The Worst Filing System Known To Humans
-Punk
(5)
A Song of Ice and Fire
(2)
Affect
(9)
Alienating My Audience
(31)
Animation
(28)
Anime
(19)
Anonymous
(3)
Anything Salvaged
(15)
Art Crit
(42)
Avatar the Last Airbender
(2)
Black Lives Matter
(1)
Bonus Article
(1)
Children's Media
(6)
Close Reading
(90)
Collaboration
(1)
comics
(30)
Cyborg Feminism
(3)
Deconstruction
(10)
Devin Townsend
(2)
Discworld
(1)
Evo Psych
(1)
Fandom Failstates
(7)
Fanfiction
(28)
Feminism
(24)
Fiction Experiments
(13)
Food
(1)
Fragments
(11)
Games
(29)
Geek Culture
(28)
Gender Shit
(2)
Getting Kicked Off Of TV Tropes For This One
(11)
Gnostic
(6)
Guest Posts
(5)
Guest: Ian McDevitt
(2)
Guest: Jon Grasseschi
(3)
Guest: Leslie the Sleepless Film Producer
(1)
Guest: Sara the Hot Librarian
(2)
Guest: Timebaum
(1)
Harry Potter
(8)
Harry Potter and the Methods of Rationality
(3)
Has DC Done Something Stupid Today
(5)
Hauntology
(6)
Homestuck
(18)
How Very Queer
(35)
hyperallthethings
(10)
hyperanimation
(1)
Hypercomics
(11)
I Didn't Ask For Your Life Story Sheesh
(24)
Illustrated
(37)
In The Shadow Of No Towers
(1)
It Just Keeps Tumblring Down Tumblring Down Tumblring Down
(9)
It's D&D
(2)
Judeo-Christian
(9)
Lady Gaga
(5)
Let's Read Theory
(3)
Lit Crit
(20)
Living In The Future Problems
(11)
Lord of the Rings
(4)
Mad Max
(1)
Madoka Magica
(1)
Magic The Gathering
(4)
Manos
(2)
Marvel Cinematic Universe
(17)
Marx My Words
(15)
Medium Specificity
(15)
Meme Hell
(1)
Metal
(2)
Movies
(33)
Music
(26)
Music Videos
(21)
NFTs
(10)
Object Oriented Ontology
(4)
Occupy Wall Street
(3)
Pacific Rim
(2)
Paradise Lost
(2)
Parafiction
(6)
Patreon Announcements
(15)
Phenomenology
(4)
Poetry
(6)
Pokemon
(3)
Politics and Taxes and People Grinding Axes
(13)
PONIES
(9)
Pop Art
(6)
Raising My Pageranks Through Porn
(4)
Reload The Canons!
(7)
Remixes
(8)
Review Compilations
(6)
Room For You Inside
(2)
Science Fiction Double Feature
(32)
Self-Referential Bullshit
(23)
Semiotics
(3)
Sense8
(4)
Sociology
(12)
Spooky Stuff
(45)
Sports
(1)
Star Wars
(6)
Steven Universe
(3)
Surrealism
(11)
The Net Is Vast
(36)
Time
(1)
To Make An Apple Pie
(4)
Transhumanism
(9)
Twilight
(4)
Using This Thing To Explain That Thing
(120)
Video Response
(2)
Watchmen
(3)
Webcomics
(2)
Who Killed The World?
(9)
Reload the Canons!
This series of articles is an attempt to play through The Canon of videogames: your Metroids, your Marios, your Zeldas, your Pokemons, that kind of thing.
Except I'm not playing the original games. Instead, I'm playing only remakes, remixes, and weird fan projects. This is the canon of games as seen through the eyes of fans, and I'm going to treat fan games as what they are: legitimate works of art in their own right that deserve our analysis and respect.
Showing posts with label Medium Specificity. Show all posts
Showing posts with label Medium Specificity. Show all posts
Monday, September 23, 2019
Happily Ever After Never Ends: Steven Universe the Movie and Serial Narrative
Where does a story go after the end? It's a strange question for serial narratives grapple with, and a major one for Steven Universe The Movie. Caught between the status quo and a grim cycle of trauma, the film finds a new kind of happily ever after.
