#i just want folks to at least have surface level knowledge on the context
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technicalknockout · 5 months ago
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BABY BILL. LITTLE TINY BABY BILL WITH LITTLE TINY VELCRO SHOES. DEAR GOD HE HAS NO RIGHT TO BE THIS ADORABLE
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Jheselbraum the unswerving ??????
istg the lore in this show is crazy like did they work ALL this stuff out beforehand ?? every tiny piece of info fits together so disgustingly well it's actually insane and I love it
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JFBSISIFINSODJEHFUSIFBEJSOFNS is the bill orb on sale i want one in my room so bad
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These pages are one teensy sidestep away from literally just saying Walt Disney out loud and i am so here for it
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"IF LOST RETURN TO BILL" if we're character analyzing this is another example of bill percieving stanford as an object he owns and controls not an individual with free will. But if we're taking this at surface level then this is frickin hilarious????????
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Weirdly wholesome ?? also major cat behavior. new theory bill cipher is actually just a very yellow cat
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the two of these least sane guys somewhat resembling normal friends just havin a good time will never not be funny to me. died at the "Ad aspera asperin" line it is now my blog title
Also theyre singing DISCO GIRL
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"i had half a mind to call that number, just to pretend to be the police, and maybe scare S straight for once" so you want to prank call your brother basically. theyre so siblings
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okay. i didnt expect that to be three billion times more painful with proper context and the knowledge that bill didnt intend it to happen but okay
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god. ford and mcgucket you two need to be happy forever
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OH? SO FIDDLEFORD GETS A PRESENT FOR FORD BUT NOT FOR HIS WIFE ??????????????????
aside from the fact that WHAT THE HECK FIDDLEFORD, this has major implications jsfkksmfks do we see a literal love trangle happening here folks/j
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i am legitimetely crying thats so wholesome
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oh LOOK who's jealous that f and stanford have a STABLE and HEALTHY friendship huh?? HUH???? bill i will punch you if you do anything to make them fall apa(realization)
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Tiny stan's iconic gap tooth origins REVEALED ‼‼‼
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OHHHHHHHHHHHHHHHH FORD YOU GET EM GIRL!!!!!!!!!! STANFORD 1 BILL 0 !!!!!!!!!!!!!!!
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frickin love these two interacting it's always either extremely deep character lore or the funniest thing youve ever seen
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the karen gasp i just gasped???????? i love bill very very much but oh no he did NOT just do that.
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BFJSJDISHDIWIHDSJF this is what livin in denial looks like folks
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WELL SAID STANLEY and also im so proud of ford for getting so completely over bill and seeing him for what he is ("needy theatre kid in search of a stage" i mean. Accurate.)
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MABEL BEST GIRL IVE MISSED YOU SO MUCHH
"bill seems to me like a super needy ex" our girl being perceptive as always yall
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you tell em dipper. god i can HEAR jason ritter's voice in my head this book is so good..... average gf book w
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every single line from stanley's page is art and it's beautiful i love you stanley pines please please be like that forever
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"You killed an elf for me without even blinking" sir actually i blinked a fair amount
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THE CORE???? THEY GOT SPACE THERAPY-D TOO?????????????
ok books done
Overall rating 99999/10. half the pages had me laughing till my side hurt and also it had WAY more lore than id anticipated?? there are still codes i havent solved yet this is going to be so fun to piece together. would buy it again a thousand times. it's oozing creepy black ink over my table but oh well it happens amiright
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GUESS WHAT
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harostar · 4 years ago
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I feel like bad AOT takes comes from the fact that... many leftists want to avoid accidentally stumbling into propaganda. Much as the Right-Winger co-opted the terms, WE took the red pill. WE learned the insidious truths behind how cop shows are written, how the military is written in movies. All to boister an image they can use to justify what they do behind the scenes or out in public. With AOT, anything about the military must condemn it with little ambiguity. (cont.)
(cont.) We're tired of giving The Powers That Be any benefit of the doubt. Reading the exposes about them, what are they if not the Saturday Morning Cartoon villains we grew up on? This is what leads to people taking others word for it when they describe AOT as "fascist propaganda." I would be willing to buy that if Hange Zoe didn't outright declare, "Genocide is wrong," without any real contradictions to her assertion.
Complete honesty here, Anon. While I think there are some valid points made in the overall discussion about Fandom and the handling of Nuance, there is something about this Ask that just.....bothers me. I had debated about whether or not to respond, and how I wanted to to do so.
I can’t quite put my finger on what bothers me about it. 
But putting that aside, I think Fandom Discourse struggles with Nuance on many levels. And you have varying degrees of critical engagement, from people who do not question or look beyond the surface AT ALL to the people that basically have a Critical Blog that does nothing but look for ways for things to be Bad and Wrong(tm). 
Somewhere between those extremes, is the need to balance “Turn my brain off and enjoy things” with recognizing how media can be flawed, whether intentional propaganda (ie: Military and Law Enforcement) or unintentional (ignorance of an issue). 
I think the online discourse around the Attack on Titan franchise is especially messy, because the source material itself is messy. I’ve spoken a little before about how choosing to parallel the Holocaust was a huge misstep, and one that is incredibly difficult to balance even when you ARE coming from a Western perspective. Using the historical atrocities and tragedies of other cultures also tends to be a hugely messy thing, because you are inherently filtering it through your own cultural lens and biases. 
Japan can be just as bad as Western media in terms of playing with something “foreign and exotic” without really understanding the deeper issues. There are numerous Japanese-produced works that have really unfortunate portrayals of things, because of a lack of familiarity or understanding of the deeper issues and history. Japanese media has long had trouble with racist portrayals of Black characters, not because of any malicious intention but because a lot of their exposure to Black people had been through (intentionally racist) American-produced materials. It’s gotten BETTER, so much better in recent years compared to the past. But it’s still a work in progress, because a lot of the historical context and deeper issues are simply not part of common knowledge for Japanese folks. 
Likewise, AoT stumbles into stereotypes involving Jewish people. Because these tend to clash with the messages in the series, I tend to lean towards Isayama simply being unaware of such implications. From what little we know about him as a person and his past mistakes (that he at least publicly seems to have acknowledged as mistakes), he seems very much like a typical 20/30-something Japanese dude that isn’t particularly worldly or informed about Politics on a deeper level. 
Over the years, I have definitely observed a tendency for people online to assume others have the same knowledge and understanding as them. But most people are really only going to have a surface/minimal understanding of history and issues, unless it happens to be something of deep personal importance to them. 
I’m a 30-something White Girl that has spent most of my life living in the suburbs in the South. For most of my life, there were A LOT of political and social issues I had very little understanding about. I am still learning and unlearning things, on a daily basis. I honestly cringe to think about my past self, and the things I didn’t understand or know about. Hell, I realized recently that an old photo of me taken before Homecoming in 11th grade has some interesting artwork in the background.
There were portraits of General Robert E. Lee and Stonewall Jackson in our family room, growing up. We thought nothing of having them, and definitely weren’t a bunch of racist rednecks. We were a middle-class suburban family with a diverse group of friends. My parents definitely thought of themselves as Allies, and tried to stand up for the right thing whenever possible. 
I don’t remember exactly when it was that those portraits came down and got thrown out. Looking back, it’s definitely the kind of thing that makes us cringe because YIKES we didn’t even realize at the time it was bad. 
I guess my point with that little personal detail is trying to remind people that most of the time, things are a result of ignorance. America and Japan share an issue of actively not teaching people about social issues, and whitewashing history to conceal all the ugliness. Especially when it comes to another Culture, there’s so much opportunity to stumble into negative stereotypes or implications without understanding what you’re doing. 
I am rambling, so I think at this point I’m going to conclude by suggesting everyone go read this fantastic post by  @fission-mailure
It nails one major issue of the “AoT is Nazi Propaganda” argument is that the framing is incredibly Eurocentric. Hajime Isayama’s politics and his understanding of issues are informed by the politics of Japan. The above link has some good insights concerning Japanese politics, in particular their homegrown variety of Far-Right groups and talking points. 
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videogamesincolor · 7 years ago
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Detroit: Become Human (2018) -Exploitative Sci-Fi for Gamers
The Following article contains major spoilers for Detroit: Become Human
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Folk can’t quite believe DBH’s player base loves Markus by an 80% plus margin. It’s like Grey’s Anatomy doesn’t exist or something.
On some level, Quantic Dream’s video games following Beyond: Two Souls are going to be a mechanical refinement of their gameplay, and not much else. If the Ellen Page driven game demonstrated anything, it was that the studio’s creative head has an innate inability to learn from his mistakes and he’s got a fetish for particular narrative cues, and all of them revolve around violence, racism and shock value.
Detroit: Become Human shares a lot in common with Max Landis and David Ayer’s 2017 direct-to-Netflix film Bright. Both are allegorical tales that utilize the iconism, present and historical, of the Black community and their key movements as a backdrop for the oppressed fantasy caricatures of their tale. With Bright, Orcs were the Allegorical Black community of the here and now. 
With Become Human, Androids are representative of the Black community at various points in our people’s history. All of it is supported by the locale of Detroit, Michigan, a state with connections to the Underground Railroad (the game hits you with this trivia bit right off), Martin Luther King Jr., and anti-black violence that embroiled much of the United States when my parents were children.
Bright attempted (and failed) to re imagine some weird not-so-post-racial world where Tolkien-inspired aesthetics and archetypes were our history and influenced our present, with little changed about our factual history. Mankind is united in mutual hate of Orcs, and the motto “Black Lives Matter” continues to be a punchline to those unaffected by police brutality in a world where fairies are the equivalent of pests.
Become Human is yet another in the long line of over bright and sterile science fiction games that want to be Blade Runner, but doesn’t have the wherewithal to pull it off. And this is mostly because it’s too busy trying to shout “message!” For lack of a better word, Become Human gags itself with its own allusions despite some particularly interesting mechanics and sequences that exist within the ham-fisted racism narrative.
