#but this whole bit of lore is inspired by old maps made by guys exploring america where california is an island
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i like to imagine that all my chatfics are in the same extended universe. what this implies im not sure
#my post#given that theyre all. in different versions of ''earth''#but ig hyrule is one continent. and its not like anything thats not directly adjacent to vaugarde besides ka bue is particularly important#to the story i mean. itd be interesting to worldbuild the rest of the isat world but im not doing that for a chatfic. i will go pretty damn#far for my chatfics but i cut myself off at non-adjacent countries#anyways.#wait i just remembered tgp is in an alternate reality where california is an island that (iirc) japan gave to the us after ww2. lmao#or the other way around but given. kurain. id say japan probably had it first#which implies that either the pacific ocean is smaller and japan has reason to go out that way. or something else equally strange#or that either japan or california is in a completely different spot?#but this whole bit of lore is inspired by old maps made by guys exploring america where california is an island#for mistake reasons and scamming reasons i think#i dont think this is ever explicitly explained in the fic either. just implied at most#it does say theyre 'right next to america' tho so. cant move california too much#moving japan closer is weird bc of its geographical culture. making the ocean smaller is weird bc of polynesia. lemme open up google earth#mkay its probably not too much of a stretch to say japan went around on the ring of fire and found calisland#idk WHY theyd do that bc my miniscule knowledge of japanese history says theres little chance of them being injected with the same explorat#on craze as europe. or why theyd only settle on calisland#but theres a reason tgp has much less thorough lore than witgt. its part of the gimmick#if you try deconstructing things itll fall apart#so. back to the original idea. of combining all three of these worlds#im not going to try and situate things. i just want to think about the concept#<- i opened up my ref maps and decided thats too much work. theyre too thorough already
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Shin Megami Tensei II
(Part 7 of the MegaTen thing)
WARNING: This review contains some moderate spoilers for SMT1 and 2! Read at your own risk!
At last! After two years and three games of questionable quality under their belt, Atlus finally decided to stop fooling around and got its shit together to develop a proper sequel to SMT1. Honestly, the time frame between Majin Tensei and SMT2 means they were probably developed concurrently. There were likely several teams working on these games and Majin Tensei just happened to have been finished first or something like that. Regardless, as one playing through the series in order, I was pleased after Majin Tensei was over, first because it was over, and second because the next title in line was Shin Megami Tensei II.
I was really looking forward to SMT2 at the time. I remember I was in my dentist grandfather’s home about 80 miles away from mine because a tooth restoration had gone somewhat awry and I needed a root canal. During the final moments of Majin Tensei, I had to deal with severe tooth pain, which only heightened the distress of the whole situation, but now - I thought - maybe my gaming experience of the day will alleviate the pain instead of making things worse.
As you boot up the game, you’re treated to a “no relation to real life persons” screen, which I found kind of funny. SMT2 is, in general, much less close to real life than SMT1 was, and no game so far concerned itself with the disclaimer, so I wonder what could have happened behind the scenes to warrant it here. I guess it was because of the intense religious symbolism and inspiration, much bigger than in any other game of the series so far, but I’m not 100% sure. Anyway, I found it interesting.
Anyway, once you get past that, some introductory exposition begins. The game takes place after the Neutral ending of SMT1, and during this cutscene, you are informed that a city, Tokyo Millenium, was built on the site of the ruins of the final dungeon in that game by member of the Messian church, the Law faction representatives of the series.
Of course, this means that the grip of the Messians reaches far in SMT2. Huge chunks of the plot are dedicated to things related to them, their methods, and their relation with Millenium itself. It’s pretty surreal to see a game from this franchise embrace such an overbearing anti-Law philosophy for major, obligatory bullet points in the script, and the whole time I kept thinking “the axis is still there, right? What could the Law path possibly even be about?” and thinking back to how this dynamic existed in SMT1. As I said in my review of that game, on some levels it was a bit arbitrary to select which side you wanted to join, and there were a lot of parallels between them that made the choices feel like they were just giving me an illusion of control. I’m really glad they decided to mature from that and offer a narrative that seems to directly challenge the notion of parallelism that was built in the first installment. Well, spoiler alert, even the Law path is a tad antiestablishment this time around - there’s really no way it couldn’t have been, given the ambitions of the story - and goes against the unrighteousness of the Messians behind Millenium’s stranger, more questionable happenings.
