness to look beyond the surface has Beast falling in love with her, yet his fear of being a monster is still holding him back. Still as we see the two do things like have dinner, play in the snow, or even Beast letting Belle read to him, the more we see that spark of love slowly grow, even if they haven’t fully grasped it. It helps advance the romance, and it’s just really sweet.
Beauty and the Beast: The song that won Menken and Ashman another Oscar. It’s not hard to see why either. The song is beautiful. It’s performed by Angela Lansbury, and her gentle vocals accompanies by the gentle orchestra is just lovely. The woman outright did the song in one take. One take. That is insane, yet it happened. And I can see why because the song is just beautiful. It adds to much to the already majestic ballroom scene, being about two unlikely individuals finding love and ultimately making the other a better person. It’s just a work of beauty. There’s also the pop version by Celine Dion and Peabo Bryson, which I also really love. It’s more commerical, but still very pretty especially with Celine’s gorgeous singing voice. Both versions are beautiful, and the first thing I think of when I think of this film... and no, not just beause of the name.
The Mob Song: This is exactly as you would expect with a song with that title. It’s dark, angry, and scary. Gaston rallies the troops to kill The Beast, convincing them that he is a danger to them all. They grab their torches, weapons, and there’s just this tense atmosphere throughout. This is the culminaiton of al the socital expectations and blind devotion to a person who doesn’t at all deserve it. It’s also a very accurate protrayal of the mob mentality, where you become a part of this hivemind following the rest of the crowd no matter how wrong it may be and despite your own senebilities. The only ones who don’t fall into it, Belle and Maurice, get tossed into a basement for their trouble. What makes this song sad though? In Disney+’s documentary Howard, produced by Don Hahn who also produced this film, it was explained how in the eyes of several of his colleagues, it seemed like Ashman was venting about the AIDS epidemic. That was a VERY dark time where the gay community was especially under fire, persecuted, hated, and so many other horrible things because the world chose to blame them for it. Ashman was a gay man. He had an ex partner die of AIDS, and had another partner at the time who talked about him in the documentary. Imagine being scapegoated just because of your sexuality, even though you never caused any harm, and society hated on you and others fell into he mob mentality, and they went as far as to either demand you to die or do the job themselves. All because you were different. Really adds a new perspecive to the song, doesn’t it? This can be applied to so many groups too, which makes the song even scarier, but also emphasize even more how dangerous the mob mentality is. Very effective song.
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Sadly, Howard wouldn’t live to see all of his numbers to completion. With his health declining rapidly, Menken and various others went back and forth between Burbank and New York in order to work with him. Ashman worked until he psycially couldn’t anymore. He was even giving notes to performers like Paige O’Hara despite barely being able to talk. He managed to complete his work, at least to my knowledge, before his passing on March 14th, 1991, just a few months before the film’s release. After a screentest, which proved very successful, Don Hahn and some other colleagues went to see Ashman in the hospital to say their goodbyes. Hahn told him of the reception, and jokingly asked who would ahve expected that the film would have turned out so great? Ashman’s response? “I did.” The work he managed to do for Aladdin would be included in the film, which we’ll discuss when we get to that one. The soundtrack won the Oscar which was awarded to Ashman (as well as Menken) posthumously and a dedication to him was including at the end of the film. It’s always sad to see such a talented individual leave us far too soon, but his work truly brought new life to Disney and is beloved even all these years later. That is a legacy that will never fade.
Now we get to characters, and we have quite a good number of them. We have of course the village that Belle is from. On the surface, they seem like pretty plain people, satisfied with their way of life. But this also causes them to at least not think highly of those who break from that way of life. The men work, the women care for the children. If men don’t work, they’re jerk slobs. They all especially fall into blind admiration for the strong, handsome Gaston who is hailed as a local hero. So much so that no one gives ANY of his terrible actions an ounce of consideraiton. Selling Maurcie tot he looney bin? Well he’s alreafy viewed as crazy, so ah well. Belle trying to tell them that The Beast isn’t a monster? While their first imprression of him is defeniteley a bad one, the fact that they listen to Gaston and not the woman who actually interacted with The Beast says a lot about how simple minded they all are. I hope they learned their lesson after all was said and done, but even if not Belle doesn’t have to pay them any mind anyways.
The only person who is accepting of Belle is her father, Maurice. He’s viewed as a crackpot, but Maurice is a good-hearted, smart, and perfectly sensible man. He’s a bit of a goof with how his inventions can go haywire, but otherwise is no diferent from any other person. But like his daughter, his interests have him judged instead of what he’s like as a person. It’s especially sad when he tries to get help to save Belle, and he is merely laughed at and thrown out because of his status. Maurice is a loving father, accepting of Belle and of her interests and choices. She isn’t interested in Gaston? Fine with him. People view her as odd? That’s utterly ridiculous. It’s really nice to have a parent who is supportive and involved int heir kids life, especally compared to Triton last time who may be caring, but is utterly against everything that matters to Ariel. In fact it’s the firs ttime we’ve had this since Snow White and Cinderlla’s parents are dead and their stepmothers are horrible, Aurora grew up away from her otherwise caring parents, and Ariel... it’s complicated. Maurice is a good guy and it is good that Belle has someone who accepts her unconditionaly. She loves him so much that she sacrificed her happiness for him twice to protect him, which really shows how strong their bond is.
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That brings us to our villain, Gaston. He is a hunter who is muscular, handsome, and has physical skills that he can back up. However he is also entitled, egotistical, sefish, and just a horrible person. He wants to marry Belle only because of her beauty and instead of trying to get to know her or shifitng atteniton to any of the girls who would gladly grovel before him, he pursues her despite her not liking him. It’s especially bad when he goes to her house, sets up a huge engagement party, and gets into her personal space in his attempts to charm her. She not only rejects him, but promptly humiliates him. Yet instead of thinking that he had tried far too hard and jumped the gun, he blames Belle for daring to reject him. He reflects exactly how society can view someone like him. No one thinks about the woman, they only see a good-looking man get rejected despite us not knowing anything about ther perosn or their relaitonship. Especially if that man is essentially a celebrity, which makes people look past anyhing.
But none of these things are indicitive of an evil perosn. An arrogant jerk yes, but not evil. That all changes when, after Maurice tries to get help, Gaston comes up with a new plan. He decides to have Maurice admitted to an asylum for being crazy, and to use this to force Belle to marry him. This is what shifts Gaston from a jerk to a true villain. This is how far his entitlement and selfishness goes. He is willing to take Belle’s own elderly father and use him and his freedom as blackmail to force her to marry him. Even compared to the four villainesses before him who committed horrible acts such as attempted murder, mental/emotional abuse, and even attempting world domination, this is utterly despicable. Then there's him deciding to kill The Beast. Despite what he says, it's not because of the potential risk to the town, it's solely because he sees that Belle loves him and can't stand it. He outright calls her crazy AND locks her and Maurice up out of pure entitlement and selfishness. He doesn't give a damn about Belle or her though and well-being. Only about his own.
Gaston is entertaining, but very much evil. As I said above he bears a lot of similarity to Brom Bones from Disney's The Legend of Sleepy Hollow. A muscular jock-like figure often the most beautifiul girl in town. Only while Brom was a jerk, he was arguably less bad than Ichabod Crane depending how you looked at it. Gaston essentially has Brom's muscles an Ichabod's selfishness. He cares only for himself and his own pride. Admittedly he put up a decent fight against The Beast, but that's only because Beast wasn’t fighting back until he saw Belle. When he did, Gaston whimpered and begged like the pathetic man that he is. Then he stabbed him despite being spared out of pure spite. An act that cost him his life. Fun fact, originally he survived the fall and was truly killed via the wolves. They ended up saving that for Scar's death in The Lion King. But yeah, Gaston died in the undignifiedmanner that he deserved. A despicable but memorable villain who was perfect for this film.
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Then we have the castle characters. You’d think that it would be difficult to give life to a bunch of furniture and appliances... and it probably was. But this movie makes it look easy. They do give most of them humanoid features, like eyes and a mouth, but not all of them and even then it would be so easy to make it look creepy. But the castle staff is just os much fun and beaming with personality. We’re gonna discuss the main four: Lumiere, Cogsworth, Mrs. Potts, and Chip.
Lumiere is a candlestick, which matches his passionate characterization. He’s a showman. A romantic. A more daring, out-going character compared to his frequent frenemy Cogsworth. Cogsworth is a clock and I think he’s implied to be the Beast’s butler or some other kind of advisor. He’s stuffy, nervous, and the most lawful of the characters. Though he CAN get into the fun of things with a little provoking as demonstrated in Be Our Guest and the big battle during the climax. Hoenstly, Be Our Guest is a great number to demonstrate the two’s contrasitng perosnalities. Belle has been banned from eating and Cogsworth doens’t want to both break the Beast’s orders nor cause a bunch of noise that would anger him. Lumiere however? He’s dead set on getting Belle to fall for the Beast, so she should be treated as their guest, not a prisoner. Plus he and the other staff are tired after ten years of being stuck as they are and all alone, so cue the extravagant show number. Lumiere is having the time of his life while Cogsworth tries to convince everyone to stop... but by the end gets caught up in it and joins in ont he fun. Too bad that Lumiere knocks him off the center stage at the end haha. But yeah, their constant banter is amusing but they are clealry friends, especially in the fight where Cogsworth saves Lumiere. They’re both also performed wonderfully by their VA’s, Jerry Orbach and David Odgen Stiers, the latter of whom would appear in several more Disney films, including one for this series that we’ll get to fairly soon.
Mrs. Potts is a teapot and her son Chip is a tea cup. I guess that Chip ended up that way to match his mother, which her being a teapot matches her mothelry persona. She’s very kind and consoling towards Belle and seems the most understanding about The Beast and why he acts ike he does. Which since I think that she was essentially the house caretaker, makes sense since she’d have likely been the one looking out for him. Plus she herself is a mother, and since Beast has the emotion coping skills of a child, she’d know how to deal with it. Chip is the token child character, though not a bad one. He’s a nice kid with a huge curiosity. It’s really cute how hen allt he adults are seeing the bloomign romance between Belle and Beast, he’s uttelry confused like any kid would be haha! He takes a liking to Belle quickly, though more like he sees her as if she were an older sister than any kind fo crush or the like. He’s also smart, figuring out how to use Maurice’s inveniton to free Belle and Maurice quickly...and him wanitng to do it again got a good laugh out of me haha! Mrs. Potts is a nurturing mother and her with Chip is so sweet,e specially when they’re truly human again. Plus her advice of how things will turn out alright in the end is advice that I look back on sometimes. it’s really comforitng.
So... as I’ve mentioned in these reviews, a big issue is how underdeveloped that the prince has been. The first two were plot devices only. Phillip and Eric were better int hat they were active int he plot and Eric had some more perosnality and motivation than the other three did. But it just didn’t feel like the male elads were... quite at their full potential yet. They generally didn’t recieve any character development and were mainly there for the sake of being a lov einterest to the heroine. That all changed in this film with our hero, The Beast.