Monday, June 24, 2019
Dubious Forms: The Homestuck Epilogues As Fanfiction
The Homestuck Epilogues position themselves as fanfiction, exploding the typical author/fan binary. But can fandom navigate this new exploded world?
Imagine you're dreaming in anime. A howling hole in reality, in meaning itself, opens, and everything sucks into nothingness, into noncanonicity. As you watch the horrible cosmic sucking, disorganized words flow into your vision. It's like the opening of the first Kingdom Hearts game. You've played that right? It's just like that. The words come:
One phrase stands out: "Tales of dubious authenticity." What could it mean?
Thursday, December 14, 2017
Wednesday, August 30, 2017
Let's Play 17776 Part 2: Point Of Play
If the point of play is to distract us from play being the point, what happens when our games conflict and contradict each other? Pull meaning from the void with me in Part 2 of my readthrough of 17776.
Read more about fun theory, table legs, existentialism, and what scares me most about 17776 and being immortal
Lessons learned from my miserable time with Shotcut
Hungry for more video content of me crying about fictional spacecraft? Check out the extended cut of part 2
Read more about hypercomics history and 17776's forerunners in A Horizon of Jostling Curiosities
Wednesday, August 23, 2017
Let's Play 17776 Part 1: Is This 'Football'?
In the future, we hang out. Hang out with me as I read Jon Bois's epic sci fi hypercomic 17776 for the first time and discover the power of duration art, the stress of immortality, and the fact that everything continues to basically be Homestuck.
Bonus Patreon Content:
Read more about 17776 and its hypercomics techniques
Go behind the scenes and learn the workflow I used both to create this video and to end my own existence
Hungry for more video content? Can't wait till next week? Check out the extended cut of part 1
Thursday, July 27, 2017
Inside: Game Disintegrating
Inside, spiritual successor to Limbo, is a game about control, but is anyone really at the reins of the game's dystopia? And can an experimental documentary from the 80s give us insight into the game's radical pessimism?
Spoilers for Inside; no familiarity with the game necessary.
Tuesday, June 6, 2017
It's Basically Fucking Ridiculous That Sense8 Got Cancelled
Sense8 is dead. But all the pieces were there for it to be revolutionary. I don't even have a good summary for this article I'm just fucking pissed that we had all these pieces in place and still for some reason it didn't come together, and I'm left with this multi-part series that I wrote most of before the show was cancelled so like what the fuck. Here's some bewildered rambling about tech history I guess.
Tuesday, May 30, 2017
Back to the Past: Why Samurai Jack Season 5 Was Great; Why The Ending Failed
Thursday, May 18, 2017
Tuesday, April 25, 2017
You'll Teach Me And I'll Teach You: Do Pokemon's Mechanics Actually Work?
Pokemon has a brilliant mechanical narrative where you're encouraged to treat your pokemon as living creatures, and use them to fashion an identity for yourself... or at least that's how it works in theory. In practice, do Pokemon's mechanics actually work... and is Ian Bogost right to suggest that maybe chasing after narrative in games is a lost cause?
Reload the Canons! is an ongoing Storming the Ivory Tower project where I play through The Canon of videogames. Except I'm not playing the original games. Instead, I'm playing only remakes, remixes, and weird fan projects. This is the canon of games as seen through the eyes of fans, and I'm going to treat fan games as what they are: legitimate works of art in their own right that deserve our analysis and respect. You can support Reload the Canons! and my other projects on the Storming the Ivory Tower Patreon.
Tuesday, November 22, 2016
[READER,PLAYER].DIE();: What Kind Of Media Is Problem Sleuth?
Problem Sleuth, Bard Quest, and Jailbreak may not be as renowned as Andrew Hussie's magnum opus Homestuck, but they helped put him on the cultural map, and they have a lot to offer anyone interested in the current boom of Hypercomics, comics that make special use of their digital platforms. But is Problem Sleuth really a comic? Or is it a game? Or a hypertext? Or is it something else entirely?
This piece is the first of a series of hypercomic reviews appearing in A Horizon of Jostling Curiosities: Essays on Homestuck and Form, coming on November 28th to my Patreon backers. Subscribe at the $1 tier to gain access to the full text, or the $5 tier to download the text, as well as my previous three books, in illustrated ebook form.
