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Off the Clock: Space Opera Millennials and Their Grand Narratives

Over the holiday break, I got to watch Star Wars: The Force Awakens a couple of times. I have some thoughts.

Welcome to Off the Clock, my weekly column about the stuff I've been doing while out of the office. Among other things I did over my holiday break, I spent some of my free time watching and thinking about…

Star Wars Episode VII: The Force Awakens

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(Heads up, I’m going to talk frankly and openly about elements of The Force Awakens.)

After my first viewing of The Force Awakens, on my way out of the theater, I rushed to tweet a joke I’d been holding back throughout nearly the whole film: “Star Wars: Episode VII: The Millennials Will Be Okay.” I say “joke,” but like a lot of jokes based in observation, I kind of meant exactly what I said. It seemed like an obvious reading. The major members of the new “generation” of Star Wars characters--Rey, Finn, and Kylo Ren--all stood in the shadow of a past in different ways. Or said differently, each is a sort of “fan” of the same Star Wars stories that we know and love, and they all find themselves struggling with the canon.

Towards the start of the movie, Rey’s fandom is on full display in the form of a vintage X-Wing helmet and a doll of a rebel pilot--probably Luke, whose sandy footsteps Rey seems to be following in. Finn, a First Order stormtrooper gone AWOL, struggles to distance himself from the group he was born into--a group that (despite a fairly complex history) likely conjures for the viewer only the image of faceless totalitarianism. Kylo Ren dwells on the good ol’ days of Darth Vader, frustrated like a 20-something who thinks that Baby Boomers are right about the rest of his lazy generation.

Like most of us in our own lives, each of these characters has a limited understanding of the universe, and especially of the past. What do other worlds look like? What was “the Galactic Empire” really? Is the Force real, and if so how does it work? Nowhere is this difference in understanding illustrated better than in how these characters view Han Solo: For Ren, he’s an uncaring father, for Finn, he’s a brilliant war hero, and for Rey he’s a legendary smuggler. Each finds their understanding challenged by a more complicated truth: Han was an absent dad because he cared so much; the great Rebellion war hero is a scoundrel without a plan; even seemingly invincible legends die.

In confronting the fact that the world might not quite be what they thought it was, these characters are unmoored from their senses of self. In some moments, Finn can’t seem to tell if he’s really just trying to escape the First Order or if he has nobler motives. Rey and Ren both struggle with their connection to the Force--the former wanting nothing to do with it despite aptitude, the latter wanting the control he thinks is his birthright. These dilemmas are pretty classic space opera, but look past the laser swords and they're not so different than the struggles of real people (millennial or otherwise). "Who am I and what the hell is my place in this world?" is the sort of question people have been asking themselves for as long as there have been people.

And this is where it gets interesting.

Beyond "The Hero's Journey"

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While (depending on your feelings on metaphysics) the real world leaves us to try to find some subjective meaning for our lives, the world of Star Wars defines the roles of its inhabitants actively--or at least, it's supposed to. It's a universe that seems to present fundamental, inescapable truths. There is a Force that ties us all together. There is a moral Light side and a selfish, immoral Dark side.

The world of Star Wars is (or at least has been) filled with capital T "Truths." This is what made me turn on the series back in my late teens/early 20s. Despite growing up with the franchise, I stopped calling myself “a Star Wars fan” during the prequels. That was partly due to the quality of the those films, yeah, but also because the moralism of the series had begun to grate on me. I was moving into a period of my life where I became more interested in complex understandings of ethics and politics, and I was bored of reading again and again about how the Hero’s Journey was the One Way to Tell Stories, and I was especially frustrated by stories that wielded Good and Evil like hammers.

I stand by those developments in my thinking, but what I don’t stand by is the brash, Dawkins-esque elitism that they were accompanied by. That elitism led me to dismiss things I didn’t like instead of thinking about them. What a huge mistake. It was facile to dismiss that Star Wars morality as being “too black and white.” Yeah, of course it is--that's what they're going for. That shouldn't have been a stopping point for thought, it should've been a first step. Not only should I have asked “Why don’t I like this as much as I used to?” but also “What is it doing with this sense of morality and how does it do it?” Not just "Ugh, stop talking about the hero's journey," but "What is the academic heritage of Campbell's famous "monomyth," how does Star Wars utilize those things in a cinematic context? And to what end?"

That heritage is (among other things) a school of 20th century thought called Structuralism. Building on the work of linguist Ferdinand de Saussure and anthropologist Claude Levi-Strauss, structuralists identify and analyze what they see as common, foundational elements inside of any given set of human activity. While others in the field of linguistics were studying how a given language changed over time, Saussure was trying to figure out what was core to the way all languages must work. Levi-Strauss expanded on Saussure’s work, looking not only at human language but also at the structure of human stories and mythology. For both Saussure and Levi-Strauss, answering these questions about human activity was key to figuring out universal and intrinsic truths about humans.

Over the decades that followed, structuralist work expanded into analysis of economic, cultural, and political realms. It was often incredibly productive, since it gave people the tools to look not only at individual instances but also broader trends and practices. But structuralism eventually found pushback from folks who doubted that so much was truly "universal." Structuralist thought sometimes minimized real differences between different phenomena, and it often led to grand claims that prioritized the world views of the powerful and established. Some "post-structuralists" kept the toolset of structuralist analysis, but emphasized that the "structures" they were studying were ever-changing, not eternal: "Yes, we can analyze the structure of myths, but that changes as economic, social, technological, and emotional contexts do."

When I finally brought all of this to bear on Star Wars, I realized that it didn't only lean heavily on supposedly "universal" elements of myth-making, but also featured a fictional setting that itself presumes structuralism to be accurate. There is a fundamental organization and underlying structure to all sapient activity in Star Wars: The Force. And as Han says, "It's real, all of it." It's a claim that ancient alien bar-owner Maz Kanata supports, too: In a long enough timeline, "the same eyes appear in different people"--and whether she means that Star Wars characters are literally reincarnated or just that we're looking at a world of endless, thematic recurrence, the point is clear: There will always be a Luke and a Leia and a Darth Vader, even when they're a Rey and a Finn and a Kylo Ren.

Star Wars communicates its structuralism not only narratively, but also with a fierce cinematic cudgel. It hits you with black masks, with bright blue and red lasers, with orchestral swells, and with the sort of panoramic wide shots that seem to reach out and say “Yes, there is a transcendent, capital T Truth out there.” The lonely, desert sunsets of Tatooine and Jakku; the surge of heroism as an X-Wing squadron drifts in-formation over the waters and forests of Takodana; the Evil of General Hux's gathered mass of potential violence, his stormtroopers, his red banners, his technological supremacy, his eagerness to destroy populations we've barely met. At its highest points, Star Wars is crafted with such mastery that it is easy to convince oneself that it touches something fundamental to all humans, something eternal and real.

