Sunday, 8 February 2015

Sonic 2 8-bit ending

My most recent post drew a bit of traffic to this blog, and a couple of people responded really positively to my old writings about the intro movie for Sonic CD. My friend and contemporary Chris Cox posted a sweet little redesign which he said was partially inspired by it.

On its own it actually sort of reminds me of Sonic Pocket Adventure, a little-known but surprisingly competent game for the Neo Geo Pocket Color.

However, he also made a dusk version of the same image, with a different colour palette...

...which reminded me of something else entirely: the ending sequences for the 8-bit version of Sonic 2.

Although the 8-bit Sonics are definitely less developed than their mainstream 16-bit counterparts, I had a Game Gear long before I had a Mega Drive, so these games hold a very special place in my heart. The ending sequence to this game is very simple: it's just Sonic running from left to right across a scrolling background (joined by Tails if you got all the Chaos Emeralds for the good ending), with credits displaying at the bottom of the screen. However, they do something really nice, by changing the colour palette through 9 different iterations to convey a transition from midday, through afternoon, to dusk, and finally to night.

Aren't these colour palettes wonderful! I love Chris's redesign and colours, but his dusk version still feels a little bit like there's just a magenta filter over the image. Each of these, though, feels almost like an independant, new colour idea in its own right! There are such bold, shameless changes in saturation, hue, and tone. The almost pure grey sky in the second image. The bright, cold blue trees against the rich, almost cherry red sky in the sixth. The way the default neutral grey of the checkerboard pattern completely takes on the ambient colour.

Even the whole balance of contrast is played with to suggest the changing light conditions. Take a look at just the 5 colours used in the trees and grass.

At the start a strong, overhead, midday light is suggested with a high contrast between the lightest and darkest tones, and a gradual gradient formed by the 3 colours in the middle. However, as the sun goes down, this balance changes. The first colour actually becomes darker than the second, to suggest a strongly tinted light catching on the edges of leaves. In the 5th and 6th palettes, the second and third colours are almost, if not completely, identical, and quite bright, while the shadow tones remain very dark, to suggest the sharp, long shadows and the light getting right in your eyes that happen at sunset. And as night falls, the contrast within the trees becomes muted, so that,where before they were mostly darker than the sky, they are now entirely lighter. And all this is done without actually changing any of the pixels in the artwork, just shuffling the palette.

It's really brilliant. I want all lighting changes in cartoons to be done this way!

The music on the Sonic 2 endings is really lovely, too. I kind of prefer the bad ending theme. The soft attack and slow decay of the lead instrument give it a wistful quality, and the melodies, while still upbeat, are a little melancholy too, so it really does the job of marking the fact that you've beaten the game but something sad still happened (that is, Tails died because you're a failure).

They also both have this bouncy triplet rythm to them which really matches the pacing of Sonic's running animation!

I think 8-bit Sonic 2 actually has a really good soundtrack in general. These games are from a time when credits lists for games weren't really exhaustice and often used pseudonyms, so the composers for this game are listed as "Tomozou", "Simachan", and "Ray". The only one I can get any more details on is the first, Tomozou Endo. I may have mentioned this before, but a long time ago I was kind of into making covers of stuff in a PC version of the music maker from Mario Paint called Mario Paint Composer. I started a project to cover everything from the game but lost interest before I finished. I think some of what I did still kind of holds up though!

Linking to my old Youtube account is kind of embarassing but hopefully the stuff that's on there isn't too weird.

This is kind of a tangent, but all that colour stuff made me think of  the cartoon My Life as a Teenage Robot. It did some really really nice stuff with colour in general, and would just entirely replace the main character's normal white and aqua colour scheme to suit the mood and lighting.

It's actually a pretty good cartoon overall, from what I can remember. I had a quick thumb through some episodes to grab those screenshots and it made me want to rewatch it. I think it went a bit under the radar at the time but it had a respectable run of three 20+ episode seasons and a couple of specials.

I've got alot on my plate in terms of cartoon watching right now, though. I only just got round to properly starting to watch Adventure Time a little while ago and oh my god I love it so much. All the characters are so perfect and the writing is consistently great. I think about writing about it sometimes but chances are the fandom's already said everything there is to say there. Anyway after that I need to get up to speed on Steven Universe as people seem to be responding really positively to that, too. So it's kinda hard to justify the time I'd spend rewatching something right now.

Sunday, 1 February 2015

Richard D. James Album and How Jonno Got Into The Music Jonno Likes

It took me a while to really get "into" music. I remember during the period of my life where Kazaa was a thing (I never bothered with Napster), and my most prominent social group was an online Sonic the Hedgehog community, I had a few things I liked that people I knew got me into as well as alot of videogame music remixes. However, I only started to develop my own taste in music after I started going to uni.

The album that best defines this period and my ongoing taste in music is Aphex Twin's Richard D. James album.

There's a little story attached to this.

I used to play rythm games alot. For a long time I was very into DDR, Pump It Up, In the Groove, even Beatmania IIDX. I guess after my first online community the rythm game scene was my next big thing for me. I spent alot of money and time in the Namco Funscape, Trocadero and other arcades during this time, before I lost interest in the people and moved away from the games.

These games mostly exist in arcades, with some console versions if you're willing to buy a junky and expensive plastic mat to stomp about on, but there are also unofficial simulators you can download for PC. The most widely used for DDR is called Stepmania. You can plug one of the actual mats into your PC to play it, but you can also just use the arrow keys on your keyboard. It's obviously not the same full-body experience, but it's still reasonably fun, and alot easier and more convenient.

As well as being able to play the actual Konami songs from the real DDR games in Stepmania, you can put any song you like into the game and make what is called a "simfile" for it, crafting your own sequence of steps to go with it. At some point people figured out that since most players are just using their keyboards, you can make simfiles that aren't constrained by the limits of what a person's legs can do, and instead make them specifically to be played on a keyboard. This leads to much harder simfiles.