Monday, October 10, 2016
Too Much Horseman: The Reset Button vs Continuity in BoJack Horseman
You enter the pub, as you always do, and find that, as always, Sam Keeper is sitting in your chair. They've been sitting in your chair rambling at you for years now about everything under the sun, but mostly media studies. Criticism may be a conversation but it's hard to get a word in edge-wise!
Nevertheless, that's the status quo, and the status quo doesn't change.
Well, except for the fact that there's a bunch of other freaks here now, including the infamous Lord Humongous, and a couple of unicorns. Oh and everyone's wearing horse masks today, that's new.
Not the unicorns, they just look like that. You think they... live here now?
Still. When you get right down to it, everything around here stays pretty much the same and oh, hey, Keeper has started talking about that very subject.
BoJack Horseman, the show that we're all dressed as because it's the 10th of Halloween, is fundamentally a sitcom, and as such it's characterized by stasis. It's a show that is really about things remaining the same over time, returning to their starting points. But unlike similar shows which might hang a lampshade on their constant use of a reset button at the end of every episode, this is a show where cyclicality is welded deep into the narrative skeleton.
The premise of BoJack Horseman is that there's people, and there's also people with animal heads. Like in the video for Blow! It's sorta... post-furry.
Within that very strange context, the actual premise of BoJack Horseman is to follow the attempts of a middle-aged washed up former sitcom star, the titular BoJack, to move forward with his career and interpersonal relationships. Much of the show focuses on his search for meaning in his hollow and decadent existence, as his life and the lives of everyone around him continually are propelled back into old habits and self-destructive behaviors.
It's a comedy!
So this is a show characterized fundamentally by a consistent return to the status quo. This causes problems in the final episode of season 3, due to the problem of continuity.
Ghost Sam Coper: Hah, of course an underdeveloped version of myself would think continuity is the big problem here. I remember when I was so naive!
Sam Keeper: Wow what the heck? You're supposed to be dead!
Oh, yeah, you guess this person IS supposed to be dead. This alternate reality version of Keeper tried to take over the blog and then was murdered by the original, much less well adjusted Sam Keeper. You really didn't expect that continuity to be relevant again.
Sam Keeper: I really didn't expect this continuity to be relevant again! Who could possibly have predicted that there might be consequences to my long series of disastrous decisions!
Ghost Sam Coper: See because unlike me, a person who constantly rises above my past faults, you're constantly bogged down by your unacknowledged mistakes! Just like the characters in BoJack Horseman, actually. See this is REALLY a show characterized most strongly by continuity, and it's primarily continuity that allows the final episode of season 3 to succeed! If anything, it's an over-reliance on the reset button that bogs it down.
Sam Keeper: Well that's just ridiculous.
Oh great. They're clearly going to hash this all out, with you as a captive audience.
Ghost Sam Coper: Clearly we need to hash this all out, since we've got a captive audience!
Sam Keeper: Absolutely. Let's start by digging into the main arc of Season 3.
Nevertheless, that's the status quo, and the status quo doesn't change.
Well, except for the fact that there's a bunch of other freaks here now, including the infamous Lord Humongous, and a couple of unicorns. Oh and everyone's wearing horse masks today, that's new.
Not the unicorns, they just look like that. You think they... live here now?
Still. When you get right down to it, everything around here stays pretty much the same and oh, hey, Keeper has started talking about that very subject.
BoJack Horseman, the show that we're all dressed as because it's the 10th of Halloween, is fundamentally a sitcom, and as such it's characterized by stasis. It's a show that is really about things remaining the same over time, returning to their starting points. But unlike similar shows which might hang a lampshade on their constant use of a reset button at the end of every episode, this is a show where cyclicality is welded deep into the narrative skeleton.
The premise of BoJack Horseman is that there's people, and there's also people with animal heads. Like in the video for Blow! It's sorta... post-furry.
Within that very strange context, the actual premise of BoJack Horseman is to follow the attempts of a middle-aged washed up former sitcom star, the titular BoJack, to move forward with his career and interpersonal relationships. Much of the show focuses on his search for meaning in his hollow and decadent existence, as his life and the lives of everyone around him continually are propelled back into old habits and self-destructive behaviors.
