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| call me, caall meee..... |
A microaggression to the jugular. Random rabid rambling by me, a.k.a. Werwolfe. Games, books, movies and general complaints about the world. Most of it bites. The world, that is. The Den is the blog. Other pages house my attempts at writing fiction.
2024/05/11
Present Day; Present Time
2023/12/12
Mononoke
2023/11/09
Bebop's Elevator Pitches
2023/08/13
Stink for Venus
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| biostatic |
2023/07/14
Spike Spanked; Punk Junk
2023/05/11
Cowboy Bebop: You All Meet in a Tavern
2023/03/27
Cowboy Bebop: Adios for Starters
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| "adios" |
2018/11/17
That Voodoo That You Rarely Do
The guns, knives and bats
Every time we scrap"
DMX - Who We Be
So there's this anime called Darker than Black about murderous secret agents with superpowers. It's less guilty of pushing its big cool gimmick than most other shows of its type. Nonetheless, said superpowers get predictably overused, especially since they sound cool on paper but in most situations don't accomplish anything that a pistol slug, taser or closed-circuit camera wouldn't do just as easily.
Seriously, in the time it took you to slash your own forearm and fling your disintegrating blood at your opponent, you could've unloaded five rounds of buckshot in his direction, with greater spread, range and accuracy and without sending yourself into hypovolemic shock.
Dumbass.
Three posts ago I was talking about party sizes in computer role-playing games and the importance of small hunting pack dynamics, a.k.a. the five-man band. I ended up mentioning the X-Men. Superhero teams make an interesting counterpoint to regular superheroics. A loner hero tends to need a bit of everything: strength, resilience, mobility, problem-solving ability. Try to think of a single superpower that Superman doesn't have or can't duplicate somehow. The X-Men were allowed more individual personality.
Angel flies. He doesn't tear tanks apart with his bare hands or summon hurricanes. He has wings and he flies and he flies using his wings. It's his thing that he does. Cyclops shoots eye-beams and Marvel Girl levitates things. Those are their things that they do. Oh, sure, over time the comic acquired more multi-purpose characters, but the original concept allowed for such counter-intuitive greatness as a wheelchair-bound superhero. Of course, you still have to ask yourself why Angel's not dropping tear gas canisters onto his antagonists' heads in that panel (dumbass) or why not a one of the many X-men ever carries a first aid kit. I don't know if you guys noticed, but you tend to draw attention in the form of bullets and energy blasts. Boo-boos happen!
In terms of roleplaying games, super and/or magic powers almost have to be expanded to all-purpose sets or schools. After all, so as not to sound hypocritical, let me admit I'd be the first to complain about a lack of complexity or versatility. However, it does get a bit annoying when everything you do revolves around your core gimmick. You fast-travel using your ice skill and shield yourself using your ice skill and crowd-control enemies using your ice skill and heal yourself using your ice skill and fry hamburgers somehow by using your ice skill. Secondly, it's also annoying to see a pyromancer doing 54 damage at 30 meters with a fire bolt and cryomancer doing 54 damage at 30 meters using an ice bolt. Quit milking it. If it's the same magic missile across the board stop trying to re-brand it. Thirdly, flapping his wings should not be the only thing Angel does. Would it kill you to toss a few grenades? Maybe carry a pair of binoculars? A net? Could you not at least shit on people while you're up there, you overgrown pigeon?
How much could one get done with ordinary implements of war and peace by adding one simple superpower? Just one. Could you build an online game around this? Maybe not a skill or class-based RPG, as it would kill such genres' core attraction of character development. It might, however, be the perfect way to spice up FPS games. Build an online MMOFPS with a decent physics engine and all the usual pistols or swords, horses or tanks, what have you. Then allow each individual player one, just one (1) singular superpower. Flight or x-ray vision or super strength or juggernuttery or teleportation or regeneration or whatever you want. Darker than Black's agents usually made rather more liberal use of mundane gear than the X-men did. Why not build a game around such agents instead of all-purpose Kryptonians?
