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Boldly Going Nowhere (Spoilers, also Language.)

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So yeah, Star Trek into Darkness.

Spoilers ahead, Kids!

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And we’re back.

There’s a lot to like in the new “Star Trek” film.  The acting is top-notch.  The visual effects are outstanding, and the set pieces and dialog all have the same clever, pop-corn selling flair they had in the last movie.  But they all add up to a film that is less than the sum of its parts.

Let me put it to you this way:  if you hired a Philharmonic Orchestra to make a Ramones tribute album, and recorded it in high-definition surround sound, it would sound better.  The music would be clearer.  The musicians would have more craft.  But it would miss the point entirely.  “Star Trek Into Darkness” is the Boston Pops playing “I Want to be Sedated.”

Most of the films problems lie with the overall plot structure of the film, which sets up conflict and complete forgets about them rather than using it to further any character growth.  Case in point:  The opening scene of the movie is the crew engaging in a dangerous heist to stop a volcano from blowing up a planet.  Which is maybe a thing that could happen, I guess.  For reasons that aren’t really well explained The Enterprise is submerged in the planet’s oceans rather than in orbit.  Something bad happens, and Kirk is forced to choose between saving Spock’s life, and breaking the Prime Directive.  If you aren’t a big Star Trek fan, the Prime Directive is the rule that says you don’t fuck with a developing culture.  Cut to being back on Earth, and we see Kirk being woken by his alarm after a night with a full on PAIR of ACTUAL CAT-GIRLS!  He’s excited, because he assumes that he did SUCH A GOOD JOB, that Star Fleet is going to give him a big promotion.  It turns out he lied about breaking the Prime Directive, and he’s being fired and sent back to the academy.  Now, all this would be reasonable, and a good set up if the movie were in any way, shape or form about Kirk growing up and learning to lead rather than just kicking the shit out of your problems.

But this is about where Space-terrorist Benedict Cumberbatch shows up, and Kirk is called back up to help deal with one guy on the other side of the planet, because there are twelve people in Starfleet, apparently.  Inside of ten minutes, Kirk’s mentor is dead, he’s got a burning thirst for revenge, and he’s back in the captain’s chair having learned nothing.  The Prime Directive, or the fact that Kirk RUINED A CIVILIZATION is not discussed for the rest of the film.

This is a mistake that is repeated throughout the movie.  A problem is brought up, not really confronted, and forgotten about to make room for another contrived reference and action sequence.  And while the action sequences are all pretty good, nostalgia is not nearly so good at holding a movie together as a logical plot structure.  The fixation on references is so blatant, it has nostalgia for the 2009 Star Trek movie!  There is literally a scene in which two characters are talking in a bar, and one of them says ‘Remember that awesome bar fight from the last movie?’

Most of the references are to Khan, of course.  If you haven’t already heard, Cumberbatch is really Khan.  This has the affect of not only being problematic from the standpoint of, well, racism, but completely derailing the movie.  The last glimmer of hope that J. J. Abrams is making a serious film that questions Starfleet’s role as a military force in a Utopian society is swallowed up by Wrath of Khan II:  Lens Flare Remix.

The movie goes so far as to do the tragic death of Spock from the original movie, but in THIS TIMELINE, it’s KIRK that dies!  Cue dramatic sound effect here.  And of course, since it is Kirk fixing the warp core, the solution to the problem is for him to, wait for it, kick the living shit out of it.  That’s right.  Kirk beats up the warp core until it comes back online.  And then he dies, sending Spock into a screaming rage where he runs Khan down and beats him up on a flying car or something.  That’s right.  This wasn’t a movie about Kirk learning to step back and lead.  It’s a movie about SPOCK LEARNING TO KICK THE SHIT OUT OF STUFF!

The lights dim, the orchestra prepares, and the first strands of “Blitzkrieg Bop” drift over the audience.

Final Fantasy III: An RPG with Class

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After FF2’s dramatic departures, Final Fantasy III is a return and refinement to the style of the original Final Fantasy. While there is a bit of hand waving to establish the four unnamed children of destiny as orphans living in a remote village, We’re pretty much back to the non-character party of Final Fantasy. Later remakes worked a bit harder at this, but for the NES era, we have four tabula rasa, which actually fits the premise well. This time, you they aren’t stuck in the same job for the whole game. This is the game where Square introduced the popular Job change mechanic.