"A Man, Nothing More"

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The Force Awakens does something surprising, though: It pairs all of this with techniques that destabilize and historicize. The film features endless panoramas, but also a jittery camera inside of a stormtrooper transport. Supreme Leader Snoke is a massive, growling personification of cruelty and ambition, but as his hologram diffuses so does our confidence that he is actually so threatening: Is he just another Wizard of Oz, someone who pulls all the right levers to convince us of his stature? And when General Hux delivers his speech, he isn't channeling some platonic form of Evil. He's channeling what we, the viewers, know and recognize from 20th Century fascism. His face carries the same combination of self-delusion and self-doubt that many ideologues wear--and Kylo Ren's does the same.

It was a surprise to see Ren's human face, and the reveal has been divisive. For many, it transformed a hateful, masked figure into an angsty little boy. Given the rest of the film's focus on destabilizing the mythic, I suspect that was the point. There is a similar scene towards the end of Knights of the Old Republic II: In the right circumstances, Darth Nihilius--a wordless being who devours the lifeforce of whole planets--can be unmasked to reveal what one of your companions describes as "a man, nothing more." The same could be said for Kylo Ren, or, in a way, even the mega-weapon that the First Order wields to devastating ends. Starkiller Base is not the mechanical, pseudo-moon monstrosity that the Death Star was. It is a planet converted into a weapon in the same way that Kylo Ren is a man converted into a killer The Force Awakens reminds us that evil doesn't need to look like any of the strange alien beings of the Star Wars galaxy. Sometimes it looks just like us.

This is a key thing to remember when considering the anxious response some have had about The Force Awakens' diversity and the heroic competence of Rey, the protagonist who some call a "Mary Sue" (and sometimes do such with the same temper-tantrum tones of an unmasked Kylo Ren). The film recognizes that the heroes of Hollywood--and thus the heroes of modern western mythology--have had wide appeal, but offer shallow representation. To twist Orwell: The stories of Luke, Leia, and Han are universal, but they're more universal for some than others. As much as Star Wars has spoken to a wide audience, it hasn't always spoken for that audience. To address this, the heroes of The Force Awakens are just as adept as the protagonists of the past, but now they're played by a much more diverse crew.

Between Hux's fascism and Ren's anger at Rey's natural prowess, The Force Awakens anticipated some of its most ardent critics well enough to personify them in the film. Ren's frustration is particularly ironic. He believes in a twisted meritocracy: Those who practice drawing upon anger and hate will one day learn utilize the force's full potential. When he is met with a person who--with no training--is able to outperform him, his worldview is so threatened that he takes drastic steps to try to reinforce it. But there are those in the world of Star Wars who are seemingly born with advantages others don't have, and this is as infuriating to Ren as it is to Rey's real life critics. Of course, this has been an uncomfortable fact about the world of Star Wars for as long as there have been Jedi, but before Rey, it went unchallenged. Suddenly, given the form of Daisy Ridley, old fans find an old truth undesirable.

Hux and Ren--and, I think, those angry fans--look backwards towards an elusive (and fictional) past where things were simpler, but The Force Awakens wants us to look forward instead, even though that might be challenging. The world is unfair, it says, and unstable. The things we thought were structural and eternal are in fact man-made and mutable. They're just very, very convincing. Addressing the challenges of the future will require not only people who are preternaturally skilled, like Rey, but also people like Finn, who will do what is needed when others refuse. I am thrilled that The Force Awakens is embracing this unsure future.

It is telling that the despite the heroic successes of its protagonists, the final moments of the film are not rendered in one of the series' bold, enveloping wide shots. Instead, we see Rey and Luke--his face intimating a well of history and thought and just a little confusion.

They stand on a hill on an island on a planet of oceans, the camera spinning around them in a wide, almost dizzy crane shot. The camera shakes, just slightly, hit by wind and a whispered doubt about what's to come.

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I also spent some time over the break...

And A Question For You

Above, I wrote that Star Wars is able to use certain cinematic techniques to convey common feelings in a really evocative way. Can you think of any games that do this, whether with gameplay mechanics, controls, aesthetic design, or something else? If so, how do they do it? My favorite example of this is probably the way that Cart Life requires the player to purchase a watch in order to learn to make accurate predictions about travel times--without one, everything is unpredictable and incredibly stressful.

If I have time to, I'm also going to continue to collect and highlight my favorite comments at the end of the week. If you'd prefer your comment not be included in that post, let me know and I'll respect that.

242 Comments

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Robopengy

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Edited By Robopengy

"Of course, this has been and uncomfortable fact" should that be "been an uncomfortable fact" ?

(Also you didn't capitalize the last I in the last sentence) :B

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Torbot

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I found the overworld map in Act One of Kentucky Route Zero incredibly evocative. It gave me the feeling of driving through the middle of nowhere in the dead of night, glimpsing abandoned buildings or weird looking trees in the headlights, and trying to think up what that dilapidated factory manufactured, or why that tree was bent in a U shape. KRZ takes these personal folktales I think up and makes them real, with landmarks like the artificial limb factory or the tree that's always on fire. The soundscape contributes a lot as well, with the radio stations that broadcast the bizarre, incoherent noise and the tire hum whenever you move through the road.

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kelseyr713

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Absolutely wonderful article, Austin!

Thinking about your question, the first game that came to mind was Fable II. At the end, the villain is monologuing, and I was listening to him, because that's what you're supposed to do according to every movie ever. While he's making his big speech, one of your companions shoots him mid-sentence. I was really surprised and even kind of disappointed at first that I didn't get to hear the rest of what he had to say! It made me think about the conventions of the big villain monologue and how expected it is in a lot of media, and how it was pretty cool of Fable to play with it a little.

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JordanElek

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Name 10 better games than Brothers as answers to the final question. You can't.

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thefncrow

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Edited By thefncrow

Austin, to your question at the end, I was actually just thinking about this when I was writing up a Top 10 games of 2015 list and thinking about Cibele and the Valtameri layer to the game. The combat is nothing, a throwaway, but the real focus of the gameplay mechanics are not to engage you and excite you but to put you in the frame of mind of someone kinda idly playing an MMO for the social aspect, getting you to the right place for Nina and Ichi's conversations.

Funny enough, I was comparing that to Cart Life as well, but instead of being about the watch, I was talking generally about the near overload of things to manage that the game throws at you. It's always just a little too much to manage cleanly, which is the point. You're not juggling all these things necessarily because it's fun to manage them, but because it puts you into the right frame of mind to empathize with the player character. It helps to replicate that feeling of being in poverty, and having to juggle all of these things because letting any one thing go could mean the difference between having enough food and starving.

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infantpipoc

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2015 simply was the right year for me to get into a new Star Wars movie that heavily resembles the 1977 original. Between video game Wolfenstein the New Order and animated series like Escaflowne or Gurren Lagann, I had seen enough Star Wars remix for the whole year.

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Redhotchilimist

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Edited By Redhotchilimist

@relkin said:

Also, Snoke needs to be a normal size. I already have a hard time taking CG characters seriously; don't make them cartoonishly large.

Look, you could get a four meter long lightsaber out of this.

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smellylettuce

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I found it a little boring, sadly for me. It was so much like the original Star Wars that at some point I was shaking my head at the prospect that they were going through nearly the exact same motions for the story. Guess what, Rey's dad is Luke Skywalker. Luke Skywalker boned one of his pupils and abandoned them all in disgrace and the angry cousin got mad and ripped shit up thinking Darth Vader would never do this...good old grandpa. Luke will reluctantly train Rey as he sees himself as weak and easily tempted by the darkside. Another grand battle will ensue etc. etc.