If everyone needs to shoot each other, if that's a core ability, then it doesn't need to be re-iterated a dozen times over for every single playable class with different colored effects. Just let everyone pick their medieval or modern or futuristic weapons of choice from a common pool, bought and sold and crafted and looted like gear in any other game. Let every individual's superpower be a game-changer instead. In fact, we already have one endlessly recurring example in multiplayer: invisibility. Rogues / assassins / infiltraitors / spies have been retardedly overpowered in World of Warcraft, Team Fortress 2 or any other PvP game due largely to their stealth ability, and such classes have been predictably popular and over-played due to being overpowered since before Y2K. Flight, though more rarely featured, is similarly popular for much the same reason. Paired with even relatively weak weapons, these gimmicks routinely make players unbeatable.
Giving every player a choice of one game-breaking gimmick should be a way to both avoid the stereotypical five-man band or nuker / tank / healer archetypes and to prevent magic from becoming trivialized and homogenized. Guns, knives and bats (and band-aids) are all-purpose. Superpowers should be situational. Shoot your way through your enemies. When you reach a reinforced bunker wall, then you can spray your magic disintegration blood all over it, to achieve what guns alone cannot. Let superpowers take the place of five-minute-cooldown "ultimate" abilities. With a clever enough system of bonuses and weaknesses, it should even be possible to allow players to each design their own individual superpower at character creation. A Hulk-like jump followed by decreased movement speed, a self-damaging speed power or a flight ability paired with hampered aiming, regeneration paired with lethargy, etc.
Just stick to the core rule: you only get one.
2018/04/09
Paranoia Agent
"Build a fortress and shield your beliefs
Touch the divine as we fall in line
Destroy this city of delusion
Break these walls down"
Muse - City of Delusion
Satoshi Kon didn't amass a very extensive resume by his untimely demise but he did leave animation with a few raised bars. As much as I liked Perfect Blue, Tokyo Godfathers or Paprika though, Paranoia Agent seems ultimately more memorable, beyond just the hypnotic repetitive screeching in the opening credits. Shonen Bat is after all a viral meme even in-universe.
For a mishmash of leftover plots that wouldn't fit into full-length movies it holds together surprisingly well, though it takes a second viewing to really catch the multitudinous characters' interconnection and cameos in each others' episodes. A graphic designer gets mugged by a tween boy with a bent baseball bat. Supposedly. The story goes viral. From there on through young, old, male, female, cops and robbers, every episode draws a tangent to this growing urban legend. The vignettes vary wildly in the objective seriousness of their subject matter though they all adopt a generally tragicomic tone, from schoolyard popularity contests to life and death decisions. In fact, by the end, you'll probably be wondering what exactly the show was even about.
But it's obviously about something. Even the most common recurring characters, the two cops investigating the bludgeonings, view Shonen Bat as something like a walking mark of torment seducing the tormented psyches of Tokyo. At least on a superficial level, the series' central theme might be Japanese workaholism, that obsequious shikataganai sarariman devotion to drudgery and putative success which drives so many into hikkikomorbidity. But that's not giving it enough credit. Like the other examples above, Paranoia Agent concerns itself with self-delusion and characters losing themselves to fantasy worlds.
Unlike the more sympathetic hippy-dippy "to each his own" personal empowerment attitude found in Paprika or Tokyo Godfathers, though, Paranoia Agent progresses toward a fairly strong statement in favor of intellectual integrity. It's not the crime, it's the psychological cover-up that gets you, and coming clean about one's faults, inadequacies, errors or transgressive desires would be preferable to fomenting an oncogenic deception. As Ursula Le Guin's character in The Dispossessed put it "Reality is terrible. It can kill you. But it's the lies that make you want to kill yourself."
Paranoia Agent ran in 2004. How much more apt is it now (at least in North America) as snowflake mass hysteria has gripped civilized society? Look at all the kawaii degenerates claiming to be victimized by "institutionalized prejudice" and therefore to be immune from accountability for their own choices and entitled to retribution against their preferred targets of abuse. Observe their pretense of sainthood and martyrdom. Watch the mass hysteria spread, as more and more of the population becomes caught up in the oppression olympics and tell me these idiots wouldn't be improved by a bat upside the head.