I played alot of keyboard Stepmania for a period, and one song that had a particularly fun simfile made for it was Aphex Twin's Girl/Boy Song.

It was a weird kind of music I hadn't heard before, and the steps being meticulously synced up to the detailed polyrythms made me appreciate it more. At this point I was probably about 18 and I don't think I'd ever actually purchased an album in my life. Aphex Twin would end up being the first music I bought. Oddly, because I am a contrary sort of person, I didn't actually buy Richard D. James Album first, I got I Care Because You Do instead, which initially I didn't like too much. Then I wised up and got the former, and it's actually remained one of my favourite albums to this day.

I'm the kind of person who pretty much never puts my music library on shuffle, almost exclusively listening to albums as a single unit, in order. This does mean I end up getting a good sense of which tracks I want to skip (even if I don't actually do so). Richard D. James Album does not have a track I ever want to skip, and this is very rare indeed. It's not just that every one is high quality on its own. They all feel very cohesive, and nothing is out of place. There's alot of warmth in the synths and samples of 4, Fingerbib, To Cure a Weakling Child, Good Gumpas, Yellow Calx, and Girl/Boy Song, but even those tracks that fall on the harsher side, Cornish Acid, Peek 824545201, and Carn Marth, have this fuzzy, gritty intimacy in their sound so that they're clearly part of the same world. A world of close family, wooden floorboards, rusty gates, dust, home.

There are neat little tricks of pacing and linking the songs together. Cornish Acid, Peek, and Fingerbib employ this weird beeping audio artefact at their beginnings and/or ends, possibly a modem or telephone sound, maybe taken from some specific audio equipment malfunction. I think it's brilliant to juxtapose these three linked tracks in the first half of the album, right after the intro track of 4, as it estalishes the mood and tone early. Richard brings you into the place he wants you to be in at the start, so that you're sitting there comfortably for the rest of the album.

Goon Gumpas is almost an anomoly. It's the only song that doesn't employ any percussion at all, and is obviously more sedate than anything else on here. It's the one track that a person would probably be least likely to listen to on its own, out of context. However, I consider it an important part of the pacing of the album as a whole. I think a temporary shift in tone is appropriate just before entering the final act of anything, and this includes music. It's a signifier, to let you know that you're coming towards the end, and should prepare yourself. Additionally, the soft string instruments used are a mirror of what is to come two tracks later in Girl/Boy Song, so that when you hear the latter it feels like a reprise, like a motif, a theme that's been building up and is now being resolved. It's satisfying.

The final track, Logon Rock Witch, carries the sinister tone of some of the earlier tracks, but is also a little lighthearted, made out of silly sounds from children's toys. I feel this is a good way of relieving the gravitas that comes with a really outstanding and intense penultimate track, so that the end of the album comes more easily.

I've gone through phases of being into other stuff (most notably Japanese gabber/hardcore/speedcore, also introduced to me by Stepmania), and have had individual albums that I've been really obsessed with for a period, but this one has remained the most consistently listenable for me. And a large part of my taste in music can basically be traced back to it. Having bought it, Amazon started giving me recommendations, which lead me to artists like Boards of Canada, Plaid, and Kid 606. And plenty of similar music would get made into Stepmania simfiles, leading me to Venetian Snares, The Flashbulb, Hrvatski, and others. I quit DDR and Stepmania but this stuff has stayed with me.

Wednesday, 27 August 2014

"Seconds" by Bryan Lee O'Malley

Aaaaaaaaaaaah blog blog blog I missed you so much! I haven't written anything in you for months and I'm sorry. It may seem like I left you for that cute new Tumblr thing but I barely post anything there either. Truth be told, I've gone from working on a really heavy, tiring job (see it here and here) that took up all my weekends and energy for a good couple of months, to taking time off all paid work to immerse myself in a personal project for the first time since uni. It will be seen eventually, and it isn't going to be anything grand but I know the exercise will have been productive.

Today, however, I am taking a break from that project to write in here. I recently picked up and read Bryan Lee O'Malley's Seconds, a one-off graphic novel which is his newest work after Scott Pilgrim. I'd never actually read the latter (only having seen the movie, always a shameful thing to admit to for me), but Joe Sparrow specifically recommended Seconds to me, and the man knows me very well so I had to pick it up.

This isn't going to be a "review". Such things have their place, but many will have written reviews about this book (I haven't read any of them), and it's not my intention to write a brief summary and a watered down opinion for the benefit of people who might be considering picking the thing up. I'll be writing about some specific reactions I had to it, and will assume throughout that the reader has also read the book. Thus, spoilers will be everywhere.

On the whole I really enjoyed it. In particular the story tapped very potently into thoughts I've had for years about regrets and mistakes and owning your decisions. O'Malley's art is good, too.

However, there were two major aspects of the story that felt misjudged somehow. They were Max, and the other house spirit (or witch, or shadow, or mirror, as it is variously referred to).

When I first read through it felt wrong to me that Katie ends up back together with Max at the end. At first I wrote this off to my own emotional baggage around breakups leading me to feel that once you've broken up with somebody it's clear that it was never meant to be and you just have to move on no matter what. However, as I thought about it more and reread the book, I now feel certain that aspects of how Max's character are portrayed aren't quite right.

