#lots of dialogue and feature ideas for all of them but finding voice actors for the last two will be a bitch LOL
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fromthedragonswake · 2 years ago
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many follower ideas floating around in my head... have the time to actually work on them.... alas creation kit intimidates me
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kaidanworkshop · 11 months ago
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December Workshop Update: The Fun(ds) & 2024
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Well met Workshop Spectators! Besides our super shiny Beta presentation video, & new Mod Content FAQ, we have lots of exciting news to get through. First and foremost, we are reopening our staff applications for our Community Team, specifically in search of new people to join our Discord moderation team. If you are interested in applying, please fill out this form, and someone from our Community Team will reach out to you in early January. As per our last mini-update, the Workshop is looking to have a surplus budget of about 1100 USD -- or 500 lines worth of funding -- and we've been brainstorming up ways to add some goodies into the Kaidan Revoiced: Community Expansion mod 1.0 launch, internally (& lovingly) referred to as 'the FUN(ds)'. Starting today and running though February 1st, 2024, the community can vote on which of these to prioritize. You can read the details of those choices below and place your vote here. Finally, the Workshop staff are going on vacation! We'll be around sparingly over the next few weeks as we all take a much needed break to prepare for the end of the Fun(ds) voting. We'll be back in full force on January 12th! As always, from the staff to the Spectators; we are truly blessed to be the recipients of such support and good will. We can't wait to see what you vote for!
Intro Overhaul Pack - estimated 0 ~ 10 lines
This proposal was inspired by the mod Immersive Kaidan Start, created by WarTortle. Rather than the quest simply appearing in the player’s journal, there is instead a series of changes to point the player towards Kaidan’s Old Campsite or the Abandoned Prison in a more immersive way. We have obtained permission to adapt this mod and incorporate it within KR:CE; while we may be able to achieve this via splicing dialogue from vanilla Skyrim, we may need to arrange to have a small set of new lines recorded for one of the NPC interactions. 
I’m Glad You’re Here - estimated 15 lines
This proposal revolves around the mod I’m Glad You’re Here, created by WhiteWolf424242,  which allows the player to hug their companions and loved ones; it currently uses spliced lines from the original Kaidan 2 files to create responses for Kaidan. We would create a small collection of new and old lines to be recorded by our VA, then implement them into KR:CE.
Paarthurnax Quest Expansion Compatibility - estimated 10 ~ 20 lines
It is no secret that many players find the ultimatum Delphine gives them about killing Paarthurnax problematic, and while Kaidan has dialogue that acknowledges either choice, we wanted to create content that would acknowledge if the player uses the Paarthurnax Quest Expansion mod by Jayserpa to keep Paarthurnax alive.
The Book Review Pack - estimated 25 ~ 30 lines
In the vanilla Kaidan 2 mod, there is a feature that allows the player to give certain books to Kaidan; while he does have a few unique responses to some of the books, his primary replies can quickly become short and repetitive. To address this (and also because the idea of a Kaidan Book Club is just too endearing), this proposal would consist of creating unique responses to all of the books Kaidan can currently read.
NPC Revoice: Dremora, Ren, Myriah, Tarben - estimated 40 lines
One of the key reasons the Workshop was formed was to address the audio distortion that existed in the Kaidan 2 mod. During our process of reviewing and revoicing the base script, it became apparent that some of the other custom characters and voices included in the mod could also use a touch-up, or lacked a custom voice at all. This proposal would revolve around replacing nearly all of the custom NPC dialogue in KR:CE with revoiced lines from new voice actors. The exception to this is Rosalind (recorded by voice actress Tanya S. Bartlett) for two key reasons –  one, her lines are still in fantastic condition; and two, there have been many requests for an overhaul &/or extension for Rosalind and her dungeon. While we are definitely interested in this idea, pursuing something of this scale would add too much time to our current production cycle for the KR:CE 1.0 launch, and so we have elected to reserve reviewing Rosalind for a later date.
The Faction Pack - estimated 40 ~ 50 lines each
The base Kaidan mod lacks extended commentary on several of the major faction quests; particularly the Civil War, the Dark Brotherhood and the Thieves Guild faction questlines. This proposal would have the community pick among the three aforementioned factions for a full Workshop Original Script addition.
Scripted CVF Pack - estimated 50 ~ 60 lines
New interactions with other custom voiced followers is one of our most requested content additions. While we aren’t fully prepared to tackle large expansions yet due to scheduling and production time concerns, we’ve selected a few CVF’s with whom we have the ability to produce new content relatively rapidly due to internal pre-existing scripts &/or the availability of our potential content collaborators. Those followers are Auri, Caryalind, Khash, and Rumarin. 
The Daedra Pack - estimated 60 lines
Currently, Kaidan only has commentary for the Daedric quest “Pieces of the Past”, with a few one-off lines mentioning certain Daedric gods. The Daedra Pack would focus on adding four to eight lines to each of the following quests, similar to the line count of the original “Pieces of the Past” script. 
“The Black Star”, “Boethiah's Calling”, “A Daedra's Best Friend”, “Discerning the Transmundane”, “Ill Met By Moonlight”, “The Cursed Tribe”, “The Whispering Door”, “The Break of Dawn”, “The House of Horrors”, “The Taste of Death”, “The Only Cure”, “A Night to Remember”, “The Mind of Madness”, & “Waking Nightmare”.
Commentary on Nocturnal is not included in this pack, but rather is tied up in the Thieves Guild questline, which is an option for selection in the Faction Pack.
The Reaction Pack - estimated 60 ~ 75 lines
During the many hours of playtesting the staff undertook, we noticed that there were just certain events that would occur in Skyrim (for example, Jarl Balgruuf asking the player to kill a dragon) that Kaidan just didn’t have any dialogue for. Alternatively, there are some reaction lines that fire frequently enough that they quickly become repetitive (for example, Kaidan lines when being healed by the player). This proposal is geared around creating single line additions throughout the script to make Kaidan be a touch more reactive to the wilds of Skyrim, as well as adding in extra takes of certain lines to reduce repetitiveness. 
Note that this is not a full expansion for any given questline or faction – just extra lines to bolster the existing script.
The Roleplay Pack - estimated 60 ~ 75 lines
There are several instances where the mod allows the player to roleplay a bit with Kaidan, providing him details about your past, your family, and even your adventures. Given the staggering amount of options that are possible within the Elder Scrolls Universe, this proposal aims to expand the responses the player can give to Kaidan – for example, lines that acknowledge the specific province the player was born in, as well as the player's race, filling in the missing gaps for his commentary regarding the player’s level in different skills, or increase the variety of different gods the player can say they worship. 
DLC (Dawnguard/Dragonborn) Pack - estimated 65 ~ 80 lines each
The base Kaidan mod lacks any commentary regarding the two DLC’s Dawnguard & Dragonborn. This proposal would have the community pick one of the two aforementioned factions for a full Workshop Original Script addition.
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felassan · 2 years ago
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Some more snippets of interest and insight from Mark Darrah, from an older Mark Darrah on Games YouTube video where he was livestreaming playing Dragon Age: Origins some months ago -
Chat asked "Have you been asked about The Last Flight and your thoughts on the Griffons?". Mark replied "My thoughts on griffons? I mean, I don't think that we're gonna see griffons as things you can ride. Flying is a gameplay feature that you better be really sure about before you add it into your game. But will we see some griffons? I think probably in some form, I mean the reason to put them in the novel is to reintroduce them to the setting".
Chat discussed titans, lyrium and theories and speculation about them. Mark added "Definitely not gonna comment on any of the titan and lyrium and so on, though, I mean things can and probably will have changed since I left. I don't want to accidentally say something that ends up not being reality". A chat user asked "I thought the franchise had a roadmap or something". Mark explained that there are roadmaps, but those are definitely open for manipulation and adjustment as required by the storytelling of the game, and that this is the main reason for the unreliable narrators. It gives that flexibility as required. "You can't really believe anything any one person says, they all have their own motivations, just because someone says it doesn't make it true".
Chat asked "Are the Devs planning on doing anything more with the Keep?" Mark replied "I don't know what the current plans with the Keep are. The reason the Keep exists in DA:I is to handle the generation switch, so that's still a relevant concern, but it was maintained by a separate group, and I'm not sure that that separate group completely exists anymore. It is not an insignificant amount of work to keep the Keep up to date. I like the idea as it removes the import requirement and so on but it's certainly not free. So maybe?" He also added "What was the change to the user agreement? I know that a whole bunch of stuff from around DA:I-time needed to be updated because of changes in European privacy laws, that's why The Last Court [came to an end]".
Chat asked "Think we will ever get answers on Magic or The Maker?". Mark replied that he thinks we will get some answers on magic, or at least additional context, but on the Maker, "No, I don't think that's ever going to be answered. I think the setting's much better off with the Maker being undefined and potentially existing and potentially not existing."
Chat asked "Will we ever find out wtf lyrium ghost Leliana really is?" and Mark said "On that front, my guess is no".
Chat asked "Are the people that worked on the character and the dialogues are still working at BioWare?" Mark replied "Which character are you asking about? Because the answer's probably yes".
[source]
He also talked more generally about DA:O and the franchise in general. These bits are collected under a cut due to length -
The Orlesian voice actors in DA:O are all French. The devs did talk about the peasants having a Quebecois accent "but decided that maybe that [inaudible]". "I wouldn't say all of their accents are Parisian, they're likely in English just the accent of whatever accent the VA actually had speaking English. Sometimes people from different regions pick up accents when they're learning a different language depending on who/where they learned it from. In DA they try to use accents from actual regions". "So Tali in Mass Effect has an accent which is kind've just the accent the VA did, and the problem is that when you need to replicate that with other people it's basically impossible. So we try to avoid that because as you can imagine, that's a problem." "Yeah, ideally make your accents something that can be replicated not just 'thing voice actor made up'"
Chat said "Tali always sounds Eastern European or Russian to me". Mark replied "It is, it has a lot of Eastern European, I think the VA is actually from Eastern Europe"
"You get people that have moved around a lot, sometimes they end up with really, these weird collections of accents that just sound, you know, vaguely exotic. Which is fine, it's a real thing that happens, but it also means that it can't really be replicated by anybody else"
Chat said "The draenei in Warcraft have a similar situation. No one knows what the hell their accent is supposed to be". Mark replied "I mean if it's consistent, if they've come up with an accent that they've consistently been able to put across to all of their actors then that's great, because it doesn't need to be connected to something in the real world, because it's not in the real world, so I don't necessarily have a problem with them coming up with an accent, as long as they're able to be consistent with it"
One of the accents that he always wanted to find a use for in DA was South African. "We never actually did find out but I really like that accent"
Chat said "I used to be lost in the Deep Roads, everywhere looks the same". Mark replied "Everywhere does look the same. Which is sort've vaguely realistic, but you've gotta be able to navigate"
"Anthem's flight is really cool but ultimately I don't feel like the mission structure ever really fully took into account the fact that people had jetpacks strapped to their butts"
Chat asked if the Deep Roads were inspired by the Mines of Moria. Mark replied, "I mean, maybe, dwarves have had a pretty long established canon and DA:O is definitely trying to present the standard races with their clichés but then sort've putting a twist on them, so dwarves are hyper politicized, the elves are a race that has fallen. So yes, it's hard to imagine that there wasn't Moria inspiration there, if you're gonna have dwarves and elves in a fantasy setting Tolkien is a touchpoint"
Chat discussed dwarves dreaming and not dreaming. Mark commented "I think originally dwarves were not supposed to dream, but I think you are correct, it has been inconsistent"
Leliana is Mike Laidlaw's favorite character. On her return in DA:I if she died in DA:O, Mark commented "That is, there's definitely no question that was a 'Mike wanted Leliana in DA:I, so she survives' [thing]. I mean, the Ashes were right there, so... I guess..."
Chat asked "Have graphics engines advanced to the point in game resolution/graphics could MATCH the CGI "Sacred Ashes" trailer for a DAO Remaster?'' Mark replied "Yeah, you could probably get pretty close to the Sacred Ashes trailer these days if you were willing to spend the time on the assets"
Chat commented that Ruck was suffering and that being infected by the Blight for so long can't be good for your health. Mark commented "One of the few places where we actually paid that off"
Chat asked "I asked on Twitter if you knew why BioWare didn't commit to either an A-RPG or C-RPG design in DAII and DA:I, but then I went on vacation. Did you talk about that in another stream?" Mark replied, "The short answer is the Dragon Age has always had the unfortunate problem of being pushed to broaden its audience all the time, so in DAII-time the word 'RPG' kind've became a dirty word in the industry, so that's why DAII is quite, it's DA:O with the action cranked up to 1000." "Even before Critical Role 'RPG' was starting to pivot back. Basically as every game became an RPG, the word first became almost completely poisonous and then sort've became a fine thing to say. And now that D&D is at the most popular level it's ever been, it definitely made a difference. Skyrim made a difference as well, it was definitely not afraid to say 'RPG' out loud. When GTA and even shooters started saying about putting RPG elements in, that helped too"
Dwarves are interesting "because typically people who play dwarves always play dwarves"
"BioWare would not use any fanfiction, BioWare doesn't read any fanfiction because it's a legal minefield, or at least a lawsuit minefield." "I can tell you that companies like EA are immensely afraid of lawsuits so they do lots of things to avoid that"
Chat said "'​I like the theory out there that originally if you kept the Architect alive he could have fought with you against Cory in DA:I. Was there truth to that?" Mark replied, "I don't know if that was.. it's possible because they're definitely related. It's possible that if you kept him alive there was an intention to do that. It definitely didn't survive contact with shipping the thing." When chat followed up by asking his opinion on the idea, Mark said "I mean I think it makes sense, it would have been an interesting payoff for the character if you did that, but it's a whole extra fight for what would have been a very small minority of players. It would've been a good way to take him off the table". On the small minority of players point, he elaborated "It would be people who played Awakening, which is only 35% of people who played DA:O, and finished Awakening, which would be say half that, and played DAII, so [...]. I think if we had done it it would have been more, an asset in the combat [like Zevran joining for the final battle in DAII] not 'he's gonna take him on by himself'"
"You can see why the Dragon Age team isn't super enthusiastic about Dragon Age being 'random moon in Mass Effect'" [said regarding this fan theory]
During the Broodmother fight, Mark said "this is the thing, is if you do a remaster you probably leave this bit all alone. But if you do a remake you gotta, this [would probably get/need to be] addressed"
[source]
(pls note that in places there is a bit of paraphrasing of the info, the best source is always the primary source with full quotes in their original context)
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timpac-capstone · 1 year ago
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Week 6
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I spent this week fixing up my Tumblr, I've never used Tumblr before starting my Capstone so I just assumed that it functioned similarly to Twitter since the top articles when you search up Tumblr are how it's a Twitter alternative. So my first couple of posts were very short and sweet, not even specifying the week these assignments are for and don't contain any reflection. However, after my professor showed me an alumni from last year's class Tumblr I had a much better understanding as to how my weekly posts should look like. I also watched a video by STRANGE ÆONS to learn all of this site's features and capabilities. If you look at my blog now it's a lot more neat and tidy which makes me way happier, I also started using hashtags so that people outside of my classmates and professors can chime in with their support and or criticism of my work. Unfortunately, that does mean I lost all the likes and reposts my Larry 3000 post had but oh well.
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So normally whenever I have an idea for a YouTube video I always start out like this, I create a Google Doc and let my mind run free as I create bullet points trying to capture whatever I can from inside my head onto the page. The first couple of lines usually describe what it's about, an example here would be "Focus on the physical cringe feeling I get when I think about a dumb thing I said or did in the past", everything after that is jokes or funny scenes that I think up on the spot, usually in the form of a dialogue rather than the acting out of a scene. Then the next day I read through what I wrote and I try to put this jumbled mess into a cohesive script, still in the form of bullet points rather than the traditional look of a screenplay, and as I'm writing the script I think of even more jokes or brainstorm how to make a specific idea I really like work in this project.
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I've tried writing screenplays before but it has always felt so unnatural to me and I feel like I lose a lot of my ideas in the process of trying to make this script look nice in comparison to when I just write everything in bullet points. But I know other people have to see and understand what I want to do with this project so I have to just figure it out. I've tried looking at a couple of videos that explain how to write a screenplay but most of them are around 15 minutes long and all I really want to know is how I describe where the camera is and the actions of the camera and the actions of the characters, which does not take 15 minutes to tell me. In the end, I was only able to get a page and a half done because as I was writing this script I was struggling to organize my preexisting ideas while trying to get all my new ideas onto the page as well. Also while all the new ideas I was coming up with were great it was starting to make this project feel a bit more overwhelming. I was now thinking, "Oh my god am I going to have to hire professional voice actors because of how many characters I'm thinking up, am I going to have to hire a musician to make a score for this, how am I gonna find all these sound effects, how many backgrounds am I going to have to draw" and ultimately I had to stop because my brain was feeling burnt out.
Example of how I usually write scripts:
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REFLECTION:
So not a lot was done compared to the other weeks but that was because reorganizing and learning how to use Tumblr took a lot longer than expected. But I would say it was worth it because now everything is a lot more cohesive and presentable to viewers. I was also able to start making some actual progress regarding my animation by finally having a story but I realized while making the script that I might be a bit too ambitious and might want to try reworking the story into something that I can do with my skills and time frame given.
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Love On-Set (Pt. 01 of 10)
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Pairing: Dacre Montgomery X Reader
Word count: 3K
Next part (02) ->
Summary: You knew acting on Stranger Things season 3 would be a challenge, and you also knew, from the start, you'd have to work closely with Dacre Montgomery. But is wasn't a big deal for you, since this is your job and you're determined to act professionally. You had it all figured out, or so you thought, until the moment you were out face to face with Dacre. Then, this job became a lot harder than it was supposed to be, since you can't seem to focus whenever you're around Dacre. And you'll have to be around him a lot until the end of production.