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2022/12/19: edited out a common misconception
2017/03/28
Sin-Bound Lycanthrope who Gnaws Truths
That my days have been a dream"
E.A. Poe - A Dream Within A Dream
Caution: might want to watch Haibane Renmei before reading this, lest mine insights bespoil thine viewing pleasure. Thou'st been warned-ed.
As soon as I cranked up my Torment:Tides of Numenera character, the opening reminded me of Haibane Renmei. After all, there can't be that many stories beginning with an amnesiac falling from the sky, and anime/RPG fanbases share a lot of crossover. Granted, the game's littered with many little outside references, similarities and in-jokes, some more tenuous than others, but this one's reinforced by some NPC commentary partway through your adventures:
Upon visiting the Valley of Dead Heroes, a city-sized mechanized mausoleum, you run across some local cultists who have decided everyone in the world's just a reincarnation or after-image of a corpse memorialized therein, and spend their lives trying to find their true names and their own memorial. This serves on one hand as tongue-in-cheek reference to the mausoleum also listing the names of TToN's wealthier backers.
On the other hand, it gradually becomes apparent as you watch Haibane Renmei that the Haibane are youngsters who died before their time, and the walled microcosm of Glie/Guri some sort of purgatory where they can live a wholesome life until they themselves are ready to move on. This realization lends a deliciously morbid edge to the middle portion of the series, especially given the names these children acquire as Haibane are based on a single solitary past-life memory highly suggestive of different deaths: falling, drowning, coma, falling through ice, even burning alive.
It works a little differently for the two black-winged "sin-bound" heroines of the series, not merely dead before their time but suicides. They cannot move on until they acknowledge and resolve the issue of their self-destructive tendencies, whereupon their true name is revealed to have a hidden meaning relating somehow to their basic personality. So Rakka is not just falling but an "inverted nut" for thinking of herself as alone and Reki's not just a pebble but trampled, having thrown herself in front of a train, thereafter vindicated as a stepping stone for growing into her work helping others. After resolving their internal personality conflict, they're back on track to fly out of Purgatory.
First of all, I have to ask, if it's the Sin-Bound who get True Name reveals, are all of InXile's customers visiting the Valley of Dead Heroes sin-bound?
More importantly, if the Memorialists are right and the Ninth World's basically Glie, how would the core cast of Haibane be classed?
Kuu: Swift Glaive who Flies Before
(plucky little Kuu just seems like a scrapper to me)
Hikari: Charming Jack who Feeds
(the willpower penalty suits her perfectly)
Kana: Mechanical Nano who Swims Against the Current
(she's a tinkerer, and despite her high energy state seems more abrasive than combative)
Nemu: Observant Nano who Waits Patiently
(probably the wisest of the bunch, despite her background role... and the running penalty fits almost too well)
Rakka: Mystical Jack who Translates
(honestly, Rakka doesn't learn much throughout the series; most of her advancement comes as a go-between, her revelations by accident or outside agency)
Reki: Strong-Willed Glaive who Upholds
Look, I freakin' love Reki, especially her thundering declaration that she never had any real interest in helping anyone. Gotta love the grinding, smoldering, tectonic resentment revealed in her character. She's a fighter at heart, but if I were drawing up her character in an RPG, I'd bump up her Intellect before anything else. She represents us half-formed self-defeaters clever enough to outsmart ourselves and stubborn enough to follow through with it. The big tragedy of the series is that her entire universe seems inimical by design to Reki and her ilk.
Ignoring its well-meaning airs, there's actually quite a bit about Haibane Renmei's cosmology and moralizing which could grate. Portraying introversion as sinful and independence as destructive, intellect as irrelevant. The moral of Reki's story seems to be "fake it 'til you make it" or knuckling under until servitude becomes your nature. Not exactly a laudable mindset, though quite in tune with Haibane Renmei's religious fantasy setting.
Me, I think Reki'd be happier in the Necropolis or the Bloom. At least the Great Devourer's not such a tyrant as to forbid the most fundamental right of all, suicide. Some of us really should have ended it when we were teenagers.
