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Showing posts with label RBA waxes poetic. Show all posts
Showing posts with label RBA waxes poetic. Show all posts

Tuesday, 13 June 2017

Wonder Woman 2017 review

Here's a post that has little, if anything, to do with Japan. Sorry. Sometimes you have to follow your heart.

So, Wonder Woman, you guys.

There's this scene where she's in a WW1 trench, looking out across No Man's Land (get it? GET IT?), where a small village held by the enemy is slowly starving. She wants to cross, but her male partner is like, "But bro, you can't, because you will literally die." And then she's like "BUT I'M WONDER WOMAN" and she fucking SPRINTS across that shit, and suddenly her allies are backing her up, and angry Germans are shooting hundreds upon thousands of bullets at her and she just pulls out her shield and is all "I'M WONDER WOMAN THOUGH." It's pretty great.

I really liked this movie. Maybe more than it deserves, because I badly wanted to, but it's still a good movie. The pacing and editing could use some work, especially the interminable front-loaded exposition scenes, but things pick up once we hit the comic relief detour in London. The fight scenes don't have a lot of tension, but that's endemic to the genre, and at least they're brief enough to at least feel exciting. Characters' abilities are telegraphed fairly well, that is to say, they don't suddenly develop new powers as the plot demands. Wonder Woman gradually manifests her strongest abilities over the course of the story before finally getting a grip on them for the final confrontation, rather than having them come out of nowhere at the end. When Chris Pine has to fly a plane at one point, we don't blink, because we've already been shown that he knows how. The WW1 setting is cool, as well (opening up comparisons with Captain America: The First Avenger, but that's a topic for another blog and another blogger).

Viewing the movie as a man, it seems like the Chris Pine character was supposed to be our audience insert. I was prepared to be annoyed by this, because like, why can't I envision myself as Gal Gadot instead? I want to be Gal Gadot. Everyone wants to be Gal Gadot. But it actually ended up being really well-done. They could have played him as a boorish horndog who only finally comes to acknowledge Wonder Woman by the end, but no, they had him be respectful from the start, not to mention intelligent, funny, and moral. He treats her as an equal partner, if not more so, giving credit where it's due, and admonishing any card-carrying member of the Old Boys' Club who suggests she may be anything less than capable for being a woman. In other words, he's a fine role model for young MEN, which I wasn't rea;;y expecting from this movie.

UPDATE: Here's a column that says everything I just said, except articulately.

Also, Diana gets to have sex! And again, it's done really well! It comes off as a sudden but natural development in their growing relationship. She doesn't “give in” to his advances, and it doesn't devalue her as a woman or in any way whatsoever diminish her power as a feminist icon. She goes for it because she wants it, has fun, and doesn't regret it. Fucking perfect.

I don't know yet what the reaction has been from Japanese women, but women in the English-speaking world seem to be psyched about this movie, and it's awesome. Will Wonder Woman signal the beginning of a new era for women in action movies, or cinema in general? Will we FINALLY get a Black Widow solo film? Wait, does this mean Gal Gadot will get a larger role in future Fast and Furious movies?! Because that would be fucking sick.


By the time I was done, I felt like I'd glimpsed the future.

Wednesday, 18 January 2017

Post-Apocalyptia: Fragile, Metro, and Fallout, Part 4 - A Sense of Place

Post-Apocalyptia: Fragile, Metro, and Fallout, Part 4 - A Sense of Place
Part 4

In the final part of this long-ass series, we're going to tackle the main point I was going to structure it around, back when I was envisioning a single post of maybe a thousand words. As I played through these games and read through the Metro books, it occurred to me that, sometimes without even meaning to, each one in some way embodied its country of origin. Yeah, every work of art is the result of a certain person living in a particular place at a particular time, and could have turned out radically different with but a nudge. But I still contend that Fallout is uniquely American, Metro is uniquely Russian, and Fragile is uniquely Japanese. I will now explain!

A sense of place

The town of Goodneighbour from F4
One of the coolest thing about Fallout is that everything in its world is based on the state of the world in the 1950's. Communism is still regarded as the greatest threat to world peace, although it's now China rather than the Soviet Union, or was right up until it and the United States wiped each other out. The science, too, seems to be based on what was generally understood back then, so wasteland denizens find radiation poisoning fairly inconsequential; it's true that they have spent generations building up resistance, and it's natural for any wasteland doctor to be well-trained in the matter of curing radiation poisoning, but on top of that, radiation was once thought to be far less dangerous than we now know it is, allowing your character to shrug off a dose of rads that would be fatal in our universe. Regarding the retro-futuristic laser guns, the physical appearance of alien grays, the focus on nuclear power to the detriment of computer development, and other relics, we can see that Fallout basically looks like how people of the 1950s imagined the future.

And it follows culturally, as well. Like any truly great work, Fallout draws inspiration from all manner of sources, but the little details of people's everyday lives, particularly as they were before the Great War, is clearly based on classic Americana: the attitude that America is Best and would only keep getting better, that the worst was over and it was only a matter of time before technology solved all of humanity's problems. I think that's probably an exaggeration of the American mentality of the time, but just comparing their media with our modern media it's pretty clear that we're a lot more jaded now. Well, considering how that worked out in the world of Fallout, you might be able to draw some interesting parallels with our own disillusionment...but anyway, the point is, the series could not have been made anywhere else but America, or more accurately, it would look very different if it had been. That is, it wouldn't be Fallout.