How it works is players receive Job Points as they progress through the game along with experience and gold. As the game progresses, the story unlocks more available jobs to change into, allowing new classes for the characters. This gives the player a chance to experiment with different abilities without being corralled by the game.

Although it was originally released in Japan in 1990, the rest of the world didn’t get to (legally) play Final Fantasy III until 2006. The game was a late addition to the Nintendo Famicom library, and Square chose to release its 16-bit successor in the US as Final Fantasy II instead. For being released so late in the console’s life, the game takes better advantage of the hardware than the two previous entries. The game’s palette is brighter, the sprites are more detailed, and the game world is larger and more complex. Many of the games textures and sprites would be upcycled and reused in the Super Nintendo release of Final Fantasy IV.

The basic plot of Final Fantasy III combines the mechanics and exploration based gameplay of the first game with the more dramatic elements of the second. The player characters are four orphans in silly helmets who fall into a cavern after an earthquake. There, they discover a magical crystal, and are charged with solving the mystery of what caused the elemental macguffin to be sealed away in the first place, along with the other three, of course. The crystal gives them the ability to have and switch between a variety of different jobs. Each one has its own strengths and weaknesses, and gives the characters benefits when they level up. Fighters use swords and give more HP when leveling up, White Mages use magic and give better Magic Defense. As with the other entries in the series, These are old hat ideas now, but were excitingly innovative at the time.

As the game progresses, and the player explores more and more of the game world, each new crystal discovered grants new jobs. A colorful cast of NPCs provide the plot, and drive the story forward. This is where Final Fantasy III shines, expanding on the job-based gameplay from FF I and the drama-laden narrative from FF II.

This drama comes in the form of NPC characters who join up with the Light Warriors as they traverse the fields, forests, caves and ruins of the world. The party’s driving goal at any one time is determined by the needs of the tag-along characters, even if they don’t ride shotgun in battle the way they did in FF II. The party helps Cid get home safely, rescues the Prince of a war-torn kingdom from his possessed father, and more. Each of these episodic diversions feels like more than a simple side quest. They breathe life into the game world, and provide a welcome break from the 8-bit formula of now go to this dungeon and get the next crystal formula. And at the climax of the game, it is the good the player did in the world that proves more powerful than the arcane jewelry they spent the last 20 hours focusing on.

Final Fantasy III is the height of RPG craft in the NES era, and it is a shame that fans never got to play it in the days of its 8-bit glory. The game doesn’t hold up so well today, even with graphics and story updates. Much like the Disney film version of “John Carter of Mars,” this is something we’ve seen expanded and perfected in the years since it was originally devised. Going back to it is a fun history lesson, but only the hard-core need apply. Also, avoid the mobile versions. The control scheme is unworkably terrible.

Hugh Likes Comics: The Top 5 of 2012

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Number 5:

Atomic Robo and the Flying She-Devils of the Pacific

Written by Brian Clevenger

Art by Scott Wegener, Colors by Nick Filardi

Atomic Robo” is a fun, smart action comic. The dialog sparkles, the art is bright and engaging, and the characters have a depth and grace that doesn’t get bogged down in ‘gritty’ melodrama.

This volume, set in the South Pacific after World War II, dealt with some heavy topics: the extreme determination of the Japanese Imperial Army, the discrimination faced by female pilots and mechanics in the second world war, and the abandoned stockpiles of ordinance and other deadly materiel after the conflict. It is a testament to Clevenger’s writing that the presentation manages to balance the slower character moments with dogfights, explosions, and mad science without any of the elements feeling forced or out of place. In fact, they support each other, lending the piece a sort of mad-cap gallows humor.

Number 4:

Edison Rex

Written by Chris Roberson

Art by Dennis Culver

Edison Rex is the story of a supervillain trying to make good. It is also a clever send-up of comics tropes and the industry itself. The series’s extremely flawed but charming protagonist is a fresh voice, and Roberson’s sharp wit, combined with Culver’s expressive figures and gorgeous sets, make this the comic your tablet was made for.

Number 3:

Skullkickers: Treasure Trove Vol. 1

Written by Jim Zub

Art by Edwin Huang

A massive collection of the first two trades, most of these comics came out before 2012, but the big collection came out this year, so it sneaks into this year’s list.