In order for it to feel thematically correct for Katie and Max to be together at the end, we as the audience need to believe that he is truly valuable, important, and healthy in her life. However, I never felt like the story was convincing me of this. The first time we see Max he frankly comes off as a smarmy shit. He gives Katie his sparkly smile and she melts. We are shown that Katie is infatuated with him, informing us that we're supposed to like him too. However, nothing in this first encounter makes me, at least, like him at all. The story seems to be suggesting that even Katie's feelings for him are entirely superficial, as her reaction is all passion, hormones, irrational emotion, not an honest response to him doing positive things for her as a person. In fact, their whole interaction seems wrong to me given the backstory. It doesn't look like two people who were in a relationship for four years (by which time most couples have moved from the "passion" stage to the "commitment" or "companionate" stage) and then broke up, but who still sincerely love eachother months later. It looks like a girl talking to her high-school crush. However, we're supposed to buy into this vague, nebulous, unconvincing magnetism Max has for Katie. And her feelings are so apparently shallow that she blows him off immediately.

One could say that this first encounter is maybe too brief to establish anything more than this. For Katie's part it's maybe not unreasonable: her avoidant nature (the key aspect of her personality as far as the story is concerned!) is coming out and she's pushing him away. However, I don't feel that this is an excuse from a storytelling point of view. Max ends up being central to the plot, arguably the chief external influence in Katie's descent into her mistake-ridden mess, so the first scene in which we see him, in which his entire relationship to the protagonist is set up, and in which all our expectations and perceptions of him are established, deserves more than these insubstantial four pages.

Subsequent sightings do little to improve my perceptions of Max. The second time around is more of the same: smarmy smile, gets cut short, again with a plot excuse. The third time we actually get to see the backstory. This is the point at which, even if we allow the brevity of the previous encounters, we can expect to really see what Max is like as a person. However, that still doesn't happen. We get to know that he was, in fact, a smarmy cock, and that he and Katie conversed easily before boinking. And somewhere in there a four-year relationsip hahppened. But we're told this, not shown. I finally get the goods on what went down between them, and I still don't love him as much as she does. For crying out loud, the most prominent part of this story is when Katie says "I guess what we had wasn't that strong". The first honest-sounding thing she's said about or to him so far.

And then Katie figures out that she can fix their relationship with the magic mushrooms. This is where things start to feel really off. She's seen him twice so far in the novel, and both times she blew him off within a minute (the second time was during a revision, but it still counts). Hell, both times he was actually trying to talk things over maturely and she still petulantly pushed him away. So suddenly being expected to believe that she still loves him enough to immediately get back into bed with him is a bit much.

(By the way, compare all this to Katie's relationship with Hazel, which we see develop organically and which provides Katie with important emotional outlet and feedback, and the one time we see signs of it breaking down, when Katie neglects the friendship for just a couple of days and finds their conversation suddenly awkward, it comes off as far more poignant and well-observed than umpteen iterations of "I need him to love me")

Now, up to this point I've been commenting retroactively. I'm calling aspects of Max and Katie's interaction "off" or "wrong" based on my knowledge of what comes later (that their relationship is fulfilling). However, in the vacuum of reading the story for the first time, there is actually nothing fundamentally wrong, at least from a storytelling point of view. Because it seems like Bryan Lee O'Malley is setting something up. And as Katie makes more revisions, and things start to spiral out of control, and in particular when she changes things relating to Max, this seems to be reinforced. She finds herself lying next to him in bed, they're still together, living together, and even married. She finds herself stunned at having his stuff in her room, and indulges herself by huffing his clothes in the wardrobe (a physical, hormonal response). However, many things are wrong. Though having boy things in her room is exciting, she is visibly unsettled by the compromise of her personal space, even as she denies it to the narration. Even less progress has been made on Lucknow, her new restaurant, than in the original timelines. Max is running the proceedings on it, not her. The servers at Seconds all love him and not her. She has compromised important aspects of her life for her obsession with Max.

And as she makes more revisions things only get worse. Based on his suggestion, she revises the decision to set up the new restaurant at Lucknow, and instead goes with Talmadge. And having retroactively ceded more control to Max, she finds him invading her life further. It is no longer "my" restaurant but "ours". The look, the feel of it is being done according to his wishes, wishes that, by the way, she literally cannot imagine herself agreeing to (and this is a man she went out with for four years?). The restaurant will now bear their shared initials, instead of her name. Her boundaries have been compromised. More revisions, and she compromises them still further, letting him get ever more stiflingly close, obsessively telling herself that him still loving her at the end of every day is the most important thing. It gets so bad that the world itself seems to start falling apart, and even familiar, comfortable, immutable Seconds starts getting changed according to Max's alien tastes.

These are all clear signs. Max is a destructive, negative influence in Katie's life. Focusing on him is a mistake. Every single thing we see of him in the story indicates that he is not just a red herring: he is the red herring. She makes the most sweeping changes to satisfy her need to be with him, and it ends up literally destroying everything. That is why, in the end, when she gets back together with him, I felt unsatisfied. One could make the argument that the problem was Katie's attitude towards Max, rather than Max himself, that her relationship with him was only destructive when she allowed her boundaries to be compromised for it... but I'm honestly not convinced the nuance is there.

The other confounding aspect for me is the other house spirit that Katie accidentally brings in from Lucknow. Simply put, I'm not sure it's actually a necessary plot element at all.

Thematically, the focus of the story is owning one's mistakes. rather than worrying about undoing them: to instead accept the consequences as a natural part of one's life. The crux of the plot is that the protagonist finds a method that allows her to erase and redo any mistakes she makes, but she abuses it, and finds that it ends up creating a convoluted, confused mess of a life that leaves her less happy than she started. It's a fantastic idea for a story, the kind of thing one imagines practically writing itself.

However, in order to start the degeneration of reality that builds up to the climax, O'Malley makes use of a plot device I'm not sure was ever needed. Katie finds an ancient pot or cauldron in the site of her up-and-coming new restaurant, and decides to take it home and, on a weird whim, uses the dirt in the bottom as some kind of fertiliser for the magic mushrooms that enable her to erase mistakes. It turns out that the pot was carrying the house spirit of the Lucknow building, and it uses the mushrooms itself to tear apart reality in bitter revenge for having been forgotten and neglected for hundreds of years.

