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[ microsoft 365 goes down
guess whose work from home gig just got real interesting
(40+ calls from home depot stores because their server-reliant cash recyclers are now down. a thing i cannot fix.)
im gonna. scream. ]
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So You Want To Get Into The Legend of Zelda But Don't Know Where To Start: A Masterpost
this discussion came up in my zelda stream the other week so i thought since i'm a longtime fan and Extremely Normal i'd make a guide to people who are just now getting into the series because of breath of the wild/tears of the kingdom. there's a lot of games and it can be confusing on how they're connected, where to start, etc. this is going to be an EXTREMELY LONG guide, sorry - if you want a short version you can check out this post i wrote a long time ago.
The Timeline
so the good news is that the zelda games were published non-linearly, meaning that the game that takes place first chronologically was not necessarily the first one ever made. they didn't even HAVE a timeline until like 2011 or so. for that reason, with a few exceptions*, you can jump in pretty much wherever you like. most zelda games (or pairs of games*) are spaced hundreds or sometimes even thousands of years apart, featuring different links and zeldas and other characters, which means you don't need to know anything about zelda to start with any game. the series is deliberately made so that each title works perfectly well as a stand-alone game.
*the exception is that a very few games have direct sequels - for example, majora's mask takes places just a few years after ocarina of time, phantom hourglass takes place after wind waker, etc. luckily even with these games, you can still jump in without having played their other half and have a good time without getting lost.
The Introduction
that said, the zelda series is extremely eclectic. while they all have the undercurrent of "zeldaness" that makes them special they can be as different as night and day. 2D or 3D, happy or edgy, mainline or spinoff, story-heavy or story-light...which game is best for you to start with will depend heavily on your own personal tastes.
the short version: if you haven't yet, i recommend most people new to zelda start with either ocarina of time or breath of the wild. these games, released almost 20 years apart, were both completely revolutionary and redefined their genres (or, in oot's case, the entire industry). they usually have something to offer everyone and they're both games with standout tutorial sections that teach new players the lay of the land with ease. there's a reason most people start with one of these two - which one you prefer depends on whether you can enjoy an older game or would prefer something newer. for brand-new gamers, i might also recommend skyward sword because of how much the game holds your hand - it's frustrating for more experienced players, but for those just getting started in gaming in general it might actually work out well.
the long version: OBVIOUSLY i'm going to do a game-by-game write-up. sue me. if you're looking for information on a particular title, ctrl+f it. otherwise, settle in. time for a cut!
The Games
how to read this guide:
which games: most of them. this guide is long enough as it is, so i'm not doing a whole ass writeup for REALLY niche spin-offs like the tingle games, the crossbow training game, the bs releases, or the much-loathed cdi games, even if i think the crossbow game ruled. i will do hyrule warriors and cadence of hyrule because they're properly fleshed out games. ports and remakes are gonna get grouped together with the originals to save time and space. if there's something missing from this list you want to know about, the wikipedia article with the complete list of zelda media is right here and it's a genuinely fascinating read. have fun!!
release date: self-explanatory. using japanese release dates for overall accuracy, and the games are in order of release date as well, but you DO NOT need to play them in that order - that would be madness
console: original console, other consoles it's available on (not including the weird experimental stuff like satellaview, c'mon), and whether or not it is available for switch. why? the switch is the latest console, how many new fans got into zelda, and because of nso, it will be the easiest access point for people who can't or don't want to buy new consoles/emulate on pc. nso stands for "nintendo switch online," which is a the online membership you can purchase from nintendo. the basic plan allows, among other things, emulation nes, snes, and gameboy titles. the expansion pack tier adds emulation of n64, sega genesis, and gameboy advance titles. i think nso is a good service with great value if you can afford it - read about it here. virtual console is just buying the game, usually for a low price, and downloading it digitally to play on newer consoles, but most of those services have been shut down now. there's also backwards compatibility - the wii u can play wii games, the wii can play gcn games, the original ds (and ds lite) can play gameboy advance games, and the gameboy advance (and gameboy sp) can play gameboy and gameboy color games. the snes can also play gameboy and gameboy color games with the super gameboy, and the gcn can play gameboy, gameboy color, and gameboy advanced games with the gameboy player.
average playtime: this comes from howlongtobeat.com - if it seems off, take it up with them
mainline game: this just means whether or not this game was a "big entry" into the series - typically, mainline games are devloped by nintendo directly (though nintendo develops side-games too), and they have a higher budget and a longer dev time, but this doesn't necessarily mean they're better - some mainline games are received more poorly than the ones that aren't mainline. also sometimes people argue about which games count as mainline games so take it with a grain of salt
sequel: whether or not a game is directly tied to another game in the series - again, even if they are tied to another game, you don't HAVE to play that other game first
story-heavy: how many cutscenes/cinematics/character stuff is going on
edge level: how much grimdark and serious stuff is present and how "on-screen" it is. zelda games are infamous for a careful balance of cheerful and dark stuff in all games, but some games are more forthright about the darker elements than others. i prefer those, but you may prefer it the other way!
the premise/the good/the bad/the verdict: the actual write-up. unfortunately not even i have played/finished every zelda game (someday...), so for the games i can't speak on personally, i will make a note on it so you can seek a second opinion.
now let's get started!
The Legend of Zelda (1986)
original console: nintendo entertainment system
available on switch: yes, with nso (basic)
also available on: gcn & gba (ports), gcn (gameboy player), wii, wii u, 3ds (virtual console), original ds (backwards compatibility), pc (emulation)
average playtime: 8-10 hours
mainline game: yes
sequel: no
story-heavy: no - in fact, for games in this era, reading the instruction manual is a must if you want story content; because the file size had to stay small, story content that couldn't fit was often added to manual instead
edge level: low
the premise: explore hyrule to find and put together eight fragments of the triforce so you can rescue princess zelda from ganon, prince of darkness.
the good: a solid introduction to the series, you can waste HOURS exploring this game, which is kind of a miracle considering the whole thing is only 128kb. (if you enjoy emulation, any computer will be able to play this. like doom, it could probably run on a microwave.) it's charming enough for when it was made and the music is all catchy as hell, even though it contains only a dozen or so tracks. this game is pretty light on puzzles, but most of the fun comes from the exploration - in fact, it was this game that the dev team for botw drew inspiration from when they were trying to figure out how to "reinvent" the zelda series - what they actually did was take it back to its roots.
the bad: well, it's that you can waste HOURS exploring in this game. back when it was released, the intent was to get players talking to one another - you would get one piece of the map explored and fine one secret, your friend would find and explore a different piece and find other secrets, and you'd trade! many people even had their own hand-drawn maps put together one screen at a time. since it really isn't possible to play this way today unless you get a bunch of friends together to do it blind, you almost certainly need a map or guide for this game when you're doing it on your own, otherwise you're never going to get anywhere, because there aren't usually indications that certain walls are bombable or bushes burnable.
the verdict: if you're a veteran who liked alttp (particularly the combat), if you have a high tolerance for aged games, or if you wanna see what this series looked like during its humble beginnings, you will like this game. if you're looking for a more guided experience or something with a lot of cinematics or puzzle-solving, pass. don't forget to read the manual!
Zelda II: The Adventure of Link (1987)
original console: nintendo entertainment system
available on switch: yes, with nso (basic)
also available on: gcn & gba (ports), gcn (gameboy player), wii, wii u, 3ds (virtual console), original ds (backwards compatibility), pc (emulation)
average playtime: 11 hours
mainline game: yes
sequel: yes, to the original legend of zelda
story-heavy: no - ditto for story being in the manual, like with the original loz
edge level: low
the premise: dive into six ancient palaces to place crystals there to wake princess zelda from an era long gone, who has been sleeping for hundreds of years. avoid being caught by ganon's minions, who want to use link's blood to revive their master ganon.
the good: because this game began life as an independent title which eventually got zelda-fied, it's quite different from most games in the series. it has side-scrolling combat and rpg elements. the soundtrack is very catchy, and this game also introduces dark link, an extremely cool popular doppelganger of our beloved hero. the map is HUGE in comparison to the original so there's tons more to explore here.
the bad: this game is HARD. not, "challenging," like, "bordering on impossible." i've never beaten it. i got just a couple of dungeons in and i was so miserable i had to give it up. even playing the "special edition" on nso (which is with all the unlockable upgrades to make it easier), it's a fucking slog. that's it! that's the only flaw.
the verdict: even with all its good qualities, even with how fresh it feels, it's so damn frustrating that only gluttons for punishment and very unique souls will truly find joy here. if you do decide to brave it, remember to read the instruction manual.
A Link to the Past (1991)
original console: super nintendo entertainment system
available on switch: yes, with nso (basic)
also available on: gba (port), gcn (gameboy player), wii, wii u, 3ds (virtual console), original ds (backwards compatibility), pc (emulation)
average playtime: 15-17 hours
mainline game: yes
sequel: no
story-heavy: medium. this was the first game to actually HAVE a proper story with named characters and extended dialogue. it wouldn't be considered story-heavy by today's standards, though.
edge level: medium, but like, on the high end of medium
the premise: one stormy night, link and his uncle receive a telepathic message from zelda begging for aid. link's uncle goes out into danger and doesn't return, so it's up to lik to go rescue her in his stead. from there you'll have to explore hyrule to locate the master sword, and explore the mysterious golden land behind the seal of the seven wise men to locate their missing descendants.
the good: alttp set the blueprint for the rest of the series - we finally have our first dungeon-crawler with proper puzzles, real dialogue from zelda, named bad guys, a huge array of funky items, and jammin' tunes still used in the games today (hyrule castle anyone?). plus, link has pink hair! the opening to this game is utterly iconic in every way, and traverse through not one but TWO world maps that overlay one another makes exploration even more exciting.
the bad: truly, no complaints here. it does require some patience. it's a little aged, and it's always possible to get lost without a guide, but so is it true for every game with a big overworld like zelda's.
the verdict: again, this game isn't story-heavy by today's standards, but back then it was more story than we'd ever gotten from a zelda game. as long as you don't go in expecting it to have an rpg kind of story, you'll probably enjoy it. if you don't like 2D zelda combat or need shiny graphics to keep your attention, give it a pass.
Link's Awakening (1993, 2019)
original console: gameboy/gameboy color, and a switch-exclusive remake
available on switch: yes - you can play the original with nso (basic) or the switch-exclusive remake
also available on: snes (super gameboy), gcn (gameboy player), gba, original ds (backwards compatibility), 3ds (virtual console), switch (remake), pc (emulation of any version)
average playtime: 14-19 hours for the original, 14-21 hours for the remake
mainline game: yes for the original, no for the remake, technically
sequel: technically a sequel to a link to the past, but they truly have nothing to do with each other
story-heavy: medium - similar story style to a link to the past. smaller cast and less overall dialogue, but more character work on marin specifically
edge level: usually pretty low, but in the rare moments when it jumps out it REALLY jumps out
the premise: while sailing, link becomes shipwrecked, washes up on shore of a remote place called koholint island, and is rescued by a girl named marin. with his boat in pieces, he has to go on a bittersweet adventure exploring the island and getting to know his rescuer in order to wake a mysterious being known as the windfish so he can go home.
the good: a tiny yet vast map, foreboding dungeons (hello, face shrine), a strange and quirky world that's impossible not to love with a small but charming cast to match (though, of course, the real stand-out character is marin), fun minigames, and a soundtrack that only got better in the remake. this game has it all! the story will surprise you by leaving you weeping at the end. there's not a huge difference to the gameplay between the original and the remake - it's mostly a graphical update, though they did add some side content.
the bad: it's one of those games that's different from the rest of the zelda series, which means it's not for everyone - there's no zelda, no ganondorf, no hyrule. also, getting the best ending is absolutely painstaking.
the verdict: what a wonderful game! the story is sparse but rewarding. if you don't like 2D zeldas, story-light games, or don't want to cry through the credits, you can give it a pass - but everyone else should love it.
Ocarina of Time (1998, 2011)
original console: nintendo 64, and a 3ds-exclusive remake
available on switch: yes, with nso (expansion pack)
also available on: gcn (port), wii, wii u (virtual console), 3ds (remake), pc (fan-port or emulation of either version)
average playtime: 25-40 hours
mainline game: yes
sequel: no
story-heavy: yes, medium-high. it wouldn't impress by today's standards but back then it WAS the standard
edge level: medium-high. it's horrifying in some respects, but overall very wistful and bittersweet
the premise: link, the local outcast, is ousted from his idyllic home after tragedy strikes in the form of ganondorf murdering his forest's guardian spirit. from there you'll explore hyrule to open an ancient doorway, and go on a time-traveling adventure in a last-ditch attempt to prevent a terrible future and heal a broken world that didn't always want you.
the good: what can i possibly say about ocarina of time that hasn't already been said? critically acclaimed as the best game of all time when it was made and still 25 years later (with only breath of the wild threatening to unseat it), this game is everything. this is the game that taught me to love stories, to love gaming, to love zelda. the world is full of secrets and places to explore, there's a kind of dual-overworld thing happening the way there was in alttp, there's a lot of collectibles and sidequests and TONS of minigames, there's a huge cast of characters with real depth, you can RIDE A HORSE, and the quite literal coming-of-age story has actual plot twists that affect the gameplay. this game defined the official timeline for zelda (massive spoilers at the link), it defined the series itself, it defined the genre and even the industry - games everywhere are still using concepts introduced (or made popular) here, like targeting enemies, context-sensitive buttons, dynamic soundtracks, and day-night cycles.
the bad: one of the dungeons is a shitty goddamn motherfucking royal pain in the ass. you know what i'm talking about. unless you don't, in which case i'm sorry. maybe it's less horrible in master mode, i don't know. also, like, it's not that the game has aged poorly, it's still a solid adventure, but it HAS aged. since basically every game you've ever played has emulated oot with stuff like lock-on targeting, these features won't feel as revolutionary and special to a new player today as they did to new players in 1998. that's not bad, but it has caused some people to get excited to look into the hype, pop the game in, and then go "wait, i don't get it."
the verdict: unless you absolutely cannot deal with playing a 25yo game, pick this up - for the historical value, if nothing else. i cannot more highly recommend any game that ever existed than i do this one. that said, for people who are new to GAMES IN GENERAL, it may not feel as intuitive as it did to new players in 1998, because speak a slightly different language now. new gamers should definitely still play this, but they should either use a guide or consider not making it their very first game. more experienced gamers should still be fine making this their first zelda game.
bonus verdict: as for which console to play it on - the 3ds version has a lot of quality of life adjustments, including gyroscopic controls and a master mode (gcn version also has master mode), and the graphical improvement is absolutely astounding...but it's on a teeny-tiny little screen. i think the best way to play ocarina of time, if you're able to, is to emulate the 3ds version with the fanmade 4k upgrade. of course, this requires a good pc, emulation skills, and a properly connected controller (i haven't done it yet myself) - so don't feel bad playing anyway you can access it.