It's a comedy!
So this is a show characterized fundamentally by a consistent return to the status quo. This causes problems in the final episode of season 3, due to the problem of continuity.
Ghost Sam Coper: Hah, of course an underdeveloped version of myself would think continuity is the big problem here. I remember when I was so naive!
Sam Keeper: Wow what the heck? You're supposed to be dead!
Oh, yeah, you guess this person IS supposed to be dead. This alternate reality version of Keeper tried to take over the blog and then was murdered by the original, much less well adjusted Sam Keeper. You really didn't expect that continuity to be relevant again.
Sam Keeper: I really didn't expect this continuity to be relevant again! Who could possibly have predicted that there might be consequences to my long series of disastrous decisions!
Ghost Sam Coper: See because unlike me, a person who constantly rises above my past faults, you're constantly bogged down by your unacknowledged mistakes! Just like the characters in BoJack Horseman, actually. See this is REALLY a show characterized most strongly by continuity, and it's primarily continuity that allows the final episode of season 3 to succeed! If anything, it's an over-reliance on the reset button that bogs it down.
Sam Keeper: Well that's just ridiculous.
Oh great. They're clearly going to hash this all out, with you as a captive audience.
Ghost Sam Coper: Clearly we need to hash this all out, since we've got a captive audience!
Sam Keeper: Absolutely. Let's start by digging into the main arc of Season 3.
Thursday, June 9, 2016
I Have Played Agar.io
I have played agar.io quite a bit over the past month, but the way I've played hasn't exactly been consistent. Oh, I think I've gotten better at playing the game the way I think it's meant to be played, and the way most (though not all) other players play it, but I've also played it a whole slew of other ways as well. I probably should have played it a year ago, when it was culturally relevant, but I have played it now, so now is when I've got to write about it. And I've got to write about it because I feel compelled to parse out all the different ways in which one might play what is really a fairly simple game.
In agar.io you are a cell among other cells floating in agar, in some sort of petri dish. As you float around you can eat nutrients, or eat the other players in order to grow larger. You control your floating direction with the mouse, and you have the ability to divide explosively in half with "space," and jettison nutrients, shrinking your size, with "w."
What's fascinating to me is that it's very possible to play the game a number of different ways that all constitute achievements of victory through a variety of self-generated goals. The strict "goal" of the game is to stay as huge as you can for as long as you can and the game does encourage this by way of the leaderboard and leveling system, which seems to be based on raw size, time spent at that size, and cells consumed. So the game does have rewards--in the form of skins and a minutely larger starting mass--that encourage certain playstyles, but it's also possible to totally rewire your sense of the game's goals, and I think that helps us consider what a gameplay experience should look like, and what that says broadly about other forms of interaction and communication.
So let's talk a bit about how I have played agar.io.
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| I take great pride in my terrible jpg artifact covered pictures thank you very much. |
Tuesday, June 23, 2015
Building and Breaking, In Comics as in BDSM
The seducer of the innocent. Corrupter. A medium driven by affect--the raw, visceral, embodied experience of emotion. A trap to lead the unwary into perversion.
Comics.
It is to this gutter medium, this medium of ill repute, that I dedicated the last eight months of my life, transforming myself into the willing servant of an often capricious master. My thesis was, in large part, about the emotional content of comics--the very content that encouraged cultural critics ranging from Frederic Wertham, infamous comic censor, to Clement Greenberg and his followers, masters of disinterested analysis and the pure aesthetic critique of art, to malign the medium. I analyzed a structure that I dubbed the building and breaking template, a template consisting of a rising narrative arc depicted with a rigid grid of panels that concludes with some break from that grid at the moment of narrative climax.
I did NOT, however, analyze Stjepan Šejić's comic Sunstone. I namedropped it briefly in my conclusion, but I did not analyze it, simply because devoting a whole chapter of my thesis to a comic about two women discovering their love of domination and submission, sadism and masochism, and that other letter pair that I always forget, seemed like a pretty risky prospect. Unfortunately I'm not entirely sure that the time is right for the affective and semiotic analysis of porn comics, at least not in academia.