Thematically this just doesn't seem relevant. The story is about mistakes. Does this mean that taking some old pot with dirt in it and pouring it over some mushrooms is a mistake? No, it's meaningless. A mistake is distracting your best chef from his kitchen and causing one of your servers to get horribly burned. A mistake is pushing away the person you love. A mistake is compromising your personal boundaries. Pouring some dirt on some mushrooms is not a mistake.

The shadow is used as the motivating force for things to start going truly wrong with the world. As Katie finds that her revisions are tying herself in knots, the shadow is getting stronger, and is using the mushrooms to tear reality apart. The angst of the protagonist is framed against a larger crisis involving the entire world, a well-trodden storytelling tool. However, I don't feel the other house spirit was a necessary device to enable this. It would be perfectly believable for reality to start buckling simply because Katie is using the mushrooms too much and to make too big changes. In fact I think it would feel more organic, as the further she goes back to make revisions the more confusing and alien the new world seems to her anyway: it would make sense for reality lose its grip on itself as Katie loses her grip on her life.

Ultimately she has to placate the shadow in order to right things. She talks it into calming down and letting her bring it back to its proper home. She has a face-off with its horrifying final form, and while this certainly provides a nice climax, the dialogue doesn't feel like it's really tackling the themes of the story as directly as it needs to. We get that in the epilogue, but the final "battle" just feels... divorced and irrelevant. And to be honest I don't know that we needed this second house spirit to provide a scary final boss either. The shadow could just be the amalgamated spectres of all the Katies from all the abandoned timelines or something. That would feel way better.

Again, what is the story about? Is it about house spirits? Is it about placating some superstitious belief? No, it's about believing in your own choices. The idea of house spirits is perfectly fine plot device to kick things off, but having one be the final boss as if that's the whole point is just weird.

So that's my thoughts. Again, it's a good comic and I liked it. I'm just picky. I'm sure if you've read anything I've ever written you know that.

Sunday, 27 April 2014

Tumblr bumblr

So I gave in and registered a Tumblr a little while ago and I decided I should finally start posting things to it. For the moment I've mostly filled it up with older art I've already posted here but there is one new thing (near the bottom). Also a bunch of reblogs. This doesn't mean I will discontinue this blog, just that artwork will be going on the Tumblr, and written things will be going on here. It might be redundant to post this notification here since I generally operate under the assumption that nobody really reads this blog (mostly because I don't update it regularly, also I think this platform is dead?).

Anyway here's the link.

Tuesday, 1 April 2014

Friday Saturday not hourly comics

There's this thing called Hourly Comics Day where people draw a comic documenting what's happening every hour for the waking part of the day, and some people I know and like have done it (most notable for me are Katie Tiedrich and Joe), and it seems fun, so even though it wasn't Hourly Comics Day I decided to do some myself last Friday and Saturday. I didn't post them before since I wanted to give that last post some space. Anyway, they cover watching the Kill la Kill finale, playing some videogames, and then a Pathfinder session the next day! It turned out to be hilarious so it was a good 24 hours to cover. However they're not actually hourly at all and are also hilariously rough and I drew them too small plus I am malcoordinated so you might not be able to read the words. I was going to clean them up in Photoshop but in the end I didn't even so much as tweak the levels. Fuck the police. They were fun to do and kind of therapeutic. I'll have to do them again some day. Oh yeah, the first and last ones contain Kill la Kill ep 24 spoilers in case anyone cares.

Sunday, 30 March 2014

Kill la Kill

A preface: this post is about Studio Trigger's recently concluded TV anime Kill la Kill. It will contain spoilers so if you haven't watched it and intend to do so, be aware (I will also be spoiling Gurren Lagann while I'm at it, though that's years old by this point). Also be aware that this is a heavily problematic piece of media, and could very easily be called "Female Objectification: The Anime". Though it features alot of male nudity and skimpy outfits along with the copious female skin on show, the former is almost always played for humour and the latter just as a matter of course or for titillation (and though aspects of it are plot justified, that doesn't solve the problem). I mention this only to say that this is not what I'm going to be talking about in this post, but I am nonetheless aware of it.

Kill la Kill's final episode was frustrating. So frustrating that when I think about it too much it makes me want to cry. I say this not because it was bad: it wasn't bad, it was good, and I had almost nothing but fun watching it (all three times in the last three days). I say this because the series itself was unbelievably good, but I felt like the final episode just didn't quite conclude the themes as well as it could have. I had a feeling this would be the case in the run-up: episodes 20 and 21 drove the emotional stakes to a height that I was convinced would be umatchable in the finale; the show had also been very rough around the edges for much of its run, replete with interesting ideas but having trouble stitching them together into something that felt truly complete. I knew that even if the last episode were a total wash it would still have been a fantastic ride. Even so, I damn well know Kazuki Nakashima can do better than "HUMANS ARE HUMANS! CLOTHING IS CLOTHING!"

I haven't gone out of my way to read other people's writing about this but given that it's the same director/writer duo, and the similarities in tone, comparisons are obvious and I will assume they have been made between Kill la Kill and Tengen Toppa Gurren Lagann. That won't stop me from making some of my own. Kill la Kill had strengths that Gurren Lagann didn't. It didn't have a whole central character who felt like they threw off the tone, whom we were supposed to like but was actually pretty unlikeable (that being Nia). It didn't suffer from the glut of supporting characters that we didn't have room to care about properly. Even though Gurren Lagann was not short of emotional gut-punches, I think Kill la Kill topped it there, and while Simon turned out to be a pretty good protagonist, Ryuko was even better, more endearing and more believable. And somehow, despite the fact that she had already pulled two face-heel turns up to that point, her third villainous stint in episode 21 was genuinely frightening in a way I never imagined. Comparing Kill la Kill to Gurren Lagann, the former has, to me, many marks of something produced by a more experienced and, crucially, more confident, director, as the whole thing was executed with a sheer bravado and style that topped its predecessor at almost every turn and practically sold the package all by itself.