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ToySoldier83

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Edited By ToySoldier83

Man Austin, why do you always have to make me feel dumb with your amazing articles? I never see any deep intellectual/philosophical meaning into any of the stuff I watch that isn't say The Wire or similar (only because stuff like that challenge you to do so). All I see when I watch Star Wars is space wizard, space stations and good vs evil, but clearly I've been wrong and dumb all this time.

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Rincewind

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Edited By Rincewind

They needed to reveal Kylo Ren's face to give the audience the hope that he could return to his humanity, the light side.

Then bam, classic heel turn.

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mrsmiley

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Wonderful, thoughtful piece. Is this really going be a weekly feature!? I'm excited. :D

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Psyael

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I do wish they had circumvented such direct visual parallels with 20th century fascists with Empire 2.0. A lot of people straight-up acknowledge that they prefer the Empire over the Rebels. A lot of people assumed most Stormtroopers aren't die-hard evil but just regular people (sometimes foolish ones) doing their job. The Imperial aesthetics with it's spartan cleanroom hallways are supposed to be cold and intimidating, but to a lot of people they look like the clean, minimalist world of tomorrow that the public was sold in the age of the space race and Walt Disney; before the rugged, grimy look of the Rebels ships and eventually the downright oppressive world of Blade Runner became the sexy vision of sci-fi. This weird cultural shift is part of what made Star Wars seem so daring in the 70s, and was photocopied poorly in years to come.

Star Wars is one of the few brands where people identify themselves as hero or villain with equal glee, and part of that is because the public was able to sort of understand that the Empire, outside of it's totally fictional atrocities, was very cool. By drawing parallels to real-world authoritarian evils, you've created something much closer to Zeon in the Mobile Suit Gundam universe: something that represents an ugly set of ideals, attracting people who like those ideas and severely inhibiting the acceptance of people who don't.

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straydogrenji

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I understand "the point" of having this off-topic-ish column each week, but it's still somehow impossible to overcome a small tinge of sadness that we felt it was necessary to have an article about a Star Wars movie on the site.

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sgtsphynx

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Edited By sgtsphynx  Moderator

Great read, @austin_walker. Perhaps it is because I have matured since the prequels came out, but I legitimately enjoyed Force Awakens and all of the new characters, not one got on my nerves or even bothered me in the least. Finn's my favorite character and Rey is right behind him.. Also have to say that the movie has some phenomenal framing. The confrontation between Han and Ren with all the main characters visible and the light shaft from the door lighting father and son was, in my opinion, a perfect shot.

Perhaps a bit of an expected answer, but the way the multiplayer in Journey worked caused me to have a similar experience as @jeff. Traveled through most of that game with the same partner and then lost them towards the end. Felt really bad when it happened, like I'd lost a friend.

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Wandrecanada

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Edited By Wandrecanada

Great piece Austin. It's amazing how much pushback we've seen from fans who believe that the monomyth has a single immutable form. Something they have internalized to represent a golden untouchable rule that may even psychically harm them when used to subvert.

While I can agree with all the points I think it's important to note that a lot of what fans saw in The Force Awakens was using our expectations against us. The heroes can be women, the faceless enemies are human individuals under their masks and that fear, anger and hate lead to whiny outbursts not power.

I feel like in an era when remake is the new 'new' I don't think it's unreasonable to feel like subversion is a justified method. It's the basis of transformative work and an argument could even be made to say that it's the basis of many works of science fiction.

Edit: @austin_walker To answer your question about which games my immediate go to is Axiom Verge. That game takes the Golden Rule of Metroid and subverts it again and again wtihout losing the feeling of it's heritage. It subverts your expectation of how to play but allows you to learn the game like you did while playing the original Metroid. It's pretty much the only way you'll get that feeling of Metroid for the first time all over again.

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hott8bitaction

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Edited By hott8bitaction

As me and my brother were watching the movie I remember chuckling and saying how Star Wars is becoming like Bioshock in its consistencies and platitudes.

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Edited By YummyTreeSap

Giant Bomb certainly isn't the place I'd expect to see Ryuichi Sakamoto and Alva Noto name drops. Noto does some wild things with the notion of data as music (though much more approachable than, say, Ryoji Ikeda). I like Austin more and more with everything he does. Admittedly, I only skimmed through this article because, frankly, Star Wars doesn't interest me in the slightest.

Someone above mentioned Kentucky Route Zero's map as an example of something that conveys a basic emotion through its design which is probably one of the better ones I can think of. Actually, that game in general is filled to the brim with these. A book could probably be written on the power of the subtlety in its dialogue choices.

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ComradeSolar

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Edited By ComradeSolar

It's really great to read structuralist crit on Giantbomb.com. If you're teaching any classes right now, Austin, I'm sure there are some rad discussions.

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LegalBagel

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@psyael: I feel like you have to have the 20th century fascist parallels in there, along with the atrocities, both out of a sense of realism and out of a concern for the movies being actively pro-fascist. Fascism was wildly successful in the early 20th century because of popular opinion that it would get things done and deal with the "others". And even today you see that through people often desiring strong authoritarian executives that could get things done over messy representative systems. It's why you get all the somewhat serious pro-Empire articles comparing it to the degraded Republic, brushing aside that whole blowing up Alderaan and torturing Leia thing.

It's only through recent experience that we realize that the authoritarian impulse and fascist governments tend to also carry with them dissolution of civil rights, widespread atrocities, violent crushing of the opposition, and terrible consequences for minorities. Ignoring those elements to just present the anti-democratic military empire and dictator as space cool, clean, and efficient would be Mussolini made the trains run on time propaganda.

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wildpomme

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Yeah, sorry Austin, I just don't agree with your analysis of The Force Awakens. I can definitely relate to the generational conflicts of a millennial, to be sure, but I don't see any of that in The Force Awakens. It's just not there for me. I see the film as being poorly written in that it didn't give me any reasons to care for what was happening and it was too derivative of A New Hope and Empire Strikes Back. It came across as product off a Disney assembly line as a means only to make money. Gone was the mystique and marvel that originally captivated me. Which, say what you will of the prequels, but they at least offered inventiveness; a quality that The Force Awakens distinctly lacks.

I will give the film credit for Finn and Rey though. They were really the only parts of the film I enjoyed.

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theshums

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Edited By theshums

I'm reading Nick Suttner's excellent book on Shadow of the Colossus, and in it he quotes another developer's observation about that game's controls and the way they convey and connect to what happens on screen.

The act of grabbing ledges and clinging to colossus fur is mapped to the R1 button. This forces players to grip their controllers in a manner very similar to the action of the character. And as you watch him get flung from side to side, grip meter shrinking all the while, you can't help but clutch that controller even tighter.

I replayed SotC recently and never even noticed I was doing that, but it contributes to the emotion of those battles in a big way.

