Friday, January 22, 2016

2015 Recommendations in Review: Lifeline and Her Story

Last year, my friend Steven Wong very generously purchased two iOS games for me and requested I weigh in on them: Lifeline and Her Story. It has taken me a criminally long time to do this, and I am rectifying this oversight now.

Lifeline is really an extended SMS conversation with a fictional astronaut named Tayor, stranded on an alien planet. Periodically, he or she (gender is never established), asks you for advice and you get to pick between a couple options. It's a very basic form of interaction, but the constellation of cause and effect is enormous, and the lack of art and mechanics allows for even greater storytelling variance than Tell Tale Games' offerings. I mean look at this flowchart!

http://forums.toucharcade.com/attachment.php?attachmentid=86307&d=1429737615

Well. Don't look too carefully if you haven't played and don't want spoilers. It was a fun little trip with a few minor issues. The writing wasn't really my style; Taylor's voice would frequently stray into excessively quirky/zany territory to keep things from getting too heavy (and rarely garnered a laugh). There's also a built in waiting period between texts, which contributes to realism, and makes is very suitable for mobile play play, though I found myself more thoroughly engaged at the end of the story, when the waiting periods were shorter. Still, there are some very original elements to the story, and it is a strong proof of concept for a format: decision-tree storytelling with an SMS wrapper (as opposed to something like Twines which tend to run more verbose).

I was a bigger fan of Steven's second recommendation, Her Story. In the game, you have been given access to a police database case file containing 271 video clips of a woman being interviewed. Each clip is the answer to a question you can't hear, and the archive must be searched based on the words her responses contain. It's a murder mystery, and while the culprit seems fairly obvious from the start, the specific circumstances surrounding the killing, and your role in the story, are pretty novel and open to some interpretation.

The writing here has a creeping sordidness with a cryptic delivery that requires you to read between the lines; much more to my liking than Lifeline. It has garnered a bunch of awards for writing. I think some people have given it best of 2015 accolades for writing, which seems aggressively plausible in the App space, but it really doesn't compare to the masterful quality and colossal breadth of the content in say, Witcher 3 (which I swear I will write about one day; for now,I will just say that it is my GOTY for 2015).

My only quibble is that you can missing out on most of the game's content and solve the core mystery fairly quickly by asking astute questions....but is that really a problem? The creator of the story, Sam Barlow, set out to make a better detective game than LA Noir, and in terms of actually 'solving' a mystery using your own powers of deduction, he succeeded. In Noir, you essentially steer an avatar through an interactive maze that leads to heavily scripted choices to interpret a case. There are points where you can get ahead of Cole in the core case, which, in detective novels, is a sure sign that something went sideways.

That said, I like the idea of pairing Her Story's archival mechanic with Noir's facial recognition interviews and crime scene investigation sequences. If you need to check the boxes for driving and combat (which both feel like part of the detective experience, but also a knee jerk compulsion for video game adaptations), I would replace the open world shooting and driving in Noir with something like the QTE combat in Wolf Among Us. I know some people at GA Tech who might lynch me for suggesting as much, but Tell Tale has convinced me that well timed button-pressing has its place in narrative-driven games.

Many thanks to you again, Steven! Again, if anybody else recommended something, or wants me to weigh in on something from last year, lemme know and I will try to do a write up.

2015 Recommendations in Review: Marbles

Been a while since I posted any kind of review or discussion, but over the next couple days I will be catching up on recommendations from people I received in 2015. First up is a graphic novel called Marbles by Ellen Forney which my cousin Alaina loaned me. We never got to discuss it, so I thought I would share my thoughts here.

I love comics and go through about 3-5 trade paper backs a month. These days, every comic trade is called a graphic novel (which is stupid) because there are books like Maus, Persepolis, Seconds, and Marbles that live up to the title as a format. At its core, Marbles is the story of a bohemian artist being diagnosed with bipolar disorder, and coming to terms with what that entails: managing periods of mania and crushing depression, social stigmas, and hardest of all, medication.

Parts of the book really resonated with me. Forney's musings on the relationship between artistry and mental instability echo some of my own inner monologues. She likens her diagnosis to joining a club, whose esteemed members include Van Gogh, Cobain, and dozens of others. There's a there there. Creativity often walks hand in hand with craziness, or wave to each other fondly on two sides of a narrow path. Of course, that romantic cache amounts to little when weighed against the reality of living with a disorder.

That said, I didn't really enjoy the book. It took me a while to figure out why, and I have yet to completely articulate my misgivings, but it boils down to a few factors.

I should confess that I haven't had as hard of a time with bipolar as the author. I was diagnosed with ADD when I was 6, put on meds immediately, and diagnosed with bipolar disorder (which may have been 'activated' by my ADD meds) in high school. The net result is a lot of practice dealing with medication. I learned what to look for as I grew up. If I were diagnosed now, just as I feel like I've found and forged an identity, I imagine it would be much harder to cope with. Despite that acknowledgement, I was annoyed by Forney's crushing despair. Which is kind of terrible of me.