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Beast is one of the most well-developed male leads in a Disney Princess film. A few like Aladdin, Naveen, and Eugene rival him for overall best (though tbf the former IS the lead of his movie so that may not count) but Beast helped make the princes more equal to their princess without overshadowing her. Beast is the co-protagonist to Belle and the character that recieves the bulk of the character development. The opening tells us all that we need to know: Beast was once Prince Adam, a spoiled brat. When he turned away an elderly begger, it turned out that she was an Enchantress and she cursed him into his monsturous form. Since he looks like a monster, he subsequently acts like a monster... or more accurately, like the child that he never truly grew out of emotionally. He’s angry, lashes out constantly, and roars at the top of his lungs when at his limit. Like how a child screams and throws a tantrum when things don’t go their way because they lack the social and emotional coping skills to handle their feelings properly. Becoming a beast left Beast isolated and ashamed to face reality, and thus he didn’t learnt he proper coping skills. He accepted that he would forever be a monster, and succumb to acting like one.
That is, until the day that Belle arrived. When she offers herself to free her father, it’s the opportunity that Beast never beleived that he would get. If he can win her love before the rose petals all fall, he’ll be human again. He’ll be free. While he begins still acitng agressive and even bordeirng on emotionally abusive, e isn’t heartless. When Belle is crying about not getting to say goodbye to her father, Beast seems to legit feel bad for hurting her. It doens’t change his behavior, but it’s still a small moment that shows some humanization. It’s important to add moments like this and his despair when using the mirror to hear Belle talk about him. She’s justified in disliking him at that point, but it’s his reactions that matter. It shows his insecurity, his fear, his utter despair that he’ll be cursed for the rest of eternity. He’s already succumbed to acting the part of a monster and is already struggling to act more polite. As amusing as the scene of him yelling at Belle through the door is, it demonstrates just how hard this is for him but if he can’t improve his behavior, then he has no chance. He knows it, and views it as hopeless. It helps humanize The Beast, showing that despite his appearance there IS a human soul in there somewhere. Someone who on some level does want to be better, but he doesn’t know how. If not for these moments, Beast would have been utterly unsympathetic, but they pulled it off.
The turning point comes after Beast rescues Belle from the wolves. Remember, he’d already pretty much given up on winning Belle over and being human again and the confrontation on the third floor certainly didn’t help matters. He could have just let Belle to her own devices... but instead he went to save her. I sincerely do not believe it was because she was a prisoner or because he needed her. He had given up. He had succumbed. But he did it anyways, showing that he isn’t a bad person. It’s something that Belle sees and she gets him back to the castle to treat him. She called him out on his temper, but is sincerely grateful and Beast is stunned by this genuine act of kindness. She didn’t fear him. She wasn’t disgusted by him. She didn’t even leave him to die despite having pretty good reason to leave him and go. Belle still chose to save his life as he did her’s, showing Beast probably the first true act of love that he ever experienced in his life. We know nothing of his family and while I’m sure that staff members like Ms. Potts certainly cared for him, clearly they didn’t do much to quell his spoiled behavior. Belle was kind because she’s a kind person, and Beast finds that he wants to be kind to her in return.
From that point, we see Beast in a new light. He calms down significantly. He’s happier. He carries himself less like a wild animal and more like a person. He’s outright excited when he prepares the library to surprise Belle with. He’s still awkward as shown with his table manners and interacting with birds durign Something There, but he is trying. He’s trying for Belle. He activly enjoys her company. He sees how beautiful she is physically, but that’s not why he likes her. She’s kind, intelligent, independant, and she makes him feel in a way that he never has. He still feels that she can’t love him because of what he is, but the change that she has caused is so evident. He’s fallen in love and the ballroom scene only strengthens that with himt he happiest that he’s been all film. But the crowner that truly demonstrates htis? When Belle expresses missing her father, he lets her use the mirror. Not only does he seem legit concerned when they see Maurice freezing to death but when he sees Belle’s clear distress, he decides to let her go. He’s sad when he does so, knowing that she may very well never return. But Belle’s father needs her. he can’t force her to say and be miserable. He loves her so much that he decided to let her go. But it does mean that he gav up his final chance at being human after feeling more human than he had in ten years, and he is left in despair.
His despair is so strong that when Gaston and the mob arrives, he doesn’t even try to fight back. He just waits and is prepared to let whatever happens to him happen. Fortunately Belle coming back restores his will to live and he fights back. When Gaston grovels for his life, what does Beast do? He grants it, simply growling at him to leave. It is that moment hat shows how much of a better person that Beast is compared to Gaston. He was an angry man bordering on abusive, but he changed. He met someone who wasn’t willing to take his behavior, but was also willing to see the good that was in him. He changed for her, and it made him a kinder, more selfless person. The only thing that remains is his self-loathing, even saying that maybe him dying is for the best after Gaston has stabbed him. Fortunately Belle confesses her love, and it not only saves his life, but breaks the curse just in time. Beast is restored to Adam, having earned the right to having his humanity back. It was a lovely way to cap off his development, and allowed him to earn his happily ever after.
Beast was very much Belle’s equal. Even nowadays they’re both promoted and marketed pretty equally. One’s story would have been incomplete without the other. They gave each other what they each wanted and needed. I’ll go into specifics for Belle when I get to her below, but in the Beast’s case he needed someone kind, but also independent. Someone who wouldn’t tolerate his behavior and push him to change himself, but still kind-hearted enough to see that there is something there and be willing to help. Belle treated him in a way that no one else had. She was defiant, but also caring. She pushed him to rediscover his humanity. She got him to want to be kind. She got him to want to be a better person, and he not only treated her better but he was kinder to his staff as well. He finally grew up from the spoiled brat that he was before. He had found a reason to, and his love was so genuine that he let Belle go to be with her father again. It’s a beautiful story of growth and did enough to make Beast’s issues clear and not excusable, but sympathetic enough that we wanted him to be better and feel happy when he does so. He’s the best developed male lead in a Disney Princess film up to this point and helped pave the way for equally well done male leads. Ones not there just to fill out a plot beat and be the princesses’ reward, but to stand at her side as her equal.
Boy did THAT one get long. there’s other minor characters. Le Fou, The Bimbettes, the psyche ward keeper voiced by the late, great Tony Jay, various other castle characters, etc. all of them are entertaining, I just don’t have much to say about them. So then... we have one more to go.
Belle Analysis
https://youtu.be/M4ne1A1aNrI
Belle is one of the most praised and beloved Disney Princesses of all time. She is smart, playful, independent, and kind-hearted. I feel like she gets overly praised at times, mainly because some like to use her to bash her four predecessors since she didn’t have the goal of falling in love. I won’t repeat what I said about the four, you can read the reviews, but it’s a VERY unfair argument not just to them, but to Belle as well. She’s used as a tool to bash other female characters instead of being loved for herself. Then agains he also gets bashed for the Stolkholm Syndrome argument, which we’ll get to that aspect here soon. But for now, let’s just discuss Belle piece by piece and see where the path leads us.
Belle’s intro establishes everything right off the bat. So much so that the intro sing is literally titled Belle. She’s bookish and cheerful, but it’s clear from her interactions witht he villagers and their own gossip that she’s seen as weird. The only people who seem to like her as she is is the bookshop owner and her own father. The women are jealous of her beauty, the men only see her for her beauty, and both sides are confused at her lack of conformity. Belle lives in a town that clearly has very old-fashioned views regarding gender roles. The men work, the women get married and have babies. They all seem content with this... except for Belle. She enjoys books and adventure, musing about wanting more than the provincial life that she has. She strolls through the village with her nose stuck in a book, but has no trouble navigating at all depsite the distraction. Books provide her a source of adventure and thrill that her limited life does not. She breaks those old-fashioned norms and he village is uttelry baffled at to how she can be this way. But what truly makes her a bafflement to everyone? Her utter rejection of Gaston. While just about every other women swoons at his feet, Belle couldn’t be less impressed if she tried. She’s familiar with how he is and if she had’t recieved his advances before their first scene, she’s probably seen it enough times to know that she doesn’t like him. Him dismisisng her passion for books and insulting her father did him no favors.
On the surface, Belle does’t seem bothered by these things. But when home, she does express some hurt about ti to her father, the one perosn who loves her for her unconditionally. She knows that she doesn’t fit in. She knows that she’s not happy with her life. She wants someone to understand her besides her father. She wants more to life where she can be herself. She wants to find love on her own terms and not have to deal with the advances of men like Gaston. None of this stops her form being able to handle herself, as demonstrated when Gaston goes to her house to force a proposal. She handles kicking him out with utter grace and her “I don’t deserve you” line is icing on the cake. But none of that changes how she feels. If anything, it enforces it. The village is all on Gaston’s side and at that point, her father has left for the science fair. He won’t be there forever, hence why she wants to find someone who will love her for her. To control her own destiny. To those who feel forced into their gender roles or being forced into a relationship that they don’t want whether by an agressive person or by peer pressure, Belle’s struggle is very relatable. Her independant spirit is also admirable as while she is dismayed with where she’s at, she still is able to smile and live her life as she wants. She’ defiant. She makes do with what she has and is able to handle what’s thrown at her with pure wit and ingenuity. Gaston nor anyone else can bring her down... at least, not until her wish for adventure ends up unexpectedly granted.
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Before we progress forward, let’s pause to discuss Belle’s VA, Paige O’Hara. When Beauty and the Beast was beginning casting, O’Hara was already a rising Broadway actress and Disney happened to be seeking Broadway talent specifically. After several call-backs, she finally earned the part. She’s credited Howard Ashman as a huge help in guiding her to finding her voice as Belle, and she performs the role beautifully. She captures Belle’s independence yet playfulness very well, as well as her defiance and heartbreak in certain scenes. And her singing? Beautiful. Maybe not on par with Jodi Benson, but you can tell why she was a rising Broadway star. Today, O’Hara works mainly as a painter with Belle very much being one of her main muses. Sadly due to how much her voice has aged, she rarely plays Belle herself anymore, the role nowadays being primarialy done by VA Julie Nathanson. While she also does a lovely job at the part, O’Hara will always be the first to bring the character to life. Fortunteley she still shows a lot of love for the role and has attended multiple events and even got to reprise Belle at least one more time during Ralph Breaks the Internet. She had reprised Belle multiple times between various DTV films, TV appearances, and other events. So even if she is limited nowadays, her large body of work will live on forever.
Back to the film, Belle discovers that her father is in danger and ends up at the castle. We all know what happens at this point. Belle offers to take her dad’s place, Beast agrees, and Maurice is kicked out before Belle can so much as say goodbye. She’s distraught at this, and who can blame her? In a matter of hours, her life as she knew it was ripped away from her. Now instead of her old provincial life, she’s a prisoner in an enchanted castle ruled by an angry beast. Even when given the nicer room, she doesn’t feel that much better. She’s never going to get to see her father again or even know if he’s safely back home. She has no reason to believe that a rescue is coming. Some may say that she should try and get out, but isn’t she allowed this? To be upset and at a loss of what to do? It’s not like she just cries the whole time, she calms down enough to refuse to go to dinner despite the others insisting that she does. Even when Beast yells at her to do so, she refuses. She may be a prisoner, but she’s not going to play the victim. She’s going to be as she normally is; however she wants to be.