{Dacre Montgomery Masterlist}
{Stranger Things Masterlist}
×
First Sight
The minivan stops right before entering the set as the driver speaks with one of the security guards. A huge structure was built around the area, and if it wasn't for the strong lights, you'd be in complete darkness. It's late at night, but yet, there are some journalists and a lot of cameras. They immediately surround the car, trying to see who's inside.
“Vicki, do you think I should go out and talk to them?” You decide to ask her first, because you're not as known as the other actors, and you're not sure if they'd want to talk to you.
“Sure. But don't take long.” She nods, touching the drive's shoulder and telling him to wait.
Taking a deep breath, you push the door open, a smile on your face as the cameras quickly find you. Running a hand through your hair, to make sure it's not messed up, you take in all the microphones and smartphones pointed at your face.
“(Y/N), could you answer some questions?” A short, dark-haired guy asks, a camera flashing.
“It depends on the question, but I'll try my best.” This seems to please them, and you wonder if the others couldn't afford a few minutes.
“Your posted on your Instagram account that you were a Stranger Things fan from season one.” A woman asks. “How was the transition from being a fan to acting on the show?”
“It was fantastic.” The first season of the show was still driving people crazy when you got the call for an audition for the role of Amy Whitehall, for seasons two and three. Vicky, you have no idea how, got in touch with some friends when she heard they were searching of someone with physical traits similar to yours. Thankfully, the audition went well and you got the job. “It's an honor to be part of this masterpiece. The only bad part is that now I have some spoilers.”
“Your character's scene by the end of season two had any interaction with Billy Hargrove, Hawking's bad boy. Does that mean she'll be in any kind of relationship with him?”
For that, you have to think, careful not to say anything that will expose the plot.
People are very interested in Billy, not sure exactly where the character will go from now on, after his introduction on season two. He stole many hearts, for love or hate, dividing opinions. And your character had a short appearance by very end of the last episode, shown in an interaction with him. On her way to the ball, to help Nancy, Billy almost runs her over with his car, after dropping his sister. They had a small dialogue, him asking her to get out of the way and her telling him to look where he was going. Then a pause, a little bit of tension, and that was it.
“I'm not allowed to answer that, but Amy's scene was just an introduction. Her character will be around throughout season three.” Offering another smile, you turn around, giving attention to someone else.
“What will be a new threat? The season finale raised a lot of questions about–”
“Excuse me, excuse me.” Vicky pokes her head out, a hand raised. “I'm sorry, but we have to get going.”
“Aright.” You mumble. “Thank you, guys. Bye.” Politely, you wave at the reporters before going back into the van.
You're soon moving again, leaving the entrance behind and driving in darkness for some minutes before more lights come into your sight until they're all around you. The set was built around a piece of the road, where you already shot earlier this week.
“C'mon, (Y/N). Hair and make-up." Vicky urgers, stepping out of the van with you.
You easily find your way around the set, chatting with people as they do your hair and put the makeup on. There will be a tiny cut above your left eyebrow, and Ron, the guy who always take care of the fake wounds around here, takes only fifteen minutes to get it done. Once you're ready, Vicky guides you to the filming area, and you sit on your chair a few feet away, under one of the many huge tents scattered around the place.
“Hi.” Someone says, and you abruptly look up from your phone, finding your co-star. The only co-star of the day, Dacre. He's already full Billy, with the mullet wig and the leather jacket. “I didn't mean to startle you. Just thought I'd come to say hello before the scene.”
You haven't properly spoken to Dacre. The single scene you made was quick, one of the last, and the set was a mess. So you didn't have the chance to talk, and ever since, you haven't crossed paths with him. But today's scene is all about your characters. Amy's first appearance on season three will have her running from something in the woods, the Mind Flayer, and she crashes her car on Billy's, while he's on the way to meet Mrs. Wheeler. That's it for today, their first meeting.
“Hi.” Smiling back, you shake his hand. “I'm (Y/N).” You decide to remind him.
“I know.” He simply says. “Do you want to go over the lines before the real thing?”
He has such a nice voice, it's impressive. You've watched some of his movies, and he's really good. It's not like you haven't acted before, but nothing so important or famous as Stranger Things. You can't help but be a little nervous. “Sure.” Blocking your phone, you stand up, leaving it on your seat.
“Alright. Let's–”
“(Y/N)! Dacre! It's time, c'mon!” The director calls, cutting you off.
“Guess we'll go straight to the real thing,” Dacre says as you start making your way to where the cars are positioned.
Billy's Camaro and Amy's light green Toyota are placed a few inches apart, the front part already wrecked and a light smoke coming off from under the hood.
“The mechanism will push the cars on each other and the rest you already know.” Your stylist comes to check on you one last time, making sure everything is perfect. When she steps away, you get inside the car.
A few days ago you shot Amy's way over here, driving insanely fast, running from the shadows creeping. Most of the scenes where Amy will be alone were already made since there weren't many. She will be around the others a lot, as the events are unrevealed.
Once you're in the car, you take your time to get into character, ignoring the orders being yelled outside. The lights are turned off, and the road before you is almost completely dark.
“Let's get it started, everyone!” The director shouts. “Action!”
At his command, the car jerks forward.
Letting your head fall on the wheel, you breathe fast, wide eyes acknowledging what just happened, the crash, the smoke, the other car that collided with yours. Looking over your shoulder, you imagine, you picture it coming, moving through the threes, growing closer.
“What the hell!” The voice yells as you try to make your car start again, uselessly. “You could've killed me!”
“Damn it.” Cursing under your breath, overcome by terror, you step out of the car, running around it and into the other one, which is still working, opening the passenger door and rushing inside.
“What do you think you're doing? Get the hell out of my car!” Dacre shouts at your face, in Billy's voice, a little deeper.
“There's something in the woods!” You yell, looking through the rear windshield. “It's coming!”
“Are you crazy or something?! You almost wrecked my car!” As he speaks, you imagine it once again, the tentacles coming from the sky, taking over the road behind you.
Then you grab his arm, squeezing the muscle underneath the jacket. He's in the middle of a sentence when he looks back too, immediately going silent as he's eyes meet the same inexistent thing you're seeing.
“What the–”
“Drive!” You burst out, and the car starts moving.
“Cut!” The director's voice reaches both of you and Dacre hits the brakes.
Relaxing, you let go of his arm.
“That was great, but I want another take. Ryan, turn those lights down.”
The scene is repeated three more times, with different lighting until they finally decide it's perfect. Then the whole set starts moving to the next scene, which is the sequence to what just played out. It'll be shot in a street Northeast from the road, and since it'll play out from the Camaro, you're told to stay in the car as Dacre drives there, following the other cars.
“You did well back there,” Dacre says as you move, taking a different turn from the other cars to reach your mark. The street has a few small houses on one side, which will have their lights on and some people moving inside and on their balconies, and tall threes on the other.
“You too. Hope I didn't hurt your arm, but Amy was terrified.” Shrugging your shoulders, you smile to hear his giggle.
“I noticed.” He says. “But my arm will survive.”
Looking his way, you're able to have a good look at him now. It's a little dark, but you can take in his features. Dacre makes the mullet look good, which is impressive since you absolutely hate the hairstyle. But not on him. Clearing your throat, you look away. “Make sure it will. You'll need it.”
Dacre stops by the mark, everyone apparently already on their positions. “Things are about to get tense for Billy and Amy now.”
“First fight.” You say, taking a look at your outfit to make sure nothing is out of place. “Enemies to lovers is quite a good arch.”
“I like it too.”
“(Y/N). Dacre. Are you ready?” The director asks and both of you give him a thumbs up, hands off the window. The crew with the microphones and cameras are already positioned, ready for the scene. “Alright then. Ready... Action!”
Dacre moves the car forward, just enough to fake it as he hits the breaks. “What was that?” Billy asks, annoyed for some reason Amy wouldn't know.
“I don't know.” With a hand on your hair, shaking a little, you breathe fast, terrified. “Just take me home.”
“Now I gotta drive you home too?”
“Screw you.” The sudden outburst and the disgust in his voice makes you bolt out of the car, keeping in mind not to look at the cameras following you.
“Are you going to walk?” Billy yells, but you don't look back, walking fast, crossing your arms. “Wait.”
“Screw. You.”
“Don't be an idiot.” You roll your eyes when you notice he's coming closer. Dacre grabs your arm, forcing you to turn around. “Are you really going to walk home with that... Thing out there?”
You're confused at his change of moods, pushing your arm away. “Does it look like I have a choice? You just saw that–” You gesture at the threes on the other side of the road. “–and you still couldn't bring yourself to drive a lady home. You're such a gentleman.” Raising your voice, you put the same tone of disgust in your voice that you heard in his. The cameras move a little closer, and you know why. That's when the tension starts, when Amy stands up to Billy. Stepping forward, lifting your head to try and look him in the eye, you put a single finger in his chest. “You're far worse than what people say you are.” You don't get why his eyes make you nervous. Maybe this whole thing is more than you're used to, too big of a production for you after a few years away from the cameras. As much as Dacre's face being so close makes you feel funny, you gotta keep it cool, don't let it show. You're scared, terrified of a monster in the woods.
“Cut the bullshit and let's go.” He takes your arm again, but you refuse to follow him, standing your ground.
“Let go!” You struggle a bit on his grip, noticing how you actually need to act as if it's tighter than it really is. When he turns to face you again, as you struggle, his face comes close again, his eyes filled with Billy's annoyance.
“Get your butt–” Exactly in time, a crack reaches your ears, and both you and Dacre look at the woods with wide eyes, your breaths caught in your throats, unsure of what made that noise, but not excited to find out. “Let's get out of here.”
“Yeah.” You mumble, heading back into the car.
“And cut!” The director yells as soon as you close the door shut. “That was good, but I want another take. I want the same tension you both built on season 2, only now it's stronger, you're face to face. And Dacre, work this out because people need to be convinced Billy likes someone for something else than just fool around.”
You both nod, repeating the same thumbs-up gesture. Taking a deep breath you wait for the sign and starts moving, doing pretty much the same until you're both out of the car, but this time, when Dacre pulls your arm, you act as if the pull was stronger then it actually was, letting yourself collide against his chest before stepping away. “Are you really going to walk home with that... Thing out there?”
“Does it look like I have a choice? You just saw that and you still couldn't bring yourself to drive a lady home. You're such a gentleman.” Instead of just putting a finger on his chest, you push him away with both hands, not keeping the normal distance as doing so, and letting your eyes fall on his unbuttoned shirt for a couple of seconds before raising your them again. You feel the heat on your cheeks, and you know you're blushing. Checking him out was not the intention.
Dacre's eyes meet yours, and for a second they soften before the usual annoyance comes back. You wonder if he's trying to say something, give you a hint about something he wants to do, but you have no idea what it might be. “Cut the bullshit and let's go, princess.” The weight on the last word is different, lower, meant as in insult, an irony.
“Let go!” You whisper-yell, trying to pull away, but you stop when Dacre holds the other arm, trying to drag you to the car. His stare is intense, and the cameras move a little, coming closer, and you know they're focusing on your faces. “Let go.” You repeat, much lower this time, trying to put some distance between you and him, since your bodies are way too close already.
“Get your butt–” The crack again, the stare at the woods, and the sudden change of moods. Run now, fight later. “Let's get the hell out of here.”
Nodding in agreement, you give your arms one last push, and Drace's eyes come back to you as if remembering he was still holding you, finally releasing his grip. You both run to the car and the scene is over.
Despite saying it was perfect, the director wanted two more takes. He wants proximity, touching, anger mixed with a sudden, recently discovered passion from an unexpected connection at first sight. You're happy to hear that you did achieve that, not sure if it came from your skills or the funny feeling you had in your stomach through the scene. It's weird to have someone you basically just met so close, only inches away.
When it's all done, you take off the outfit and put your clothes back on after washing the make-up away. Then you wait for Vicky, leaning against the minivan, scrolling through your Instagram feed.
“Hi again.” You see Dacre approaching through the corner of your eyes, raising your head to look at him. “Have you checked in at the hotel yet?”
“Yes, just before coming here.” All the actors are staying at the same hotel, just so it's easier to gather everyone around when needed, and be sure of the time it gets for them to get on set.
“I came in my car. I can give you a ride there if you like.” As he speaks, you see Vicky coming, talking with the director. Which you still don't know the name yet.
“I came with Vicky, my agent.” Gesturing at her, you feel embarrassed to decline, and you hope Vicky will say something to help you out as she usually does. “Right, Vi?”
“Oh, no.” Waving her hand in a fast motion, she puts a lock of her blond hair behind her ear. “Remember what I told you? Make connections, friends. Don't stick with me during the whole production.” She reaches out her hand and Dacre politely shakes it. “I'm Victoria Klein. (Y/N)'s agent and her mother's oldest friend.”
“Dacre Montgomery.” He simply says.
“You may take her to the hotel. I have some things to do and she needs to rest. Long day tomorrow.”
You just watch as Vicky sets you up as if you're not even there to make your own call. But you're too shy to say anything else, to still refuse Dacre's kindness. “Ok then. See you, Vicky.”
“Have a good night.” She says after giving you a quick hug.
Silently, you follow Dacre through the set to the parking lot. His car is among several different trucks, some of them already leaving. “Nice car.” You tell him as you get into the passenger seat.
“It's rented.” Dacre turns the ignition and the car comes to life. “I can't be without a car. What if I need to go somewhere?”
“Fair enough.”
He drives through the huge set and you fall into a comfortable silence, not sure of that to say. It would help if you could see some kind of landscape or anything at all through the window. Then you wouldn't look like an idiot with eyes glued at nothing but darkness.
“Did you stop to speak to the journalists?” Dacre asks when you reach the exit, waving at one of the guards.
“Yes. You?”
“Yeah. What did they ask?”
“Spoilers.” Shrugging your shoulders, you give him a glance, and he does the same. “About Amy's and Billy's relationship. What can be expected after their meeting in the season finale.”
A low giggle escapes his lips. “Wait until they know.”
“But they will have to wait until next year.”
“You did well back there. You actually blushed. How did you do that?” He stops at the red light, and you feel when he looks at you. Running a hand through your hair, you meet his eyes.
You weren't trying to blush. You just did. “I'm a very good actress.” Giving him a sassy smirk, you see when his lips break into a smile. It's different from Billy's smile, he doesn't act like he's trying to hide some unknown meaning behind it.
“You sure are.” The red light turns green and you start moving again. “Uhm... There will be a kissing scene, you know.” Oh. The kissing scene. You read through it, of course, you just didn't give much thought about it. “Have you ever done a kissing scene?”
“No.” The answer is quick, you don't have to think much. “In my long list of three movies, in two of them my character didn't have any romantic interests and in the other one it was platonic.” Dacre had done it, you remember from some movie, not sure which one. Your mother insisted on watching some of his movies, just so you'd ‘get to know your co-star skills’ before actually having to work with him. But it's different. It's completely different watching a character on screen and then meeting the person behind it.
“Oh, ok. I hope I won't make you feel uncomfortable.”
“Don't worry about that.” You're a professional, and that's your job. It's just a kiss anyways, and the scene won't be shot any time soon. You'll have time to get used to the idea.
“I just think that since our characters arch is connected from now on, it would be good to get to know each other. It helps a lot when the co-stars are somehow friends.”
“Of course.” He has way more experience in this than you, so whatever he says, you agree.
When you get to the hotel, Dacre leaves his car on the underground parking lot, and, despite having his room key, he insists on accompanying you to the reception to get your card. Once you're in the elevator, you rest your back against the mirror, watching the numbers as they light up.
“We should exchange numbers,” Dacre says, turning to look at you. “In case some of us need to go through the lines or work on something.” He shrugs his shoulders, the light fabric of his white shirt moving. “It's a thing among us. You'll be invited to a lot of parties like that.”
“Sure.” Taking your phone off your pocket you unlock it and hand it over to him as he does the same. Quickly, you type your number and save if on his contacts list.
“That's my stop.” He says when you reach the 14th floor. “See you tomorrow.”
“Good night.” You mumble, waving at him as the elevator door closes again.
The first thing you do when you get to your room is kick off your shoes, already undressing to hit the shower before throwing yourself on bed. It's very late and you won't have many hours of sleep. You're halfway to the bathroom when you take your phone to put on some music. But you don't recognize the object in your hand. After a moment of confusion, you realize it's Dacre's phone.
“What now?” Stopping on your tracks, you start making the way back and gathering the clothes you left on the floor, putting them on again. Since you don't know the number of his room and knocking from door to door is ridiculous, you decide to call reception and just ask. But on your way to the landline they have near the couch, Dacre's phone starts ringing. You were wondering who would it be when you read your own name on the screen.
“Oh, hi.” You're quick to pick up. “I guess you have my phone.”
“Yeah, I got lucky it didn't lock, or else I'd have to call reception asking for your room.” His voice gets a lot darker through the phone. “Would you tell me which one is it? I'm already heading to your floor.”
“1703.” Already making your way to the door, you hear the soft beep of the elevator's doors opening.
“I'm almost there.” He's still speaking when he turns the corner, getting into your sight. You hang up, a shy smile on your face. “Sorry about that.” He hands you over your phone and you give him back his.
“It's alright. We're both tired.” You expect him to just say good night and leave, but he doesn't, shifting his weight from one leg to another.
“Have you met the others yet? Natalia, Joe, Millie...?”
“No, not yet.” You've heard they are very close, and you're the new girl in set. Saying you're nervous doesn't get anywhere close.
“I'm your only friend so far then.” Dacre states. “I'll break the ice with the others, don't worry.” He smiles again, and now, under the bright lights of the hotel hall, you can see his face perfectly. His blue eyes, a lot kinder then they were earlier today when he was Billy.
“Thanks. Guess I'll see you tomorrow then... Pool scenes.”
“Pool scenes.” He repeats. “I'll leave you to sleep now. Good night, (Y/N). Again.”
“Good night, Dacre.” Standing by the door, you watch as the walks away, towards the elevators.