Majora's Mask (2000, 2015)
original console: nintendo 64, and a 3ds-exclusive remake
available on switch: yes, with nso (expansion pack)
also available on: gcn (port), wii, wii u (virtual console), 3ds (remake), pc (emulation)
average playtime: 20-38 hours
mainline game: yes
sequel: yes, it's a direct sequel to oot. the opening may be a little confusing if you haven't played it but otherwise you're fine
story-heavy: yes, VERY. the character-work alone is unparalleled even by modern standards
edge level: EXTREMELY HIGH. this is without a doubt the darkest and most haunting game in the series
the premise: link, trying to escape his problems back home, gets thrown into an unfamiliar world where the moon is going to fall and destroy everything in only three days. with the help of multiple forms (link can shift into a deku, goron, or zora), and time travel, link relives the same three days over and over again, exploring clock town and the lands around it, and getting to know its people, so he can find a way to help everyone and prevent the oncoming apocalypse.
the good: holy cast of characters, batman! as with every zelda game, there is exploration and dungeon-crawling, and these are phenomenal here - of particular note is how the use of 4 different forms plays into puzzle-solving - but the real meat of this game comes from its incredible cast. near the beginning of the game you are given a journal, in which to note the schedules and habits of each and every resident of termina as you learn them. you play the same three days over and over, so while the clock is always ticking, there's an infinite time to get to know them. each character reacts to the upcoming armageddon differently: some are resigned, some are frightened, some are brave, and some are in denial. (notably, one minor character who appears brave crumbles in the final hours, begging not to die.) who these people are and the sorrows they carry around with them to the end of the world define this game and make it like no other.
the bad: look, it's a game about an upcoming apocalypse. you're on the sinking titanic and the clock counts down every precious second and no matter what you do there will ALWAYS be that time limit, which not everyone likes. it's stressful, and it can be sad and tragic, even upsetting at times, which is kind of a requirement for the powerful catharsis it also offers. it's very different to the usual zeldas - no zelda or ganondorf or hyrule - which also isn't everyone's bag. it's also a huge timesink - you really miss a lot of the point if you don't 100% it or at least get all of the masks, which takes a long time and a guide (although it is fun as hell the whole time).
the verdict: some people really hate the time limit and find it imposing. i mostly don't have a problem with it - sometimes i have to race to finish a task before i run out of time so i HAVE time to travel back before i get blown to bits, but without this mechanic, the game wouldn't work at all. famously, this game was made in only one year (hence the reused assets), so the pressure the devs felt really came out in their work. i think it's a fucking masterpiece, but it is a game about death, among other things, so if you need a feel-good title this one probably isn't your stop. that said, the incredibly powerful cast makes this game timeless - if not for the graphics you'd hardly know it's aged at all. even newer gamers should enjoy this one, but use a guide! for a game this complex it's more important to find everything than it is to do it blind.
bonus verdict: while the graphical improvements on the 3ds are wonderful, and the added fishing minigame is great, i mostly preferred the controls of the original. new players may not notice the difference, though!
Oracles of Ages & Oracle of Seasons (2001)
original console: gameboy color
available on switch: not at the time of writing, but nintendo has confirmed it is coming to nso (basic)
also available on: snes (super gameboy), gcn (gameboy player), gba, original ds (backwards compatibility), 3ds (virtual console), pc (emulation)
average playtime: 16-25 for oracle of ages, 15-21 for oracle of seasons, leading to about 31-46 hours total
mainline game: no
sequel: not linked to any other games in the series, but they're technically both sequels to each othjer - more below
story-heavy: no, about medium-low
edge level: low
the premise: link hears the triforce calling out to him, and when he investigates, is thrown into one of two words, depending on which game you're playing. these two games stand alone, but they can also be linked via a code so that your playthrough on one can be transferred over to the other (like golden sun, if you've ever played those games). you can choose which game to play first. at the end of your playthrough, you can get a code, which can then be entered on the other game - complete both and you get a secret special grand finale. somewhat like pokemon games, the games complement each other in their differences, thoguh the differences here are much more drastic - they have different overworlds and dungeons, a slightly different set of items, and a different way of interacting with the world (by either traveling through the ages or by changing the season). oracle of ages is focused on puzzle-solving, while oracle of seasons is focused on combat and action.
the good: what a dense and detailed little adventure these games are! with a double of everything from items sets to overworlds, there's a ton to do. the worlds have a ton of variety and can feel endless at times. and since they were built on (i think) the link's awakening engine, gameplaywise it's kind of like getting to play a really good sequel to that game for the first time...twice. the lore is fun, the lands are fun, there's a couple of unforgettable tracks i still listen to. since you can play the games in either order, there's a good bit of REplayability involved, because hardcore fans will want to experience it both ways - leading to two playthroughs of each game, meaning four total playthroughs, for up to a whopping total of 92 hours of gameplay. talk about bang for your buck!
the bad: the codes are a real pain in the ass to work with, and you really can't get by without them. not only is it essential for moving your file from one game to the other, but you can also use them to get special items from one file to another. it's SO EASY to enter these codes in wrong and SO TEDIOUS to have to check them character by character. here's hoping the nso version has a better way (though i'm not holding my breath).
the verdict: an absolute must for any 2d zelda fan. first-time players, i HIGHLY recommending playing ages first. there's an important side-character in ages whose story gets resolved in seasons, but not if you play seasons first. of course, if you really like the games a lot, you can always start over and play them in the other order for different cutscenes.
Wind Waker (2002)
original console: gamecube
available on switch: no :(
also available on: wii u (hd port), pc (emulation)
average playtime: 25-60 hours
mainline game: yes
sequel: technically, this is one POSSIBLE sequel to ocarina of time (which splintered the timeline, leading to multiple possible branching paths), though it takes place hundreds of years later. it has the same ganondorf from that game, but you should understand everything just fine whether you've played oot or not.
story-heavy: yes
edge level: medium-low - there are some more serious moments, and this is technically a post-apocalypse story, but overall this is one of the more bright and joyful games
the premise: this is a hyrule that was flooded by the gods when the hero of an ancient era could not show up to defeat ganondorf. people live on former mountaintops, now islands, interconnected by only the sea, and sailing is very dangerous. when link's younger sister is kidnapped, he has to leave his little island and go on a sea-faring adventure with pirates in order to get her back and unlock the mysteries of the hyrule beneath the waves.
the good: the game is vibrant, colorful, beautiful, and full of life. even if you don't like the cartoony art style (and i have mixed feelings), you can't deny the ambiance. there's a new combat system where for the first time you can pick up the dropped weapons of enemies, and the cast is stand-out - the "zelda" of this game is more hands-on than in any other title, and ganondorf is at his most sympathetic here, not to mention all the minor characters and their various sidequests. the characters are truly some of the funniest and most endearing yet - this game will make you laugh out loud. the enemies and bosses are unique and fun to grapple with (special shoutout to helmaroc king) and there's no shortage of stuff to do.
the bad: firstly, we have to mention the art style, which has been a little divisive over the years. it won't be for everybody. i like it for the most part, because you couldn't get the same vibe without it, but i do wish it was just a little less stylized - just a little! secondly, the game is just not finished. the development was rushed, leading to the cutting of an entire dungeon and a poorly-implemented second half where the focus shifts from exploration and dungeons to a near-ENDLESS fetch-quest for triforce pieces which involves a LOT of incredibly tedious and time-consuming sailing. (as kids, some trips were so long we could just set the direction and leave the controller on the floor while we took a bathroom break.)
the verdict: overall, the flaws aren't enough to ruin what is a truly great adventure. fans of the more serious games (hi! me!) may find themselves wishing wind waker had leaned into its post-apocalyptic setting and mysterious drowned world aspect more, and fans of lighter zeldas will find themselves wishing the damn thing was finished, but overall, everyone should find it's worth at least one playthrough, unless you absolutely cannot tolerate the visuals. fans of lighter zeldas, combat, and pirates will all love this one.
Four Swords (2002)
original console: gameboy advance
available on switch: no :(
also available on: 3ds (single-player remake), potentially pc (idk if emulation of the original is possible considering the connectivity, but you could almost certainly emulate the remake)
average playtime: 3-17 hours
mainline game: no
sequel: technically, it's a sequel to minish cap, but minish cap hadn't been made yet, so whatever
story-heavy: not at all
edge level: non-existent
the premise: link pulls the ancient "four sword" in order to defeat bad guy vaati and becomes split into 4 selves. this game was the first multiplayer zelda, and you had to have three friends, all with their own gameboys and link cables, to even play this bad boy. from what i understand in most of the game you just compete to see who can get the most rupees? a single-player version was released on the 3ds a few years later but i don't know if you can still buy it legit or if the 3ds store was shut down. since it was so inaccessible, pretty much no one played this, including me, so i can't give it a proper writeup. probably nobody reading this will ever get a chance to experience four swords how it was originally meant to be played either, but you can find this game's spirit in similar titles like four swords adventures or minish cap, which are much more accessible.
Four Swords Adventures (2004)
original console: gamecube
available on switch: no :(
also available on: uh yeah that's it. just the gamecube. you may be able to emulate it on pc though - i've never tried
average playtime: 15 hours
mainline game: no
sequel: teeechnically a sequel to the original four swords, but nobody played that, it's fine
story-heavy: not at all
edge level: very low
the premise: a sequel to four swords, this was intended to be the sleeker and (somewhat...) more accessible version. you can play this one as a single player, but my brother and i did it on co-op with a link cable and a gameboy sp - just the two of us, and no need to find two other friends - we each controlled two links each, to simplify it.
the good: the game is FUNNN as hell. the graphics are sleek as fuck because it's a 2d game running on a system capable of rendering 3d ones (just look at those flame effects!), the gameplay is addictive, and co-op puzzles are a blast. nintendo has always come out strong when it comes to in-person multiplayer (even if they have yet to catch up with online multiplayer...) and this is no exception. for anyone who ever wished they could sit on the floor and play zelda with their siblings the same way they played mario kart or smash bros, this game is a dream come true.
the bad: this game is still so GODDAMN inaccessible. we were lucky enough to have the gameboys and link cables we needed, but i don't have any idea how you'd go about playing it with other people now without some extremely tedious emulation or buying some extremely old (and expensive) gaming equipment. sure, emulating the single-player version on gcn is no big, but the game really shines in its multiplayer aspect, which is all but impossible for most people to enjoy now. it's incredibly frustrating.
the verdict: if you're lucky or rich enough to own a gamecube, a gameboy, and a link cable (multiple gameboys and link cables?) in 2023, AND you have a friend or three to play it with, please pick this one up. unless you just hate 2d zeldas, it is a FUCKING blast, and zelda fans the world over are probably envious they can't experience it for themselves.
Minish Cap (2004)
original console: gameboy advance
available on switch: yes, with nso (expansion pack)
also available on: original ds (backwards compatibility), 3ds, wii u (virtual console)
average playtime: 15-27 hours
mainline game: no
sequel: no, but it is a prequel to the four sword series (made well after those games were released)
story-heavy: medium-light - about the level of most 2d zelda games
edge level: very low - this is such a bright and cheerful adventure
the premise: in an adventure meant to explain vaati of four sword fame's origins, you meet teeny-tiny people known as the minish, who live in teeny-tiny spaces all over hyrule. they mend shoes, use pots and old boots as houses, fight dust mites, and leave surprise gifts such as rupees and hearts beneath pots and the like to help adventurers. by shrinking and growing you explore various nooks and crannies and solve a ton of puzzles, and through fusing items called kinstones with strangers you can change or uncover more of the overworld and unlock even more secrets
the good: the game is beautiful, bright, and fun. the soundtrack is catchy, the gameplay is addictive, the puzzles are very fresh, and the kinstone fusion feature means you'll be doing a lot of backtracking and replaying to see all this game has to offer.
the bad: besides zelda, i didn't find myself terribly enthralled with most of the cast. the reused sound effects from other games can be nostalgic sometimes but sometimes they feel a bit cheap, since they had to be downsized; they're the audio equivalent of a pixelated jpg. and as great as the soundtrack is, it suffered from the same thing.
the verdict: my nitpicks with this game are minor - i think it's a wonderful and fresh entry into the series, and probably one of if not the best 2D zelda. if you like 2D zelda at all, you'll want to pick it up.
Twilight Princess (2006)
original console: gamecube AND wii (i know)
available on switch: no :(
also available on: wii u (hd port), pc (emulation)
average playtime: 30-56 hours
mainline game: yes
sequel: technically, this is another possible sequel to oot, taking place 100 years later, and involving oot's ganondorf. (it has nothing to do with the timeline wind waker is on.)
story-heavy: yes, very - the cutscenes look great, the mocap for this game is wonderful
edge level: very high
the premise: 100 years after ocarina of time, darkness falls across hyrule in the form of "twilight," desolating every part of hyrule that it touches by turning its denizens into ghosts, and forcing princess zelda to surrender to zant, the king of the twilight realm. when link's village is destroyed by this twilight and he is turned into a wolf, he leaves to save zelda, save hyrule, and save his home. this game was meant to be a gcn title originally, but development was delayed for so long that they began co-developing it for the wii and released it as a launch title for that console.
the good: where do i start? this game was intended to be a return to oot's more realistic artstyle after many years of the wind waker art style in spin-off games, and was in fact a spiritual remake of oot in many ways. it is similar graphically, tonally, and gameplay wise - it's the oot they wanted to make in 1998, only with a more powerful engine, and fans loved it - check out this video of its announcement at e3 - it still gives me chills. famously, this game introduced horseback combat, which the devs had really wanted to implement in oot and were forced to give up on due to hardware limitations. the cast and the puzzles are all great on this one, and the world is huge and full of surprises, but of particular note is your partner midna, who comes with a better story and more personality than any partner before or since (sorry, king of red lions). lesbians and their associates will LOVE whatever the hell she has going on with zelda in this game. twilight princess also has the most fleshed-out swordplay of any zelda game - the various techniques you learn from the ghost swordsman are fun as hell, and every single boss battle in this game absolutely fucks.
the bad: despite its high moments, the story in this game is just a little weirdly paced. ganondorf was brought in kind of suddenly, and link's childhood friend from his village, whom the story focuses on a lot, is maybe not the most compelling character (sorry to ilia fans - she's okay, just not my favorite). not everybody liked this game's emulation of oot, and some people felt it was uninspired. personally, my gripes are mostly about the dual-console release; having played both versions multiple times, i think they both suffered from being co-developed. because the wii version uses motion controls and most people are right-handed they switched to a right-handed link for the wii (BLASPHEMY), meaning they actually flipped the entire world horizontally, and there are times when the laziness of this action is very apparent when playing the wii version. while the controls are superior on the wii (there's a mandatory shooting minigame that's all but impossible on gcn connected to a crt tv), the graphics just...look a little aged for a wii game, whereas they look damn good for a gamecube game. the hd remake fixes this, but since it's only on the wii u, fucking nobody has played it, and it remains inaccessible to most players except through emulation.
the verdict: if you can get your hands on this, do it. despite its flaws it's a classic meat-and-potatoes zelda adventure. fans of combat and more serious stories will especially love this one. personally, i preferred the gcn version because of left-handed link, but i do think the motion aiming on the wii (and wii u?) was a great addition, so it's a matter of preference as far as if you want the hd graphics and what controller feels correct in your hands.