What is Become Human about?
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The primary narrative of Detroit: Become Human is driven by the story of “Markus” (Jesse Williams), a specialized android, that, like most, runs the risk of triggering a dormant "virus” that simulates sentience in androids. He was gifted to old artist by the android creator (a man named Kamski). The beginning of his narrative sees him care for Carl (Lance Hendrickson), the old man in question. 
He gets kicked around by anti-robot protesters, and has to ride the back of the bus with other androids. After telegraphed prompts that tell you his mistreatment at the hands of Carl’s son, Leo, is not far, the virus triggers itself, Markus begins to act of his own accord. The end result, where he may or may or not kill Leo, or simply gets blamed for the death of Carl when he dies of a heart attack, leads to his being shot by the police.
After he’s practically destroyed, he reactivates and he pulls himself out of the mud Shawshank Redemption-style and finds an abandoned ship full of busted androids that were looking for a leader. Markus, not interested in hiding the shadows, more or less appoints himself in that position because he’s the only one with some kind of proactive goal: To end enslavement of androids everywhere.
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The secondary narrative focuses on a service android named “Kara” (Valorie Curry), who was busted up by her owner - a man named Todd Williams (IIRC) - during an abusive fit against his daughter, Alice. After she’s repaired, Kara returns to his home and resumes caring for him and Alice and accidentally discovers that Alice is not a human child, but an android (apparently Todd’s wife left him for an accountant and took her daughter with her). She ignores it, and, under duress, gains sentence when she believes Todd is going to kill Alice while high on Red Ice (a hyped up version of Crack).
She runs away with Alice in the hopes of reaching the Underground Android Railroad to escape to Canada where there are no robot laws, and encounters a fairly large (Black) Android named Luther, who decides he’ll do anything to protect them from harm.
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The third narrative is that of “Connor” (Bryan Dechart), an android type, designed specifically for police investigations. Connor is sent to work with a grouchy old detective named Hank Anderson (Clancy Brown), who hates androids (because reasons) and doesn’t want to be bothered Connor’s overly stiff behavior and awkward attempts to get to know him. 
Connor and Hank effectively run behind the likes of Markus and Kara, their narratives intersecting every now and again (until the end of the game), trying to figure out why Androids keep going homicidal and killing human beings.
While Markus’ plot drives the surface narrative, not unlike Bioshock Infinite, behind the scenes, the plot of Become Human involves a faceless corporation named CyberLife. From how I understood it, CyberLife, with the sole living monopoly on android creation, is looking to create an artificial conflict between humans and androids by using a virus that simulates sentience in machines that causes them to rebel against their owners.
When enough chaos is created, CyberLife would keep up the facade of an issue and supplant their man-made rebellion against humans using android (Connor) with no real “free will” of its own. It’s about as sci-fi as you can get and probably should’ve been the focus of the narrative from the jump.
Characters in Become Human;
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I can’t wait to see white-face Android cosplay at this year’s conventions :D
Out the three playable characters that the player can control, the androids Kara and Connor have narratives that are focused more on the “personal” than the Frankenstein politics of the game that Markus represents. Performance wise, of the three characters, Valorie Curry and Jesse Williams give an ideal “robotic” performance that feels natural to their characters respective roles. 
Of the characters within Markus’ narrative, Josh and Simon are probably easiest to become endeared to. They have opposing opinions on how to handle their rebellion, but they’re not rivals. They have the strongest rapport with Markus, but the game barely gives either any screentime so they’re effectively minor characters that get wasted for some arbitrary “Josh and Simon will remember that” nonsense.
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She’s like that guy from Two Souls who wouldn’t take “no” for an answer
Carl is an obnoxious “nice old man” type that’s supposed to represent the best of humanity, but given the context of the world, he’s willfully ignorant to the climate that game itself ignores, and his interactions with Markus are uncomfortable to watch. The narrative pushes the android North (Minka Kelly) at the forefront of the Markus’ narrative (at the expense of his relationships with Josh and Simon), and she is the least interesting character out of the bunch that gets face time with Markus. She simply exists to say “Hey, Markus, choose violence” and instantly be promoted to lover. Simon and Joshua are right there, my mans.
Markus himself is a frustrating character for me, because (aside from my scruples with his actor) he is so representative of a white writer’s ideal Black character. It’s hard to even root for the character beyond the general principal. His arc stokes a kind of anger in me like nothing else. And the other part of me simply cannot wrap her head around Jesse Williams (a former public school teacher, with more than a little knowledge on racism) just signing off on this nonsense that effectively makes the character what he is. But, this wouldn’t be the first time a Black actor made questionable career choices.
With Kara, what keeps her narrative engaging are her interactions with Luther, Alice, and her denial that Alice isn’t a machine, but a human girl. But, Kara’s disadvantage is that she is a female character created by David Cage, so he spells out to the audience what he thinks she is: A motherbot to a childbot, that’s her entire role.
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Why can’t we be friends?
Her desire, her want to save Alice from Todd isn’t Kara being concerned about someone who’d be under her care, someone who has to rely on her for help given her age. Instead it’s treated like the path to motherhood as opposed to a friendship. It’s like watching a version of Ripley and Newt’s relationship in Aliens where the reason for Ripley and Newt eventually regarding themselves as mother and daughter (their shared loss) doesn’t exist. Even the guy who assaults Kara and (potentially) wipes her memory assigns motherhood to her concern for Alice and it’s like, “well, that’s a bit fucking presumptuous of you, mate”.It’s really gross.
And in that sense, Alice isn’t a character; she’s a narrative tool to further exemplify Cage’s odd fixation this particular aspect of femininity. The performance of the actors sells the relationship quite well, about as well as Ellen Page sells the suicidal agony of her character Jodie Holmes in Two Souls, but the sudden promotion to “mother and child” is unearned and artificial.
The attention to detail that goes into Connor’s narrative, the choice of whether or not the player will allow the virus to trigger sentience, or go full on Robocop and fulfill the desire of CyberLife to the letter, is not the kind of detail you see in Kara and Markus’ tale. His narrative is primarily driven by the pseudo-paternal relationship he ends up forming with Clancy Brown’s Hank Anderson, who mourns the death of his son (insert “Jason!” joke here), but for reasons completely unrelated to his hatred of androids (he admits that much in the climax). 
Every time the game puts Hank in danger, you’re given the choice of perusing the mission or risking a 40-80% chance of survival doesn’t mean the game will fuck you over and kill the Kurgan. I’m gonna assume everyone dove over their coffee tables to save Mr. Krabs and hung the mission.
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Clancy has really round eyes, and I’m just noticing that for the 1st time
The he arc is as engaging as it is because of Clancy Brown’s performance. Dechart tries, he’s got a great rapport with Brown (unquestionably), but his limits are obvious. He often sounds like he’s putting on an act, something you shouldn’t be thinking of during an actor’s performance, and that can be distracting (I’m sure the direction doesn’t help either). I wouldn’t be surprised if that some point Quantic Dream was debating over whether or not this would be a game focused solely on Kara or Connor. Markus feels like something that was jammed into the game at the last minute to satisfy Cage’s celebrity itch and ideas of being progressive. That’s something I’ve always thought since they debuted the character back in E3 2017 (IIRC).
Out of all the human characters in the game, Clancy Brown’s Hank Anderson is the only one that feels like a person and not a plot device. Sure, he’s wrapped in all the trappings of a generic loner cop who hates partners (insert Buddy Cop Reference Here), but Clancy Brown manages to make an otherwise dull character work. On the flip-side, the generic asshole cop is such a walking stereotype there’s nothing genuine about his interactions with anyone.
He’s just there to reinforce the fantasy prejudices of the game and harp on and on about “them robots are gonna take our jobs”. Like, he didn’t need to exist because he does not contribute to the plot. The all too comical way he says “Fuck” (like he’s sneezing or some shit) – in a poor attempt to emulate the frustrations we often see in procedural dramas or action films when a standoff occurs – only further highlights how much of a caricature he is. This nigga can’t “bad cop” to save his life.
There aren’t a lot of characters to write home about in Become Human, or if there is I keep forgetting all about them and I can’t be arsed to recall them. Most of them are inconsequential and disappear after a single level appearance. If I’m being honest, I don’t hate the characters in Become Human (not most of them), so much as I loathe what some represent.
The Mechanics of Become Human;
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Next Level Detective Vision(TM)
Become Human’s strength lies in being what I think is a fairly solid attempt at broadening the multiple choice system Adventure Games are otherwise derided for by individuals with a limited idea on what constitutes as a video game. It’s clear that Quantic Dream has taken cues from the likes of Dontnod Entertainment and Supermassive Games’ Life Is Strange and Until Dawn. Both are studios (with writers) managed to create a pair of fairly compelling adventure games, with wildly different takes on the multiple-choice system that’ll probably be remembered better in the positive than most, Quantic Dream included.
There are a number of outcomes that can happen within the game, depending on your actions. Some things change completely, other times it feels like a lot of its surface detail meant to wow you the first time. There’s usually only one conclusion to a level. For instance, even if Connor investigates the ruined house that Alice and Kara are hiding in, the end state is always going to be Kara and Alice escaping, no question about it. Markus always ends up getting shot and torn apart. Whether or not you decide to attack Leo doesn’t change his end state.
From my understanding there are multiple endings a player can get based on what the game decides are “morally wrong” decisions. Connor killing Androids for example, may always lead him down to a path of deactivation if you choose to fulfill your mission to the letter. Some, if not most of the central player characters and their cast can die. Hell, Markus can apparently just peace out of being the leader of the farcical android rebellion and North will take over in his place (that cracks me up). And one the more extreme options is to nuke Detroit to run the humans out of town. Whether or not it’ll make sense is another matter entirely.