You're about to head inside when, just before he turns around the corner, Dacre gives you one last look, a smile coming to his lips when his eyes meet yours.
×
@baker151910 @shinydixon @dreamin-of-dacre @hanoi15 @lickmymelanin @skykittysstuff
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myhoneststudyblr · 4 years ago
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i received an ask from @sunset-study asking me how to annotate texts so i thought i would do a post giving some of my tips! as an English literature student, i spend a lot of my time doing annotations on loads of different types of texts so i think i have some good advice that i can give. i hope that you will find this helpful and if you have any other questions, please feel free to send me an ask!
disclaimer: these are my personal tips and experiences and i’m sure that there are many more that are relevant. i have tried to do a little bit of research to get some other ideas which hopefully will make this a useful post but as always i appreciate others adding their opinions and advice in the comments!
[Estimated Reading Time: 7 minutes]
What is covered:
General Tips
Things to look for
Specific Tips for Annotating Novels
Specific Tips for Annotating Plays
Specific Tips for Annotating Poetry
Other resources
General Tips
don't just highlight. this is very passive and often you will not really be taking in what is important. 
pencils are great for annotating. if you are anything like me, when you are annotating, you often are doing it as the thoughts come into your mind so a pencil allows you some leeway to erase and refine ideas. also when you are writing in a book, i personally do not have enough confidence to write in pen.
don’t annotate extensively the first time you read. often on a first read, you don't see the recurring imagery or features because you don't have the whole context so don't annotate deeply the first time you read something. that said, it can often be good to jot some questions in the margins that you have because these can be useful to remind you of your thoughts when you reread. 
think of some symbols to indicate important or interesting parts. for example, if it is a dramatic section, i will box it off and put a big exclamation mark. or if something is confusing or unclear, use a question mark. i tend to put a star for a section that is important. you could think of symbols for humour, foreshadowing, particular themes or characters etc.
actually respond to the text. this seems like an obvious one but a lot of the time, because we are taught in schools all these fancy techniques, when we see one of them in a text we just highlight them and note that its a metaphor or simile or foreshadowing. what you should try to do is explain - briefly - why that is important and its effect. also if you have any personal reaction to it, note that down as well because this can be really helpful when writing essays because it shows that you’ve actually engaged with the text. 
practice, practice, practice. annotation is a skill and honestly it can be quite difficult because you need to often read between the lines and summarise, while also analysing. so take some time to focus on this skill and create your own method and shorthand.
Things to look for:
structure. are the paragraphs long? is sentence varied or does it remain quite consistent? are there any repeated words or phrases? what is the overall shape of the text? where does the narrative start? does the focus shift anywhere? 
language. what are the literary devices used in the text? if so, what is their effect? has the author used a particular semantic field? are there any usual words? are there repeated words? are there any individual words that stand out to you? what are the connotations of these words? are there any words that you don’t know? if so, what do they mean? is there any unusual syntax? 
characterisation and voice. who is speaking in the text? if it is third person, how ‘close’ or ‘distant’ are we to the character? can we trust the character? are they an unreliable narrator? what are their key features? do any of these features link to key themes? if so, where is that shown in the text? is the author using a particular voice in order to get a specific reaction?
themes. what themes is the author exploring? where does the author explore these themes? are particular opinions (either by a character or perhaps the implied opinion of the author) expressed on the themes? are there any words or phrases that link closely to this theme?
Specific Tips for Annotating Novels
SUMMARISE REGULARLY
a novel is often long and there is a lot of stuff to cover throughout it so it is really important to keep making sure that you understand what is going on. summarising will also help you when revising.
for example, after each chapter quickly summarise the key points in a few sentences - which characters were important, did the plot move forward in any important ways, what themes were explored.
you could either do this on a post it note or if you have space on the last page of the chapter. make sure that it is not too long. a few sentences is absolutely fine.
KEEP A LIST OF CHARACTERS 
characters are obviously very important in a novel so make sure you know who’s who and where they come into the book. you could write the list of characters or a little character map on the inside cover of the book, which you can refer to if necessary.
COLOUR CODE
i personally don't colour code that often when annotating. i usually only do it in important scenes and moments where there is a lot going on and things can get very confusing. that said, colour coding can be particularly useful to keep track of themes in the novel.
there are many different ways that you can do this. for example you could have a particular highlighter colour for each theme. you could also put coloured sticky tabs on the page so you can quickly find the themes throughout the novel. 
Specific Tips for Annotating Plays
This is mostly the same for novels so take all of the tips above and apply them to the play you are studying with two main - VERY IMPORTANT - additions:
NOTE THE DRAMATIC FUNCTION
a play is written to be performed and this has a huge impact on the text, because it can affect how we interpret a particular character, theme or scene. 
so it is SO SO important that you remember that it is being performed and think about the different ways that it could be acted and how the audience could respond to it. 
on that note, remember that every performance, actor and audience is different so try to think of ALL the ways it could be played and how our interpretation could differ
PAY ATTENTION TO STAGE DIRECTIONS
this is a related point to the one above. my GCSE English teacher used to go on about this all. the. time. because it is so easy to overlook them and not consider them a real part of the text. BUT they are such a key part because they can give hints to performance as well as the atmosphere which might otherwise be difficult to discern just by reading the dialogue. they can also be good ways to demonstrate character traits
Specific Tips for Annotating Poetry
NOTE GENERAL FEATURES (STRUCTURE, RHYMING, METER, CONTEXT, THEMES, ETC.) SOMEWHERE SEPARATE 
poems are obviously much shorter than plays and novels so they are often packed full of interesting language points to annotate. therefore if you try to add in all of this other stuff in your annotations using arrows, it is likely that it is going to get very full and confusing. 
therefore, i would suggest only directly annotating language features for the poem and writing your notes on the more general features of the poem elsewhere - for example on a post-it note, or if there is a bunch of white-space under the poem. then it is easy to find and refer to but won't mix with your annotations and make it confusing so that you feel that you need to rewrite more notes on the whole poem 
if there is a particular word or phrase that is important for the above features (for example, links significantly with the context or has unusual - and therefore probably significant - meter) you can notes this on the text using arrows but keep it specific and short. you can expand on it in more depth in your general notes
IDENTIFY THE TONE AND MOOD OF THE POEM
this is good to identify because it can help you focus on the language that is important and helps you to interpret the meaning. 
THINK ABOUT THE SOUND OF THE POEM
poems are usually meant to be lyrical and rhythmic in some way and read aloud. so think about how these words sound when you read it (are they harsh or soft) and consider the rhythm that the poet creates through punctuation. it could be helpful to consider a poem like the lyrics of a song and imagine what it would sound like if it were set to music 
rhyming is an important part of this and you could note - just for your own reference - the rhyme scheme (if there is one) using letters at the end of the line. but again, referring back to tip one of this section, talk about the rhyme scheme in greater depth elsewhere so as not to clutter your notes 
Other Resources
there are so many resources that you can find on the internet about annotation but here are just a couple that i thought were useful:
Annotation Guide Produced for AP Language Students
BBC Bitesize GCSE Revision Page on Annotating Texts
General How to Annotate Guide (Note: this is not just for literature but also for textbooks but has some great tips)
Annotating Poetry Guide
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loopy777 · 4 years ago
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RE: WIPs game: Actress Mai. what is she acting in? besides her ongoing starring role as Repressed Perfect Child?
Ah, "Actress Mai." This is a headcanon I keep chipping away at in the hopes that I'll eventually have something I want to publish. I have a whole host of little ideas and scene concepts, but only one actual WIP.
It started with the idea that Zuko and Ursa are theater snobs. Sure, Ursa apparently attended Ember Island Player performances, which Zuko disdained, but my thought is that she took what she could get in terms of live theater with her family even if she agreed with his criticisms. However, I like to headcanon that Mai loves the Ember Island Players, hates classical theater, and generally is the type of person who thinks that Michael Bay movies are great and more people should just turn off their brains and allow themselves to be entertained.
Why?
Well, because character conflict is what makes stories interesting. Zuko gritting his teeth through Mai's praise of how the EIPs finally made "Love Amongst the Dragons" interesting? Gold! Ursa and Mai getting into heated drunken arguments about theater styles? Gold! Mai convincing Kiyi of the good points of the controversial 'Love Amongst the Dragons II: Love Harder' (which is canon to at least two of my Maiko fics) while Zuko and Ursa grit their teeth? Solid gold!
This fun little conflict turned into something more, though. If Ursa and Mai are dark mirrors of each other in terms of theater tastes, then it felt like Mai needed a little acting history to parallel Ursa's own. But Ursa could be a publicly known actress because she was a peasant; such a profession was okay for her. Mai is a noble, though, and an acting job would be seen as beneath her, especially as a woman, as Polite Fire Society knows (or thinks it knows) that 'actress' is really just a polite term for prostitute. This is a takeoff from some real-life history stuff that I first learned of through Sherlock Holmes stories. Apparently, Irene Adler being an 'opera singer' was a thing British readers would recognize as being of a sordid nature.
So I decided that Mai did some secret, illicit acting anonymously during her childhood and teenage years. She stumbled across an opportunity, gave it a try, and found it fulfilling despite the social stigma. She liked being able to project emotions of all kinds in public, while at the same time shielded by masks or makeup or costumes or whatever. She liked being other people, people who find love with their heroes or die tragically to teach everyone a point or villainously ruin everything around them as a force of vengeful nature. It was the only opportunity for expression that she had, as well as a quiet form of rebellion. So for years she snuck out of the capital, down to Harbor City, and acted in all kinds of plays for a troupe that accepted not paying her as a fair trade for keeping her anonymous.
Naturally, moving to Omashu put a crimp on that, and so it ended.
So the idea is that Ursa eventually learns this about Mai after years of their butting heads over theater opinions, sees the parallels and perpendiculars in their lives, and grudgingly comes to respect Mai's completely wrong opinions about theater as at least being informed. And Mai, who is good at acting and does know the classics and would be wasted in the Ember Island Players, helps Ursa out with some plays she writes (still anonymous, although Zuko and Ursa know) even though Mai privately thinks the dialogue is too stilted and the stories kind of cliched.
But I have had trouble beating all of this into a proper story. I want to do flashbacks to Mai on stage, I want to show her conflict with Ursa, I want to reveal how Ty Lee found out and used that to get Mai to accept running away to the circus, I want Zuko's reaction to finding that his wife can recite soliloquies from all the major classics, I want Kiyi becoming an Ember Island Players groupie, etc. It's just missing a plot to hang it all on.
So here's a snippet of one of my attempts to construct something:
Noren grimaced. "Honestly, I was impressed we got enough people to fill out all the parts, never mind understudies. This play-"
"-is important," Ursa finished for him.
He hesitated just a moment before nodding. "And it's important for the same reasons that it was tough to get actors. I'm sure once Zuko sees it and can give it his official approval-"
"But he can't see anything without a Rinzen." Ursa thought about her son out there in the audience, anonymous amidst the 'peasants' of Hira'a. Zuko didn't mind mixing with his people, despite being their Lord, but the only reason he was here, tonight, was because Ursa herself had written the play, and he was a good son who would always support his mother.
Zuko had even brought his friends, including the Avatar. Aang was a delightful young man, and always very nice to Ursa, but she couldn't help but feel trepidation at his presence. After all, Avatar Roku, Ursa's grandfather and Aang's previous life, was a major character in this play, and while the story was based on real events, it was Ursa's hand that had shaped his dialogue and actions. She was putting her thoughts and philosophies, her very heart, out on the stage for public assessment, and this was tricky material. Would it do right by history?
Plus the lead actress was sick, and going by her complaints and the smell of the privy, perhaps dying.
Ursa had to tell herself that her audience, her friends and family and neighbors, wouldn't enjoy this play becoming a disaster. None of them were that bad. This wasn't the Capital. And she wasn't a princess. Not anymore.
So why had she taken it on herself to write this play, to positively dramatize a story of an ancestor who a few years ago was considered a heretic and traitor, to will into being a performance right here in the Fire Nation of a play that featured a heroic Air Nomad character whose actress was currently trapped in the privy?
Because her nation had hurt the world, and she wouldn't leave it to her son alone to do all the work of helping to fix that. That's why.
"Maybe," she ventured, "I could play the part."
Noren frowned. "You? But you're playing the Lady of Glass, and the characters share several scenes."
But Ursa was already analyzing the copy of the script that existed in her mind. "Rinzen has a lot more lines than the glass spirit, and I'm the only one who knows them. And playing a spirit is a lot easier than playing an Air Nomad. A spirit is just a voice, a costume, and some special effects. An Air Nomad character is a performance, and we're fresh out of actresses."
Noren's head tilted from side to side. "We could ask Kiyi. She knows the play by heart. She's a bit young for the part, yes, but-"
"No," Ursa cut him off. "She'd say yes if we asked her, but she hates being on stage. I'm not going to do that to her. I'd rather call off the play and see if our Rinzen is feeling better tomorrow."
Noren blanched at the very thought and made a gesture of good luck. "Well, maybe we can find a new Lady of Glass. And adjust the Rinzen costume. So are you thinking we'll just go on stage and ask the crowd who wants to join the cast, or maybe-"
And then there was a shift behind Noren, the red curtain over the office's doorway being pulled aside to reveal a living shadow. It seemed to Ursa that a chill had entered the room.
Lady Mai, Intended to Fire Lord Zuko, had arrived.
Ursa stiffened as Mai stepped into the office and let the curtain fall back into place. Time and familiarity had not made it any easier to be in a room with her son's lover. She had no real doubts about Mai, no resentment over the early difficulties Zuko that had apparently been overcome, but it was hard to reconcile Azula's shy and dour childhood companion with what existed now. Mai walked around covered with knives, watching everything; she never spoke unless there was an explicit need, but her gaze was always focused and her eyes missed nothing.
And it was in Mai's kind of silent, watchful abyss that Judgement grew. Ursa did not have a good feeling about how Mai likely judged her. How could a child of the Fire Nation's capital, someone who had become strong alongside Azula, a world-class warrior whose last stand for the life of her lover was already the subject of at least one popular poem, have any empathy for Ursa's life or the mistakes she had made?
Mai looked at her with dull eyes. "Is everything okay? The crowd is getting restless, and Zuko was worried. I told him I'd check on things so that he wouldn't miss the beginning of the play."
Ursa hesitated against that flat, low voice, and Noren stepped in to answer, "Our lead actress is sick. Ursa and I were just discussing options. There- uh, there aren't a lot of them."
Mai might as well have been told that dinner was planned to include green sprouts, but they were all out and so the yellow ones would be substituted. "Which part?"
Ursa swallowed. "The Air Nomad girl, Rinzen."
Mai quirked an eyebrow. "The heroine." She was still and silent for a long moment, and then sighed. "Zuko's really been looking forward to this. I guess I can help out. All right, I'll be your Rinzen."
Ursa wasn't quite sure she had heard that right. "You- you want to take the part? But-" Her voice faltered, as all the possible objections swirled through her mind. Mai was, to put it simply, completely lacking in charisma and non-threatening presence. She spoke without emotion. She moved so efficiently that no one in the back of the audience would even notice her. And she was so disinterested in everything that she'd probably nod off in the middle of the performance.
Noren offered a troubled smile. "Thank you for the offer, but acting is harder than it looks. It's not just about going on stage and reciting lines. An actress needs-"
"It's Nomad part, right?" Mai shrugged. "So we want a high, bright voice. Circular gestures. A bounce in all the movements. Here, like this." She stretched out her arms, shook her head, and then-
-and then-
-and then Mai was no longer there. The woman in red and black looked like her, but there was a wide mischievous smile on her face, and her eyes were big and bright. She stepped towards Ursa- no, they weren't mere steps. She kicked her heels high with each one, and the way she shifted her weight flirted with almost being a dance. She held her arms up at her side as she moved, and then when she reached Ursa, swung them dramatically to bring her hands together into a sign of respect.
She bowed, and in a voice that positively rang and filled the room, said, "Are you not the Firebender Avatar, Roku? What a fortunate wind blows to lay my path upon your own!" She rose again, and trotted in a circle around Ursa. "I say, you are taller than I expected, and must be quite heavy. Are you sure you're keeping up with your Airbending, young Avatar?" She raised a hand and held it out to the side.
Noren recovered before Ursa did, realizing what was going on, and quickly found a rag and placed in the waiting hand.
Mai's eyes never left Ursa the whole time, and as soon as the rag was in her grip, she moved again, taking a stance that had clearly been modeled on Avatar Aang's own style, and held the rag out in front of her, dangling it from her fingers and bouncing it in the air.
Mai gave a laugh that was echoed through the little room. "Your beard flutters in my breeze! Come, young Avatar, let's have a spar!"
There was a beat, and Ursa was tempted to deliver Roku's next line in response, but then all at once the younger woman slumped, letting the grandness leak out of her limbs. When she straightened, Mai was back, standing like a blade made of shadow, her face blank and her eyes dull.
Ursa blinked. What had she just witnessed? So many questions swirled in her mind, and she decided to ask the most important of them: "You know all the lines?"
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ordinaryschmuck · 3 years ago
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What I Thought About Loki (Season One)
(Sorry this is later than it should have been. I may or may not be experiencing burnout from reviewing every episode of the gayest show Disney has ever produced)
Salutations, random people on the internet. I am an Ordinary Schmuck. I write stories and reviews and draw comics and cartoons.
Do you want to know what's fun about the Marvel Cinematic Universe? It is now officially at the point where the writers can do whatever the hell they want.
A TV series about two Avengers getting stuck in a series of sitcoms as one of them explores their personal grief? Sure.
Another series as a guy with metal bird wings fights the inner racism of his nation to take the mantel of representing the idea of what that nation should be? Why not?
A forgettable movie about a superspy and her much more mildly entertaining pretend family working together to kill the Godfather? F**king go for it (Let that be a taste for my Black Widow review in October)!