However, Gurren Lagann had a thematic completeness that I haven't seen in any other piece of media, full-stop. Taking the ridiculous sounding idea of drills as its basis, every possible avenue for this concept was explored and exploited, from digging and breaking through things to spirals, unending cycles, infinite escalation, DNA, evolution, and progression. These themes were all made use of in the grand finale: the final mecha being the biggest ever seen; the Anti-Spiral being a race that had halted their own evolution to bring an end to the infinite outward progression that they believed would end the universe; Lord Genome's sacrifice, embodying the idea that the previous generation needs to make way for the next; Simon's final speechifying, monologuing on the nature of a drill, turning round and round and making progress with each revolution, tying into the double helical shape of DNA and the growth that represents. What was most important, however, was Simon's actions after Nia's dissolution. Presented with the option to use Spiral Power to revive all those who died in battle, he refuses, mirroring Lord Genome's final words and stating that the dead should remain dead in order to make way for the next generation. In a story whose defining principles have included near blind resolve, hot-bloodedness, and growth, the ending, the ultimate solution to the ultimate problem, is insight, sensitivity, and restraint. This is the reason Kamina had to die, and why Simon had to take the helm. This is the completion of his character arc: he had what it took to drive Spiral Power to its potential and defeat what needed to be defeated, but most importantly he had the wisdom and the calm to see when it was time to stop, to hold back. The bit in the epilogue with the kid trying to drill open a coconut reinforces this. Simon's advice to the child is to drill more gently, and the fruit yields when he does so.

Kill la Kill's ending doesn't really achieve anything on this level. The central theme has been clothing, but it felt like the most important parts of the finale didn't make clever use of it. Ryuko dons the Goku Uniforms of every other character in order to power up for the final battle, which was great, but while Senketsu Kisaragi's design does look awesome it doesn't feel like a true progression, or reflect the fact that it represents the contributions of many different people the way Tengen Toppa Gurren Lagann's does.

Ryuuko finally reconstructing the Rending Scissors was cool, and I'm not actually even mad that they proved useless, but the way she ultimately turned the tide of the battle was by some backhanded "I get stronger when I'm closer to death" asspull and an alien absorption technique rather than anything to do with actually wearing clothes. She and Senketsu speechify heavily on the fact that each of them is neither human nor clothing, while being both human and clothing, but holy shit it doesn't fucking mean anything, and Ragyo lampshading it doesn't excuse how sloppy that writing is. (Also, it seemed so obvious that I just assumed it was the case, and I've seen it stated on wikis, but is it even stated in-universe that Senketsu has any human, specifically Ryuko's, DNA in him?)

There were good aspects to Kill la Kill's ending. Ryuko, rather than simply trying to destroy her mother after unraveling her scheme, offers her the chance to surrender and come home peacefully. This signifies an important concluding step in Ryuko's arc: she has progressed from a juvenile delinquent wracked with self-loathing and bent on revenge to someone willing to forgive a completely unforgivable person. However, this whole concept was given a single line of almost throwaway dialogue, and I think it's more important than that. Senketsu's final speech was actually excellent, and made heartbreakingly poignant use of the clothing theme, but it's not quite enough.

What makes it most frustrating is that I can honestly think of a better way to have done it. We've had the reveal that Ryuko is a Life Fibre/Human hybrid, and plenty was made of it from an emotional standpoint (her terrifying face after learning of her true nature is one of my favourite moments in the whole series), and it heralded a significant boost in power and growth as she came to terms with it, but the obvious implication was never touched upon in a meaningful way. She's both human and clothing, but what is clothing? It's something a human wears. So what if, when she impaled herself on Ragyo's massive spike, instead of just absorbing Shinra Koketsu, she enveloped Ragyo completely, becoming her clothing? That, to me, is an interesting and clever solution, and also would do much better to signify that Ryuko has truly come to terms with herself than did the mindless shouting we got. It would actually have been thematically relevant. And then that can lead into a sequence reminiscent of what happened when Ryuko had Junketsu forced onto her in episode 21, only without the squick, the creepiness, the manipulation or insincerity. We can see Ryuko really, truly trying to reconcile with her mother and even her half-sister, Nui. Both these characters are flawlessly detestable villains and every second they looked unhappy was delicious candy to me, but I would have loved to have seen Ryuko really going to lengths to try to absolve them. Of course, they can reject these advances. Ragyo can struggle out of her clothing, and then the rags of Shinra Koketsu recoalesce into Ryuko and Senketsu's form, and now she's absorbed the Absolute Submission ability so the ending can continue as we have it now.

I know what I just typed is essentially a big load of fanwank. However, I feel I need to state it to get my point across regarding what I think was wrong with the ending and how I feel it could have been done better. I always feel bad saying stuff like this because Hiroyuki Imaishi is a genius and I'm a lazy hack, a mediocre animator, a crappy draftsman, and a terrible storyteller, but I have to get this off my chest.

None of this is to say that I think Kill la Kill as a whole is bad. If it weren't for the problematic aspects I noted above it would be a 9/10 series easily. I'm just frustrated because I think it could so easily have been a 10/10.

Sunday, 9 February 2014

The Brilliance of Undefined Fantastic Object's scoring system.

In the last two posts I made about games I talked about level design in the Touhou series, and also mentioned two other facets of games, mechanics and avatar design. I only briefly touched on these other two aspects with respect to Touhou. I addressed that ideally I think a game's mechanics (in this case, its scoring sytem) should allow players' relative skill to be distinguished at all levels: it should be relevant both for the hardcore, high-scoring nerd and the just-trying-to-survive casual gamer. I also said that, of the ones I'd played, the Touhou games didn't really have scoring systems that excel at this. However, at the time I hadn't played the 12th installment in the series, Undefined Fantastic Object. I think this game has a system that is rewarding and intuitive, and is also useful at all levels of play.