2016/09/13
Haibane Renmei
My Black Heart Machine - Feather
Here's one of those cases where my musical selection can be considered redundant, since Haibane Renmei's own soundtrack was quite captivating in itself, but I digress. Frequently. Also, while the instrumentation in that soundtrack was wonderful, the few English lyrics left a lot to be desired.
Cheaply animated but lovingly detailed as static drawings, the series contains exactly two bad scenes. The first is in the very first episode, the hatching scene, which went a bit heavy in its standard anime tropes of distorted faces and over-emoting. The second comes much later on, when Rakka collapses in tears by the side of the road. Too abruptly overly-dramatic. Aside from those three minutes or so, though? Haibane Renmei was brilliant, and has more than earned its place as one of westerners' main gateway drugs into -good- anime alongside Ghost in the Shell, Studio Ghibli's old movies and Cowboy Bebop.
And this is what it mostly consists of: teenage girls with wings and halos sharing quiet, soulful conversations in dusty rooms of stained, faded concrete. Old books, old customs, old clothes, old walls, old youngsters bearing old wounds. Old Home. It's beautiful.
It's slow. Probably the main thing you'll notice. Haibane Renmei progresses so subtly, so gradually as to make you question whether anything is happening at all. Fans of mecha mayhem and whirlwind planetary romances will have to settle for such "action" scenes as tidying messy rooms, picking up pancakes at the bakery and riding a bike - too fast! The most painfully mundane, hyper-realistic slice of life scenes mesmerize thanks to their contrast with the protagonists' other-worldliness. By the time Rakka washes her halo in the sink, the viewer's already prepared to empathize.
Yet still, somehow, information accumulates. Drip, drip, drip. Much of it has to do with the nature of Glie, the walled town which serves as the story's setting. Some years after I watched Haibane Renmei, I picked up my first Haruki Murakami book - as should happen it was Hardboiled Wonderland and the End of the World, and immediately recognized the source of inspiration for Glie, as Yoshitoshi Abe himself confirmed if I'm not mistaken. Aside from a few superficialities however, the two are almost diametrically opposed. Unlike the contracting solipsistic finality of The End of the World, Glie is place where time and experience accumulate, where guidance is sought and freely offered.
I could go into spoilerific detail about the individual "feathers" as the plot consists largely of the interplay of their personalities. As I've mentioned in the past I'm a sucker for broken little girls, so this series could likely moe me into submission without the benefit of a captivating setting, but it just wouldn't be the same. It was created with an obvious sense of nostalgia for idealized traditionalism, for functional, stable social systems. Old Home and the rest of the town emanate that good ole' musty gemeinschaft rightness and purpose, kalon chiseled by generations into the walls and cobblestones, a place of healing where shooting stars can root themselves for a while.
Be patient. Let the drops accumulate, episode by episode, until understanding comes naturally. Pay special attention to names and don't expect full disclosure. Bask in the bittersweet sense of loss and decay and the melancholy string quartet score. This is not what you think of when you think of anime... but in many ways it's what animation could and should encompass.
I'll talk about names and symbolism some other time. For now, set five or six hours aside to watch Haibane Renmei. If you have the patience for it and at least as much empathy as a lone, rabid wolf-man, you won't regret it. If nothing else, you'll always remember Reki and the three meanings of a name.
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P.S. - I should not have to give this warning but as everyone should know, get yourself a subtitled version. Never watch dubbed anime.
2015/09/29
Samurai Champloo
Eminem - My Name Is
So I wanted to talk about Into the Woods, which led to wanting to link it to other successful stabs at incorporating our fascination with faerytales and epics into modern storytelling, like Snow White and the Huntsman or Beowulf and Grendel, which made me realize I've never posted my impression of Beowulf and Grendel, which reminded me that I'd meant to write something about Samurai Champloo along that same train of thought and, well, if I'm chasing that many rabbits down so deep a hole, I may as well start with hip-hopping katanas.