There is no limit to what you can get with these movies and shows anymore, and I personally consider that a good thing. It allows this franchise to lean further into creative insanity, thus embracing its comic roots in the process. Take Loki, for example. It is a series about an alternate version of one of Marvel's best villains bouncing around the timeline with Owen Wilson to prevent the end of the universe. It sounds like just the right amount of wackiness that it should be too good to fail.
But that's today's question: Did it fail? To find out my own answer to that, we're gonna have to dive deep into spoilers. So be wary as you continue reading.
With that said, let's review, shall we?
WHAT I LIKED
Loki Himself: Let's get this out of the way: This isn't the same Loki we've seen grow within five movies. The Loki in this series, while similar in many ways, is still his very own character. He goes through his own redemption and developments that fleshes out Loki, all through ways that, if I'm being honest with you, is done much better in six-hour-long episodes than in past films. Loki's story was already entertaining, but he didn't really grow that much aside from being this chaotic neutral character instead of this wickedly evil supervillain. Through his series, we get to see a gradual change in his personality, witnessing him understand his true nature and "glorious purpose," to the point where he's already this completely different person after one season. Large in part because of the position he's forced into.
Some fans might say that the series is less about Loki and more about the TVA. And while I can unquestionably see their point, I still believe that the TVA is the perfect way for Loki to grow. He's a character all about causing chaos and controlling others, so forcing him to work for an organization that takes that away allows Loki time to really do some introspection. Because if his tricks don't work, and his deceptions can't fool others, then who is he? Well, through this series, we see who he truly is: A character who is alone and is intended to be nothing more than a villain whose only truly selfless act got him killed in the end. Even if he wants to better himself, he can't because that "goes against the sacred timeline." Loki is a person who is destined to fail, and he gets to see it all with his own eyes by looking at what his life was meant to be and by observing what it could have been. It's all tragic and yet another example of these shows proving how they allow underdeveloped characters in the MCU a better chance to shine. Because if Loki can give even more depth to a character who's already compelling as is, then that is a feat worth admiration.
The Score: Let's give our gratitude toward Natalie Holt, who f**king killed it with this series score. Every piece she made is nothing short of glorious. Sylvie's and the TVA's themes particularly stand out, as they perfectly capture who/what they're representing. Such as how Sylvie's is big and boisterous where the TVA's sound eerie and almost unnatural. Holt also finds genius ways to implement other scores into the series, from using familiar tracks from the Thor movies to even rescoring "Ride of the Valkyries" in a way that makes a scene even more epic than it already could have been. The MCU isn't best known for its musical scores, partly because they aim to be suitable rather than memorable. But every now and again, something as spectacular as the Loki soundtrack sprinkles through the cracks of mediocrity. Making fans all the more grateful because of it.
There’s a lot of Talking: To some, this will be considered a complaint. Most fans of the MCU come for the action, comedy, and insanely lovable characters. Not so much for the dialogue and exposition. That being said, I consider all of the talking to be one of Loki's best features. All the background information about the TVA added with the character's backstories fascinates me, making me enthusiastic about learning more. Not everyone else will be as interested in lore and world-building as others, but just because something doesn't grab you, in particular, doesn't mean it isn't appealing at all. Case in point: There's a reason why the Five Nights at Freddy's franchise has lasted as long as it has, and it's not entirely because of how "scary" it is.
There's also the fact that most of the dialogue in Loki is highly engaging. I'll admit, some scenes do drag a bit. However, every line is delivered so well that I'm more likely to hang on to every word when characters simply have honest conversations with each other. And if I can be entertained by Loki talking with Morbius about jetskis, then I know a show is doing at least something right.
It’s Funny: This shouldn't be a surprise. The MCU is well-known for its quippy humor in the direct acknowledgment that it doesn't take itself too seriously. With that said, it is clear which movies and shows are intended to be taken seriously, while others are meant to be comedies. Loki tries to be a bit of both. There are some heavy scenes that impact the characters, and probably even some fans, due to how well-acted and professionally written they can be. However, this is also a series about a Norse god traveling through time to deal with alternate versions of himself, with one of them being an alligator. I'd personally consider it a crime against storytelling to not make it funny. Thankfully, the writers aren't idiots and know to make the series fun with a few flawlessly timed and delivered jokes that never really take away from the few good grim moments that actually work.
It Kept Me Surprised: About everything I appreciate about Loki, the fact that I could never really tell what direction it was going is what I consider its absolute best feature. Every time I think I knew what was going to happen, there was always this one big twist that heavily subverted any and every one of my expectations. Such as how each time I thought I knew who the big bad was in this series, it turns out that there was an even worse threat built up in the background. The best part is that these twists aren't meant for shock value. It's always supposed to drive the story forward, and on a rewatch, you can always tell how the seeds have been planted for making each surprise work. It's good that it kept fans guessing, as being predictable and expected would probably be the worst path to take when making a series about Loki, a character who's all about trickery and deception. So bonus points for being in line with the character.
The TVA: You can complain all you want about how the show is more about the TVA than it is Loki, but you can't deny how the organization in question is a solid addition to the MCU. Initially, it was entertaining to see Loki of all characters be taken aback by how the whole process works. And it was worth a chuckle seeing Infinity Stones, the most powerful objects in the universe, get treated as paperweights. However, as the season continues and we learn about the TVA, the writers show that their intention is to try and write a message about freedom vs. control. We've seen this before in movies like Captain America: The Winter Soldier or Captain America: Civil War, but with those films, it always felt like the writers were leaning more towards one answer instead of making it obscure over which decision is correct. This is why I enjoy the fact that Loki went on saying that there really is no right answer for this scenario. If the TVA doesn't prune variants, it could result in utter chaos and destruction that no one from any timeline can prepare themselves for. But when they do prune variants along with their timelines, it takes away all free will, forcing people to be someone they probably don't even want to be. It's a situation where there really is no middle ground. Even if you bring up how people could erase timelines more destructive than others, that still takes away free will on top of how there's no unbiased way of deciding which timelines are better or worse. And the series found a brilliant way to explain this moral: The season starts by showing how the TVA is necessary, to later point out how there are flaws and evil secrets within it, and ends things with the revelation that there are consequences without the TVA keeping the timeline in check. It's an epic showcase of fantastic ideas met with exquisite execution that I can't help but give my seal of approval to.
Miss Minutes: Not much to say. This was just a cute character, and I love that Tara Strong, one of the most popular voice actors, basically plays a role in the MCU now.
Justifying Avengers: Endgame: Smartest. Decision. This series. Made. Bar none.
Because when you establish that the main plot is about a character getting arrested for f**king over the timeline, you're immediately going to get people questioning, "Why do the Avengers get off scot-free?" So by quickly explaining how their time-traveling antics were supposed to happen, it negates every one of those complaints...or most of them. There are probably still a-holes who are poking holes in that logic, but they're not the ones writing this review, so f**k them.
Mobius: I didn't really expect Owen Wilson to do that good of a job in Loki. Primarily due to how the Cars franchise discredits him as a professional actor for...forever. With that said, Owen Wilson's Mobius might just be one of the most entertaining characters in the series. Yes, even more so than Loki himself. Mobius acts as the perfect straight man to Loki's antics, what with being so familiar with the supposed god of mischief through past variations of him. Because of that, it's always a blast seeing these two bounce off one another through Loki trying to trick a Loki expert, and said expert even deceiving Loki at times. Also, on his own, Mobius is still pretty fun. He has this sort of witty energy that's often present in Phil Coulson (Love that character too, BTW), but thanks to Owen Wilson's quirks in his acting, there's a lot more energy to Mobius than one would find in Coulson. As well as a tad bit of tragedy because of Mobius being a variant and having no clue what his life used to be. It's a lot to unpack and is impressively written, added to how it's Owen Wilson who helps make the character work as well as he did. Cars may not have done much for his career, but Loki sure as hell showed his strengths.
Ravonna Renslayer: Probably the least entertaining character, but definitely one of the most intriguing. At least to me.
Ravonna is a character who is so steadfast in her believes that she refuses to accept that she may be wrong. Without the proper writing, someone like Ravonna could tick off (ha) certain people. Personally, I believe that Ravonna is written well enough where even though I disagree with her belief, I can understand where she's coming from. She's done so much for the TVA, bringing an end to so many variants and timelines that she can't accept that it was all for nothing. In short, Ravonna represents the control side of the freedom vs. control theme that the writers are pushing. Her presence is necessary while still being an appealing character instead of a plot device. Again, at least to me.
Hunter B-15: I have no strong feelings one way or another towards B-15's personality, but I will admit that I love the expectation-subversion done with her. She has this air of someone who's like, "I'm this by-the-books badass cop, and I will only warm up to this cocky rookie after several instances of them proving themselves." That's...technically not B-15. She's the first to see Loki isn't that bad, but only because B-15 is the first in the main cast to learn the hidden vile present in the TVA. It makes her change in point of view more believable than how writers usually work a character like hers, on top of adding a new type of engaging motivation for why she fights. I may not particularly enjoy her personality, but I do love her contributions.
Loki Watching What His Life Could Have Been: This was a brilliant decision by the writers. It's basically having Loki speedrun his own character development through witnessing what he could have gone through and seeing the person he's meant to be, providing a decent explanation for why he decides to work for the TVA. And on the plus side, Tom Hiddleston did a fantastic job at portraying the right emotions the character would have through a moment like this. Such as grief, tearful mirth, and borderline shock and horror. It's a scene that no other character could go through, as no one but Loki needed a wake-up call for who he truly is. This series might heavily focus on the TVA, but scenes like this prove just who's the star of the show.
Loki Causing Mischief in Pompeii: I just really love this scene. It's so chaotic and hilarious, all heavily carried by the fact that you can tell that Tom Hiddleston is having the time of his damn life being this character. What more can I say about it.
Sylvie: The first of many surprises this season offered, and boy was she a great one.
Despite being an alternate version of Loki, I do appreciate that Sylvie's her own character and not just "Loki, but with boobs." She still has the charm and charisma, but she also comes across as more hardened and intelligent when compared to the mischievous prick we've grown to love. A large part of that is due to her backstory, which might just be the most tragic one these movies and shows have ever made. Sylvie got taken away when she was a little girl, losing everything she knew and loved, and it was all for something that the people who arrested her don't even remember. How sad is that? The fact that her life got permanently screwed over, leaving zero impact on the people responsible for it. As badass as it is to hear her say she grew up at the ends of a thousand worlds (that's an album title if I ever heard one), it really is depressing to know what she went through. It also makes her the perfect candidate to represent the freedom side of the freedom vs. control argument. Because she's absolutely going to want to fight to put an end to the people who decide how the lives of trillions should be. Those same people took everything from Sylvie, and if I were in her position, I'd probably do the same thing. Of course, we all know the consequences that come from this, and people might criticize Sylvie the same way they complain about Thor and Star Lord for screwing over the universe in Avengers: Infinity War. But here's the thing: Sylvie's goals are driven by vengeance, which can blind people from any other alternatives. Meaning her killing He Who Remains is less of a story flaw and more of a character flaw. It may be a bad decision, but that's for Season Two Sylvie to figure out. For now, I'll just appreciate the well-written and highly compelling character we got this season and eagerly wait as we see what happens next with her.
The Oneshot in Episode Three: Not as epic as the hallway scene in Daredevil, but I do find it impressive that it tries to combine real effects, fighting, and CGI in a way where it's all convincing enough.
Lady Sif Kicking Loki in the D**k: This is a scene that makes me realize why I love this series. At first, I laugh at Loki being stuck in a time loop where Lady Sif kicks him in the d**k over and over again. But a few scenes later, this setup actually works as a character moment that explains why Loki does the things he does.
This series crafted phenomenal character development through Loki getting kicked in the d**k by the most underrated badass of the Marvel Cinematic Universe. It's a perfect balance of comedy and drama that not every story can nail, yet Loki seemed like it did with very little effort.
Classic Loki: This variant shows the true tragedy of being Loki. The only way to survive is to live in isolation, far away from everything and everyone he loves, only to end up having his one good deed result in his death anyways. Classic Loki is definitive proof that no matter what face they have, Lokis never gets happy endings. They're destined to lose, but at least this version knows that if you're going out, you're going out big. And at least he got to go out with a mischievous laugh.
(Plus, the fact that he's wearing Loki's first costume from the comics is a pretty cute callback).
Alligator Loki: Alligator Loki is surprisingly adorable, and if you know me, you know that I can't resist cute s**t. It's not in my nature.
Loki on Loki Violence: If you thought Loki going ham in Pompeii was chaotic, that was nothing to this scene. Because watching these Lokis backstab one another, to full-on murdering each other, is a moment that is best described as pure, unadulterated chaos. And I. Loved. Every. Second of it.
The Opening Logo for the Season Finale: I'm still not that big of a fan of the opening fanfare playing for each episode, but I will admit that it was a cool feature to play vocal clips of famous quotes when the corresponding character appears. It's a great way of showing the chaos of how the "sacred timeline" works without having it to be explained further.
The Citadel: I adore the set design of the Citadel. So much history and backstory shine through the state of every room the characters walk into. You get a perfect picture of what exactly happened, but seeing how ninety percent of the place is in shambles, it's pretty evident that not everything turned out peachy keen. And as a personal note, my favorite aspect of the Citadel is the yellow cracks in the walls. It looks as though reality itself is cracking apart, which is pretty fitting when considering where the Citadel actually is.
He Who Remains: This man. I. Love. This man.
I love this man for two reasons.
A. He's a ton of fun. Credit to that goes to the performance delivered by Jonathon Majors. Not only is it apparent that Majors is having a blast, but he does a great job at conveying how He Who Remains is a strategic individual but is still very much off his rocker. These villains are always my favorite due to how much of a blast it is seeing someone with high intelligence just embracing their own insanity. If you ask me, personalities are always essential for villains. Because even when they have the generic plot to rule everything around them, you're at least going to remember who they are for how entertaining they were. Thankfully He Who Remains has that entertainment value, as it makes me really excited for his eventual return, whether it'd be strictly through Loki Season Two or perhaps future movies.
And B. He Who Remains is a fantastic foil for Loki. He Who Remains is everything Loki wishes he could have been, causing so much death, destruction, and chaos to the multiverse. The important factor is that he does it all through order and control. The one thing Loki despises, and He Who Remains uses it to his advantage. I feel like that's what makes him the perfect antagonist to Loki, thanks to him winning the game by not playing it. I would love it if He Who Remains makes further appearances in future movies and shows, especially given how he's hinted to be Kane the Conqueror, but if he's only the main antagonist in Loki, I'm still all for it. He was a great character in his short time on screen, and I can't wait to see what happens next with him.
WHAT I DISLIKED
Revealing that Loki was D.B. Cooper: A cute scene, but it's really unnecessary. It adds nothing to the plot, and I feel like if it was cut out entirely, it wouldn't have been the end of the world...Yeah. That's it.
That's my one and only complaint about this season.
Maybe some scenes drag a bit, and I guess Episode Three is kind of the weakest, but there's not really anything that this series does poorly that warrants an in-depth complaint.
Nope.
Nothing at all...
...
...I'm not touching that "controversy" of Loki falling for Sylvie instead of Mobius. That's a situation where there are no winners.
Only losers.
Exclusively losers.
Other than that, this season was amazing!
IN CONCLUSION
I'd give the first season of Loki a well-earned A, with a 9.5 through my usual MCU ranking system. It turns out, it really is the best type of wackiness that was just too good to fail. The characters are fun and likable, the comedy and drama worked excellently, and the expansive world-building made me really intrigued with the more we learned. It's hard to say if Season Two will keep this momentum, but that's for the future to figure out. For now, let's just sit back and enjoy the chaos.
(Now, if you don't excuse me, I have to figure out how to review Marvel's What If...)
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autumnslance · 4 years ago
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Do you have any tips for getting into the headspace of a canon character? Because honestly you have some of the most on point characterizations I've seen
Thank you! I try, and when it came to fic writing it was definitely the thing that scared me most, “getting right” my depictions of the canon characters. For me it’s very much an exercise in Character Voice, as I feel it’s something I struggle with in my own OCs, making sure everyone thinks, feels, acts, sounds distinct.
This...gets long, cuz honestly, I don’t know how to explain it, as there’s no real conscious process for me; just things I do in general and as needed when coming up with scenes or longer fics. So mileage may vary, but I put ideas below the cut. I’ll use Thancred as an example, cuz Twelve know I’ve written too many words about that man and people seem to think they’re IC for him.
I think a lot about character motivations, how they’re shown in canon, and why/how they do things. How their history affects them and their decisions. How their relationships with others affect them. Keeping it as objective as I can while prodding with only the most basic of psychology and literary analysis.
I also tend to be a bit of a internal mimic, starting with voice and body language as I imagine scene and situations and how the character might look/sound/act as I pace or do chores or avoid work or whatever. Mimicking the game’s manner of using archaic terms and sentence structure when writing in general can help, too.
How we speak informs how we think. Eorzea has its own curses, slang, metaphors, turns of phrase, and ways of saying things. I researched thieves cant when writing “Rogue’s Prelude” which involved poking a bit into history and why such code developed in reality. There’s a lot of language and other references in game based loosely around real world history (the origin of the word “gun” for instance), so a little light research in related things helps verisimilitude.
Just all the info I can find on the character and the world they inhabit. Immerse in canon, try to keep fanon separate--though a few fanon theories or friends’ fics/art might also have some influence, if something resonates in particular with me and how I am reading what I see in canon. Talking things through with some other folks, bouncing ideas back and forth--even if we cordially disagree!--can also help see new perspectives or readings of the material. Keeping an open mind and willing to letting mine be changed when someone picks up on something I missed or interpreted differently.
Thancred has the benefit of having a lot of material in the story, being a main figure since 1.0 so I’ve looked up his entries in the lorebooks, the short stories where he’s shown up, and references to him in game/media--even cutscenes and info I can find from 1.0, especially the Ul’dah intros. This is in addition to rewatching cutscenes he features in (watching expressions and body language in addition to voice work), rereading quest text and dialogue he’s involved or even just mentioned in; how other characters see and talk about him is also important.
