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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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alfff

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Really enjoyed the in depth look into themes of TFA. Looking forward to more Off The Clock in the future.

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cakemonkey

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Edited By cakemonkey

Awesome work Austin, keep it up

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extintor

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Austin, this is hands-down one of the most interesting and well written analysis articles written on this site that I've ever read. The style is reminiscent of listening to a great pub discussion on the subject and I want to buy you another drink so that you continue your thoughts on it all...

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bradgrenz

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Edited By bradgrenz

Fantastic column, @austin_walker! Tragically, I find the use of shallow readings to condemn works for being too shallow are an endemic flaw in entertainment criticism. It's a frustrating quality that is all too prevalent among people who write about games. To decry something as incompetence without ever even considering the possibility of creator intention speaks to an unnervingly low opinion of games as a medium from those we expect to wield some amount of expertise, if not enthusiasm.

As for your homework assignment, I've been catching up on Life is Strange and one of the things I've found really effective in that game is the snooping. It manages to recreate that sense of illicit thrill and guilt about going through someone else's belongings. Sometimes the person will be right there in the room with me and I'm left doing this risk/reward calculus on how long I have to poke around before getting called out. It's an important, even primary, component of the storytelling in the game, providing context for many different characters. Sometimes the information is even key for some of the decisions you'll have to make, but to obtain it feels slightly transgressive, yet entirely appropriate for the setting.

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Dussck

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Edited By Dussck

TFA was a well executed movie on a newly found marketing formula for remakes.

In the 90's and early 2000 there were a lot of remakes of old populair movies as well, but what they did was trying to continue on the franchise, making up new stuff with new characters in a familiar environment.

This failed, because it wasn't the same as the old movies and therefor not as good.

Later on the remakes (or reboots) had a different approach; same characters, same world, same story. Just with a new coat of paint and VFX. This also failed, because it was just the same, but the original was always better ofcourse, because it was the original.

Now they invented the holy grail of continuing an old franchise: mix the old with some new. TFA is just a warm-up for another round of Star Wars; old characters almost literally handing over the stick to the new characters. Setting the stage for more diverse stories with characters that will get a pass from the fans, because the old characters acknowledged them.

Fucking brilliant if you ask me.

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Ravelle

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Edited By Ravelle

The Last Of Us had one really powerful moment of serenity and reflection where Noel and Ellie arrive at a Zoo and the Giraffe's just wander about, munching some leaves from trees.

I spent about 10 minutes at that scene, it's a moment that lets you breathe, reflect and take in what the world has come to and gave you a glimpse back to the previous world.

Journey is also one of those, without telling a simple word of story it manages to make me shortly panic when I lost sight of my partner during my journey and made me feel so happy when I found him again. My partner left the game partner at the end of the journey, just before climbing the mountain. With watery eyes I said to myself Well buddy, I'll finish this journey for the both of us.

And when the credits hit, all I wanted to do was just lay down in bed.

Life is Strange has Max just sit for a moment and play the guitar, it's a little moment but very powerful in my opinion.

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Redhotchilimist

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Edited By Redhotchilimist
Loading Video...

I recalled a cinematic technique. Or at least, as I understand it, something that originated in cinema. Any enemy in Dragon's Dogma that's animated or reanimated has animation that resembles the kind of stop-motion animation that were in Jason and the Argonauts. The skeletons use it, but it's much easier to notice on the slow golems.

(I was looking for en excuse to post something Dragon's Dogma-related).

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Kaniela

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Austin, first I just want to say, I love this post. It's a great article for me to read at 2 in the morning so I can avoid work, and thank you for writing it.

However, I'm afraid you may just be writing this article for the same reason I am reading it: You're avoiding writing you're supposed to.

Now get back to writing your dissertation!

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Nmckee503

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I remember the end of Bastion being really powerful for me. There was the choice to either leave Zulf and be able to defend yourself, or carry him. I chose to carry him, though it didn't feel like much of a choice, how could I leave him behind? The result was your character moving a lot slower, unable to fight back against the endless barrage of enemy fire. Eventually they stop attacking and you trudge on, the path lined with your enemies.

The last moment of the game, you are again presented with a choice: Revert the world to a previous state, before the calamity, or go on living in a broken world with your friends by your side. It's been a while since I played so I am a little fuzzy on the details, but I believe the first option will mean all the characters will forget what has happened. It's genuinely the hardest choice I've had to make in a game. I had to walk away, give it a lot of thought, then come back to make my decision. Save the world but lose your friends, or forsake the world for your memories and your relationships.