Fallout is as American as cultural imperialism or gross ignorance. F3 takes place in Washington, DC, for Christ's sake. It's not just window dressing, either. The theme of what is America and how do we find it runs thick throughout the main storyline. The Enclave, the remnants of the American government, still claims to hold jurisdiction over the original borders of the United States, but in reality, they're fooling themselves, as their authority has long since been supplanted by new governments such as the New California Republic, the state of independent Las Vegas, and small groups of humans long cut off from civilization who have reverted to tribalism. Hell, even the military swore off its corrupt parent and reformulated itself into a neo-knightly order, the Brotherhood of Steel. But while the United States may be gone, America and the values it believed it stood for may still be hiding somewhere out there in the wastes. Ulysses, a tribal whose people were forcefully absorbed into the expansionist Caesar's Legion, stumbled upon an old US flag and decided to dedicate his life to resurrecting the country, and while I think it's a fool's errand, I can't help but admire his principles.

And while Ulysses's story is the only one that's fleshed out properly, others aspire to rebuild the United States as well. The Enclave's Colonel Autumn wishes to restore it because he believes in the righteousness of the cause, and is willing to go to despicable lengths to achieve this goal. Part of this entails wiping out all mutated beings in the Capital Wasteland and presumably the rest of America after that, but everybody has been affected by radiation at this point, so his plan seeks only to garner his organization a greater share of nothing. Van Buren and Fallout Tactics both introduce us to AI protocols designed to take effect should the worst happen, but both go terribly wrong.

Metro, too, derives a sense of place from its set pieces. It does a good job of painting the city overhead as a sort of Necropolis, frequented only by well-equipped adventurers and the sometimes literal ghosts of its former inhabitants. And, at least in Metro 2033, it's encased in ice and snow, which, you know, tracks with my understanding of Russia.

I somehow feel like there's something uniquely Russian, and Moscovite, about Metro's metro. The defining feature is that the Moscow Metro was explicitly designed during Soviet times to double as a massive nuclear shelter. It is so much deeper underground than similar systems for this exact reason. It also has its share of legends owing to this, most notably D6, an even deeper, most likely fictional secret line that supposedly connects important points of interest such as the Kremlin and the national theatre, should high-ranking political executives ever need to be evacuated while at a function. And I only say “most likely” fictional because it's totally absurd, but a) it would make perfect sense, and b) if anybody could keep a construction project of that magnitude a secret, it's the Soviet government. By the way, Metro 2035 was first published in Metro, a free magazine distributed only in the Moscow Metro. I was just thought that was amusing, and kind of brilliant marketing.

The character of each station is evoked beautifully, whether it's a local station with a handful of tents scattered across the platform or a relative metropolis built throughout the shell of a former transport hub. From what I can tell, each station was realised by a different architect rather than a team of city planners, giving each one a distinct flavour (here's a sample). The creator might have slapped some ornate columns or controversial murals up in there. Even those that were the result of a Soviet-era relentless pursuit of function over form end up being unusual simply by comparison to their neighbours. The result is a series of stations that stand as works of art – or maybe the entire Metro is one big work of art. (Oddly enough, thanks to constantly referring to the maps while reading the books, I now feel like I know Moscow's public transit system better than some places I've actually lived in.)

Polis
Much of this beauty has been lost by 2033, but history is a continuum, and new traits have popped up to replace the old ones. Some stations have had their art preserved, to the ambivalence or even derision of those who pass through them, where others have come to stand for something else entirely, like the city of Polis, a conglomeration of four different stations now dedicated to the preservation of knowledge and nobility. And, generally, the reason for the evolution of a particular spot is clearly explained, and somehow rooted in its past.

There is also the fact that Ghlukovsky wrote Metro 2033 as a veiled evaluation of Russian society. Knowing this, the portrayals of, say, the Hanseatic money-grubbers, Communists driven mad by ideology, and exaggeratedly naiive and illogical Christians, suddenly seem a little less gratuitous. And the Nazis aren't really Nazis, but anti-immigration conservatives and racists. Maybe some characters and their motivations could do with a little more nuance, but at least it makes sense as an allegory. Dissecting all of modern Russian culture would be a mammoth task, but the author brings it down to a manageable scale. The Metro is a microcosm of Russia itself.

F3's Meresti Station, where, if I recall correctly, your
character murders a troublesome journalist by
pushing her into the path of an oncoming train.
Of course, other cities certainly have their own metros, so could you do a Metro-alike in another city? Sure! In fact, the wider Metro universe includes books set in locations like St Petersburg, elsewhere in Eastern Europe, and even as far afield as London, which is, after all, known for “the Tube.” Paris and New York come to mind as well. For that matter, both Fragile and Fallout 3 spend significant spaces of time in their cities' subway systems! (Shinjuku Eki is a major location in Fragile, and in F3 much of DC's streets are impassable due to rubble, making many downtown areas accessible only through the subway tunnels.) Vancouver might not work, since a SkyTrain station is a little less insulated, but you get the picture.

Speaking of Fragile's subway, the first real level takes place within Shinjuku Eki, famously the largest and busiest in all of Japan. Except, of course, that it's now deserted, save for a smattering of wild dogs and other monsters. Not saying that train travel is unique to life in Japan, but it's definitely an inextricable part of it, and one of the things I noticed most when I did my high school exchange.