Depending on the length of the levels, there are a number of things you can investigate and locate with the help of detective vision. Most of it really doesn’t inform the world in any meaningful way, a lot of it is collectibles for the sake of collectibles that never carry any consequence into the game (and the one item that does, is hidden and used as a moralizing plot twist that reeks of Cage brownnosing). The rest actually effects what you can say to characters.
The more details you find and learn about, the longer your multiple choice dialog lists becomes for certain characters. The problem, like with most multiple choice prompts, is that single words defining the response often lead to “oh, wait, shit, I didn’t mean that!” Because Cage clearly had different ideas about what “determined” and “uncertain” meant.
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Jesse Williams??? In my junkyard???
If you’ve played a Quantic Dream game, then you know the deal mechanically. Motion Controls and Quick Time Events that more or less act like a fast forward button on a cinematic. Things you’d otherwise be able to do with basic button inputs, or a push of the analog stick, without any sort’ve guide, are rigged to Quick Time Events and motion controls. Want Marcus to stand up? Well you gotta wiggle that control and press and hold down numerous buttons before the cinematic decides to allow him to stand up. 
It’s basically Telltale mechanics, which isn’t bad per say, but I like being able to stand up without playing Twister. The most freedom you get as a player is being allowed to walk around – to some degree – at your leisure (unless you’re being time attacked) and just take in the environment and click on stuff. In some instances, if you take too long, the game jumps to the next cinematic and that’s that.
Respectively, Connor and Markus are the only two out of the three androids that can create or recreate scenarios of through the study of their environment or certain objects. Markus can deduce whether or not he can make certain jumps or defenses against attacks. Connor can more or less do the same, but his mechanic is structured around picking up objects in crime scene and recreating a simulation of how events may have happened. 
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Kara lets her Otaku flag fly
Compare all of that to Kara, who can just change the color of her hair from blonde, black, brown and white. Her whole character seems built around her pixie hair cut and to that degree, the banality of her attractiveness (and remembering the creepy as fuck tech demo this game spawned from reinforces that). Yet, Connor and Markus can be both “attractive” and “functional”.
Philip Sheppard, Nima Fakhrara, and John Paesano compose what I think might be the best score from a Quantic Dream game I’ve heard after Beyond: Two Souls (which had Lorne Balfe and Hans Zimmer as its composers). It clearly apes the Vangelis aesthetic in a lot of places (namely Connor’s segments), but each character has a unique theme that either gets integrated into myriad of moods the music can adopt, or plays straight in a lot of sequences. It works pretty well as background noise, separate from the game.
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All this scene needed was a saxophone
Another strong element in Become Human, outside of its narrative tree design, is the game’s environmental design. Become Human takes what are apparent cues from Dontnod Entertainment’s Remember Me, which imagined a futuristic Neo-Paris with a far more grounded approach than something like the direct-to-Netflix film Mute or even Blade Runner 2049, which is all lights, holograms, smog, and high-rise buildings. Become Human is chuck-full of nighttime shots, and rainy environments. There are still remnants of the old Detroit, but its slowly being dominated by the future that shouldn’t be able to sustain itself with a 40% unemployment rate, but go off Quantic Dream.
If you’re the type who’s easily wooed by high definition graphics (which isn’t something to write home about anymore. It’s done capped itself), especially with all the hub-bub going around about 4K RESOLUTION AND 4K SCREENS, then Become Human won’t have to do much to impress, just hit you with a lens flare.
With regard to cinematography and choreography, when Become Human is good, it’s good. Two of the strongest sequences in the game are the dead end story thread where Connor and Hank go checking into a bird infested apartment occupied by a runaway android, and the entire attack on the Jericho. Connor’s pursuit sequence is, for the most part, is pretty well directed, and it’s what I look forward play in a game like this. But, its also where the QTEs hindrance comes into play far more often. It’s not the kind of scene that needed anything except the prompts telling which way was safer and which way was quicker.
The Jericho siege is a fast paced implementation of the character perspective switch (that began slowly in earlier parts of the level) that works to keep varying levels of stress pressed upon the player. You’re encouraged to hide as Kara (she ain’t shit in a fight) and the game tries its damnedest to kill Luther (<_<), Markus has to save everyone he can (top priorities: Josh and Simon) and suddenly gains the ability to Keanu Reeves just about everyone in his path; Connor, from I can recollect, is more background support for Markus and gets shot if you try to save North (<_<). It’s cinematic when it counts and interactive where it matters.
Those are the two stand out sequences. The rest of the action in the game is more reflective of the awkward “which Connor is the real Connor?” fight scene which is just clumsily shot and broken to hell with QTEs (to say nothing of how botched the “tell me something only the REAL Connor would know” scene was).
Questionable Worldbuilding
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Kamski, David Cage’s self insert.
There’s a certain level of suspension of disbelief required when it comes to science fiction. Unless you’re an author like Michael Crichton (who lived and died by the amount of [academic] research he put into his stories, or borrowed from his own experiences) science fiction – moreso than fantasy –, especially dystopic science fiction, is always gonna be amalgamation of fact and some nonsense an author threw at the wall.
But the mark of a good writer is usually the one who has you thinking about the ideas presented in the narrative, not what you as an audience member would’ve done to fix the narrative’s persisting problems. In this case, Michael Crichton is the former. David Cage is the latter.
The world in Become Human doesn’t feel lived in. There’s no real explanation as to how the world in the game got to where it is, and its obsession with “World War 3″ is a lazy dab into politics. There are places and circumstances that fit each situation in the narrative, but on a whole, it doesn’t feel like a place that could actually exist like Middle Earth, or even the Earth of Harry Potter, which blends the “wizarding world” and the “muggle world” together quite well without creating a grievous dissonance in the narrative. It’s a collection of sets characters are strolling through.
Cage lifts strife and topical issues from the past and present to build his world, but utterly fails to understand the context and environmental circumstances that informs what are issues steeped in anti-blackness and white supremacy. He’s not unlike Zack Snyder, who is so preoccupied with how “cool” a scene in his movie looks, there’s never anything of substance in the final product. The depth of his understanding of racism, mass deportation, and antisemitism is that it’s “bad” and not much else.
For instance, there’s little explanation as to why Canada has no Robot Laws (not one I found), or why ‘sentient’ Androids would even assume why they’d be safe there and not sent right back to the United States. Another head scratcher is a law only recently required androids wear signifies that they were machines, when uncanny valley still seems to be a hugely noticeable problem (at least when the plot requires it).
There’s the usual Cage mumbo-jumbo of a messiah figure come to rescue his characters from strife (RA-9, the androids call ‘em), but given that the game constantly implies that “Deviancy” was not a widespread or common thing until recently, the attempt at creating a “folk hero” character for the Androids make little sense given the story fails to properly set up its protagonists conflict. Its ever only brought up in a explanation manner and dropped shortly thereafter. it’s untrimmed fat for the investigative bits of Connor’s gameplay passed off in a move to make the world seem more lived in than it is.
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You can’t afford a job, you can definitely afford to oppress a android
The big talking point that many believe punches holes in the narrative is how the implementation of Androids have impacted humans socially and financially. Become Human presents itself as a pseudo-futuristic world (set in Detroit, Michigan) of 2038 (twenty years from now) where Androids cost the equivalent of what some folk I know think an Apple or Google Android cellphone might twenty years from now (it’s like $8k or something?). Even if you’re hard up for cash or living hand-to-mouth with a drug habit, you can afford an android somehow.
Androids are allowed to participate in sports despite the general danger to human life that poses, but no one really comments on that (you only know about it because of a collectible) in the game. Not a single person of color took issue with the fact that a rich white man created androids that looked like people in their community, and effectively built them for nothing except labor, sex bot fun times, and absolute servitude.
Androids have also become so prevalent as the labor or work force, that 40% or more of the American population (I guess??? It’s unclear) is out of work. And In which case, old man Carl, sitting financially secure up in his mansion with an android, is the personification of a rich man out of touch, but having the gall to look down on the protesting poor (which is not how the narrative frames in the least).
Reasonably, this should mean the economy is in a bad way on some level. Yet, the states is somehow stable enough to maintain pristine streets, glossy stores and a thriving economy, despite most people being too broke, poor, or out of work to actually support it.
Capitalism has gouged a hole so badly into United States, it shouldn’t be able support itself the way the game presents, and this is based on just how utterly messed up the general landscape of unemployment in the Great Depression was at a mere 25% (15 million unemployed) as most people keep bringing up. And that was following a market crash that’s often used as barometer against the 2008 market crash. Our current unemployment rate is apparently  3.8% and the US has more problems than it can manage.
You’d think the world would actually look like something out of Days of Future Past or Judge Dredd, or maybe even mimic what was documented during the actual Depression (a little less extreme than the above). But, no, not really. Folk aren’t rioting in the streets, being suppressed by the police, aren’t demanding something be done a corporation that put them in a bind, or trying to overthrow the government for fucking them over the financial hole with machines. (Or at the very least leading the rich to the guillotines.)
No, most (even people who aren’t financially well off) still live relatively comfortable lives, maybe a few of them are homeless because of the android situation, but for the most part nothing seems to have really changed. And thinking about that just rather leads you down a rabbit hole of, “okay, well, how different is the economy from our reality that this can happen and the world is functioning as it were the 21st Century present?”
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The future ain’t no promised land...
The game also wants to make a big to do about there being a white female president (more brownnosing from Cage), but the most you ever learn about this character is in a collectible and she simply exists to appear at the end of the game’s “good” or “bad” endings then disappears. And for the most part, considering he’s not exactly preoccupied with how politics plays into capitalism, what is so progressive about a white female president who isn’t all that bothered by the fact androids have put most of the people who probably voted for her out of work, and doesn’t lift a finger until androids start going homicidal? She not getting reelected.