I will say though, it still doesn’t feel like there’s a lot of basic difference between law and chaos, but for different reasons this time around. There is definitely no parallels as to story significance here, but the goals of all alignment paths end up feeling pretty similar. I think the best way to illustrate my point is to note that SMT1 had 3 ways the final part of the game could go, depending on your alignment, but they were basically 2 mirrors of each other and you could either go one way for Law, the other way for Chaos, or both ways for Neutral. In this game, the conditions at which you reach the final point are pretty different (though Neutral feels extremely close to Chaos all the way through SMT2 and the end is no exception), but the final boss is always the same for all three alignments. It makes things a bit of an interesting experience and a definite change of pace from SMT1, but I can’t help but feel, way in the back of my mind, that this story… wasn’t supposed to have the SMT axis, you know? As I said, Neutral and Chaos are very similar and kind of work the same, while Law is basically the game coming up with excuses as to why the player engages in the same activities as the other two, but with different intentions. Frankly, I don’t really need alignment, particularly. I never thought it was an essential element of the series, so it didn’t truly bother me at all, and I mostly thought about this after having already finished playing. For those who might be expecting a more exciting, more philosophical clash of visions and well-developed ideologies, however, I’m afraid SMT2 still falls short of that. But hey, it’s still a commendable effort for 1994, and it feels a lot more adult than its peers at the time.
The plot itself, as is, is very enjoyable. Whereas 1 had a more episodic structure with clear events separating one part of the game from the next, 2 opts for a more continuous progression. There are still momentous events that break up the game and result in major landscape changes, but they’re not as prominent as the ones from the first game. Everything has a bit of a surreal tone to it, and it borrows far more from classic cyberpunk tropes than 1 did. While 1 eventually engages in a post-apocalyptic scenario, it’s more just an excuse to start putting in motion its more outlandish plot points regarding demons and the rising relevance of its fictional figures. 2 fully embraces its setting and extrapolates quite a lot on stuff that had been set up, tackling themes of classism and social discrimination through the tried-and-true methods of a city that’s divided into multiple sectors with a different quality of life and purpose for each of them, as well as several slum-like locales where you come across the people that fell victim to the injustice and cruelty of the governmental powers that be. It also expands quite a bit on the personalities of the different demon races. A new axis was properly established, Light vs. Dark, the axis of virtue, which for now doesn’t serve much of a gameplay purpose but possibly helped the devs more clearly visualize the roles of all the dozens of demon subfactions that exist in the game. Though there is still no shortage of human character-based interaction, a significant amount of time was dedicated to giving the demons themselves more of a persnality and inner quarrels between one another. These elements I described kind of interact with each other; there are some correlations between them and sometimes you have to use items acquired in a certain arc to progress in a different, mostly unrelated arc later on, but I feel like the interconnectivity of the game as a big picture thing could have been deeper.
On that note, we can go on to say that, while I felt like the characters in 1 had more permanence overall, sticking around for longer periods of time before something made the relevant cast rotate around, 2 feels more cyclical with them, making you stumble upon each of the relevant ones at a larger number of points in the storyline but keeping their appearances shorter in comparison. In my opinion, it’s preferrable that way, because old games like these tended to not really develop characters too much while they were with you, instead choosing to further their role in the story at select few moments, so with a larger number of them, a greater amount of interesting developments can occur. However, by the same note, it also feels like they were juggling more separate plot threads of their own as the player’s involvement switches between each faster than they did in 1, which mostly had a central focus for each of its “episodes”.
Even the protagonist himself, while still silent, receives some plot development of his own, perhaps a lesson learned from Last Bible 2 and Majin Tensei. His particular role and how it relates to the other relevant characters is actually one of the highlights of the plot, but I find it doesn’t pay off much in regards to the third act, besides possibly explaining his ability to take down hordes of powerful demons. It’s still interesting to witness though.