Soon, Belle’s able to calm down enough that she decides to go explore the castle. She is ultimateley a curious, adventurous spirit. Regardless of the circumstances, she can’t help but want to learn more about this new, strange place and these new figures that she’s encountered. You can tellt hat she’s warming up reatly during Be Our Guest where despite not actually getitng to eat anything, she is just havng far too much fun to care. It gets her spirits back up and now she can’t resist exploring more. Even if it risks The Beast’s wrath, one her curiosity has peaked, she can’t resist it. It’s a great strength, but also probably her biggest flaw. Despite having been told not to and knowing by now how Beast will react, she slips away from Cogsworth and Lumiere to go explore the West Wing. This ends with her seeing the trashed area, finding the Enchanted Rose, and getting yelled at by an enraged Beast. That is the last push needed to make Belle decide to escape.
So now that we’re at this point, we have to talk about one of the big topics that comes up when discussing this film: Stockholm Syndrome. To put it simply, Stockholm Syndrome is when the victim becomes emotionally attached to their aggressor and doesn’t want to leave them and tries to justify their actions. So when the vicitm is rescued, they may react negativly or even aggressively towards the rescuers in favor of the agressor. it’s a psychological response. This is actually a case where I was able to go to a professional to ask about it,: my own mother. My mom is a Licensed Clinical Social Worker and currently works as a therapist. I’m fairly sure that she’s never treated anyone with Stockholm, but it is something that she knows of. I did ask her about if the film did glorify Stockholm Syndrome as some accuse it of. The gist of what she told me is... well, there’s enough in-film that either side can use it to prove their case. After all she DOES develop positive feelings towards Beast while a prisoner, so one can take the context and use it as an example, and same for the side who don’t agree. Ultimately Belle is a ficitonal character. We can’t sit her down and give her a psychoanalysis because she’s not real, and most of us doing these analysis’ aren’t therapists, psyologists, or mental health experts anyways. I’ll leave some sources below if you’d like further reading on the topic, but doing research isn’t the same as being a professional trained to go over these kinds of things. My mom said at most, Beast can be viewed as emotionally abusive, though it is because of his own trauma and he did ultimately improve to be a better person.
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I fully agree that yes, if someone wants to make the arguent that the film promotes Stockholm Syndrome, they can. It’s their opinion, this came out in a diferent time than now where we take things like emotional abuse in cinema far more seriously, and in the end it’s a piece of fiction and people are free to view it however they wish. But the same also applies to me and in my opinion, no. Belle does NOT suffer from Stockholm Syndrome nor does the film glorify it. Now I am not an expert by any stretch of the imagination. This is strictly my opinion going off my understanding of it. I may be wrong and if that’s the case, I apologize. But from what I know and understand, the case in the film is not a straight forward situation like the various case studies in the real world. Plus I think we see enough of Belle being defiant and not feeling positivly towards Beast to see that she certainly hasn’t developed any psychological attachment towards him to cope with her situation. We’ll be seeing her feelings towards him change, but I’ll explain why I don’t feel that it counts down below. But again, I’m not an expert. This is just my understanding of it.
So... why the long tangent there? Well we’re now at the wolf attack scene. The turning point in the relationship. Belle’s effort to escape ends with her cornered by a pack of vicious wolves. Fortunateley, The Beast rescues her and drives the wolves away... but he is inured in the process and passes out. As I said in Beast’s character breakdown, he didn’t have to do it at that point since he’d given up, but he did so anyways. It showed that he isn’t a bad person. Something that Belle also saw. The Beast had been aggressive and rude to her throughout, and she had every good reason to continue on her way now that the path was clear. But Belle didn’t. She got Beast onto her horse and took him back to the castle, the closest shelter, to treat his wounds. Is this because she feels compelled to do so after forming a psychological dependency or attachment to him? No. We see as she treats his wounds that she still isn’t going to tolerate his temper and rudeness towards her. She stands up for herself and talks back at him until he calms down. She very much retains her independence. So then... why did she save him? Because Belle is a good-hearted person who just saw this seemingly hateful beast save her life when he didn’t have to. She isn’t the kind of person to leave an injured person to die. She did it out of kindness and gratitude as we see when she genuinely thanks Beast for saving her life. She’s seen a new side to him now, and it’s made her reconsider her earlier stance. Thus Belle remains at the castle.
The characteristics of Stockholm Syndrome include positive feelings towards the captor and belief of goodness in the captor, no real effort in escaping, learned helplessness, and feelings of pity to the captor. You can read the list and learn more here, and the link will also be with the sources. So you’re probably looking at that and going ‘...uuuggghhhh’ at the movie right now. Which fair enough. However let’s also look at where we are now. This is the part of the film where Beast makes an honest effort to improve himself. He’s nicer, trying to be more polite, and treats Belle as a person. She’s really not a prisoner anymore at this point and while mybe theposisbility of being human again is motivating Beast, for the most part I think it’s because he genuinely grows to like Belle. As for Belle, I think that she likes the castle. It’s enchanted and full of intrigue and mystery, just like in her books. It’s the escape form that provincial life in the village that she’s been longing for. It’s a temptation that she just can’t resist. The staff all like her and treat her kindly and no one tries to force her to be something that she isn’t. Beast especially loves Belle’s love of books, even giving her the huge library to repay her earlier kindness. Belle is able to be who she is and be around those who are accepting of her. Even fi for the staff it’s for ulterior motives, IDT that they’re faking liking having her around and Beast certainly isn’t. This isn’t really a straight-forward captive or abuse situaiton that Stockholm Syndrome would apply to in my opinion, especially since Belle never once succumbs to the Beast’s terms. She only respects and acts friendly with him when he does so towards her, and they are both clearly benefiting positivly from it. We know that Beast has no malicious intenitons regarding Belle and it’s Lumiere and co. insisting on the relaitonship happening moreso, and that’s because they want their humanity back so it adds a bit of complexity. It’s just not a straight forward case where we can easily apply Stockholm Syndrome to and get an accurate reading, at least in my opinion. She certainly is FAR from helpless.
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So then let’s discuss Belle’s feelings for The Beast. We know how much Belle’s influence changed The Beast. But what about Belle? She really doens’t change during the movie, nor did she realy need to. She’s already confident about herself, likes herself, and she knows what she wants with her life. Sure her curiosity can get her into trouble, but otherwise she didn’t realy need a character arc like Beast did. What Belle needed was acceptance. To find someone who would like her for who she is and not see her as weird for it. Beast doesn’t at all view her that way. He enjoys being around her because she’s smart and independant and even gets her to read to him. It’s that kind of acceptance that Belle hasn’t recieved from anyone outside her father. The more that she sees Beast try to be better, the more that she sees how sweet and endeairng that he really is and she’s more than happy to help him. I think that seeing this kinder side bloom and that acceptance and even enjoyment of her is what makes Belle fall in love with him. It’s what helps make the ballroom scene so magical. Two people considered outsiders coming together and dancing the night way happily together. It’s beautiful, magical, and the perfect culminaiton in everything prior. They brought out the best in each other. Made each other happier in a way that no one else had ever done. They’re better now because of the other, and it’s just lovely to see.
But of course, we know what comes next. While happy with Beast and being at the castle, Belle still misses her father. When she sees him in the snow and horirbly sick, she’s distressed. Seing this, Beast allows he to go. Honestly I think that Belle could have left whenever she wanted at that point and Beast wouldn’thave fought it, but she was staying willingly at that point because she was happy. But her father needed her now. If she truly had Stockholm Syndorme, I don’t think that she would have done so. But she doesn’t really give it any kind of thought here. While sad to leave The Beast, she has alreayd mad eup her mind when told that she could go. She leaves to save her father, The Beast giving her the mirror and unbeknownst to her Chip tagging along. Belle fortunateley gets Maurice home safely... and just in time for Gaston to initiate his plan to have Maurice locked away. Belle is of course shocked and outraged and in a panic, uses the mirror to confirm The Beast’s existence. Despite her insistence that he isn’t a bad person, it’s too late. Gaston realizes that she’s in love with the ‘monster’ and we get the iconic line: “He’s no monster Gaston, you are.” Beast treated her like a person and improved himself from his more toxic behavior. Gaston treated her like the prey that he seeks during his hunts, refusing to let up until he’s won. Beast had even kept his word about letting Maurcie go and returned him to the village safely, and of course let Belle go to help him and even seemed to feel guilty for what he had done previously. Gaston though? He shows no guilt over trying to use Maurice to blackmail Belle. He continues his horrible behavior not only by forming the mob, but locking Belle and Maurice in their own cellar for simply speaking against it. Belle didn’t call Gaston a monster because she’s been conditioned or due to a coping reflex. It’s because Gaston is a genuinely despicable person while Beast grew to become a good person. She saw this and stood her ground as she always has, but this time at the point where she won’t tolerate it anymore. Which if it was your parent being shipped off to the insane asylum by some jerk just because they want to marry you, woudln’t you call them a monster in comparison?
So we reach the climax. Belle and Maurice arrive after Chip frees them with Belle rushing to get to Beast. She makes it and seeing her reignites Beast’s will to live... but he’s stabbed by Gaston. Belle saves Beast from falling over the roof, but there’s nothing that she can do to stop him from dying. She’s devestated, blaming herself for it. Beast’s final words to her are that at least he got to see Belle one last time, and if she hadn’t figured it out before, I think that this was when Belle realized that Beast loved her... and that she loved him. We knew that Beast certianly loved her but we needed it confirmed from Belle as the curse was still intact. As Beast lay motionless, Belle cries and at last confesses that yes, she does love him... just as the last rose petal falls. With that confession, the curse breaks and Beast is ressurected/becomes human again. Belle is shocked as she sees not The Beast standing before her, but Prince Adam. You can tell how confused she is. is this reallyt he same person that she loved? Adam confirms it and Belle looks into his eyes... and that’s all it takes for her to finally smile. yes, it is the same man that she had fallen in love with. They kiss,a nd the curse is truly broken. Everyone becomes human again,t he castle is restored to it’s original state, and Belle and Adam dance happily, free to live happily ever after.
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Belle is a role model character. She’s there for girls to look up to, and I think that the amount of fans that she has proves that she succeeded. She encourages girls to be themselves. To be independant and not bend to social norms or pressure. To find love for themselves and not succumb tot he pressure of unwanted admirers or the pressure to marry them. Something that happens far too much in reality. She doesn’t change, but there was no reason for her to. As I said, Belle’s not one of my favorites. Not because I dislike her by any means. if anythign I like her much more now as an adult now that I have a stronger understanding of the film. I just have princesses that I like more, and that’s really it. I also don’t like how some insist that she’s the best Dsney Princess compared to her predecessors because as I hope I made clear in those reviews, the previous four pricnesses are NOT badly done. If anything, I think it’s more anti-femenist to use a woman to bash other women without just cause. Saying that belle is better because she didn’t fall in love witht he guy at first sight or didn’t sell her soul for a guy without caring to analyze those characters isn’t empowering, it’s saying that if you don’t act a certain way as a woman, you’re anti-feminist. Which is a terrible stance. No woman is the same and women shouldn’t be used against women in this kind of way. Regardless, that’s an issue with certain ‘critics’, not Belle herself. She’s a great character and someone that I can admire. Maybe not as much as others, but I can certainly see why she’s left such an impact on so many and not even just little girls. To many people of all kinds. Who could be upset about that?