Thinking back, it touched on a few issues I've thought about a lot. Would I chose to give up my bad decisions, mistakes I've made, hurt I've experienced, those memories that come at night and make you cringe at the person you were back then? Who would I be if I didn't have those things? Would I be a happier person? Probably. Would I be a better person? Who can say? I would speculate no, that hurting makes us more empathetic to others, that we avoid doing or saying things because nobody should feel how we have felt, which ultimately increases the amount of 'good' in the world.

Is that important? Do the emotions of others have more weight than our own? Can the selfish decision be the right decision? At this point I am only asking questions I can't answer, so I'll stop.

You should probably play Bastion, it's pretty good.

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ThomasCro

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I always have the discussion of how punchable Ren's face is when Adam Driver first takes off his mask. To me, he nailed his role spot on. I'm pretty surprised how my friends don't understand he is supposed to look like an antagonist, but also a spoiled brat.

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Blackout62

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Edited By Blackout62

Oh for the love of- Austin Walker stop writing so excellently or I'm going to start creepy Fanboying. Darn me and being starved of academia.

I'll have an answer to that that question in a later post.

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SirDancelot

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Thank you for another fantastic article Austin. I am in agreement with your take on the new main characters, and I feel that sometimes their detractors can be overly reductive. I appreciated that Rey was a badass that didn't need saving from the get-go e.g. when Finn nobly rushes to her rescue to find, too late, she doesn't need his help. I liked that Finn was portrayed as a more conflicted hero, one who painted his more self-serving acts as virtuous despite their true nature, and the bait-and-switch from all the marketing that in fact he was not the destined heir apparent to Luke's lightsaber after all. As for Ren, I find him far more interesting as a conflicted, moody antagonist who isn't in control than just being another Darth Vader. His inner turmoil and need to snuff out any light remaining in him was reminiscent of Anakin - but personally I found his arc in this one movie to be more compelling and better acted than the three Anakin had in the prequels.

As for your question, I agree with some of the other comments I've read about the quiet moments in games such as The Last of Us and Life is Strange. I would also add that the impromptu rendition of "May the Circle be Unbroken" from Bioshock Infinite in the backroom of a bar has been one of my favorite small, quiet moments in the past few years in video games. It provides a welcome foil to all of the high flying (literally) running and gunning and helps reinforce the specific nature of Booker and Elizabeth's blossoming familial relationship. In terms of less scripted moments, another that comes to mind is one that arose completely organically while playing Skyrim. I remember playing the game at night, wearing my headphones and sitting close to the computer monitor. I mounted up on my trusty steed Frost that I had managed to keep alive from the beginning of the game, and after completing one quest or another, decided it was time to ride out and just explore the frozen vastness of Skyrim. It was nighttime in the game, and I felt so throughly swept away as I galloped, alone save for my horse, across the tundra, orchestral score swelling just as the snow and wind kicked up. It was another quiet moment, the falling action after a more scripted climactic moment in earlier quest lines, but it filled me with a true sense of wonder at the beauty and loneliness of this massive world that Bethesda had created. This feeling has stuck with me since then, and in a way I think I was chasing that while playing MGS V: The Phantom Pain. I held out longer than most with D-Horse because while mechanically he may have been less useful than say D-Dog or D-Walker, I felt a similar bond as Big Boss and his horse, exploring the emptiness of the Afghan countryside, listening to the greatest hits of the 80's all the while.

I will conclude by saying that these moments elevate open world games for me in a way that is unique to my personal experience. These somber moments are so rich and unique that they can be difficult to convey years later through text, but have certainly stuck with me much the same as any grand, cinematic vista out of TFA or other movies have. Thanks again for a great read Austin.

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Belluae

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It's like a hoagie without the oil and vinegar, you know? It's like a dry hoagie. Don't get me wrong! If your getting the hoagie "to go" and you don't want it soggy, then yeah that's cool. But you know, it's just not the same.

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budgietheii

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I love you Austin. Just fantastic reading.

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Ponyexpress

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The Walking Dead, death of Ducky and making me pull the trigger.

BTW Austin, this is a fantastic feature.

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KestrelPi

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One game that has been successful at getting a very specific sort of emotional response from me is Kentucky Route Zero.

I have these not-exactly-recurring dreams. They're not recurring because they're actually different every time. The problem is always that I'm trying to travel somewhere. Often by train because that's my main mode of transport in life, but also buses, planes have featured. Along the way I get delayed and sidetracked and the route gets increasingly complex, always in different ways, and only very rarely do I actually make it before waking up.