By nature, depression is overwhelming and irrational, and you cannot will yourself to get over it. Blaming somebody for depression is as callous as telling a paraplegic to "walk it off." Stupid trifles are enough to ruin your week, and nothing will make you feel right. Being labeled a borderline insane person is no mere trifle, either. At first I thought it was because she reminded me of my own periods of depression, but one particular panel from the book sticks out in my head: Forney tearfully shares her diagnosis with her mom, and her mom's reaction is to cry in turn and say "why couldn't it be me!" like it's cancer. Something about that pissed me right off. Sure, telling somebody to "walk it off," or even "just take your damn meds" is not productive, but I think melodramatic sympathy can be just as damaging. It enables a kind of victimhood, which might be the most poisonous mentality a person can have.

In similar vein, she is so scared of people's reactions to everyone learning she's bipolar when in my experience, nobody gives a shit. Especially if they already know you. The most severe reaction I've received is "You? Really? No way. You don't seem bipolar," which is meant as a compliment but kind of douchey. Should I encounter somebody who stigmatizes me for a chemical imbalance in my brain, that person is an asshole and I am better off without them. She herself discovers that people don't really mind, but to me, it begged the question of how she perceived people with bipolar disorder prior to her own diagnosis.

The other weird thing is, the central existential threat for Forney is inverted for me. She is (rightly) terrified that drugs will inhibit her creativity and happiness, whereas I am (legitimately) terrified I will one day have to stop taking the drugs that keep me stable and productive. We are in accord about the horror of adjusting medications: it will fuck you up like you cannot believe, and there ain't no side effects like psychoactive side effects (especially lithium. What was her shrink thinking?) It really is an awful process. And like Forney, I've compounded those problems at various points in my life by adjusting my dose on the fly because I thought I knew better than my doctor. So we do have a lot in common. We are members of that same club.

But there's just a fundamental schism in how we react to our 'damage.' My gut reaction is to respond with violence; great vengeance and furious anger. I want to feel like my drugs are weapons I've used to take control of my life, and that I can overcome their side-effects through skillful self awareness in an ongoing battle. Maybe that's juvenile, but it's how I choose to perceive myself, whereas I get the impression that Forney is more of a lover than a fighter. That's not to say she's weak willed. If she were, she just would have let lithium steam roll her, or succumbed to suicide. But her end goal seemed to be peace and dignity despite hardship. Comfort with one's self despite having to fight, versus being comfortable with yourself because you fight. It really is two ways of telling the same story. As an aspiring author, I think that's what bothered me: she told a story that personally resonates in a way that didn't.

I am grateful for the read because my reaction to led to some pretty intense introspection. I would also recommend the book to a couple friends.

Monday, December 21, 2015

A New New Hope

The following typage is about Star Wars Episode VII. If you haven't seen it yet, don't read on until you have.


A beautiful poster as always, even if it does rely on the now standard red vs. blue contrast trope. 


If you're still with me, you've felt the awakening. The franchise's return to the light side of the Force. For the first time since 1983, longer than I have been on this rock, we have a new Star Wars movie. There has been plenty of other legitimate Star Wars stuff, some great expanded universe novels, a couple excellent video games, and some decent kids' shows. But the prequels and Lucas' edits to the original trilogy are things that misapprehend his own universe so profoundly that the world appears to curdle on screen. So I was worried that the franchise had gone the way of Palpatine rather than Vader. But JJ Abrams and Lawrence Kasdan have restored balance. Watching TFA, I felt the same unqualified joy I felt watching those first three films as a kid, waving around a flashlight like a lightsaber. Now that the credits have rolled, I want to know what is going to happen next. And I want to spend more time with these people, aliens, and droids.

That's the greatest victory I think. To my eye, Star Wars has always been about the characters. Their individual motivations and arcs drive the plot more than the titular war. That backdrop lends gravity and dressing to the individual characters' arc, but I always felt a stronger pull to Luke's trajectory as a Jedi or Vader's enigmatic presence than the fate of the rebellion or the ambitions of the Empire. Leia and the droids are really the only ones who are consistently dedicated to the cause, and even they end up putting aside the war long enough to rescue Han. Those personal motivations are once again at the foreground of Star Wars storytelling.

Rey (Skywalker?) comes to rival Darth Vader as the most badass character in all of Star Wars by revealing herself as a Jedi, and coming to captain the Millennium Falcon in the course of one film. Let's actually take a minute to talk about Daisy Ridley. Somebody handed her a platform and the expectation to be a role model for millions of girls around the world hot on the heels of characters like Imperator Furiosa and Katniss Everdeen, as well as the weight of a billion dollar franchise riding on your shoulders. Imagine that pressure. Imagine the self-doubt. And watch as she hits it out of the fucking park. Her lines were good, her scenes were good, but her performance made them real. Character-wise, she might be a little bit too awesome straight out of the gate. On her first at-bats, she mind tricks a stormtrooper (with an amazing "I am using the Force now" voice), out mind-melds Kylo Ren, and beats him in a saber duel without any kind of training. I always said I would raise my hypothetical daughter to be Han Solo. Now I am raising her to be Rey. Also, listen to this theme:



Finn has a crisis of conscience, immediately followed by a infatuation with Rey. I really like that inversion of Han's arc. An initial desire for personal growth helps establish him as a deuteragonist as opposed to a Lancer like Han. Boyega's comedy game is a little stronger than his dramatic delivery, but I always found him charming and convincing. Very curious to see where his character will go now that his spine has been raked with a plasma club.