Phantom Hourglass (2007)
original console: nintendo ds
available on switch: no :(
also available on: wii u (virtual console), pc (emulation)
average playtime: 17-31 hours
mainline game: no
sequel: a direct sequel to wind waker - not sure if you need to have played that to understand; from what i can tell there are actually a few plotholes
story-heavy: medium, i think?
edge level: low, as far as i know
the premise: after tetra gets sucked into a ghost shiop ad vanishes, link has to set sail on a new ship to find a way to free her. that's all i really know because, okay, up-front, i did not finish it. i did not give it a fair shake. it's got great reviews and they can't all be wrong, but i found controlling link with a stylus (the ds had no control stick) frustrating, the game hard to see (the graphics are trying to emulate ww's style on less capable hardware), and the story uncompelling (tetra? a damsel??). i know a lot of people really love linebeck and i wanna love him too one day, but until then, get your answers from the people who love this game!
Spirit Tracks (2009)
original console: nintendo ds
available on switch: no :(
also available on: wii u (virtual console), pc (emulation)
average playtime: 20-33 hours
mainline game: no
sequel: to wind waker and phantom hourglass, technically, though it takes place 100 years after those games
story-heavy: medium, i think?
edge level: low, as far as i know
the premise: 100 years after wind waker and phantom hourglass, a new hyrule has been founded above the waves and it has TRAINS. for some reason zelda gets zapped out of her body and can now follow you around as a cool ghost who possesses bigass statues to help you out. that's right, your partner for this game IS ZELDA. the main theme for this game is so catchy it's a crime. i never played this since i didn't finish phantom hourglass, but it looks so fucking cool that i wanna power through phantom hourglass despite my initial reservations just so i can take a crack at it.
Skyward Sword (2011)
original console: wii
available on switch: yes, as an hd port
also available on: wii u (virtual console & backwards compatibility), pc (emulation)
average playtime: 30-58
mainline game: yes
sequel: no - in fact, it's the prequel to every zelda, being that it's the very first one in the timeline
story-heavy: yes, very
edge level: mostly low, but it does have its serious moments
the premise: taking place at the very start of zelda's long and complex timeline, this game seeks to explain the origins of hyrule's creation and and some of its mythology. link and the other proto-hylians live in islands high above the clouds and attend the school for flying around on bigass birds, not knowing if there even is a world below, until one day zelda (not a princess but the headmaster's daughter) gets dragged down by a dark force, and link must venture into the land below to save her.
the good: skyward sword is oozing ambiance. a standout area of this game is lanayru desert, in which you can use a timeshift stone to shift the area directly around you back in time by 1000 years or so and watch it come to life with greenery. this soundtrack is fully orchestrated, we get to hear zelda sing (her first voice acting debut!), and when the motion controls are on, they're REALLY on. sometimes the swordfights feel like actual duels. the cast of side-characters all get a lot of development (shoutout to my man groose!), and the villains are creepy and quirky. the dungeons in skyward sword are especially good - the cistern in particular is one of the best in the game, but we can't forget the ghost ship or the sky temple either. minor spoilers for the story, here, but finding out WHY there are so many zelda games and the struggle against evil never ends (it's a literal curse) was really cool and really reframed how a lot of people saw the series and the characters - it's a lot more tragic that they have a fate they can't escape from so long as zelda fans want more games.
the bad: minor spoilers for the story here too. as far as prequels go it did not make a lot of sense. there's nothing about the three goddesses we've come to know and love, only about the minor goddess hylia, and the ancient hyrule features species that don't ever make another appearance mole guys and seahorse dudes. there aren't any zoras or gerudo or koroks/kokiri, there's only one goron, we only see two sheikah...it feels so far removed from the hyrule we know that it doesn't feel like a prequel at all. additionally, when the motion controls aren't good, they're REALLY bad - especially on the switch version, which has less precise controls than the wii. finally, while i personally didn't mind it (puzzles!), a lot of people disliked how linear the overworld was and complained there was no exploration. another common frustration, one which i share, is how much the game holds your hand. (this famously inspired toriel in the game undertale to LITERALLY hold your hand and do the puzzle for you.) this game will present a puzzle and then have the nearest npc (most often fi, poor fi, she undeservedly gets all the blame for this) explain how to do it before giving you even one chance to try for yourself.
the verdict: it has its flaws, but i still enjoy it a lot. i think more experienced players will be very frustrated with it at times, and people who hate motion mechanics or constant alerts/lots of useless dialogue will be miserable. (you can turn motion controls off in the switch version but it feels unnatural because of how sword-swinging works.) on the other hand, the game's linear and hand-holdy nature actually makes it a perfect start for brand new gamers, especially given where it falls on the timeline.
A Link Between Worlds (2013)
original console: 3ds
available on switch: no :(
also available on: pc (emulation)
average playtime: 16-23 hours
mainline game: no
sequel: takes place at least 100 years after a link to the past, and even uses the same overworld! you don't have to play that to understand this though.
story-heavy: medium, about the level you expect for 2d zeldas
edge level: medium-high
the premise: link turns into a little flat guy so he can go more places! this is a sequel involving the inhabitants of lorule, a parallel world to hyrule, one without a triforce. go back and forth between kingdoms to save hyrule from suffering the same fate, all while trying to kick a giant rabbit guy out of your house.
the good: the puzzles in this one are really fun and fresh, the old overworld map feels super nostalgic, the music is charming, and being able to tackle the dungeons in any order is a nice touch. i especially loved getting to know certain inhabitants of lorule.
the bad: the non-linear style won't be for everyone, and i wish i had been able to spend more time getting to know hilda in particular.
the verdict: this in my opinion is one of the best 2D zeldas - if you're a 2D zelda fan, especially a alttp fan, don't miss it!
Hyrule Warriors (2014, 2016, 2018)
original console: wii u
available on switch: yes, as a remake/collection
also available on: this is complicated. the game was originally released on wii u, then ported to the 3ds with new added content but i think mising some other content, and then FINALLY released on the switch with ALL the content. you can also emulate any version on the pc
average playtime: 17-38 hours, though people report up to a whopping 366 hours to 100% it
mainline game: no
sequel: no
story-heavy: medium-ish. there's cool cutscenes but it's not that deep
edge level: low, this shit is just balls to the wall crazy-ass fun
the premise: a crossover between dynasty warriors and zelda. turn zelda into a beat-em-up and add cameos from popular characters doing increasingly batshit anime fighting moves. what's not to like?
the good: this game is insane. the electric guitar soundtrack, the cameos, the nostaliga - it's all here. the gameplay is good mindless fun you can really sink your teeth into, and despite it not being the point i had fun running around and exploring all the maps. there's so, so, SO much to do (366 hours!) you will literally never see the end of it.
the bad: the OCs are maybe not my favorite people. i don't know if they come from other dynasty warriors games but they were a little annoying and truly, uh, underdressed. also, as someone who likes to 100% games, it annoys me that i'll likely never 100% this, just because of the sheer timesink/grinding required.
the verdict: if you like fighting games and combat, this is for you. if you're into zelda for the serious story stuff and the puzzles, give it a pass. completionists beware, 100%ing this game is NOT for the faint-hearted.
Tri Force Heroes (2015)
original console: 3ds
available on switch: no :(
also available on: pc (emulation)
average playtime: 14-26 hours, but up to 56 hours to 100% it
mainline game: no
sequel: takes place a few years after a link between worlds - not sure if you need to play that to understand this, but it seems unlikely
story-heavy: doesn't look like it
edge level: low. oh my god, he's in a little cheerleader outfit. look at him
the premise: i don't really know, i think you crossdress to gain superpowers and then solve puzzles with your buds. i didn't play this one because i didn't have 2 friends with a 3ds and a flexible schedule. apparently there's a one-player mode, but it just doesn't seem as fun, and the lack of a 2-player mode is sad because my brother and i could've rocked it. like the four swords series, this looks like great multiplayer fun, but it's inaccessible to people without the time or coordination to get 3 people together. it looks fun as hell, though.
Breath of the Wild (2017)
original console: dual launch on wii u and switch
available on switch: yes, obviously :)
also available on: pc (emulation)
average playtime: 50-100 hours, though to 100% everything and enjoy the dlc it could take up to 210!
mainline game: yes
sequel: technically, it's a sequel to everything, since it takes place at the end of (somehow) every timeline. but you don't have to have any prior experience to enjoy it
story-heavy: medium-heavy? this is the first zelda game with voice acting, and what cutscenes it does have are amazing, but you can expect to see only a very few of them
edge level: very high (this is once again post-apocalyptic), but not as high as majora's mask or twilight princess
the premise: link wakes after a 100 year sleep with no memory of who he is or what happened to the ruined world around him. explore a completely open world in your own way at your own pace, recover your memories, rescue zelda.
the good: this game hit the industry at a thousand miles per hour and six years later the hype still hasn't slowed down. this redefined the series and the genre in a way we haven't seen since oot in 1998. this game is revolutionary in the way that oot was revolutionary back then, but updated so that newer players find it just as surprising and refreshing as new players in 1998 found oot back then. the exploration, the physics, and the world are all totally unparalleled - three decades later, this zelda truly gets back to the original explorer and adventuring spirit miyamoto tried so hard to capture in the very first legend of zelda game all the way back in 1986.
the bad: as much fun as this world is to play around in, i found that most of my joy came from the exploration and not knowing what i'd find around the next corner. it's still a very, very, VERY good game, but i found that on my replay it just didn't have that same shininess that other games in the series do when i replay them. and, of course, because it's so different it's very divisive - there's no human ganondorf in this game, no dungeons - all your puzzle-solving comes in microdungeons called shrines scattered around hyrule. weapon durability is also a hotly debated feature - even i found it frustrating at times, although in many ways the forced improvisation it brings to the table is more than worth the cost of admission. and overall the enemies are all the same and have no real difference between them, even the bosses, and the boss fights kind of suck. it's a really good game, but it does have its flaws.
the verdict: this is the perfect starting point for anyone new to the series. many people have started with this game and learned about hyrule alongside the amnesiac link - i had an extremely interesting discussion once with someone on tumblr about how the game is different if you've grown up loving hyrule and see it get torn apart, vs if the only hyrule you know IS the one that's torn apart. both ways are wonderful experiences, and i think even non-zelda fans would find something to love in the freedom this game offers.
Cadence of Hyrule (2019)
original console: switch
available on switch: yes, obviously :)
also available on: pc (emulation)
average playtime: 6-11 hours, but you can add up to 12 more if you play the dlc
mainline game: no
sequel: no
story-heavy: not really
edge level: low
the premise: a crossover with crypt of the necrodancer, a roguelike rhythm game. there's no real story here except, notably, a brief cameo of a younger ganondorf, though his back is always turned to you. (if you could go back and kill ganondorf as a baby...)
the good: well, a rhythm game's gotta have good music, right? both the rehashes of the old songs and the new music are absolutely stellar here. i'm normally iffy on rhythm games but i found the gameplay addictive (there's a strong tactical element to moving around) and the exploration fun. getting to play as zelda (!!!) if you want is a great bonus, too. there's really nothing not to love.
the bad: the kind of movement you have in this game doesn't lend itself super well to boss fights most of the time. they weren't bad by any means but definitely one of the weaker parts of the experience.
the verdict: unless you hate rhythm games or hate fun, you'll like this one, especially if you're a crypt of the necrodancer fan or a fan of zelda's music in general. puzzle fans might be disappointed there aren't as many mind-twisters in this one, though.
Hyrule Warriors: Age of Calamity (2020)
original console: switch
available on switch: yes, obviously :)
also available on: pc (emulation)
average playtime: 25-40 hours, though it can take up to 76 hours to 100% it
mainline game: no
sequel: a direct prequel to breath of the wild and its eventual but as-of-yet unreleased sequel tears of the kingdom
story-heavy: yes
edge level: relatively low, i'm told
the premise: so this is a prequel to botw, taking place during the era just before the apocalypse. i didn't finish it because it came out right around nov 5 2020 (iykyk) and then someone spoiled the ending for me and i thought it sounded stupid, so i was less motivated to play. what little i did play of it was great, though - it was exciting and fun in all the ways the original hyrule warriors was but bigger and badder in every respect, and with a little more of that somber botw flavor. i intend to finish before totk comes out despite my reservations about the story.
The Conclusion
it's a great time to be a zelda fan because out of the 22 games on this list, only 8 of them are unavailable on nintendo switch, and only 2 of those are what i would consider to be mainline games. that means you can access two thirds of the ENTIRE SERIES, spanning almost 4 decades, on a single console! your only limits are your time and your wallet. most of the ones that AREN'T available on the switch can be played on a 3ds, so if you have or buy one, nearly the entire series is at your fingertips. (you can emulate the shit out of your 3ds, btw, and play a lot of these gameboy, gba, and ds games for free - nintendo isn't looking anymore so they don't care.)
sorry i couldn't fully cover all games - i welcome opinions from people who have played games i've missed in the tags. when i do get around to playing them, i will come back and update this guide! expect an entry for totk eventually too. thanks for reading and i hope it was helpful to someone!