Kentucky Route Zero is uncanny in the way it manages to capture the ins and outs of those dreams - things that change depending on the direction you are moving, people appearing or disappearing when you turn around. The endless complications and diversions on the way to route zero, and the mundane mixed with much weirder stuff. The whole aesthetic of that game, as well as the way you are rarely feel in control of what's happening, even though the game appears to give you agency I find takes me right back to those dreams.

For a while it has made me want to make a game specifically set in one of my travel dreams that gets to the same feeling, but KR0 does it so well already that I'm worried to embark on such a project.

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Pootpoot

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I am so very glad to read, listen and watch the stuff you have to say on the site. I was going to say that I learned a lot from this article (and the others!) but that seems like it would be doing your intentions a disservice. Instead, I resolve to say I learned to learn in a different way because of these articles.

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And An Answer For You

Me no good at thinking about games but I decided to force myself to find at least something to answer the question.

I think Crusader Kings is a deep well to cast your 'capital T truths' bucket down. It's clear that many aspects of the design and genre of the game pertain to/portray a multitude of aspects of human life, whether it be family, revenge, greed etc but that seems a bit too much like low-hanging fruit.

That is to say, I'd argue that their ability to convey or explore those human 'commonalities' is relatively superficial or nominal. When my neighbours greedily attack me for my land, I don't really stop to think about where that greed came from (though it's probably something like this: SpawnX(Obj.AI.Character, GREED == randomInteger)) or why, it just does what it does. The same argument could be applied to marrying my son off, or raising levies. They're plot devices of my story not themes.

So for the sake of argument, I want to mention something that actually applies before the game even "starts", the set-up stage where you choose your character to start a session (in particular your "rank", e.g. King or low Baron etc.), and the period of history you begin in.

What I find so interesting about this gameplay element, if you can even call it that, is how that choice is ultimately rather redundant. Sure, the developers and fellow players rightly suggest that a low-level landowner is more "difficult" than the "easy" Emperor but yet the struggles and the menagerie of aforementioned plot devices still occur all the same. The same applies to the period of time you choose.

The wish to be someone else greater is probably one we've all made at one point or another, which is part of why "power-fantasy" gameplay is so common. Heck, it's practically a given at this point in terms of how most games are designed like action-adventures or shooters and technically you don't even have a choice. This is why CKII's character selection screen almost feels like a wicked trick upon the player. The game makes you realize that it doesn't matter who you chose to be and how powerful you are, you will still have to appease your annoying rival brother by giving him a fancy title like "Master of the Horse".

In other words, life sucks, deal with it. And this is where I feel CKII rubs shoulders with some of your points about TFA. Just like how Ren's worldview breaks down when a mere 'girl' beats him up, so does the new CKII player's concept of power when the same issues arise regardless of his or her rank. Thus, out of all the amazing intricacies that span the CKII design document, to me the one that evokes the most human 'capital-T Truth' occurs before you even hit the "START GAME" button.

------------------------------------

I'm not sure if this is what you were looking for but I appreciate the exercise nonetheless! I'd love to know what you and everyone else thinks especially where there are weaknesses to the answer.

What I particularly like about this point is how the lesson is learned indirectly, instead of directly being 'programmed' into the game itself. It wouldn't even matter if it was intentional, it's inherent to the experience and in extension, life.

I'm also now pondering whether there are significant societal reasons for why so many games that may be described as "anti-power-fantasy" are becoming popular too, namely XYZ Simulators, 'space traders' and the like. Could that be related to why there was such backlash to the "Mary Sue-ness" of Rey?

Thanks again for the column, I can't imagine GB without it!

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Jonny_Anonymous

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@austin_walker Kylo Ren is what Luke Skywalker would have been if he had turned to the darkside. He is whiney and sheltered. This is NOT what Rey is.

Rey is what Han Solo would have been if he was a Jedi. She's cool headed and competent.

The problem is this: What the hell do you do with a characters like that? Rey is pretty much already fully formed. She is more naturally gifted in the force than Kylo and Luke (it took Luke two movies to be able to just move a small object with the force, it look Rey a few hours). She's a better pilot and mechanic than Han Solo. And she's cool, calm, collected, charismatic and proficient. So where do you go from here? Other than getting better at things she's already good at how can she grow?