In accordance with the title, it is focused around little cartoon UFOs that appear when specific, marked enemies are destroyed. These UFOs come in three colours, blue, green, and red, and some flash between the colours in that order.

See that big fairy in the top left with the green UFOs above its head? That contains one of these things.
The rightmost UFO is a flashing one, as indicated by the white border.

If the player collects three UFOs of the same colour in a row, a larger UFO of that colour appears (alternatively, collecting one of each colour will produce a flashing UFO).

This UFO remains either until it leaves after twelve seconds or the player destroys it, and while it is present it will draw any items dropped by enemies on the entire screen into itself (these consist of red Power items which increase the power of the player's shots, and blue Point items which award points). If it is destroyed any items it sucked in are automatically awarded to the player with a multiplied value, another small UFO of the same colour is released, and a specific bonus is given depending on the colour of the UFO. Additionally, if it collected at least a set number of total items, a further colour-dependant reward is given.

This system is useful to the player. Usually, in order to collect items they must either be touched directly as they fall down the screen, or the player must move above the Point of Collection, an invisible line about 1/4 to 1/5 of the way from the top where all items are automatically drawn to the player character. This is also the point where Point items, which are worth more the further up the screen they are, reach their maximum value. Thus, using UFOs to collect items offers a convincing alternative to this risky strategy, especially since they automatically escalate Point items to their maximum value and give a potentially hefty multiplier on top. The element of risk isn't eliminated though: in many levels the bullet patterns seem specifically designed to offer a challenge to those aiming to grab swerving UFOs, and given how many of them there might be on screen at a time, and that one off-colour collection will screw up your combo and thus your next UFO timing, excessive greed can still lead to death. Not to mention that it is perfectly possible for a UFO to simply leave before you can destroy it if you get too greedy with getting items into it, in which case you simply lose everything it had absorbed.

I think this is a good system because it feels rewarding. It offers specific things that you have to do, and tangibly rewards you for doing them. Contrast this with the game with my least favourite scoring system, Mountain of Faith. In this, the maximum value for Point items is determined by your "Faith", which is increased by collecting Faith items that are dropped from enemies in the same fashion as Power and Point items. However, your Faith also drops rapidly if you haven't collected any items for a couple of seconds. As well as often rewarding menial conservatism rather than bursty risk-taking, it feels like it's designed to punish you for not doing things, instead of rewarding you for doing things. It's important to note my use of the word "feels" here: there's technically no difference, as lost oppurtunity cost is the same whether it takes the form of directly losing resources now or losing potential resources in the future. However, I know which one feels less enjoyable. It's acceptable to feel punished for an obvious mistake, such as losing a life, but trying to figure out ways to stagger enemy destruction and item collection through dry periods feels arbitrary and tedious. By contrast, the UFOs are obvious and satisfying. They're a clear, shiny carrot on a stick, and the gratification for collecting them is near instant.

What's really best about this system, though, is that the different colours give different effects. Red UFOs grant extra lives (1/4 of a life each for filling the UFO with items and for destroying it). Green UFOs grant bombs (1/3 of a bomb for destroying the UFO and a whole bomb for filling it).

The player's stock, showing lives on top and bombs on the bottom, along with current fragments.
Flashing UFOs turn Point items into Power items, and vice versa, as well as giving two small UFOs instead of one. Blue UFOs grant the biggest multiplier to the value of collected items (8, compared to the 1 to 4 of the other colours). Lives are obviously of most interest to the casual gamer, just trying to get their 1 credit clear. Points are mostly only relevant to the high level player. Bombs have usefulness for both, as using them to avoid death means you can either get further into the game, or avoid the inevitable oppurtunity cost of dying, depending on your goal. Flashing UFOs are mostly only relevant for scoring, but must be used in very specific ways to be worth it (either for turning a large number of redundant Power items into valuable Point items, or for allowing a specific timing to get a Blue UFO in the future, due to the extra small UFO they drop).

This means that not only does the system cater to players of all levels, but it allows distinct styles of play. A very inexperienced player can focus on red UFOs, as extra lives are the most obviously useful resource to them. However, a slightly more canny player will realise that green UFOs are potentially more cost-effective (1 1/3 bombs per green UFO, compared to 1/2 of a life per red UFO), but only if they can make proper use of what they get from them: if they can successfully bomb at every occasion where they would otherwise lose a life, collecting green UFOs is an effective strategy; if they lose all their lives with 8 bombs still in stock, it obviously isn't. A player can even choose to forgoe the UFOs entirely, focusing only on dodging bullets.

And for those aiming for high scores, there is still more subtlety to the system. It might seem most sensible to focus on maximising the total number of large UFOs, to get as many x8 blue bonuses as possible with the odd flashing UFO for Point/Power item conversion when relevant. This would mean allowing excess small UFOs to bounce around the screen until a current large UFO has departed, allowing another one to be summoned instantly. However, collecting a small UFO while a large one is on-screen, rather than going into the UFO gauge and contributing to the next large UFO generated, will instead permanently increase the maximum value of Point items by 1,000. Thus, on early stages it is actually better, in the long-term, to focus on collecting as many small UFOs as possible during the duration of the barest minimum number of large UFOs. Figuring out the cut-off point, where one should start maximising Point items collected over increasing the value of future Point items, requires intimate knowledge of the spawning patterns of the UFOs, the number of Point items actually available, and a thorough understanding of the limits of one's own abilities.