People have been divided on the Sith formerly known as Ben (Organa? Solo?). He is a very different beast than Vader, and that is a good thing, because a straight up imitation would be doomed to failure. Some of my friends feel that he is a little too whiny; a problem compounded by goofy ears, and identity pollution with his tenure on Girls. Having seen all of 1.5 episodes of Girls this didn't really bug me, and I think that the signature Skywalker whininess works much better as a villainous trait than a heroic one. Cruelty and anger stemming from insecurity are very believable (and pertinent) breeds of evil, and I love the fact that he is already conflicted as a villain, feeling the pull from the light side of the force. And even though it is telegraphed a mile away, him killing Han was poignant and a meaningful point of character development.

We don't get to spend much time with Poe Dameron, the guy who I think will become this trilogy's Han (now that Han is gone), but what time he has is solid from the first line. Good deadpan and he really sells the fighter ace enthusiasm too. Captain Phasma was a bit of a disappointment, as we get to spend all of two minutes with her, but there is potential there.

And BB-8. Holy shit. So good. For better or ill, Star Wars has a legacy of cuteness in each film, and the little soccer ball-esque droid fulfills the quotient in a way that is neither excessive, offensive, or cursory. He occupies Artoo's role from the first film as a living McGuffin, catalyzes Rey's first act of heroism, and delivers one of the best sight gags ever. If you didn't smile at the lighter thumbs up, get yourself checked out. Not sure for what exactly; have the doctors keep looking until they find a serious problem.

It was good to see Han again. Better still to see him off. Harrison had a brilliant role, he got one hell of a send off, and apparently his character has an anthology movie on the horizon. He also wanted to die at the end of Empire so this seems like a fitting conclusion. Fisher didn't have too much screen time, and it should be some kind of crime that Mark Hamill got second billing, but I look forward to the roles they will play in Episode VIII, and possibly beyond, provided they continue to cede the spotlight to the new generation of heroes.

Like I said, all awesome characters. People I want to adventure with. An outer space D&D party I want to be a part of. That is the most crucial ingredient for a genuine Star Wars experience. And the prequels lost sight of that.

Another tremendously pleasing element of the film was its raw physicality. Elaborate costumes, richly dressed sets, practical explosions, and stellar make up made for a more believable world. Even amidst the intense dog-fighting and saber battling sequences, the film never took the dizzying plunge into the Wachowski-esque CGI hellscape that typified episodes I through III, and even a few of the more recent installments in the Marvel Cinematic Universe. Hopefully this will trigger a sea-change in similar blockbusters.

The visual effects aren't the only reason I'm glad I saw this in theaters (twice). John Williams' did the score, and once again stuns with his genius. But the sound effects are also incredible. Scenes where Kylo Ren tries to break into other characters' minds are almost entirely carried by the sound. Instead of looking at some dude extending his hands, you can feel the force pressing against you.

From a franchising perspective, the other fascinating thing about TFA is that it is the first film that I've seen which manages the weird hat trick of being a simultaneous reboot/remake/sequel. Terminator Genisys made an attempt this summer and failed miserably. The Prometheus sequel seems to be angling for the same thing as evidenced by re-framing itself an official Alien prequel. It's easy to understand why studios want to remake, reboot, and continue to serialize all at once; that execution is all things to all people. But it's a difficult paradox to pull off. How do you reboot continuity while advancing it? How do you remake something while managing to take the series in a new direction? If the movie falls short anywhere, that secondary point is probably it's biggest shortcoming. The film really is a new take on A New Hope, with a fresh cast and some more modern sensibilities.

It plays things very safe. Too safe, in at least one regard. In his effort to back away from the expository politicking of the prequel trilogy, JJ failed to sell the threat of Starkiller base, or emphasize the tragedy of the Republic's destruction.

This should be a really big problem. It should also be very sad. It is neither.

The galaxy is once again without a central government. Coruscant, the apex of galactic civilization, has been obliterated. On a personal scale, everything the rebels fought for in the first movie has been undone, and billions upon billions of people are dead. But there is no build up. The atrocity plays out of over a montage's worth of screen time, and worst of all, we are given no time to care. There are reaction shots from our heroes, none of whom have personal connections to these planets, and even this is brushed aside by a more immediate threat to the heroes. When Alderaan is destroyed in a New Hope, we get to see Leia's anguish. We hear Obi Wan's brilliant line about a great disturbance in the force. One planet is a tragedy and a star system is a statistic I guess?