I also look at all the info I can for Limsa, particularly pre-Merlwyb’s reforms, as that’s where Thancred grew up and would have a strong influence on him. Run around and watch/listen to NPCs in that city; for example, many in Limsa are really casual about sex and talk about it a lot. So is it any surprise early Thancred is also casual about sex and acts a charmer as part of his cover? While also, as a Limsan trained rogue, quick to watch for and throw down on potential threats? Raised alone on the street, he was always watching his back, after all, and had some rough interacts, especially when a small kid--and all that left him wary, and cagey, and unable to express himself healthily emotionally, as we saw in ShB. His techniques were refined in Sharlayan, and his main motivation has become the protection of his Scion family.
I look into what I can for Sharlayan, as that’s where most of the core Scions are from, or at least educated, and since we don’t have much, overlay my own academic memories and knowledge on it (the idea of doing a thesis to get Archon rank makes sense to me and validates a lot of my headcanons about the city of knowledge and I wanna know if/what Thancred and Yda’s were now...).
This may seem like a lot, but really, it just sorta happens as I absorb info and take notes and screenshots for things that catch my attention for whatever reason, especially if I want to remember something specific. If I set a fic at a certain time or place, I go back and refresh myself on the dialogue/quests/etc around it.
When it comes to the actual writing, it’s not how I, Lyn, would react to a lot of things, nor how my OCs might react to things--because this is Thancred’s background, and his personality as we have seen in game over time. Separating myself and thinking about it from an outside, other person’s perspective, even if it’s not one I agree with or like. Trying to hear his dialogue in either Taliesin Jaffe or Peter Bramhill’s voices and the way they deliver Thancred’s lines (since I play and read in English).
And I have to consider when creating plot and how he would react to things depending on points in the canon. ARR Thancred is a bit different from HW Thancred is a bit different from ShB Thancred, after all. Sometimes I need refreshers on those parts of the story. And then how does interaction with my character(s) affect him, based on that backstory, that training, those ideas shown, how do I believably expand on that? How do I mimic him as I write, imagining the voice actors saying the lines and imagining the body language?
And the usual writing advice: just get the ideas down, and then go back, reread, edit and revise. Keep anything you cut as practice, to poke at later, maybe use in another idea.
Then yeet it into the void and hope it worked. I’m always pleased--and relieved!--when I get comments about how the characters feel and sound “right”.
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ladyonfire28 · 5 years ago
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Portrait of a Lady on Fire: An Interview With Céline Sciamma
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I finally found that old interview that Céline did back in August 2019, that i had read many months ago and that I wanted to share with you all because it’s a pretty great one. So here’s the whole translation of it.
Portrait of a Lady on Fire: An Interview With Céline Sciamma
18th century. Marianne (Noémie Merlant) is a young painter who is commissioned to paint a portrait of Héloïse (Adèle Haenel), fresh out of the convent, in order to "present" her as well as possible to her future husband. The previously hired painter had not succeeded in completing the requested portrait, as the model did not want to submit to the exercise. In her fourth feature film, Céline Sciamma offers a reflection on the artist's gaze. She does not, however, overlook the romance and passion of the artist's gaze. And her characters embody themselves more than ever, with force. Meeting with the director at the Angoulême Film Festival.
From the very first shots, with these brush strokes, you seem to wonder about your own work. The film is called "Portrait" and, very quickly, a character asks Marianne: "Do you think you will manage to paint her?" Is this also your questioning as a director? The difficulty of a good portrait?
Céline Sciamma: Yes, but I don't know if I would call it a difficulty: I would call it research. The film very quickly, from the beginning, puts the question of the gaze. The first line of the painter's character does not so much evoke the question of her own gaze but evokes more the gaze of others. The very first line of the film is: "Take the time to look at me". The film is extremely playful with its means. It asks the question of what it is to look, in two places at once: the dialogue of love, and then the dialogue of creation, which brings into play the question of the gaze and allows us to renew the reflection around this question.
Marianne, the character played by Noémie Merlant, is almost in the voyeur's posture, she begins by observing in secret. Does this question you as a filmmaker?
Yes it raises the question of cinema.
Do we always have to question that?
I think we have to stay within this dynamic of interrogation. Not as something elusive, but as something that renews itself, that provides new ideas, new pleasures. In all my films, there is only one point of view, one main character, even if it's often not the dominant character. It is indeed difficult to create a hierarchy in this film, to affirm that there would be a first and a second role: there is one who is in all the scenes, in all the shots, and the other one is not, but I find that the film, strangely enough, manages to reopen the question of the hierarchy between them.
I always make films where the characters, female characters, are observant. In this one, the movement lies in the fact that the dynamics of infiltration of the gaze have changed. The pitch of the film could be: she looks at her in secret because she doesn't consent to be looked at, then she consents. The dramatic shift means that, very early on, the characters will look at each other. We're not in a voyeuristic dynamic, but in the illusion of a one-way scrutinizing. Heloise's gaze is oriented. In fact, one of Heloise's first glances is a look to camera, it indicates the fact that she sees everyone; she is looked at, and we, spectators, look at her too.
You talk about main and supporting roles and, indeed, in the title, there is mention of a lady. However, isn't the portrait to be taken in the plural?
Absolutely !
An idea that is illustrated in the two last shots, a shot/ reverse shot between two portraits, one freeing the other in a way. How is this shot made? How do you direct it, what do you say to your actresses?
Indeed, this plan raises a lot of questions. It is the last shot/ reverse shot of the film, and here we're back with a character who is watched without knowing it. The difficulty of the shot - which is also its purpose - is that it is a two and a half minute sequence shot, and of great technical complexity. The idea was to get close to a face, to successfully make the focus in an Italian-style theatre, while asking the actress to give a very big performance. You can't do that fifty times!
How many takes did you do ?
Three takes! Based on a fairly precise partition, a choreography basically, of which we had identified a few tipping points with the music. Adèle made the emotional journey.
What did you say to her ?
I told her in advance that there was a journey, made up of five or six steps, and that it was up to her to interpret them as she wished. That shot was never rehearsed. There was something written, quite literary even, there was this material in the script, but then it was reduced to five words, five steps - a path that she had to interpret.
During the first few seconds, you watch Heloise, but then, I think, very quickly, you end up watching Adèle Haenel, the actress, acting. This distance - which reminds us that this is cinema - leaves room for the spectator, and reminds them that they are also in a theatre seat. That they are watching a film.
Weren't you afraid to cross that line?
No, I think it's always important to ask yourself how you say goodbye to the film, with what very intimate feelings you want people to leave the theatre. I think about that all the time. Making room for people to think about their own stories. For me, creating an active viewer is part of the project. And it's true that sequence shots have that ability, because of the time, the tension and the danger they create. The viewer's gaze is what keeps the shot going, but it's also the shot that keeps the viewer going.
The spectator as subject is very important, especially for this film, which is obsessed with this question: how do you film only subjects? To film people, women, as subjects? We are often filmed as objects, we are educated to that, we take pleasure in it. It's a question of re-educating our gaze and creating new pleasures. And, even as a practitioner, I'm not here to lecture people: I place myself at the center of this issue.
Your films are all about identity, the individual at the center of a particular environment, conflictual or not. Is the individual always the core of the stories?
In any case there is always the desire of a character who is often isolated and who seeks to enter a group. And also a love dynamic. But this time, this dynamic is really at the center.
It wasn’t the case in your other films
No, it wasn't love stories that was experienced, it was love that was felt, and we were more in the story telling. But I believe that there is always, in love or friendship, a dynamic of emancipation. When you're with children or teenage characters, there's necessarily the idea of growth, but also, already, this dynamic. The individual is indeed at the center, but as a point of view. I don't make hyperlink films, there is always only one person watching.
As you've made your films, you've shown childhood, pre-adolescence, adolescence, and now it's about young adults. Do you find yourself a little bit in each of these heroines? Do you somehow feel you grew up with them?
Yes, absolutely. And it was the first time I wanted to write a story with adults, women, and a story that would have been really lived. I also wanted to work with professional actresses.
Including one who also grew up a little bit with you?
Yes, of course! That's what I wanted, and not inventing actresses. We're not in first-time stories anymore. Even if it's maybe the first time they love someone… It's another kind of intellectual dialogue, an additional expression.
How did you address the issue of language? Since the story takes place in the 18th century?
I wanted more literary dialogues, but I also wanted it to remain a fairly straightforward language, without any affinities, without seduction. The way it's set up creates a kind of shift, a movement - and it's pretty sexy... Then the actresses' tone, the rhythm they create, the way they use their voices, hold them in place or, on the contrary, cause them to overflow, and it's a score they played very finely.
I also enjoyed imagining verbal jousting, and above all imagining a dialogue in which there would be no intellectual domination - neither class nor language. On the contrary, there would be a horizontality, an equality in the exchange which, for me, beyond the political aspect, could be exciting because it’s not already written. It’s also because it’s a women's story that it’s not already written.
The sincerity of a project raises a question for Marianne in the film, especially in relation to the social conventions she has to integrate into her painting. As this is your fourth film, and as they are always quite intimate projects, do you also ask yourself this question?
It was less the artist's doing than the fact that she was asked the question. She answers with sincerity, but she is also stung to the core. It was more about the dialogue between them and the idea of collaboration. I'm quite collaborative in my way of working, so the idea of an authority being questioned is not necessarily the subject. It was a way of showing this dialogue between the actress and the director, between the painter and the model. It was a lively debate at the time, and it may still be relevant today: does the portrait rather require enhancement, or a resemblance, is it frozen for eternity? Is it a morbid thing that is enough to preserve from death? The portrait was a debate of the Enlightenment, so for me it was a way of being at the heart of the philosophical ideas that animated the time. But it wasn't necessarily an exploration of conscience on the issue.
Does this work of observing actors and actresses - experienced or not - seem inexhaustible to you?
I hope so! For this film, it was about filming someone with whom I have an ongoing, powerful, important dialogue, and whom I know well. At the same time, there was also that desire to meet someone new.
Did you film them the same way?
Yes.
You almost don't recognize Adèle Haenel at the end...
That was really part of the desire of the film: to present a new Adele, to look at her differently, with everything I knew about her, everything we know about her, but also everything that remains to be discovered. It's the only time when there's a form of romanticism: the one that consists in filming faces. It's still very mystical.
What did you want to do with this ghost figure, who appears through Héloïse dressed as a bride?
There are two timelines in the film: this chronicle of a love that is born in the present, and which we look at patiently, and the timeline of memory, the memory of this love. And the contagion of these two timelines is through this ghost. Marianne is - even though we are in the present tense - already haunted by the last image she will see of Heloise.
The film is a flashback, but aren't all love stories already haunted by their end?  Isn't that what makes us live and fear them at the same time?
Is the next portrait already in you? Have you already started working on it?
No, I haven't. I have a project for a children's film, an animated film, so it's necessarily a long-term project. But otherwise, I don't know yet: as long as the films are not released in the world, I have a hard time seeing what happens next.
I'm waiting to see the dialogue that the film will have with the world, the effect it will have. Then there is that moment when you allow yourself to dream, and that daydreaming is always a bit long with me. You have to collect ideas, images that sometimes have nothing to do with each other. At a given moment, there is a synthesis that takes place, and that makes you want to go there.
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hardcorehardigan · 4 years ago
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[Cover: GREG WILLIAMS/AUGUST IMAGES]
Tom Hardy interview and exclusive David Bailey shot
Tom Hardy interview and exclusive David Bailey shot
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By DANIELLE DE WOLFE
02 September 2015
ShortList meets the British actor who took on the Kray twins and won. Plus an exclusive image of the actor taken by the inimitable David Bailey.
Interviewing Tom Hardy is not like interviewing other film stars. From the moment he arrives – alone, dressed down in hiking trousers and black T-shirt, puffing away on a complex-looking digital e-cigarette – it is immediately clear this is not someone who will be exhibiting any kind of on-promotional-duties polish. He is very, very nice (I get a hug at the end of the interview), but there is unmistakably a wired edginess about him. When we sit down, it starts like this:
Me: I’m going to start with an obvious question, which is… Hardy: Have you seen the film? Me: Yes. I… Hardy: Right, well that’s the first question, then. The second one is, “What did you think?��� I tell him I loved it, and why, and he is pleased (“That’s a f*cking result!”). When we move on to me asking him questions, his answers – again, in contrast to other film stars, with whom the game is to get them to veer slightly away from prepared, succinct monologues – are smart and eloquent, but long, drawn-out and enjoyably all over the place, veering off into tangents prompted by thoughts that have clearly just formulated. At the end of our allotted time, we are told to wind it up not once but twice, and even then he is still going, launching into theories about American versus British gangster films and life and humanity and such things (“Sorry man, I can talk for f*cking ever!” he laughs). He will be talking with a seriousness and sincerity (“All the risk was taken by [writer and director] Brian [Helgeland], to be fair…”), then will switch without warning into a piercing, mock-hysterical falsetto (“…letting me PLAY BOTH F*CKING ROLES, MAN!”).
In fact, briefly, while we’re on the subject of the way he speaks…
Tom Hardy’s normal speaking voice is not something we have been privy to onscreen. Since he delivered – whatever your opinion of it – the most imitated cinematic voice of the decade in The Dark Knight Rises, we haven’t come close. That thick Welsh accent in Locke, The Drop’s quiet Brooklyn drawl, the Russian twang in Child 44: we just never hear it. And this might be because it doesn’t exist. It’s five years ago, but if you watch his Jonathan Ross appearance in 2010, where he is very well spoken, he confesses he “sometimes picks up accents, and sometimes I don’t know how I’m going to sound until I start speaking”. If you then watch another video of a feature on GMTV, dated just a month previous, while addressing some young people from troubled backgrounds as part of his charity work with the Prince’s Trust, he is speaking to them in a south London street kid drawl. Today, in the flesh, he is about halfway between these two.
A natural-born chameleon.
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Tom Hardy shot by David Bailey for ShortList
BEING DOUBLE
The role we are here to discuss today does not, by Tom Hardy’s own standards at least, involve a huge stretch accent-wise. But it is “the hardest thing that I’ve ever done, technically”. This is because, as mentioned, he plays not one role, but two. In the same film. You will likely have seen the posters for Legend by now, depicting Hardy as both of the Kray twins. Which seems an ambitious, almost foolhardy undertaking.
Hardy agrees. “It is one of them situations,” he says. “You get an actor to play two characters, and immediately, it’s pony. It’s gonna be rubbish. Just: no. It’s a bad idea.”
This particular “bad idea” came to him when he first met writer and director Brian Helgeland (who had previously written screenplays for – no biggie – LA Confidential and Mystic River) for dinner. Brian wanted Hardy to play Reggie (the hetero, alpha male, more-straight-down-the-line Kray). Hardy, though, had read the script, and of course, being Tom Hardy, was drawn to the more complex character. “I was like, ‘Well, I feel Ronnie,’” he says. “So which actor am I gonna give up Ronnie to, if I play Reggie? Errrrrggh…. I can’t have that. ’Cos that’s all the fun there! And Reggie’s so straight! But there was a moment when I could have come away just playing Reggie. We could have gone and found a superlative character actor to play Ronnie, and that would have been the best of everything."
But Helgeland sensed the dissatisfaction in his potential leading man. “I’m sitting there thinking, ‘Oh, he wants to play Ron,’” he tells me. “And the paraphrased version is that by the end of the dinner, I said, ‘I’ll give you Ron if you give me Reg.’”
And so began their quest to turn a risky, potentially disastrous idea into something special (as Brian puts it to me, “the movie’s either gone right or gone wrong before anyone even starts working on it”). Hardy found some comfort in Sam Rockwell’s two-interacting-characters performance in Moon. “I’m a big fan of Sam,” he says.
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“And Moon gave me reason to go, ‘I know it’s possible to hustle with self, to create a genuine dialogue with self.’ So then it’s the technical minefield: can you authentically create two characters within a piece at all? So that the audience can look past that and engage in the film? It is what it is: it’s two characters played by the same actor. But I think we got to a point where people forget that and are genuinely watching the story."
This was the ‘why I liked the film’ reasoning I gave to him at the beginning of the interview. And it is a remarkable performance, or pair of performances, or triumph of technical direction. The opening shot features both Tom Hardy Krays sitting in the back of a car, and feels strange, but very quickly, within about 10 or 15 minutes, you settle into it, and forget that it is actually the same guy. This was made possible, in part, by Hardy’s stunt double from Mad Max: a New Zealander named Jacob Tomuri.
“He inherited the hardest job of my career,” Hardy grins. “I put on a pair of glasses, played every scene with Ron, then took ’em off and played Reg. And we went through every scene in the film, recording it on the iPhone. So he’s got every scene of me doing both characters, on his iPhone. He actually played both brothers, had to learn all of the lines. He was paying attention twice as hard to keep up. But he superseded that, and was eventually ad-libbing. There’s a line that ended up in the film, where Ronnie goes, ‘I bent him up like a pretzel, I hurt him really f*cking badly.’” “Where did that come from?!” Hardy shrieks, in that falsetto again. “It came from New Zealand."
The wife’s tale
The other big potential pitfall, as Hardy sees it, was contributing to the ongoing glamorisation and eulogising of two brothers who were, to say the least, not very nice. Somehow they have become almost as iconic a piece of the Sixties puzzle as the Beatles or the Stones. But this was not something that Legend would be setting out to reinforce. “One has to approach these things thinking about the families of the victims who were involved in the other end of it,” he says. “Before you find the heart to like somebody, you’ve gotta look at their track record as best as possible: the people who’ve been hurt, the bodies, the suffering, people who were bullied, who lived in terror, who lost significant parts of their lives in the wake of these two men. There’s a lot of sh*t to wade through. And a lot of people who do not, quite rightly, want to see anything to do with these two men. And if I were them, I wouldn’t want to be involved myself, but there’s also part of me that wants to know. That wants to get under the skin.”
