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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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cabbagesensei

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Edited By cabbagesensei

Awesome read @austin_walker. I learn something new every time I read one of your articles. I wonder how you feel about "universal" elements told through pro-wrestling. Can stories other than the heel/face/tweener dynamic be told in this medium, and would doing so even make it better?

Your question for the week is a tough one. The one thing that I can think of are the concepts of daily routines and keeping up with social schedules found in the Persona games, which I found myself more conscious of on my Persona 4 playthrough.

I must buy my daily steak croquets and beef steaks!
I must buy my daily steak croquets and beef steaks!

Every game day I would cycle through the daily routine of buying food at the food stands, checking for new soda refills, going to the bathroom to see if I get a new item, checking my shoe box for a new item, getting the bait from the lady with the dog... It reminds me of the daily routines we all have that we don't really think about and do almost automatically.

Then there's the effort to keep the Social Links balanced. Even though some would probably tell me that I should focus on a couple of SLs, I tend to jack-of-all-trades most games. So I want to hang out with everyone as equally as possibly. This leads me to really think about and plan my socializing a week head. I think there's a real-life connection to this effort, especially as we get older and there's not much time to just "hang out" with friends. This leading to a lot more pre-planning and organizing before you can hang out with others.

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digitaloctopi

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Edited By digitaloctopi

@austin_walker: It's too bad that in the year 2016 the term "intellectual" is still synonymous with "elitist". And that people should fear speaking out about demonstrable facts in a public forum because it might be considered "brash" and hurt someones feelings. There's a certain Fahrenheit 451-esque quality to all of it.

Also, I think I understand your position on Richard Dawkins. And though I think you're wrong, I'm not about to pretend that I or anyone could hope to change your mind here. So I won't even try. I'll just say that I find it sad that your dislike of him is so strong that you allow it to seep into an article about Star Wars.

Well, Austin, I think the vast majority of the work you do for Giant Bomb is exceedingly excellent. You are an inspired addition to the crew and I look forward to all of the content you're involved with. Honestly, keep it up man!

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deactivated-6150d5f8cc841

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@maxb: The issue for me isn't the lightsaber battle, I've never seen anything SW related that has adequately explained what differentiates a lightsaber from a vibroblade, the problem is that Rey can use the force at all. The force was always presented like mathematical knowledge, sure, some people are simply better at conceptualizing mathematics, but no one is capable of solving a calculus problem simply because they were told they were good at math. Rey never had any instruction on how exactly one goes about using the force, making her the only force user I know of to inherently know how to use the force, which is goofy.

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tatsuyarr

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Thank you Austin.

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mic7rjw

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Edited By mic7rjw

Another great article; I really appreciate a deeper analysis of some films which are often dismissed as simply being ‘family entertainment’. This is doing a disservice to some filmmakers who are attempting to convey interesting themes and events without making them overtly obvious, leaving room for viewers to delve a bit deeper.

With regards to homework, I enjoyed the use of timing of the day in the original Shenmue (the seasons and the weather helped this too). For example because you couldn't fast wait you were guided to engage in other processes of the game before progressing the storyline. This was seemingly in an effort to ‘be in character’ and live in the world. For example I would spend time training in the dojo and other daily tasks rather than simply go to checkpoint A and wait until I could engage with the next part. Interestingly they removed that from Shenmue 2.

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Makayu

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@austin_walker

QUESTION ANSWER: The first game that came to mind for me was "Proteus". Proteus is a game that plays with many things, like: the colors, movement, and sounds of nature, and all to covey complex feelings and emotions to the player. Each season evokes certain qualities. The music is cheerful and light in the spring, hot and dense in the summer, dreamy and lazy in autumn, then striped and cold in winter. Animals slowly populate the island as the seasons grow from spring to summer making the island itself feel like its expanding. The visuals slowly adapt you to the changing architecture of the island, colors chafalnge, creatures grow, trees blossom, then it fades. The night rolls in and things slow down, the forest grows quiet, but as the sun rises life on the island begins anew!