#loz posts#the legend of zelda#zelda#breath of the wild#tears of the kingdom#whew!! glad to have THAT off my chest.#liz makes stuff#?? sure#liz's loz stuff#loz meta#anyway. i hope it's useful to at least one person but literally don't even worry about it. i just wanted to talk to myself about zelda
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yeah finn's humour is deffo bizarre but its also got this flavour where we often see that he's not mimicking the jokes with a crowd that would get it. i myself have what most people might call niche references but you usually have a couple of close friends who totally vibe that with you and you don't really whip that humour out for others. or if you do, you kind of tailor it to be unique to the context and situation, in order to make others laugh and feel included. or maybe to reveal your taste and humour. but shared humour in conversation and groups is usually there to sort of build on the situation. whereas with finn i find that a lot of what he says and does kind of doesnt make sense or it's a closed circle of references that some people wont get, which is really interesting as a choice for him to make those jokes. to me it speaks of anxiety and filling spaces by making people laugh, which, no shade, i mean most comedians started that way lol. he's got this specific its kind of like 'im going to joke about this even though no one here will get it' which is what makes him awkward and funny to me lol. ofc sometimes it lands and he's hilarious, but i think a big part of being a funny person is reading a room and making the comedy fit into the space, either in a normal humour way, or by taking people by pleasant surprise with something a little left field.
all comics take risks that don't work and i do think finn sees himself as a comedian perhaps before an actor. so its just learning and growing. i really remember a clip of him squinting with big buggy fake joke eyeballs in, just sitting there casually and asking everyone 'what? WHAT??' in this really genuine way, and you can just hear/see millie and noah and everyone pissing themselves in the background, it's amazing and so funny. thats classic humour, though, im not sure how alt that is. it works because he himself isnt normal though. i think the best comedy is in friction and surprise, so finn could make lots of 'normal' gags funny and fresh just by way of who he is. im really curious to see his movie he directed because its always been clear to me that he wants to break into comedy but keeps getting put into horror or dramatic roles, and i think... even though the industry often sleeps on people's potential, there's a reason for that lol
This is really great, thank you for the analysis and insight!! I don't have much to add again because this is spot on and thorough. Very accurate. Even as seemingly elusive as he is - he's not quite the prototypical enigma. He has a way about him, and I totally kind of get it. I think this read has it down. Fun!! 😁
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[Event] A Match on the Sugoroku Board / Prologue
Natsume: S̴h̶u̸t̴ ̵u̵p̸,̴ ̴y̶o̶u̵ ̵w̴o̵r̵k̵a̵h̶o̶l̵i̷c̵.̸
<On a certain day in early February, in the hallway just outside the NewDi office.>
Natsume: ...Sigh, the chaos at the end of last year and the start of this one has finally calmed down.
We started the SS qualifying rounds, unveiled a new stage prototype in SSVRS, did work at the Maizuru Manor — it feels like I'm bragging a little, though. [1]
With that, I can finally go back to a normal pace.
Now, I'll go hit Senpai, who was doing exploitative work even during that time. I hope he looks forward to his belated day-of—
Huh?
Tsumugi & Ibara: ... ♪
Natsume: (That venomous snake...?! Why is he here?!)
(Don't tell me he was planting some idea into Senpai's head while I wasn't around, was he—?)
Ibara-kun, what are you doing at NewDi?
Ibara: You're back, Natsume-kun. ♪
I'm very sorry for intruding! His Majesty and I were speaking as the representative and vice president of our respective agencies, so you don't have to be so concerned. ♪
Natsume: ...!
Ibara: Oho, you're glaring at me like a snake! I tend to forget recently that I'm known as a 'venomous snake', so I'm very grateful you're kind enough to make me remember that fact!
Natsume: That's not what I meant by that. Don't go at your own pace, will you?
I'm telling you to stop speaking in circles and say what you have to say.
Tsumugi: Natsume-kun, you don't have to be so serious about it, you know~. Another agency's representative came all this way to NewDi.
Now, smile, smile. ♪
Natsume: S̴h̶u̸t̴ ̵u̵p̸,̴ ̴y̶o̶u̵ ̵w̴o̵r̵k̵a̵h̶o̶l̵i̷c̵.̸
I��f̵ ̴y̸o̵u̶ ̶d̷o̷n̸'̸t̶ ̸t̶a̵k̶e̴ ̸a̴ ̶b̸r̷e̷a̷k̴,̴ ̸I̵'̸l̷l̶ ̴t̴h̸r̴o̴w̴ ̷y̶o̷u̵ ̶i̸n̷t̴o̵ ̸a̵ ̴h̵o̵s̵p̶i̴t̴a̸l̶.̸
Tsumugi: Please don't?!
Ibara: He sounds pretty annoyed~. It seems you were quite busy!
Well, I won't be keeping things a secret for any longer either, so both of you please take a seat. I just thought it'd be fun to keep Natsume-kun in the dark on purpose!
Natsume: You're rotten to the core.
Ibara: Ahaha ☆, what a nice expression on your face!
That aside, do you know about NETV?
Natsume: Ne... What?
Ibara: NETV — a streaming service aimed towards an international audience that was launched recently.
Unlike major streaming sites that invest large sums of money and take up a big market share in the industry, the streaming services in this country produce programs on a reasonable budget.
Despite being niche, there's a demand for idol programs internationally — and that's what NETV is trying to produce.
So that's why I came here to discuss if I could select guest stars from NewDi who would help out.
Tsumugi: That's right! Saegusa-kun said we'd be working on "a reasonable budget", but when I saw what was planned, it was more all-encompassing that I thought.
I was wondering if a growing agency like NewDi would even have a chance.
Natsume: I don't buy it... I can't believe this venomous snake here is offering a job to us.
There has to be a catch. If there wasn't, CosPro would've chosen to monopolise such an appetising project for themselves.
Ibara: It's ridiculous that you'd think there's a 'catch'. Just like fortune telling, it's simply statistics and mechanisms.
I don't mean to tell you a lame joke like, "It'd be unfortunate to tell a lie to a fortune teller." There are things I won't be explaining, but I can disclose some of it with you. [2]
The truth is, CosPro was able to invest in NETV as well.
They're an old connection I have from when I was first starting out as a manager a long time ago. As a result, it'd be a total loss for us if this program doesn't succeed.
In other words, this project proposal is an idea I came up with after thinking there should be a few losses at most. If it's a program featuring a crossover between two agencies, then it'd be publicity for both of us.
So CosPro is excited for the program to succeed, while NewDi gets the opportunity to appear on it—
What do you think? It's not that bad of a proposal, is it now?
Natsume: ...
Tsumugi: I feel partial towards appearing on NETV, too.
I saw the materials, and it didn't leave a bad impression on me, so I felt like a respectable production company is involved.
The only problem is that NETV does online programs, so there aren't that many idols from major agencies appearing on the program, right?
...Wait, NewDi isn't even a major agency, though.
Currently, this is a once in a lifetime chance for us. With online programs being a still-developing industry, not many of the long-standing agencies would risk entering it.
Natsume: ...Hmph. The questionable parts are undeniable, but it does make sense.
But when that venomous snake does something suspicious, I won't stay quiet about it.
Ibara: Well now, don't be like that! Let's both look forward to working hard together as coworkers!
I'll come here again to explain more about the project on a later date, then! Until then, have a good day!
Notes:
Maizuru Manor: Reference to the !! event story Poltergeist. It's the orphanage Natsume, Tsumugi, Madara, and Arashi all worked at temporarily.
『占い師』だけに裏はない: Ibara makes a (lame) pun here (uranai-shi dake ni ura wa nai). Literally means, "There's no catch because you're a fortune-teller." I tried my best to replicate the lameness as best I could orz
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❝ oh, 'raito' is just the japanese way of pronouncing 'light' ... so, yes, but most americans find it annoying to say, so they just call me light. ultimately, it doesn't matter what you address me as, it all means the same thing. yagami-san is how i'm typically referred to at home, but that ... might be a little out of place here. heh. ❞
he hates the fake laughter, but it really seals the deal that he's just so friendly.
❝ studying overseas for a semester was always in my plans, but i originally had thought i might go to london. chicago has a pretty illustrious program for my personal major, and it coincided with my ambassador program, so it was sort of meant to be, as they say. ❞
skunk? oh, i hate that. yagami comes from a place where names aren't necessarily always normal, his own even is unusual in how it's spelled versus its intention.
a kira-kira name! so fittingly ironic, isn't it? it doesn't matter much in this world, though ... another ark, he reminds himself in a way only he can understand. for another time.
this conversation is a little all over the place for his liking, stacking it in what feels like a better order for him to reply to. he speaks proficiently, though his inflections are somewhat off on certain words, and he hopes to fully be considered a native speaker by the time he leaves.
i usually speak english with my friends, and they aren't that good at it. i'm always the one helping them. being with a bunch of people that actually speak it as a first language is way different.
sure, tokyo offers him an eclectic crowd to sift through, but yagami isn't the type to seek foreigners out for fun. he keeps a small, niche crowd close to himself, but his social circle would imply otherwise. on the surface, he is very popular with many friends, but in reality, he barely considers more than a few anything other than acquaintances at best.
❝ i follow the rules because i'll be one of the people enforcing them someday. i'm going to be what you all call the chief of police in my district back home. it's technically like a superintendent position. being the chief of the national police agency will allow me to work in tokyo, but it would be a mistake to say i would be 'reigning in all of tokyo'. i would have my stations. that's why i'm here. the criminal justice program will allow me to expand my worldview. there are a lot of things different here that we don't even do at home. i have to admit, the west is far more technically advanced than we are, which might surprise you considering our general reputation for industry. i could go on, but i don't want to bore you. basically ... i'm going to take what i learn here and bring it back with me. hopefully, that'll make a difference. ❞
a pause as he sighs, tapping his fingers on the tabletop between them.
❝ just a ginger ale. i'm keeping my head tonight so the others can let loose. i'm not driving, but i will be walking them back. someone has to make sure they make it safely. ❞
this guy ain't the typical type of guy i'd chat with while out for drinks. i like to chat with people, yeah, but people like this guy? i tend to steer clear. i'm not sure what really encourages me to strike up conversation with the other, maybe i'm just tryin' not to judge a book by its cover. but when he actually talks to me, it kinda settles it for me. botherin' this guy could be fun.
i take a sip of my beer when he talks, nodding my head to keep engaged with the conversation. "oh shit japan? that's pretty cool, dude. what made y' pick studyin' in america, if y'don't mind me askin'?" and i'm mostly just curious at this point. when he mentions coming to the bar with other students, that makes more sense. this did not seem like the guys scene. "i never went t' college myself, ain't really my vibe if y' know what i mean. honestly, i'm surprised i graduated high school." i snort out a laugh, shaking my head from side to side.
"i don't give a shit if you're old enough or not, i don't work here." i say with a smirk and a shrug of my shoulders. i had my first beer when i was thirteen, don't think that gives me much of a right to judge others ... besides i was already on my third beer of the evening. "'sides, i didn't really pin ya t' be the rule breakin' type."
my eyes give him another once over when he introduces himself. i hold out my hand and he bows instead. he did say he was from japan, but regardless of what people say or think, i wasn't stupid. i can tell what someone means when they look at me like that. somethin' you learn quick, when you try to give less of a shit.
"raito, huh? does that mean light or somethin'?" i pause then, and i smirk a little behind the neck of the beer bottle i take a sip from. "well, right - o light - o, but i can call ya raito just fine." my smile beams at him. if someone ain't gonna shake my hand, i think i'm allowed to give them some shit. "i'm skunk, skunk thompson. 's nice t' meet ya, man." or something like that. my brow raises, i'm already curious what his reaction's gonna be to my name. "hey, what'cha drinkin'? need a refill?"
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get to know me challenge
This is so fun! Thank you for the tag @nausikaaa! Skyros sounds amazing please send pics!
relationship status: happily married with two rescued and very badly behaved dogs
favourite colour: green. Fun fact, in thailand each day of the week has a color associated with it and I was born on Wednesday and it's a green day. Don't ask me why.
favourite food: probably french fries, more specifically english chips. I don't like crispy fries. If I go to Mcdonald's whoever is with me gets all the crunchy ones and I keep the soggy ones...
song stuck in your head: I'm seeing chess the musical next Monday so I'm very sorry to say...one night in bangkok
last thing you googled: best daytime moisturizer (I'm getting olddddd)
time: 3.32 pm
dream trip: right now it's maldives but that's only because I meant to go there in 2020 and had to cancel the trip, then we moved back to England and it's just too expensive to go from here
last book you read: where the crawdads sing (I'm basic and I wanted to read it before the movie came out)
last book you enjoyed reading: where the crawdads sing is pretty good! It's atmospheric and well-written, but I can see how it wouldn't really translate into a film. I also adore cloud cuckoo land, which I finished a few weeks ago. It's ambitious and imaginative. It's such a strong love letter to stories and books. If you're one of those people that believe books save lives, you'll love it!
last book you hated reading: Absolutely loathe Moonglow by Michael Chabon. I made it to about 3/4 of the book but he's a very male male author. There are good pieces here and there but every female character boobs boobily down the stairs
favourite thing to cook/bake: this vegan butternut squash and corn curry. So easy! So delicious!
favourite craft to do in your free time: oooh I'm so bad with crafts but does trying to knit count?
most niche dislikes: how the International Labour Organization decided to spell their name. WHY?! Pick one! Do a British or American spelling! Not both! (I used to work with them and this upsets me more than it rationally should)
opinion on circuses, now and in history: absolutely detest the animal abuse and exploitation that's always existed in the industry. Unimaginable cruelty inflicted on another being for the sake of entertainment is insane to me
do you have a sense of direction, and if not what if the worst way you’ve gotten lost: the normal amount I guess? I've gotten very badly lost in a train station in Japan once because there were several luggage lockers there and the station is MASSIVE. I think I spent nearly an hour trying to get my suitcase back
no pressure tagging @tea-brigade @captain-aralias @takitalks @cx-shhhh @peoplearescary @kherub and anyone that wants to play! Please consider this a slow blink from me. Sorry I've been so quiet! Hi!
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I’d love your thoughts on BTS and their current image and music if you have them and aren’t afraid of the mindless internet hoards.
Personally, I liked a lot of their older stuff, but haven’t liked anything since I think the Fake Love promotions 3+ years ago. They’d started losing their personality and soul before that album cycle, but it feels like the sanitization of their image and artistry really kicked into hyperdrive after that. Now most of what they do seems like a sterile money grab driven by the Hybe hive mind which is a shame.
ok alrighty (cracks knuckles) let's get into it.
now that i've fully given myself a headache watching the majority of the bts videography, here are three points i'm going to cover:
performative character and the lack thereof
interesting aesthetics and the lack thereof, and
the inevitable cracking of perfection
ready, set, let's begin.