So how do you go about doing that? About humanising, to any extent, such people?
“I think the first port of call is, ‘Wouldn’t it be nice to be able to do and say whatever you wanted to do and say in the world, regardless of the ramifications and the consequences?’ Ultimately, when I – we – go to the cinema or read a book or we go to escape, we respond to certain types of characters that go, ‘F*ck it: I’m gonna do whatever I want.'
And that’s because we can’t. Because most people would feel a responsibility.”
The answer to how Legend would do this came in the shape of a person who did feel some responsibility, namely Frances Shea: the troubled wife of Reggie, who died in 1967. Played by Emily Browning, she became the centre of the film when Helgeland met Krays associate Chris Lambrianou, who told him that “Frances was the reason we all went to prison”.
“We could have put more of the carnage and the crimes in that film,” says Hardy. “Not to say that it is not there, but what you do see, really, is Reggie, Ronnie and Frances. That’s the dynamic we focused on, that space, which hasn’t been seen before. What was that dynamic like? I don’t know if we came anywhere near the truth, because we weren’t there. But that was the playing field, if you like: Frances Shea, future ahead of her, caught up in something, and no one with her, the suicide. That sits with me in a way as the lead. She’s who we forgot. Ronnie, Reggie, they’ve done their bit. Frances was forgotten. And that kind of all ties it together for me."
FUTURE LEGENDS
The initial praise for Legend has been plentiful, but the mindset of Tom Hardy right now is such that he does not have the time to bask in it. There are other quite ludicrously challenging projects to be pressing ahead with. Coming in autumn is The Revenant, starring his good friend Leonardo DiCaprio and directed by Alejandro González Iñárritu of Birdman fame. Its trailer, as well as doing the not-going-anywhere trend for big beards no harm whatsoever, suggests that it will also match Mad Max in terms of an unrelenting barrage of intensity. Further into the future there’s the Elton John biopic Rocketman (initial challenge? Hardy “can’t sing”) and another foray into comic-book adaptation with 100 Bullets (news of which broke just after our interview).
And right now, as in this week, he’s working on a BBC series called Taboo, which is set in 1813 and stars Hardy as an adventurer who comes back from Africa and builds a shipping empire. The story has been developed by his production company Hardy Son & Baker (formed with his father, Chips) and has been written and directed by Locke/Peaky Blinders creator Steven Knight, with Ridley Scott also exec producing.
“We’re sat on something really awesome,” says Hardy. “And it’s trying to piece it together. I’ve never produced anything before, so I basically don’t know what I’m doing. But I’ve got some options and solutions: if you say something is not working, you better come up with at least four other options. But it’s good. It’s just different.”
Another day, another big challenge. Another chance to do something different. It isn’t an easy life being Tom Hardy. But neither will it ever a boring one, and that’s good news for us.
Legend is at cinemas from 9 September
Words: Hamish MacBain. Images: David Bailey, Studio Canal
You can also read the Hardy interview in this week's ShortList Magazine. It'd be a crime to miss it.
Source: https://www.shortlist.com/news/tom-hardy-interview-and-exclusive-david-bailey-shot
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glenngaylord · 3 years ago
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Glenn Gaylord’s Capsules From The Bunker – Summer 2021 Lockdown Style
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Like many of you, I’ve lost all concept of space and time during this lockdown era. I’d watch movie after movie, but somehow forget to write about them. I’d consume films for sustenance, but then I’d move on to the next task of cleaning a room, doing a crossword puzzle, or staring at my dog for hours on end. Thank goodness I have a few friends to have breakfast with every now and then, or else I’d have assumed I had been transported to a cabin in Montana. “Am I a film critic or a hermit?” I’d ask myself daily…that is, if I even understand what days are anymore. All of this is to say that I have a lot of catching up to do now that we’ve taken a baby step or two towards returning to some sense of normalcy. Wait a minute. What’s that? Highly transmissible variants? Back into the cave I go. While I still can, I’ve managed to blurt out a few capsule reviews of some films worth mentioning.
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In Between Gays – Film Review: Summer Of 85 ★★★★
Prolific French filmmaker, François Ozon, has made a career out of finding dark crevices in the most unexpected of places. Here, with Summer Of 85, he tweaks this New Wave era gay romance just enough to upend our expectations. In pure Talented Mr. Ripley meets Call Me By Your Name meets Luca fashion, Ozon spins what could have been that sun-dappled, seaside summer that changed everything into a love that perhaps never was, zeroing in instead on a young man’s obsession for something unobtainable. Beautifully shot and acted, Ozon takes the story to more provocative places than you’d initially expect while still maintaining the boppy fizz of a great Cure song. Despite the mish mash of tones, the film has a pulse all of its own. It’ll make you swoon, pull the rug out from under you, and then make you wonder how he managed to quietly get a little twisted.
Summer Of 85 currently in select theaters, see official website for details. Released on DVD and BluRay August 17th.
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Truffle In Mind – Film Review: Pig ★★★★
Writer-director Michael Sarnoski makes an auspicious feature debut with the story of a man searching for his stolen truffle-hunting pig. Caked in dirt, blood and looking not so much like a homeless man but as a person who died inside a thousand times over, Nicholas Cage gives one of his best performances ever as a man who seeks the truth at all costs. He asks his only connection to the outside world, Amir, played wonderfully by Alex Wolff, to drive him through Portland’s dark underbelly to retrieve his pet companion.
Although the film takes us to a rather unbelievable “Fight Club” moment, it generally holds its mood with credibility. It’s a great calling card, not only for Sarnoski, but also for his talented cinematographer Patrick Scola, who brings a painterly quality to every single image. The film finds beauty in a bite of food, a breath of air, or simply the compassion between two main characters who have seemingly little in common. It’s a shame the trailer elicits laughs when Cage utters lines like, “Who has my pig?” Clearly they want to sell the actor’s neo-gonzo persona, but Cage brings so much depth and seriousness to this project, only raising his voice once. He deserves the highest praise for committing to such an oddly touching, gorgeously quiet story. At risk of sounding Dad-jokey, the only thing that hogs the scenery is his porcine friend.
Pig is in theaters now.
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All Is Lost – Film Review: Old ★★
In 1999, M. Night Shyamalan made a great film, The Sixth Sense, and has been chasing that dragon ever since, often to diminishing returns. His films, however, often do well because he has great concepts, a keen eye for visuals and timing, yet things always seem to turn clunky and inane real fast. With Old, he continues down that path by giving us something compelling—a group of people on a beach who age quickly—and ruining it with dialogue seemingly written by an algorithm and rendered unintelligible much of the time, while the terrific cast seem to have no idea how to make Shyamalan’s words sound any better than a high school play. A couple of sequences did make me sit up and take notice, and he uses compositions and offscreen space well, but overall, Old plays like a stretched-out episode of Lost, and like that cool but overstuffed series, you’re not gonna get very good explanations as to what transpires. Sure, the big twist works well enough on some level, but it doesn’t save you from the discomfort of watching good actors flatline in more ways than one.
Old is currently in theaters nationally.
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Hi Fidel-ity – Film Review: Revolution Rent ★★★1/2
Shot in 2014, Andy Señor Jr., who played Angel on Broadway along with a host of other credits, staged the classic musical Rent in Havana during a thaw in our relations with the Communist regime. He did so against the wishes of his Cuban family, who suffered under Castro and insisted his production would merely serve as a propaganda tool for the government. He plows ahead instead, capturing the months long process in a rather artless home movie style. The aesthetics don’t carry any weight here when you have such a compelling subject matter. Witnessing his actors struggling with their performances while also living in harsh conditions adds new layers to the late Jonathan Larson’s story of squatters in the age of AIDS.
With a limited talent pool, one of whom doesn’t feel comfortable with the gay subject matter and another who lives with HIV himself, Señor finds new connections to Larson’s material as well as an affection for his heritage. What we may have taken for granted here in the US in terms of sexuality and gender expression feels like a whole new experience when seen through a Cuban lens. Señor speaks out against the Castros with quick sequences showing moments of oppression, thus preventing this film from perpetuating the lies of its government. Instead, he gifts the people of this poor, struggling country with a real sense of community and its first burst of musical theater in ages. Sure he’s a privileged westerner who dangles hope in front of people only to return to his cushy life, but he does so with heart and good intentions. You end up loving and rooting for his cast in this moving, sweet documentary.
Revolution Rent is currently streaming on HBO Max.
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Do The Hustlers – Film Review: Zola ★★★★
Call me wary when I went to see a movie based on a viral twitter thread and directed by Janicza Brava, whose Sundance Award-winning short, Gregory Go Boom, proved to be not only tone deaf but downright offensive towards people with disabilities. Her new film, Zola, excels however, in ways her prior work has not. Taylour Paige, a standout in Ma Rainey’s Black Bottom, plays the title character, a stripper who meets Stefani (Riley Keough) one night and is convinced to travel with her down to Florida where they can make a lot of money dancing all weekend. Things, however, do not go as planned, with Zola’s story escalating from one insane twist after another. Paige and Keough are outstanding, as are Nicholas Braun and Colman Domingo as their traveling companions. Jason Mitchell, so great in Straight Outta Compton and Mudbound, brings a wild, dangerous energy, something he shares with the film itself. It comes across as The Florida Project meets Hustlers, but with its own surreal, unexpected tone. I laughed out loud often, especially with Paige’s loopy reactions to her surroundings and the giddy, zippy energy on display. Zola chews you up, twerks on your face, and spits you out, exhausted yet anxious to see whatever this talented group of people will do next.
Zola is currently playing in select theaters and available on demand.
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Banned On The Run – Film Review: There Is No Evil ★★★★
It’s impossible to review There Is No Evil without giving away its central premise, so I will avoid as much description as possible. Iranian filmmaker Mohammad Rasoulof has crafted a four-part anthology of sorts around an agonizing moral issue important to people worldwide. At the end of the first part, a stunning cut to an unforgettable visual reveals everything and allows you to watch the rest with informed eyes. Rasoulof seamlessly excels at different genres, from family drama, to action escape, to romance, weaving a tale of such depth and sorrow for its talented cast of characters.
The making of it proves as interesting at the film itself. Banned by the regime from producing feature films for two years and prohibited from traveling outside of Iran, Rasoulof, like any crafty filmmaker, came up with an ingenious plan. He slipped under the radar by calling these four short films, mostly shot in small towns far outside the reach of Tehran, and then had the final product smuggled out of the country. A filmmaker with such talent not only at telling stories, but the with ability to will his vision into existence against all odds, deserves the world’s attention.
There Is No Evil is available on DVD, BluRay and VOD now.
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In Space No One Can Hear You Think – Film Review: F9: The Fast Saga ★★★
Considered review-proof, the Fast and the Furious franchise has ruled the box office for the past 20 years, so my calling its latest entry, F9: The Fast Saga, monumentally dumb will have zero influence on anyone’s decision to see it. We all know it’s big and stupid, as do the filmmakers. These films, deliver said stupid with such gusto, that you simply surrender and have a great time nonetheless. Nothing, however, prepared me, for this series to go all Moonraker, sending a car to a place no car has ever gone before. You’ll know it when you see it and probably say, “That’s ludicrous!” and also say, “That’s Ludacris!”
F9: The Fast Saga is currently playing on every screen on Earth and in select theaters throughout the universe.
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felassan · 4 years ago
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Mass Effect development insights and highlights from Bioware: Stories and Secrets from 25 Years of Game Development
This is the Mass Effect version of this post.
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[In case you can’t read it the subtitle in the bottom left logo above is “Guardians of the Citadel”]
Note: Drug use is mentioned.
Cut for length.
Mass Effect 1
ME began its life in a vision document in fall 2003
Codenamed “SFX”
Conceived of by Casey Hudson and a core team from KotOR. Its genesis was the intention to create an epic sci-fi RPG in an original setting that BioWare owned (so they could have full creative control), and in a setting that was conceived of first and foremost as a video game
Initially players could control any squadmate, but they wanted it to be about Shep and for players to be focused on Shep being a battlefield commander, rather than on switching bodies
By the start of 2004 its story was shaping up. Initially humans landed on Mars in 2250 and discovered evidence of an ancient alien race and a powerful substance, Black Sand, which rapidly advanced tech to the point that FTL travel was possible. (My note: obviously now the Prothean artifacts on Mars & associated mass effect force tech enabled this in the final canon, but I wonder if aspects of the ‘Black Sand’ naming-type & powerful substance stuff was rolled into red sand from final canon) Humans were suddenly capable of travel to multiple star systems and made contact with a multitude of other species. At the start of the first game, these species together with humans had a fragile peace, with focus placed on the political center of the galaxy, a hub known as Star City, later renamed the Citadel
Multiplayer was a vision for the series as far back as 2003. The plan was for ME1, an Xbox exclusive at launch, to take advantage of the platform’s online components. Early designs saw players meeting in one of the central hubs to interact and trade items in their otherwise SP adventures
By 2006 it had the name ME and the story was more specific, with the theme of conflict between organic and synthetic lifeforms. The story’s scope now stretched across 3 games and included scope for full co-op MP
They tried to do MP in every game, discussing it from the get-go, but it always just fell by the wayside. “When you’re trying to build something that is a new IP, on a new platform, with a new engine, you’ve got to really focus on the core elements of the game.” 
The conversation system prototype was made in Jade Empire, and some of ME’s earliest writing was done in an old JE build. At first there was no conversation wheel. Paragon was “Friendly” and Renegade “Hostile”. In the prototype Shep was a silent unnamed Spectre. Many conversations in the prototype about the player’s choice in smuggling a weapon through Noveria made it into the game
In said prototype a merchant referred to themselves as “this one”, though the word hanar never appeared. The PC in it also had the option to end a conversation with “I should go”. In the prototype also, Harkin was voiced by Mark Meer
An early version of the Mako got used as the krogan truck in ME2
Early concepts of the Citadel were drawn in pencil by CH. A piece of concept art of its final design was painted based on a photo of a sculpture near Aswan, Egypt
As with any new IP naming it was a struggle. They put out a call to all staff for ideas, did polls, made a name generator that combined words that they liked in random ways and made pretend logos of ones they liked in Photoshop to see if they could make themselves love the name or find visual potential in it. (Some of these names are in the pic at the top of this post.) CH liked “Unearthed” as it was a reference to Prothean ruins dug up on Mars and humanity’s ascendance going away from Earth. They knew the game would have a central space station featuring prominently so some of the ideas were based on that - “The Citadel”, “The Optigon”, “The Oculon”. “Element” was another one they had in mind due to the rare substance in the game 
CH: “I was a big fan of John Harris’ book Mass, which had epic-scaled sci-fi ideas, so that was a word that came up often. Many of the names came from the idea that the IP featured a fifth fundamental physical force (in addition to the known four of gravitational, electromagnetic, strong nuclear and weak nuclear) so the word ‘effect’ came up pretty often.” Ultimately none of the ideas really felt right. One Monday morning they were going over the names and Greg Zeschuk said he had an idea on the weekend: “Mass Effect!” CH: “I said, ‘I don’t hate it’, which in the naming process is a high compliment. And it stuck!”
CH on Shep’s Prothean vision from the beacon: “It was hard to imagine how we would do this. CG was - and is - really expensive. Instead I wanted to try doing it through photography and video editing. So I went to a local grocery store and bought a few packages of the weirdest looking meat that I could find. Then I set up a little photoshoot in my basement, complete with some electronics parts and some red wine for juicyness.” He used these props to create a video sequence where the photos were rapidly cycled and blurred, along with production paintings, to create the scary vision an organic/machine experiment on the Protheans. These mashups were also used as inspiration for concept artists and level designers who were working on these themes
Tali used to be called Talsi
On the licensing side they often joke that they’re licensing N7 not “Mass Effect” due to N7′s popularity
There was a confidential internal guide to the IP in 2007 to help devs along and summarize/synthesize the vision etc. Some excerpts from it are shown in the book and this is the first time the public have ever seen them
Early versions of Asari had hair
Asari were designed as a nod to classic TV sci-fi (with human actors wearing obvious makeup and prosthetics to play aliens)
The turian design guideline was “we want them to be birds of prey”. They also wanted a range of alien types, some close to human like Asari, while others were to be a lot further away, like turians
BioWare patented the conversation wheel, which was a first for them. CH had been frustrated with reviews of Jade Empire that said that the actioncentric game was too wordy [with its list dialogue]. “I’m like, story is words. [...] What is it about our games that is making people feel like they’re wordy?” Then he thought “In a game you kind of need to feel like you’re continuing to play it. Maybe you should continue feeling like you’re playing it actively into the dialogue.” “[The wheel] kind of gave a new experience with dialogue when you did start to react based on emotion, and that’s ultimately what we’re trying to bring out in our games”
The original krogan concept was based on a bat “with a really wide squidgy face. We just used its face on top of this weird body and it kinda worked”
Geth musculature was based on fiber-optic cables, with flexible plates of armor attached
The vision for the IP was 80s sci-fi inspired space opera
The concept art of Saren lifting Shep by the throat inspired a similar scene in-game. The staging wasn’t planned til designers saw that art
A squadmate with Shepard on the way to meet Ash in an old storyboard was called Carter. Early name of Kaidan or Jenkins?
Bono from U2 was kinda instrumental in bringing us ME lol
Finding the right cover art for ME1 was notably tricky
Matt Rhodes got his start drawing helmets for ME1, including one which would become Shep’s “second face”. He estimates he drew between 250-270 different ones
Some of the sounds in-game were people smashing watermelons with sledgehammers and sticking fists into various goos
The audio team had fun trying to slip the iconic main theme into unexpected places throughout the MET. “We were very aware of how powerful that track was for the fans and it was tempting to overuse it for any moment we wanted to make really emotional”.