My reasoning for why this all relates to structuralism, is because this is structuralism as I understand it. I discovered through Its world what it wanted to say. Proteus presents each of its seasons only as they are, and we see what we want to in them because as humans these are the things we look for. Of course, the game was designed to do this, but halfway through the first season I forgot that and was living in its dense wonderful world. I was so happy to discover and play with all the new plants and animals. So I was really struck by the absence of life in winter, where was everything? What happened? The absence of life and color in winter is lonely and cold, but the renewal of spring is hopeful and refreshing. Every element of Proteus' presentation plays to this. The animals make music, sometimes unfamiliar but often beautiful, the mountains breath stillness as the clouds slowly roll over the peaks, the trees of the forest feel alive and strong. Its the poetry of life.

The game plays with this in many ways too, hinting at the past of "civilized" society and is cacophony of its excess. It works in subtleties, but manages to say so much. But this isn't because its talking, we are. It lets us come to the natural conclusions were prone too.

Thanks for the great article again, your pieces always encourage me to think and challenge my positions and I greatly appreciate that in a writer. Peace.

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Grimluck343

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There are some stunning mental gymnastics happening in that The Anxious Defenders of Liberalism article.

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Retris

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@austin_walker: I know I'm in the minority but I think survival horror games purposefully having clunky controls has always been a cool way to convey the feeling of dread. And as I'm on horror games, Eternal Darkness' insanity mechanic is something really great, really makes you question what is real and what is not.

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Nasar7

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Austin, you're the best. I believe the last shot of the film was a helicopter shot of the island, a cut I found really jarring and out of place. Like they shot it as an establishing shot and then just decided to stick it at the end there. I still think the Rey character was a bit implausible and Finn/Po were underdeveloped as a result. I mean, you could've deleted Finn from the movie entirely and not had much of an impact. That's just bad writing. I'm sure they're planning more stuff for him in Ep VIII but that's no excuse.

Also, I commend your decision to leave intellectual elitism behind. Nothing more obnoxious than the self-smug, caustic type of faux intellectuals that pollute university campuses the world over. Or even real intellectuals who are needless dicks.

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leburgan

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I think the best use of imagery in games is Journey, when the top of the mountain is always in view, despite the fact that its so far away its serves as a landmark to guide you through the dunes. Really the whole game, from the sand rivers to the "underwater" sections to the oppressive snow area. I can't think of a game that can convey a tone so well without any spoken word.

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reelife

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The movie was nothing more than an exact copy of episode 4.

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Edited By Malchom

Austin,

I have a read my share of pieces discussing Star Wars, none seem to have nailed quite as you just did in this piece. Everything I had thought about watching the movie (twice now) you have mentioned.

To me, the strongest part about your piece is the paragraph that ends with :

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.

Exactly! There is something so great about the structure that they decided to take for this movie and it engrossed me so much, as I was watching the movie the first time I could see the cycle happening, in a way it showed what the force is and how it has "awoken", that is that things are repeating but this time with a balance to the other side, the light. Ironically, so many critics and fans (voicing on reddit and blogs) took issue with it, I don't understand why though, because it is so perfect of an homage while at the same time making the force so mythical!

As for your question! Sadly, I don't play a lot of games by lack of time and keep up to date on gaming vicariously through the bomb and beast casts.

Although I am a Blizzard fan boy all the way so I take time to play D3, SC2, HotS and OW. The last time I was so roused by story telling was in this cinematic of SC2:LotV :

https://www.youtube.com/watch?v=v0kcHS0Tcu0

Thanks Austin for the great, no wait, AWESOME, read!

EDIT : I know SC2's story goes downhill fast in the epilogue, but the cinematic I linked is a high point in the franchise for me

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Notorious_POG

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Wheres the video games?

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Dornath

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You're citing Levi-Strauss and talking about Functionalism... I feel like I'm back in my Anthro courses last year. I love it, keep up the good writing Austin!