Speaking of hordes of demons, I find the game to be as easy as ever. This time, magic effect ammunition has been significantly nerfed, but now it kind of seems like most the time the enemies are just… not really threatening. The first proper arc of the game managed to kill me twice because it’s the beginning and the game has greater control of the circumstances before the huge amount of levels starts piling on and making build possibilities ever more variable. After that, though, the rest is a cakewalk. I’m not a particularly diligent demon recruiter, I didn’t go out of my way to farm for valuable equipment, I never found any sword fusion candidates worth my time, yet I still managed to blaze through the entire game with no problems whatsoever. I wish it had been more difficult, because SMT2 starts losing control of itself again and tossing ridiculosuly powerful - in lore terms - demons at you as you get close to the end. However, the simplicity and repeatability of attack strategies which prove reliable through the entire game means that, for the fifth time, that auto-battle option was put under quite a bit of use, even for these powerful guys. It took out some of the visceral, immersive quality that a properly set up, difficult enemy can have.
Still, I feel like this time, the interesting, juicy plot and the exploration factor kept me from being really bothered by the lack of difficulty. Things are much more streamlined than they were in 1 now. I will admit, conceptually I don’t appreciate the layout and presentation of the world map. As in SMT1, you’re represented by a blue spinning pointer thing, but everything around you is, as mentioned previously, sectioned off, and each section consists of a relatively short, linear walk through a bland, bluish cityscape with token building decorations that feel like you’re dragging your finger through a board game or a chalk drawing on the ground acting like that stands in for movement. It’s very artificial, and when you enter a battle in the world map, you can actually catch a glimpse of what the city looks like, with what seems to be some verticality and layers and quite a dense skyline. It’s the first glimpse in the entire series of a truly awe-inspiring, immersive setting. I wish it were like that all the way through.
Furthermore, first-person areas are as labyrinthine as ever, with maze-like designs with no regard for how it would actually translate to any real place, and a repeated texture that prevents the addition of decoration, flavor or personality. By 1994, it has started to get on my nerves, and it feels unbecoming of a story that, in my opinion, oozes personality on its own. They’re not boring, per se, as they interact nicely with the world map and with their own setpiece trigger tiles (a series staple at this point) to create a raw gameplay experience that feels stimulating as you work through to your next destination. There’s some enjoyment to be had in going really far in one direction, going out into the world map, then into a new area, then out through another exit, then into some other place and so on, progressing with no save point in sight and an ever dwindling supply of resources, getting more and more uncertain you’re even going the right way, until the game gives you some cutscene that confirms that you were doing the right thing all along. I’m glad that, even though there’s a new system in place that basically tells you whete you need to go, it’s still used in a way that leaves the player guessing the internal elements of the journey, and the game balances short bursts of activity and long treks in a satisfying way that kept things interesting from a gameplay perspective. There is an arc where you’re directly going after McGuffins, but I think it’s pulled of with some grace here; there’s a point to it, and once again the ways in which you collect them are an excuse for the designers to get a little cuter with their level design.
Speaking of which, one of the biggest draws for me is that SMT2 starts getting really quirky. Copyright protected versions of Beetlejuice and Michael Jackson make an appearance, there’s a silly reference to Berserk, you barge in on Belphegor sitting in his toilet and kill him while he takes a dump, some demons ask you if you’re gonna turn them into a bundle of experience points, you have to enter a dance contest and steal chameleon-esque robes from a nymph while she takes a shower… A lot of crazy, quirky, funny things happen that help elevate the game and the series’s personality quite a bit, and I feel like there’s a level of confidence and playfulness on the part of the designers, having put in so many things that can go against the somber tone of the narrative, that I can truly appreciate. It’s sort of the same balance of silly and mature/horrifying that would exist in Shadow Hearts a few years down the line, but I feel like SMT2 is much more careful and restrained about it, mostly relegating the silliness to short setpieces to spice up the progression, and it ends up better for it.