Final Thoughts
Beauty and the Beast is a lovely film. Is it my favorite? No. I didn’t watch it all that much as a kid. As an adult I have a greater appreciation for it. It’s beautfully animated, it’s themes are well-protrayed and still relevant, the characters are memorable and fun, and it’s music is phenomenal. I can absoluteley see why this as the first animated film to ever be niminated for Best Picture. It’s a tragedy that it lost, but it still proved that animation very much had staying power as Walt proved all those years ago. And of course the film is the final testament of Howard Ashman. He may not have been part of the Disney Renaissance for long, but his contributions single-handedly changed the company and their films for the better. Even today this style of musical films is very much going strong even over 30 years since it began with The Little Mermaid. We lost Ashman far too soon, and who knows what amaizng things he could have one if he were still alive. We can never know the what ifs, but we can always appreciate what came during his lifetime. He, Kirk Wise, Gary Trousdale, Alan Menken, Don Hahn, various animators, and so many more did so much to bring this film to life, and it will forever stand as a true Disney Masterpiece.
The film was a giant success, and Disney wasn’t slowing down one bit. The very next year, another animated feature would come out. A film about a dashing street rat who found a magic lamp and unleashed a magical genie who would make all his dreams come true. But wait you may ask, isn’t this a Disney Princess retrospective? Yep. So why am I talking about a dashing hero? Well there is a princess in it, but she occupies a bit of a unique place in the line-up. She is the first and so far only Princess to not be the main charater in her film. But she still left a huge impact and i included in the main lineup so we are NOT leaving her out. So next time, come along as we enter a whole new world to discuss 1992’s Aladdin, and in particular Princess Jasmine.
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Image Source: Animation Screencaps
Further Reading on Stockholm Syndrome: Healthline, Medical News Today, GoodTherapy, WebMD,
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mophamsa · 4 years
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Thoughts on The Last Of Us Part II
WRITING (creative process)
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the game’s storyline is straight to the point, you can see from the trailer that it’s going to be a timeline about revenge. the whole game happens around joel’s death in the beginning and I guess that’s the whole reason why people are upset. but guess what? neil druckmann’s goal was to make you upset, angry and nostalgic. he accomplished his goal and that’s why you’re feeling the way you are.
you not liking the the way things went down does not mean the game’s writing is awful, it just means you were expecting something and got another. not liking something isn’t a crime and it’s totally ok as long as you respect the creators and don’t use your hate to put others down, it’s a valid opinion and that’s it.
what makes a story good is the writing and the thought put into it to make the player/reader/viewer feel a certain way, and the developers did an incredible job to do that. we feel frustrated, anxious and weird the entire gameplay and that’s exactly what they wanted from us, which means they won. I’ll talk more about my opinion on the storyline far ahead.
the graphic visuals of this game are RIDICULOUS, they’re perfect. every detail is insane to look at, they worked so hard to get it right and it was so worth it. every time I entered a new scenario I would just go into photo mode and appreciate the art because that’s what makes the game unforgettable and groundbreaking. the red lighting scenes were so perfectly made and so badass, the sky when ellie goes outside the farm with JJ is breathtaking just like every other view in the game. by far the most beautiful game I’ve ever had the honor to play.
STORYLINE (joel’s death)
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the first game gave us a story about love and hope, making us guide joel into taking ellie to the fireflies looking for a cure based on ellie’s immunity. we spend the whole game thinking we’d get to the fireflies, make a cure and live happily ever after but that never happened in those terms. the gameplay made us slowly fall in love with joel and ellie as characters, joel for his tough personality that would fade under the influence of a little girl and ellie for her nativity and innocence as a young teenager who really wants to help other people by making a cure. that’s the whole situation of it, joel getting attached to ellie while she developed a paternal affection for him but in the end joel ends up doing an unforgivable thing, basically destroying the hope for a cure and ruining all hope for the world to heal from the outbreak, so he decides to lie to ellie blaming the fireflies for everything so he doesn’t lose her trust and love.
I do understand liking and loving joel as a character, myself included, because they made the game thinking about it and they knew the audience would develop a major caring for him and ellie as daughter and father, that’s how it was supposed to go and it worked it.
now let’s talk about joel’s death. I think we were all surprised to watch him die so early in the game but considering the game time and storyline, it would have never happened differently. his death was brutal, violent, merciless and inhuman, abby and her crew tortured him until he couldn’t take it anymore and he obviously suffered with ellie being held to the ground begging them to stop. I agree that it was a horrible death but we can’t just pretend joel was a sweet innocent hero because he wasn’t, the audience portrays him as a hero when he literally stopped the human race from being saved, killing the fireflies and acting out of pure selfishness. joel isn’t the angel some people paint him as, he’s not a good person and if ellie herself could never forgive him for what he did, who are we to do so? she said she would try but she never got the chance to and it took her years to even come to terms with it.
most importantly, it’s obvious that people forget these characters are human beings, not real people but they’re real in that universe and technically speaking, they run and feel the same way we would feel if we were in their shoes. they’re people, every character in the game is a person, with feelings, a background, a past, a personality and thoughts. they’re no different than us except for them living in a post apocalyptic world were morality and ethics aren’t taken into consideration since there is no law or living lifestyle.
for us to understand this storyline, we need to step away from our society’s view of morality and wrong or right, because that does not apply to them, everyone in the game has killed people and/or have done something morally questionable in their life since it’s the apocalypse and there is no wrong or right, there’s only how the characters feel about certain situations and how they act on them, which is basically what guides the entire game to happening the way it did: human feelings.
joel obviously changed after the first game, since he starts living in jackson and having to raise ellie as a daughter in a relatively normal town with other people, he’s not the same person as he was in part I, now he turned into a father and a friend, not a merciless mercenary who doesn’t care about others. we see that when he and tommy decide to help abby, a complete stranger who was about to die in the hands of infected, and maybe that’s what led people into hating abby with their heart. but ending this topic, joel’s death was bound to happen, you can’t just expect someone to destroy the world’s hope for a cure and leave with no people being angry at him and wanting revenge, that cure could’ve saved many people’s loved ones but he chose to save his loved one. if joel is indeed a terrible person or not, that’s up to you to decide, that’s more of an internal turmoil within yourself that is different for everyone depending on their experience from part I and how they view joel in the end. it’s kind of messed up if you think about it, would you let the only person you care about die for a not confirmed chance of a cure in a world that is already doomed? that’s a question for yourself.
joel’s death happened so you could see things from multiple perspectives, which is the whole fucking point of the game. there are multiple sides to every story, it’s the same world we live in except in different circumstances. your actions affect others, people have feelings and if you hurt them they might act a certain way, those characters are no different than us because they were based on genuine human thoughts and actions.
ELLIE (growth and development)
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ellie is one of the most well written characters I’ve ever seen in my life. she’s the symbol of badass but fragile woman and that’s so amazing to me. as the game goes by we start seeing many sides of ellie, she slowly starts to turn into a completely different person after joel’s death and her urge for revenge. killing abby becomes her main priority the second she leaves jackson and that’s clear in the way she acts and treats others. I’ll have to play the game again to pay more attention to ellie and abby’s behavior throughout the timeline. ellie is the reflection of how the excessive amount of effort you put into a negative thought, the more it will bring you and your loved ones down. watching ellie during the story is such a nice experience, there are times where you love her to death, others you get annoyed with her or don’t agree with how she acts, and that’s exactly how the creators wanted you to feel. revenge takes ellie’s soul from the inside out, from her not being able to forgive herself for letting joel die to her going after abby for nothing but hate for herself in the end.
ellie’s journey is exciting to play and to witness as her relationship with other people (specially dina) starts to fade away and being consumed by hate and regret. we were manipulated into loving ellie since part I and I don’t think she’s a bad person, she lost everything in the hands of other people and went through a lot, losing joel was a deal breaker for her but she just didn’t realize soon enough that killing abby wasn’t going to make things better. ellie’s gameplay was meant to make you reflect on losing a loved one, grief, mourning and revenge, she’s not the lost kid from part I anymore, she’s a grown woman who just lost her dad and she doesn’t even know exactly why. the funny thing for me, which is what makes the story realistic, is that ellie didn’t fully forgive joel yet she still suffered from losing him and went after abby for revenge, when not even herself could forgive him, that’s pretty realistic in my opinion. it’s the human uncontrollable instinct of still missing someone you’re mad at and not being able to say goodbye.
for me, ellie is the perfect and most detailed reflection of revenge and what it can do to you. the game is much more than “revenge is bad don’t do it”, we all obviously know it’s bad but we still have an urge to fight back against it and make the person who hurt us suffer too because it’s not fair for us and it wasn’t fair for ellie until the very last moment.
ABBY (point of view and perspective)
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by far the most controversial character of the game. I’ll star off saying I actually like abby and I think the people who hate her so deeply just didn’t understand how things go. hating abby is no different than hating ellie, they’re in the same situation for almost the entire game. abby lost her father in joel’s hands, she was still a teenager and seeing her own dad die for trying to save humanity isn’t easy, just like ellie watching joel being tortured and killed wasn’t easy. being fully honest ellie would’ve done the same thing abby did if joel was the doctor and we can’t deny that.
on the other hand, I do think the ellie and abby gameplays could’ve been distributed better, maybe switching from ellie to abby and back and forth so it wouldn’t get too tiring or confusing since we don’t know the exact timeline when we first play it. that’s the only slightly negative thing I have to say about the game.
I do think abby is a great character, they built her perfectly to make the audience hate her in the begging, painting her as a sadistic monster only to show her side of the story later on in the game and make you realize that you have been wrong all this time, making you see the bigger picture and understand that ellie isn’t the only person in the world, she isn’t loved by everyone, she’s just a girl in the world and so is abby. they both have fucked up pasts and they both lost a lot, and in terms of personality, they’re actually quite similar. we love ellie because we got to see her grow up and WE know that deep down she’s not a bad person, the first impression we had of abby was of her recklessly killing joel with a golf club when ellie was begging her to stop, since that we tend to think abby is a horrible person and that ellie is an angel, but it’s not like that at all. obviously ellie didn’t do anything wrong up to that moment to justify that happening to her, but ellie isn’t the best person in the world either.
the duality in this game was created on purpose and with a deeper meaning, ellie is ellie, abby is abby and the cycle of revenge goes on until both parts understand that it’s useless to keep going. abby let go before ellie could and let her and dina live because of lev, killing joel didn’t change abby to the better, lev changed her. tommy couldn’t change ellie, jesse couldn’t change ellie and not even dina could do it, ellie had to change and forgive herself alone. the point I’m trying to make is that abby is no better than ellie and ellie is no better than abby, they’re both emotionally drained women who are not wrong or right in the end of things.