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Edited By vanfarley

Austin this is a fantastic piece and you made me think critically in new ways about a movie I thought I had already examined to my heart's content. To your question about game mechanics and common feelings my mind goes to end of Brothers where spoiler: your brother dies and you must go home and do the same puzzles to get there but with just one person and it gave me just about the most depressing feeling of loneliness I've ever experienced. I'm sorry if someone else already posted this but it looks like you articles are just too good because there are too many comments to sift through. Please keep it up and I look forward to more articles of this caliber (Soul Calibur?) from Austin Walker, the Games Doctor.

EDIT: Damn a simple CTRL+F has shown me just how much people really latched onto that moment. I offer instead a moment near the end of MGS V: The Phantom Pain where your crew gets infected with the language virus and the seemingly irrelevant information attached to each person is given purpose as you look for common factors to quarantine only infected personnel. This may appear on the surface to be no different than the spreadsheet menu management that most people just ignored by auto-assigning but to me it gave the staff system they'd been developing since Portable Ops and Peacewalker a real reason to exist beyond just color text for silly MGS names. I was legitimately shocked that so many of my Fulton-recovered troops were dying and I frantically searched for a way to make it all better and when it came time to seemingly send scores of (hopefully actually sick) men to die so that rest of Mother Base could live I felt conflicted in a way that no game has made me feel. Also I've never used that spoiler masking feature and I may have gone overboard but it just looks so cool. Take that Freedom of Information Act cuz you've just been redacted

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DonPixel

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Edited By DonPixel

I gotta give it to you Austin, You almost made SW interesting ;)

I still find that movie formulaic nonsense

Plus all of the subtext is so on the noose and obvious, I don't know...

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Flay

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Damn, I've been dismissing the new Star Wars film for exactly the reasons which you described at the beginning of this piece. I have much to learn, apparently.

Great work Austin, this is now absolutely my favourite feature on the site.

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sizzlerxanadu

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Austin,

Great read.

Regarding evocative mechanics, I always think of infamous. In it you could, on the good karma side, heal sick civilians. In these superhero type games I tend to role play somewhat, so maybe this is limited, but I felt I had to heal everyone I came across, whether in a mission or just exploring. It made completing whatever task at hand harder, you were hamstrung by your desire to do good. You would also need to be more precise when fighting so as not to injure folks, and your powers fed into that. While the good path/evil path thing doesn't work on every level, I find that the short term expediency v long term payoff of getting to be the good guy part really worked in evoking what it means to be a paragon.

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Jimbo7676

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MGS V Spoilers Follow:

I have still not finished the game but I got through that level not long ago where you have to go through the quarantine platform murdering all your infected men. It was such a down moment and I knew that I had to do it to save the world from infection but it was just tearing me up even though it was just a game. It came to a huge point where you come to the room where the men all stand up and salute you and the music is playing and they are just so loyal and believe in you completely that they know dying must be the right thing to do. I just started crying (super rare for me in a game, can't recall last time) and shooting them standing there. It just got harder and harder to keep killing the next soldier. Soldiers I had recruited. It probably helped I was slightly intoxicated but it just really hit hard.

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Edited By MindChamber

@homiegsb: I wouldnt feel bad in the slightest,.. Austin is an amazing writer and his skill with vocabulary could weave shit into caviar..

Force awakens was a fun romp through well worn territory .. JJ provided more complexity in 3 characters than what Lucas could do in the last 7 movies, its still not really saying much.