I've been meaning to watch Samurai Champloo for years (it's a decade old now) mainly because of Shinichiro Watanabe's name. Cowboy Bebop was the first anime I actually enjoyed. Even when I was young I despised the Ballz of Dragons and Pokey-men and all the rest of the simplistic mass-market tripe flooding out of Japan's thriving consumer-detainment industry. Though I've found myself fascinated by quite a bit of anime over the decade and a half since I first allowed myself to consider it as a viable medium, I still despise anime as an industry... but then again I despise most of most any entertainment industry, from opera to MMOs.
We've all heard of Sturgeon's Law, right?
Wait, does that mean 90% of my blog is crap?
Hey, I'm doing better than I thought I was...
Moving quickly along:
Cowboy Bebop was more than anime. It flowed, it danced, it struck classic Cyberpunk notes in a rock'n'roll rhythm and built an amazing story by developing characters based on seemingly cheap cliches. For instance, I hated the character Faye Valentine as a facile oversexualized lure for (teenage boys like myself at the time) because I don't appreciate being so blatantly manipulated - until the ending of the episode Hard Luck Woman tore up my preconceptions, tying together the hints I'd ignored so far in half a minute of a music montage to elevate the bimbo I'd despised into a truly solid character worthy of the rest of the show.*
For those who expected a repeat performance of such brilliant moments and overall construction, Samurai Champloo might have seemed like a let-down. Then again, it was just a different breed altogether. It's less likely to serve as a "gateway drug" into anime. I doubt that Jin, Mugen and Fuu have remained as memorable to their audience as Spike, Jet, Faye and Ed. It's much more solidly a shonen-aimed tirade of swordfights, not striving for extensive character development or truly deep moments or message - hitting a narrower target audience and prizing style more than substance.
But damnit, the show had style!
If samurai movies are the Japanese version of American westerns, then Samurai Champloo is the equivalent of a neo-western aimed at boys in their early teens, and its fascination lies in modernizing just enough of the setting to make it flow in modern language without tossing out the elements which made that setting so captivating to begin with.
It succeeds wonderfully in this, ladling on way more historical references than my meager knowledge of Japanese culture can place, but the topic of modernization is a touchy one among would-be literati. You may not like seeing a puffed-up self-promoting samurai pimp-strutting about an Edo-period village accompanied by beatboxing hangers-on, or hear a challenge to monster-slaying heroism rapped out like an MTV song introduction, but Watanabe's crew managed to escape self-ridicule by the skin of their teeth to deliver a coherent story in which creative anachronism served mainly to offset, to illustrate a love of older modes of expression.
It's true that Samurai Champloo has much less to offer a mature audience than Cowboy Bebop did. Yet much like some Studio Ghibli movies, it still serves as an example among the others I cited at the start of this post, successfully dredging up an awareness of the essence of historical styles and settings which transcends shallow, slavish adherence to form, a lesson which many Hollywood adaptations and modernizations utterly fail to grasp.
_______________
P.S. Though if you liked Faye, watch Michiko and Hatchin. Michiko was basically an expanded version of Faye.
P.P.S. The ugly-american baseball episode? Alternatively hilarious and overdone, but still worth seeing. A strike back against every shovel-toothed asian stereotype in older American cartoons... and also perhaps unintentionally a somewhat uncomfortable reminder that anime as a whole makes liberal use of racist Japanese stereotypes of Europeans.
2015/08/05
Michiko to Hatchin
It's an anime... depending on what you expect when you hear "anime."
Michiko is a reckless, self-centered (but not self-serving) romantic who drags the fair-minded, more grounded young Hana along on her path of destruction. Such juxtapositions are common in literature, especially in the outlaw movies this anime largely emulates. You can watch the series primarily as a buddy-flick, though such reductionism would not do it justice - and its flat refusal to reduce itself to the tropes common to its own medium has unfortunately likely ensured that this excellent piece of work goes overlooked by the public at large. You'll find no giant robots here, nor any fifteen-minute first-kiss scenes under rains of cherry blossoms, no fireball-slinging mages or demonslaying bishonen heroes with white hair down to their ankles.