The “humans are racist against androids” spiel falls further apart you realize that Cage wants to draw a parallel to a couple people with signs and the homeless, to the literal white supremacists of [middle] America that voted Donald Trump into office on the promise that he would deport and exile immigrants that “took American jobs” from the hard working racists of the United States. He wants people to believe that, when he’s created a circumstance where people would be rightfully pissed that they’ve been replaced by machines (who aren’t immigrants, let alone prisoners in Nazi Germany) and have no financial means. But, emotions, y’all, machines are people too.
Mankind in Become Human is united by their mutual racism against robots. So much so, that the habit of referring to machines with gendered pronouns or pet names is a thing of the past. Male or female coded androids are just “it”, not “they”, “she” or “he”. Racism is apparently a thing of the past. Sure, Rose (Harriet Tubman reborn) makes a reference to historical racism, and Markus bleats, “human have been killing each other over skin color and god for eons” (as though this is supposed to distance the android narrative from the allegory Cage wrapped his game around), but for all intents and purposes, you never see this this exemplified in the game that isn’t an [un]conscious display of Cage’s racism.
Like most allegorical worlds, Cage’s world is so preoccupied with creating this victim paradigm with robots, that it appears post racial to the point where the only problem that exists is basically “goddamn, I really hate those robots taking our jobs”.
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For Tracy, Blue Hair Tracy is the Warmest Android
Hell, Homophobia’s not even a problem, because two female robots with the same face can basically declare their love and the only thing unusual about it is “Robots in love? I can’t comprehend that!” So, the one thing that needs to be Kumbya’ed into the past is anti-android sentiment and thanks to the multiple choice system in the game, you can either eradicate android resistance, or create a world they might sorta kinda be free (or at least the lead characters can).
For all the bluster about humans not seeing robots as individuals, they protest against and treat the androids like they’re individuals, as opposed to protesting against them as symptom created by a company that exacerbates their problem.
Appropriating Specific Pains For Entertainment
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A Black Cop faces Androids mimicking Hands up, Don’t Shoot
The internet was a big part of why so many Black voices have been heard in the wake of what has always been a commonplace thing – the violent and needless deaths of people within the Black community, man, woman, child and infant. The period between reports on the exoneration of the police officer who murdered six year old Aiyana Stanley-Jones in 2010, and the murder of Trayvon Martin in 2012 seems long enough that, if you simply weren’t paying attention, you’d never consider it an epidemic like we do now.
But the deaths of Michael Brown, Eric Garner, Tamir Rice in 2014 and Sandra Bland and Freddie Gray in 2015 all seemed to bring an end to that. The less than graceful handling of the issues by the white media made it impossible to ignore how the damaging effects of the frequency of Black death were, created Post Traumatic Stress in the Black Community.
David Cage, in perhaps one the more naked displays of ignorance, decides it’s a good idea to use the imagery of the Black Power fist to represent oppressed machines wearing human faces. He decides the plight of the androids, who protest in the same fashion Black Americans did in Ferguson, Missouri, New York City, and Baltimore City, their hands up and marching through the streets, is a comparable to demanding the end of state sanctioned police brutality. He decides, the comparison of machines who suddenly gain sentience for little to no reason other than their creators manufacturing a fake rebellion for shits and giggles, to Black lives demanding that people stop killing them, are comparable situations.
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She can’t quite believe the tagline she comes with
Throwing them in the back of the bus, slapping them with iconism that draws allusion to the Jewish Holocaust (which gets worse with a bad ending and references of Androids herded into camps for destruction), parking them in place like bikes, and putting them on display in stores (like slaves being auctioned off) is sensationalism mean to pull at the heartstrings – and it’ll definitely get you feeling some kind of way, that’s for sure.
I think the one thing that truly made me ill was reading subtitled off-screen dialog near the end of the game say, “Androids were being hanged all along Woodward Avenue.” It repeated in my head like an ugly mantra and I kept having to pause so as not to throw fit. The levels of irresponsibility that you have to cradle yourself in to think it’s remotely okay to invoke mass lynching imagery...
Dehumanization of enslaved Africans, whom white people regard as sub-human is not remotely comparable to androids meant to stage a manufactured rebellion by a faceless corporation headed by a deviant Black woman playing Hal-9000.
It’s a bad look and doubly insulting to just co-op the history of the Underground Railroad, which is another anvil on the audience’s head just in case the last couple weren’t quite enough for you to get the message.
And the way Markus and eventually every robot “frees” itself from “slavery” merely makes them look robots under the control of a hive-mind. They fall in line without question. They’re not acting as individuals, who’d have wildly different reactions and desires to any given situation. They literally act like the robots in I, Robot under the control of overlord A.I. that decided humans couldn’t be trusted not to kill themselves.
Anti-Blackness, Sexism, and David Cage
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Yeah, I got nothing...
David Cage and his long romantic affair with anti-Blackness and sexism is one that is otherwise well documented, but largely ignored by the gaming community who still think addressing racism perpetuates racism and saying “SJW” indentures them with any remote credibility. To say nothing of the white liberals who’ve showered the game with praise because they’re convinced this is a profound take on the oppression narrative..
It’s unquestionable that David Cage is fixated on inserting violence done marginalized groups in his stories. He is incapable of handling the issue with maturity. And the news that his company reflects those same toxic ideas has spread long and loud enough that trying to pretend either is not a problem in this day and age in the name of “not ruining fandom’s fun” is stiflingly ignorant.
Sex workers/sex bots (all androids now) are brutally murdered and raped for not much else beyond the furthered narrative of characters like Markus and Connor. North only admits to being sexually assaulted so Cage can set up her as a lover for Markus, regardless of the player’s potential disinterest in romancing or interacting with the character. North doesn’t exist for much else besides being a prop for Markus and Cage exemplifying M/F relationships are compulsory in his universe.
Lesbians are used merely as a barometer for Connor’s morality, and are so ham-fistedly stuffed into the game (with awkward zoom-ins on their clasped hands, not once, but twice), that you can hear Cage patting himself on the back for even daring to think about two women in love on such a shallow level. They have no character or personality beyond that.
Child abuse and the abuse featured in the game feels jammed into a narrative that also wants you to sympathize with Alice’s father (Todd) because he immediately apologizes for being shitty. It’s also another excuse for David Cage to write a male character calling a female character a “bitch”, which is a reoccurring theme in all his games. Kara is constantly threatened harm by men and put situations where she barely escapes danger (or doesn’t) in ways that Markus and Connor aren’t. This is all meant to endear the audience to her relationship with Alice and her tenacity.
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Kara and Alice ain’t even safe from the noble hobo androids
If you decide to go toe-to-toe with Todd to save Alice as Kara, Kara doesn’t get to throw Todd through a wall or even get the better of him with super android strength. She gets strangled, punched, and tossed about as though she weren’t an android but a normal human being. It’s like realizing that Jodie Holmes (Beyond Two Souls) isn’t Carrie, but is completely dependent on a ghost to protect her from sexual assault or danger in general. It’s the anti-thesis of the scene in Ex Machina where Ava (an android with a lightweight frame design) gets the advantage over Nathan. Kara and Alice barely escape with their lives.
It just comes off like cheap exploitation for the sake of making your female character suffer and it’s such a cartoon-ish portrayal of assault and child abuse. The scene wherein Kara is tied up and potentially stripped of her memory is mirrors the scene wherein the reporter in Heavy Rain is tied up and attacked by a serial killer who wants who to saw her in half and assault her.
Things get progressively worse when you start to consider how Black characters outside of Jesse Williams are utilized. The majority of Black characters represented in the game are supporting or minor characters. They run the gambit of David Cage’s greatest hits: “Scary Black Man”, the “Black Gentle Giant”, and the “Black Sidekick” who aids and furthers the narrative of his white or acceptably Black friends. Become Human also expands to respectability politics, colorism, and violence taken to new heights.
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Stop_racism.png? I don’t think that’s in my programming, Carl...
Like I mentioned before, Jesse William’s Markus drives the entire narrative of Become Human. Outside of the inciting incident (the rogue android threatening to kill the child that looks a lot like Alice), nothing officially progresses until Markus becomes sentient. He is the hero of the story. As the only android taking proactive steps to rebel against the farcical android racism and slavery, the narrative dictates which decisions Markus makes are inherently “positive” and “negative”. It’s within Markus’ narrative that David Cage demonstrates that he’s just like every other white person when they observe Black communities dealing with police brutality and dehumanization.
While Become Human uses Minka Kelly’s North to badger Markus to rebel against humans with violence, even when you reject her ideas, the narrative doesn’t approach her point of view with anything other condemnation. Retaliation is never treated like it’s just as valid as pacifism (to say nothing of how they actually portray that retaliation as just mindless violence, which misunderstands the context how a city ends up catching fire).
If you agree with her and decide to avenge fallen androids, and protect the ones that are alive from immediate danger using retaliation tactics (or violence), the narrative condemns you for doing so. Markus’ punishment for not “turning the cheek” is typically death at the hands of Connor, a white character whose narrative seems to have more end-state possibilities than probably even Kara. Become Human prioritizes “peaceful protests”, but in a manner that feels lined with disingenuous intent. Quite literally not acting against your aggressors in any way is the right (and only) way to do things.
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We’ve reached maximum levels of representation in media, fam
To compound the utter rot of the allegory, Jesse Williams’ Markus removes his skin (in his words “one planet, two races” lmao) and regardless of the tone you choose (”peaceful” or “determined” for example), the player is prompted with a number dialog options that include “end slavery”, “equal rights”, and a whole bunch of other things are an explicit tie in to Black History. And, unfortunately for Markus, these kinds of prompts, which includes protesting Androids singing to win the favor of humanity, continue to pop up in his dialog tree like pesky blackheads.