Also, if the Republic has been reinstated, and Leia has the formal title of general, why the hell are the people charged with putting down the First Order (the rough equivalent to Neo-Nazi terrorists), called The Resistance, and not The Republic Peacekeeping Force, or something similar? Weird decisions. They don't do the universe's macro-fiction any favors. But these are surmountable problems.

Episode VII is much more than a good movie. I can say without hyperbole, it is a cultural phenomenon. The Friday after the film's release, I went to Lightsaber Battle LA. I hit strangers with light up sticks, hard enough to leave bruises, they did the same to me, and afterwards we hugged it out and laughed. At the same event, younglings set upon each other, also with light-up sticks (and greater restraint than the adults), giggling and pretending with abandon. On the train to the event, people complimented our sabers, asked us about the movie or spared smiles. It was like another holiday. And looking back, it felt like one.

I doubt the subsequent movies will have the same explosive reception; particularly the anthology films, but I am eager to see how this universe moves forward. Now that there is a fresh start, I'm thinking of diving into some of the ancillary materials like the comics and books. If anybody has already taken that plunge, and has recommendations, please lay them on me. You want to speculate about where Rian Johnson will take the franchise next? Me too! Let's do it.

As one of the trailers proclaimed, "Hope is not lost today. It is found."

Thursday, December 3, 2015

Sick

At first I likened these shootings to natural disasters; periodic human hurricanes that could be prevented if somebody just noticed the instability at the right moment. But these events have become a daily occurrence, and their frequency is only increasing. We are dealing with a human virus. These shooters are the compromised cells of American society. And we literally cannot keep up with the infection. In the course of writing this, I learned about a new shooter in Savannah, Georgia.
I think the first step is to stop allowing shooters to act as successful vectors. To abandon this collective obsession with publicly exploring the lurid stories that motivate them. Every time we talk about what made them different on the screen, we’re telling other angry people that they can be special too. Every time we explore their motivations, and attempt to explain their inexcusable behavior, we are telling them that their agendas deserve consideration. Police must continue to investigate all the evidence. Experts should scrutinize these people as individuals and part of a larger pattern. As a community, we must do everything we can to pull people on the precipice back to rational humanity. But the next time there’s a spree shooter, I don’t want to hear his name on the news. I don’t want to know his skin color, religion, gender or agenda. Once he pulls the trigger, he is just another infected cell.
But that’s just triage, a way to slow the spread, and we need a vaccine. 355 spree shootings later, and we still can’t get people to admit that we have a gun problem. That’s not the only issue in play here, but this doesn’t happen anywhere else on the planet, and it is insipid to deny a connection between this virus, and the uniquely ubiquitous availability of guns in America. The blade itself may not necessarily incite acts violence, but damned if blades don’t make it easy to stab people.
I cannot acquire meds unless a doctor verifies that I need them and will not use them to do harm to myself or my community. It is high time we extend the same caution to bullets. Yes, you should have to explain what you need those fifteen clips of AR ammo for, whether it’s hunting, training, or self-defense. We need more opportunities for law enforcement and truly responsible gun owners and purveyors to throw red-flags on lunatics. What is that inconvenience weighed against dozens of lives? If you are truly responsible, you can admit that this epidemic is a graver threat than domestic terrorism, or an encroaching government.
We also cannot afford to pretend guns do not exist, or that we will magically confiscate them, or that more oversight is a sufficient form of control. A good way to impress the gravity of a weapon on a person is to train them how to use it. Classes on responsible gun ownership should be mandatory before a purchase, and freely available to anyone who wants to know how guns work. Such programs would also provide yet another opportunity to scan our crowds for people who are infected.
Finally, but perhaps most importantly, we have to move past sentimental platitudes. Your “thoughts and prayers” are not going to solve a damn thing. They are spit in the victims' eyes. Such replies are compulsory, political lip service to dodge the issue and absolve the speaker of responsibility. To our president, to our congressmen, to our courts and lobbyists: you are not absolved. You are not forgiven. This is happening on your watch and you are failing your country. Each one of you must do more to solve this problem because we are sick and people are dying.
As it stands, being shot to death in a spree is now an assumed risk in the United States. And that is unreasonable.

Monday, November 30, 2015

Mo' MOBAS, Mo' Problems

So this was going to be about Aeronaut's Windlass, but I'm still only about half-way through. My back-up was Mr. Robot, but I'm not done with that either. Both of those things are good things, but neither one grabbed me by the throat like Jessica Jones did. You can expect write-ups on both next month. But I have an unbroken two review per month stream to maintain and I'll be damned if I break it. So I thought I would take a stab at describing the gaming genre that has sucked away the most of my time in the past two years: MOBAs and League of Legends in particular.

I didn't really plan this one out in advance, so it rambles. A lot of this will be me trying to explain a very complex genre to people who know jack all about it. Those of you who know it know it well, so there may not be a lot to glean from this monster for veterans. So much has been written about League and its ilk that there isn't an obvious avenue towards originality. But I think I eventually get at what I like about the genre and my chosen genre.