DINA (support and reflection)
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dina is the only character I will 100% defend because she’s flawless and did absolutely nothing wrong during the whole game. in my head she represents ellie’s good side, dina is the constant reminder that ellie hasn’t lost her humanity and hasn’t completely changed into someone else because of revenge, even when she has her downs (example: calling her a burden when dina says she’s pregnant). dina is the most forgiving and loyal character, she loves ellie more than anything and it shows. the sad part of it is that even with dina’s huge amount of love and affection, that doesn’t stop ellie from going in the wrong direction, which brings us to another life lesson: loving someone is a choice you make everyday and nobody can control your choices when you’re determined to do something.
ellie decided to go after abby, dina followed and supported her the whole way through, then she took that for granted and left dina and JJ behind to go after abby again (after abby let her and dina live) officially breaking dina’s heart. that was a choice, dina obviously cared so much about ellie, loved her so much but she couldn’t change ellie’s mind. but the point here is that dina is a reflection of ellie’s bright side, she keeps ellie sane until the very last moment, saving her life multiple times, going with her in a revenge journey, “you go, I go, end of story”, telling the wolves to fuck off and staying by ellie’s side, constantly putting her life at risk while being pregnant, she has loves ellie for such a long time even before getting with jesse (you can read ellie’s journal where she says cat told her dina is jealous of their relationship) and she probably took ellie back when she came back from santa barbara (a theory that I believe in because it makes sense).
dina is one of the few positive ends in the universe of the last of us, highly optimistic, funny, beautiful and an amazing support system for ellie. if it weren’t for dina, ellie would’ve become a monster.
LGBTQ+ REPRESENTATION (ellie x dina and lev)
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it’s 2020 and people are still talking shit about the game just because of queer characters. that’s why I say people who hate the game are people who either didn’t capture the story or just didn’t even try to pay attention because of a closed mindset bigot sandwiches. representation is the best path to general acceptance, making people see different stories and realize that someone’s gender or sexuality does not influence on the quality of art.
ellie is a lesbian, that’s clear in the game when she says she’s “not into jessie’s type” (such a nice dialogue by the way), she talks about her ex girlfriend and clearly has had a crush on dina for the longest time (probably the reason why she broke up with cat).
dina is bisexual, in my opinion she always had a crush on ellie but maybe she lost motivation to to after her when she started to get close to cat and started talking to jessie because of that and it ended up working.
now dina and ellie’s relationship is probably the only thing that keeps us sane throughout the game, when we sit down to think “thank god ellie has dina, that means she’s not alone”, which is basically the whole concept of it, ellie not being alone because dina is there to hold her to the ground and stop her from becoming someone she doesn’t want to be.
lev being trans is something I can‘t have an opinion on, I have seen both sides: people saying it was a good approach and others saying it wasn’t an accurate representation. I’m not trans so my opinion isn’t valid and I can definitely see why many people think it was a bad reach but I also can see the other side, so I won’t comment on that.
the nice thing about representation in this game is that they brought it up as a normal thing, the only moment the focus is sexuality is when seth was being a dick and called dina the d-word, ellie got defensive but dina stopped her from getting into a fight. even then the main focus of that situation was how ellie dealt with joel saying she didn’t need his help. the point was never ellie’s sexuality, never, not even in a single moment, because it was never an issue. in a post apocalyptic society people don’t pay much attention to being homophobes (unless they’re in a fanatic religious cult or just assholes like seth).
the game approached the subject very bluntly but in a normal way, not making it that huge of a deal but it is a big deal for those who seek comfort and/or are dealing with their sexuality in a way. if a character they admire ends up being part of a minority group, they can relate to that and feel more comfortable in their own skin. we’re here, we’re real and we exist even in a fucked up infected world.
ENDING + THOUGHTS (moving on)
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the last of us part II is a story about revenge, being completely different than part I which is a story about love and surviving. what happens in the second game are the consequences of the first, the choices joel made reflected upon himself, saving ellie costed everything; the cure, people’s lives and maybe a brighter future. people who are bashing the game for it’s storyline and how things went down need to understand that it’s not because we love joel that his actions didn’t matter to others. joel is a human being, so is abby and those who got harmed by joel’s choice to save ellie. joel killed abby’s dad, abby went after him for revenge, a predictable and reasonable thing to do if you just try to see it from her point of view, keep in mind that ellie would do the same exact thing.
if you can’t get yourself to see things from other people’s point of view, you missed the whole point of the game. the storyline isn’t summed up in “revenge is bad don’t do it kids”, it’s just based on the fact that death can never and will never bring you any sort of relief.
the game is the reflection of the cycle of revenge. abby going after joel for killing her dad, ellie going after abby and killing all of her friends in the process, abby finally breaks the cycle letting ellie and dina live but ellie couldn’t get over the guilt and went after abby again, yet she ended up letting her ago and officially breaking the chain for good.
the whole concept of the game is how seeking someone else’s suffering can lead to full destruction of someone’s character and values.
if ellie had killed abby she would’ve turned into the monster she was fighting against and she would lose literally everything she hadn’t already lost: her humanity. I don’t actually know the exact reason that compelled ellie to let abby go, maybe it was losing her fingers and realizing that she’ll never be able to play guitar again, which was her very last memory of joel and what he taught her. it could also be thinking of lev and how he’s the only thing abby has and vice versa, which is what she had with joel and what was taken from her, therefore she didn’t want to turn into the person who put someone through the same pain she was going through. technically if she killed abby she would have to kill lev to avoid him coming after her and continuing the cycle and doing that would kill ellie even more.
to make this shorter, abby moved on earlier than ellie. mostly because abby actually got her revenge killing joel but you gotta look through things before you put all the blame on her. ellie lost everyone in her life, her parents, riley, tess, sam and then joel, going after abby was a defense mechanism since she couldn’t have done anything to save those she lost before, but losing the one who took care and raised her was something she couldn’t bare, specially when she thought joel was the only person she had even though they weren’t in good terms and she and dina weren’t a thing yet.
ellie needed to revenge joel at all costs because that’s what she thought he would want, but in the end she realizes he would want her to move on and be happy, because that’s what he always tried to give her: the best shot in life that he couldn’t give sarah. ellie thought that by killing abby she would be able to let go, when in reality she would just feel more guilty for leaving lev alone like she was having no emotional relief concerning her PTSD. ellie got to that beach fully aware that killing abby wasn’t going to solve any of her problems, but a single memory of joel made her make the decision that she wasn’t going to let her go without a fight. their final fight was silent, in the middle of nowhere, they had absolutely nothing to say to each other because they were both fighting for nothing but excessive mental emptiness. they both knew that nothing would bring their loved ones back and they were ready to move on.
what the game wants to teach you is that nothing good comes from searching revenge and other’s suffering. ellie gets consumed by her own view of justice and ends up losing herself both inside and outside, when she comes to terms with the fact that killing abby won’t bring joel back from the dead, it’s already too late. she lost jessie, her friendship with tommy, her good memories with joel, her fingers which results in her not being able to play guitar anymore, the love of her life and her son.
in the last of us part one ellie says that her biggest fear is to end up alone, and the saddest part of all is that her actions led her to making that fear come true. the ending is ambiguous, it can mean something different to different people depending on what you choose to interpret things and how you view the characters. for some, ellie could just end up alone looking for a life purpose that doesn’t involve anyone from her past. to others, ellie returned to jackson and proved dina that she loved her and that now she’s ready to fully commit because she let go of her anger and is at peace with herself and her inner struggles. but that’s all up to you to decide what you want to believe in.
at the end of the day, this storyline is beautiful, heartbreaking, breathtaking and emotionally draining. it makes you think and open your mind to new perspectives, which is honestly one of the best things art is able to do, create a new universe for you to deep your thoughts in and take your own conclusions. the last of us didn’t have a bad or good ending, it had a realistic ending. just because they didn’t make this the way you wanted it doesn’t mean the writing is bad, it means you’re probably disappointed and that’s fine, but hating on it isn’t the way to make a point.
I can only thank everyone involved for creating this world and making me so invested in it, connecting me with these amazing characters and emotions that I never experienced playing a game before. there is nothing more to say except: endure and survive.
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eschergirls · 4 years
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Originally posted at: https://eschergirls.com/photo/2020/04/22/guaranteed-get-female-your-bag
Another gem from Jess Morrissette on Twitter:
"What if we simply played to our strengths? What if we're so good at gaming, it somehow triggers an 'I want the alpha male' response in females?" A Game Geek's Guide to Getting Girls (PC Accelerator, February 2000).
I know PC Accelerator was trying to be a Maxim for gamers thing but holy crumbs.  Even as comedy this comes up short.  I almost would say you could make a drinking game out of reading this article but you'd probably die taking shots whenever "a female" showed up.  Also extra points for the advice to hide your gaming interest from a woman until you "bag" her because not letting your partner know about an important hobby in your life is a great way to make sure she's interested in it. >_>
Transcription for screenreaders (thanks again to Bella (@MoviePosters00) for the transcription):
A GAME GEEK’S GUIDE TO GETTING GIRLS
Okay palm-shavers, listen up! Reaction time is a factor. Say the first word that comes into your mind when we say "flying fat baby with a bow and arrow." No — not Messiah! Dammit, your answer is the reason we're writing this article. When you see that pint-sized chubby cherub whizzing around plinking people, it means Valentine's Day is breathing down your neck ... and baby, with this much love magic in the air, even you might be able to get a date.
As a service to you, our reader and — dare we say it — our friend, PCXL has sought an answer to the mystery that plagues so many gamers, "how do I get a girl?" We've searched high and low, discussed this conundrum over beer, subjected ourselves to countless seconds of daytime talk shows, drank more beer, picked up (and hastily put down) many women are from Venus-type books, slurped down more brew ... and, amazingly, reached an answer.
COMMUNICATION
To get chicks, a guy needs to communicate — often by talking. Realizing this Herculean task would prove impossible for almost any gamer worth his gaming spurs, and tougher for those even more worthless, we beat our heads against this barrier for days (and sucked down more beer) until a glimmer of hope laser-burned its way through the hangover.
What if we simply played to our strengths? What if we're so good at gaming, it somehow triggers an "I want the alpha male" response in females? Heavy stuff. Before we could commit our theory to print, we knew it needed rigorous testing, experimentation, quantifiable results. Unfortunately, we have no scientific credibility whatsoever. But we've never let a lack of credibility stop us before.
TERMINOLOGY
Here's a quick primer of terminology used in our experiments ...
Chick = Girl = Babe = Woman = Lady = Female = The ones with the bumps who constantly perplex us
Game Guy = You = Horny = Geek-like = Perplexed = Everyone needs a little help sometimes
Game =Game
Theory = An unproven idea that's more than likely wrong
Hypothesis = An unproven idea that's more than likely wrong. Also, the side of a right-angled triangle opposite the right angle.
Postulate = Something you assume from the outset to be true, unproven and wrong pretty much by definition
PCXL = Horny = Geek-like = Perplexed = Everyone needs a little help — and we're here to give it
EXPERIMENT ONE: THE "INTERACTIVE ROMANCE"
SUMMARY
In an ongoing effort to bring males and females together via the arena of computer gaming, a number of new companies are creating "gender-friendly'" titles. DreamCatcher Interactive (http://www.dream-catchergames.com) has developed an interactive romantic adventure based on a true story. The Legend of Lotus Spring (set to release February 2000) has players of most major sexes participating in the story of a young emperor and the woman that he is forbidden to love. Described as a "whimsical, non-violent game," TLLS takes you to the Far East over 100 years ago, touching on cultural, as well as romantic and adventure elements. As a date-locating technique, the TLLS experiment was an abject failure, as evidenced by this Session Excerpt from a co-ed focus group:
SUBJECT ONE (female)
They should've gotten Fabio to be in this thing!
SUBJECT TWO (female)
I'd like to help with the "motion capture" for that!