After exploring a platform and concourse, the stage moves farther underground, to the 地下商店街 chikashoutengai, literally “underground shopping district.” I have no idea if they have these in countries other than Japan (surely China and Korea at the very least?), but I love these places. Narrow, crowded, and confusing, in another post I said that navigating them is like trying to play Pac-Man in first-person. The steet-like halls are lined with restaurants, clothing stores, all kinds of stuff really. The shops are densely packed and it's impossible to find what you're looking for. You might think that they cater to people in transit, but that's not true at all. Actually, it's just that their accessibility makes them terribly convenient. It's not uncommon for someone to head for a major station just to shop, then head on home. I've always loved train stations because they are the intersection of so many lives, shared alone; chikashoutengai are all of that PLUS the socializing of a mall. The energy is infectious, and I always end up leaving with that feeling you get when haven't accomplished anything of any great consequence, but you have experienced a slice of life.

But even if these aren't found elsewhere in the world, they are all over Japan. So, sure, Shinjuku Eki puts in an appearance, but it could be replaced with any other major station in Japan with little impact; for the most part, the city of Toukyou does not assert herself. The exception here is Toukyou Tower, an omnipresent neon presence off in the distance, not to mention your ultimate goal and the site of the final battle. It demands your attention when you first leave the observatory, it frames the background when Ren first appears, and whenever you venture indoors, almost forgetting about it, it's the first thing you notice when you reemerge, slowly but surely drawing closer.

Does it say anything that Fragile includes an amusement park level? Probably nothing significant about Japanese society, but the fact that the developers picked this as a stock setting (alongside the more universal train stations and hotels) might. I could be wrong, but I feel like not a lot of Westerners would.

For what it's worth, the choice of art style is undeniably Japanese. I mean come on now, it's freaking anime. If you were deliberately trying to make something Japanese and you picked an anime art style, people would tell you it was too on the nose. Flat cells, detailed textures, bright colours, exaggerated features – yup, that's Japanese animation.

And then there's the themes. Whether or not I'm right about the global warming angle, we have the scenes of nature to go off of. There's the northern lights scene we talked about earlier, visible through a smogless sky, and of course the hotel, slowly being reclaimed by the forest. The moon, as beautiful as it is cold and implacable. No less a person than Miyazaki Hayao has based many of his works on environmental themes, and he's regarded as one of the finest creators in Japan. Plus, what's the overriding emotion throughout the game? Loneliness. Various characters complain of the pain. Humanity is nearly destroyed in trying to eliminate it forever. Seto loses one person after another until he finally finds one who sticks around. Even the player may share in his distress, wandering a hostile environment without company. To paraphrase Hitching Rides With Buddha: “In the West, people fear irrelevance; in Japan, people fear loneliness.”

As with Fallout and America, I have to conclude that Fragile could not be made anywhere other than Japan – or that if it had been, it wouldn't be Fragile as we know it.

(Additionally, I resisted watching the Mad Max movies until after I'd completed this post, because I didn't want to be influenced except by the works I was actually writing about. There were a few reasons for this, number one being that the Mad Max game hadn't come out yet, and I thought I'd keep things consistent by following the gaming thread. Three is also a nice number. But more significantly, while I'm far from an expert on Russian or American culture, I know next to nothing about Australian culture. I've since watched the films and can safely say that – unsurprisingly, since it invented half the tropes that Fallout, Metro, and Fragile are drawing on – Mad Max would have been a good fit for this series, so expect an update eventually.)

Conclusion


By now it's probably pretty clear why I play these games and read this books (and watch these movies, and...), and why I wrote this post: I love thinking about this stuff. That, to me, is the real heart of philosophy: Taking extraordinary situations or seemingly impractical thought experiments, and finding a way to relate it to your real life. By asking us to confront questions about technology, the place of humanity, and what you the reader would be capable of in exceptional circumstances, Post-Apocalyptic fiction not only succeeds in provoking contemplation but delivers it in an entertaining package to boot.

Monday, 21 November 2016

Post-Apocalyptia: Fragile, Metro, and Fallout, Part 3 - Bits and Pieces

Post-Apocalyptia: Fragile, Metro, and Fallout, Part 3
Bits and Pieces

Part 1
Part 2
Part 3
Part 4

We're back and talking about three great works in one of my favourite genres! Before we conclude, here's some stray thoughts that don't fit anywhere else. Together though, they kind of do.

The supernatural

When I started playing Metro, I was briefly surprised by the prominence of an unexpected supernatural element. It doesn't jar, in fact it's enmeshed in the world extremely well, and in a manner that contributes to the plot and atmosphere. But you wouldn't normally think to go that direction in a post-apocalyptic story. You might think that the seriousness of the subject matter would funnel you towards “realism,” and Fallout, after all, didn't really have anything like th—oh, wait, Fallout had ghouls and Super Mutants.

Oddly, none of the properties is satisfied to bank on interest in the post-Apocalypse alone; all three decide to introduce a supernatural element to the proceedings.