League is a game where two teams of five heroes fight on a square map with two bases at opposite diagonals, divided into three  lined with turret-like towers. Between the lanes there are jungles filled with monsters. Each base spawns waves of other monsters that do battle in the lanes. The goal of the game is to destroy the enemy team's base. This main map is always the same (with some year-to-year changes), like a chessboard, and playing the game is like inverse tug-of-war meets Diablo with a splash of real time strategy.

The real core hook of the game, the source of its seemingly endless variation, is that there are over 100 different playable characters (or champions), and each has their own spells and abilities which can be powered up as you level up, as well as a huge host of items you can use to further power up and customize  your play style. All of these fundamental gameplay mechanics were cribbed from DOTA, or Defense of the Ancients, which was a modded map from Warcraft III, and also serves as the basis of Valve's DOTA 2; League's primary competitor.

It is so similar in fact, that for a while, games in the genre were called "Dota-clones," until Riot Games, the creators of League of Legends, introduced a stupid new name for the genre that seems to have stuck: the MOBA (multiplayer online battle arena). That uninspired acronym could just as easily apply to any online game that features a death match mode. I'd personally call them something like "tri-laners," because, you know, the game is really about controlling those three lanes of aggression. "Pusher" would also work, because knocking down towers with teammates and waves of minions is called pushing, and the companies that run the games push them on you like drugs. Well, League of Legends and Heroes of the Storm do anyway; in those games, there is a free rotation of heroes that you can try every week (first hit is free). In order to have those characters available whenever you want, you have to buy them with real money (get bilk't), or a sizable sum of in-game currency accrued through many hours of play. DOTA 2 makes its money exclusively from cosmetic items, (which is something that the other two games also do).

Another thing MOBA's are known for is toxic communities. That can be true of gaming in general, but whereas COD and Halo kids will brag about how they fucked your mom, DOTA 2 and League players will routinely tell you to uninstall the game and quit forever, or kill yourself in very creative ways. If you are a writer struggling to capture trash talk, spend an afternoon on one of those games and let the bad times roll. Some titles have implemented solutions to try and improve the community. League has an honor and reporting system which can result in (paltry) player rewards, or bans for repeat offenders respectively. Blizzard cuts the Gordian Knot in HotS by disabling cross-team chat altogether, and invites you to turn off team chat at the beginning of every match. Which is... hmm. These are games where team-based communication is key, and honestly, some vicious hazing can be a powerful motivator to improve your skills. And you also miss out some more lighthearted, amusing exchanges.

Much has been written about why MOBAs are so toxic. My theory is pretty simple: it takes a team to win, and just one awful player to lose. See, in these games, every time you die, your opponents get in-game rewards that make them (or their entire team) more powerful. Dying repeatedly is actually called feeding, because you are providing your opponents with succor.

Sometimes I ask myself why I devote so much of time to these games. The matches are time consuming. It's not like I'm going to go pro. I actually have yet to play ranked mode in any of these games, because the pressure to perform is so high, and I have so little faith in my abilities. Really, I think it's because I want to prove to myself that I can become a competent player, and I get to spend time with a few of my exceedingly patient friends on a semi-nightly basis. Also being the weakest link among my friends in a game I admire lights a fire under me. It happened with Mario Kart, it happened with Super Smash Bros; after consistently being the weakest player among my bros, I binged each game until I hit a semi-respectable skill level; topping the charts at times, usually placing in the middle, and only occasionally winding up dead last. After two years of pretty dedicated play (with dry spells here and there), I am still consistently the anchor on my team. And I don't want to walk away from it like that.

I'm not a hyper competitive person when it comes to gaming--I reserve that psychosis for writing. But League helped awaken a fondness for Player-Vs-Player combat that MMOs never really fostered. The big problem I have with PVP in MMOs, and grind-to-unlock shooters is their RPG progression systems. In a RPG, the more you play, the more powerful you get as a character because you level up and unlock better equipment. In a PVP game, you get more powerful as a player because your skills improve. Usually, when you combine the two, players with more time than you get better two ways; they have had more practice, and they have better gear. Don't get me wrong; I love RPGs. I love getting more powerful as I play. But competitively, knowing there are other people out there with huge amounts of time on their hands, possessing vastly superior skills AND gear, kind of saps my desire to play against them. It's a deck stacked twice over. Or maybe two decks stacked on top of eachother. I don't know. This may not be the best metaphor. It's really more like having strangers chuck bricks at your sensitive bits.

Anyway, one of the magical things about MOBAs is that every game you play is a complete RPG progression cycle of fighting bad guys, leveling up, and buying gear (sans narrative--more on that below). You start with a clean slate, and level up as play progresses based on your performance. So it is pure skill, save for how the characters stack up against each-other. (And in ranked play, where draft picking rules are in effect, team composition provides another layer of strategy).