The mis-adventures of a human known only as “Baldy” and a Dwarf called “Shorty,” Skullkickers is an ultraviolent sword-and-sorcery buddy comedy. Equal parts Fritz Lieber and Marx Brothers, the pair struggle against fat werewolves, incompetent necromancers, and Disneyfied, but still incredibly deadly faeries. The main characters (I can’t quite call them ‘heroes’) aren’t discriminating. They’ll kill anything for 2 copper pieces. This series is over the top gory fun that manages to stay firmly on the side of slapstick. Zub’s dynamic writing and Huang’s art that makes the worst carnage downright pretty are the real saviors of this book.

Number 2

Wolverine and the X-Men

Written by Jason Aaron

Art by Various Artists

I love the X-Men, perhaps in theory a bit more than in practice. There are some iconic runs and great stories, but often the comic focussed on the down bits: The losses, the tragedies, and the plight of being different in a world that hates you. The X-men were great, but they weren’t FUN. Aaron’s team is approaching the concept from a different direction, and he’s pulling it off masterfully. With a new batch of students and a brand new school, the X-men cope with keeping everything running with a skeleton crew of adults. The characters are changing, accepting more responsibility, and still having crazy adventures fighting pre-teen arms dealers, killer space biologists, and even the dreaded League of Nazi Bowlers. The series is filled to bursting with crazy comic book moments and high concept shenanigans, but it all works and the Aaron keeps the plates spinning. I can’t wait to see where he goes next.

Number 1

Bandette

Written by Paul Tobin

Art by Colleen Coover

Bandette is an all-ages love letter to French comics, and hands down my favorite book of 2012. Coover’s digital ink-washed art is gorgeous, and unlike anything else out there today. Tobin’s writing is clever, funny, and gives you just enough of the mystery to leave you in suspense. And with a supporting cast of mysterious thieves, gruff police inspectors, and colorful villains, it can only get better from here.

You can find all of these comics on Comixology. Have your own picks? Leave a comment!

Hugh Likes Comics: Wolverine and the X-Men # 19

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Wolverine and the X-Men #19, Written by Jason Aaron, Penciled by Nick Bradshaw. Available from Comixology or YOUR LOCAL COMICS SHOP!

After tearing “Avengers vs. X-Men” a new one in the last entry, I’m glad to be able to recommend something from the House of Ideas, and if there is anything this comic is full of, it is wonderful, crazy, hilarious ideas. The issue opens with an assault by a second rate super-villain made of ‘nazi bees’ and ends with a reveal so great that I’m not going to spoil it here, although I may have already spilled the beans on my twitter feed.

Wolverine and the X-Men is the story of the Jean Grey School for Gifted Youngsters, and it is just fantastic. This issue is a wrap-up point after the big crossover, and the start of a new semester. This may or may not be the best place for new readers to jump on, but it gives a good cross section of the kinds of stories that this book has at its heart.

In a previous issue, one of the students was shot, and is at death’s door. While the rest of his classmates are on another world volunteering at a shelter for aliens displaced by the Phoenix, Wolverine is out looking for the assailants. Meanwhile, Beast has shrunk himself down “Fantastic Voyage” style and conducts hands-on brain surgery. He grows back to normal size and consults with a panel of Marvel’s smartest scientists: Mr. Fantastic, Iron Man, and Spider-man, all of whom have Skyped in to lend assistance. The rest of the issue is some comic relief: Shadowcat is interviewing replacement teachers, and a host of unlikely but hilarious candidates, including Blade and Ghost Rider, have turned up to apply.

The issue is by turns goofy, chilling, and heart-wrenching. But most importantly, it is fun and authentic. With a huge cast and divergent storylines, Aaron does an amazing job keeping all the plates he has going spinning, and giving us a ride that is enjoyable and surprising. And in spite of all the big ideas, the super-hero schools and the size-changing brain surgery, it is the characters that shine through. These aren’t simply mannequins equipped with wish-fulfillment powers and one-liners. His students feel like teenagers. Moreover, he gets what it is to be a mutant teenager better than any x-writer I’ve seen in a long time: Not merely the terror of being different in a world where being different is BAD, but also the swagger of having power, but not the wisdom to restrain it. He frames the adults perfectly as well: They are there to protect these kids, not simply train them. I can’t recommend this comic highly enough. Go check it out.