1.
idol music is very clearly definited by spectacle based aesthetics. and it's had that structure for its entire existence. so i gotta hand it to hybe for this one, because they managed to revolutionize being utterly fucking average. the triumph of bts is that they're just some guys and they look like just some guys. hybe found a niche in the system and then gamed that system to the tune of one of the largest musical acts in the world. they're not marketing bts as a romantic parasocial relationship, they're marketing them as your friends. and that is just as insidious to lonely kids as a run of the mill romantic fantasy. but that's not what i'm here to talk about today.
there's a pattern i find very interesting with bts mvs and that is that i don't remember anything about them. specifically, i don't remember the stuff that's happening IN the video; not the styling, not the setpieces, if i didn't know the members i doubt i would remember them either. what i DO remember, is how expensive the production is, and specific shots. i couldn't tell you what a single member was wearing, but i sure as hell remember that first upward angle shot of jungkook and the rusted park ride in spring day. or every single time they do that birdseye shot of jin in like every video. honestly as far as i'm aware jin has only ever worn a loose fitting beige longsleeve shirt.
it took bts a long time to establish any kind of consistent visual character. and the character they did establish.... i don't know if you can call a family-friendly-style clean aesthetic 'character'. they debuted as a hip hop group to little (comparative) success, and then made a switch to doing an early version of where they're currently at right now. if you've seen any of the mvs, you know that this is a pretty significant visual change. i don't think it is inherently a bad change, since the visual branding for hiphop based groups always tips over into iffy terrritory, but it is dramatic enough and early enough that it doesn't strike me as a natural evolution. concept switch ups are common, but they usually work because the members have established a bit of character for themselves, used their performance abilities and presence to fit into a niche in the group. the idol mould is perfect for showcasing the performers; that's its function. the groups that are the most fun to watch are the ones with stage presence, the ones who know how to perform, who can act all the parts they need to play. and bts? 4/7 actual performers on a good day. in my personal opinion it's 2/7.
i'm gonna expand on what i said about jimin here (this is technically the first part of this series), because it does apply to the rest of the group on the whole:
and i think here is where we see the main crux of the difference between taemin and jimin as performers: taemin has both an artistic and an idol persona. we know and understand him to do solo work that has a separate artistic meaning to just him being an idol. even though this performance was pre-move, i would still say this applies, because he's hot off press your number, where he's acting in a story based mv. jimin on the other hand just has his idol persona. he's not known for creating the same kind of storytelling that taemin is.
bts has been very insistent on the image of the group as a single unit. despite having the size of fanbase and the revenue that would make any official solo debut a massive success, none of them have done any substantial solo work. this isn't artistically a problem, and i think it's very admirable of them to be so dedicated to the image and the legacy of the group, when that can be an uncommon trait in the industry. i do however, think it starts to become an issue when we want to discuss what the artistic visions and images of groups are. shinee taemin and solo taemin have two distinct artistic representations, and taemin himself will attest to that. it's the same with all the shinee members that have solo careers, and the same with other groups. jackson, bambam, yugyeom, and jaebeom's solo work is all very different from got7. yixing's solo work is very different from exo's. even the subunits within exo all have their own character (cbx and sc). kpop groups all ostensibly are trained under the same system, so why the disparity with bts? mostly, it's their brand of "authenticity." it's impossible to perform authentically, by the nature of performance as a medium it is unnatural, and tragically, not everyone is naturally interesting, or suited to performing: that's why the performing arts even exist in the first place. it required painstaking training to be good at performing; it is a complex set of skills and those skills are not learnt by "being authentic." being an idol is not just the singing, dancing, rapping; that's only half the work. you need to be able to act to be a compelling performer. pulling your true self and emotions out on stage every night is a fast track to burnout and psychological issues, there's plenty of evidence. the only member of bts of whom i can say for some certainty has a persona and a stage presence is jhope/hoseok, a) because he's kept up a very specific brand in the solo work that he has done, and b) he has actual dance training, not just kpop dance training. the rest of them may have the kpop dance and the kpop vocal training, but what they do not have is the ability to market themselves as compelling performers on stage. taehyung is the only other member i would hesitantly give a semblance of persona and ability to, but i think he stumbled onto that mostly by accident. and if all the pieces don't each have a distinctive colour, how can the whole machine be visually interesting?
2.
bts may never have been able to establish an aesthetic brand, but what they did establish is an intellectual one. if you talk to a fan, the schtick they give is that "it's about the lyrics." as noble as having an intellectual or cerebral message is, what does that look like? how do you portray intellectual on stage, on film? what about intellectual is interesting to watch? cerebral, by it's literal nature as a descriptor, is very difficult to communicate in visual language because it is internal. to successfully communicate cerebrality and intellect in a short form medium like music videos requires a deft hand with metaphor that can elude even an experienced designer. and honestly? i don't know whether to applaud hybe's visual team for being the most successful subtle contemporary designers i've every seen, or to decry them as worst kpop designers i've ever seen. maybe both. regardless, i don't think they're able to cross the gap.
there are exactly four mvs where i actually remember the content of the mv and not the frame it sits in, and those are dna, idol, the singularity comeback trailer with taehyung, and war of hormone. and of an eight year career......that's not very many. these four mvs have at least an inkling of interesting spectacle and character, but even then, it's still a stretch. there is absolutely nothing to write home about in the styling for dna, other than it's well colour matched. I don't even know if I should include singularity because it involves none of the other members. idol is probably their most interesting mv because it actually has alternative styling and varies (at least a little bit) from the standard hybe boom crane shot-that-shows-off-how-we-can-afford-big-studio-spaces-and-locations. the company and the group would be loathe to admit it, but war of hormone is a well designed and interesting mv for the time it was made, with a well crafted gimmick and some actual showing of character from the members. it was the start of a potential that they squashed quite quickly because it wasn't picking up in the hiphop-group-saturated market of 2014. but the rest of their mvs? remarkably uninspired styling. like it's truly impressive how boring the styling is. and like i've said, that is the triumph in their aesthetics: they all look like normal dudes (if you had professional skin + makeup techs looking after them for the last 8 years).
all of this is a carefully crafted image that's tailored to hooking an audience, especially an international one. the mvs are boring in the relative scale of kpop, but they're just different enough from a western pop mv to catch attention. and once you do sink a hook, there's a direct clickfunnel of content that bills itself on these men being "authentic" and "self-producing," which is a huge draw to international fans, because people are racist and believe that the kpop industry is a factory that produces idols like clones, where none of them know how to do anything other than sing and dance and all the music is just handed to them by companies. and they have SO much content that there's no way a new fan can get to it all in a timely manner, so they'll never have to engage with any other kpop artists' work if they don't actively seek it out. but that's another essay for another time.
3.
that brings us to current day, in which at least the last five bts releases have been in the same aesthetic vein of positive, sanitized, and pristine. i said it in one of my txt responses and i will say it again here: money scrubs the humanity from the aesthetic of living. minimalism is for rich white people. hybe and bts may have pivoted their style and brand directly into the lane of mass appeal, but when you pair that with the amount of money funding them, there's a cognitive dissonance between the message and the aesthetics in which it's portrayed. some people do like the clean cut looks, and i won't say that they don't work, but as you've likely gleaned from this response, it isn't my style and if you've been around and reading my writing for longer you'll know that my tastes runs much closer to the messy and the weird, so very little about any of bts' visuals have appeal to me. i do find the contradiction of applying the appeal of radical relatability with the aesthetics of expansive (and expensive) minimalism interesting; it's an extremely fine line that hybe is walking and eventually they are going to tip over, the porcelain mask will not hold forever. maintaining the all ages aesthetic is going to be difficult now that all of them are grown ass men. with other groups of this member age and generation there's very obviously been a shift to a more adult tone, and not necessarily explicitly. got7, mx, nu'est, btob, shinee, 2pm, and groups that have older members like a.c.e and sf9 have all made slow shifts in tone that are undeniably aimed at a maturing audience: they know their core fanbases are aging with them and they (the fans) are not as interested in the 'boy' in boy group. and most of them have telltale visual styles, enough so that i can distinguish a specific group's mv. the last year and change of mx mvs have a very distinctive character; got7 too, since easily as far back as if you do. i can always tell an a.c.e mv by its impeccable fashion and formic styling, and although shinee has always had a more experimental aesthetic edge, their sound and voices are unmistakable.
honestly, i can't predict what bts is going to do in the future, but i personally don't believe they can keep up their clean aesthetic indefinitely without some fallout. part of the fun of following bands is watching them grow musically, and the last couple of years of bts haven't felt like growth. there are fans that have already started realizing it, and there's likely to be more soon.
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the third part is here, which is a short followup about some of bts' industry influence.
#this is long one dear readers#a very long one#strap in#i've sat on this for probably a week now in the hopes my brain can make some interesting connections but honestly?#not a lot about bts is interesting in comparision to the rest of the kpop industry#personally i am of the opinion that lyrics do not matter in idol music and i am not interested in them in the slightest#and bts videos ARE extremely bland visually#unless you like looking at expensive production. whatever floats your boat i guess#they make a lot of sense as an entry kpop group but once you get actually into the industry there is SO much happening#which i talk about in the third part a little bit#this is way too long i am so sorry anon and everyone else who has been asking about this topic#im not entirely sure it's coherent at this point but whatever. its out there now#i wanted this to be under 1k and that emphatically did not happen#it is double that. why am i like this#875#kpop questions#kpop analysis#group analysis#text#answers
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It’s so telling that Gen has things going for her while Danneel has absolutely nothing. People like to make fun of Gen for being a blogger/influencer, but at least she’s doing something and she’s doing it pretty successfully. Her sponsors are all real brands that are pretty well known, and her book club is actually really good. She’s invited to events in Austin, is featured in local magazines and regularly does a lot of charity work both publicly and privately. And that’s why Danneel likes to throw shade at her. Danneel wishes she could get brand deals and sponsors, but she can’t so she acts like it’s a choice. Back when she lived in Austin, the only time she was ever seen at events were if Gen was there, or if Jensen was there. No one was inviting her to anything, and now that’s she in Colorado the trend is continuing. No magazines wanted to interview her. (That still hasn’t changed, I bet she threw a fit about Gen’s cover of Tribeza). Any charity she does is a vanity project that she parades all over social media so that everyone knows she’s a woke feminist queen! She can’t get acting roles, her personality is so abhorrent that she can’t be an influencer, and she can’t get a normal job because she has no skill set. She’s no longer a part of the brewery, so the only thing she has right now is her vanity title at Chaos Machine Productions. Her brand (whatever that is) is falling even further (didn’t think that was possible) due to her social media absence. Whatever rebrand she’s gearing up for, she better do it fast before she falls even further into irrelevancy.
This was written with so much clarity it's a pleasure to read, thanks for taking the time to share your perspective, anon. Yes, Gen is an accomplished woman on her own, was so even before meeting Jared. She's created her own niche and even though it might not be everyone's cup of tea it IS authentic to her personality and values and it is successful. Whereas Danneel just floats through life leeching off of everyone around her and getting angry when anyone dares to point out truths. No matter how much she victimizes, she needs to step up and realize that her career tanked because of her attitude. Her type in the acting industry was predominantly The Other Woman/The Bitch, she used to complain about casting directors telling her her face is meant for a villain. Well, that's her essence so in complaining about that but acting like a bitch (so like the type they had assigned to her but in real life) she burned bridges. She also arrogantly played the Jensen card thinking that professionals with years and years of experience will bow down to her just because she sleeps with a sex symbol. It only made her lose even more credibility. Then again, I doubt she ever planned on being taken seriously as an actress cause if she had, her choices would have been way different. It's obvious to her vying for roles was just a set up to get her in the right rooms with the right men. It seems she was always targeting the likes of Jensen or someone even wealthier, reading her old interviews makes this obvious, they are all about fishes in the sea and what a great girlfriend she is and other angles that set up her dynamic. As for the magazines, true, the only press she got was OTH related and then the ones her PR ordered mixed with some SPN coverage which dwindled very quickly. She throws shade at Gen because she perceives her as competition as if they are in the same ballpark, they are not. Gen has her flaws but one thing she is is stable and business savvy. Now she's pulling a 180 and she's sucking up to Gen. lol Her rebrand can't happen without authenticity and she has long burned the bridge that connected her brand to trustworthy aspects so good luck with that, Elta. I am guessing she is waiting for the production company to launch some project so she can them claim credit for the work others are doing on her behalf. She's also watered down her appeal by posting too many family pics (actors need to be careful when doing this and only do it when it is on brand for said actor - example - If a dude's type is The Goofy Dad then family videos/pics are a must). The charity posts also need to go, she's not personally involved in any of that and doesn't have the intelligence to be an ambassador for those topics so she needs to stay away before creating a PR nightmare she won't soon escape. The only thing she is woke to is how bamboozling people can earn her money or fame. Danneel's been leading her career in the most clueless of ways for decades and I can't help but wonder who is advising her.
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Mini-Review: Kakushigoto
Kakushi Goto is a weekly manga artist known for definitely-adult titles. Worried that will alienate or embarrass his daughter, he’s determined she’ll never find out and pretends to be a regular businessman in front of her. But as she grows up, this single dad struggles to keep his secret while giving Hime the best life possible.
Thanks to @feychannel for recommending this to me! I wouldn’t have picked it up otherwise, because I assumed from the description that a lot of jokes would be sexual in nature.
But no, the joke of the series isn’t that Kakushi makes his living drawing dick jokes, the joke is that he’s a bundle of overthinking anxiety bouncing between “my daughter must never be embarrassed” and “my art is crap” and “if I don’t learn how to fry chicken my daughter will never enjoy life” and “my art will never meet my expectations.”
(He’s very relatable if you’ve ever done any art whatsoever.)
There’s a definite wink-wink jokey feeling in the multiple bits that deal with the manga industry and artists: whether it’s attempting to use pencil sketches as the finished product because inking always takes something away, asserting that All Manga Artists are degenerates, explaining “it’s an editor’s job to make sure creators don’t get what they want” because creators given free reign will produce something with too-niche appeal, etc. Since the series was originally a manga, I’m assuming that the creator was having a great time spoofing his own job.
(Or, as a review on Anime News Network put it: “That's definitely the hook for the show. Come for the cute father-daughter bonding content, stay for [original creator] Kōji Kumeta roasting his own profession like he's tailgating.“)
(Luckily for those of us not in the know abut manga-as-industry, helpful voiceover explanations are built-in to explain the jokes, but in an intentional way that just adds to the humor.)
Kakushi essentially has two lives, and the series follows both: first, his professional life as a manga artist, run out of an apartment studio where he and his 4 assistants work; second, his home life with daughter Hime, an adorable and kindhearted--though somewhat airheaded--little girl whose father, as far as she knows, is a generic businessman who leaves the house in a suit and tie every day.
Kakushi is determined she have the best life, and that with the presumed death of her mother at some point in the past (we don’t get details until the final episode, but it’s clear early on that the mother is out of the picture and has been for a while), he does his best to make sure Hime gets all the normal support and events expected, even though society is set up to assume a 2-parent heteronormative household, which sometimes throws a wrench in his plans--like when he’s not allowed to take a cooking class because too many men were signing up to hit on the instructors.