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superjoe

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Edited By superjoe

I forgot what game this was...one of the Fight Nights...that had you use the two analog sticks to align your vision/focus to recover from a knockdown. The more you got knocked out, the harder it becomes to align your vision. I always thought that was a really cool and natural way for the analog sticks to represent your eyeballs being disoriented, especially compared to the traditional button mashing used to get up from a knockdown in prior boxing games.

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Hm. I'm not sure why but your question made me think of The Last of Us. At one point there's a scene where Joel gets injured and you have to walk with Ellie who helps carry you out. Or You play as Ellie and help Joel get out.

It's hard to say because after that scene you start your first part of your the game playing as Ellie.

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jadegl

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Edited By jadegl

Fantastic read @austin_walker!

I do think it's interesting, that to me as a woman watching the movie, I felt that Rey was very much a mirror to Luke. Someone who has a special destiny that she knows little about, but that comes into more knowledge by the end of the movie. To see people claim that somehow this was a "Mary Sue" situation was, to me, crazy. It seemed no different than any other hero journey in movies and myth and very similar to the original Star Wars, perhaps even a bit too similar upon further reflection.

I always connected the most to Leia. When I watched my VHS set as a child, I thought that the best moments in the films were her saving Han, or more accurately attempting to save Han, from Jabba's palace and then later killing Jabba. She was strong and made her own decisions and didn't need the Force or anything, just her resolve, her mind and her heart. Even when she was captured, you could tell she was just waiting for the time to make a move and fight back. That resonated with me strongly. I think that people need that, heroes that they can relate to. And although Luke is the main protagonist and the story is about him becoming a Jedi and redeeming his father, I always felt that the story of Leia and her relationship with Han was something that resonated more strongly with me as a young girl. I think Leia, along with Princess Peach in Super Mario Bros 2, shaped my views of what a hero could be and that gender wasn't really a stumbling block. Or it shouldn't be in a good story or game, when all is said and done.

I'll focus more on your question though. Mechanically, I think the game that made me feel the most was Amnesia: The Dark Descent, and to a lesser extent, Amnesia: A Machine for Pigs. There are scenes of true horror that are punctuated by camera tricks, sounds in the environment and swells of discordant music. In the first Amnesia, as you become more scared, your vision begins to swim and you seen things in the dark. A room that would be perfectly normal when you were totally sane is suddenly filled with rotting animal corpses. A painting of a nobleman becomes an image of cosmic horror. And, one of the more fun things I noticed, you actually can become so "insane" that cockroaches actually crawl across your vision, your monitor, as if they have made their way from the game into your very own reality.

In A Machine for Pigs, I recall a pretty grotesque moment of looking around an office in the early game, opening drawers and seeing just how much I could do in the environment. I was just experimenting with anything I could find that would let me move it or open it. I opened a drawer and found it full of dentures and glasses. The character's vision seemed to pull in to focus in on the objects then pull out again and return to normal. It was a great little camera trick (with a musical swell I believe, but I could be remembering the exact moment incorrectly) that conveyed that your character was seeing something seriously messed up, and it almost gave me a feeling of vertigo as I played. I honestly had to take a little break. It's too bad the game never really attained those heights again as it progressed.

Also, I thought of Little Inferno. The game is about buying things and burning them, and it has a gameplay element where you can fill out your catalog with special combos when you burn certain items together. I think it really makes you, as the player, want to buy and burn as much as you can in as many combinations as you can. For a game about buying and consuming it makes you want to consume without pause by giving you tangible goals. The more combos you discover, the more catalogs you can buy and that, in turn, lets you buy more useless things and discover more recipe combos. It's a simple loop that pushed someone like me, who enjoys badges and achievements in games, to burn anything and everything, even the letters and gifts from your only friend. With what happens to your friend later, it creates a real feeling of sadness that you lost something and can never get it back and did it in a way that was completely avoidable if you hadn't been so shortsighted.

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bricewgilbert

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Edited By bricewgilbert

The single worst part about the Star Wars universe for me in terms of it's morality and metaphysics is the divine right of kings angle that the concept of Jedi's seems to operate on (in the official canon at least). Never been a big fan of it. Particularly as I find the rest of the thing so breathtaking and hopeful. It's then disappointing that so much of the focus is on bloodlines. At first in a spiritual sense with the OT and then in a scientific sense with the PT. Based on what JJ has said about this aspect of the universe it's possible we won't see this interpretation going forward. I had this hope throughout the entire film and want it to be true even more now that everything seems to think they know what is going on with Rey's lineage. She should be a no one. Exactly like she says. There is even a moment where she is confronted by a character who tells her that her family isn't coming back and she needs to accept it. She rejects that in the moment, but I was waiting for that acceptance moment to be a gut punch. A moment to say "You know what? It doesn't matter where I came from. I am a Jedi". It never came though. It was implied perhaps by her decision to go find Luke. I'm hoping they play with this in the subsequent films. Maybe lead people on into thinking there will be that, "I am your father" moment only to swerve left and finally say "who cares"? The force truly awakening would be fantastic.

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TheHT

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The only case of a character being so conveniently skilled in the old movies is babby Anakin flying the Naboo starfighter and blowing the shit out of that space station, and that was preeeetty dumb back then too.

(Walking Dead Season 1 spoilers)

The murder of Carly was surprisingly effective at simulating that eerie feeling left behind when a life is suddenly and violently ended. I had notifications turned off, but I always loved that the game noted before she's killed that she'll remember a decision you make. A fantastic bit of trickery, it also underscored that surreal feeling the dead can leave behind of a hypothetical parallel narrative. An echo that insists there was something more that they were supposed to do.

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flakmunkey

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While that "Dawkin's esque elitism" line felt like a really cheap blow that was below you, this was otherwise a fantastic write up. Solid work from @austin_walker

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holyxion

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To the main body of this article: I highly question the apparent supposition that diversity inherently begets constructive representation, when it's all too common for minstrelsy and Mary-Sues to be all the more alienating than simple lack of representation, which was somewhat subtly the case with Episode VII. As to the larger debate with regard to the post-structuralist analysis of hero narratives, nothing could be simpler. I agree with your description of the movie as using structuralist elements to tell a fresh narrative, however, this is clearly a case of the writers trying to have their cake and eat it too. Rather than communicating anything unique about the structure and symbolism of the original SW narrative, it instead at once destroys and exploits it. In fact, I'd go so far as to say that this movie, similarly to most movies of its caliber, encapsulates the fracking, shotgun-like approach to storytelling that comes from a script as focus tested and endlessly rewritten as this one. It's a style that fundamentally connects itself to exploitation, belittling the audience through its characters, creating diverse casts solely so that everyone has someone to look down on. In this particular scenario, to say that this film subjectively belittles historical fascism with little direct insight is just as beside the point as to pretend it aggrandizes its protagonists, rather than presenting them as objects dominated by the fascistic direction of the need to present the most buzzworthy and controversial narrative structure. In actuality, the movie as a whole only serves to shift the balance of power away from it's previous creative direction, alienating those dumb enough to have cared about said direction, in the process exploiting and destroying its previous symbols as necessary to create the most clicked-on, talked-about moments. Not that the previous movies were much better, though.