On the other hand any kind of threat that Kylo Ren had been trying to build is now completely gone. Kylo has pretty much went from Darth Vader to prequel Anakin Skywalker in the space of one film. How can anybody see him as anything more than a whiny Vader fanboy that got his ass kicked by a padawan and a stormtrooper now? Not even cheap shotting his father will make him seem like any sort of threat to the protagonists from here on out.

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reacean

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Not a whole lot to add to this but I really enjoyed this article, Austin.

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F12

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Edited By F12

Once again, thank you for a great piece of writing.

In answer to your question, two games leap to mind.

The first, Gone Home, is essentially entirely this. The entire environment is built to invoke that particular nostalgia of coming back to Mom and Dad's house after your first taste of independence. The house is full of the kind of objects that make you think "oh yeah, I remember that," but generally don't have a place in adult life. In your character's old room, for example, there are toys that were obviously cherished and loved, but were just as obviously consciously left when you went off to college. Better yet, the game lets you pick up, examine, interact with all of it. For me, at least, this wasn't just an evocation of a common trope, it was a direct echo of my own experience returning to what was now just "my parents' house," instead of "home,"around age 20. Here, the game evokes these common sensations of nostalgia, and the loss that underlies that sensation, by more or less letting the player experience the game world in the same way as the real world - if that rubber duck sparks something, linger over it for as long as you like. If not, keep looking around - odds are you'll find something that will give you the same twinge.

The second is Braid, specifically the final sequence, which I need to spoil the heck out of to explain:

The sequence begins with you chasing a woman, carried by an armored knight and calling for help, as fire consumes the screen from left to right. Your path is underneath theirs, so you can't reach her to help, you can only follow, through traps and puzzles, and avoid being consumed by the flames chasing you. When you finally make it to the end, the game just...stops. The soundtrack goes totally silent, and you are outside the girl's window while she sleeps.

It took me several minutes of confusion before I thought to try the "rewind time" button that is the game's signature (at least superficially). As you rewind, the events of the level take on a much different tone. You are the pursuer, and the armored man is the one rescuing the woman from you. Worse, unlike every other level in the game, you're "locked in" to rewinding. If you let go of the button you're frozen in place forever, so the only way to advance is to confront the situation from this new, terrible perspective.

For me, this evoked remorse at hurting someone you care about in a truly visceral way. First, there was the urgency of acting on good intentions - the initial frantic chase. Then, a few moments of confusion, frustration, maybe even anger as you reach what you thought was your noble goal, but don't find what you expect to find there. Finally, that horrible moment when your viewpoint on the past shifts, and you see your actions through the other person's eyes, and you know you hurt them and you can't take it back, because it's already done.

In Braid, in contrast to Gone Home, the game mechanics (and game tropes nearly as old as the medium) serve as a reinforcing metaphor for the emotions, something I had never seen done before. The experience still gives me chills whenever I remember it.

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spaghettisunday

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@countdog: So your mention of playing songs in Ocarina of Time really got me thinking. One of my favorite parts of the early 3D Zelda games was learning and playing songs for the different effects. In what was probably just a decision based on lack of design standards, you have to play a song in order to fast travel. Today, such quick movement is as simple as clicking an icon on a map. In Ocarina, you have to work for it a little bit first. It's like how other magic-using characters in fiction have to recite their spells, perform rituals, and say the magic words just right to get their desired effect.

In the context of the story, Link is born into his fate as the Hero of Time. He receives the Triforce of Courage while Ganondorf receives the Triforce of Power. Ganondorf is shown to be more powerful both physically and magically because of this. It's because Link has to persevere and work for every magic item and ability that he is able to defeat Ganondorf. His courage, combined with Zelda's wisdom, overcome sheer brute force.

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HumaTT

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This is probably the best piece of writing on the movie I've seen so far.

To answer your question, Austin, I'd say Journey's communication mechanic. I imagine that very few players felt anything other than empathy and camaraderie for the total strangers they traversed those serene dunes with. Chen & Co created a game that made trolling not only impossible...but deeply undesirable.

In fact, as I write this and think back to your words on structuralism, I wonder whether Journey could work as a case study exploration of one of those Truths about human communication and fellowship.

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nickhead

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Great article Austin, as usual.

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DarkbeatDK

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You forgot about the real hero. The only one who remained loyal, when nobody else was.

TR-8R.

No Caption Provided

To answer your question, I'd have to go with Duke Nukem 3D. In a sea of Doom-clones that all took place on space bases, gothic castles and other weird-looking areas, Duke 3D was, for me, the first FPS where it felt like you were in a real place with a layout that you could logically navigate. For instance, entering the Cinema, you knew that you'd find a lobby with a counter to buy tickets and snack, a projection room, a toilet and of course the auditorium with the projection screen. If you found the secret apartment by jumping into the windows on the street, that made sense as well, since it was a window you jumped through.