Hugh Likes Comics: Bandette #1

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Bandette #1 written by Paul Tobin, art by Colleen Coover published by Monkey Brain Comics and available via Comixology.


Disclaimer: I recently interviewed Ms. Coover and Mr. Tobin on The Way of the Buffalo Podcast. They were delightful.

Also: For the month of November, Monkey Brain Comics will be donating its portion of sales to The Hero Initiative.

Bandette” is my kind of comic: a fun, light, bite of adventure and atmosphere available at a discount price as a digital download. One of the launch titles for Chris Roberson’s Monkey Brain line of creator-owned digital comics, “Bandette” is the story of a faux-french thief whose exploits occasionally put her on the right side of the law. In the opening pages, she explains her dubious legal philosophies to a puppy she meets in the mansion of one of the ‘bad guys’ she steals from. “This is called justice. Or larceny, one of the two.”

Bandette” is refreshingly light hearted, with beautiful ink washed art and cartoonish character designs that reinforce the timeless, child-like frivolity of the comic. It feels both modernly hip, with a heroine who is smart, resourceful, and just a touch immoral, but with the delightfully retro style of “The Pink Panther” and “Lupin III.”

Coming in with a scant 13 pages of story, issue one is a quick jaunt of a tale, both quaintly familiar and unique. In a comics market where the major publishers are rushing to embrace grim and gritty, the charm and wit of Bandette #1 makes a perfect remise en bouche.

Hugh Likes Comics: Atomic Robo & the Flying She-Devils of the Pacific #4

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So here’s a new little use for this blog: A new, short digital comic review every so often. I like comics, and love the Comixology app, so hopefully this will be something I can keep up with. And of course, spoilers to follow.

I’ve never really hidden my love for Brian Clevenger and Scott Wegener’s Atomic Robo comics, and I’m enjoying their latest effort: Atomic Robo and the Flying She-Devils of the Pacific # 4.

Brian and Scott have been deconstructing the issues on Nerdy Show, so go have a listen if you want to hear them discuss it in their own words.

Being the penultimate issue for the series, and man, has that word been coming up a lot around here lately, this is the big reveal of our bad guys, Chokaiten. The reader has been getting hints of their story as Japanese WWII survivors, but now we get their whole master plan. They are a weird science division of the Imperial Japanese army that, rather than surrender, went dark and is now staging a revenge attack which might destroy the western United States, unless of course Robo and the Flying She-Devils, a crew of all-female air pirates with jet packs, can stop them.

I have really been enjoying this volume of Atomic Robo just as a pulpy adventure tale. I love the aesthetics of the She-devils, all of whom are based on real indie comics creators. Their base and tech really had the feel of being held together by twine and hope, but also had the feeling of that technical leap that WWII enabled.

The Japanese villains, however, go a bit to far and becomes a bit silly. For story purposes, I can accept the idea that their country surrendered but they didn’t. But, the idea that the Japanese government forgot where all their best scientists and pilots were hidden doesn’t make much sense. The very existence of this kind of secret project being conducted by the notoriously cash-strapped Japanese forces without getting cannibalized strikes me as unrealistic, and that’s all before the UFO fighters and their earthquake bomb.

“Flying She-Devils” is a lot of fun, but it isn’t as smart as the other Action Science adventures. I recommend a read, but don’t look too deeply. This one’s just for fun.

Final Fantasy II: The One With The Evil Empire

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Original Release Date: 1988

System: Nintendo Famicom

Final Fantasy II is a game that is that feels both very different from its predecessor and very similar to its sequels. It is perhaps the strangest and most frustrating installment, but at the same time laid the foundation for many of the themes and plot elements that would become series standards.

First of all, this is a difficult game. Its learning curve is a bit steeper than the first game, and it doesn’t wait around for you to get warmed up. After the brief introductory text screen, the player is brought straight into… COMBAT! What’s more, this is a battle that your four starting characters have no hope of winning. You are completely outclassed, and MIGHT have the chance to attack once. You won’t do any damage. Rather than getting a game over screen, the characters wake up to find that they have been rescued, for the moment. Unfortunately, it’s just the three of them. One of them wasn’t found.