As to the actual question posed, I like the way in Pokemon some 'mons can only be evolved via friendship. It communicates the feeling of growing stronger by being a good and caring friend to your Pokemon!

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reticulate

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Edited By reticulate

I know they were much maligned, but I thoroughly enjoyed the way Max Payne 3 used filters, lighting and the on-screen emphasis of certain phrases and words to set a tone. This is especially true once he decides to go sober, where the effects do a great job advertising that Max is having a pretty shitty hangover right about now.

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poobumbutt

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Great article, Austin. I was really in there and invested for the beginning and end. Though I will echo some other peoples' comments that I feel like a dullard reading some of your material (in this case, the structuralist explanation). Absolutely no fault of yours, but man! I thought I was at least decently well-read...

As for the question:

Ever since I was a child, I've always hated when the denouement of a story filled with likeable, vibrant characters is all those characters bidding farewell to each other. An attempt is usually made to tie it all into a neat bow with tearful goodbyes and a statement like "well, we're leaving our friends for now, but don't worry! Friends are never truly apart." The most formative of these is probably the end of Digimon Adventure season 1. There's a giant fight against a final enemy and peace is restored. However, now the humans must return to their world, leaving their now longtime digital friends behind. A whole episode is spent on saying goodbye and is generally the downer of a given ten year-old's week. In the end, the humans leave on a train bound for their world, with their Digimon friends chasing the train as it leaves (I love you, too, Tentomon). My takeaway from this was decidedly not "the real adventure was the friends we made along the way". I didn't want a lesson about what real friendship is or why it's important to know how to say goodbye. I just wanted to spend more time hanging out with Tai and Agumon and everyone (I would get to, but Season 2 was a letdown). Now, I got over my funk as any ten year-old does, but it isn't an understatement to say that this mentality of never wanting to say goodbye stayed with me. I never thought much of it, but it was there, and if you ever asked me if saying goodbye to friends could feel rewarding, I'd scoff at you.

Then I played Persona 4. This game changed my mind. One of the main themes of the Persona series and 4 in particular is friendship, so this probably isn't a huge shock to many. But it wasn't the flowery words or big anime smiles that did it.

In Persona 4, you team up with a group of friends to stop a string of murders involving television sets by using TV sets... and you summon demons from within yourself using tarot cards to fight other demons... man, you fight stuff with your pals. That's what you do. The main story of P4 is awesome, but it gives you almost no background information on the characters. These people, who you will surely spend at least 60 hours with, get almost no personal screen time. That's where the Social Links concept comes in. This is essentially a character development minigame. You talk with your friends, pick the right choices a la visual novels (save scum if necessary) and in return, you get an extended conversation and development; also, your team member becomes stronger in battle but who cares about that? This is the first way P4 distinguished itself from other media (and even other games) for me. The MC is a silent protagonist other than what choices you pick, so it was easy to roleplay that *I* was crushing on Yukiko as I helped her figure her future out. Or that *I* was helping Kanji realize his sick-awesome sewing powers. As opposed to say, having a crush on Sora vicariously through Tai (ahem). This was strengthened by the fact that the game doesn't make you do this. You have to consciously make the effort to learn about these characters and why they should matter to you. As a result, the things you do learn feel much more rewarding. "Rise, you were bullied as a kid? Tell me about it. I, the player, want to know about that. I didn't reset my console so you'd get three music notes over your head rather than one for nothing, did I?"

The second way Persona changed my persepctive was in the ending. Just... That whole ending. Now, I should say that there are SPOILERS AHEAD for Persona 4, a game which I believe as a fan of games and of this site, you owe it to yourself to play. And watch the ER. Possibly at the same time during level grinding. So go do that. I'll be here...

Okay, so, in the finale of Persona 4, you deny yourself the bliss of ignorance, uncover the truth and fight a god. She's named Izanami, she wants humanity to wallow in ignorance and she's maa-aad. At the end of the fight, she straight up drags you and your friends into the Underworld and you die. However, images and sounds of your friends cheering you on and willing you to continue make you stand back up. However, it is only the friends which you have reached the final level of Social Link with who do so; these are the only friends who you've formed a true bond with by learning their deepest truths and can now use that power against your enemy. You come back from the dead, do some Michael Jackson shit and blow Izanami and her obscurity away using all the "truths" you've gained from your friends. Again, given the relative facelessness of the MC, I felt like ME and MY friends just beat a damn GOD and saved the city. It really is a tremendous moment.

The thing is, neither of these developments would mean much without the other. The final friendship attack wouldn't mean as much if the game had forced the Social Links on you, rather than letting you realize why you should care. Similarly, all that development wouldn't have had such an impact without the explosive ending. Most importantly, it wouldn't have hit me as hard if I was simply watching it on TV. I had to personify the MC by playing to get that powerful of an experience.

So, in the game's closing moments, as you're preparing to leave your friends behind for your hometown (by train, I might add), Yosuke tells you, in his own way, "friends are never truly apart". When he said that, I believed him. Because this wasn't Tai, Izzy and Sora taking down some one-episode super villain before preaching friendship. This was me and my friends accomplishing something bigger than any of us, saving a town and forging true bonds of friendship. Saying goodbye was simply our stamp, our way of declaring we'd "done it" and that when we did see each other again, we'd all laugh about that time a puny god had tried to stop the power of friends.

P.S. For all the shit-talking I seem to be dishing out to Digimon, it's only in comparison to Persona 4. Digimon's legit and I won't hear otherwise. Good day.

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veektarius

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I liked the new Star Wars a lot, but is "The things we thought were structural and eternal are in fact man-made and mutable" really the right message to take from a movie that bends over backwards to keep the events of previous movies from significantly altering the intergalactic dynamic?

Even where the story makes gestures toward explaining how the political situation is different, the shattered remnants of the Empire still somehow manage to end up wielding huge death machines against the small squadrons of fighters that the armed forces that represent what should be the majority of the galaxy can bring to bear.

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Cautionman

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Great, great piece, Austin.

Ren's frustration is particularly ironic. He believes in a twisted meritocracy: Those who practice drawing upon anger and hate will one day learn utilize the force's full potential. When he is met with a person who--with no training--is able to outperform him, his worldview is so threatened that he takes drastic steps to try to reinforce it. But there are those in the world of Star Wars who are seemingly born with advantages others don't have, and this is as infuriating to Ren as it is to Rey's real life critics.

I like this reading a lot, and I think it articulates exactly why I find Rey's detractors to be so tiresome. She is an awesome character--she and Finn are the most sympathetic characters in the films, as far as I'm concerned--and the score-keeping that goes on in most of these debates feels pretty misguided, tiresome. Good stuff!

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Edited By devitiffany

For the question, I don't know if it fits but I just think of how Silent Hill 2 treats James. Every character seems to give him shit and you don't know why, but you're under the impression something went horribly wrong. Not only that but my favorite character, Angela, gives you an item that has no use or purpose the entire game. You are left wonder what this is even for, and the scene where that finally comes into play is one of my favorite scenes in a video game. Plus the organic nature of you finding out the nature in which each monster was manifested by James' mind. Seeing images of Pyramid Head as he really existed before his time, and how that connects to his personal demons.