Changing the format of level design to make sense, and then design encounters around that, rather than designing levels around encounters, was a super smart choice that we take for granted today where every new military FPS tries to have as realistic locales as possible.

That you could walk in on an alien on the toilet was also a fantastic revelation: That the enemy characters could have purpose and personality, rather than just walking in circles on standing in place. I think earlier games might have had enemies placed close to things that was supposed to look like terminals or at tables, to make it seem like they were working on something. When people think back on Duke 3D and on the alien on the toilet, the mind-blowing part wasn't that he was on the toilet, but that he had to go to the toilet in the first place.

This is why Duke Nukem 3D is art.

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RhymesMcFist

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I remember the end of Bastion being really powerful for me. There was the choice to either leave Zulf and be able to defend yourself, or carry him. I chose to carry him, though it didn't feel like much of a choice, how could I leave him behind? The result was your character moving a lot slower, unable to fight back against the endless barrage of enemy fire. Eventually they stop attacking and you trudge on, the path lined with your enemies.

IIRC, during that segment, after the Ura stop shooting, one of them still fires at you and another guy knocks him out. I thought it was a really cool background moment that told a story in like, 3 seconds.

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Icaria

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each is a sort of “fan” of the same Star Wars stories that we know and love

This was the point at which the film just became a total farce for me.

I was all ready to hate the film for JJ's atrocious track record with gimmick visual effects and ignoring just about every fundamental of cinematography and then... there was very little of that. It was actually a pretty competently shot film. I was honestly shocked that he knew what an establishing shot was. He actually managed to resist the urge to swing the camera from a rope. Given how bad that first teaser trailer was, I wouldn't be surprised if some concerned Disney execs had a hand in coercing a more traditional shoot out of the director.

I had gone from expecting the worst to tentatively hopeful... and then I got to the story and the new characters all got wet panties at the first name-drop of Luke or Han. It was pretty much the worst sin of fan fiction made canon. The bad guy kept Vader's helmet in his bedroom and talked to it in what I can only hope was the writers' idea of self-depreciation. The English chick's only character motivation for doing anything over the course of the film was because someone famous asked her to. Even the storm trooper somehow knew 'the stories' and was ready to jump in bed with them.

Didn't help either that they built upon the SW universe in damn near no capacity whatsoever. The parallels to the other films didn't bother me as much as they did many other people; it was the strip-mining approach to lore that made it unbearable. You'd have to imagine the film was a relative non-event for wookiepaedia maintainers, with only a handful of paper-thin character profiles to fill out and debating how best to deal with multiple 'starkiller' entries. Even as a mere merchandising vehicle this film was pretty weak. If nothing else, you'd at least expect a SW film to introduce more characters, more tech, more vehicles, more anything as an excuse to sell toys, let alone be interesting.

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Edited By JoshTheStampede

The decision to make Kylo Ren an angsty millennial Vader fanboy gets a lot of flak, but I think it was a great idea. It's a new direction to go, and besides that, if they TRIED to make him a too cool for school silent intimidating badass he would inevitably fail to be as awesome as Darth Vader, who many considered the best movie villain of all time.

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monkeyking1969

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I liked the movies, I like how it subverted our expectations that Kylo would be a big baddie that is only undermined at the end. I liked how Ray didn't know her own power, yet doesn't gloat when she finds it.

The only distressing part is you could well imagine a book on the same story letting it stretch out providing space for us to know characters better and let them grow a bit more in our minds before all the actions happens.

The sad thing is that there are SO MANY good stories to be told. So many stories that are five or six books in that are solid and well conceived for great movies. If 1/10 of the attention that is paid (literally and figuratively) to Star War was given to "Protector of the Small Quartet" by TamoraPierce or too "Vatta's War" by Elizabeth Moon fantasy/sci-fi landscape would be so much more rich. Hell, pick any sort of genres of movie story, and there are five better series of books that would beat the pant off of what is seen as unbeatable properties.

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amirite

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Love that you're playing Mechwarrior: Online! The micro-transaction stuff has been around since it's inception and they market the crap out of it - however, I have found that the gameplay itself feels pretty seperate from that. It's not EASY to gain enough points for a new mech, but it's totally doable, especially if you just set your sights on one you like and go for it. You can get it in a few days of casual playing.