This missing crewman is a nice touch because it works for both the story and the gameplay, the holy duology of game writing. Leon’s disappearance personalizes and escalates the tension of the war. Having only three permanent characters leaves a slot open for new characters to join or leave the party as the game progresses, adding variety. This is a narrative trick that is commonplace later in the series, sticking characters together both for dramatic effect and to allow the player to experience multiple play styles.

While finding your missing companion is somewhat a goal of the game, the characters quickly become swept up in a rebellion against the evil empire attempting to wipe them all out. Rather than commanding a host of military units, your three characters go on supply runs, rescue missions, and commando raids to help turn the tide. This mission structure allowed FF2 to tell a much deeper story than FF1, with standout moments of betrayal, sacrifice, and triumph. The more rounded characters and personal story elevate the plot of Final Fantasy II above the comparatively retrieval quest of the first game. The thematic elements of a small band struggling against a powerful, omnipresent imperial force became a series staple.

Gameplay was also refined in the second game. Final Fantasy II completely ditched the experience points found in other games in favor of a more organic system of advancement. Instead of gaining levels by obtaining experience points, your characters’ actions determined their progress. You increased your strength by attacking, your magic by casting, and your hit points and defense by getting attacked. Weapon skills and magic worked the same way. This meant that your three characters were extremely customizable. It also meant that in order to keep gaining in power, you had to fight enemies that were more powerful than you, unless you cheated. There was a bug in the original versions of the game that allowed you to gain hit points and strength more quickly by attacking yourself. This led to some pretty unique leveling up. However, it does contribute to the game’s thematic elements. Rather than simply ticking off rungs on a latter, if feels like your characters really are developing organically.

Another unique feature to FF2 was the password system. During certain dialogues with NPC characters, the player had the chance to choose a phrase that the character had memorized, much like the dialogue trees in later Bioware RPGs. These choices usually just provided clues to the player about where they had to go next, or brought up some humorous bit of extra text. The player wasn’t able to significantly change the story by using them. It was a very basic system, but an interesting development for the time.

Despite the game’s many positive points, there are quite a few problems. The most glaring issue is the advancement system. As I stated above, the game doesn’t tell you when you gain experience, so it is VERY difficult to tell if you are making real progress. Also, because the magic system works the same way as all of the other advancement systems, your spells start out very weak. This is even true for the powerful magic you obtain late in the game. This pads out the game into a bit of a grind as the player has to fight enough random monsters so that the ultimate magic actually does a fair amount of damage.

The other major problem the game his is the hardware limitations of the 8-bit Nintendo Famicom (NES) system. FF2 has a lot of standout story moments, but many of the key plot points happen while the player is far away, searching for some macguffin in the depths of a cave on the other side of the map. Coming back to find the whole town died in the Empire’s latest attack gets old after the first couple times. Unfortunately, the 8-bit cartridge just didn’t have the power to tell the kind of story later games in the series could.

Final Fantasy II was never officially released internationally until 2003, so there is a bit less nostalgia for the game than others in the series. The game introduced some of the most enduring themes and story elements of the series, but in many ways it remains the black sheep of the Final Fantasy family.

Next up: Final Fantasy III, the point where the series began cultivating class.

Final Fantasy: This is what happens after we save the princess.

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Release Date: 1987

Original System: Nintendo Famicom/Nintendo Entertainment System

This is the first in a series of blog essays examining the games in the Final Fantasy Series. We’ll be considering plot, mechanics, design and other aspects of each game, and how they work together as an experience. As a far bit of warning, these essays are going to be chock full of spoilers.

This is the one that started it all, and it did something cool right out of the gate. At first glance, Final Fantasy doesn’t have much of a story or plot. A slowly crawling text screen, almost an 8-bit equivalent of the “Star Wars” opening text crawl reveals that the world is ending, and only four brave youths, each carrying an orb, aim to stop it. Next, you choose the names and jobs of your characters, making them fighters or mages. This is the only game in the series where you choose your characters’ jobs at the beginning and have to stick with your decision. Once you’ve picked out your favorite team of Fighters and Mages, the game unceremoniously deposits your party on the map screen, in a forest ringing a huge castle town.