The theme was creatively repurposed in ME3: slowed down and reworked as the ambient sound for the SR-2. “If you listen to it for a really long time, just stand in the Normandy and listen, you’ll actually hear the notes change slowly. It doesn’t sound like music, it sounds like a background ambiance, but it’s there.” (My note: Well no wonder the Normandy feels so much like home?? 😭 sneaky..)
Bug report: “Mako Tornado”. There wasn’t enough friction between the tires and the ground, causing testers to lose control of the vehicle and send it spinning into the air like a tornado. “As it turns, the front end comes up, and then it starts spinning and spinning and spinning and spinning faster and faster and faster until it just flies up in the sky” (My note: Sounds like a regular day in the Mako to me)
Cerberus originally had a bigger role in this game. It was cut but they had a whole explorable outpost. “I called it Misery,” says Mac Walters, “It was this planet with a little outpost that said ‘Welcome to Misery’”. Everything on the outpost was shit - dirty worn stuff, no windows, no kitchen, the vehicle bay was open to the elements etc
The Reaper sound is literal garbage. Some audio designers went on a recording trip to a national park. One of them got fixated on a garbage can, “a metal bear-proof receptacle with a heavy lid that creaked horribly when opened”. “It was like, ominous, spooky, tonal and almost musical. I decided to throw a mic into the garbage and record it moving. I didn’t know what it was going to be until later”
They were making lots of noises to record like throwing logs and rocks around. An old couple peered at them through the window of their camper van in the woods and must have called the cops because then the cops showed up, pulled them over and told them to stop. The cops towed their car (the driver’s plates were Cali plates and expired), drove them to Edmonton outskirts and then the audio producer Shauna got a call and had to go pick them up “like three little boys”. “We got a stern talking to”. Once back they were playing around with the garbage sound, editing it etc. Casey heard it and proclaimed “That’s the sound of the Reapers”
Preston Watamaniuk: “There are things I could have done to Mass 1 to make it an infinitely better game with better UIs” and some simple cuts and changes. “But when you’re living with it, it’s very hard to see those things”
BioWare Labs
As social media and smartphone games exploded, BioWare dedicated a small team dedicated to exploring opportunities here - BioWare Labs
Mass Effect: Galaxy used a unique graphic art style and static visual presentation common in visual novels. It has the distinction of being the only iOS game BW have made during their first 25 years
Scrapped ideas were a 3rd person space shooter called Mass Effect: Corsair and 2 DA titles - a strategy game and a top-down dungeon crawler starring young Wynne. (My note: Maybe the corsairs stuff was rolled into Jacob’s backstory in 2, the Alliance Corsairs)
Corsair was a very short-lived project that never got its feet under it. It was a spin-off on Nintendo DS featuring a behind-the-ship perspective and branching dialogue. At one point it had MP. The idea behind it was basically “ME: Freelancer” - fly your ship around, do missions, get credits. It had a limited branching story but was a gameplay-centered experience intended to fill the gap between ME1 and 2. That gap ended up being filled by Galaxy
Galaxy and Corsair’s smaller screen allowed concept artists to use bold colors and a simplistic character design style to help those games stand out from Shep’s story
Nick Thornborrow did some art for Corsair but was worried his art style didn’t fit ME. He moved to DA where he feels his art style fits better
Lots of BioWare VAs and even a lead writer and the VO director are drawn from Edmonton’s local community theater scene, which is vibrant. Think this is how Mark Meer got involved
Mass Effect 2
Player choices carrying over was a first for BW
Dirty Dozen-inspired plot
Its plot is a web of conditionals (see Suicide Mission)
Was more of a shooter than anything BW had made since Shattered Steel
There was 2 camps on the team, those who wanted to push combat and systems forward and redefine the ME experience and those who wanted to make a true sequel, with the same gameplay and systems but a new story. Karin Weekes: “I think it ended up being a good push-pull. It felt like a pretty healthy creative conflict”
“ME2 was a game you could hold up to someone who argues that games aren’t a serious medium and go ‘Oh yeah, then why is Martin Sheen in this?’” Sheen was their first pick for TIM
The idea for TIM came from a mash-up of concepts CH had collected over the years. The name “Illusive” originally came from his pitch for naming DAO’s Eclipse engine, a word inspired by Obi-Wan’s line “It’s not about the mission, Master. It’s something... elsewhere. Elusive”. “I thought, what if we called our next engine 'Elusive', but used an ‘I’, and then it’s like ‘Illusion’. [...] I still really like the word with an ‘I’ and what it conjures”
When ME1 DLC was in production, CH had been watching a lot of CNN, specifically Anderson Cooper. “How is one guy travelling to all these places and never looking tired and always being able to speak with clarity?” CH says it seemed almost superhuman. “What if there was someone who is the absolute maximum of the things you would aspire to be, but also the worst of humanity?” Cooper, though not evil, became an inspiration for TIM down to the gray hair and piercing blue eyes
Inspiration for TIM’s behind-the-scenes role pulling political strings came from Jack Bauer’s brother Graem in 24. Graem “can call up the president and tell him what to do and hang up, because he’s so connected and so influential”. Sheen had played a president and his performance brought gravitas and wisdom to the role. He had quit smoking, but the character smokes. He didn’t want to fake it, but he also didn’t want to smoke, “so he actually asked for a cigarette” to hold so he could stop his words to take drags with natural cadence
Writing was still pushing to write and revise lines hours before VO started. A series of problems like injury and some writers leaving for other opportunities left it so that Karin, Lukas Kristjanson and editor Cookie Everman hand to land the story safely, with PW helping where they could. Lukas: “We took over the writing bug and task list, and I can’t stress enough how much [Karin and Cookie] did to get ME2 out the door. There’s no part of that thing we didn’t touch”. Karin: “That was the most dramatic 2 weeks of my life”
Initial fan reaction when they started promo-ing ME2 was very negative because people didn’t want to know about new chars like Jack and Mordin. “[fans were like] ‘Get them out of here. We want our characters from the first game’. But then when they played them, those became some of the most popular chars [of the series]”
Concept art of Thane has an idea annotation saying “Face can shapeshift?”
At one point when designing Thane concept artists sent multiple variations of him to the team asking them to vote on which was the most attractive
Most of the Normandy crew was written by lead level designer Dusty Everman. Lukas gave him advice in the evenings between bugs
BioWare Montreal made ME2 and 3 cinematics
CC for Shep was based on tools used by char designers to create in-game chars. Under the hood similar tools existed to create aliens
Aliens were much easier to animate than humans. When something is human it’s very difficult to make it look realistic and you can see all the mistakes and everything
Over the holiday period in 2007 CH worked out a diagram on a single piece of paper that would define the entire scope and structure of the game. The diagram is included in the book
Bug report: “I shot a krogan so hard that his textures fell off”. At one point shotgun blast damage was applied to each of the pellets fired, and shot enemies ended up with just the default checkerboard Unreal texture on them after their textures got blown off
Blasto was meant to be 1 step above an Easter egg but his fan popularity prompted them to bring him back in ME3
They rewrote chunks of Jack 2 days before she went to VO. She was the only one they could change because all the other NPCs were recorded. They redesigned her mission by juggling locked NPC lines and changing Shep’s reactions by rewriting text paraphrases to change the context of the already-recorded VO
Lukas snuck obscure nods ito ME2′s distress calls. In the general distress call for the Hugo Gernsback, there’s BW’s initial’s and Edmonton’s phone number backwards. In a fault in a beacon protocol there’s the initials and backward phone number from Tommy Tutone’s “Jenny”. In 2 other general distress calls there’s initials and numbers from Glenn Miller Orchestra’s “Pennsylvania 6-5000″ and initials and numbers from Geddy Lee and Rush’s “2112″ respectively 
Mass Effect 3
“The end of an era marks the beginning of another”
ME3 “marked the end of Shep’s story”
Saying bye to Shep was as difficult for devs as it was for players
JHale’s final VO session included Anderson’s death and romanced Garrus’ goodbye. “We were in the session and we both just started crying”, Caroline says. “I couldn’t come on the line to give her notes because I was crying, and she was crying. And so there was just this minute-long pause of like, nothing, nothing, nothing - just silence through the airwaves. And then I came on and just told her that I was crying and she said ‘I’m crying!’” They talked about these anecdotes also here on the N7 Day reunion panel
The Microsoft Kinect voice support required devs to teach Kinect hundreds of commands in a variety of accents across multiple languages. The result was useful but made for some awkward moments. Numerous players accidentally said “geth” or “quarian” while making a particular decision and accidentally killed Tali
MP chars were voiced by cops and military people
The helmet on one of the MP chars was originally designed for cancelled project Revolver
The payload device at the end needed to attach to the Citadel while essentially serving as a giant trigger. “It ended up becoming quite the engineering feet just to visualize how this thing would move and connect to the Citadel”
Concept artists explored creating an anti-team, where Kai Leng was almost an anti-Shepard essentially, with an elite squad to counteract your team. This idea never went beyond concept phase
ME3 Special Edition was released on Nintendo Wii U exclusively. This exclusive version of the game includes Genesis 2 (a sequel to the original Genesis comic) and unique gameplay features that took advantage of the touchscreen GamePad. For years Sonic Chronicles: Dark Brotherhood had had the honor of being BW’s only game made for a Nintendo console
FemShep regrettably didn’t feature in major ME marketing til ME3. Later releases like DAI, MEA and Anthem have taken increasing care not to gender their protagonists in cover art
To capture combat sounds they took a trip to CFB Wainwright, a military base southeast of Edmonton. They got a big tour of it and were allowed to record anything they could find. The tour ended with them getting to drive and shoot tanks (real shells). The force of doing that sent waves through Joel Green, he felt his whole chest compress when it went off; the perfect sound for the Black Widow! After the trip the soldiers let him keep the shell he fired and it’s been passed on like a torch to various devs since
Kakliosaurs began life as a joke in the writers’ room after John Dombrow placed a Grunt figure on a t-rex toy he had on his desk. Lore was brainstormed to justify the mash-up before someone asked, “Why don’t we put this in the game?” They loved it so much Karin had custom coffee mugs made
Bug report: For a while Tali’s final romance scene would fire when she was supposed to be dead
“Balancing combat: how designers in ME3 entered an ‘arms race’” - the solution to players feeling OP vs players feeling frustrated by really strong enemies is to find a good middle ground, but for designers Corey Gaspur and Brenon Holmes, it was war. Brenon designed enemies, Corey designed guns. Corey “was obsessed with bigger, heavier guns. We had this sort of informal competition where he’d make this crazy overturned gun that would just murder all the enemies, and then I tuned some stuff up to compensate”
Brenon had to invent new ways to “stop Corey” and this led to the Phantoms. Corey had in turn designed consumable rockets that could wipe out entire waves of enemies. He must’ve figured this would make short work of Brenon’s space ninjas, but Brenon had other plans: “I had just added the ability for her to cut rockets [when Corey was playing MP and he was watching]. She cut the rocket in half... Corey just turns and looks at me and is like: ‘Really dude? I just shot a rocket at this Phantom and she’s fine? Not even damaged? Zero damage?’” 
This friendly rivalry helped elevate ME3′s gameplay. Corey had a knack for making a gun feel so good to fire it had his fellow designers scrambling to keep up. It was his version of balancing. Before Corey sadly passed away he mentored Boldwin Li in all things weapon design and the arms race continued
Corey designed the Arc Pistol. It was causing problems for enemies because it was too powerful. It seemed hell bent on staying that way, Boldwin would tune down all its stats and it was still doing 3x the damage it should have been doing. “I was like ‘What the hell?’, and then I looked closer. It secretly fired 3 bullets for every pull of the trigger! Corey, you sneaky jerk”
The day it launched there were midnight launch parties across North America including one near the BW building. Numerous devs sat at long tables greeting fans and signing autographs as the fans picked up preorders. When midnight struck the line was long enough that it took several hours for some fans to get their game. One particular fan is remembered: “It was 3am. Some guy drove up from Calgary with his friends. He was like one of the last people in line. I think he was sort of tired-drunk. He threw himself across the tables, pulled up his shirt and shouted ‘Guys, sign my abs!’ And like I did, because he waited so long. It felt impolite not to. So I hope he enjoyed his copy of ME3″
For designing Protheans concept artists had free reign to design something that read as ancient
Before the concept art team had the story of the game to work toward, they explored wild ideas of their own including an image of the crew stealing back the Normandy to go after the Reapers
Jen Cheverie was testing scenes and was initially excited to be testing Mordin scenes, til she saw she was testing the Renegade version of his death. “This is even before like all of the audio and everything was in, so you didn’t even have the sad music. I remember sitting at my desk and my hands just went to my face when I saw that the gun Shep pulls on Mordin is the gun he gives Shep in ME2. I burst into tears and was crying for the rest of the day. People are waving to me as they walk by and I’m like, ‘It’s ok, I’m just killing my best friend’” 
There’s a segment called “Shepard’s story ends”. Casey on the ending: “There’s a whole bunch of things that come together to make it incredibly tense and emotional for players. I think the biggest one was the sense of finality, that whatever it was that happened in that very last moment... was it.” 
Wrapping up the story was a massive feat. In a way all of ME3 is an ending. Its final moments were the players’ last with a char they’d been with all the way from Eden Prime
“And while the critical reception of the game was extremely positive, many fans were unsatisfied with the ending, which became one of the most controversial in the history of games.” CH: “We were, on one hand, at the end of a marathon trying to finish the game and the series. But as devs we also knew that there would be more. We knew that we would continue to tell the story. In retrospect, we didn’t fully appreciate the tremendous sense of finality that it would have for people”. He envisioned an ending that posed new questions, something in the tradition of high sci-fi that left players dreaming about what that particular galaxy’s future could hold. “Frankly, there’s a lot more that we could have and should have done to honor the work players put in, to give them a stronger sense of reward and closure”
AAA games are massive undertakings with a million moving parts. Somehow they come together but even the best-planned projects don’t turn out quite like devs hope. From start to end video game production is a series of compromises. It’s rare if not impossible for devs to ship a game they’re entirely happy with. “I think that people imagine that when you finish a game, it’s exactly the way you wanted it to be. But whether people end up loving or hating the final result, we work hard to finish it the best we can, knowing that there’s a lot we would have wanted to do better. I think that’s true of any creative work”
As the dust settled after the initial reaction to the ending and later its epilogue, meant to show the wide-reaching ripple effects of Shep’s final choice, “players emerged mostly asking for one thing”. CH: “Now, most of what we hear, after both ME3 and MEA, is ‘Hey, just go make more Mass Effect’. And that to me is the most important thing. Knowing that players want to return to the ME universe is what inspires us to press on and imagine what comes next”
Mass Effect: Andromeda
By creating a new ME in a new galaxy the team was challenged to put their own visual stamp on the game while keeping it true to the franchise
Being the first ME game on a new gen of consoles meant for more detail
“Massive transport ships called arks populated with salarians, turians, humans, asari and quarians” made the risky jump to the Cluster
MEA was the first time BW had truly codeveloped across 3 studios: Edmonton, Montreal and Austin. The bulk of the work especially early on was done in Montreal, which was composed of a handful of Edmonton expats and heaps of experienced devs who joined from elsewhere specifically to bring a new ME experience to life. Series vets in Edmonton then came on to contribute writing, cinematics, design and QA, along with leadership from creative director Mac Walters and the core Production team. Austin writers and level designers also joined the fray
“It took a new team to take ME beyond the Milky Way”
Mac: “A lot of people in Montreal joined BW as fans of the franchise, so they just had this passion, and it felt like it was more like the days of Jade Empire, where a smaller younger team gets to do something for the first time. Even though it wasn’t necessarily a new IP for me, it felt fresh and new because of that. The team was just super excited to be working on it”
Early plans had the player exploring hundreds of worlds, procedurally generated, allowing for a nearly infinite variety of experiences. But as development wore on, it became clear that the game narrative required more specific, hand-touched level design on each world to keep the story focused and the experience engaging. “The plan was to give players numerous uncharted worlds to explore. Designers worked hard to come up with procedural elements that would make such planets special. Eventually the team made the difficult decision to abandon procedural planets in favor of more memorable hand-touched alien worlds, each with a specific story to tell”
One challenge was defining what ME meant without Shep. Care was given to include many of the MET’s key species. “Ryder recruited turian, asari, krogan and salarian followers”. Like Shep Ryder represents humanity’s hope for a peaceful coexistence among aliens who had long operated without human contact
Beginning with MEA the team decided that with few exceptions vehicles in ME have 6 wheels. Early Nomad concepts were bulkier. Later ones focused on its ability to move over its ability to protect itself from hostile fire, underlining the themes of exploration
German concept designer and auto-motive futurist Daniel Simon was contracted to create the Nomad and Tempest. The Tempest’s final design took inspo from the Concorde 
Concepts for angaran fighter ships have the following notes: “Two doors swing open, wings rotate down to function as landing struts, the landing struts split open. It has a spinning turbine engine 
Despite being set a galaxy away and some 600 years after Mordin’s death, there was a time when he had a cameo. It wasn’t cut due to running out of time however, it was cut due to drug references. John Dombrow explains: “One day I had to write a small quest for Kadara. I thought it’d be amusing if these 2 guys living way out on the fringes in a shack were growing plants for uh, medicinal purposes, and needed Ryder’s help with it. It occurred to me, wouldn’t it be amusing if Ryder had the option of actually trying ‘the medicine’ to see what would happen? And I thought, what if it turned into some hallucination that somehow involved SAM - like maybe SAM would sing? But why? How could I motivate that? Then it hit me. Who else in the ME game sings unexpectedly? MORDIN. As a nod to him I wrote SAM singing Modern Major-General. It got even better when our cine designer John Ebenger wanted to take it even further. Bless him, he came in on a Saturday to do a special hallucination showing Mordin himself. It was great. Til the fateful day we were told MEA had already been submitted to the ratings board. That’s when you declare things like drug references in your game. Mordin fell under that category which meant it was a no-go. We were too late”
Ryder’s white AI armor contrasts Shep’s iconic dark armor (intentional design)
Concept art for Ryder involved experiments with cloth (cloaks, ponchos, capes - “Pull here to release cloak”) and asymmetrical design elements
For alien design, there’s a few exceptions but humanoid figures are the ME standard and this persisted into MEA
Kett and angara concepts explored striking lines and textures 
– From Bioware: Stories and Secrets from 25 Years of Game Development
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nclkafilms · 4 years ago
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The brutality of revolution
(Review of ‘Judas and the Black Messiah’)
The story of chairman of the Illinois chapter of the Black Panther Party, Fred Hampton, has featured in more than one major film production this last year. Firstly, he played a quite forgettable part in Aaron Sorkin’s ‘The Trial of the Chicago 7’, in which he - through Sorkin’s artistic freedom - came to play a part in Bobby Seale’s trial. However, this was neither the part nor the portrayal to put Hampton on anyone’s lips. Just as Sorkin’s film portrays Seale’s involvement in the bigger trial as ‘racial bate’ for the jury, you can almost describe Hampton’s presence in the film as the same thing just for the audience. But enough about Sorkin’s misuse of Hampton and his fate, because there is a new film in town, ‘Judas and the Black Messiah’, in which we get to see a fully fleshed, way more complex and significantly more compelling portrayal of Fred Hampton and the Black Panther Party in general.