Fragile features robots and woodland creatures as enemies, but also contains plenty of supernatural enemies, such as ethereal jellyfish. More significantly, of course, is the Glass Cage, whose entire premise is on technology unavailable in the real world. The impact of this decision is very large, given what it allows the creators to do with the story, as only a select few humans are spared, and they're located far from one another. Seto also encounters several ghosts, one of whom is his main companion throughout the adventure. Another is the main antagonist, and others impede his path in various ways. There's even an old woman who projects the residual self-image of a small child. Many more appear as weak enemies, including banshee-like foes and little kids playing hide-and-go-seek. It's unclear what causes someone to linger after death, but it wasn't the failed human instrumentality attempt per se, otherwise there would be millions of them stalking the streets of Toukyou, rather than a few dozen.

It's hard to say what's behind this interest in blending the serious and supernatural, but it may be to make technology a little more mysterious. We use it in our everyday lives, our dependence upon it increasing by the second, so we tend to assume we have a pretty good handle on it, and yet in these stories it has nearly destroyed us. By introducing unpredictable effects, the creators point out how little we really understand about our own technology, and, indeed, the world around us.

The place of technology

What's the most important piece of technology you're going to need to survive the post-Apocalypse? Your trusty gun, right? Of course not, don't be daft.

"Millions...perhaps even billions, died because science
 outpaced man's restraint!"
By far the most valuable technology is anything that can help you grow or acquire food or water. Even Fallout knows this. Tons of major characters devote their lives to seeking out powerful relics of the Old World. The Brotherhood of Steel, a neo-knightly order of technophiles, jealously hoards its knowledge, even placing the value of its retrieval over that of human life (“After all, everyone knows how to make another human, but the secrets to making a P94 Plasma Rifle are all but lost”). Despite warnings from some members, the Brotherhood gets so wrapped up in locating bombs and weapons schematics that it neglects more useful technologies like aeration or securing the safety of the populace. This difference of opinion tears apart one chapter and nearly destroys another. Plus, the whole plot of Fallout 1 is kicked off when your Vault's Water Chip fails, threatening to leave its residents without potable drinking water and forcing the Overseer to open the Vault early so that you can go look for one.

Metro takes this to a whole new level. Sure, people value weapons maybe a little more than they should, but they focus on the fundamentals of survival, tracking down or reinventing the most primitive, unsexy technologies available. We're talking water purification. Gardening. Domestication. That kind of stuff. They don't talk about it, but I imagine electric sewing machines fetch an outrageous price. And don't forget medicine! Some medical textbooks have survived in Fallout, but in Metro we only ever see two infirmaries in all of Metro, one at Polis in Last Light, and one in I forget where in 2034. I'm sure I don't have to explain why doctors would be highly valued. The gaudiest stations in the series are described as having medical facilities, hot running water, and adequate lighting.

The antagonist in Fragile believed that technology would solve the world's problems, but instead it nearly ended it. And all the everyday technology that once made life possible now sits unused and decaying. Surely the writers don't mean to suggest that we need to get some global genocide happening pronto, but they may be trying to tell us that we'd do well to get back to nature from time to time. Technology makes our lives possible, but it can also end them. A sickle can sustain life, or it can kill, depending how it is used. In these stories, we used the bounties available to us to destroy ourselves. Hell, you could even argue that we're doing that today, with problems like global warming. Some creators may even have had this is in mind when making the games. Nuclear bombs as a stand-in for global warming – well, the latter is slower and less exciting, but just as deadly. And just as avoidable.

What is the place of technology in our world – and in theirs? What technologies should these people pursue – and what should we? These stories are not necessarily anti-technology, but they do seem to warn against its misuse.

Sex and sexuality

Fahrenheit, an ass-kicking woman from F4
In Fallout, conventional racism has given way to an equally insidious prejudice towards the irradiated, nigh-immortal ghouls. Sexism, however, has all but been obliterated. Oh, you still have the odd old-fashioned gender roles type cropping up here and there, but for the most part, except as it pertains to whether or not you want to sleep with somebody, sex and gender are a bit of a non-issue. When your camp is assaulted by raiders, nobody cares what's between your legs – they only care how well you can fight. (The exception to this is Caesar's Legion, in which women are childbearers and caregivers and literally nothing else, but even this is more part of Caesar's ruthless division of labour than actual sexism – the same as how his veteran soldiers are never the first into battle not as some kind of privilege, but because it's more effective to hold them in relief until the enemy is already fatigued from fighting the grunts.)

On a related topic, homosexuality in the world of Fallout is a-ok. There's only one instance where I can remember it being frowned upon, and only because it was among a group of isolationists who felt that it was their peoples' duty to procreate lest they all die out, so it was more of a practical issue than actual bigotry. Basically you're free to bang whoever you want; I always play a woman and try to be as slutty as possible, and everybody's fine with it, and they give equally few fucks if you're a blushing virgin. Which is partly down to freedom of player choice, but there are plenty of non-hetero relationships between NPCs as well. It makes total sense that people would have more pressing issues on their minds than who's sleeping with whom, but there's also the fact that danger is a powerful aphrodesiac, and Post-Apocalyptia is nothing if not dangerous. Biology drives them to panic procreate, and perhaps they also realise that every chance at a good hard pounding may be their last, so they pretty much just take whatever they can get, whenever they can get it.

Also, Fragile features a totally out of nowhere boy-on-boy kiss, in a game from a country not exactly noted for its social progressivism, so wrap your head around that one.

Ammunition

As described above in the section on economics, both Fallout and Metro feature interesting substitutes for money. Metro uses pre-War AK-47 casings, now impossible to counterfeit. The underground inhabitants still make bullets, but they are vastly inferior to the industrial products manufactured for use by the actual military back when there was one.