In a perfect world, all of the characters have comparable power levels; in actuality, some are stronger than others, and require consistent adjustment. I imagine balancing these games is a lot like trimming bonsai, and League, with its enormous roster, requires more back budding than most.

This is especially since Riot's primary project is to preserve, legitimize, and refine League as an E-Sport; a videogame with sufficient tuning and complexity to be played professionally for the entertainment of others. More than any other MOBA, League has a bedrock meta-game, where players must adhere to the same general constellation of positions and roles to succeed, like positions on a soccer field: one guy goes to the top lane, one guy goes to the middle, two guys go to the bottom, and one guy goes in the jungle and helps the other lanes. There is nothing that mechanically prevents deviation from that layout, but the team that adheres to it has a huge inherent mechanical advantage, (DOTA 2 and Heroes of the Storm are both much looser). My strongest position is support; the guy who usually guards or heals the Marksman or Attack Damage Carry (ADC); so named because he will eventually carry your team to victory (provided he get enough kills under their belt early on). Right now, my big project is to improve my capability with other positions who actually do damage.

Why League, as opposed to DOTA 2 or Heroes of the Storm, if it has a game that by design, allows for less variance? There are lots of little mechanical reasons. DOTA 2 offers the most variance, and takes itself the most seriously, but it is the most brutal game. Movement is trickier, you have to kill your own minions on occasion to deny enemy players gold, and the games tend to be the longest of the three. Heroes of the Storm is Blizzards new challenger, and it is like the Super Smash Bros of MOBAS, in that it plays around with the genre, has the softest community, faster games, a wider variety of maps, and it does away with a lot of mechanics like buying items. Basically, I like League's balance between the two. Each champion has a kit with a passive ability, three active abilities, and one ultimate ability. You also have access to two 'summoner spells,' which usually serve as some variance of 'get out of jail free or send your opponent to jail cards.' It also currently has the largest roster of characters.

But the thing I think I really like about League is that it's maturation as a game reflects my own as a player. It has serious problems that it has yet to solve. There is a rune system that allows experienced players to give their heroes bonus stats before matches, which is great for experienced players, but it unbalances that self-contained RPG arc for new players. Players have also been clamoring for a replay system, but 6 years in, they still haven't figured that seemingly-basic shit out. They flat out refused to make a real sandbox mode, even though it would be tremendously helpful to people who want to practice. And good god, what they did to the story...

The game takes place in a prosaic fantasy world called Runeterra populated by a bunch of cool characters. It's great strength was the meta-narrative that explained why said cool characters waged a hellish forever war of perpetual resurrection and bloodshed; the titular League of Legends used such matches as a form of governance to settle land disputes and other political problems. Players occupied the roles of powerful magi called summoners who guided the characters in battle. Initially, lore posts accompanied game updates, explaining what the current round of matches were settling, and how they related to the world. This was a powerful system because it gave players an in-universe identity, and made the matches have some semblance of value. But Riot decided such a system was too hard to turn into a franchise and the characters were not getting enough development. Instead of attempting to solve those problems, they abolished all the existing lore, divorced the gameplay from the story, and started doing periodic, character driven updates with some accompanying writing. Their refusal to change the world in the context of their universe was lazy, even craven, and the ligatures they've introduced between gameplay and story are cursory or annoying.

But for each colossal fuck-up, they make considerable improvements. The quality of their writing since the massive ret-con has made marked improvement. The game mechanics behind their characters have made quantum leaps over their original characters. Furthermore, they have started to renovate those older, more generic characters to give them unique identities in modern games. Recently, they overhauled their mastery system, which now allows you to customize characters in impactful, interesting ways. And they periodically implement minor quality of life improvements. Their game design is an ongoing work in progress, much like my attempts to play it. In that respect, it doesn't get old.

That said, lately I've been looking into Heroes of the Storm, and finding more enjoyment there than when I tried the beta and early release. I'm not sure how far I'll go with it, because their pricing model really is punitive, and their matchmaking takes about as long as it takes to play a game, but the variety of maps and looser meta makes for a refreshing breather. But I know where home is.

If you frequent Summoner's Rift, send Sarcasmancer a friend request and we will stomp some scrubs or get rekt trying.

Tuesday, November 24, 2015

WWJJD?

I keep waiting for Marvel to fuck up their cinematic universe. For their gravy train to go the way of Guitar Hero games, saturating the market with too much of the same. Call it cynicism, but I keep waiting for them to put out something I find un-watchable. Well. Technically that already happened with Agents of Shield, where, despite my early optimism and professions of faith, I was driven away. But the beautiful thing about their long-game battle strategy is their stuff (in success) stands on its own. I am free to ignore AOS (and Agent Carter, for sheer lack of time) and keep enjoying their other offerings. So it is with Jessica Jones; which, if you will forgive hackneyed praise, is their best offering yet.