We did see JJ break out a bit into his own dramatic flair ( the stormtrooper drop, and the Luke reveal) both felt more than just jarring, but out of place.. Its as if JJ wanted to make a real movie but was scared into making a play.. This Star Wars was the closest to a movie Star Wars has gotten,but thats as far as it goes, nothing existentially deep here.. The Actors that Played REY and FINN are amazing actors.. but where incredibly underutilized..

the review was a fun read though

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GiantBombshell

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Edited By GiantBombshell

@langly: I, too, was a little disappointed in Rey's seemingly instant knowledge and proficiency with the force. Then again, unlike Luke, Rey grew up on stories of Jedi and the rebellion. Even though she was never taught, she had heard the stories of what the Jedi could do. So, while Luke struggled and failed because he couldn't believe the things Master Yoda was able to do, Rey grew up with a larger than life view of the Jedi and the fantastical things they could do using the Force, so she was less inhibited by ideas of what was and was not possible.

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Edited By gamelord12

The Force Awakens, to me, was just way too safe. It follows the format of A New Hope in homage to it to say the things it wants to say, but the problem is that it's not original to do so anymore. JJ Abrams' own Star Trek was exactly that already, and the prequel trilogy also had its occasional nods to the original trilogy while being wholly more original than The Force Awakens. Say what you will about the acting in Phantom Menace or the romance subplot of the following two, but the bad guys finally had a more reasonable amount of depth to them. They weren't inherently, unmistakably evil (well, to some extent they were, but less so than the other four episodes of Star Wars movies out today); they were mostly just politically opposed to the films' protagonists. Somehow, the politics of the prequels, which were used to make the motivations of the villains less black and white, were one of the most hated aspects of those movies, and now we're stuck with The Force Awakens playing it safe to avoid the same complaint. I guess Star Wars just isn't for me, because it refuses to grow up with me.

As for using game mechanics to convey emotions in an evocative way, my number one example is always the ending of Metal Gear Solid 3, where they do a really great job of making you like a character, but Snake won't kill this character until you pull the trigger (or press the square button on your Dual Shock). Additionally, one of my favorite games that no one played is Metal Arms, in which every character is a robot. The main bad guy, General Corrosive, is described as being invincible, and in your few encounters with him throughout the game, that always turns out to be true. Your only way through the game is to avoid him whenever he comes up. However, one of the last levels of the game lets you take over Corrosive's body and essentially pilot him. If you're not familiar with Metal Arms (which you should totally play), the game is hard. Really hard. So when you finally get to take over Corrosive's body, you get bombarded with wave after wave of the game's enemies, but they can't do an iota of damage to you, because you're invincible. It's immensely satisfying, and it gives you a good amount of power lust, in addition to a well-timed breather, since the tension of the ordinarily difficult game is finally released in a few minutes of god mode. Austin, this game has robots. You like robots. Really, I just want Giant Bomb to talk about Metal Arms, and I know Brad has played it, because he reviewed it at Gamespot.

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ssodot

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Edited By ssodot

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.

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.

I probably don't understand and I am probably misconstruing what Austin is saying. It seems to me, Austin's basic premise is that TFA was was written for the sole purpose of rebelling against the "it's always and only white men" meme. The writers goal was to write a movie that purposely included a female hero just to say "girls can be heroes too"? Their goal was to try and "threaten" the world view of misogynistic white males?

If that's not the case then clearly I can't understand Austin's high level of writing :)

Either way, I do think it was a good article. I'm just not sure I agree with it, if I understand correctly. I do really enjoy this high level of thinking/writing on GB though. Keep it up, Austin!

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maxB

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@thatoneguy830: Hmm I never saw it like that, like when Luke used the force at the beginning of Empire he didn't have any training, other then the brief lesson on the Millennium falcon (which had nothing to do with moving objects with the force), it was something he tapped into in a life or death situation just like Rey did. To me Star Wars is just a fun space fantasy adventure and it's more about the character's emotional arcs than the raw mechanics of the universe. When Yoda trained Luke it wasn't mind tricks Mondays and force push Fridays it was more of a philosophical and spiritual training, which caused Luke to grow as a person.

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doobowa

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@tournamentofhate: Don't beat yourself up man. There's no room to deny that his articles can be rather dense. Dude should start putting in footnotes at end of every paragraph.