Similarly, the people of Fallout use Nuka-Cola bottle caps as currency, as their veracity and scarcity are guaranteed because no one knows how to make them anymore. However, as soon as people started cobbling together a semblance of society once again, one of the first things they relearned how to make was high-quality weapons and ammunition. I think that says a lot.

(And by the way – in Mad Max, people don't ever figure out how to mass-produce ammunition, leading to the emphasis on melee combat.)

Glad you could join me for today's session! I've got one more point to make, so I hope I'll see you again next time.

Keep Reading

Thursday, 8 October 2015

Friends come to visit

I don't remember this, but apparently a guy I met through English Club actually met me in Canada a year or so earlier. At that time I was very involved on campus doing stuff like interpretation for groups of students on month-long programmes, and I guess he was among one of those groups. Flash forward, and unbeknownst to me, he's spent the last several months living near Seattle, attending an ESL finishing school type deal. He has a month off, so he's swinging through for old times' sake.

“I don't think you went to America to eat Japanese food,” I tell him, “but there's a Japanese restaurant here I think you might find a little interesting.”

Like everybody, he likes my new ancient sports car, which will be getting its own post in due course (it's Japanese; don't worry, this blog hasn't entirely lost all focus). I take him to a Japanese-style burger joint. So like, there's teriyaki burgers, but then there's like burgers with yakisoba on them, shit like that. He's hand-rolling a cigarette with Turkish tobacco before we've even paid.

He wants to take a spin through the downtown area, after which I direct us through a green, sedate park on the river. All the way I'm monitoring his fatigue and levels of interest, mentally planning alternate routes and trying to get the timing right, and yeah now we're basically on a date. As we walk he remembers snatches of places he's been, intersections, storefronts. Phaedrus Moments, you might call them.

I ask him about his school, whose student body he says is predominantly Asian. We start to speak, as you do, of the future. His plan is to go back to Japan when he's done his Seattle thing and finally enter working life.

For me it's a little more up in the air, as we know. I've basically been working at securing Japanese employment for two years with no actual progress. President has long since departed for Koube, where she is teaching English. The distance, in the end, has only confirmed that I really, truly, want to be with this woman. He prods me, so, you think you'll marry her? Well, nobody knows the future. I mean I'd be lying if I said I hadn't thought about it.

He's startled and even a little angry to learn that there are Japanese people who tell me that, as a foreigner, I will never understand Japan, or learn to speak Japanese. (I wrote a post about this, but can't find it.)

“But you already speak Japanese!” he fumes. “You practically are Japanese!”

When President jettisoned nearly all her physical belongings in preparation for Koube, I ended up with some items of clothing. When I accidentally moved in with her, I didn't really bring much, so I frequently wound up picking through her laundry for T-shirts and jeans to wear. (Lockup thinks this is hilarious.) I developed some favourites, including a pink Sailor Moon T-shirt, a not-pink Sailor Moon t-shirt, and a black one that simply says 「日本」 (“JAPAN”).

I'm wearing the 日本 t-shirt today, and when my friend saw me sitting there, wearing that shirt, in a Japanese restaurant, drinking a bottle of Oi Ocha, the sight struck him as so absurdly Japanese he burst out laughing and couldn't help but snap a photo.

Three weeks later, I'm strolling past the burger joint when I see my friend who works there, and stop in to say hi. She's a bit of an interesting story. She's going to my Canadian university, now, and her long-term plan is Canada. And of course, if you graduate from a Canadian university, that's a quick ticket to permanent residency. Her problem right now is money, because tuition for international students is exorbitant. I know another guy, a tourism student, whose dream is to do tourism stuff in Hawaii. It makes a lot of sense, if you know a bit about Japan and Hawaii. There's a lot of parallels between our respective dreams, a lot of commiseration – and mutual support – to be had.

Talking with the girl from the burger joint, it turns out a Japanese girl who lived here back in fall 2011 is in town for a visit. She was with a group all from the same university who were here for a semester each. Kinda weird how that worked out, but it was nice. I had them, I had Japanese Club, I had President – we were still just friends back then – and I was taking six classes (the standard being four), so I never wanted for companionship, entertainment, or purpose. And all the while of course, I was prepping for my ryuugaku the following year, so everything I did, every hour of laying groundwork or studying Japanese, took on added weight in my own mind.

My friend told me our guest wanted to see me if she could. I told her it probably made more sense for her to tell me so rather than wait for a random encounter, she promised she'd tell her so, I looked forward to hearing from her, and then completely forgot about it until two days later, when we actually did meet in a random encounter. She's doing well. Since I last saw her, she's graduated university and become a systems engineer at a decent company in central Toukyou. But, she wonders, will she be able to keep working there when she gets married and has children?

Lately it's hard not to feel like everyone I know is both younger and more successful than me. It's discouraging. Even most of the people from English Club are now getting job offers from desirable companies. Anyone my age who is still in school has moved on to graduate studies and will be well-positioned indeed once they wrap that up. Meanwhile I've spent approximately nine decades working on a degree that will be mostly worthless when I finally complete it, at which point I will have virtually no marketable skills or experience. Painfully, President is at this very moment living the life I've always wanted, without me. I'm not jealous – really. We're a team, we share in our successes. But I want so badly to be there doing it with her.