The constant reminders that “violence is not the answer” invokes non-Black voices saying “if you weren’t violent, you wouldn’t have been attacked by the police”. The narrative’s attitude is verbatim the kind of inanity I see posited online by spectators with no grasp on situations where Black Americans experienced violence. It even comes up in discussions about Black rebellions during the enslavement era. That’s Become Human’s narrative in a nutshell.
Jesse Williams’ position as the figurehead character in the narrative juxtaposed darker skinned characters, which all play support roles, is a continuation of the media’s reinforcement of the kind of Black character or person that is acceptable for mainstream media. He’s Black enough that he can represent Cage’s borked narrative, but “ambiguously brown” enough that he won’t raise heckles.
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Weird how this game don’t let you romance folk you WANT to be around...
Most of the Black characters in the game are androids, most of them have dark skin, and most them amount to background dressing. They’re about on the same level as Kadeem Hardison’s character in Beyond: Two Souls. They act and sound like everyday people, but they’re still representatives of Cage’s awful narrative. For instance, there’s a linebacker of a Black android named Luther and he is the embodiment of the kind of Black man David Cage is clearly terrified of.
Originally, he was an introduction to Cage’s game during E3 2016-2017 even as some Negro spiritual singer. In the game, he’s nothing much other than a supporting character in Kara’s narrative that can die or be blocked from the continuation of the narrative pretty easily (unlike Hank, who is rather glued to your behind up until a certain point).
Instead of being some cartoonish violent thug (see: Heavy Rain), his whole directive in the narrative is to protect Kara and Alice, and not much else. He has no arc of his own and is practically itching to die for them. Characters shrink away from him in fear whenever they see him because of his size, and the entire level wherein Alice and Kara are threatened by the mad creator, uses Luther like a sentinel with the intent to harm the white characters.
Cage’s visual use of the “[Gentle] Black Giant” as a means of highlighting Kara and Alice’s literal white fragility is as bad embodies literally everything I hate about how white people regard and treat Black masculinity in their media.
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I appreciate these character models. Rescue them from Cage’s asset files
There are three Black women in the game with speaking lines. Two androids, one human woman. All of them are helpers for white characters or Markus, regardless of their moral alignment. The overarching villain of the game is unquestionably is Black android named Amanda (at least I think she’s an android). She’s a facsimile of the teacher who taught Kamski, creator of the androids, what he knows. She more or less plays the “guide” to Connor (in the sense that her advice is identified in the wrong) and pretends that she wants to see an end to the rebelling androids before CyberLife loses any more credibility with the public (who are scratching their heads over machines declaring “I am alive”).
The human is a Harriet Tubman analog (Rose), who embodies the downtrodden Black mother raising the difficult Black son (Adam) whose father is absent (he died). Adam doesn’t want any part of saving androids, Rose seems to think she’s beholden to help them. From a visual stand point, Rose is probably the best looking fat character model I’ve ever seen in a game. Within the narrative, she exists for little else than to fortify the “Android Slavery = Black American Enslavement” allegory hill that Cage wants to die on. She tries to help Kara, Alice, and Luther to get across the border to Canada not once, but twice.
The last is a damaged android named Lucy. She exists solely so she can tell Markus “your choices have consequences” in a scene makes her look physic when she holds his hand. It was just like the ostentatious declaration from the menu-screen girl (Chloe), “Remember, this isn’t just a story. This is our future”.  And even you know androids share information through physical contact, it’s clear that Cage modeled her as the wise mystical Black woman because reasons. And the role repeats itself when she confronts Connor about being “lost” and then dies in Markus arms saying “save our people Markus”.
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This scene was hard to watch, honestly...
Whenever Cage wants to demonstrate the “inhumane treatment” of androids, by in large Black androids are the biggest examples. Luther has his memory wiped by the mad creator who Frankenstiens androids together and is effectively a mindless slave until he sees Alice. One android (pictured above) is tortured (cigarette burns put out on his arm and the like) to the point of a going rogue and ends up murdering his owner. 
To add insult to injury, the player (as Connor) is given no choice but to increase the Black android’s stress level to get him to confess (like how policemen pressure Black prisoners into acting against their self-preservation). This later drives the android to shoot himself (and maybe Connor if you tell him to stop trying to commit suicide) in the head. When Connor attempts to grill three identical Black androids for information about Markus’ whereabouts, he goes full cop on them and tortures them. He ends up getting his guts ripped out immediately afterward (but if you succeed in fixing him, he gets to shoot the android dead with extreme prejudice.)
Lucy, the android that helps Markus, was tortured and disfigured: Her head torn open, wires hanging out, and false skin unstable. Markus himself is actively punished by the narrative for being anything other than “peaceful” and “non-violent”, to say nothing of the physical violence that’s visited upon him from the jump (being kicked around and being shot, then torn apart).
David Cage’s exhibitionism with his Black characters works well enough that it gets a rise out of you, but it’s the same old exploitation of Black pain for entertainment purposes. It more or less demonstrates why white authors writing allegorical tales of fantasic racism, usually end up perpetuating it. Markus is David Cage’s cipher for tackling a story about racism, acting out racism, all without actually dealing with racism in a legitimate manner. (I’m of the opinion that, if you’re white, you don’t have the ability to anyway.)
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I can’t imagine what this game would’ve been like without the mess, lmao
Markus bears the burden of pretty much everything that’s wrong with this damn game with regard to how it uses allegory to build its fantasy oppression. As the catalyst, he’s not only the respectable Black character (fair-skinned, “non-violent”, “well spoken”), he’s also represents the whole of the slavery allegory through his relationship with Carl. Carl’s character so obviously represents “the good slave master” (masquerading as the “father figure”) that not only educates Markus on self-realization, but demonstrates to Markus that “not all humans” (read: white people) “are bad”.
I’d argue that if you exercised the racism allegory and Markus from the game, you might actually have, not a good game, but a game about two white androids on two ends of Cage’s undercooked attempt to wax poetic about sentient robots. But, the other Black characters like Luther, Josh, and Lucy exist, and also shoulder the burden of the writer’s ignorance, so there would be no point.
Bad Allegory is Bad Allegory;
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It’s a pretty looking game, with some nice moments. Not much else...
Anti-Black racism is not something (most) non-Black audiences can reasonably identify as negative for the community it happens to. When it occurs, spectators view it through the media as something that was brought on by the victim – and otherwise rightfully earned. Speaking of your experiences with anti-Blackness makes them feel doubly comfortable to say “well, I’ve never seen that happen” and insinuate that you’re lying about your traumas or microaggressions experienced.
Through the lens of speculative fiction (chiefly science fiction), the utilization of anti-Blackness as a foundation for any imaginary oppression conjured by the author, once completely removed from the Black experience, becomes a digestible and even sympathetic narrative. A commodification if you will.
There’s no talk of “both sides are wrong” and “well, they brought it on themselves”. Fictionalized marginalization often creates a white creator’s ideal victim, one their hearts can bleed for and live vicariously through, because the victims aren’t just Black, they’re also white.
Allegorical racism often ends up creating equations that consciously or unconsciously say that Black people are violent or dangerous in some way, and the fear of Black people is justified. It perpetuates the myth of the Black superhuman. The biggest example of this? Stan Lee and Jack Kirby’s X-Men unthinkingly equates discrimination of superhumans with incredibly deadly powers to the discrimination of Black people. That narrative allows a certain justification to hating mutants because some have abilities that can outright kill people who enter their breathing space, something Black folks, who are discriminated against without quarter or reason, can’t do.
Quantic Dream’s Detroit: Become Human shares all the same problems of every other speculative fiction narrative that uses allegorical racism as a backdrop. While something like Netflix‘s Bright lambasted by common sense, the gaming landscape has yet to develop strong enough set of tools that prevents games like this and Bioshock Infinite from being hailed as “daring masterpieces” for failing to properly handle the subject of race-by-another-name.
To further illustrate the brokenness of his tone deaf narrative, David Cage wants to be able to say “his game isn’t about racism” (or sexism) at the same time he admits to saying the current racial tensions in America definitely influenced him during the development of Become Human. You can’t have it both ways, nigga, pick a lane.
Detroit: Become Human is the neighbor of Bioshock Infinite. But where the latter is naked about its prejudices, Become Human takes the Crash approach (and we know how most people reacted to Crash before the honeymoon period ended). Racism is rarely handled in video games. So, the bar is so low, that merely daring to use the imagery of violence toward Black bodies, but not in any way that doesn’t make a caricature of the history, stirs something in the unaffected. I expect, like Infinite, half of a decade will need to pass before the feedback-loop from dualshock ends and think critical essays start popping up (I won’t hold my breath tho). There are people calling a duck a duck, but they’re largely ignored.
I could literally recommend anything else that handles the issue of sentient machines better than Become Human without the hamfisted racism allegory. The Terminator 2, Ghost in the Shell, The Big O, Outlaw Star, Alex Garland’s Ex-Machina, or even Alex Proyas’ loose adaptation of Isaac Asimov’s I, Robot.
If you wanted to see how androids and the advancement of technology play into the role of capitalism damaging the quality of life, Dontnod Entertainment’s Remember Me handles the subject better than Quantic Dream does by miles. Frictional Game’s survival-horror game Soma deals with the cloning of a human mind and how that mind handles being “just a copy” inserted into a machine or a machine like body.
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Jesse Williams living the dream as Markus Luther King Android Jr.
Become Human’s story of “oppressed androids” doesn’t work from the offset. There’s little demonstration of androids demanding their freedom and equal rights up until Markus decides, “um, yeah, we should do that, guys” and androids go homicidal on their owners around the same  time. Everything is second hand accounts. There are no human antagonists that inform this fantasy racism that aren’t the equivalent of cartoonish high school bullies shoving people in lockers, or just poor representation of the counterargument from the get go. Android rebellion is practically framed like everyday appliances on the glitch to the disbelief of their owners, who end up traumatized or murdered.