But this isn't academia. This is Storming the Ivory Tower, where I can do whatever the hell I want up to and including stealing your chair, and this week I want to take a look at Sunstone through the lens of some of my research and explore some of the ways that comics--all comics--get us hot and bothered.
Comics.
It is to this gutter medium, this medium of ill repute, that I dedicated the last eight months of my life, transforming myself into the willing servant of an often capricious master. My thesis was, in large part, about the emotional content of comics--the very content that encouraged cultural critics ranging from Frederic Wertham, infamous comic censor, to Clement Greenberg and his followers, masters of disinterested analysis and the pure aesthetic critique of art, to malign the medium. I analyzed a structure that I dubbed the building and breaking template, a template consisting of a rising narrative arc depicted with a rigid grid of panels that concludes with some break from that grid at the moment of narrative climax.
I did NOT, however, analyze Stjepan Šejić's comic Sunstone. I namedropped it briefly in my conclusion, but I did not analyze it, simply because devoting a whole chapter of my thesis to a comic about two women discovering their love of domination and submission, sadism and masochism, and that other letter pair that I always forget, seemed like a pretty risky prospect. Unfortunately I'm not entirely sure that the time is right for the affective and semiotic analysis of porn comics, at least not in academia.
But this isn't academia. This is Storming the Ivory Tower, where I can do whatever the hell I want up to and including stealing your chair, and this week I want to take a look at Sunstone through the lens of some of my research and explore some of the ways that comics--all comics--get us hot and bothered.
Monday, September 1, 2014
It Can't Be For Nothing: Why Video Game Movies Fail, and How "The Last of Us" Can Succeed
You sit at your usual booth, wondering where your book-headed friend is. Normally he’s here by now, and though you don’t so much converse as he rants, you can’t help but find him entertaining, even when you disagree. Sometimes you even learn.
You look around the bar to see if you can see him, and when you don’t, you turn back around to sit more comfortably... only to have your eyes meet the irritated, bespectacled gaze of a heavy-set man who hasn’t had a haircut in way too damn long. Your breathing hitches for a brief second. You remember this man. He just would not shut up about Cowboy Bebop.
“Oh, hello,” you say, trying your best to be friendly. “Can I buy you a bevera—“
“SHUT YER PIE HOLE I’VE GOT THINGS TO TALK ABOUT”
So, you’ve heard that they’re doing a movie of The Last of Us now, right? That’s great! I’m excited. It’s rumored Bruce “Jesus Christ” Campbell is attached, and I believe dude will dig down deep and bring some serious pathos to the character of Joel. And Naughty Dog made the damn game, and they’re involved, and they’re not going to let their baby fail.
Here’s the thing that’s bothering me: Unless they’re absolutely willing to murder every single one of their darlings, like the novelists say, their movie is going to go the way of Tomb Raider and Mortal Kombat Annihilation and Resident Evil: Thesaurus Word for “Bad” and Max Payne. Most of us are going to hate it because it took a game with a great plot and made a movie that’s mostly unwatchable.
And I know you’re wondering why I’m so sure of this. And I will tell you.
And in order to do this I will need to talk about the plot and the ending of The Last of Us, so SPOILER ALERTS ARE IN EFFECT. So get the hell out of this bar, right now, and play through The Last of Us and come back so we can talk about it.
**********
Welcome back! I am so glad you did that thing I just told you to do.
So wasn’t that game awesome!? Cinematic in all the best ways and emotional and great characters and holy hell, it’s going to be hard to make a good movie out of that.
I can see you mouthing the words wondering what I’m on about, but it kind of gets to why video game adaptations... and cross-media adaptations in general... have historically tended towards the awful. See, various media engages us in different ways, and how we engage with games is very, very different from how we engage with other art forms.
Think about how you relate the events of a movie or a comic or a novel. It’s third person. “So then Captain America kicks Batroc in the head!” “And Indiana gets on his feet and kicks that Nazi in the head!” “And then Shane gets into a bar fight and kicks a guy in the head!”*
*This actually happens in the novel. And I hope someone out there appreciates me bringing up Shane, of all things.