But I have tangible, achievable goals. For the first time in a while, I can almost see things coming together. And it was invigorating to see my old friends. You take whatever victories you can seize.

Tuesday, 18 August 2015

Post-Apocalyptia: Fragile, Metro, and Fallout, Part 2 - Themes

Post-Apocalyptia: Fragile, Metro, and Fallout, Part 2
Themes

Part 2
Part 3
Part 4

Post-Apocalyptia is an interesting setting for a variety of reasons. Wish fulfillment is definitely part of it. We may not really want to live off maggots and live in constant fear of violent death, but from time to time we all wish we could leave our obligations behind in exchange for something more adventurous. It's the same appeal we see in the Wild West or outlaw biker gangs. But it's also a great place to tell a story, because it pushes our characters so hard and asks so many interesting questions in the process. Does morality change in this situation? What level of depravity is acceptable in exchange for survival? To what extent are we culpable for the sins of others? And should we be trying to restore what we've lost, or build something new? These questions and others pervade a post-Apocalyptic setting, intentionally or not.

Decay/Atmosphere

I remember doing the Fallout: New Vegas quest “That Lucky Old Sun,” named after a song from the 50's. The quest has nothing really to do with the sun – it concerns the activation of an orbital laser cannon – but the name made me stop and actually look up at the sun, shining down on my character (a hot young Chinese girl). And I remember thinking, how incredible is it that even when the world has been all but destroyed and virtually nothing looks as it once did, the sun beating down on this Mojave desert is the same one that shone on the face of human civilization 200 years ago. The sun observed humanity's self-destruction from afar - safely, and indifferently.

In Metro, much discussion is given to the ultimate fate of humanity, whether the last scraps of it subsist in the Moscow Metro or if other pockets remain elsewhere, whether we will ever be able to reclaim the surface, or if we will be forced to live down there forever, or yet again if we will simply die out within a couple of generations, once there's nothing left to scavenge and our subterranean farms go fallow. Meanwhile, for all its politics and gunfights, the underlying story of Metro is that of the dark ones, an offshoot of human beings seemingly made for our war-scorched earth. They are telepathic, unaffected by radiation or extreme temperatures, and difficult to kill. We're out, they're in. They want to help, if only we'd let them, but even if we die out completely, the earth abideth forever, and our passing from it will be only one chapter in its long, long chronicle.

Marcus, an intelligent Super Mutant
Funny enough, Fallout actually makes kind of the same point, twice over. In this case, however, it's only fringe groups who believe that the newtypes have inherited the wasteland. Ghouls are humans who have received large amounts of radiation and become zombie-like due to their symptoms. In Van Buren, there was going to be a character named Dr Willem Clark, a ghoul who claimed that, as radiation was the source of ghoulification, ghouls were the natural successors to their frail human ancestors. One day, he claimed, he and his people would strike out from their isolated fortress, the Reservation, and claim the Southwest (if not all of America) for themselves, and as ghouls can potentially live for hundreds of years, they were willing to endure slow progress. Similarly, the ultimate plot of Fallout 1 centres on the Master and his army of Super Mutants, humans who have been mutated by the Forced Evolutionary Virus. Like ghouls, they are immune to radiation (though unlike ghouls, they are not healed by it), and they are furthermore huge, fast, and incredibly strong, capable of wielding weapons such as miniguns and Super Sledges with ease. Indeed, they are already the masters of much of the American wasteland, such as the ruins of Washington DC, where they are more or less the dominant force. On the other hand, many Super Mutants have had their intellects dulled to animalistic levels, and the store-brand humans' main advantage over them is superior training and small unit tactics.

Source
Fragile seems to be driving towards exactly the same point as Metro: We should absolutely struggle to survive, but it also wouldn't hurt to occasionally remember that we may not be as important as we think. I never felt this more strongly than when Seto saw the northern lights in Fragile. Of course, they're beautiful, a wonder of nature; but even if civilization was destroyed, wouldn't they still be beautiful, regardless of whether there was anyone there to observe that beauty? On the other hand, if there's no one there to observe something's beauty, what's the point? There's a similar scene at the end of the dam level, where the camera pulls back to reveal the nature that has grown up around the abandoned dam, which, by the way, put a stopper in a natural wonder in the first place. The dam is still fully functional, too, constantly generating power for a population that is no longer there to use it. Like if you made dinner for five, but no one was hungry. And let us not forget the moon, which, like that lucky old sun, looks on from above. This theme of nature reclamation, of course, pervades nearly every second of Fragile.

Besides that, we have the “everyday life” angle. I appreciate that in the Metro 2033 novel, the national pastime seems to be sitting around sharing stories – news from other parts of the metro, rumours embellished by each successive purveyor, or just a personal anecdote from five years back when you were living an another station and apprenticing with an ironworker. It works really well, because with little else in the way of entertainment, and most information being exchanged by word of mouth, that's how people really would spend a sizeable chunk of their time.