SUBJECT ONE (female)
It's so whimsical and non-violent!
SUBJECT THREE (female)
Awwwww, look at that! There's a "virtual serenade."
SUBJECT FOUR (male)
Sweet Jesus, please let me die.
PLUSES
Subjects 1-3 enjoyed whimsical, non-violent gameplay; Subject 4 also experienced Culture and Sensitivity-Broadening elements, as per his previous plea bargain with the City and County of San Francisco, California. (His original offense involved animal shelter felines and "Black Cat" brand firecrackers, but we shan't elaborate on that story.)
MINUSES
Despite a sincere effort on Subject Four's part to share the cultural and romantic elements of the game, considerable friction erupted. Subjects 1-3 suggested a "Fore-Player HunkMatch" mode while Subject Four insisted the experience remain a "Single-Player Shooter." Alas, Subject Four did not survive the triple-strength Silent Treatment that ensued.
OVERALL SUCCESS RATING (OUT OF FIVE)
Minus One. Not only did the male subject fail to score, but he was repeatedly and needlessly reminded of his utter lack of resemblance to Fabio.
EXPERIMENT TWO: PLAYING HOUSE
THE SIMS
Frankly, everyone believes that The Sims, from software-as-living-toy masters Maxis, is going to be an absolutely cool game. If you didn't read last month's exposé (crawl out from under your rock), it's the "game of life" made real.
You develop characters, Sims as they're called, and guide, coddle, force, etc. them through various phases in life, searching for financial and marital success. You can end up a lazy, jobless, criminal (much like the PCXL editorial staff) or you can develop a thriving career, gain the respect of your peers and co-workers, and generally lead the sort of enviable life we'll never quite achieve.
Lightbulb flashin' over your noggin yet? That's right — this should be perfect for connecting with chicks! We had the same thought ... not surprisingly, we once again demonstrated our total lack of experience and knowledge of the female thought process.
We were deep into the experiment when we realized that playing The Sims with a cute lass is like eating the broccoli and skipping dessert. How so? The Sims is just so real when you play it with a chick. They actually try to do well with their characters and they want you to succeed too. By the time you're done, you're married, employed, saddled with children ... and you haven't even gotten a kiss off the girl (in real life).
PLUSES
If you're really hard up, The Sims is sort of like practice for relating to real flesh and blood females.
MINUSES
The Sims presents all the work with none of the perks. Perhaps the most telling test-result was this ... babes don't get weak-kneed around men who play house!
OVERALL SUCCESS RATING (OUT OF FIVE)
2.5 dollies — While the game initially got the attention of the female subjects and painted the male subject in a sensitive light, it eventually rendered the male subject more hard up than ever in "real life."
EXPERIMENT THREE: GIRLS THINK THEY CAN DRIVE
NASCAR LEGENDS & TEST DRIVE 6
Why did man invent the wheel? So he could invent cars. Why did he invent cars? So he could impress chicks, of course. The attempt to translate the theory that "chicks are impressed by car-savvy guys" into "chicks are impressed by car-GAME-savvy guys" began with Test Drive 6 from Infogrames —and an utter failure to "get her motor running." The following audio was recorded during a race through Rome:
GUY
Hey! Watch the curve coming up!
CHICK
Is there a map? I don't think this is the best route, we should stop and ask for directions. Isn't Father of the Bride on Channel 4 tonight?
CAR
[CRASHES]
The session was immediately scrubbed and re-started the next day using Nascar Legends. In addition to bitchin' graphics, the incredibly realistic races in Nascar Legends are on tracks — eliminating the whole map thing. Our male test subject was able to expound on the muscular virtues of a 1970 Plymouth and get veeeery groovy in his lingo.
GUY
This is so groovy.
CHICK
Did you just say the word "groovy"?
As the race intensified, Nascar Legends and the general grooviness seemed to be having the desired effect.
CHICK
Mmmmm, wish I could drive this with a joystick ...
Unfortunately, this test case proved inconclusive, because the friggin' puss — ahem — guy, made the fatal mistake of paying too much attention to the game and ignoring the girl. He allowed a full 37 seconds to elapse before responding to the joystick statement, sending several possible messages to the test chick:
A) He was not interested in any way whatsoever in helping her get her hands on a joystick.
B) He cared more about the game than he did about her.
C) He is a total lame-ass and is wasting oxygen that a real man could use to deliver a clever joy-stick retort.
Despite the excellence of Nascar Legends, this experiment resulted in the death-knell response:
CHICK
Isn't Father of the Bride on Channel 4 tonight?
OVERALL SUCCESS RATING (OUT OF FIVE)
Five joysticks for the game, three joysticks for the experience of actually playing this with a female, and an obvious and complete lack of a joystick on the part of the male test subject.
EXPERIMENT FOUR: CHANGING TACK
NOCTURNE
When G.O.D. opened the Spook-House doors and unleashed their deliciously ghastly Nocturne, little did they imagine the power they were placing in the hands of the would-be non-virginal male. A combination of "X-Files" chic and classic survival horror action, Nocturne will give you the tools to awaken your "little zombie" from the dead, but you can't expect G.O.D. to do all the work. Take a cue from the game's incredible atmosphere and transform your grotty little hovel into an environment suitable for jitters-induced romance. Lower the lighting ... candles would be a nice touch. Make sure your friend/room-mate/mom (oh, you sad little boy) won't pop in and burst your love-bubble at the climactic moment. Steal some grave stones and casually lay them about:
GIRL
Are those real grave stones?
YOU
Oh, these? They sure are.
GIRL
You're so cool, after we play a little bit of Nocturne, let's do some ... rubbings.
Don't talk during the game play if you can help it. Let the silence and tension build so that when a shambling horror suddenly lunges at her onscreen persona, she'll shriek. The effect is totally ruined, however, if you're the one who lets loose an effeminate shriek.
PLUSES
With proper set-up and execution, a "Nocturne Date" will deliver more sizzle than a dozen oysters. Even if you don't score, a night of blasting werewolves and zombies is a night well spent.
MINUSES
There's a definite gross out factor at work here. When ghouls overwhelm your date and feast on her twitching on-screen corpse, she may be more inclined to vomit than make out with you. On the other hand, you can turn this negative to your advantage by slapping a hand over the offending image and intoning in your best movie hero voice, "This isn't something you want to see."
OVERALL SUCCESS RATING (OUT OF FIVE)
Four Severed Zombie arms. Good for you!
EXPERIMENT FIVE: SAVE ME HERO!
THE BLAIR WITCH PROJECT
Admittedly an unlikely candidate for Date Movie of the Year, The Blair Witch Project — the overhyped no-budget, shake-cam, low-grade-video epitaph for three missing-and-presumed-screwed filmmakers — yielded the highest results in terms of female subjects exposed versus female subjects, ah, exposed. Throughout the course of the film, the three actors lose their bearings. hurl profanities at each other, and eventually meet an enigmatic but doubtless unpleasant end.
Of course, the game version of this, utilizing the Nocturne engine, is in the works and will be published by G.O.D. A clingy female, the DVD, followed by the game… what kind of loser would you have to be screw up this opportunity for a terror induced tryst? Now where the f —k is the map?
PLUSES
The overwhelming majority of female subjects tested responded positively. often sporadically clinging to the males next to them during, and in most cases after, the film. At least two left the theater with the stated intention of staying with the males that evening. Of course, at least a quarter of the male subjects also clutched the males next to them at least once during the film. There are, ah, other magazines that will deal with those test results.
MINUSES
A very. very slim but noteworthy percentage (about 8%) of otherwise-sensitive female subjects found the film's terror element utterly ineffective —thereby degrading the relative status of the participating males (who thought the film was scary) to that of instant, shriveled Weenie. “This is so not cool, Josh!”
OVERALL SUCCESS RATING (OUT OF FIVE)
Five wood-stick-figure-thingies. Heh, heh, heh — we said "wood."
WHAT WE LEARNED
Of course, much of our experimentation assumed the herculean task of getting the girl into your "love nest” in the first place. If you can manage that, then it's best to keep your passion for gaming a secret (until you've bagged her).
Going the route of using horror to terrify a “victim”' to your arms is more fraught with problems (not to mention issues of legality). So get them in to your life in whatever way you can, then you can use the tips and game styles we've investigated to ensure that you can still spend time at your PC and keep the girlfriend happy (a tough mix — trust us).
What could possibly be better than a lovely co-operative Diablo adventure, a Worms: Armageddon face-off, or living out your virtual lives together in Everquest or Asheron's Call?
Remember though, that the real fun and frolics needs to be done in the real world, not online. There are probably laws against that kind of thing.
EXPERIMENT SIX: LET’S GET LITERARY
SALEM'S LOT
This technique was developed outside our offices but captured on videotape. It's so diabolical, so shameless, that we hesitate to even report it. But we will anyway.
The Diabolical Test Subject (DTS for short) had candles lit, Courvoisier at the ready, and was seated with a girl (GIRL for short) on a couch. Further still, he was, brace yourselves, talking to her. In the midst of our shock we realized that he was reading.
It took us two minutes to determine what tome of romantic lore he was reciting ... it was Salem's Lot, by Stephen King.
You may be saying "So what? I'm a gamer, not a librarian.” Or perhaps you've seen the 1970s made-for-TV movie “Salem's Lot" starring Starsky (or was it Hutch?) Well, pay attention Love Master ... by borrowing someone else's words you'll seem smart. By displaying no fear (even during the graveyard scene with little Danny Glick) you'll seem more manly. But above all else, by reading, you will appear to be communicating.
At press time we hadn't managed to work out whether Blue Byte's new Stephen King-based release F13 will induce the same terror effect as Salem's Lot. It does feature a new story from the currently rehabilitating horror-meister and desktop themes and screensavers, etc. for fan boys. Fan-girls are fewer, but never turn to their touchy-feely drivel as a substitute.
TIFFANYSDOMAIN.COM
Do you know why we love Tiffany so much? (If you've seen her pictures here and you don't know, you've got bigger problems than we thought). We love her because she's on Playboy's new video "Wildwebgirls.com"
And we love her because she's on the Playboy Channel's "Night Calls." She also has her very own website that we've been spending an inordinate amount of time “researching” for this feature ... tiffanysdomain.com.
If, after reading this little bit of prose, you still remain chickless, you can see a whole lot more of Tiffany (and a wagon-load of other babes who have problems staying dressed) on "Wildwebgirls.com”... or checkout www.playboy.com for all the steamy details.
Thanks Tiffany!
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Infinite Jest by David Foster Wallace
"'What if sometimes there is no choice about what to love? What if the temple comes to Mohammed? What if you just love? without deciding? You just do: you see her and in that instant are lost to sober account-keeping and cannot choose but to love?'"
Year Read: 2014, 2020
Rating: 5/5
Context: It's hard to know where to begin writing a review for this book. I read it for the first time in graduate school in about five weeks (alongside everything else I had to do in grad school, so I don't recommend that), and it basically blew my mind. At the same time, it's hard to imagine tackling it any other way for the first time. Despite its difficulty, there are things obsessive and immersive and, appropriately, even addictive about it. Full immersion might be the only way to read it for the first time, and I obsessed about it for months afterward. Since I'm not on any deadlines, I took it more slowly this time (21 weeks) so I could enjoy the writing and the nuances without the pressure to finish. For my less coherent weekly updates in real time, see my blog posts. Trigger warnings: Everything, everything. Death (on-page), child death, animal death, suicide, suicidal ideation, rape, pedophilia, possible incest, child abuse/abusive households, graphic violence/gore, eye horror, severe injury, drug use, addiction, alcoholism, mental illness, depression, OCD, grief, racism, ableism, transphobia, sexism, inexplicable hostility toward Canadians.