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ozlikethewizardof

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Thanks for the article! It reads like a retroactive manifesto of Episode VII. If you had handed it to me before the premiere and said, “Oh here, so, all the decisions made in the film (writing, casting, direction) were based on this,” I would have been completely convinced.

As to your question, I’ll have to get back to you, I just wanted to give you props. You’ve brought to light another layer of understanding [and appreciation] to a thing I enjoyed by contextualizing it to our generation and the human pursuit of storytelling. This is the first time that I’ve read any of your work, and I’m glad I did. You’re a welcome new voice to Giant Bomb.

On completely different note, I’m in the middle of the M.Arch program at Georgia Tech, and in the past semester, I read a book that might interest you called Delirious New York by Rem Koolhaas. It’s more explicitly a retroactive manifesto, but in this case, about the architecture and planning of Manhattan.

I look forward to reading more of your work!

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Sinusoidal

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This is a decent critique and an interesting way of looking at the new film that I never considered in light of my inability to get past the fact that it's basically a re-imagining of episode IV.

Spoilers ahoy!!!

Desert planet. Misguided kid with the potential to be a Jedi from that planet. Bar scene with funky aliens and music. A Death Star. A Death Star rescue sequence. Wise, older character cut down by the big bad during said rescue sequence. Potential Jedi kid uses new found force powers to save the day.

From afar, episodes IV and VII are nearly indistinguishable. Minus the boatloads of gratuitous nostalgia and tributes to the originals thrown into VII. I won't be surprised in the least if episode VIII ends with the tragic reveal that Snoke is Rey's father.

The majority of VII's appeal lies in the fact that it's basically IV all over again. Abrams is good at telling compelling stories that go absolutely nowhere. I really hope he can pull something substantial (and original) together for episode VIII.

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KylerRamos

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Although not without it's faults I really enjoyed my time with Star Wars the force awakens. Even though I'm only 20 I grew up with the old films and watched them religiously on VHS so it feels almost impossible not to remove the nostalgic feeling I have towards many aspects of this new film. After viewing the movie a third time though I encountered something really weird.

I started to feel uncomfortable and awkward around the character Rey, it's a strange feeling to have and I know it's kind of unorthodox but I realized why I was feeling this way. Despite watching the movie 3 times I still didn't quite feel like I knew Rey as a character as well as I did with everyone else in the movie. It's kind of like the more you hang out with your friends you get to know them better and start to feel comfortable around them, there are some types of friends though who don't open up and instead you start feel awkward around them. Like when your left alone in the room with them you feel uncomfortable and don't quite know what to say.

I don't know if this is because I spent so much time with the older characters that when the new ones are introduced with such a heavy focus that I felt out of place but I don't think that's quite what it was. I feel like I understand Kylo and FN, but not Rey and she is one of the main focuses of the movie. Maybe I missed something but I can't shake the feeling that she should have had more interesting moments that reveal more about her character. I absolutely love the scene when she is introduced, It's quiet and serene and we slowly learn about her from a distance, observing her living conditions and her attitude towards it and I guess I hoped there was more of that style of storytelling with her. We learn a lot about Kylo through his actions, same with Fn but with Rey I didn't feel like I learned quite as much about her.

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Phoenix654

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Amazing article, thanks for giving me things to think about when I see Force Awakens again. Keep up the awesome writing, Austin.

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Fracture

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Austin, this is my most favorite thing you have written. Thanks man.

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superfriend

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This film has some serious issues. It has its characters talk about their motivations and rarely shows them. It tries to characterize them through dialogue and sometimes monologue and most of the time that falls completely flat on its face.

Seriously, the problem with Kylo Ren isn't his face or his reveal or some of his angst, it's the way they choose to characterize him. He literally has two scenes (relatively close to each other in the film) where he states outright "I'm torn between the light and the dark side." That is just bad storytelling. He even states his condition out loud a third time during the showdown inside the base.

Why the hell would they do this? Despite any grand ambition this story might have had, it's pretty clear to see that it was re-written to death.