In your travels through the world of Fallout, you will frequently meet with communities struggling for survival, and can offer your assistance if you wish. For instance, a typical quest line might involve the breakdown of a town's water purifier, and possible solutions might be to either help fix it, or negotiate a trade relationship with a neighbour. But for the most part, you yourself do not have to contend with any such issues – you are capable of days if not months without sleep, don't have to worry about biological trivialities like food, and can repair massive internal hemorrhaging with a 200-year-old first aid kit you found in a burnt-out house. Although Metro does an excellent job of making you really feel the constant danger of sudden, violent death, if you look at similar real-world situations like impoverished nations or the Old West, a slow descent into disease and malnourishment is far more likely than a quick and dramatic end. But in Fallout, anything that doesn't kill you outright is of little concern.

Of course, we accept these quirks in the name of fun. New Vegas, however, introduced “Hardcore Mode,” in which you really do have to pay attention to your bodily needs. The healing system is more complex, and some injuries can be tended only by a trained doctor. You have a hunger and thirst metre, creating the interesting dynamic where you may be forced to drink irradiated toilet water and risk radiation poisoning later in order to stave off immediate death by dehydration. In the normal game ammunition is weightless, allowing you to carry hundreds of rounds for weapons you don't even have, but Hardcore Mode forces you to pack more carefully, selecting only the equipment you will need for the mission at hand. Suddenly all of your decisions take on greater weight. Certainly you can't fault anybody who just wants the freedom to explore a compelling and detailed world without worrying about finicky irritants, but the light sim aspects of Hardcore Mode really clinch the post-Apocalyptic atmosphere for a lot of players.

The other two utilise their atmosphere to great effect, but Fragile lives and dies on it. That is, if you stripped away the details, Fallout would still be a top-knotch open-ended RPG, and Metro would be an ok FPS (and the Metro novels would still be good Hero's Journeys). On the other hand, Fragile, taken at its fundamentals, really isn't much of a game. Without the ancillary trappings, you're just running around aimlessly and occasionally hitting things with sticks. The art direction and slowly building pathos take that and make it compelling.

Of course the biggest difference between Fragile and the other two is that in Fragile, nothing was destroyed – it simply began to erode in the sudden absence of humanity. Moscow's Ostankino Tower had its top blown off, but Toukyou Tower stands intact. Fragile's degradation process was much slower, and, really, almost even sadder than sudden violent erasure. For inspiration, the developers looked to photographs of 廃墟 haikyo, meaning “ruins,” but used here to refer to abandoned train stations and amusement parks that Japanese urban explorers sometimes seek out and document. Give it a Google and you'll turn up stuff like this:





Unsettling, eh? The weird part is, you actually kind of get used to it. The sight of the ruined world is arresting at first, but while you never stop noticing it, you do start accepting that this is just the way things are now.

I think it also says something that in Fragile, of the two electronic friends Seto meets – PF and Kurou – both perish by the end of the game, whereas the flesh-and-blood characters not only fight to survive, but even live on as ghosts, long after their bodies have died.

Nostalgia/The Old World

From time to time when stopping at a campfire to rest and record his progress, Seto will find some small object from when the world was whole. This is accompanied by a few lines of monologue from the person who used it, and while the process is a little forced, they do make some poignant observations, such as the cup that once held hot tea on a cold winter's day, and cold, refreshing tea on a hot summer's day. You know – the little things that we never think about, that we take for granted because we don't live in a post-nuclear apocalypse. Yet.

Likewise, Artyom remarks on what a pity it is that humanity managed to accidentally destroy almost everything it had worked for up to that point. Having been born less than a year before the bombs dropped, he remembers nothing of the old world and can evaluate it as an observer. Anytime he encounters a relic of what now seems to be the Golden Age of civilization, he mourns its passing. Encountering the burned-out hulls of train cars, he almost finds it hard to believe that these machines could carry a person across Moscow in a matter of hours, when his own journey takes weeks or months. When he looks across the shattered landscape at what remains of Ostankino Tower, his thrill of awe is immediately followed by a pang of remorse that nothing of this scale will ever be built, ever again.

Ulysses
Most of the inhabitants of Fallout, however, are remarkably well-adjusted to their condition, being far enough removed from the Great War and what was lost in its wake that they feel no particular attachment to it. Indeed, everything that came before it is regarded as merely another stage of history (or what's survived of it; Abraham Washington will inform you that the Declaration of Independence was signed by the Second Judgmental Congress and taken to Britain by plane). Some, however, have managed to develop a yearning for the good old days that borders on obsession. These aren't generally ghouls, either, who would at least have a reason to miss the world they once inhabited, but rather people who have never even seen it with their own eyes. The condition has come to be called “Old World Blues,” and there's a whole New Vegas DLC on that theme that goes by that very name. In most cases, the afflicted fail to even understand what they're trying to restore, and end up getting bogged down in unimportant details like the kind of technology that was being used at the time. One character, however, who gives himself the name Ulysses – after Ulysses S. Grant, not the James Joyce novel – discovers a United States flag, latches on to it, and never lets go. This is not because he is unduly fascinated with the object, however, but because he understands all too well the power of symbols, and he believes in what the United States was supposed to stand for. To him, even the Enclave (which up until its destruction claimed to be the legitimate American government in recluse) is a betrayal of the American spirit, as it has perverted the ideals on which it thrived and twisted them towards petty personal concerns. His goal, though pointless and impossible, is noble.

Society and commerce

In Metro, the people everyone looked to for guidance were not the political elite or even military commanders but the station employees. Train operators are especially sought after, because they know the territory and, in the words of the novel, do not panic the moment they have to disembark and enter a dark tunnel.