Instead, contrasting interpersonal central themes with locales which most of the world would consider exotic, Michiko, Hatchin and their transient acquaintances manage to convey real emotion in the sort of "gritty" environment in which children grow up both too quickly and not at all. It is in many ways too human to appeal to my more grandiose transhumanist tastes but within its own focus the series achieves wonderful portraits of individualism struggling through the animalistic baseline of human affairs.
It is not feminist. Though it avoids pigeonholing in most every other way, Michiko and Hatchin is yet in danger of co-optation by chauvinistic interests, given its mostly female core cast. Yet perhaps the reason it has not been claimed by the female supremacist crowd is that it quite decidedly fails to promote that agenda. Feminism is the promotion of women at the expense of any other sexes (of which there mostly happens to be one) and feminist tropes have become easily recognizable over the decades. We too easily swallow the sort of stories in which female characters are pristine, morally unassailable earth goddesses and every male character is a cackling, moustache-twirling embodiment of exploitation belching factory exhaust.
Michicko e Hatchin instead portrays individuality. It tells the story of flawed and admirable, complex characters and the interplay between personal desire and personal growth, inertia, ethics and ambition. That the story is told from a female point of view is ultimately inconsequential and every bit as fitting as it would have been from a male one. The events of the story are shared between male and female characters and at any point we could have switched to viewing them from the Satoshi / Hiroshi plot's standpoint without diminishing the storytelling experience in the slightest. It does not confuse viewpoint with entitlement, right down to the title characters' final confrontation with the object of their obsession. The simple equanimity of Hana's monologue provides a masterful denouement.
Feminism defines women in terms of their moral entitlement over men, indoctrinating both male and female into a culture of victimization, guilt and powermongering, and in truth does nothing to combat gender roles. This series never stoops so low. Call it egalitarian, call it individualist, call it humanist. It is a tale of purposeful, independent individuals who merely happen to be female, and the world would be a better place if more young girls grew up watching Princess Mononoke, Haibane Renmei and Michiko and Hatchin than the manipulative, abusive and ultimately codependent feminist archetypes.
2015/04/27
Serial Experiments Lain
Given that the primary descriptor (even in the wikipedia article) which anyone can come up with for Lain is "weird" one has to wonder exactly how the show has gained and retained is popularity. It's become one of those artsy staples which certain segments of the population feel obligated to watch so they can nod along to conversations about it, like 2001: A Space Odyssey or Donnie Darko. What made it so captivating to begin with, though? You can take it as a conspiracy-themed adventure, but that's barely scratching the surface and other shows have done that better. It's certainly not action-packed or trendy.
If solipsism were reality, what would you make of yourself? Lain's philosophical leanings get the most attention, inordinately so, I'd say, suspiciously so. Methinks the public doth protest too much. After all, the show's writers sort of bit off more than they could chew and the several episodes of musings on the nature of reality don't come through very clearly, even by the somewhat lax standards of metaphysics. People's desire to focus on Lain as a philosophical piece I think simply masks their more taboo fascination with the title character herself.
Yet Lain is too unstable a character to sustain a realistic accusation of pure moe. Her image as a sexualized waif (embodied quite succinctly in one image during the end credits of each episode) is certainly near the core of the issue, but that alone wouldn't have carried the show so far. Anime is littered with more blatantly exploitative teenaged heroines and Lain occasionally goes out of her way to make herself unlikeable. In addressing the series in terms of transcendentalism, it may be more fruitful to apply the term not to the general assumptions of its world, but to the character herself. Lain the user transposed to embody the network, the ghost haunting static, the oft-vicious recurring demon of our individual psychological projections onto the zeitgeist, now there's a more likely explanation for her appeal. Ultimately, the vulnerable, confused ego caught in that limbo of early adolescence becomes capable of owning her various facets. We like Lain because we envy her that unassailable core of transcendent self-identity, we who cannot scream our desire for inner being loudly enough in a world of seven billion faceless carbon-copies.
Lain is the realization of individuality, the becoming of pure pattern. We project our own abandoned hopes of transcendence onto that innocent seductress pervading the static of human society, and thus remain fascinated by her.