When I first started playing Undefined Fantastic Object I thought the UFO system seemed a bit arbitrary and gimmicky. However, once I understood it a little I realised that it opened up a ton of fun and varied possibilities. It allows you to feel clever once you've worked out a strategy that exploits the system, and applied the skills to execute it.

This is me a bit less than halfway through stage 5 on what would ultimately prove to be my 1CC run. Note the maxed out lives and bombs. At this point, I felt like an unstoppable badass.
And this is seconds after barely taking down the final boss in stage 6, my stock long since exhausted. You can have all the Get-Out-Of-Jail-Free cards you like: in the end you're still going to have to dodge a bunch of bullets.

Thus, it is definitely my favourite scoring system in any Touhou game I've played so far.

Wednesday, 27 November 2013


Up is a terrible mess, a sodden waste of a film that fails to achieve any of the things a story is supposed to achieve.

Its first, and probably biggest problem, comes before we even enter the story proper. We are shown an introductory sequence of Carl's backstory, showing his interest in exploration and relationship with his deceased wife Ellie.

Telling the backstory before you tell the story is a very simple way to lay somethinmg out and can work, but the way Up does it is lazy and patronising. By showing this oh-so-sad thing that happened to the main character, complete with insipid emotional music and soft cross-dissolves, the film is basically telling us that we have to feel sympathy for him or we're a bad person. Well, frankly I'm a bad person. I'm not falling for that shit. You have to do the real legwork of spending meaningful time with a character before you can trick me into feeling sorry for them. Even Bambi is more sophisticated than this. It uses the cheapest sympathy-grabbing trick that exists - killing off the main character's mother - but it at least has the decency to do it a good way into the movie, after it's put some genuine effort into making me believe she meant something, rather than resorting to a soppy montage right at the start. If the Star Wars films had been directed like Up, the opening crawl at the beginning of A New Hope would have read something like this.

"It is a period of civil war. Rebel spaceships, striking from a hidden base, have won their first victory against the evil Galactic Empire, which is super mega evil. It's so bad, they kill children and punch old ladies. Really, that's actually what they do, they're the most horrible people and you hate them. You have to hate them, you're a good person, right? You wouldn't want to not be a good person, would you? Yeah so you'd better be really invested in these good guys right from the get go, or you'll be sorry..."

This is obviously insulting, insipid, and stupid, but it's not above Up. It's like reading about a self-insert Mary Sue character in a piece of fanfiction, who is half-elf half-human half-Saiyan, and whose parents were killed in front of her while she was raped by the bad guy, so you have to care about her now right??!!

Before it's even began, this film has managed to insult its audience.

And unfortunately this telegraphs further problems. The character arc for Carl really begins, I think, from when the bird is encountered. One could argue it's from when he meets Russell, but the first supposed "dilemma" comes when we learn that the bird has chicks and wants to get back to them, and this would require Carl to diverge from his journey.

Now, the bird, for its first few minutes on screen, was actually legitimately amusing. Every action it does in that time is clever, surprising, and funny, from its gratifying mimicry of Carl to the spontaneous way it lets Russell rock on its feet. However, for all the cleverness of these comedy bits, Up makes the grave mistake of thinking they equate to making me care about its chicks. Kevin's antics are certainly endearing, but as soon as that plot element is introduced, I basically know that this character is no longer going to be allowed to be fun. It's gone from a cartoony, inventive character to a cloying plot device, and while it's perfectly possible to have a character function as both, the transition here is jarring and depressing. It's a funny bird that makes me laugh when it goes "Waaaak!" You're not tricking me into being sad about its babies.

At this point I feel like I've been insulted twice, so any further attempts to glean my sympathy are ill-fated. The two most important things for me, the audience, to be made to care about have only induced frustration, and all of the dogs' well-observed doggy actions and mannerisms and the "exciting" action climax can't change that. As a film about a bunch of characters on a joint journey to reinvent their lives, my ability to buy into it is completely dependant on my caring about those characters, and quite frankly it fails to do that in spectacular fashion. After that, everything else is irrelevant. So the rest of the experience is spent in quiet resentment that I have to spend another hour or more watching these ugly, inconsistent character designs bounce around the screen. I understand the desire to make Russell and Carl look different, to show their contrasting outlooks on life. However, when it makes them look like they don't belong in the same film, the same world, something has gone wrong. In fact, every character in this film seems to have been designed by a different person for a different project.

Normally, if a film has good things to say about it, that equates to getting a couple of points out of ten. However, Up's plus points all serve to exacerbate or remind of its flaws. Dug is funny sometimes... but that just reminds me that Kevin was funny once too, until The Plot started and she wasn't allowed to be funny anymore. It's as well shot and cut as you'd expect of any AAA movie... but that just reminds me of the all-too-slickly-executed opening sequence, perfectly formulated to induce sadness in naive people.

For being an insulting, frustrating, bait-and-switch film that grates on my eyes at the same time it tries to give them candy, that somehow manages to be both utterly bland and jarring and unbalanced, Up deserves no more than 0/10.

Monday, 28 October 2013

Let's talk about Wolf Children


A bit over two weeks ago I went to the Anime All-Nighter with Joe. They were showing the three Eva Rebuild movies and Perfect Blue, which both of us had seen before but wanted to rewatch in a cinema setting. However, the real draw was Mamoru Hosoda's newest offering, Wolf Children. I liked The Girl Who Leapt Through Time and mostly enjoyed Summer Wars, so I was interested. I had seen some animation from it since somebody at a place I worked at who had worked on it had left their card on the desk I was on and they'd posted a few line tests and stuff on their blog. Thus I mostly knew the sort of thing I was signing up for (supplemented with my existing knowledge that Hosoda's films err on the saccharine side). Joe didn't have this privilege so he came out saying it was "the most committedly furry thing I've ever seen". I wouldn't disagree with that view. I did enjoy it on the whole, but that is by taking the average of a really enjoyable first half and a rather tiresome second half.