Brian Michael Bendis, the author of Alias, which serves as the source material for the show, is a polarizing figure in comic book fandom. He is almost as much of a character as those he writes, with an instantly recognizable back and forth conversational style, and a habit of radically re-imagining or re-tooling characters regardless of their established personalities or lore. On the one hand, that's kind of obnoxious. On the other hand, that's part and parcel of comic book storytelling. Mythologies are subject to serialized schisms; diverging, sometimes competing, interpretations of characters and canon. If he wasn't so willing to take a fresh spin on characters, we would never see this hard-drinking, short-fused, utter mess of a superhero turned PI.

The first volume of the comic didn't wow me. It was a flagship title of Marvel's MAX Imprint; a line of comics aimed at adults, where heroes were allowed to swear, have sex, and do more terrible things to each other than their mainstream books. Conceptually it was a great initiative, but V1 of Alias is laced with try-hard profanity and plotting that feels aimless due to clumsiness rather than by design. One thing it does manage to capture is the theme of embattled agency. Jessica isn't really in control of the story, or her own destiny. For example (mild spoiler), the first arc ends with Jessica unable to defeat the villain, and unwilling to side with him, leaving him to be taken out by a deus ex helicopter gunship.

And that's what the show is about: agency. What it means to make your own decisions, or to use people, and where accountability begins and ends, down to the moral implications of choosing between evils (or just two very dark paths). Up until the closing scene of the season, the show is presenting characters with difficult decisions.

The show outclasses the comic by is by using Jessica's best bad guy right from the start: Kilgrave, the Purple Man. His super power is the horrifying ability to compel people to do his bidding with nothing but his voice.Vincent D'Onofrio's portrayal of Wilson Fisk single-handedly elevated Daredevil from a pretty good show into something genuinely compelling. He stood tall as the best villain in the MCU to date, outclassing the world destroying threats of the blockbusters by having a personality worth exploring. His episodes (and character arc) were more engaging than Matt's. And Netflix managed to bottle lightning twice with David Tenant. Famous for portraying the much-beloved tenth Doctor, Tenant manages to transform a super villain (an archetype so manipulative and cruel that he feels like a parody) into a real person, which somehow makes him all the more hate-able.

JJ wins out over Daredevil for the simple reason that its cast of "good guys" are also interesting; morseo than Matt Murdock and his crew. Jessica is a wreck, tortured by more tangible and believable demons than a burning desire to punch bad guys in the junk. She's an alcoholic, played for pathos over humor. She's often selfish, self-destructive, and acerbic in a way that will still manage to bite jaded audiences. And she is wrestling with monstrous PTSD. Despite all that, she has a clearer drive to do good than Matt. She is desperate to be a good person. Kristen Ritter (who I knew and loved from The B**** in Apartment 23) breathes fresh life into that antihero package, resulting in the kind of character I cannot help but love.

Her supporting cast is brilliant too. Patsy Walker is perhaps the most straightforward character (performed by Rachael Taylor), but she provides a crucial counterpoint to Jessica. Eka Darville steals almost every scene he is in as Malcolm Ducasse. Mark Colter is perfect as Luke Cage, (it takes a very special man to deliver the catchphrase "Sweet Christmas" in an authentic way) and I look forward to spending more time with Power Man in the future. Erin Moriarty exudes conflicted guilt and vulnerability as Hope Schlottman. My impression of Carrie Anne Moss has always been that she is somewhat cold and wooden, (okay, the exact phrase I used when talking to Grace was 'frozen cardboard') but that actually serves beautifully in her portrayal of Jeri Hogarth, a shrewd dragon lady of an attorney. Despite her 'understated' mannerisms, she made my sympathies for her character do some very impressive contortions. The only underwhelmer is Will Traval's Will Simpson, and (spoiler to follow) that's primarily because the script calls for a very abrupt and forced Face-Heel turn in Episode 9.

JJ lacks the brutality (and stunning fight choreography) of Daredevil, but it is by far the darker show, touching on everything from abortion and rape to an incredibly acrimonious divorce, with murder and suicide sprinkled throughout. There is blackmail, extortion, and every other stripe of people using people that you can imagine. And, yeah, I think that is to the show's credit. That kind of content is not inherently mature; in fact, poorly handled it makes you look juvenile, but the presentation is strong enough to provoke thought and conversation. Once you hit that benchmark, to get people talking beyond "wow, that was poorly handled" or "wait, what?", you've succeeded.

I have very few complaints. JJ never really pays off the promise of its noir posturing, because there is very little mystery; just tension. Also, for the first 6 episodes, I felt like I was at least one step ahead of the plot (and oftentimes the dialogue) at all times. Even when things were slow, I never thought "that was a lame call," and I very rarely had quibbles with the lines, which is rare for superhero fare. Some people have complained about the sluggish start, but keep in mind that this was a show written with binging in mind, and once it edges past the half-way point things go nuts. I stopped feeling like I could call the shots. More importantly, I forgot to. Turning off your audiences' incessant inner critics is one of the surest signs of success, because it means your stuff is entertaining enough that the mental peanut gallery doesn't care, or it is finding so few faults in what you're doing that it gives up.