About: If it's difficult to know how to write a review, it's equally hard to describe what Infinite Jest is about. It's about so many things, tennis, addiction, communication (failures), and entertainment among them, but I'll do my best. Beneath all the numerous characters, timelines, and subplots, the main plot is about a film so entertaining that it kills anyone who watches it, robs them of all desire to do anything but watch it until they die, and what a faction of Canadian assassins will do to possess it. The auteur is James Incandenza, a suicide whose son, Hal, is a prodigy at Enfield Tennis Academy. Next door to E.T.A. is Ennet House, a drug rehabilitation center where Don Gately, former thief and Demerol addict, is taking it day by day to stay sober. Though they don't know it, Hal and Gately are connected, and the deadly Entertainment and those who seek it draw their paths closer and closer together.
Thoughts: It's rare to find a book that is actually as smart as it claims to be, but IJ is--certainly much smarter than I am, despite all my attempts to make sense of it. It starts off strong and doesn't let up for several hundred pages, which is a huge achievement all by itself. Wallace excels at writing extremely polished sections that could almost function alone as short stories, and the first chapter is one of my favorites in all fiction. It's reassuring, I think, to start the book off on a strong note, in case we worried we were in for a thousand pages of tedious slog. It can be both, but it's often heartfelt, insightful, and funny as well, and the payoff is well worth the effort. I don’t know how Wallace manages to pack every page with so much meaning. Anybody can put tedious lists in their books or make reading purposely difficult (and I have attitude about writers who do this for no reason), but there’s nothing haphazard about this book, despite its size and varied focus. Everything seems utterly intentional. The conversations are really top-tier; Wallace has a great ear for how people talk, and it's a fascinating look at how communication works and doesn't work.
Thematically, I think the book succeeds on more than any other level, including plot or structure. If we could say this book is "about" anything, we would almost certainly start with the themes and not the plot, which is often secondary to whatever point Wallace is trying to make at the moment. It takes an in-depth looks at things like addiction, depression, loneliness, failed communication, sincerity v. irony, critiques of postmodernism and metafiction (while being very meta itself, at times), and the very specific selfishness of an American culture that insists on freedom even to the point of self-destruction. At times, it feels a little heavy-handed or like it was yanked right out of an intro to philosophy course, but I suppose something in a thousand pages has to be obvious if we're ever going to pick up on it. A lot of these themes resurface in his other work, from "This is Water" and "E Unibus Pluram" to Orin Incandenza's Brief Interview style Q and A (and he would be a perfectly fitting character in that book).
The characters are some of my favorites in literary fiction as well, particularly the Incandenza family and Don Gately, and to a lesser extent Joelle Van Dyne (although Wallace typically doesn’t write female characters very well, and she comes with some issues). Hal and Gately couldn't be more different; Hal excels at everything he's ever done, and Gately has a record that includes accidental homicide on it. Hal is the hero of non-action, since little that happens in the book is engineered by him, while Gately is closer to the more typical hero of action, who defends the undeserving at great cost to himself. Yet their struggles with addiction are similar, and they both manage to be incredibly sympathetic characters. In my opinion, the book is always at its best when we’re with Hal or Gately, but I’m strongly driven by good characters. Despite being dead, James Incandenza's presence is also felt all over the book, from the Entertainment he created to his haunting ETA and sticking beds to the ceiling (probably the weirdest ghost I've ever seen in fiction). He's a tragic character in a book full of tragic characters. The others are too numerous to name, from the other tennis players at ETA and recovering addicts at Enfield, to the various bystanders populating Boston. We get brief glimpses into almost all of them, and while they may not all feel relevant at the time, most are memorable or heart-wrenching or slapstick funny, or all three. It's a book that contains multitudes.
That's not to say it's always on point though, and it isn't. There are a number of very serious problems with representation in this novel, and they're as bad as its detractors claim. A lot of the 90s humor aged very poorly, but that's not an excuse for some of the unabashedly racist depictions of African Americans, the uncharitable descriptions of Steeply's and Poor Tony's cross-dressing, or--however much I love him as a character--the fact that Mario Incandenza’s descriptions are ableist in just about every possible way. Wallace thinks he's capturing "voice" when he's really encouraging harmful stereotypes. The humor of the novel often doesn’t depend at all on these stereotypes and would in fact, be a lot more funny if I wasn’t spending so much energy cringing at it. So many of the little racist and ableist asides could have easily been edited out of the entire novel to make it less offensive. There are also sections where he seems at pains to be as gross as possible for its own sake. There are plenty of things grim or uncomfortable or flat out distasteful about this book, but sometimes the graphic violence kind of jumps out and stabs you in the eye, say, with a railroad spike.
If there are times when I was totally absorbed in the little tragedies of the Incandenza family or Gately's struggles, there are plenty more where it's like pushing something heavy up a hill. No lie, some of it is slogging through tedious minutiae and various experimental writing styles (some more successful and less offensive than others). Wallace has a gift for purposeful tedium; it’s at its peak in The Pale King, but he gives it a nice warm-up round here. The novel is difficult and meant to be, since Wallace maintained that some of the best pleasures are the ones we have to work for, and he's not totally off base. There's something very satisfying about living, for a time, in a book that spans a thousand pages, that demands focus and perseverance, and manages to give back (almost) as much as it takes. The book is always structurally interesting, but it starts to get more complicated toward the end as various characters and plots begin to almost slide into one another. I forgot how frustrating it was to near the end and realize--again--that it wasn't going to wrap up with any kind of satisfaction; the various plots slide, but they don’t meet. I thought if I paid closer attention on a second read that I would pick up more of the plot things I’d missed on my first, but I think the problem is that those answers simply aren’t to be found in the actual text. Of course, they can point us toward various conclusions, and the novel certainly encourages us to speculate and make connections, but I don’t think the actual answers are there.
That brings me to some of my final thoughts, for now. There's no doubt that this is a hugely successful book, and I believe it accomplished exactly what Wallace meant it to do. He jokingly referred to it as a failed entertainment, much the way Jim considered his lethal Entertainment a failure, but I have the sense that Wallace, unlike Jim, failed on purpose. The book purposely pays more attention to structure and theme than it does to plot or character, yet the plot and characters are hugely compelling for what we see of them. Imagine the book it could have been if he had paid equal attention to all of them. Wallace attempted to create a book that people wouldn't want to stop reading. Reaching the end certainly encourages us to begin again, as the first chapter is actually the last in chronology, but that trick only works the first time. By my second read, I realized that starting over wouldn't help me fill in any of those blanks or answer any of my questions, and I was content to let it go. On the one hand, IJ depends upon its structure to tell the story it's telling. On the other, think of the book it could have been if it spent more time telling a story and developing its characters and less time belaboring a point. It's one of the best books I've ever read, and the tragedy is that I think it could have been even better.
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goofygomez · 4 years
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An analysis of The Last of Us Part II and its themes
I’ve seen a lot of people share their experience with playing The Last of Us Part II, and it’s safe to say most of it has been largely negative. It’s no secret this might be one of the most divisive games of all time, and it will probably stay that way for a long time after. I personally adored this game. I believe this is the masterpiece of masterpieces, and it’s the only game to ever top the emotions I felt when playing the first game, although I will say in terms of raw story (with nothing else like gameplay to support it) the first game is still a bit higher on the list for me.
But for all intents and purposes, when considering all aspects of this game, I think this is the single greatest accomplishment in game design and storytelling I’ve ever seen in a video game. That being said, I would like to try and respond to some of the criticisms this game has gotten, and furthermore, I’d like to try and analyze some of the themes I noticed when playing the game. Keep in mind this is MY opinion, and should not be taken as fact. This is just my experience, and I’ll respect yours one way or the other.
Take this as a MAJOR WARNING that there will be spoilers for both games in this post.
With that, let’s start with the common criticisms:
1.       “They killed Joel for no damn reason. He deserved better.” This is an easy one to tackle. For one, Joel most definitely did not deserve better. Even though we might love him for being the first game’s MC and have grown attached to him, there’s no way we can or should look past the fact that he, Joel, is a bad man. He even says himself in the first game that he and Tommy did some questionable things to survive in the 20 years between the outbreak and even during the events of TLOU. While he may be perceived as the hero of the franchise, when you look at his rap sheet, you start to notice he’s not so great after all. Take the ending of TLOU as the most glaring example, where Joel has been told Ellie must die in order for the Fireflies to develop a vaccine. His first and only reaction is to kill every single Firefly he sees and murder the surgeon who would have killed his “baby girl”. Would I have done any different in his shoes? Probably not, but that’s the beauty of the first game. Its ending and the ambiguity of Joel’s morality given his actions is one of the driving forces that make the first game so spectacular and why it’s still being discussed 7 years later. Now let’s talk about the second point to this criticism: “He died for no reason”. If you recall, the people who killed him were former Fireflies, one of which (Abby) was the daughter of the surgeon whom Joel unceremoniously killed. In their eyes, they had every right to go after Joel. Like Anthony Caliber, one of the best TLOU speedrunners, said in one of his recent livestreams, “Joel signed his own death sentence when he killed Marlene and the surgeon back at the hospital in TLOU1”. While it may seem overly zealous to us as players who have grown to love Joel, if the roles had been reversed would you not do the same? Would you not want revenge for the killing of your father? And isn’t that exactly what Ellie is doing in this game, which most players justify in this hatred of Abby?
2.       “Joel was out of character in giving out his name and trusting strangers. They dumbed him down for the sake of plot.” As I recall, Joel literally gave Henry and Sam his name and followed them out to their hideout barely 30 seconds after meeting them and beating the shit out of Henry. Joel may be an untrusting person at heart but he always does so with reason. The most common reason people give of this is “He didn’t trust the guy asking for help in Pittsburg and ran him over so why trust Abby and her gang”. First of all, that was literally the one situation Joel had already been on the other side of, and knew perfectly well it was rehearsed. On the flipside, he and Tommy had just saved Abby and literally mention there’s no other way to go other than with her because there’s a huge blizzard and a herd was after them. And especially now, after Joel has been living in Jackson for 4 years now and has been living comfortably in a community very obviously open to new people. Abby’s group gave them no reason to distrust them, and giving out his name, in any other situation, would have made no difference in the outcome. It was just unfortunate they happened to be after him.
3.       “I hate playing as Abby, why are they trying to make me sympathize with her?” That’s the whole point, they’re not. The entire game, you keep rooting for Ellie to find and kill this woman who wronged you, and when you’re forced to play as her, you’re understandably angry. You’re upset, and you feel you have to slog through this seemingly endless section of the game. But as you keep playing, much like I did, you start seeing the other side of the story. Abby is not the villain the game paints her out to be when she killed Joel. She’s another human being with human emotions and a very real reason to hate Joel and to want him dead. As I said before, Abby is doing exactly what Ellie eventually does after Abby kills Joel.