Now consider how you relate what happened in a game you played. “So I’m surrounded by zombies but I manage to spam the dodge maneuver until I get to the door, just inside the time limit!” “So then I score a crit that one-shots the mind flayer the round before he TPKs the party!” “That’s when I land on Dave’s Boardwalk with a full hotel built, and so I knocked the board over and went to bed!”
See, none of the hypothetical tellers of those tales is referring to their characters in game, even though individually they’re playing the roles of Jill Valentine, Llewellyn Ironblade the Elf Fighter, and a boot. And this is where most video game adaptations stumble: huge chunks, if not the entirety, of the art and story and designs are created that way to serve the gameplay. And that gameplay is the thing: you providing action and making decisions gives you the illusion of control, and more than that, involvement. It’s a much, much different storytelling mechanism than the mechanisms of other media.
You can get as wrapped up in a book or a comic or movie as you can a video game, but it’s a much different process to get there.
This is a big portion of why Silent Hill, the movie, was so much less scary than Silent Hill, the game. Despite using a number of the scariest monsters in the whole series and inventing monsters even more screwed up than that (re: Colin the Janitor), those couldn’t actually get as terrifying as running from low-polygon-count dogs across a chain-link floor with poor texture work. Rose Da Silva is probably a better fleshed-out character than Harry Mason, but we care more about what’s happening to him because on some level it’s happening to us. The low-polygon-count dogs are chasing us. Interactivity can bridge gaps when storytelling fails to cross them.
(I should point out that this is all by way of example. The Silent Hill flick had problems way above and beyond not being able to control the characters.)
And here’s the thing about The Last of Us: that game uses that sense of immersion granted by interactivity as well as anyone else ever has. Maybe better. Unlike the Half-Life series, it does have cutscenes, but Last of Us does give you control in some surprising areas that other games wouldn’t (controlling Sarah at the beginning of the game, where the fact you can look even as you’re stuck in the back of Joel’s car adds verisimilitude). It includes emotional high points nestled regular game play (the bit near the end where you slide from gameplay to cut scene to gameplay and watch the giraffes for as long as you want). And at the end of it, it will force you to do things you don’t necessarily want to do.
Think about that sequence at the end when you (there’s that dreaded second-person again) rescue Ellie. The only way to do so is to kill the doctors about to operate on her. Whether you want to is irrelevant, because that’s what Joel, the character wants. But this isn’t a cut scene. This is something you control.
This is you being forced into taking the actions that your character would take, morally repugnant as you may or may not find them (and it’s enough of a grey area, given the plot of the game, that finding them repugnant is completely possible).
So where does that leave us? The Last of Us is so moving and affecting and genuinely upsetting because its plot is built to take advantage of things that only video games really do, much in the same way Silent Hill was, or how Watchmen and The Sandman are built around comics and House of Leaves is built around prose and Avatar: The Last Airbender was built around TV.
Each of these properties were either hampered in their film adaptations or have yet to have film adaptations at all by the fact that the plots of these properties are very, very tied in to the mechanics of their media, and those that had adaptations, hilariously, failed to adapt. I quite liked that Watchmen flick, but even I have to admit that it was pretty underwhelming considering that it was based on one of the great comics of all time. Part of it was that the innovations the comic made had already been subsumed by art and culture by the time the movie was made, so the content was no longer as challenging. But I’d say the bigger part was that it was such a slavish recreation that it lifted things that took advantage of the comics medium whole-cloth into the film, ignoring the use of the mechanics of medium that made them effective to begin with. Chapter breaks, juxtapositions, pacing... these are mechanics that work a certain way particularly well in the comics medium and that the Watchmen comic took advantage of. Film has its own mechanics, but the Watchmen movie assumed that they would port over because they’re both visual. This led to a flick with weird pacing problems and sequences that fell flat even though they still dazzle in the comic to this day. (Keeper's Note: way back in the prehistory of this blog I argued that changing the mechanics of the ending of Watchmen was one of the best decisions the film makers made.)
So what can the creators of the film version of The Last of Us do to avoid an adaptation that seems to use all of the parts of the game but feels hollow or terribly flawed as a cinematic story?