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Edited By jadegl

I just had another thought. I enjoyed that P.T. (I know, not a full game and not even available anymore) was very obscure with what you were supposed to do and even the controls. It made discovering a part of the game, and I think it led to me, as the player, feeling very uneasy and confused. I couldn't just go to a menu and figure out what the "action" button was, it was very much an experience where you had to experiment to progress. All the while, you were also being hunted by the ghost and the environment was actively trying to prevent progress as well.

I had a moment where I had to stop playing. Specifically, there is a part where you enter the hallway and the refrigerator that is hanging in the foyer is wildly swinging back and forth, and these horrible noises were coming from it, just sounds of terror and pain from a child. The combination of that with the inability of me to figure out how to move forward and escape was just too much and actually gave me a physical reaction. I finally managed to figure it out when I came back to the demo a day later.

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Ahgod

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Just want to say Austin that you are a true talent and I'm super thankful that, through GiantBomb of all places, I was able to become aware of your writing! I'm always challenged and stimulated by your posts and really enjoy what you bring to the site. Also, from an aesthetic standpoint it's just nice to see someone whose racial composition I can relate with on the site.

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Longstaff

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Unfortunately, I think Austin's attempts to elevate the collective at Giant Bomb mostly falls on def ears. I Really love these articles... super thoughtful and thought provoking. I usually send friends articles from the times, but this one will get circulated as well. This site caters more to the "generally dumb" side of things... nice to see some intelligent discourse. I doubt he will be here long though... I sense greater things in little Austin's future (though I will miss him terribly).

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Llewelyn

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Great article, Austin. Really enjoy seeing this kind of thing on GB.

Regarding your question, I just finished up Until Dawn and am shocked by how much a campy-slasher-flick game seems to reflect where I'm currently at.

We often praise (or rather, complain about a lack of) moral ambiguity in games, but Until Dawn aims at something different. The game's decisions are made interesting not by being unclear about whether you did the right thing morally, but as to whether you made the most beneficial choice for you. Many game's decisions exist as 'beneficial but morally reprehensible VS difficult but ultimately the right thing to do'. Until Dawn is essentially about survival, and the player is presented with a litany of difficult choices, wherein it's impossible to know how useful each choice will be. For example, I was unsure if I should try to kill the wolf or befriend it, or if I should keep my fingers or a machete. Having finished the game I'm still basically uncertain about whether or not I made the right decisions; sure, I got to see moments where my choices proved to be beneficial, but the game seems to suggest that one's decisions have degrees of goodness and usefulness, rather than simply being good or bad, and the only really metric to judge one's success is the amount of survivors.

I'm currently 21 and just graduated college, and almost every time I am presented with a choice I feel like I just do not have the foresight to determine if it will actually be the correct decision. One job might pay more than another, but how can I know the impact of this decision 10, 20, or even 30 years from now. Even when a decision proves to have a good outcome, I'm still left wondering if something could have gone better.

As such, Until Dawn's choices have probably been more effective than any I've seen in a game. It's easy to choose whether to blow up Megaton or defuse the bomb at the city's centre, but it's much harder (and more like real life) to be faced with two dark and obscure paths, knowing only that one goes left and one goes right with uncertain futures at the end of each.

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Longstaff

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@redhotchilimist: Good example of low level thought here. "I like bad guys that are cool!" "I don't know much about about cinematic techniques."

Try and elevate your thoughts, kid. Go beyond, I liked, I didn't like, and try to arrive at a higher place of thought. Kylo Ren is very compelling, conflicted, and much more nuanced than previous villains. I love Vader and his internal conflict, and Ren is a nice progression from that.

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Lava

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Awesome article. Thanks for sharing your thoughts on the movie, Austin!

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changobango

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Dude your Han Solo analysis was spot on. This was an amazing write up and I look forward to your next. Just truly amazing I am speechless.

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Neau

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Didn't read the article, since I haven't seen The Force Awakens yet. I'm sure it was excellent though.

Your question is well-timed for me, because I just finished my first run of Until Dawn yesterday. I was impressed with how cinematically it was presented, even during gameplay. It takes queues from horror films and games alike. The camera angles are reminiscent of Resident Evil and Silent Hill, two survival horror classics. The camera work reinforces this theme of voyeurism that is prevalent in horror films. The camera hides behind objects and in walls, following the characters as though it is a creature of its own.