I will add, before going any further, that I cannot be bothered to talk about this film while keeping my writing spoiler-free. Thus, if you haven't seen it but have any serious plans to do so and don't want to know all the details don't read this.

To give a brief summary, college student Hana falls in love with a man who turns out to be a wolf-man, able to freely change between wolf and human forms, or even meld partway between the two. They fall deeply in love and have the two most adorable children in the universe. However, he dies in a tragic accident soon after. Hana then has to contend not only with raising two very young children by herself, but also the fact that, as a human, she has no idea how wolf-children are supposed to be brought up.

The development of the story mostly concerns the children's learning about their bodies and their identities. In their infancy they have little control over their wolf-human transformation, prone to shifting when upset, excited, or asleep. Much of the drama and the charm of the first half of the film is built around this, and I think it works effectively on both fronts. Yuki, the daughter, almost carries the first two acts by herself for me, she's so well-observed and so adorably animated and voice-acted that even my vague cynical guardedness around Hosoda's particular brand of sweetness just can't hold up. There's one scene where Yuki has swallowed a pack of silica gel, and Hana walks in to find her contorted sideways on the floor vomiting. The unpleasant belching, retching sound she makes is so spot-on it brings back ancient memories of my little sister in similar situations. Interestingly, Joe, who is a dog owner, said it reminded him of the sound of a dog throwing up.

The dilemmas the situation creates for Hana, whose desire to provide a safe, healthy upbringing for her children is matched only by the need to guard their secret against the world, also make for effective storytelling. And as the children start to grow older and become aware of their uncomfortable place in the world I feel the film is building up to something quite clever. A particularly poignant moment comes when Ame is reading a picture book, and the story is about a farmer chasing wolves away from his livestock. He asks his mother why the wolves are always the bad guys, and she is simply at a loss to respond. It reminds me of the kind of thing one might read about the slaughter of native American Indians, and at the time I felt it was a quite a mature idea for a cute fantasy film to be touching on. There are also shades of the issues faced by mixed race people, who might feel like they don't belong with any particular branch of their own ancestry.

However, I don't think the second half really lives up to these lofty hopes of mine. As the kids grow up and learn to control their transformations, they become less cute and the film becomes less fun. This is understandable. However, I feel that the story didn't really go where I hoped it would go. The way it works out is that the children basically have to choose between being a human or being a wolf. This feels deeply unsatisfying to me, as, if one reads the film as touching on multiracial issues, the choice it presents is false. Well, somewhat false. If it were a cynical story about how society oppresses the different it could serve as an effective commentary on that. However, the choice is presented as being the children's alone. It is not that they are unforunately forced by other people into effectively giving up half of their heritage: it is a necessary, inevitable, and good thing for their development as individuals. It's as if Hosoda is trying to say that any mixed-race person eventually has to choose whether to be black or white or Asian or whatever, rather than ever being happy to just be mixed-race. One could say that I'm reading too much into it and "it's just a story" but I don't consider that an excuse, ever.

I also think the characterisation of Hana falls apart in the final act. As her son, Ame, grows, he becomes more introverted and spends more and more time as a wolf communing with the animals in the forests around their home, eschewing school to do so. However, there comes a point where it seems clear that he plans to leave home and live as a wolf permanently. Hana is understandly terrified of the thought of losing her 10-year old son, and beseeches him to stay in the house. Soon after, a typhoon hits while Yuki is at school, and Ame, concerned for the safety of life in the forest, ignores his mother's please and goes out. Hana almost loses her mind with worry, and goes looking for her son. Her actions would be believable and sympathetic, were it not for two things. One: Ame has been going off by himself in the same way for weeks if not months prior, and nothing bad has happened. And two: her daughter is waiting at school to be picked up, and thanks to her mother's neglect ends up being left there overnight. Ame does himself no favours here either, as when he finds his mother lying unconscious in a rainy ditch in the forest, he just leaves her in a random car park, nowhere near home or apparently even the school, and then buggers off to be Wolfman Guardian of the Jungle forever.

There's also the uncomfortable way the film handles of the trope of the whirlwind romance. It's something that I feel is well-worn but subtely dangerous the way it's been built up in our cultures. It suggests the idea that the ultimate love comes not from a stable, mutually beneficial relationship founded on understanding and commonality, but instead in the form of a rapid turbulent adventure that might leave your life ruined but oh boy those 6 months of true love and the adorable kids who've left you forever sure were worth the loss of any chance of a career or a life around other people. In fairness, what we see of the wolf-man makes it clear that he is compassionate and loving. However, this just makes it even weirder that we never get to know his name, or that Hana apparently never spoke to him at all about his family, or his upbringing, or any aspect of his history that might have equipped her to properly bring up their children. The character of the wolf-man (a diligent husband and father) feels uncomfortably at odds with the way he is framed in the story (the mysterious, seductive stranger).

I didn't have a more elegant place to talk about this part so I'm sticking it awkwardly at the end. The bit that Joe is referring to in his tweet above is the part where Hana has sex with the wolf-man. Although it is dealt with in a discreet way, it is made clear that he is in half-wolf form at the time (still bipedal, but covered in fur and with canine extremities).

I stole this image from someone else's blog and I'm not even a little bit sorry.

It's a distinctly narmy moment. This is unfortunate, however, because I think any alternative would've been a cop-out. The whole film is meant to be about the awkward junction and disjunction between wolf and human, so having that scene take place between two apparently complete homo sapiens would be pointless.

Like any opinion, all of this is fluid, and I might think differentLy upon watching the film again (and I'm likely to do so). In spite of my moaning I did enjoy it overall. I'd recommend it to anybody who's liked Hosoda's work in the past, or who likes cute things and doesn't mind weird human anime eyes on wolves.