4.       “Why would Ellie go through all that effort to not kill Abby in the end?” I will touch on this in the analysis of the themes, but simply put, it was about breaking cycles.
Now I’d like to start defending how and why I believe this is a masterpiece by first taking a look at one of the admittedly less touched upon parts: gameplay. This aspect usually takes a step back when it comes to narrative-based games, and it is obviously not the most resounding part of this game, but it is clearly not taking a back seat either. The flow of both combat and mellower scenarios in this particular game is astounding. When battling opponents, the AI feels like one of the most intelligent I’ve ever seen in a video game. The way the enemies communicate between each other, telling the others when the player is out of ammo or when they’re flanking to create much more nuanced fight sequences, coupled with the expanded worlds Naughty Dog has come up with to create a seamless experience when fighting hordes of enemies without it feeling stale or repetitive, is one of the most immersive gaming experiences I’ve ever had. Each encounter feels unique and challenging in some ways you may not have felt before in the game, and by the end you’re so immersed in that feeling that going through the Santa Barbara group (to me, at least) was almost automatic and I could see so many different options for me to approach each situation as it came my way.
Likewise, Naughty Dog have managed to turn the puzzle solving from the first game, where you simply had to find a dumpster to step on or a door to open with a shiv, and incorporate the environment and world into it, finding clever ways to get over obstacles without simply having a step-up ladder be the end of it. The mechanics that went into the rope puzzles, breaking windows to get to previously unexplored territory (which is admittedly not new in gaming, but still a cool concept to add to the franchise) paired together with so many more new little features to bring the world they created to life, and bring you into it as well.
As always, and as was the case with the first one, you can’t talk about The Last of Us without talking about the soundtrack. The haunting score created by the masterful mind of Gustavo Santaolalla, a fellow Argentinean like me, brought to life some of the most heart-wrenching moments and the most beautiful ones as well, in a way that can only be achieved with amazing sound design and music. The main theme song, which is a sort of homage to the one from the first, takes a much darker approach, choosing instead to focus on the bass and that resounding low voice in the background, setting the tone for the rest of the game: a much darker, grittier, and grounded experience that will pull no punches. Santaolalla managed to create a score that mimics the first one in melody and rhythm, while succeeding in mirroring it to create a more dissonant accompaniment to the gruesome story you’re brutally killing your way through.
Another aspect of the game that deserves all the praise it gets, and one that people seem to at least be in consensus about, is the graphics and animation design. I can safely say this is hands down the most beautiful, gorgeous, astounding, breathtaking game I’ve ever laid my eyes upon, and that might not be enough adjectives to fully encapsulate how I feel about the graphics in this game. One can argue all day about the morality of the characters in the game or the balance between right and wrong that Naughty Dog so masterfully plays with in the story, but one thing is for sure: The graphics design team deserves so much credit for actually bringing the story and the characters we know and love to such vivid life. You can see it in the little things, like the veins in Joel’s arm as he plays “Future Days” by Pearl Jam and the facial expressions Ellie can make if you stand in front of a mirror during the museum flashback; you can also see it in the larger things, like the jaw-dropping backdrops that range from a beautiful mountain range in the snow to the downtown Seattle skyline. No moment will be wasted by stopping your pace to just admire the absolutely gorgeous view you’re presented with every time you enter a new game world. The attention to detail in animation is also not lacking at all, with so many little actions being given special treatment as we see Ellie patch herself up and still having the actual bandage over her arm instead of disappearing like any other game, or the way Ellie’s fingers perfectly (and correctly) play chords without resorting to generic hand gestures. You can see the love and care the developers have for this game in every tiny crack in the game that simply takes your breath away and that sometimes you won’t even see from the vastness of the world around you.
And finally, the story. It is definitely a divisive story, and Neil Druckmann did warn us it would be. There were times, namely the moment they switched the POV to show me the first 3 days from Abby’s perspective, when I was genuinely wondering what the hell they were thinking. My faith in Naughty Dog never wavered, though. I kept playing because I thought, “There must be some reasoning for this.” And to my greatest relief, it finally clicked for me a few hours into Abby’s section. Namely, the moment where she meets Lev and Yara, two Seraphites that defected after the former shaved his head. At first, it seemed weird that they would be cast out for such a stupid reason, but then you start to get to know them, and you understand the real reason they had to leave their religious cult. As I said before and will say again, this is a game about perspective. Up until that point, I just wanted Abby dead, albeit with some guilt since learning that it was her father Joel killed in that operating room. But seeing Abby’s willingness to help total strangers, much like Joel did at the start of the game, was what sold me on this game’s concept. The purpose of this story is to make you feel the regret and the weight of the actions you impart on the world, as you can see the carnage Ellie left in her wake during your time as Abby, seeing Abby’s friends butchered by either Ellie or Tommy, realizing they’re no different than the villains we have such tunnel vision about. The ending is something I’ll get to in the themes, but I just have to say I love the way it’s such a parallel to the first game’s ending, up to the point of divisiveness in the people who actually played and finished the game (which at the time of writing this is less than 4% of players).
Now onto the themes. One of the things people always praise about the first game, and rightfully so, is its themes and how well it portrays them through certain characters to create a cohesive and coherent story that pulls at your heartstrings and makes you root for the “heroes” of the game. This time it’s not much different, with the minor exception that this time, there are no heroes. Just like Neil Druckmann said many times during the development of Part II, “While the first game was about love, this game is about hate”, which is one of the main themes.
1.       Hatred: I can safely say there have been very few times of my gaming life where I’ve been so viscerally angry (in a “good” way) while playing a video game as I have as I tore down through countless enemies that got in the way of me and my target. This game will let out the worst parts of you in ways you can’t even imagine, and will make you take a look at the way we glorify violence in video games without the usual preachy tone of “video games cause violence”. Like I said before, this is a game that mirrors the first one while paying homage to its themes. To take a page out of Abby’s book, it’s like a coin. There are always two sides to it. On the one hand, the first game’s main theme was love, and how loss and grief can be overcome with it with the proper care and time. The Last of Us Part II shows us the uglier side of human nature, which is anger, despair and a natural desire for revenge (another theme). Both games show us the natural progression of a grieving person, but both of them take wildly different approaches. Granted, we don’t know how brutal and vicious Joel was right after losing Sarah, but it’s safe to assume he was nothing short of a monster, which eventually didn’t really help in dealing with that loss until he found love and hope in a little girl whose safety was now his utmost responsibility. In Ellie’s case, she’s still in that first stage. Ellie as a character has always been reckless and foolhardy, and her actions in this game are a testament of how well Neil Druckmann and Halley Gross know their characters. The entire game, right up until the final moments where she’s about to finish Abby off, her actions are fueled by a rage and desire to exert justice onto those who’ve wronged her. In other words, she’s looking for revenge.
2.       Revenge: Both main characters have at least one thing in common, and it is their desire to avenge their father/father figure. I truly believe that Joel’s death was not only justified (from a storytelling perspective) but also crucial to the development of a sequel that both enhanced the world of The Last of Us while building onto it with new ideals and perspectives. The idea this time is definitely not one we haven’t seen before in so many other mediums: “Revenge is bad and is never worth it” Seems trivial to even suggest it when we all know the outcome, but The Last of Us Part II manages to not only build upon the idea that revenge is a double-edged sword, but it also manages to balance the perspectives within that cycle to attempt to explore the psyche of the characters we’ve put into the boxes of “hero” and “villain”. And subsequently, they manage to break that characterization by showing us both sides of the aforementioned coin to see, in no unclear terms, that the consequences of our actions when dealing with vengeance always circle back to expose the nastiest side of our nature. It stands to reason that we, as the player, would at first be on board with Ellie “finding and killing every last one of them”, and demonizing Abby for not only killing but torturing possibly one of the most beloved characters in gaming history. We want her dead. We want her to suffer for the crime she’s committed. Yet, in our quest for vengeance and justice, would we not be succumbing to the same cycle that brought Abby to killing Joel in the first place? Did she not think, from her perspective, that she was entirely justified in killing the man who had not only destroyed the one chance humanity had against the Cordyceps, but also murdered her father in cold blood? Are we not the same as Abby for wanting her dead after she kills one of our own? When does it end? And that’s the real question. This whole thing, the lust for revenge that can only be quenched with cold-blooded murder, is just another facet to our complex and grey morality as human beings. It’s natural for us to feel angry and upset at this, and I believe all the hatred people give this game that stems from it forcing you to play as Abby is the exact nature the game is trying to bring out of us and show to us in a mirror.
3.       Cycles: While this may not be such an obvious catch as the first two, it’s still very much ingrained in the inner workings of this game’s narrative and how both characters view the world according to their reality and perspective. The concept of revenge, as stated above, is a repetitive one. One that causes cycles and events to repeat themselves if left unchecked, and The Last of Us Part II plays with these masterfully. Starting the game with a heartbreaking moment and setting the dark tone for the rest of the game is what starts the first part of this cycle, which is Ellie wanting to avenge Joel’s death, much like Abby avenged her father’s death after 4 years of despair, planning, and training. Ellie’s desire to kill Abby is what leads her down the path we would characterize, were she some random character and not the main one of the franchise, as the villain’s route, going down a dark path that prompts her to mindlessly and mercilessly slaughtering countless people whose names you hear from their friends’ mouths when you kill them, to the point where you end up getting to Abby’s closest friends and companions and murdering them too, not unlike Abby murdered Joel. It is a sobering feeling to realize the character you most love and root for is, in the eyes of the other main character, as much of a villain (if not more) as we as players make Abby out to be. It is at the end of the game, which a lot of players had qualms about, where Ellie is beating Abby within an inch of her life that she realizes this is not worth it. Killing Abby will not bring Joel back, and will certainly not bring her any satisfaction, as showcased by how traumatized Ellie was after the killings of Abby’s other friends and the fact that she still kept seeing Joel’s lifeless body as she attempted to drown Abby on that coast. Then, as we are mercilessly choking the life out of her, which is yet another example of the visceral anger the game elicits from the player, we see a different memory of Joel. One of hopefulness, where Joel is playing the guitar and smiling. It is at that moment that Ellie realizes the only thing she can do now is to move on with her life and accept Joel’s death as something that happened. To add onto this realization, it’s probably good to mention that Ellie must have seen some of herself in Lev in that killing Abby would have left him (if not dead) in a state much like the one she, Ellie, was at the start of the game. Coming back to the theme of cycles, if Ellie killed Abby, what’s to stop Lev from coming after Ellie the same way she came after Abby, and so on and so forth. Both these things coupled help Ellie finally break the cycle and go back to the farm, where she’s greeted with the consequences of her actions in a more emotional and real way than the PTSD: Dina being gone and Ellie leaving her guitar behind, symbolizing her letting go of Joel’s memory and accepting her reality.
The game scares us; it scares me. It is a harrowing experience that will only get better with time and will, in my humble opinion, go down as one of the greatest games of all time for years to come. No matter the context, and no matter the medium, I wish it were easy to find such real, emotional, and powerful pieces of art as this one more often. But alas, we will have to wait and see. As someone whose name I can’t seem to remember said: “This will mark the gaming industry and divide it between ‘Before TLOU2 and After TLOU2”
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