*Potential thematic spoilers for Until Dawn ahead.*

My interactions with Dr. Hill (Peter Stormare's character) between story points hits the theme of voyeurism in horror gaming home. By the end of the game, whoever the "psycho" ends up being, I was convinced that *I*, the player, was the real psycho. I was acting in all the ways a slasher character in a horror film would. For example, I come to horror films and games to see that which I could not experience safely on my own, and the "expense" of the characters on screen. In this sense, *I* am putting them through the terror and torture by continuing the play the game.

I was impressed at the game's ability to emphasize that I, the player, was an active participant in the torture process. Not only could I watch, or be voyeuristic in the traditional horror film sense, but I could choose what I wanted to see. Who do I like? Who don't I like? Who do I want to see die? This, to a degree, is all up to me. It made me uneasy in a way games usually don't.

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DragoonCody

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Great article Austin :D

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TwoLines

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and sometimes do such with the same temper-tantrum tones of an unmasked Kylo Ren

Shots fired. I found the Mary Sue thing kinda silly since Luke is basically the same character in IV.

I did not however like the final shot. I get what it was supposed to do, but it was overdrawn and a little too sloppy. That's from a technical standpoint though.

Also- this reminds me of the Incredibles. If everyone's special, no one is. Which, hey. I don't know. These are the questions we ask ourselves.

Are those that are mediocre not living up to their full potential, or are they actualy not special? Or maybe they are special in other ways? Is there a person that's not special in any way? Or maybe we're all too focused on being special.

Maybe we're just too swept up in this individuality thing to notice something bigger. Maybe the force is something bigger. Maybe it's not about being special, maybe it's about life and community, more than kick-ass super powers and laser swords.

Hm. I'm rambling. I liked the movie. I always liked Star Wars's new-agey hippy bullcrap more than the laser sword elements though. I like cheesy, black and white crap. That's why I did not care for the prequels. It seemed to go more into science fiction, but I like the fairy tale aspect of it.

There's a charm to it. A simplistic truth, a code of ethics, and a belief in something more. Not quite religious, not in an organized way. More personal, spiritual.

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Edited By Ford_Dent

The obvious answer to your question would be the end of MGS4, really--crawling down that hallway is a brutal sequence that managed to get to me playing it even though I knew how it ended (similarly, so did MGS3's final fight). Similarly, I'll add another nod to Kentucky Route Zero, which has a feeling of loss and decay--but a beautiful kind of decay--all to its own.

A less obvious answer would be, I think, Pathologic. Everything from the atmosphere (brown, rainy, terrible) to the controls (your walking pace is pretty goddamn sluggish, although I think the HD edition might have you move a bit quicker? I don't remember) to that absolutely oppressive and at times otherworldly soundtrack contribute to a feeling of creeping dread as you rummage through dumpsters looking for empty bottles to sell to drunks for bandages. Every time I play that game I feel myself growing more worn down and exhausted and hopeless. It's deeply unpleasant, but in a way that demands you keep playing it, if only to continue to grasp at the hope that you can solve this problem, somehow.

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GundamGuru

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Edited By GundamGuru

I find it fascinating that I never even considered the idea that Rey could be perceived as a Mary Sue in all of my three viewings of the film. She always just struck me as a gender-swap of Luke. Poe, though, instantly stuck me as a male Mary Sue. His only interesting trait is that he is a god-like pilot, to almost unbelievable levels. On the flip side, Finn felt like a more realized character than Leia ever did. I personally appreciate a Star Wars character having believable reaction to killing and death. It's part of what I enjoy most about each new Gundam series; letting each new protagonist come to grips with their involvement in whatever war they find themselves thrust into. In another parallel to Gundam, Finn gave us a character from other side of the conflict, but abdicated the potential of that quickly by firmly placing him with the Good Guys.

I also think it's interesting that Austin was able to find critical value in the death of Han Solo, whereas my immediate, admittedly cynical, impression was, "Welp, there went the most expensive actor in the film." My father mentioned it felt like an unceremonious end for such a great hero, and I'd have to agree.

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hi_im_rob

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Great read, Austin.

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GiantLizardKing

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I don't have much to add besides to say that this was brilliantly written. Thanks Austin.

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Edited By sammo21

I wanted to love Ep 7...didn't; it was fine. I wanted better character development but what I felt I got was Ep 4 remix. Character's did have good chemistry with one another but Rey being a complete Mary Sue just brought back shades of Anakin Skywalker from Episode 1.

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jadegl

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I also think it's interesting that Austin was able to find critical value in the death of Han Solo, whereas my immediate, admittedly cynical, impression was, "Welp, there went the most expensive actor in the film." My father mentioned it felt like an unceremonious end for such a great hero, and I'd have to agree.