Cage compounds that issue even further by writing that a virus (stemming from a copy error) gives them sentience, but that simply makes them look like machines that are malfunctioning because they need a better anti-virus program. I keep seeing people use this comparison, but an android passing on a virus that “wakes” them up, is not remotely comparable to a Black mind being stuck in the Sunken Place until someone (or they) pulls them out as depicted in Jordan Peele’s Get Out.
When talking to actual people, it’s obvious that they don't like being discriminated against. That’s not remotely the same case with Androids infected with a dormant malicious error and deciding they’re not free. It implies the enslaved were fine with slavery until they just wake up one day thought otherwise.
Also, you don’t get to frame your characters as victims when they’re literally spouting rhetoric like, “Androids are superior to humans in every way, yet we’re slaves?”
I wanted to like Detroit: Become Human like I wanted to like Beyond: Two Souls. There’s a lot to like about the concept (minus the allegory) that the game is built on, if not purely for how the primary cast interacts with their own group (sometimes).
But, for lack of a better word, the game is insensitive with its comfortable comparison of non-human characters to people of color (chiefly Black people) and marginalized identities, who still suffer from everything the game fails to tackle respectfully. Half of science fiction is built on the bones of wrong-headed allegory and misrepresentation of social issues, so its celebration isn’t surprising, just frustrating.
Detroit: Become Human is a constant reminder that David Cage thrives off the pain of the marginalized and can’t be arsed to do any introspection about that. It feels like I just got thrust back into 2013 all over again.
Allegorical racism needs to die.
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comrade-meow · 4 years ago
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"When someone tells you to 'educate yourself,' they are not telling you to actually learn the facts, figures, history, or logic of debate. They are telling you to agree with them. The idea that someone may be educated on an issue and yet still disagree with you on it is inconceivable to people who have been 'dis-educated.'"
Educate yourself. If you have ever stated an unpopular opinion online, especially about social issues, you’ve probably had this mantra thrown at you. If you’re new to being on the “wrong side” of a particular debate, being told you need to “educate yourself” can be really disorienting. The phrase implies that the speaker knows more than you, you’re undeniably in the wrong, and a little bit of reading will set you straight. But like many mantras on the left today, “educate yourself” has become a meaningless tagline devoid of any real connection to the actual text of the phrase.
A popular progressive Instagram account, @soyouwanttotalkabout (no affiliation with the book “So You Want To Talk About Race”), claims to help educate readers on issues such as race, gender, and politics. The account includes over 400 image slide posts of sound-bite style messages on all of the most popular issues in social justice today. “Choosing to educate ourselves is the first step in becoming allies,” says one post on being a trans ally. “With this education, you’ll be able to better support the trans and nonbinary folks in your lives, and help to create a safer, kinder and more accepting world.” The account also includes, without the slightest hint of self-awareness, a post describing “performative activism” (vs. “authentic activism”) as activism that is “Visible, Audience-driven, and Sustained by public consumption.”
There are pages of comments on these posts thanking the account for the content and helping them learn. The most popular comment, though, appears to be followers tagging in another user to the thread—presumably, to educate them.
“This was a good one for me to share with family & friends that just refuse to open their eyes & minds,” one user commented on a post titled “White Denial.”
“@[username] you should read this,” says another.
The @soyouwanttotalkabout account appears to exist almost entirely to give people a place to go when they need to “educate themselves,” or, when they want their friend to get educated.
But the posts themselves are superficial in depth, often repeat misinformation, and rarely cite sources except in the case of direct quotes. To be fair, Instagram does not lend itself to a more detailed, nuanced, or in-depth format for education—but this is exactly the problem. Well-meaning people who want to “be better” are turning to social media for an education on issues that are often complicated and have real consequences on the lives of others.
This account perfectly encapsulates the problems associated with demands to “educate yourself.” Education in this context doesn’t mean actually learning the breadth of information on the issue, but instead training yourself to parrot surface-level mantras. When questioned on the details of your stance, you don’t need to deepen your education—you just need to shut down debate and tell the other person to educate themselves. What’s happening is not education but rather, as Jones School of Law Professor Adam J. MacLeod put it, “dis-education.” In a 2017 speech to his first-year Law Students, MacLeod confronted his students over the growing trend of illiberalism among his students:
“Before I can teach you how to reason, I must first teach you how to rid yourself of unreason. For many of you have not yet been educated. You have been dis-educated. To put it bluntly, you have been indoctrinated. Before you learn how to think you must first learn how to stop unthinking.”
Today, the professor would probably face disciplinary action for this speech.
When we are told to “educate yourself,” what we are actually being told to do is to allow ourselves to be indoctrinated into a particular ideology. In reality, developing a deep understanding of all sides of the debate is unwelcome, and those providing the “education” are often very misinformed themselves. For example, in their post on being a Trans Ally, @soyouwanttotalkabout made several claims that are logically incomplete (such as creating a circular definition of “gender”), but actually didn’t even represent the critical gender theory ideological perspective accurately (the side they are claiming to educate us about).
Despite many people helpfully instructing me in the past few years to educate myself on trans issues, I was able to immediately spot problems with the thread from the gender theory perspective (such as their list of “common genders,” conflation of “gender” and “gender expression,” and the claim that gender identity “can change over time”). This is because, despite disagreeing with the ideology of gender theory, I am actually very well educated on the issue. I have spent the past three years now writing nearly exclusively about gender identity, I have personal experience with friends and family members transitioning, and I work for a nonprofit which largely focuses on the issue. I am, by nearly every measure imaginable, more educated on the issue than every person who has ever demanded I “educate yourself.”
When someone tells you to “educate yourself,” they are not telling you to actually learn the facts, figures, history, or logic of debate. They are telling you to agree with them. The idea that someone may be educated on an issue and yet still disagree with you on it is inconceivable to people who have been “dis-educated.”
Two people who are equally educated on an issue (imagine they have read all the same books and studies, spoken to the same experts, and listened to the same people with “lived experience”) may still come to a different conclusion.
How is this possible if all you need to be on the “right” side is to simply educate yourself?
The deciding factor in most of our political opinions is not the facts of the case, but rather the values we hold through which we interpret the meaning of these facts.
Most people, to at least some degree, hold many of the same values: individual liberty, societal equality, the sanctity of life, and the desire to reduce harm and suffering in the world. How we will position ourselves on certain issues often has less to do with the facts of the case, or even which values we hold, but in which order we prioritize these values.
To grossly oversimplify the culture war between the “woke” and the “unwoke,” critical theory tends to prioritize social equality over individual liberty (for example, by limiting which groups of people can use certain words or hairstyles to prevent the few instances of racism that could stem from individuals of these groups using them).
When someone disagrees with a value prioritization on issues where values compete (such as individual liberty vs. social equality), education based on your own values is not what is needed to change that person’s mind. The role of facts in changing someone’s stance is to inform them of whether or not a position they support is ultimately upholding their values. Sometimes people apply their values inconsistently, and pointing this out can be either met with defensiveness or provide an opportunity to change their opinion. However, what someone is unlikely to change through the knowledge of new facts is their underlying values and the priorities they assign them.
If we are to trust a definition provided by @soyouwanttotalkabout, intolerance is:
“Not being able to or willing to accept that someone’s ideas or lives are different from our own.”
The inherent intolerance in the “educate yourself” rhetoric is the assumption that someone can not hold or prioritize different values from you. Our values are borne in us from a combination of our genetics/personality and life experiences, and they are core to what makes us individuals. “Educate yourself” is a form of gaslighting—denying the facts we already know and rejecting our own perception of the moral implications of that reality. Unless the person repeating the command is a verified expert in the domain, they probably have no business demanding you to learn anything (see also: the Dunning-Kruger effect). If anything, the very use of this phrase is likely to signpost a person who is actually quite uneducated on the issue—or else they would have been able to engage with you in a more meaningful way.
The truth is, we probably could all stand to have more facts when evaluating our stances on important social issues. Facts help us decide when our values are being upheld or when they are being violated. But when someone tells you to “educate yourself,” they don’t mean engaging in the process of collecting facts and analysing their moral outcome as compared to your value priorities. They mean fall in line. Capitulate. Give up your own values, your own education, your own life experience and do what I tell you—or else.
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destiny-smasher · 7 years ago
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So! Episode 2 of Before the Storm! It was very good! If you haven't read my thoughts on Episode 1, here those are.
If you want an audio discussion about either episode, I've recorded podcasts with my girlfriend, @mollifiable, as well as musicians Riley Hawke and Koethe. Here’s what we discussed on Ep1, and here’s the podcast on Ep2. BEAR IN MIND I will be discussing a number of things from EPISODE 2, so you probably shouldn’t read this if you haven’t experienced it yet. There are some inherent problems I still have with this projects conception (which I got into in that first post back in September), but Epsiode 2 has gone a long way toward giving me faith in why this story is being made. Or, at the least, that it's being made with a lot of thought and care. I've played a LOT of story-focused, episode games, and honestly, I think this episode is one of the best I've ever experienced, overall. I still struggle with some elements of the story (ex. I just don't like Rachel as much as I think I'm 'meant to,' BUT I think that ties into what the overall story may be about), and I still feel frustrated that your team is being limited by the nature of the setup (why is this all happening over three days when it could’ve been over three years, for example), but Episode 2 just has so much good going for it and I felt like it really showed what can be done with a project like this. Like last time, I want to address this to Madeleine, Felice, and the entire team at Deck Nine directly – and point out how much it means to us that you guys actually reach back and communicate with us, even encouraging criticism. I'm proud of what your team has been able to accomplish with this episode and think it stands out in the genre in a lot of ways.