Show, don't tell. Did JJ. Abrams forget about this freaking rule??

Kylo Ren's scene with Rey could have been so much more powerful- and the actors are clearly capable.. why the hell state this stuff outright?!

Oh, but they also feel the need to tell you "Poe Dameron is the best damn pilot around" about 30 times, in case you forgot who was flying that black X-Wing. Holy shit, they must think people are completely stupid. They squander so much potential with those new characters, it's not even funny.

The only saving grace is that these young actors all seem capable of so much more. Let's hope they get to do it.

And for the love of god, get rid of those stupid CG 'enhanced' faces. The main bad guy looks so comically bad, it's.. not even funny anymore. You'd think that so much money, so many rewrites, writers and one of the most capable directors around would get you more than an extremely average movie.

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ouch

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This reminds me of those cartoon analysis papers that look at something like "Tom & Jerry" and find some psychotic behavioral patterns, Freudian relationships, and existential themes in them.

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Sto_Ln

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I have two examples of the question Austin...

1. Harvest Moon and my actual life. My dad was an ag teacher and did all sorts of things in our small community in regards to growing plants, welding farm parts, raising livestock and other assortment of things. I remember playing Harvest Moon for the Game Boy and always got super excited to harvest the plants because I loved helping my dad taking care of the garden (more like a farm. One square acre of farm land full of plant life!) I still pick up Harvest Moon and think of my dad and how awesome he is and I call him and tell him, "Thanks for a wonderful childhood."

2. The Last of Us is more of a direct rather than an in passing because of the opening scene. When I first played it I didn't think much in regards to my character's kid dying but then my wife and I had a kid... I replayed the game and found myself in tears thinking of what if that were my son. Then I had to stop the game haha.

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bkimball

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Edited By bkimball

Great write up, Austin! Thanks for trusting the GB community's intelligence enough to write about things from other interests in your life. I've never heard of Structuralism but I'm going to do more research now!

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MathewMcGee

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Thanks for this Austin, and keep doing what you're doing here at GB. I'd like to say more but mainly I just want to encourage you to keep writing and that I appreciate what you bring/will bring to GB.

Looking forward to the future of GB!

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Edited By vigorousjammer

The end of the film was the best part, and it makes me excited for the next one... However, I really disliked how so much of the film was a re-hash of scenes from the original trilogy, but just starring these new characters instead.

The final scene was interesting in that it actually seemed to be going in a new direction, and not one that was dumbed-down or cleaned-up like the prequels were.

I think that's what I really wanted... a movie that kept the look & feel of the original trilogy, while not essentially re-telling the same tale (like the Force Awakens did), but instead exploring something new within the Star Wars universe. Here's hoping the next film does exactly that.

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Blackout62

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Not the prompt but taking "that elitism led me to dismiss things I didn’t like instead of thinking about them" as advice has led me to forming a better reasoning for my own disinterest (okay, let's just call it disdain) toward learning how to code.

As someone who's studied English and struggled with math coding seems very cold and unfeeling. Even when I read descriptions of its potential for beauty and efficiency I am turned off by it's mathematical certainty. I've heard code compared to languages in seeing the rules of types of coding as similar to grammar. Perhaps I feel more warmth and welcome in the fluidness of the broad subjective guidelines of words. I adore the things they convey that code can't and perhaps in a combination of this and them preempting code in my familiarity I find the coding languages alien and possibly disgusting. Perhaps also I am disinterested in coding as I cannot fathom conveying my ideas through it in the way I can in English. Or perhaps it's just that I've never been terribly good at learning new languages (that's probably not true, I've just been too lazy to commit with any of my attempts).

That was just how your sentence struck me. Sorry for my unsolicited sharing.

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OneHoboWine

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I'm behind on these. This was an awesome read, Austin! Eloquently describes the gut reaction I had for the movie but couldn't find words for, especially when faced with some of the most unappetizing critiques I keep hearing about it.