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Onemanarmyy

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Edited By Onemanarmyy

I always thought Final Fantasy games did a good job conveying the sense of adventure by presenting you with an overworld at some point. Especially when you get an airship, that feeling that you can explore more of that world and find it's secrets, is really cool.

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In response to your question:

It's not a technique available in cinema, but I immediately thought of the "frustrated choice" mechanic from some games and game books. This is a greyed out dialog choice with some pre-requisite that hasn't been met, whether the requirement is a skill ("[Speech: 80]") or an item ("If you have a rope and would like to climb down the cliff, turn to section 132"). For me, these evoke a common feeling of being able to see an opportunity, but not being able to act on it. Often this is with an emotional prerequisite, which is how it ties back, for me, to your excellent Star Wars analysis. If I was less nervous, I could strike up a conversation. I know breakfast will make the day better, but I don't have the motivation to quite get out of bed. If I was more confident in what I've learned previously, I could jump in to this discussion about audio streaming (or whatever).

Thank you also for the thoughtful critique of The Force Awakens. It resonates for me. It's an echo of A New Hope but it's not the same.

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BMO_Philips

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Really enjoyed this Austin, keep it up!

I'd have say Journey. The general shift of color palette between zones always conveyed distinctly different moods to me.

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aesop369

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Here is my issue with Rey...what is her arc from here. She has already beat the Darth Vader character without any training. Is her role to get even more super competent so that she can beat Snoke in which case it invalidates the role of Kylo Ren. Why should he matter, except that he will eventually decide to turn to the light side in the third movie. If thats the case, we are literally only watching a replay of the first trilogy with Luke Skywalker being played by a more cheerful Batman(Batman being the ultimate and at the end of the day only acceptable Mary Sue).

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Lazyimperial

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Edited By Lazyimperial

I'm not sure if lumping "angry fans" with Kylo Ren and General Hux is a droll form of Star Wars ad-hominem or just artistic liberty. Eh, it's a time honored internet tradition to try and link one's opponents to fascism / Nazism. Screw it. It's all good in the hood. :-P

Nice read, Austin. I liked the film too, though I had a less academic takeaway from it. Personally, I just felt like it was playing things very safe. I read some reviews before seeing it that philosophized about how the film portrayed the cyclical nature of human history. In Star Wars, it isn't enough to portray history repeating itself by juxtaposing Napoleon's French Empire with Hitler's Third Reich or showing Roman Christians feeding pagans to lions, having learned nothing apparently. No, in this society the cycle is represented by $&$&ing Death Stars, and the natural tendency of the Star Wars universe is towards fascist totalitarian states with grandiose doomsday weapons facing rebellions that can never truly succeed. Kind of like David and Goliath filtered through Batman and Joker, replete with futility and misery for all involved. The Star Wars universe is a well ordered, structurally locked-in clockwork mechanism, ticking away forever... or so some critics seemed to contend.

Okey dok, but having seen the film... I didn't necessarily get that impression at all. Rather, it seemed like another product from the Disney media machine. They knew what people liked about the original Star Wars movies, and they also knew that properly saturating modern markets requires a... "broader" brushstroke than was required in 1977. So we got a re-telling of the first movie, but with a more ethnically diverse main cast (almost all of them British, which amuses me to no end), a female main protagonist, and modern action movie sensibilities thanks to J.J. Abrams. And you know what? It works. Disney knows how to make great popcorn flicks, and they did it again.

Why doesn't Finn feel any guilt about blowing apart his fellow stormtroopers when he helps Poe escape? He and those other troopers had been trained together since birth. They're his brothers and sisters, really, but he slaughters them as if they mean nothing? What the heck is that about? Well, it's Star Wars. He's good now and they're bad, so pew pew. Why does The First Order build yet another doomsday weapon with such a glaring flaw? Because evil must lose to good, in a dramatic "trench run" equivalent during which a singular, tiny craft risks it all to save FREEDOM ITSELF! It's always a good idea to never think too hard about Star Wars films or Disney action movies, let alone a combination of the two.

In that spirit, I wish I hadn't read critics trying to preemptively refute Rey as a "Mary Sue," because at first glance she totally is one and that is what almost hurt my enjoyment of the film.

Almost? Yes, almost. Rey is a cliché chosen one, gifted with superior martial prowess, a survivor's instinct that knows no equal, and a posh British accent that can withstand a childhood spent amongst American-accented aliens without suffering the slightest bit of dilution. Having never piloted a spaceship before let alone repaired one, she nevertheless masters the Millennium Falcon in the span of two minutes, garnering such extensive knowledge of the ship in the process so as to even outclass Han Solo himself... repeatedly. When handed a laser pistol, she initially expresses knowledge of "which end fires." Yet, mere minutes later (after a rare moment of fallibility with the gun safety) she proves a master marksman, readily dispatching multiple stormtroopers (which, as the movie mentions, have been trained in combat since birth) with no visible effort whatsoever. Indeed, all of her shots at Kylo Ren would have been kill shots if not for his last-minute lightsaber deflections, such is her skill.

The hero of the Alliance, Cameron Poe, succumbs to Kylo Ren's force-persuasion in less than a minute. All his training and mental fortitude prove nothing compared to the torturous mental probing of a sith lord. Ren, with no formal training of any kind, not only resists Kylo Ren but peers into his mind instead. Then, she mind controls a stormtrooper on her third try (nobody's perfect, after all) and easily escapes a maximum security facility. When the final battle of the movie arrives, she summons a lightsaber towards herself instinctively and readily dispatches Ren via her impressive fencing acumen and mastery of a power she just discovered that she had... twenty minutes prior.

Only in a strange parallel universe would Rey not be a "Mary Sue." With respect to the parameters of our own reality, there is no better example of a "Mary Sue" that I can think of... other than Mary Sue herself, except that this is Star Wars and Star Wars is a black-and-white morality play in which The Force operates as a Deus Ex Machina of sorts. Luke gives himself over to The Force, and becomes a pilot without equal with pinpoint bombing precision sans a targeting computer. Luke gives himself over to The Force, and overcomes the bogs of Dagobah to retrieve his ship. The Chosen One of a Star Wars story is such because he or she is so pure hearted and open to goodness as to be able to surrender completely to the will of the benevolent Light Side, thereby gaining Force Plotline.

Only in a strange parallel universe is Rey not a "Mary Sue," and she happens to live in a strange parallel universe in which the divine is real and will really help you win so long as you do exactly what it wants... which is exactly what you want if you're good, so it all works out. As long as I take things on Star Wars' terms, accept the afore-mentioned premise, and don't think too deeply... I'm happy with it.

Which is weird, because yeah... I've spent the past couple years getting very used to morally ambiguous nightmare settings. I'm accustomed to shades of gray, unfeeling powers that be, and authors actively trying to move away from preternaturally gifted Chosen Ones as main characters. None of the above were elements of George Lucas's 1977 film though, so why would they suddenly be in the 2015 remake? :-P *guffaw and poke*

Edit addition: you know what I couldn't take on the film's terms, though? I've spent the past decade watching my country (the United States) fund insurrection movements in other nations and promote regime changes abroad. I've spent multiple history classes learning about United States governmental meddling in South and Central America, often to disastrous results. Frankly, our current efforts haven't been ending much better. Cyclical history, right?