Let’s get to it.
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That being said, I do want to offer my criticisms, so let's just get those out of the way first. First off, Samuel – yeesh. Sorry, I just really didn't like the scene with Samuel. Part of it is his new voice actor just sounding more...creepy? I guess I'd say? But also, his manner of speech and the things he said felt out of place. Not just for his character but with the story in general. In LiS1, Samuel comes across as mentally different than those around him, almost like a sort of sage in a way, engaging with the world in a different way than those around him (there's a similar character in Supergiant's brilliant Pyre who comes to mind). But here, Samuel felt like a cross between a psychiatrist and a guy taking too many drugs? That's perhaps harsh, but especially given that his character model/rigging didn't seem to carry over properly, I was just rubbed the wrong way by his presence in this episode in a way that hasn't happened with any other recurring characters. I appreciate the intent I picked up from his scene – to remind us that there's more going on than just what we can see on the surface – but I felt like it missed the mark of who Samuel was as a character without really establishing why he would be different in this way three years in the past. On a related subject – the adult characters in this episode, or at least some of them, felt weird. MOST of them felt more like caricatures than actual characters. Wells felt fine, and I actually kind of PREFER this take on Wells because he feels LESS like a caricature and more like an actual principle. I can even kind of see a headcanon link between this interpretation of him and the version of him three years having just kind of shed away his decorum from the stress of managing a school undergoing so many changes and financial problems. I really felt for Joyce, and I felt that David's character was finally presented in a way that lacked the cliché “military” skew that LiS1 forced too hard while simultaneously giving the audience an understanding of precisely why his presence in the household would push Chloe so far away (though I still find much of the Joyce/David stuff odd here because we already know where this all leads and nothing here really seems to build anything new from that). Characters like Rachel's dad, the theater teacher, Samuel, Skip, Damon, and Sean Prescott all felt...a bit too cartoony in ways. Damon maybe least of all due to the intensity of that scene and the nice subtext we can pick up (after all, money is a realistic and pragmatic motive to drive one to aggression) In general, the adults felt flatter and more cartoony than I think works for this setting. Not to say they should NEVER be funny or anything, just that I was repeatedly taken out of the story by how jarringly one-dimensional a line was, or how flat a voice delivery was, etc. Fortunately, this problem doesn't really carry over to the teens, who are, of course, the focus of the narrative. I also noticed more moments in this episode where characters' eyes were uncanny, staring straight ahead in unnatural ways – or mouth movements being weird (Samuel being the biggest example, to the point that it jarred me out of the story and distracted from his dialogue). Minor complaint, all things considered, but worth pointing out as I didn't really notice this happen in episode 1, which makes me worry that maybe things got rushed a bit too much? (you guys did release this episode weeks earlier than expected) On the upside, though, this problem did NOT exist when it mattered the most, so at least that detail was put into the important moments. All right, last nitpick – I found the whole “drugging” thing re: the pre-play scene to be in bad taste. On the one hand, I LIKE the premise, and how it really does a fascinating thing with developing/contrasting/comparing Rachel and Victoria (in a way that requires knowledge of alternate events, something only a video game could do), but on the other hand...ya'll made drugging teen girls in an active, malicious way this...joke. While I do love that BtS has more comedy in its tone, I found turning Victoria's drug-induced passing out into a JOKE to be kind of offensive, especially given that she can get drugged and murdered in LiS1 (and Rachel AND Chloe both get drugged and/or murdered?), and just...yea. All in all, I think the concept of this scene works, it's the execution that makes it feel insensitive and kind of worrying. (ex. Victoria passes out and fucking NO ONE calls a doctor or tries to help her, the camera fucking PANS on her unconscious body like it's this joke and the way the whole thing is framed just invites laughter on something that kinda sorta shouldn't be funny given the full context of this story) Anyway, it's kind of like the wine scene in the first episode, but worse in terms of implications, I guess? I'm not THAT torn up over it since it's brief, and everyone's OK in the end, I presume, but it just feels a bit tone deaf when SO MUCH of this episode is SO GOOD. It really took me out of the experience – but the layered nature of it (how Rachel gets her way no matter what, how Rachel AND Victoria are both willing to drug each other, how Vic can be manipulated while Rachel can't) makes it really intriguing. I think the concept here was intriguing, but the execution on stuff like this could be handled more thoughtfully. I could get into pacing issues, I suppose, but honestly, I've already critiqued enough, and I think this episode was really good, so I don't want to get too down on the details when I'm sure others will get into this topic. (like the canon inconsistencies, they’re there, but aren’t really detracting from the good stuff)
OK! With all of that out of the way, let me get into what I loved about this episode, which was most of it. Episode 1 was unclear and uncertain in what it was trying to convey, which makes more sense now that we have Episode 2, which dives right into what this story seems to be about – passion, and the good and bad that comes from it. Passion, to be clear, being different from love. Love is steady, consistent, like a stream of water, while passion is fast and bright and sudden, like fire. I could get into the elemental symbolism you could correlate between wind, water, fire and Chloe, Max, and Rachel, but I'm sure folks have done this already. I do think it's still worth pointing out just how great a job you've done so far using fire as a metaphor for Rachel and Chloe's relationship, both within the story presented here and overarching into LiS as a whole. You managed to work it into the actual plot, as well, in a way that doesn't feel forced or thoughtless – an entire episode later and there are still consequences from it. Having just experienced the CA wildfires a half hour away from my home, I can appreciate a certain level of fear and awe at how much can be affected by fire, even the air itself, and just how quickly it can spread and how much damage it can do in a short time. The fact that the title screen itself it an analogy about passion makes me super excited at the potential for episode 3. Absolutely love that the title screen doubles as atmosphere AND symbolism. Specifically, I have to call out the dream sequence here as being quite awesome. From the moment I saw the burning car with a shadowed figure, I already knew what the visual reveal at the end of the scene was going to be, and was still thoroughly satisfied. I absolutely love LOVE the metaphor William presents about comparing/contrasting light and dark in terms of how both can cause us to lose ourselves, lose our ways, and be blinded. The way this correlates to Chloe's loss of William, Max, and Rachel (darkness) to how she can be blinded by light (passion for Rachel, even excitement about Max's power later on) is all encapsulated in a single bit of dialogue that communicates such an underexplored theme in the medium, and one that makes telling this story from a teenage perspective suddenly feel 100% sensible instead of just a coincidence. Telling a story diving into the theme of passion just wouldn't work the same from a character too young or too old, because it's this part of the human condition that we experience passion the deepest and the hottest. Which brings us to the fantastic play aspect, which is one of my favorite moments in all of LiS at this point. The layers of meaning at work here were genius. First off, it's all a play – an act. And Chloe is trying to keep up, while Rachel is clearly experienced with this. Secondly, the connections between relationships in The Tempest to the protagonists is great use of intertextual storytelling. Thirdly, highlighting a Shakespearean play, which highlights passion from teenage youths, yet another layer. Fourth, they go off script, which itself has really interesting connotations in terms of this game itself existing in the first place as an “off script” piece of the story, as well as how the content of their moment carries an unrealistic, impractical hopefulness to it that is inspiring, but still an act in a play, involving magic and fantasy. Fifth, concluding the scene with the way the play ends adds this really awesome extra layer of meta expression – Rachel as a character gets to be expressed and represented in a way she originally was not, with the help of fans of the LiS developing this prequel, but also fans of LiS breathing life into Rachel before this prequel existed; PLUS the prequel itself is a performance that you, the development team, are putting on for us, the audience. There's just so much going on here, and the musical choices helped seal the moment's emotional impact. Even as myself, coming from the perspective of not trusting Rachel's judgment/actions, I felt as if I finally had a 'moment' where I truly understood why Chloe was so swiftly enamored with Rachel. It reminded me of moments I've experienced in my own past, though nothing as 'magical' as this. It also just highlighted how Rachel's character has power and influence over those around her despite being so young. All in all, bravo. This scene came together fantastically, and I think it's one of the most thoughtfully put together scripted scenes I've ever seen in a video game. This was the moment I fell in love with this story – not because of AmberPrice but because it was so well put together by everyone involved. I think this will probably go down as the highlight of this game when all is said and done. To back things up a bit, I did enjoy the premise of the junkyard stuff. I really liked giving Chloe's character a bit of breathing room on her own – the kinds of things she thinks to herself while exploring the environment showed a bit of Max's influence on her still being present even as she's trying to forget Max. I liked that we could pick different objects to help decorate/fix the van, as well, but the flow of the scene would work better if we could do it all in one trip rather than taking two trips – I found myself disoriented after placing the battery into the car, and by that point had lost track of where specific objects were, whereas it would've been more fitting to maybe have Chloe make note of the items first, or even gather them all up into a pile and let the player choose from there. I predicted and felt satisfied by how the truck was utilized as an analogy for Chloe as a person – broken, banged up, abandoned, lost, but if given enough attention and care, could be back up and running. The therapy session Rachel and Chloe have was also nice at building their relationship further.