When I first heard about the Shin Megami Tensei series, working my way back from Persona 3 and researching some fundamental aspects of the mythos, as well as hearing about how good it all was, I formed a certain image in my mind. It wasn’t very tangible, but it was a high-expectations fueled idealization of what a game with this kind of potential could be like. So far, games in the series haven’t really been able to deliver on that so much. Shin Megami Tensei II is, I believe, the first one to take steps in the direction of this idealization. It plays a lot more with its tropes, it isn’t afraid of utilizing whichever established figure it had througout the series to make a little bit more of a philosophical point this time around, there’s development by the hands of the human characters, and by the end, it feels grand and satisfying. My rating for this game is a very appreciative 7.6 out of 10. Though the gameplay still needs work, I had a blast playing it and enjoying its wackiness and its more somber points on human relationships. They’re simplistic, yes, nothing compared to literary works presenting the same kinds of fundamental points, but in those, you can’t pump the devil’s face full of lead after a chinese turtle god cast tarukaja on you several times in a row so that your bullets come out with the world’s vengeance on their shoulders. If you’re a fan of old-school games, and would like to try out a more complete, more fully visualized old MegaTen story, I really think you should try this game. I liked it quite a bit.
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The bottom line: Kong rules again.
Mix King Kong with The Lost World, spike it with a bracing dash of Apocalypse Now and you've got Kong: Skull Island, in which Warner Bros. finally gets the effects-driven fantasy adventure formula right again after numerous misfires. This highly entertaining return of one of the cinema's most enduring giant beasts moves like crazy — the film feels more like 90 minutes than two hours — and achieves an ideal balance between wild action, throwaway humor, genre refreshment and, perhaps most impressively, a nonchalant awareness of its own modest importance in the bigger scheme of things; unlike most modern franchise blockbusters, it doesn't try to pummel you into submission.
Leagues better than Peter Jackson's bloated, three-hour Kong of 2005, this one looks poised for strong returns and potential sequels co-starring hinted-at monsters from movie lore.
It may have seemed like a stretch to entrust this giant project to a director whose career hitherto consisted of one small, kid-centric Sundance film, the 2013 The Kings of Summer. But it was Jordan Vogt-Roberts who had the crucial inspiration to set this Kong redo in 1973, specifically at the moment the United States pulled out of Vietnam, a decision that nourishes nearly every aspect of the film. Certainly the specter of Col. Kurtz looms over the perilous journey undertaken by this tale's small band of mostly military explorers into unknown tropical territory, but what awaits them is a whole lot bigger and scarier than Marlon Brando.
Smartly operating under the theory that exposition in this sort of thing should quickly be dispatched in order to get to the good stuff, the director, screenwriters Dan Gilroy, Max Borenstein and Derek Connolly and story creator John Gatins have made Skull Island and its environs into a storm-enshrouded location in the Pacific Ocean that has never been charted or found. As the war ends, old-time secret op Bill Randa (John Goodman) convinces the Nixon Administration to back a small expedition to try to find and map the place “where God didn't finish the creation, a place where myth and science meet,” as Randa alluringly puts it. Goodman gets several of the writers' best lines, including one designed to reference Vietnam but that will register with modern viewers: “Mark my word, there'll never be a more screwed up time in Washington.”
A crew is ferried by about a dozen choppers that penetrate the dense fog and rain to find what Skull Island has to offer. Among the key members are Samuel Jackson's bitter Lt. Colonel Packard, who's pissed that the U.S. didn't finish the job in Nam and brings with him his team of “Sky Devils” with quick trigger fingers; Tim Hiddleston's Capt. Conrad, a sleek SAS black ops vet now at loose ends; Brie Larson as combat photographer Mason Weaver; and Corey Hawkins as a bookish biologist, all of whom have their own agendas to pursue in a land unknown to man.