If Marvel's big screen and network offerings have struck you as either childish or canonically intimidating, the Netflix series are your best bet, and Jessica Jones is the stronger of the two by virtue of its characters. Somehow, defying all odds, there are legs in this thing yet.

Wednesday, October 28, 2015

Food Fightin'

2015 has been kind to anime fans. From the Black Lagoon-esque ultra violence of Gangsta, to the military fantasy mash-up Gate, to the MMO deconstruction of Overlord, to Hiromu Arakawa's take on the Legend of Arsland (Arsland Senki), there are a lot of solid options vying for your time. (Shout out to Marcus and Noelle for all of these recommendations). I thought it would be impossible for anything to overtake Gangsta, with its weird mix of criminals and drugged up super soldiers. Then Grace and I started watching Shokugeki no Soma, which roughly translates to Soma's Food Wars. It's not revolutionary, but it is a brilliant example of how Shounen structure can be translated to topics other than fighting. In fact, it is one of the best Shounen to date, provided you can ignore (or enjoy) all the fan service.

Here's the plot in a nutshell: Soma is a 15 year old cook who works in his father's diner in Japan. It's a humble, affordable joint in a neighborhood being targeted for urban development, but it is tremendously successful thanks to the phenomenal food. In the first episode, our hero gets a real estate vulture to permanently piss off just by serving her an amazing dish. It turns out that Soma's dad is secretly a world renowned chef, and he has quietly been grooming his son to one day surpass him by challenging him to no-holds barred cooking duels since he was six years old. But one day, dear old dad disappears, leaving instructions for Soma to (temporarily) close up shop, and head to an elite cooking academy.

This school has a fancifully low graduation rate where kids can be expelled at the drop of a hat, with its alumni going on to be the next world's next Gordon Ramsays, Julia Childs, Wolfgang Pucks, and Giada De Laurentiis. Furthermore, students challenge each other to cooking duels called Shokugeki to settle disputes. I know, I know, the cliches are already thick in rank and file. But like I said, the show isn't an evolution or critique of Shounen anime (go watch Kill La Kill or Attack on Titan for that), so much as an immaculate execution of the form.

Two episodes in, I found myself wondering whether the creator was a chef himself, or a food critic. Whatever his background, he is not writing from Wikipedia knowledge. The cooking techniques that are casually rattled off are insane, covering everything from carving monkfish to molecular gastronomy, and featuring dishes like diner food with tastes and textures that evolve over time, nine layer french terrines, and curries that use compression and convection to enhance their aromatic impact. Needless to say, watching this show while you're hungry is a poor life decision.

I also really love the cast of characters. Even when they get tropey, clever eccentricities and running gags make them relentlessly endearing. Everybody in Soma's dorm has a specialty (fermentation, smoking, game meats, food history) that adds another dimension to their characters. Soma himself is fearless, tenacious, and a little dense (defining qualities of the archetypal Shounen hero), but when it comes to food (this show's equivalent to combat), he is beyond innovative. And when he comes to his friends' rescue, he is every ounce the hero of a show where problems are solved by punching. Moreso in fact, because it requires more creativity from the writer and the characters.

The only thing keeping me from recommending it to every anime fan I know is the fan service. It doesn't approach the depravity of High School of the Dead, Triage X, or other aspiring hentai, but when a character serves a dish that is amazing, the diner goes on a journey. And usually that journey is an orgasm. They blush, gasp, cry out, and are often shown in the abstract, stripped near nude in an explosion of ecstasy. To its credit, the show doesn't discriminate by gender, though the female reactions tend to be a little more explicit. You also have the token stacked girl who walks around in a bikini (although, there's a male nudist who walks around in nothing but a cooking apron, too). Soma also has the habit of developing truly heinous dishes (like octopus with peanut butter) to prank his friends and these experiences draw upon the proud Japanese tradition of the Fisherman's Wife.

It's not all graphic innuendo and implicit tentacle rape. The show routinely employs brilliant imagery. A flawed dish is portrayed as an island paradise, marred by a parade of noisy hippo. A curry duel is showcased as Muay Thai boxer fighting a lancer. A molecular gastronomy dish becomes a metaphor for pioneering the edges of a new galaxy. All of these scenes are rendered with beautiful animation quality, and accompanied by the sort of bombastic music that makes you want to cheer for the good guys, and their opposition, just so you can see what they come up with. When people clash via cooking, everybody wins.

One day, after I get the book-writing thing nailed down, another project I would love to tackle is writing a shounen-style comic set in the ballet world. It features brutal competitions shaped by fierce rivalries set in adolescence, stunning feats of physicality that can easily be embellished in fantastic ways, and inspiring camaraderie. You could even throw in the tasteless sexual pandering and fan service scenes without much exaggeration, because why the hell not.

I haven't seen any other cooking anime, but I'm confident this one's cuisine will reign supreme in perpetuity. I can't wait for a second serving next summer. May even have to jump the gun and start on the manga.