... good question. That may not be answerable until it’s answered, if that makes any sense. The plot is long and circuitous and relies heavily on gameplay sections to get the characters from point A to point B, and the game’s story covers nearly a year divided into four nearly stand-alone chapters, something that kind of works against the usual flow of movies. It’s a small-scale story that takes place on a huge vista, and that’s the sort of thing movie producers loathe throwing money at (why throw so much money for location shoots and special effects if it’s not for spectacle?). It’s a story that absolutely does not let itself to traditional ways of cinematic storytelling.
The only way, then, that they’re going to live up to the promise of the video game is break new artistic ground with the movie, much as the game did for interactive storytelling.
I hope they can.
With that, the large man takes off his glasses, and wearily informs you that his name is Zomburai!, or Jon Grasseschi in IRL. He’s the author of the webcomic EverydayAbnormal (analyzed previously on this very blog!) and the nascent Dungeons & Dragons blog Mythic Histories. He says he likes long walks on the beach, sensitive women, and world domination. He has a Patreon, a Twitter, and a Facebooks.
You look around the bar to see if you can see him, and when you don’t, you turn back around to sit more comfortably... only to have your eyes meet the irritated, bespectacled gaze of a heavy-set man who hasn’t had a haircut in way too damn long. Your breathing hitches for a brief second. You remember this man. He just would not shut up about Cowboy Bebop.
“Oh, hello,” you say, trying your best to be friendly. “Can I buy you a bevera—“
“SHUT YER PIE HOLE I’VE GOT THINGS TO TALK ABOUT”
So, you’ve heard that they’re doing a movie of The Last of Us now, right? That’s great! I’m excited. It’s rumored Bruce “Jesus Christ” Campbell is attached, and I believe dude will dig down deep and bring some serious pathos to the character of Joel. And Naughty Dog made the damn game, and they’re involved, and they’re not going to let their baby fail.
Here’s the thing that’s bothering me: Unless they’re absolutely willing to murder every single one of their darlings, like the novelists say, their movie is going to go the way of Tomb Raider and Mortal Kombat Annihilation and Resident Evil: Thesaurus Word for “Bad” and Max Payne. Most of us are going to hate it because it took a game with a great plot and made a movie that’s mostly unwatchable.
And I know you’re wondering why I’m so sure of this. And I will tell you.
And in order to do this I will need to talk about the plot and the ending of The Last of Us, so SPOILER ALERTS ARE IN EFFECT. So get the hell out of this bar, right now, and play through The Last of Us and come back so we can talk about it.
**********
Welcome back! I am so glad you did that thing I just told you to do.
So wasn’t that game awesome!? Cinematic in all the best ways and emotional and great characters and holy hell, it’s going to be hard to make a good movie out of that.
I can see you mouthing the words wondering what I’m on about, but it kind of gets to why video game adaptations... and cross-media adaptations in general... have historically tended towards the awful. See, various media engages us in different ways, and how we engage with games is very, very different from how we engage with other art forms.
Think about how you relate the events of a movie or a comic or a novel. It’s third person. “So then Captain America kicks Batroc in the head!” “And Indiana gets on his feet and kicks that Nazi in the head!” “And then Shane gets into a bar fight and kicks a guy in the head!”*
*This actually happens in the novel. And I hope someone out there appreciates me bringing up Shane, of all things.
Now consider how you relate what happened in a game you played. “So I’m surrounded by zombies but I manage to spam the dodge maneuver until I get to the door, just inside the time limit!” “So then I score a crit that one-shots the mind flayer the round before he TPKs the party!” “That’s when I land on Dave’s Boardwalk with a full hotel built, and so I knocked the board over and went to bed!”
See, none of the hypothetical tellers of those tales is referring to their characters in game, even though individually they’re playing the roles of Jill Valentine, Llewellyn Ironblade the Elf Fighter, and a boot. And this is where most video game adaptations stumble: huge chunks, if not the entirety, of the art and story and designs are created that way to serve the gameplay. And that gameplay is the thing: you providing action and making decisions gives you the illusion of control, and more than that, involvement. It’s a much, much different storytelling mechanism than the mechanisms of other media.
You can get as wrapped up in a book or a comic or movie as you can a video game, but it’s a much different process to get there.