Unknown, that is, except to one man, Hank Marlow (John C. Reilly), a pilot who crashed there during World War II and has lived peaceably among a few silent natives ever since. Looking like an old hippie with his tattered uniform and untended beard, Marlow has somehow survived through the years with his humor and good will intact, and Reilly's warmly funny performance becomes the heart of the film; he could have been just comic relief in an old coot Walter Brennan-style turn but, in stressing the character's generous acceptance of his strange fate, the actor makes the man embraceably multidimensional and accessible (one of the Chicagoan's first questions of his visitors, along with who won World War II, is whether the Cubs have won anything yet).
In the end, though, it's not the characters the audiences will have come to see, but the monsters, and the film doesn't stint in supplying them. This Kong, who makes his entrance a well-timed half hour in, is far bigger than any before him, about 100 feet tall. Still, he faces fierce competition on the island from, among others, some toothsome lizards who happily take advantage of the change in diet offered by the new human visitors.
As before, Kong himself is portrayed as fearsome but also observant and sensitive. The tragic element to his character is carried over from previous incarnations; he's the last of his species, and the bones of his family are strewn about the ground. Unfortunately, he's got a new enemy in Packard, who is determined to settle his unfinished business in Nam by taking out Kong, as if that would somehow right the balance.
Its numbers steadily decreasing as it goes, the expedition struggles against rugged terrain and a nasty environment to make it to the far side of the island, where they're due to be picked up in three days. Mason snaps away at all the freakish wonders to provide photographic evidence, while Capt. Conrad, the nominal handsome male lead, really doesn't engage in many heroics, perhaps the better to allow Hiddleston's neatly styled hair to remain perfectly in place throughout. And despite his helping Mason out of a jam or two, the expected romantic sparks remain unlit, which may be a sign not only of the times, but of the director's relentless determination to avoid cliches and eliminate the “boring parts,” as kids used to call the inevitably bland love scenes in such films.
Instead, there is considerable emotional investment to be made in Reilly's character, who is no doubt not named Marlow for nothing. Despite his decades of deprivation, he's the best-adjusted character on hand, his relaxed acceptance of his odd destiny becoming palpably moving at times, a reaction never sought or expected in this sort of film. At least as far as the humans are concerned, Reilly steals the film.
That said, Vogt-Roberts and his collaborators make sure to take care of business where it really counts, which is in the invention and excitement of the monster scenes. Fully realistic creatures are now nothing new, but the filmmakers, notably led by visual effects supervisors Stephen Rosenbaum and Jeff White, have engineered scenes of bestial combat that are not only hyper-credible but shot through with unexpected, and often gruesomely funny, moves. The digital zoo is colorful indeed, from a towering spider to a giant water buffalo and an all-embracing octopus, making it clear that Kong has his hands full of worthy opponents on a regular basis. It's no wonder the old guy seems world-weary.
All the requisite elements are served up here in ideal proportion, and the time just flies by, which can rarely be said for films of this nature, which, in a trend arguably started by Peter Jackson, have for years now tended to be heavy, lumbering and overlong. A post-end credits bit suggests that Warner Bros. already has some famous opponents lined up for Kong's heavyweight belt, beginning perhaps with Rodan. Whoever undertakes any follow-ups will have a high bar to clear.
Production company: Legendary Pictures Distributor: Warner Bros. Cast: Tom Hiddleston, Samuel L. Jackson, John Goodman, Brie Larson, John C. Reilly, Jing Tian, Toby Kebbell, John Ortiz, Corey Hawkins, Jason Mitchell, Shea Whigham, Thomas Mann, Terry Notary Director: Jordan Vogt-Roberts Screenwriters: Dan Gilroy, Max Borenstein, Derek Connolly, story by John Gatins Producers: Jon Jashni, Alex Garcia, Thomas Tull, Mary Parent Executive producers: Eric McLeod, Edward Cheng Director of photography: Larry Fong Production designer: Stefan Dechant Costume designer: Mary E. Vogt Editor: Richard Pearson Music: Henry Jackman Senior visual effects supervisor: Stephen Rosenbaum Visual effects supervisor: Jeff White Casting: Sarah Haley Finn
Rated PG-13, 119 minutes
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