Something that wasn't as apparent in episode 1 because it simply needed time to grow was the whole way that Rachel is presented as someone who is flawed. Because the story is from Chloe's perspective, there's maybe too many limits on how this can be developed, though we'll see how the finale handles things, but I really liked that all of the flaws we already know about her character from stuff in LiS1 felt contextualized in this episode. She can be manipulative, short-sighted, impulsive, and even self-absorbed, but it's not malicious or even intentional all of the time. Rachel herself is in a similar position as Chloe – they're teenagers – she is still figuring herself out, what she really wants, who she really wants to be, and how she can achieve those things. All of my doubts, concerns, and fears about this relationship between them all feel validated by their dynamics, by the theming and foreshadowing, and yet it simultaneously makes sense why and how they'd end up together – out of teenage passion, and a shared sense of longing to feel both needed by someone else and taken care of by someone else. The scene after the play, in the street, had a great sense of aesthetic to it, which felt like it was from a teen romance film from the 80's or something. The imagery of the scene highlights the nature of this whole story – a splash of light along a dark road that is Chloe's teenage years. The multiple ways this scene can play out depending on previous choices was neat, too. I was especially intrigued by the possibility of making the “Friendship” choice in Ep1, then asking for a kiss here in this scene – there's this amazing bit of animation in Rachel's face that really shows her thought processes clicking together in an ambiguous way that really fits her character. I'm also super curious as to what will come of the bracelet bit, since Rachel surprisingly gives it to Chloe if you ask for it, despite the fact that we know she ultimately gives it to Frank. There's multiple possibilities of what that could entail, and I'm really interested in seeing how that plays out. This actually reminds me of how much I liked the way decisions from episode 1 have branched out here. Rather than decisions having a single static meaning later on, you have aspects from Episode 1 lead to different branching possibilities of how scenes play out. The outcomes are usually the same, but still, it makes the story feel more dynamic, and I like how these aren't always super obvious. There's a lot of examples of this, from telling Rachel that Chloe feels romantically or not, to stealing the money, to what you do WITH the money, and some other smaller things, too. Great work with this stuff, it helps us see different angles to the characters when we have these options, and highlights what LiS was originally about re: characters – perspective is everything. And yet, Rachel seems almost immune to things in a sense, which is appropriate given how her character works and how she influences those around her. I liked the scene with Frank in the RV and the way it contrasts and compares his future self to his past self. Which reminds me, this episode had a bit more interesting 'character development through environment,' which was a highlight of LiS1 that felt missing from Ep1 of Before the Storm. Whether it was Frank's RV, Elliot's dorm room, the Amber household, or, most poignantly, Drew's dorm room, you guys did a great job letting us learn more about the characters through the environments. While you could argue that it doesn't quite match Chloe's character the way it does Max (and I'd argue that the whole nature of trying to socialize and make friends itself already is kind of against Chloe's character in Ep1), I think it works well enough and just makes sense from a game design standpoint. I liked that we got more opportunities for graffiti in ways that weren't just straight up wall graffiti (ex. Crossword, drawing on the newspaper photo). I glossed over this last time, but part of what I've been frustrated by with Before the Storm is the way Chloe at 16 years old...already feels like Chloe at 19, but slightly more awkward. Episode 2 helped resolve some of this by putting her outside of her comfort zone more and highlighting her vulnerability, cynicism, and uncertainty (whereas Chloe at 19 kind of doesn't give a shit and dives head first into everything and doesn't care what anyone thinks). I also really love the multiple ways you've referenced that Chloe was originally a “nerd” like Max, and has gradually been straying away from that – and yet, it's still part of who she is (and ends up showing itself later on in LiS1, like how she seems to know more about time travel theory than Warren does). In particular, I loved how she pulls up different characters' web search histories – something that doesn't specifically take much effort, but that most people wouldn't think to do. This in and of itself was a really clever way of adding more to character development for those involved. (“why won't puppy eat steak” is hilarious to me and I can't get over it for some reason) The entire scene with Mikey, Drew, and Damon was wonderful. I loved the multiple outcomes and how none of them are specifically good, and any of them can feel in character for Chloe. I think Damon's character feels a little one dimensional here, BUT the context makes sense – he wants his fucking money. He's collecting debts after suffering a huge monetary loss. Of course he's going to be single-minded. As a side note, I loved the small but significant bit re: Damon's e-mail to Frank. Props to whoever came up with that. What a brilliantly subtle way of telling us so much about Damon's true character and his relationship with Frank. Going back to the conflict at the dorm, I loved that you took a bully character who appeared simple and effortlessly fleshed him out enough to feel legitimately believable with real motives. I loved how I was able to figure out the passcode to his lock organically given everything I had seen, and how I then used that knowledge to express what I felt would be in his best interests in the conflict – even though, as my girlfriend pointed out, it might not have been the best long-term outcome. I wish we'd seen more of Mikey and Steph, but what was there was still good. Steph's brief convo with Chloe I saw coming in a good way, and I really liked how you presented it. I liked the bits we got with Samantha and Skip, as well, thought I'm wondering where you're going with Samantha and Nathan. I was actually really frustrated with the Backtalk sequence with Skip, but then, I think that was the whole point. Speaking of, I really didn't like Backtalk in Ep1, but it was overall much better here. In Ep1, Backtalk was like some weird 'Be an Asshole' thing, and it felt weird how the game inherently encouraged you to do this. In Ep2, there were multiple times where I felt unsure if Backtalk was 'the best' way to go, and even then, most of its uses felt much more organic. It wasn't just about being a jerk to make someone feel bad, there was often some organic purpose to it – talking Victoria out of being in the play in a way that made her feel like it was her own decision; trying to get info out of Frank; trying to get into a dorm you weren't supposed to be in; trying to stick up for Rachel in the face of discipline, or trying to help her confront her father. In every case, there was an interpersonal motivation – Chloe wasn't doing it for something she specifically wanted, or just to make someone feel bad, but to try and do something for someone else. Also, they felt more like arguments, or ways of manipulating someone, rather than straight up insults. In some ways, it reminded me of things in TellTale's The Walking Dead Season 2, using more manipulative dialogue to resolve a situation rather than just brute-forcing things. This also contributes toward the theme of 'influence' regarding Chloe being influenced by Rachel so quickly and easily that she's even picking up some of Rachel's tactics (which, one could argue, she uses later on when she's older). This being said, I'm hoping that in Episode 3 we're given a more high-stakes situation that can be resolved using those more manipulative mannerisms, which gives the Backtalk mechanic a “climax” of sorts.
I like the way that you've been able to build this sense of supernatural occurrences without actually showing anything supernatural. The All-Seeing-Eye, the recurring Raven imagery, the weird shit going on with Chloe and others seeming to be having mysterious, prophetic dreams (even Elliot and Frank seem to be having them), the way the ash fall at the end of the episode foils the snowfall at the end of Ep1 of Life is Strange. This builds to a fascinating moment at the end of the episode where, for the first time, perspective SHIFTS from Chloe to Rachel, only for a few seconds, but in a really neat way that leads you to FEEL like something supernatural is about to happen, only for it not to. In a way, this feels like what your overall story could be about in a sense, though it'd be downright odd at this point to have NO answers or resolution regarding what I described above. One of the original game's biggest flaws was how it drummed up mystery only to leave things unexplained or unresolved in ways that damaged the actual plot. Dream sequences don't necessarily do this, but with how much emphasis you've put on them and the Raven/Eye imagery, I feel like there must be a purpose you have here – especially if members of your staff are getting ravens tattooed on their bodies. Naturally, Rachel's mom seems tied to all of this, if not the origin point of it. And I can't help but wonder if we'll even get a perspective shift near the end of the story from Rachel's point of view, if only to help imply or insinuate some things that tie into unanswered elements of Max's story. Speaking of Max, I was much more happy with the 'letters' in this episode, as they spend very little time needlessly bashing a character who wasn't even present, and more time on Chloe quickly becoming obsessed with Rachel – which all makes sense with the arc you seem to be going for. I liked the extra allusions to Chloe's future with Max, such as the maze and William's remark about a “beauty” to come in the future. It's such a complicated thing to tackle – and trust me, I've spent two years and hundreds of thousands of words trying to tackle it myself with these same characters – but I finally have come to a place where I can appreciate the balance you've managed to find between supporting the good elements Chloe and Rachel had going for them, while also implying the bad elements and the reasons why Chloe would develop feelings for Max later on. On a personal level, I relate with Chloe a lot in regards to her relationships (I relate with Max in a lot of ways, too, but that's a separate matter). I have lived through both long term and short term experiences of passion, romantically and platonically. And I have been romantically involved with people who remind me of Rachel. And I think that's part of why I just...don't like her, personally. BUT I am at a place now, after this episode, where I like her as a CHARACTER, even if I don't like her as a fictional person. I never can fully let my guard down around her, but can totally understand why Chloe would (and did), and have been there. And now that I have the context of this episode, I can finally start to see what 'the point' of this story seems to be, which makes me very curious to see how it is resolved. Lastly, again, great job using mocap and facial animation to heighten realism for a lot of scenes. While I noticed more “flat” moments than before, it never detracted from the important moments having that level of detail to make them bring out an extra layer of inevitability. From Chloe knocking at a dartboard to finger-gun gestures, to subtle but complex expressions, just a lot of great expressive details going on here. On that note, I noticed a real improvement in Rhianna’s performance. She felt like she wasn’t trying to mimic Ashly Burch or Ellen Page and was instead just finding her own interpretation of the role, and it works MUCH better. In a way, I still feel a constant sense of ‘this isn’t exactly Chloe’ but not in a bad way, just a...different way. Instead of feeling distracted by her actress being different, I felt instead like I was being more absorbed into this alternate interpretation of the character. Both Hannah and Ashly needed some time to fill into their roles before ‘the good stuff’ really came out in their performances, so I’m really looking forward to what Rhianna might pull off in Episode 3, and what she can do in the future after this role, when she isn’t burdened by the complexities of this kind of situation. I could go on, but I've ranted stream-of-conscious style long enough. I still have some more broad strokes issues with this game’s narrative, but then again, I have issues with the original game’s, as well -- and this story isn’t done yet, so I want to wait until I have the full context before I comment on those broad-scope design elements. I hope at least some of what I've written here is helpful to your team, and that my critical comments highlight just how good a job you guys did with this second entry. Regardless of how I end up feeling about Episode 3 of Before the Storm, I am really happy for your team and what they've pulled off here, and am very supportive of what you seem to be trying to do, as delicate a balancing act as it surely is.
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