And yet, Hime continues to be a happy, healthy child, and Kakushi continues to draw manga while refraining from murdering his semi-useless editor.
Verdict
English dub? Yes, and the voice acting is excellent, particularly as needed to convey Kakushi’s wild games of connect-the-dots. My friend @feychannel watched the original Japanese, and said the English version did a great job matching the same tone.
Visuals: Pretty, clean lines
Worth watching? Heck yes. It’s a recent show (2020, with the dubbed episodes being completed only a few months ago) and complete (with a good, wrapped-up ending) at 12 episodes. It was extremely worth watching, very funny, with enjoyable characters. For all of Kakushi’s specific anxieties and jumping-to-conclusions about how something might affect Hime, he was a fun, smart, snarky character. Kakushi’s not alone--a lot of other characters similarly jumped to conclusions in very fun, comic ways.
There are a lot of jokes in the series, and hats off to the translation and writing team that had to make them make sense in English. The series does a good job explaining things when needed, and I never felt the need to look something up for more clarity. (At the same time, after finishing the series it was fun to read the Wikipedia page that explains how many character’s names are puns, something that just doesn’t work in English.
For example, “Kakushi Goto” is a double pun first on a word for secret (”kakushigoto”) and working as an artist (”kakushi-goto”). His daughter Hime’s name is another word for secret (”himegoto”), assistant Ami Kakei is word for cross-hatching (”kakeiami”), etc. A subtitle does explain the Goto puns in the first episode, but I forgot about that until now. Not getting those puns did not in any way lessen my enjoyment, though, since I found the show hilarious without them.
Where to watch (USA, May 2021): Funimation (sub and dub), BR/DVD
Click my “reviews” tag below or search “mini review” on my blog to find more!
#Kakushigo#Kakushigo: my dad's secret ambition#anime#reviews#recommendation#Kakushi is such a good dad
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What are your thoughts on fanfic writing in the f1 fandom? I am pretty sure I saw you tweet about it at some point something small but I was too scared to interact with you on it over at twitter :D
So, this is a hotter topic than I’d really like it to be on my Tumblr and it’s my own fault but. Here we go.
RPF has some questionable ethics and some even more questionable origins. I’m ancient enough that it just used to get straight-up published as a ‘5 minute fantasy’ in young women and girls’ magazines where you’d get like, some 15 year old’s daydream about meeting a boyband member on holiday and falling in love and this was for some reason just treated as an absolutely normal bit of publishing not like ‘what the hell, that would be illegal’ and ‘why is this the fantasy we are encouraging girls to have as an ambition when it comes to sports or even pop success’ and y’know.
Anyway, the 90s: really can’t emphasise enough how fucking weird having only a few sources to get your media from makes them.
Back to RPF; its roots are in political obscenity, if you want to talk about the bawdy stuff. The French Revolution, in particularly, wrote lots of erotica (the kinkier the better) about the royal family as part of refusing to acknowledge their divine rights under the church. It was an anarchical refusal to accept the situation as it was and to undermine it.
Beyond that you’ve got historical fiction - Thucydides was all about working up a really good narrative take* on the Peloponnesian war back in the fifth century BC. Extra scenes, big dialogue, you know. If he’d known about self-lubricating buttholes then you BET Herodotus would have put them in the Histories.
Point is: writing fiction about real people isn’t really that weird, Shakespeare did a load of it. But we tend to problematise RPF and consider it strange, even amongst fanfiction.
Now, to 21st century sports and specifically F1. We speak here on Tumblr dot com, the audience where F1 fans skew most largely LGBT, non-cis and female or non binary rather than every other platform which is full of cis het men. Here is where we talk about fanfic. Because they don’t know we’re here, I assume, is the logic.
(they kinda don’t, to be fair)
Most of us do not see ourselves in sports. Most sports media is not aimed at the way that a lot of us were socialised to engage with stuff and most of us - lucky buggers like me aside - do not get to write the narratives of the way sport is engaged with or talked about or who does it.
A lot of us who live here on god’s abandoned internet have drifted in and out of fandoms and a lot of that will have involved engaging with fanfiction. Fanfiction is a really fun sandbox to play in, as an adult - we get told to stop playing, as we grow up and it’s no surprise that we still want to.
There’s a six monthly cycle of some AAA game that asks the question “is shooting people bad?” that prompts 10 broadsheet newspaper pieces on Videogames: Not Just For Kids Anymore (and sub in comics/superheroes/etc for games there) that makes everyone who knows that roll their eyes. Games and comics and superheroes are big, legitimised industries now that turnover hundreds of billions of dollars.
Fanfiction is an outlier, as the purest form of play in a lot of senses. Unfettered, it’s the democratic media platform; there’s no minimum standard for publishing, there’s no real limits beyond your own ethics on what you can publish. it doesn’t turn a profit, by its very definition and it allows lots of games and versions of itself within that.
For something with a ludicrously broad definition that encapsulates hugely different types of works, it has defined forms; from drabbles to wingfic, as structural formats, we also recognise fluff or hurt/comfort as genre. Fanfiction isn’t really the thing itself, it’s the bookshop and what you find in it will vary on where you look and often, the advice of the bookseller or friends you speak to.
If you’ve enjoyed wandering that bookstore and adding to its shelves as part of the way you engage with media and then you come to a sports fandom? Well, you’re gonna look for the fic. If you don’t see yourself in the sport, as a woman or a queer person then you can write yourself in. It’s sad that we sideline the fantasies where we exist - given they’re entirely normal to have - into places where we jealously guard them away from the reality we daren’t intrude on but that is how it is.
And fuck: if your whole reason for liking F1 is cus you wanna marry a driver and you’re writing those 15 minute fantasies about them like you’re 15 and they’re a poster then it’s not doing any harm - it’s a lot healthier than stalking them. You might even work out what you really want or more things about yourself, in the process.
(if it’s ‘to marry an F1 driver’ then I suggest you take some boring swimwear snaps somewhere that looks expensive, stick ‘em on Insta and wait for the DM slide)
One of the things I like best in fanfic is the possibility of a queer narrative without complications, of telling queer stories without having to justify them as Issues, of letting us see ourselves and our own awakenings because fuck, you know the big book shop (if such things still exist) has one shelf of expensive, niche published novels you find difficult to related to and three sex ed books.
F1 fanfic was one of the ways I wandered back to the F1 fandom and one of the reasons I work in the industry now. It was enough of an in to make me want to really think, to have that new crush energy of obsession and enjoyment, about motorsport in a way I’d drifted away from as I felt sidelined from the sport through my early-to-mid 20s. I found brocedes much more compelling, as an interpretation and a way of processing the intense rivalry between Lewis and Nico - even knowing it was fictional conjecture - than I did the equally fictional conjecture about their psychological states and potential weaknesses published in the sports papers.
So, yes, I have read some excellent Formula 1 RPF. I have written some frankly mediocre and in retrospect very poorly edited F1 RPF that I posted to Twitter in a drunken moment of excitement because I was happy I’d finished it and forgot, idk. I have a tricky relationship to being a Notable Person I guess, I hadn’t intended any harm and was mostly worried I’d get flack from the industry. Lol. Anyway, only saying it cus like; this isn’t just me talking about things theoretically.
There’s a lot of F1 RPF that is more insightful than a lot of columns about ‘inside the drivers’ minds’ working off very little more than the RPF is.
Some of it, I won’t lie, I find really fucking weird but I guess like, that ain’t for me. There are a lot of problems with RPF - it’s too male, too frequently misogynist, too keen to reinforce homophobic ideas, too often white and blonde, not radical enough but those issues are for the advanced class rather than the 101 overview I was aiming for here and go well beyond F1 or RPF.
Shit I should be writing the weather report. Fuck. I’m the worst. Err, there you go, that’s a whole thing.
(I don’t read very much - I am busy af - but occasionally and especially on long haul flights when the idea of anything other than soothing is impossible)
*Actually tbh Thucydides couldn’t write for fuck but it was early and you know how when a tag’s young you’ll read a lot of mediocre stuff?
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thoughts? kjfhlkjdfh asking bc i rb'd the original post from u a bit ago because i agreed w/ original poster but i just saw this rb of it and wanted to know what u thought. ciaran(.)tumblr(.)com /post/652413157345820673/there-is-a-genre-of-posts-thats-obsessed-with-the
well first of all i hope this isn't a bait ask. this reply really doesn't deserve the time and effort i put into refuting it, but there was a point in time when i was emotionally confused by these..."arguments", so whoever u are, anon, i hope this is helpful. i also recommend some distance - literally, "go outside and touch grass", which is a lot more difficult than it sounds, but it needs to be done. anyway, here's my "analysis":
for context, here's what the post in question said:
and the tags:
at a high level, we can see that what ciaran is saying doesn't really respond to what OP was talking about. for this reason, i'm not going to bring in much of what OP said, because it's uncontested in this context, and look at ciaran's reply. i'll try to break this up...
EDIT: i had a long-ass response here, but then i realized it was dumb because the source material is dumb. i cut out most of it, but here are the highlights.
"there is a genre of posts that’s obsessed with the notion that fandom is something much larger, more prevalent, and more able to affect the way media is processed and consumed, than it actually is in reality."
so, as we can all see on tiktok and, indeed, on the electronic lore olympus billboard that takes up a side of a literal skyscraper, fandom is no longer the niche thing that "fandom olds" make it out to be. also, we can't ignore how many (white) fandom players go on and work in the industry (cassandra clare, whoever wrote 50 shades, man idk much of anything so there's probably many more). so this comment is sort of myopic. and since this is what characterizes the rest of the reply, well...it's not great.
also don't look up lore olympus; it's basically a dd/////lg fanfic that happens to be one of the most popular series on the line webtoon app, which is rated for teens...and for $1 to the creator's patreon, you can view not sfw p*dophilic art, so. also obviously i didnt do that; there was a video essay about this. i can't find it though
"ironically but understandably, these posts are made by people who are so terminally fandom-poisoned that they ascribe phenomenal power to it, and think of it as some great evil that must be defeated (by making posts on tumblr, which is obviously a very influential thing to do)"
"fandom-poisoned" is such a nebulous term, especially since it appears to mean "has had some really significant, (in this context) bad experiences with fandom." this is, first of all, a huge assumption to make about a stranger, and second, not the own they think it is. i'm just going to link this post, and hopefully you can see how it relates.
anyway, the "making posts on tumblr is meaningless" is um...interesting, seeing as off the top of my head i can think of two very influential tumblr blogs that talk about really important issues, Gradient Lair and Red Light Politics. I don't know as much about Red Light Politics, but Gradient Lair is frequently cited by academics (not getting into academia nonsense now but... -_-). also, they sound more pissed that the original post did gain traction, but whatever. this paragraph doesn't really make sense, but nothing here does, because i wasn't given much to work with.
"...and then because these people have basically no imagination and unfailingly pick on others for their own faults, they project their own experiences on everyone they perceive as being more ‘in fandom’ than them,"
jesus christ. i'm going not say anything about the tone of this because i put too much effort into this for some rando to call me a cyberbully.
i think what they're thinking about is how there appear to be some "fandom critical" people who try to, holistically, "ruin everyone's good time" by "stirring up drama" about popular fandom artists/writers/whoever else idk. oftentimes these people will also make jokes about fandom whatever, seemingly picking on random people's interests.
however, if you look at the long history of fandom racism, fandom's normalization of p*dophilia, and even general fandom harassment, and then you look at fandom's visceral, unwarranted reaction to criticism regarding these things, you can quickly see that disillusionment towards fandom is entirely reasonable. as for the joking, well...this an oversimplification but not everyone needs to like what you like. it sounds like they just need to get over themself.
and go “You, a 27 year old queer blogger who is into [tv show/anime/movie] an embarrassing amount, are now going to be the face of Capitalism” with no self-reflection or critical thought given to how fucking cringe it is-"
so, i'm regretting putting so much effort into this because this is so fucking long and i have to analyze this nonsense...it feels like i'm back in my feminist thought class. nightmarish. but anyway, this seems to deal with- [CUT FOR LENGTH. nothing important was missed].
EDIT 2: actually here's a summary of what I had. it deserves better than to be a response to this nonsense, but first it detailed how this took 1. the op's post and 2. a comment that we don't even know if op agreed with and misinterpreted that, and threw quite a fit about this- and i hate to say this because this term is misused so often by redditors, but- strawman.
I then went on to discuss how, for example, PoC can uphold systems of white supremacy. while obviously no person of color is going to be the "face" of white supremacy, the discussion still needs to be had, especially within that group. similarly, while fandom constituents may not be the face of capitalism, there needs to be a discussion, within fandom, on how they support and are defined by capitalist (and other) systems.
it was really too good of a point to be making for this trash reply. I could go say more, but I'm still trying to stay on topic, unlike ciaran.
"to act like random people on the internet, end users with no influence over corporate decisions, are the ones personally responsible for the fact that late-stage capitalism has destroyed popular art and culture in an increasingly sordid attempt to make money."
we've been over the "no influence" bit - because in fact fans do have influence, especially since media creators are literally fans, etc etc. i'm tired of people acting like they have no power and using that as an excuse to support and perpetuate harmful, easily avoidable behavior.
also, to act like the nebulous system of late-stage capitalism is the only cause of bad media is ludicrous. first of all, someone has to make these so-called "corporate decisions", and the people making artistic decisions are, again, overwhelmingly members of "fandom." this comment is really trying to keep marvel trash and lore olympus-esque nonsense in the same atomic, indivisible category lest someone catches a whiff of nuance.
"the above post is a great example of this phenomenon because op admits freely that they only think fandom is destroying media because they have been spending more time in fandom and thus have an over-inflated sense of its importance in greater culture. posting your own Ls indeed."
i'm so tired. this person literally has 120 works on ao3 like...who is spending more time in fandom.
and the tags:
#i assure you that fandom has no bearing on my actual real life #and if it does on yours. then that is your problem #it's also a very funny problem to
now this is just egregiously tone deaf. you do not need to do more than a cursory google search to find a bottomless well of examples of fandom harassment, threats, doxxing, and violence, much of which is racially motivated. you can see why it would be bad to make fun of this.
also the way that “fandom has no bearing on their actual real life“...120 fanfics on ao3. 120.
conclusion:
the reply clearly misinterprets of op's point, and as such, does not refute it. they responded to another issue altogether, which is that of the sanctity of their ~coping mechanism~ or whatever it is. their argument in this respect was, in my opinion, delusional and pathetic, especially given that they wrote it on someone else's unrelated post.