As such, The New Republic funding an insurrection movement in The First Order rubbed me the wrong way. In the confines of the morality play setting, I know that we're supposed to support the action. After all, these aren't armed separatists and guerilla warriors conducting hit and run attacks on vulnerable targets while receiving financial and military backing from a nation desperate to impose its will across the galaxy. No! They're members of "The Resistance" fighting an obviously evil, fascist state opposed to the beacon of goodness that is The New Republic! See, we're the good guys. Hoorah. :-/ Ugh. Not working for me.

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digitaloctopi

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I enjoyed the article Austin. It's nice to read a well thought out critique about something a lot of people think is just simple, mindless fun.

I have to say though, I agree with Flakmunkey. In my opinion Richard Dawkins is one of the greatest thinkers and science educators of our age.

You call him a brash elitist with no attempt to back up your statement. That's an ad hominem attack that I certainly didn't expect coming from you. And I find that the people who most often refer to him in those terms(mostly creationists/anti-evolutionists) find it difficult, if not impossible, to defend their positions and instead resort to this sort of name calling to discredit his reputation. I'm curious where this ire comes from? And if you have a logical refutation of any of Dawkins' arguments? Or did you just watched that one episode of South Park and came away thinking he's an asshole?

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tnecniv

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You convinced me that the concept of Kylo Ren is much better than I originally thought.

Ultimately though, I didn't enjoy the movie for two reasons. The first being that I just didn't think the acting was very good. Going in, I thought it was odd that Harrison Ford got top billing, but after viewing I just didn't find any of the other performances to be compelling (the Finn's humor felt particularly forced, pun not intended).

My second complaint is that there was a lot of "say, don't show" story telling, where the writers told us we were supposed to feel a certain way about things instead of making us feel that way ourselves. For example, the Republic is introduced in the text scroll, but who they are and what they do is never really explained. All we know is that they are supposed to be good guys and the First Order (who are also not really explained) are a bunch of jerks for blowing them up. Yet, the only emotion the destruction of the Republic brings about in the characters is the fear that they are going to blow up the Rebel base next (on that note, the Rebellion is really explained either -- if the Empire is gone, who are they rebelling against now and how are they related to the Republic?). Another example is the sense of scope present in the movie. The First Order looks like they have maybe 1,000 troops and the Rebellion seems like they consist of twenty ace fighter pilots. In the photo of the First Order above, that looks like a pretty tiny force to be stationed on a planet-sized base. Say what you will about the prequels, but they made the galaxy look and feel like a big place with big battles and high stakes. This film just felt small by comparison, and ultimately underwhelming.

Regarding game elements evoking common feelings, the one that keeps popping into my mind is the microwave hall in MGS4. Getting your body irradiated is not a common feeling, but I thought that particular scene was an excellent use of a quick time event in that mashing the X button as you slowly watch all of your allies become overrun engaged the player contributed to the crescendo of the plot's climax.

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Edited By opener93

Spoilers. I think you dismiss a lot of the criticism for the movie as being from crybaby sexist and that isn't fair to legit criticism. I liked the idea of Rey being the lead of these new movies. I didn't like how she was the best at everything tho and knew things about the force she shouldn't even know she could do without learning it. I didn't belive the relationship she built with Han as her father figure only knowing him like a day. I thought Fin would make for a really interesting character, being a stormtrooper. Didn't like Fin's reason for leaving being not wanting to kill people to during his escape killing lots of other stormtroopers coming from the same situation as him. I hated Poe disappearing from most the movie then returning on a throw away line on how he survived the crash. Poe also never explains why he gave up on searching for Bb-8. One of the things that bothered me most was the amount of Marvel style humour that didn't fit in a Star Wars movie. Han's outcome could be seen from a mile away and had little emotional payoff. Why didn't Chewbacca hug Leia when they came back? Chewbacca walks right past Leia and she hugs Rey who she doesn't even know. Kylo is a whole mess by himself who only gets annoying after he removes his mask for the first time. R2-D2 waking up made no sense. The rehashed plot from A New Hope became tiresome. There is plenty more wrong IMO but I'll stop there. Overall tho the film looked good and was well acted. The faults mainly being weak plot and a forgettable score. The movie isn't trash but I'm tired of people making it out to be a masterpiece. I'd give it a 3/5. Sorry for writing errors I'm writing on my phone.

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Gigabomber

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Edited By Gigabomber

The Witcher 3 "use[s] certain cinematic techniques to convey common feelings in a really evocative way." The open world also make it feel like a game about discovering unique and interesting side stories rather than an Uncharted-like movie. It's gameplay, skill tree especially, leave a lot to be desired, but it's criminally underrated by the Giantbomb staff simply due to its length. I admit, they could have cut half of the quests and had the same product.

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l4wd0g

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I really like Ta-Nehisi and his take on political correctness.

It's about practicing Tolerance. It's about attempting to understand people who are radically different from you, and saying to them you want their voice in the process. Tolerance isn't just a value you hold, so much as it's something you do repeatedly. It's uncomfortable. You fuck up. You go to parties where they play music that you don't know how to dance to. You go to restaurants where the food is difference. You go to neighborhoods, where no one speaks English. The whole time people on the outside are laughing at you. The people you're trying to understand get pissed at you, and call you racist, homophobe, bigot, sexist etc.

Liberal Tolerance is the long war, it's the long game. It's Barack Obama, at his core. Liberal tolerance--not Jesse Helms--argued for interracial unions. Liberal tolerance is what allowed Obama to neutralize Rev. Wright, and make his race speech. Liberal tolerance is what allowed him to go to Notre Dame and talk with empathy about abortion. Liberal tolerance bets on the future. It presages that world (the world of today) that the GOP has spent very little time preparing for.

The Atlantic, "The Importance Of Being Politically Correct"

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probablytuna

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@austin_walker: Some spelling mistakes:

"Who am I and what the hell is my place in this world?" is the sort of question people have been asking themselves for as long as their have been people.

And here:

Of course, this has been and uncomfortable fact about the world of Star Wars for as long as there have been Jedi, but before Rey, it went unchallenged.

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drwhat

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This was great, not just in content. Thanks.

I don't remember the last time I thought about a response this long, either. All of my formative game experiences were in the 8- and 16-bit era, and when I think about really evocative moments, I think back to then. Going back, trying to isolate what they actually used to summon the right emotions for a moment -- they didn't have that many tools -- and I think the most key thing, for me, was music and sound design.

I'm just going to be really obvious and say that maybe the most effective straightforward common emotion evocation was the scoring (hey, scoring, get it? videogames!) in Final Fantasy 4 and 6. 4 will always be my favourite, but they really figured it out in 6. (I barely remember the music in 7 and beyond, it felt more like it was just a subtle backdrop to the overwhelming visuals.)