For my husband and I, we went into the movie knowing that Harrison Ford has wanted Han to die since Empire Strikes Back, and as soon as he ran to the walkway, we both knew it was coming. Harrison Ford is old and I think realizes that he can't play Han Solo anymore.

I thought the scene was perfect in that it gave Han a send off that was very important in that universe, not only for the "old guard" but also the new characters. They will always see Kylo Ren as a straight up murder, and I think that's going to be hard to reconcile if he seeks redemption down the road. I can't see it as being unceremonious because of the weight it was given. It was one of the scenes in the film that was drawn out, most everything else was at such a blistering pace. The fact that they slowed down and focused on those two, I feel like they gave it time to breathe and that made it all the more important for the movie and the movies to come. If anything, I think they gave it as much ceremony as they could. But that's just my impression and of course, ymmv.

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amiga1200

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Great essay. I loved the movie and I'm excited for what's next.

I only just realised upon you posing that question that this is exactly why I love Thomas Was Alone. It's a simple puzzle platformer about blocks that made me cry. Those blocks are given personality by their shape and abilities, but especially by the way that their contrasts create a real sense of relationship between them. Thomas (a solid, medium-sized all-rounder) is the idealist who gets on with everyone; John (taller, jumps higher than everyone else) is the show-off; Chris (short, slow, can barely jump) is bitter and irritable, the result of a life lived in the shadow of others - but he's also the only one who truly appreciates Claire (who can't jump much herself but gives others a boost). Not only does each block's mechanic demonstrate its personality, their interaction creates realistic friendship dynamics. I recognised life in those interactions - and it eventually made me cry.

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ferrhis-

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I have a very different interpretation. The New Order and the Empire symbolize the narcissism and subconscious turmoil that so often accompanies progressive movements (especially ones that are aggressively opposed to the "old ways"). They represent and reflect the perversion of morals and the false sense of social progress generated by the likes of the Nazi's, PRC, and Stalinist Russia. You relate the New Order and Kylo Ren's struggle with a "return to the past" but this conflicts with the historical timeline of the Star Wars universe. The Republic and the Jedi Order are the "old ways", not the Empire or the Sith. The major complaint the Sith have is that the Jedi are too stuck in the past, constrained by their moral code and priority on peace and order. This leads to the Great Schism and the ensuing struggle between "the light" (the old ways) and the "the dark" (the destructive narcissism required to mold the world around your vision of reality; or progress society). The struggle of Kylo Ren is the struggle of the "psychological man" of the 21st century, stuck between the societal pressure (Snoke and the other Dark Jedi) to forge his own identity, and the traditional institutions of his past which are necessary to maintaining his mental hygiene (his family, Jedi heritage and past). Kylo Ren happily amends the story of Vader to turn him into the pure Sith (revolutionary hero) Ren's psyche requires. Kylo Ren is not content to walk in the footsteps of his parents and has no wish to carry on their legacy. He sees the cold justice of an idealized Darth Vader and Snoke as the way forward, a projection of his unhappy childhood on the rest of the galaxy. This leads to his ruin. To amend your analogy, the Rebels are the young supporters of the baby boomers (the prequel era Republic), and the New Order/Empire are the progressives.

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Redhotchilimist

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Edited By Redhotchilimist
@jgzilk said:

@redhotchilimist: Good example of low level thought here. "I like bad guys that are cool!" "I don't know much about about cinematic techniques."

Try and elevate your thoughts, kid. Go beyond, I liked, I didn't like, and try to arrive at a higher place of thought. Kylo Ren is very compelling, conflicted, and much more nuanced than previous villains. I love Vader and his internal conflict, and Ren is a nice progression from that.

If you want reasons, I already said I didn't like Ren because he is so pathetic, untreathening and dull to watch. Austin said he was angry like a 20-something, but I saw what looked like a thirty year old man acting like a fourteen year old boy, and that's why I got bored of him and have no interest in seeing him again in later movies. And it's not like I'm way into Vader here, being sad that this guy can't measure up. My favorite Star Wars villain is General Grievous, because he looked all weird and had four lightsabers during his two minutes of screentime in that one movie. We appreciate very different things about Hollywood family-friendly action blockbusters. I recognize that's a more Ryckert line of thought than Walker, though. Less an article and more a tweet.

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lolandorder

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It confounds me that this site can put out an article as insightful as this while at the same time the bombcast continues to devolve into a fast food talk show.