FINAL NOTE: i cut out lots of this because the reply went in so many different directions, so some stuff might not make sense. let me know if you have any questions.
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FREAKY slashes up a piece of that horror-comedy pie
Hey, let’s remake FREAKY FRIDAY, but this time it’s about a middle-aged serial killer who swaps places with a 17-year-old girl. That simple yet ridiculous premise is the main plot behind a surprisingly perfect, and fantastically gory, horror-comedy.
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FREAKY is one of those movies that could have failed hard. It’s a brilliant idea that could have fallen apart in the wrong hands. Many films have tried to balance genres and get lost along the way. FREAKY is NOT one of those fails. It’s one of those films that had me rooting for it from the first 5 minutes and still had me pleasantly surprised throughout. In addition to being a great body-swap flick, it’s also an engaging horror flick. It’s like someone shoved your favourite FRIDAY THE 13TH scenes in a blender with MEAN GIRLS. It shouldn’t work… but it does. It’s an ode to 80s slashers, but it’s also an ode to high school-centred comedies? And it does all this while keeping hardcore horror fans pleased by giving it a hard R rating?!? And it’s actually really funny?!?
When they first announced this film, I was expecting a fun PG-13 flick in the vein of HAPPY DEATH DAY, and I was okay with that. I really liked HAPPY DEATH DAY (as with FREAKY, also directed by Christopher Landon). HAPPY DEATH DAY, was a smart spin on GROUNDHOG’S DAY that it did a lot of cool things while also being able to do so with a PG-13. It wasn’t trying to be MANIAC, nor did I ever expect it to. I’m an annoying purist, but I’m ok with light pop-corn horror if done right, and that film did it right.
So with that in mind, I was utterly blown away by the very, very R-RATED kills in the opening 10 minutes. It was a brutal onslaught of gore. It was Landon’s way of saying, “Relax, horror bros, I got you.” It was like a Greatest Hits from decades ago but with a fresh spin on it. Slashers got a little lazy in the last few years, and this film just let it all hang out in that opening scene. It was ballsy as all hell, and I was totally on board. And luckily it didn’t just stop there.
This one has all the tropes of classic stabby fright flicks. Huge emotionless killer? Check. Ominous mask? Check. St upid teenagers getting in trouble? Check. Inventive kills that make you cackle “Holy Shit”? Check. Twists and turns? Check. A growing body count? Check. Final girl? Check. And let’s throw in an occult artifact in the mix that swaps that final girl with that emotionless killer and that’s where you get something new and different!
And if you’re coming into this one from a comedy perspective, this one has all the tropes of classic high school movie. Insecure lead going through an awkward time? Check. Supportive comic relief friends? Check. Parents that just don’t understand? Check. Villainous teachers? Check. Mean girls? Check. Huge awkward misunderstandings? Check. And let’s throw in an occult artifact in the mix that causes said misunderstandings and that’s where you get something new and different!
That new and different wouldn’t be what it is without the standout performance from the two leads, Vince Vaughn & Kaythryn Newton. Vaughn is the aforementioned creepy masked killer. He’s wonderfully cast here as a towering, silent brute. Vaughn of course might be known for his comedic work, but he’s actually got an impressive range that’s very rarely utilized (see BRAWL AT CELLBLOCK 99 for more details). Here he excels as the Butcher. Effective, brutal, and cold. He’s been on a killing spree lately, which we see a bit of at the beginning, and he’s definitely looking to kill some more. And it looks like he found a spooky looking occult dagger
Newton, known to genre fans from her recurring role in SUPERNATURAL, is very likeable as the main lead, Millie. Having recently suffered from the loss of her father, Millie is currently dealing with the ongoing depression that the loss put on her mother, as well as her own struggles to return to normality. Can she survive a day at school from the usual trials, tribulations, bullies, and high school crushes, let alone a serial killer lurking nearby?
And thus their two paths meet in the most unexpected (or very expected) of ways. We soon witness a thrilling chase, very reminiscent of the best Michael Myers and Jason hunts-- in fact this whole chase actually takes place on the eve before Friday the 13th, a very knowing wink to the genre that birthed this film. And soon the Butcher, with Millie in his grips, claims his latest victim… only he doesn’t… darn those occult daggers!
And that’s when the two leads really showcase their acting chops. Vaughn is now a frazzled high school student, and Newton is the silent and sinister stalker. Both take on their new roles excellently and they both embody (heh) them flawlessly. Vaughn is awkward and fragile and Newton is menacingly fierce as fuck. Newton utterly transforms into someone else and her performance is a total triumph. Vaughn is adorable.
Seeing them both re-interact/meet with their friends (and foes) in their new forms is endless fun. You see Vaughn run like a girl and Newton go on a homicidal spree. You see Vaughn give off his best flirty eye and Newton’s best glare of doom. They both seamlessly fill their new roles.
But it’s not quite the seamless exchange for Millie and the Butcher. Millie clumsily gets used to their bigger and stronger frame… and the Butcher realizes they are not as strong as they once were. A lot of what works about this ride is seeing how they both adapt to their new struggles and use it to their advantage. The Butcher has a new mask, and Millie soon finds confidence in herself in her new self.
The supporting cast is used with great effect, too. They all get us to where we need to be. Everyone serves a purpose. From the mom, to older sister/cop, to the comic relief, to the love interest, and classmates of varying degrees of douchebagginess. Everyone is either likeable or unlikeable as they should be. There’s even a nice nod to previous academic farces with a cameo from FERRIS BUELLER’S Alan Ruck as an asshole shop teacher.
Director Christopher Landon is really slicing out a nice niche of off-kilter spins in the horror genre, and it’s reassuring that he knows what he’s doing. It truly is a well-crafted film. Not just as a horror film, but also from a technical standpoint. The pacing is dead perfect, every joke hits, the story beats and setups are well orchestrated, and not a moment is wasted. It’s tense when it needs to be tense, gory when it needs to be gory, and legit laugh out loud moments when it needs to have those LOL moments.
It’s such a great spin to the body-swap comedy genre, a genre that feels like there’s an endless amount where they all sort of felt very “samey”; especially in the 80s, where at one point three different body-swaps came out within 2 years of each other! This one takes the better elements of those, relishes in them, carves new ground, and adds a bit of Tom Hanks’ BIG in for good measure.
But homage to a decade old cinematic fad aside, at no point does it ever stop delivering on the humour and slasher content. It’s tight, daring, and keeps you enthralled throughout. Whether you’re a horror junkie, or into well-written oddball comedies, or even into clever thrillers, the end result has you covered.
There’s a great message in there too, as the film tackles school killings, social media, pc culture, and the general malaise many of us experience after the loss of a loved one. It’s about grief and acceptance and moving on… yet it’s very light-hearted. And you still get ample buckets of blood and splatter.
Yes, fans, there’s so many gruesome and cool looking on screen deaths your morbid heart’s desire. Amazing uses of wine bottles, tennis rackets, chainsaws, and industrial equipment. A creepy serial killer flophouse complete with creepy mannequins and various implements of torture. Possibly a severed head in a bloody toilet? Yeah, this film has that too.
You can currently rent this one on various VOD services. Hopefully this one hits the majority of streaming services soon, since it had the misfortune of opening late last year during the pandemic. It definitely needs a wider audience because it’s another one of those instant classics. It’s easily my favourite current horror-comedy, and I’m looking forward to more from Christopher Landon. A film that’s both goofy and gory with just enough twists to keep your attention and please jaded genre fans? That’s freaky.
#horror#horror movies#blumhouse#freaky#kathryn newton#vince vaughn#Christopher Landon#Slashers#movie reviews#film reviews#body swap#moviesrotbrains#movies rot brains#universal
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Tomino x Hosoda on Wolf Children
Source - https://char-blog.hatenadiary.org/entry/20140720/1405889329
Date: April 2013
--What was the reason behind Mr. Tomino giving this movie such high praise when it was released?
Tomino: Anyone who has experienced child-raising understands that children are an uncontrollable “wolf-like” existence to parents. I saw some opinions that marrying a “wolf” is disgusting but there are times when a boyfriend/girlfriend who seemed beautiful during the romantic stage suddenly changes into an existence even harder to understand than a wolf. In this way, [Hosoda] took a very normal story that everyone experiences and skillfully used an animation metaphor to keep the film within a very easy to watch time frame. It's frustrating to admit but Director Hosoda has become very capable.
Hosoda: I was very encouraged by your earlier comments so I’m sincerely grateful to you.
Tomino: In preparation for this interview, I read many reviews of the film and was reassured by what I saw. Mothers who are currently raising children would write, “this film is a very accurate portrayal of a mother.” I thought, finally animation has produced a “film” that could appeal to a wide audience. There’s something revolutionary in a different way from Miyazaki films. For example, among the reviews, there were some wondering whether the director was conscious of Waldorf Education while making the film.
Hosoda: To get straight to the point, no, I was not aware. The main mother character, being placed in the special situation where she could not rely on general medical institutions to raise “the wolf children”, had no choice but to prepare for children's illness with books, ranging from the classics like "Childcare Code", "Encyclopedia of Childcare" and "Pediatric Medicine", to books on natural remedies. It was simply a matter of Waldorf Education being among those books but what’s interesting is the audience noticing this book cover in the corner of the screen and debating the theories written in those books on their blogs. I think it represents how urgent of an issue child-rearing is for parents.
Tomino: I will not affirm or deny that particular theory of education, but I was surprised that mothers, who have a deep knowledge of children's literature and education, made statements that captured the work to this pedigree. As I thought, this work is seen by a fairly wide range of people. However, when I heard the opinions of the anime industry, I got the sense that they were discussing within the narrow confines of genres. In the first place, I don't really understand the tendency to organize media by identifying people into markets or generations and I think this tendency is making recent works lacking.
Hosoda: I too, think that this newest work has come to a place outside of the usual anime context. Up until Summer Wars I wanted to find out how far I could take world building and see what’s beyond that, while staying within the genre film. On the other hand, there are "movie fans" who have a wide field of view and on the other, there are also many people who like genres films like action, horror, romance, etc. From those people I received criticism which prioritized the laws of genre films, for example, "If you write a werewolf character, that character has to be persecuted and shot by the police and die.”
Tomino: That’s exactly what someone caught up in genres would say. Anime has a narratology centered around action, but I felt Wolf Children went outside of that. The very fact that unfamiliar terms such as “Waldorf Education” came up is proof that there are people who believe this movie goes beyond the confines of anime. In other words, it was conveyed that Hana, the mother character, is not as anime-like and pretty/delicate as the picture, but a woman who carried out strong child-rearing with considerable knowledge and insight. When I saw those reviews that touched upon the very core themes of the plot, I thought that anime was finally established as a medium.
Hosoda: Exactly. This time, I was very happy to see women, especially those in the middle of child raising, discuss this film from the viewpoint of a fellow mother. There was sound debate, including criticism. It's proof that the motif of this film is universal. After all, in both movies and anime, world building and expressions have wider potential than genres.
Tomino: That's exactly right. In my case, I’m very greedy, so if I am to express something to the world, I want it to become popular. I'm not interested in producing something that is only accessible to a narrow group of people who like certain genres. If you start making pandering work for niches, you will become a niche yourself and you will set up a flag to be discriminated against and beaten by society. If you are given the opportunity to express yourself in a public place and show your will, it’s better to be liked by everyone. Of course, being accepted is the premise that business is built upon as well. So, people tend to go in the direction of "it is easier to sell if you specialize by genre", but a work created upon that idea will last for at most two to three years. If I am spending a lot of money to make it, I want to do big business, show a concept that will last 10 years, 20 years, 50 years, and make it sell for a long time. There are quite a lot of works that are forgotten after the momentary box office profit. In that sense, Wolf Children definitely showed a new frontier of "things to express to the public" and I believe that the evaluation and recognition in the next 10 or 20 years will be much higher than it is now.
--What kind of expectations does Director Tomino have for Director Hosoda for the future?
Tomino: I don't have any particular expectations, but more what I would like people to pay attention to is the fact that not everything was made by Mr. Hosoda. The existence of scenario writer, Ms. (Satoko) Okudera is huge and it must’ve only been possible because they were in a realistic space where they could observe children. To the point where you might not have been able to make it if the timing was off by about a year or two. This is a realistic work. So while I think, wow you did really well, unfortunately I also think you’ll never have another chance like this. The moment you are told, "that was a hit, let's do it again!", you may fall with a boom so watch out for that. *tl note cough cough* mirai no mirai *cough*
Hosoda: I may have obtained credibility from the box office hit but I believe every movie comes down to the original project proposal. In the future as well, it will depend on the spirit of challenge and fun imbued in each and every proposal. Instead of thinking, “This particular one was a hit so the next one has to go even higher,” I would like to seek a unique enjoyment of movies to share with audiences for each project. So even if I am asked to make another installment of this movie…
Tomino: I mean you can’t, can you?
Hosoda: Yeah, it is a complete work as it is. I will move on to the next new work. At that time, I have to forget all the previous works and start from scratch thinking about what is interesting in this world.
--How do you feel about Mr. Tomino’s previous statement about making work for the public?
Hosoda: In the case of Wolf Children, the starting point of my idea was from a very familiar place. At the time, my wife and I were having a hard time making children. Therefore, the desire to raise a child and become a parent is directly reflected in the movie. At the same time, I thought that the motif of "raising children" is universal not only to us Japanese but to all over the world. Anyone in any country experiences it. Even if you have no children, you experience being raised by your parents. It's a story common to all humankind, so I thought this was a project that had the potential to be viewed by everyone. That's why I said something like the "child-rearing" film genre, but I realized that there is no such movie (laughs). In the first place, it is difficult to film a live-action movie of a situation like "growing up slowly", and I can't find a movie about a child where the parent is the main character. It’s always the conflict filled story of “overcoming parents in order for their children to grow up." I planned it as a "story from an observational perspective" about how parents watch the growth of their children, but I was really in trouble because there was nothing to refer to. Originally, movies originated from counterculture, so I think that is also related.
Tomino: I was surprised to hear that, but it again reaffirmed the superstition that we could express freely, it’s actually not free at all. The fact that Wolf Children is taken for granted even though it’s doing such special things is amazing. Because at the end of the day it's a cliché story, isn't it? But due to the fact that it is universal …….
Hosoda: Yes, it's a very cliche story you can find anywhere.
Tomino: But the moment it was illustrated through animation techniques, it looks revolutionary. This is actually an embarrassing story because something too obvious should not look innovative. It's a tremendous work because even that aspect can be learned from it.