“Final Fantasy” and the other well known Japanese RPG of the era “Dragon Quest” both stick very close to the mold of computerized Dungeons and Dragons clones. Although there are some interesting twists in the first installment, and later games create more of an identity for themselves. The first game was chock full of giants, hordes of D & D style undead, and even beholders! And much like the style of tabletop RPGs at the time, Final Fantasy did not hold your hand or give much in the way of hints, aside from pointing you in the direction of evil and demanding that you ‘Rekindle the Orbs.’

At the start of the game, the major problem is that Garland, a formerly gallant knight, has kidnapped Princess Sara and is hiding out in the creepy ruined shrine to the north. No one in the kingdom is a match for him, so it’s up to you to go knock him down. So your characters march through the goblin-haunted forest, fighting monsters and hopefully leveling up a bit before meeting your heroic destiny and saving the princess. At the time, of course, saving the princess or other damsel in distress was so common that just about every game (except for Metroid, Samus Aran is a self-rescuing princess.) featured an end goal of freeing some captive lady from a dastardly villain who set a few hours of obstacles in your path and waited patiently on the last screen. But here’s where “Final Fantasy” does things a little differently.

Slaying Garland and rescuing Sara isn’t the end goal of your long and perilous quest. It’s just your first step on a much wider and grander adventure. This may not seem like much today, but from the mindset of 1987, it was huge. Final Fantasy didn’t just present a challenge, it creates an arc.

This is a common literary device, and I wish games used it more often. Like the opening sequence to a summer blockbuster, the audience is given a compact introduction based on action rather than exposition. In the 8-bit era, the story for a game was something often left for the instruction booklet. Final Fantasy embraces a more literary aspect, while at the same time creating a ‘newbie area’ for the player to learn the gameplay without wandering into a fight they aren’t ready for.

The reason this really works is that the player doesn’t even know this until they return the princess, collect their reward, a lute that seems to be important, but has no known purpose, and leaves town.

When the player reaches the new bridge, filled with a new purpose to discover what is ill in the world, something very different happens. Credits roll. Final Fantasy might be the first game to include credits at the front of the game, much like a film.

Things get more difficult for the player on the other side of that bridge, but the game has a pretty balanced difficulty curve. Final Fantasy is essentially a huge map, and the player is invited to explore more and more of it as he overcomes challenges. These are not merely physical challenges in terms of having stronger enemies in new areas, either. The narrative functions extremely well here. As with the bridge at the beginning of the game, new methods of exploration become available and obstacles are removed from your path as you complete the story. In some cases this could feel artificial or illogical, but Final Fantasy is rather elegant about it.

The player helps a blind seer recover her crystal ball, and receives vital information about the quest. The player frees a harbor town from invading pirates, and takes their boat as a reward. The player feeds a hungry monster and opens the path it blocked. This not only progresses the story and keeps the player invested, but it gives the player a sense of agency in the game world.

Focusing on challenge and exploration does come at a cost, however. While NPC’s are are interactive and change to some degree as the story goes on, the player is piloting a barber shop quartet of tabula-rasas across the game. The Light Warriors themselves don’t have any personality at all, and their accomplishments nest very simply on the shoulders of the player. The game is much more a power fantasy than an epic.

The plot still has the ability to surprise the player, however. Late in the game, after saving the world from three arch-fiends, and firmly entrenching the world of swords and magic, the plot throws a spanner in the works.

Late in the game, something falls to earth and is buried in a cave. The player explores the cave full of monsters and discovers… a robot. It seems the last archfiend has hidden herself in the last remnants of an advanced civilization’s technology, and you’ll have to go up into space to fight her. This isn’t a medieval fantasy, it’s a post-apocalyptic one. This is a really cool twist, and one of the mainstays of the series. It is reinforced in the final dungeon, when all four now lit orbs are brought back to the Chaos Shrine from the start of the game. The real plot of the game’s villains is to use the orbs to create a time-loop which makes them immortal, at the expense of the rest of the world, and the agent responsible is of course the original princess-kidnapping knight, Garland.

Final Fantasy’s plot is bare bones, but it presents the player as an agent of change, and the antagonists as bringers of a terrible status quo. This is a refreshing standout in a medium where heroes usually served as Princess retrieval services. Final Fantasy is a game about breaking out of damaging patterns and changing the world for the better, and it certainly changed the face of electronic entertainment.