Both Metro and Fallout have a surprisingly good grasp of economics, as well. Personally I think it's totally possible for the local currency to remain in use, but it makes just as much sense for it to fall without the presence of government to guarantee its value. In the case of Fallout, people start using the metal caps off Nuka-Cola bottles, which seems kind of silly and indulgent but actually makes perfect sense: The technology to manufacture them has been basically lost, which not only makes them difficult to counterfeit, but insulates them against inflation as well. The denizens of the Moscow metro end up using old AK-47 bullet casings for exactly the same reason.

Unexpectedly, both settings even demonstrate a basic understanding of the principle that capitalism inevitably leads to inequality. Fallout 3 has the inexplicable Tenpenny Tower, a low-rise apartment building somehow spared bombardment and currently inhabited only by affluent, non-mutated humans. Well, the nearby population of non-feral ghouls wants in, but the titular Tenpenny doesn't trust those sometimes literally two-faced no-goodniks. There's not only an obvious racism allegory, but a classist one as well. So you have the option to side with Tenpenny and tell the ghouls to piss off, in which case, congratulations on being an asshole. Alternately, you can convince him to give them a chance. The ghouls will move in, and, despite a few rough jolts, the new and old residents will overcome their differences and start to build a future together. For a couple of weeks anyway, at which point the ghouls will prove all of Tenpenny's fears well-founded and murder everybody in the Tower on some flimsy pretext. Tenpenny was a bad man, but not all of his tenants were. So, congratluations on being an asshole.

Just gonna leave this here
Metro is quieter on this point, but it's significant that the most powerful faction in the Moscow Metro got that way by commandeering the Ring Line, which allowed them to impose tariffs and thus become a huge economic power, relatively speaking. This in turn allowed them to bolster their military, and after a stalemate war with the Red Line, they sat as the virtually unchallenged masters of the Metro. Life in the Hansa (named after some European history thingy that I'm not really familiar with) is on a totally different level from other parts of the Metro; the lights are brighter, the food is better, and everyone is happier. Yeah, they're still basically destitute by our standards, but its citizens enjoy luxuries unavailable to almost anyone else, such as reliable electricity and hot water. No other force in the Metro is as effective. Christianity is reduced to a tiny fringe religion, Communism (the Red Line) focusses on ideologically significant but impractical physical holdings, and nationalism (the Fourth Reich) gains only a tiny, insular territory of a mere three stations that is very dangerous to trespass but poses no credible threat even to its neighbours, rather like the modern DPRK. The guys who decided early on that money was the number one priority, though? Oh, boy!

In Fragile, of course, it's a moot point, because there is no society, on account of there being no people. Seto can buy stuff from a travelling merchant, but that's more of a gameplay mechanic than anything worth reading into. It is notable, however, that all the humans who meet each other both instinctively seek each other out, and are instinctively distrustful of each other. Wouldn't you? And in a way, this actually underscores the main theme of the game: Loneliness, and the “fragility” of human relationships. After all, it is human beings' limited, imperfect means of communication that led the central antagonist to search for a means to human instrumentality, and, in fact, you find out at the end that he personally felt alienated from society, which viewed his eccentricity as worthy of derision and ostracism. He sought not only to alleviate his own pain, but that of anyone who has ever experienced the torture of being misunderstood, who wants to fit in, but can't, whatever they may say about not needing anybody. (I could make a point here about how this message, borne on a very Japanese, otakuish game, might speak to Fragile's target audience, but that might be a little too close for comfort.)

Funny enough, the fact that people always come up with some form of currency backs up claims by John Locke. Or they would, if they were real. You knew what I meant. So Locke, he says, suppose we only ever relied on the barter system. A quart of milk to fix a flat tire or whatever. Well, some people would still end up having more than they need. They would start to value things with no practical purpose – majestic Hercules beetles, let's say. They'd start trading legitimately valuable items like wool for Hercules beetles just because the little guys are the only ones who understand them. But nobody else has any use for them, right? Wrong. If the rich guy has more than he needs of everything, and he'll accept Hercules beetles as payment, then there's little reason for me not to accept Hercules beetles as payment as well, because I can turn around and sell them to the rich guy. Suddenly, we're all using Hercules beetles as a unit of exchange amongst ourselves, knowing their value is backed by the rich guy who wants them so bad, and we come to see that we haven't created something like money – we have actually created money. So, Locke says, money is inevitable.

Now you may notice that the way I describe things, the emergence of money is dependent on at least one person being significantly better off than your average Joe (or Ivan, or Tarou). Well, Locke says that this is inevitable too, and so does Marx. Except that Locke says this is because some people are naturally harder workers than others, and will sooner or later reach a position where they can start paying people to work for them, while still skimming off a profit for themselves, at which point they're commanding a labour force so large that they are now managers. Whereas Marx says that it is inevitable for complicated economic reasons that boil down to employees adding value to the object they work, and the employer keeping that value for themselves, without actually working for it. Marx was a horrible idiot of a philosopher but a brilliant economist and I'd love to delve into this further but you know what, “Marxist economics in post-Apocalyptic settings” could be a whole book. Suffice to say that economic powerhouses like Tenpenny or the Hanse are not at all far-fetched.


I hope you enjoyed Part 2 of this series. It was a little heavy, but it's pretty interesting stuff. Next time, we'll clean up a few mental bits and pieces that fell out while I was writing the rest of this series.

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