The opening moments of Final Fantasy 6 - as soon as you fire up the cart - with the long, dark organ chord played as the title shows up - it was like, hey, this isn't just some goofy bullshit game, this is adult and serious and bad shit is going to happen. The game wasn't talking down to you, that wasn't kiddie music, it was fucking serious. And then you were playing something that was more of a story than anything that had ever been released on a console.

So, that's not exactly an answer, but that's what it made me think of. And the story is Star Wars pretty much, so, that's appropriate. Hi Wedge and Biggs.

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FruityGoblin

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Love it. Good work Austin and keep it up.

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@frytup said:

I don't usually find myself attempting to defend any aspect of the prequels, but it's interesting they finally sent Austin over the "this is morally childish" edge since they're the most morally complex of the Star Wars movies. Anakin's conflict - between the requirements of the Jedi order and his personal desires - is real and actually fairly interesting. Unfortunately, it's buried under terrible acting and wince-inducing dialog.

I think that the prequels have been judged by what they aren't instead of what they are and they're worth revisiting. It's much more interesting if you take the approach that the Jedi Council was wrong about pretty much everything and was so tied to the dysfunctional Republic that they only dared to act within their mandate - not always to do what was right. They were the guardians of peace and justice...in the old Republic. If you were a slave in Hutt territory, well, the Jedi weren't there to free you (unless you could be useful to them). Rich people problems like disputes over tariffs were more important than truly ending slavery. Drop Anakin into that kind of dynamic and it's not surprising how things turned out given his dreams and status as a child and political beliefs as a young adult. All that is easily missed if the dialogue is ignored because "it is bad."

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Austin, these columns just keep getting better, please never stop.

As for your question, I think the way Bethesda utilizes what I would call "leave behinds" does a great job at both confusing you by expanding your understanding of the scope of their universe, and also grounding you in the more human elements of the worlds they create.

When I say "leave behinds", I'm referring to the areas you stumble upon in games like Fallout or The Elder Scrolls games where something has happened that often has little or nothing to do with your player character. They serve no real gameplay purpose, but enhance the mysticism of the universe so much and make you reconsider the size of the world and the agency you have in it.

For example in Fallout 4, I found a settlement that had been taken over by super mutants in the wastes. While clearing them out, I was discovering dead raider bodies everywhere around the base. Strewn over railings, lying crumpled in corners, they created this narrative by just being there. After exploring further, I discovered a terminal that made reference to a shelter buried underneath a train car in the base. Inside the shelter were no rewards or rare items, but a room in the back with two shallow graves. One with a teddy bear placed on top, and one with a baseball mitt and ball adorning it. On the other side of the shelter, two skeletons lay on a mattress wearing tattered clothes.

The devices they employ in leaving these things behind, these things that serve as almost artifacts, do such a good job at reminding the player that the world is so much bigger then them in a really natural and diegetic way. Of course this illusion kind of breaks when you realize how constructed and unnatural these set ups are, but it keeps me constantly thinking about the possibilities of that world.

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Edited By Dan_CiTi

A lot of people have mentioned Shadow of the Colossus and Kentucky Route Zero. Both do a pretty stellar job at using all of their elements to get some succinct, striking ideas. Another two games that gave me the same feeling are Mother 3 and Metal Gear Solid V: The Phantom Pain. Pretty much in each chapter of Mother 3 there are a handful a brilliant gameplay moments, dialog, or just more static bits of world-building that won me over. I mean, one of the biggest ones ever I've seen in a game is the introduction of currency (and other 'advancements') itself into the game's world. That was just profound, humorous, and poignant. Smaller ones like finding band memorabilia and showing it off to a boss to keep him frustrated for awhile were funny too. That game could seamlessly move between dramatic, humorous, and tear jerking moments that kept me so engaged and on my feet to it's clever sensibilities.

MGSV's total meditative design was just perfect for me, too. It gave me something I was always looking for when replaying 2 and 3 but never found. In 2, I eventually mastered the few small corridors and platforms each with a couple soldiers posted in and around them. As my first Metal Gear game, it was neat to see Kojima for a fourth time try to "reimagine" the first Metal Gear in the most meta way yet, even if I didn't know it at the time and I just laughed at the campy and sometimes questionably voice acting cutscenes ("Is that the one they call Fortune?!" Is a favorite of mine.) MGS3 Subsistence was just such a tremendous tour-de-force, almost all of its moments unforgettable and I found myself replaying the game just so I could be in them again, like the fights between The End and The Boss. I still wanted more, I still wanted these areas to offer more than just the ability to take out a supply shack once or twice and find an assault rifle under a bridge.

MGSV however takes it to both a molecular and a galactic level. It completely embraces almost everything from MG1 to MGS4, but at the same time is ready to disregard them at any step. The game's opening has an important line that completely summarizes the game's ethos "Just Another Day in a War Without End". And that's just what Kojima creates; a mood, tone, atmosphere, a sandbox (one that is inherently 'Metal Gear' in its binding laws) to communicate what he wants the player to think and feel. This approach is inherently more filmic than ever before. This just plays on the contrary to the "episodic" format of the game and broad form of the last four major console games.

This speaks to the inherent difference between film and television; films are about visual mood and atmosphere in service of storytelling that MGSV's world does better than any game before, maybe 3 or 1 come close. The others, however work like TV: characters in a scene or a room conveying information and moving on because that's what the scene "needs". Strut F has its bombs you spray coolant on, and maybe a couple items, and then you move into another navy corridor or orange platform. Unlike in MGSV where Spugmay Keep, Da Smasei Laman, or Nova Braga Airport have and entirety to them for you to always inhabit, explore, and have an experience with. Whether that be searching every last cavern to devise a plot to sweep the base, or just over hearing a guard talk about "a naked woman near the power plant" it's all there for you to explore in the game's nearly endless vignettes. They're less in service of what Kojima has written, more of what Kojima has produced. KojiPro crafted Lufwa Valley first and foremost to make you think and feel before telling you about skulls and parasites. This is what I mean by how it operates and the very highest and smallest levels all at the same time, the brushstrokes both the player and developer paint the world in feeds back into the game's inherent thematic loops. Big Boss' years and years of roaming across battlefields. building up his army, his arsenal, and his legend with each of his espionage operations. In a sense, the game's mentality is that it is Metal Gear "Infinity" and the entire FOB system is a microcosm (and maybe macrocosm?) of this idea. Each "Boss" creates their own Outer Heaven in which each other "Snake" or his soldiers can infiltrate just like every Snake before them, whether that Snake was Naked Snake, Solid Snake, Raiden, Old Snake in their own respective games or V's Venom Snake.

Films are about the director, the film maker and TV shows are about the writers. The Phantom Pain is about the game creator's world, what that creator does with that camera, where and how he points it. From that setting that atmosphere, the player goes and fills in the rest.

The closest thing to this in a past game is possibly MGS3's Tselinoyarsk, but even a lot of that area's meaning is given by learning what happened between The Boss and The Sorrow there years before the game's events...oh and the name is pretty cool.

Anyway I'm writing this half asleep and listening to podcasts, good night.

P.S.Gurren Lagann is a good Star Wars thing. Oh and yeah, Daisy Ridley is the brightest star in the galaxy.