Next up: Final Fantasy II, the black sheep of the family.

Otakon 2011 Wrap-up & Reviews

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Last weekend, I traveled down to Baltimore and went to Otakon, a massive, three day anime convention held every year downtown.  I attended a bunch of panels, including a very interesting two-hour panel on voice acting, and saw a bunch of interesting Japanese animation.  Here’s what I saw, and what I thought of it.

Baccano!

The first anime I caught was two episodes of period fantasy “Baccano!”  adapted from a novel, the series focuses on a large ensemble cast of gangsters, thieves, and bootleggers in the United States during the Great Depression.  There is a framing device about an organization that observes historically significant events, and the series jumps around in time a bit in the first episode before getting down to business in the second.

The plot deals with a New York City gang war, as well as the upcoming trial of an Alchemist.  There is a train full of characters heading for Grand Central Station, some of whom are followers who want to see the mysterious figure freed, others who want to steal his secrets.  Not much is clear, but it is evident that some of the Mafia players have already gained immortality, and have an unsettling ability to shrug off hit attempts.

I had seen clips of the series in AMV’s, and after two episodes, I bought the boxed set.  I’m looking forward to seeing where all these plot threads wind up.

Rating:  A

Gundam 00:  Awakening of the Trailblazer

Next, I caught a showing of the movie sequel to the series Gundam 00.  The plot is a bit of a deviation from the standard “war against war” plot of the series, but still manages to deliver enough fan service, cameos, and missile-blasting special effects to keep the pickiest G-fan happy.  Without spoiling anything, the event that Gundam wielding secret society Celestial Being was formed to confront is happening more than two hundred years sooner than expected, and humanity is still unprepared.  When an exploratory ship from Jupiter arrives with all-hands missing, and strange events start happening on earth, it’s up to Gundam pilot and “Innovator” Setsuna to save the day, but first he has to come to grips with his own abilities.

The effects were still on the spectacular level I’ve come to expect from this series, and the climactic space battle lasted at least half of the film, but I still found the climax to be a bit of a let down.  Still, it was giant robot fun with an enjoyable veneer of politics and conspiracy.

Rating:  B+

The Sacred Blacksmith

Saturday morning, I watched an cute little fantasy series about a female knight, a blacksmith/swordsman with a magical assistant, and a sentient ‘Demon Sword’ incarnated as a young woman.

The show had an interesting “Visions of Escaflowne” meets “Revolutionary Girl Utena” vibe, complete with lesbian subtext.  I thought that the dialogue was sharp, even for an English dub, and though the animation was a bit on the cheap side by modern standards, I really liked the character designs.

Rating B-

Wagnaria

Due to a change in the schedule, I saw a few episodes of a simple, ‘slice of life’ series about a teenager who takes a job working at a family-style restaurant.

The series was cute and silly, lifting whole script pages from earlier series like “Love Hina” and “Azumanga Daioh.”  There was even a girl who was blatantly ripped off of Chiyo-chan, leading to a ‘hilarious’ scene where the main character has to explain how he isn’t a pedophile.  Reliably executed if it’s that’s your kind of thing, but not really to my taste.

Rating C+

Coffee Samurai

In spite of the title, this was actually a Korean short, running about 45 minutes, and though the designs were simple, and the animation was bare-bones, it was a charming little film.  The story deals with an exceptionally powerful warrior, who, when he is defeated in battle, wishes with his dying breath to be reborn into an ‘invincible steel body.’  Two hundred years later, he is reincarnated as a coffee vending machine, although he has lost none of his martial prowess.  The story starts when he has a chance encounter with a graduate student, and the two fall in love.

“Coffee Samurai” is charming perhaps because it treats its action scenes with complete seriousness, even when the participants are vending machines and playground equipment.

Rating:  B+

That was all of the anime I was able to watch this year, the rest was the usual blur of costumes, video games, and the dealers room.  I was able to pick up some “Vampire Hunter D” novels, which are my reading guilty pleasure, and also play a genuine “Taiko Drum Master” arcade machine in the video game room, which I haven’t done since I lived in Osaka, and missed.  It was a good convention, all in all, and I’m looking forward to the next one, UB Mini-con this October.

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