Hosoda: No no, as a creator, I just started from a very straightforward ideal and aspiration, thinking, "I want to do something like this, something like that, when I have a child," in line with the feelings of my wife and I. When I interviewed fathers and mothers who are raising children as references, they talked about hardships like "I can't sleep at night, I'll run out of personal time", but it all sounded enviable to me. “The fact that you are carrying all of that on your back is amazing!” is how I felt.
Tomino: I see....I couldn't have imagined cutting in from that angle. Even though your own children aren’t that old yet, each one of the scenes are neatly arranged by age. While I was watching the film, I couldn’t understand how you could possibly depict the children’s growth so accurately but listening to your story just now, I think I understand half of it. Were you yearning to be a parent to that extent?
Hosoda: Yes, I was aspiring for it. If I didn’t hold ideals toward the idea, I don’t think this movie could’ve been made. If I had actually experienced a sleepless night with a newborn child, I don’t think I would’ve been able to make a film out of it. Because I had a longing for it, that became the power behind the realism. Even though there are some weaknesses to it not being a lived experience, I felt this was the only time I could make this film. Rather than my personal feelings when I first wrote the plot, I am amazed and grateful towards the secretary company and distribution company that took on such a challenging story.
Tomino: It’s exactly as you say. After all, in the anime industry, we, the creators, are contaminated with the preconceived notion of anime. The staff who had the sensitivity to identify such potential in this film only with that title and proposal is certainly amazing.
--Which scene was the most memorable for Director Tomino?
Tomino: It's rare for me, but I smiled at the last cut. Even though it was a cut with a loose composition without any ingenuity, I giggled, mimicking Hana. It’s because I thought, “Parents are just like that, aren’t they.” As the conclusion of a movie, this was really amazing because usually one would want to include something message-like here. If it were me, I’d be too scared to keep her just seated at the table and would make her look towards the mountains and say “Are you doing well?” There aren’t many movies that end so neatly like that. After all, it is a film that raises the story of the movie and the overall representation theory in a fairly dramatic way. However, looking at director Hosoda's career, you've improved your skills for the pursuit of the genre of anime, and you also love anime as an audience member, right? When trying to pursue such a versatile story with a natural theme, Mr. Hosoda's strength of "animation lover" may turn into a weakness and become a double-edged sword.
Hosoda: It's exactly as you pointed out. But I don't think it's possible to stop liking anime anymore.
Tomino: Of course you can't. Therefore, there is no choice but to plan movies in a straightforward, rule abiding way. In my case, I had the same kind of trouble with Gundam, so I know it's harsh. That’s the extent to which Mr. Hosoda hit the nail on the head and got out of the environment where just making work for the sake of doing the job would pass.
Hosoda: However, while there are hundreds of thousands of movies in the history of movies, from many different people from many different cultures, I still think there is something out there that hasn’t been depicted yet. That is my "hope" that I have to keep making for my son who was born.
Tomino: That's the right line of sight. If you have that perspective, I think you can still make many works in the future. Those are probably words that can only be spoken by someone who felt “maybe what I’m creating is not anime?” since The Girl Who Lept Through Time. Because I personally have never come up with the logic that "there may be something that hasn’t become a movie yet."
Hosoda: What? That has to be a lie. Director Tomino was the one to provide that concept. We have been encouraged by that for over 30 years.
Tomino: No, I have the confidence to say that I don't have that kind of creativity or writing abilities.
Hosoda: There’s no way that’s possible. If so, why did we enjoy the thrill of going “I would've never thought up of this!” every time Director Tomino’s new work came out?
Tomino: That's because, in my case, I'm only thinking about the responsibility of "expressing to the public." Regardless of the fact that there were restrictions due to having sponsors involved with big robots, I have come so far only thinking about the narrow exit of, “if other people make it like this, I will do it this way.”
Hosoda: However, as far as I can see, it seems that Mr. Tomino's work pushes itself beyond and is located far above that, while being aware of the public consciousness.
Tomino: Yes, to that, I can be very clear. Because I don't trust the modern public. How can we raise the public to highbrow and make them Newypes? I desire to continue thinking about these feelings towards the future through the theory of communication. Am I overreaching? That's why I'm taught that "a writer must have a perspective like Mr. Hosoda." I couldn't become a fiction writer because I didn't have that sense. Even looking at the relationship between Hana, Yuki and Ame, I realized that "Drama is something that must be assembled like this."
Hosoda: To me this is an unbelievable story. That relationship between Hana, Yuki and Ame could easily be replaced with the path taken by Commander Doba and Haruru and Karara of Space Runaway Ideon. However I couldn’t write the fierce drama of that parent and child as is…
Tomino: If you say Wolf Children feels lacking because it’s simply about child-rearing without the fierce drama, then you are wrong. Things that everyone already knows. Things that everyone actually has hidden deep inside of them, to be able to just say those things straight out and lay it bare in public. Things like the sensual sense of distance in human relationships, you depict so naturally. I personally can't do that, so I forced it through with an easy-to-understand structure and logic. Passionate feelings required for a drama originally requires a sense of distance, and it should be drawn within that. Whether the distance when a hand stretches out and touches another person is true or good, false or true… that sense of distance is a wonderful way to show the goal of the story naturally. Director Hosoda is allowed to have confidence in his ability to direct those kinds of scenes.
Hosoda: I believe that great directing is not in the skills but luck. There was an intangible something that fit the content and tone of the movie. It was good that I was able to stick it out until the moment when I thought "this is good!" for each cut. Those kinds of moments are luck, and the director is the type of person who has to wait for those moments to happen. I think the directors are blessed with their each individual type of luck.
Tomino: I think that as well and also think that, ideally, a play cannot be made unless you are prepared to make it after understanding the whole world.
Hosoda: That being said, while I think the motif I chose this time is good, I also realized that my ability as a director was not caught up with it, but I still had to go through the pain of making it anyway. I don't really understand the whole world, and I don't have enough expressiveness…
Tomino: if that is the case, then I think you’re okay. What’s important is the awareness that “my abilities may not be enough.” There are certain things that can only be built upon that awareness and even if it's making scenes, it’s not something that can be done by one person. Overcoming obstacles with brute force, saying, "There is no choice but to do it like this," sometimes becomes a form of expression that exceeds one’s own ability. The better the movie, the more I think that the camera is set up with the humility that “I can't do it all by myself,” and you can see the power of the group that one doesn’t see in individual work.
Hosoda: For sure, and that’s important in animation as well.
Tomino: Even with desk work like anime, not everything can be controlled by oneself. With such humility in mind, please continue to create soft Hosoda works that everyone can enjoy.
Hosoda: I’m very honored to receive these words. I will continue to use them as encouragement.
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Carole & Tuesday and Sarazanmai
I’m astonished that we’ve gotten two lgbt oriented musical animes this season. They both use colorful palettes and have plenty of western references, and it’s kinda funny seeing two versions of such a niche concept at once. They’re still very different, though, with Sarazanmai being male focused and C&T being female focused. Plus, I’d definitely recommend C&T to anyone. I wouldn’t even THINK of recommending Sarazanmai unless I knew someone really loved absurd, bizarre things. And I mean like really.
I adore comparing and contrasting things, and I love these two shows for different reasons, so I plan and talking about them in-depth under the cut (I promise, no big spoilers!):
I really want to like Carole & Tuesday more than Sarazanmai because I can actually talk normally about that show. I like them both equally as of now (neither have finished their runs). C&T is definitely a lot cuter and has such a pretty color scheme/aesthetic, but it has its serious moments too. It has very interesting things to say about the music industry. There’s a fashion model who has an AI produced pop song that sounds EXACTLY like every other pop song now adays. Alarmingly so, and props to that. There’s a lot of creepy producers and fans that the main girls have to deal with, and their struggle to remain passionate in the industry is compelling.
And while I do love the wlw couple that showed up and how well they were respected/portrayed, I definitely think Sarazanmai has more interesting things to say about gender and sexuality. This is definitely the main difference. Both are coming of age stories, but they’re thematically different. C&T has a positive, hopeful message and Sarazanmai is shaping up to be a tragedy. C&T indeed has LGBT content, but this isn’t the biggest part of it because it doesn’t need to be. It’s about music and friendship. There’s enough subtext in C&T to believe Carole and Tuesday could have crushes on each other, but it hasn’t been stated yet. For now it’s about teamwork.
Sarazanmai is still about music, but not as directly. It’s not about idols or singers, but rather the show and story has the structure of a musical. There’s a good video about it here. The protagonists and villains have songs about the things going on around them. And because music isn’t the main focus, more can be focused on the LGBT aspects. The theme of the show is about secrets and love vs. desire (and about different kinds of love in general). So there are way more sexual innuendos and subjects than would EVER appear in C&T. Usually I dislike this stuff, but it’s handled fairly maturely and makes for interesting character arcs.
Subjects such as cross-dressing, unrequited crushes, and jealousy play a big part in the show. C&T handles the latter two albeit only for an episode, and it’s resolved quickly. There’s an obsessive fan that’s causing problems, and one of the girls has to stand up for herself. In Sarazanmai, there is a parallel between two adult gay cops and one of the child characters and his crush. It does a good job expressing the difference between the experience of gay youth and gay adults. Both the adults and the boy deal with jealousy poorly, but the boy starts to learn better while the adults fall apart.
C&T definitely doesn’t handle cross-dressing or gender boundaries as well Sarazanmai and honestly that’s the biggest fault I have with the show. It addresses wlw nicely, but there was a group of perhaps trans/nb or perhaps cross-dressing characters that was... a lot less than respectful. Some of the cross-dressing stuff in Sarazanmai is “funny” (although most of it is serious), but more because of the scenarios and not at the expense of the characters. Unlike...whatever this was (warning for serious swearing. I mean it)? The scene was kinda funny, but then it goes on too long and there’s a part at the beginning and end that isn’t shown that is questionable. It’d be fine if there were more cross-dressing or explicitly trans characters, but there aren’t.
Honestly, I have more to say about Sarazanmai because there is a LOT of stuff going down in that show. Carole & Tuesday is more of a lighthearted fun adventure that I can’t really analyze unless I know more about the music industry. Nothing wrong with that of course! I adore it for what it is. There’s plenty of gender stuff in C&T, particularly about working women, but for the sake of this comparison I’ll leave it out (since there’s nothing in Sara to compare with).
All-in-all, definitely watch Carole & Tuesday if you like colorful anime and music! It’s very cute. Only watch Sarazanmai if you’re alright with butt jokes and sadness akdsfk
#conclusion they're both good#me posting crud#gif#text heavy#long post#very long post#me ramblng#carole and tuesday#sarazanmai
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Exergaming, the Fitness Trend of 2020? - Annie Hines
Fitness Trends
While we would all love to love working out, it is hard sometimes. Our workouts become repetitive which leads us to feeling bored or no longer feeling challenged. Therefore, people are constantly looking for a new class or workout to try. Fitness trends cycle through every year, and as for 2019, treadmill classes, kickboxing classes, aerial fitness classes, at-home fitness apps and shorter workouts were some of the most popular trends. The fitness industry is looking to solve the issue of repetitiveness, lack of a challenge, and boredom with shorter workouts or more entertaining and varied workouts.
With people’s increasingly busy lives, it makes sense that people are looking for shorter workouts. If people could burn the same number of calories in a 30 or 45 min intense workout, than a slower-paced one hour class, why not save those extra 15 or 30 minutes? ClassPass found that there was a 33% increase in sign-ups for classes under 45 minutes in 2018 than in 2017. The at-home fitness apps also save time by eliminating the transportation and waiting times that come with attending a class at a studio.
On the other hand, the aerial fitness and kickboxing classes are trying to attract customers by providing a more entertaining method of working out. While hanging upside down by my foot wrapped around a sheet sounds mildly terrifying to me, others have found it to be an exciting and fun challenge to take on. For those who may not be as outgoing but are still looking for an entertaining way to workout, Nintendo has released their newest exercise game. It involves fighting monsters by doing crunches, push-ups and other exercises.
“Exergaming” History
The combination of exercising and playing video games emerged from more active video games, such as Dance Dance Revolution. Dance Dance Revolution was not initially made to be a workout, but I know when I am jumping around on the board and giving it my all, it definitely feels like a workout. Dance Dance Revolution and similar games showed developers that games could be body controlled, and in 2008, the WII Fit was released by Nintendo. The WII Fit consists of a board with sensors that you can hook up to your Wii. There are a variety of exercises on the screen that you can follow along with, and they will instruct you on your form based on the feedback recorded from the sensors on the board. It was very successful, selling over 23 million boards. Microsoft followed with the release of the Kinect. It uses body and facial recognition to track the user’s movements, therefore no remote is needed. You can click and control the screen solely with moving your hand and body. Many Zumba, dance and other fitness Kinect games were sold.
Ring Fit Adventure
Nintendo’s new Ring Fit Adventure includes a flexible, plastic, black oval, resembling a Pilates ring. The ring is held in your hands, and a strap is attached to your left thigh to track leg movements. It reminds me of a larger Mario Kart Wii wheel, but it requires a lot more physical activity. Both controllers allow the game to track the full-body movements, such as squats or yoga poses. It is an entertaining video game, but also forces you to work out to complete the levels. By providing the goal of eliminating monsters, the game distracts people from their other end goal of completing a workout, which makes it more enjoyable for them. Customers run in place to move down the hallway, then perform a variety of exercises to open doors, treasure chests and to fight monsters. The concern of repetitiveness is not a threat as you continue to unlock new levels that come with new challenges and exercises. There is also the option to play mini games, for a shorter workout. The Ring Fit Adventure seems to combine the equipment of Pilates, a longer-lasting fitness trend with an entertaining, engaging and efficient workout, as it is done at home and you can control the length of time of which you play. The intensity varies per person, but one article said they normally workout 3-4 times a week and were sweating after 15 minutes of the game. It currently costs $80 on Amazon, which would be cheaper in the long run for people who attend classes at a studio a couple times a week.
With so many different fitness classes and at-home fitness apps, it will be interesting to see if “exergaming” picks up in popularity. While WII Fit and Kinect were popular, they did not significantly alter the fitness industry. On paper the Ring Fit Adventure seems as if it would be popular, as it solves the issues of boredom and time that many people face when working out. However, as it involves fighting monsters, it may only become popular to the niche group of video gamers who are looking to become more active. Would you try out the Ring Fit Adventure for your next workout?
#https://www.bustle.com/p/7-fitness-trends-for-2019-experts-say-everyone-will-be-trying-this-year-15583236#https://www.elle.com/uk/life-and-culture/culture/longform/a41063/fitness-trends-gym-classes-workout/#https://www.wsj.com/articles/nintendos-new-fitness-toy-burn-calories-while-battling-monsters-11572629332#https://www.geek.com/games/the-history-of-fitness-video-games-1807459/
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