This is a big portion of why Silent Hill, the movie, was so much less scary than Silent Hill, the game. Despite using a number of the scariest monsters in the whole series and inventing monsters even more screwed up than that (re: Colin the Janitor), those couldn’t actually get as terrifying as running from low-polygon-count dogs across a chain-link floor with poor texture work. Rose Da Silva is probably a better fleshed-out character than Harry Mason, but we care more about what’s happening to him because on some level it’s happening to us. The low-polygon-count dogs are chasing us. Interactivity can bridge gaps when storytelling fails to cross them.
(I should point out that this is all by way of example. The Silent Hill flick had problems way above and beyond not being able to control the characters.)
And here’s the thing about The Last of Us: that game uses that sense of immersion granted by interactivity as well as anyone else ever has. Maybe better. Unlike the Half-Life series, it does have cutscenes, but Last of Us does give you control in some surprising areas that other games wouldn’t (controlling Sarah at the beginning of the game, where the fact you can look even as you’re stuck in the back of Joel’s car adds verisimilitude). It includes emotional high points nestled regular game play (the bit near the end where you slide from gameplay to cut scene to gameplay and watch the giraffes for as long as you want). And at the end of it, it will force you to do things you don’t necessarily want to do.
Think about that sequence at the end when you (there’s that dreaded second-person again) rescue Ellie. The only way to do so is to kill the doctors about to operate on her. Whether you want to is irrelevant, because that’s what Joel, the character wants. But this isn’t a cut scene. This is something you control.
This is you being forced into taking the actions that your character would take, morally repugnant as you may or may not find them (and it’s enough of a grey area, given the plot of the game, that finding them repugnant is completely possible).
So where does that leave us? The Last of Us is so moving and affecting and genuinely upsetting because its plot is built to take advantage of things that only video games really do, much in the same way Silent Hill was, or how Watchmen and The Sandman are built around comics and House of Leaves is built around prose and Avatar: The Last Airbender was built around TV.
Each of these properties were either hampered in their film adaptations or have yet to have film adaptations at all by the fact that the plots of these properties are very, very tied in to the mechanics of their media, and those that had adaptations, hilariously, failed to adapt. I quite liked that Watchmen flick, but even I have to admit that it was pretty underwhelming considering that it was based on one of the great comics of all time. Part of it was that the innovations the comic made had already been subsumed by art and culture by the time the movie was made, so the content was no longer as challenging. But I’d say the bigger part was that it was such a slavish recreation that it lifted things that took advantage of the comics medium whole-cloth into the film, ignoring the use of the mechanics of medium that made them effective to begin with. Chapter breaks, juxtapositions, pacing... these are mechanics that work a certain way particularly well in the comics medium and that the Watchmen comic took advantage of. Film has its own mechanics, but the Watchmen movie assumed that they would port over because they’re both visual. This led to a flick with weird pacing problems and sequences that fell flat even though they still dazzle in the comic to this day. (Keeper's Note: way back in the prehistory of this blog I argued that changing the mechanics of the ending of Watchmen was one of the best decisions the film makers made.)
So what can the creators of the film version of The Last of Us do to avoid an adaptation that seems to use all of the parts of the game but feels hollow or terribly flawed as a cinematic story?
... good question. That may not be answerable until it’s answered, if that makes any sense. The plot is long and circuitous and relies heavily on gameplay sections to get the characters from point A to point B, and the game’s story covers nearly a year divided into four nearly stand-alone chapters, something that kind of works against the usual flow of movies. It’s a small-scale story that takes place on a huge vista, and that’s the sort of thing movie producers loathe throwing money at (why throw so much money for location shoots and special effects if it’s not for spectacle?). It’s a story that absolutely does not let itself to traditional ways of cinematic storytelling.
The only way, then, that they’re going to live up to the promise of the video game is break new artistic ground with the movie, much as the game did for interactive storytelling.
I hope they can.
With that, the large man takes off his glasses, and wearily informs you that his name is Zomburai!, or Jon Grasseschi in IRL. He’s the author of the webcomic EverydayAbnormal (analyzed previously on this very blog!) and the nascent Dungeons & Dragons blog Mythic Histories. He says he likes long walks on the beach, sensitive women, and world domination. He has a Patreon, a Twitter, and a Facebooks.
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