The film explores the three years leading up to Fred Hampton’s assassination in 1969, but not in the typical biopic fashion. Hampton is not our main lead here; instead we follow Bill O’Neal, a former car thief turned FBI informant as he infiltrates the Black Panther Party in order to get closer to Hampton and the party top. The film is a brutal depiction of the full on war between the Chicago Police and the state’s many minority groups with the main focus obviously being the Black Panther Party. It highlights many aspects of this war and never becomes too one-sided; we get too see both the peaceful sides of the BPP (setting up its own food banks, healthcare offers and child care programmes) and the ruthlessness of their actions and revolutionary ideas. The violent confrontations with the police are depicted with sheer brutality that sadly makes you realise how little has changed here fifty years later with cases such as Breonna Taylor, George Floyd and Jacob Blake just within the last year. It does, however, never feel calculated or exploitative in relation to recent events; mainly because director Shaka King refuses to soften the nature of the Black Panthers’ work. They were revolutionaries, they did call for violent action to be taken and it is brave for King to not fall into the typical biopic trap of softening your main focus’ own actions, which often ends up feeling a bit of a betrayal of the real people it portrays. 
The two titular characters of O’Neal (Judas) and Hampton (the Black Messiah) are complex, nuanced and believable characters here. As O’Neal, LaKeith Stanfield, is the film’s main character. Stanfield knocks it out of the park as a conflicted man who in reality is nothing but a weapon in the war between the police and BPP. It is extremely interesting to follow the constant battle within “Wild Bill” as he becomes closer and closer with the top of the BPP, while the FBI simultaneously asks bigger and bigger things from him. Stanfield shows incredible range with his portrayal of O’Neal, who never becomes a one-dimensional character. You feel the growing paranoia, fear and self-doubt as he is pushed further and further towards the fatal conclusion, while he more and more desperate struggles to find some kind of righteous path to hold on to. The idea of recreating the only ever broadcast interview with a then 40-year old O’Neal at first seemed gimmicky, but in the end it actually adds another layer to the Judas-like character as it slowly unveils the longlasting, ongoing effects of his own choices on his life.
Had it not been for Daniel Kaluuya’s Fred Hampton, I reckon that we had seen a lot more awards buzz for Stanfield's intense performance. But, Kaluuya is here and he gives a towering performance as Fred Hampton, with which he steals every single scene he is in. He is simply impossible to take your eyes off, and that is particularly due to King’s unapologetically honest depiction of Hampton and Kaluuya’s complete dedication to the role. We get to see a fully three-dimensional version of a man who is as intense when holding a microphone in front of a roaring crowd as he is tender when being all alone with young Deborah as she praises his speeches. Kaluuya brings a physical presence to the role, which - along with his rhetorical work with voice control and intonation - shows us exactly why so many people met Hampton with respect, awe and inspiration. He is revolutionary with heart and soul, but in the more intimate scenes with Deborah or in O’Neal’s car we get to see Hampton for what he also was. A young man still trying to learn the way of life and simply just enjoying his youth. With all this in mind and given to Kaluuya, the film’s Black Messiah becomes one of the most compelling and awe-inspiring supporting roles in recent years. (The only minor complaint about the two is that they, physically, simply do not look like young “boys” who are just out of their teens. Their acting, however, makes us forget about that.)
In much smaller, but also impressive, supporting roles, Dominique Fishback as Deborah and Jesse Plemons as FBI Agent Mitchell adds further nuances to our two main characters, while having interesting character developments themselves. Fishback’s Deborah adds some tenderness to Hampton and helps nuance his character through their growing relationship. She is, however, not only there to add a romantic (read: emotional) aspect to the story; she herself is very much part of the revolution and the party’s work. Fishback balances her character’s tender and resolute sides in a poignant way - especially as her circumstances change in the middle of the story. In the other camp of the war, Plemons’ FBI agent is equally nuanced. While he will stop at nothing to put pressure on O’Neal to deliver results he also starts to question the bureau’s mission as the ruthless nature of their missions is slowly unravelled. Plemons is icy cold in his scenes with O’Neal, but he also shows the cracks in his hard shell as reality shows itself. This makes him way more chilling than J. Edgar Hoover, who in Martin Sheen’s presence feels like the only slightly one-dimensional character who borders on being a caricature under his heavy (and bad) make-up.
I have praised the courage of director Shaka King and the actors for not giving in to the biopic “classics”, but that praise of course also belongs to the script by King and Will Berson. The film and its dialogues are extremely well-written and the overall storyline is as tight as it should be for it to stay focused and be as nerve-racking as it is. It is partly down to the script that the film feels so real and it flows so naturally, but it is also thanks to some brilliant cinematography from Sean Bobbitt, who will - hopefully - finally be recognised by the Academy with a nomination, which he easily could have deserved previously for ’12 Years a Slave' or ‘The Place Beyond the Pines’. In ‘Judas’ Bobbitt shows an observant eye and especially the way he frames Hampton’s speeches and the confrontations between the people and the police is of the highest order. Hampton’s speeches are impossible to look away from or to not be drawn into; the reason - apart from Kaluuya’s magnetic performance - being Bobbitt’s intimate framings. In the police confrontations he never “blockbusterfies” the action making it way more potent and shocking to witness. Both the script and the cinematography are complimented by a fascinating soundtrack by Mark Isham and first time composer, Craig Harris, who adds some interesting, jazzy tunes to Isham’s intense pieces.
Shaka King delivers the punches that Hampton promised to deliver to the fight for equality, but he never glorifies him by hiding his more controversial aspects. He makes the story of Hampton and his slow betrayal at the hands of an FBI-threatened informant struggling to find the right path in a situation where none exists, into a fascinating, thought-provoking and necessarily brutal tale of revolution, police brutality and the (still) on-going battle for a more just and equal America. At its centre stands Stanfield, Kaluuya and Fishback, who all gives career-best performances. Thus, you simply cannot take your eyes off the three of them or this film. And you shouldn’t do that either. 
4,5/5
(Photo: Warner Bros.)
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gascon-en-exil · 4 years ago
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This past weekend I picked up another Steam dating sim, Full Service. I don’t think I could do a complete write-up like I’ve done for some others, but it’s worth mentioning some highlights and lowlights.
The Good
A lot of content for an indie erotica game, with seven primary love interests, over 200 CGs, and over twenty endings running the gamut from tenderly romantic to wildly kinky to dubcon/noncon scenarios. There’s more actual gameplay here than any of the dating sims I’ve previously talked about, with some light scheduling and resource management and a gifting/heart level system comparable to Fire Emblem support ranks or even more so heart levels in those old Harvest Moon games (are those still a thing?). The second playthrough adds more story content to better explore certain character motivations, and there are even after stories - epilogues, essentially - unlocked after perfect endings that catch up with the characters some time later and feature brief animated sex scenes. In the tradition of most gay dating sim protagonists that I’ve come across, Tomoki is fully vers, and his love interests are evenly divided by favored position: three tops, three bottoms, and one fellow vers with a little additional flexibility for certain scenes/combinations. Speaking from extensive personal experience I consider this much more reflective of how the gay/bi male population as a whole approaches anal than something like To Trust an Incubus contorting itself to ensure that every single guy is vers.
The premise is that all the love interests work at a spa/massage parlor that specializes in happy endings. All of them could be considered sex workers, and some of them have alternative sources of income in a similar vein, ex. modeling. This is not the easiest subject matter to write well without being either overly glorifying or overly preachy, and I was pleasantly surprised to discover that for the most part Full Service walks the fine line between the two. It doesn’t shy away from the potential dangers and hardships of sex work (especially in some of the bad endings) or from the issues it can create with forming romantic connections, but it also remains generally sex positive and never condemns its characters for what they choose to do with their lives or suggest that they’d all be happier doing something else. The most judgmental the game ever gets seems to be a projection of Tomoki’s own prudishness...which comes off as deliberately hypocritical considering all the raunchy things he can get up to over the course of the game.
Speaking of sex positivity, it’s actually impossible to go through a full playthrough and only have sex with one person, and the fact that around half of the love interests’ development occurs outside plot events means that it’s quite likely that Tomoki will sleep his way through half or more of the spa’s masseurs before all is said and done. Furthermore, despite what I said in my Chess of Blades review about a poly relationship being beyond the scope of a typical dating sim this one pulls it off with one pair of love interests that Tomoki can potentially end up with at the same time.
While she’s not a love interest, there’s a trans woman in the supporting cast. Her full story isn’t revealed until your second playthrough owing to her major role in the plot, but I appreciated the depiction of someone who discovered her gender identity/presentation through her sexual relationships with men. Thara may not be the sort of trans character who would appeal to typical fans of either yaoi or bara, but having explored feminization kink in the context of sex work myself I thought she was a nice addition.
The Bad
So...voice acting. Most of the game goes for vocal work in the style of Fire Emblem Awakening and Fates, short clips that only somewhat match up with the text on screen and are meant to be more suggestive of what the character is saying. Those are fine enough if not always exactly on point, but then there are the perfect endings which are fully voiced. There’s a fair bit of variance in this game’s vocal talent and even audio recording equipment in one or two cases - sadly one of my favorite love interests has a noticeably lower recording quality to his audio, and it’s no more evident than in his perfect ending where suddenly he’s voicing full lines of dialogue - and then there’s the recurring problem these games have with fully voiced sex scenes and how generally silly those come off. I really have to ask: does anyone genuinely feel that full or even partial voice acting adds anything to the eroticism of such scenes? Props to the voice actors for doing their best with the material, but the sounds of sex are just not easy to vocalize unless you’re actually doing it - at least not without sounding ridiculous.
Harping on lack of realism in gay sex scenes has become rather passé, and I can overlook things like everyone being muscled and well-endowed, no one wearing a condom, or there rarely being any mention of artificial lube. However, there is one glaring issue that over and over shattered my suspension of disbelief, because it comes up in like 80% of the game’s sex scenes: these men have no refractory periods, at all. Almost every scene has all characters involved cumming twice, with only one or two lines of text between CGs as a break. Even worse than the inherent absurdity of a man cumming and then being hard again five seconds later is that it leads to the scenes coming off as quite predictable. With only a handful of exceptions sex scenes in Full Service consist of two NSFW CGs: a foreplay CG - oral, rimming, or some light kink like bondage or nipple or armpit play - and then an anal CG. There’s a lot of variety in positions and (tame) kink elements on display, but it’s undercut when almost every encounter follows this exact script.
On some subjects Full Service flirts with a particular kind of kink but can’t find it in itself to commit. Tomoki’s romance with his boss Rald is almost an instance of this, although they do end up having one of those (allegedly) scandalous workplace romances with its kink potential left intact. Less fortunate however are the twins Oki and Okan, who Tomoki can romance either individually or together in the aforementioned poly ending. The twincest is indeed hot, but it’s explained in supplementary material (if not necessarily the game itself) that two really aren’t twins or even related which annoys me as the same sort of cop-out as Coming Out on Top’s teacher/student romance. Here it’s a bit more forgivable as the reason Oki and Okan are more or less RPing as twins is tied into the plot.
The...Eh
Full Service’s setting is difficult to pin down. It’s clearly somewhat inspired by Japan and takes place somewhere in the real world as various other ethnicities get referenced throughout, but it’s all rather vague. I honestly can’t even tell if the developer is Japanese or Western, as there’s signs pointing to either.
There’s an annoying mascot character who runs a gacha for gift items - in-game currency only, thankfully - but the script knows how silly he and uses him sparingly in the plot and heart events.
One of the love interests is (so I’ve read) the protagonist of a completely different indie game, recognizable because he looks like a JRPG protagonist and has plot-convenient amnesia. He’s not a bad character by any means, just a big bundle of genre clichés.
With both Chess of Blades and Coming Out on Top I pointed out that best friend romances were a tricky business and tend to end up lighter on conflict. Full Service really yanks the rug out on that one, but it’s impossible to say any more without heavy spoilers. Suffice it to say Tomoki does have a best friend romance, but it’s hidden and hard to obtain and figures into the main plot in a thoroughly unexpected way.
What I said pertaining to second playthrough reveals also brings up another serious issue the game attempts to tackle, this one with more mixed results. It’s sex trafficking, which indeed ties into the larger sex work premise but in my opinion doesn’t land nearly as well as the rest in large part due to it being treated as a mystery and the centerpiece of many a lategame reveal. There are worse ideas for a source of conflict independent of who Tomoki ends up dating, but I’m still not sure about the overall execution.
So in summary? It’s not entirely my genre and there’s a lack of polish in parts, but a lot of gameplay for a dating sim and so, so much porn. Kind of middle of the pack for me.
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hardnoctlife · 5 years ago
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My Thoughts on FFVIIR
It’s been a few days since I finished FFVIIR, and I wanted to put my thoughts on the game into words, but I gotta get a few housekeeping things out of the way.
1.       These are all MY opinions. I understand and respect that others may have different opinions from me, however, that does not make this an open invitation for argument in the comments, bashing, etc. I have no problem blocking anyone who wants to be an asshole. Just be nice, please.
2.       I grew up playing FFVII and all of its spin-offs. FFVII was my first RPG, and ultimately what got me into playing video games. Nostalgia is a -huge- part of why I enjoyed FFVIIR so much, and therefore I am openly biased towards the game. I’m interested to hear the thoughts of people not familiar with the original, because they’re seeing the story with a fresh set of eyes.
3.       With that being said, I’ve already noticed drama surrounding FFVIIR fans who -have- played the original vs. those who haven’t, or those who haven’t played Crisis Core, etc. I am firmly of the belief that this is a great game for new and old fans and won’t tolerate any condescending attitudes in either direction. Video games are supposed to be fun, so let’s just all agree to enjoy the thing TOGETHER, shall we?
Alright, now that those things are out of the way, onto my thoughts. **MAJOR SPOILERS AHEAD**
I’m going to be breaking this up into sections, because there is just too much to dissect! Let’s start with the characters.
“The Good Guys”
Cloud: Still my favorite character of all time, even more so after playing the remake. And of course, he is gorgeous. I could stare into his eyes all day. I know there has been a lot of controversy over getting new voice actors for the remake, but I feel like his VA did a great job. They nailed his personality of “broody asshole with a heart of gold”, and I think the remake had reasonable and believable character development when it came to Cloud’s interactions with the other party members. His dynamic with Tifa, Aerith, and Barrett was also spot on. I think it was a good move on Squeenix’s part to keep him pretty much the same, because he’s such an iconic character for the entire Final Fantasy series, so no complaints on my part!
Jessie: Okay, so, I hated Jessie at first. She was too flirty and all over Cloud for my liking, and I felt this strange disconnect between the “I used to be an actress but now I’m fighting for the planet” part of her backstory. Yes, she was still spunky in the original, but they didn’t draw it out nearly as much (I assume because she was killed off early). I -do- appreciate that the developer’s felt the need to give her more depth and show more interactions between her and Cloud and everyone else, but I also thought it detracted from Cloud’s relationships with Tifa and Aerith to an extent, especially the whole scene where she was asking him to come back to her place with him (yikes). And, true to Squeenix form, they killed off her character, even while letting Biggs and Wedge live (they both died in the original). So, in that sense, I didn’t really care that much for her, although her final scene with Cloud was very moving and redeemed her in some ways for me. So, yay for more screen time, but c’mon Squeenix, why do you gotta use your female characters this way?!
Biggs & Wedge: I loved the updates to their character models, and like with Jessie, I appreciate they tried to give them more depth and dialogue to make their involvement more significant. It did throw me for a loop when they both ended up living instead of dying when the Sector 7 plate fell. I was delighted to discover they survived (until I found out Jessie died and they didn’t). At times, I felt like their exalted importance detracted from other characters, especially at the end in Shinra HQ where Wedge shows up to warn everyone and Avalanche comes in to try and rescue Cloud & the gang, only to imply that he dies -there- instead. To me, it felt like an unnecessary moment to add in, but hey, there are only so many characters in the remake that people get to see, so why not give the Avalanche crew a more important role? I’m interested to see if this means that they’ll be returning in the next installments as they may be ‘fated’ to survive.
Barrett: What a glow up! Barrett looked good, he sounded good, his character was solid and true to the original. I have to say my favorite thing to see was how the banter and dialogue shifted between him and Cloud as you progressed through the remake. They went from basically hating on each other to complimenting each other and being buddy-buddy, and it was truly heartwarming. I even enjoyed using Barrett in battle (more on the fighting system later), which was refreshing. It was a good move on Squeenix’s part to show his softer side by including more scenes with Marlene, and he’s an excellent foil to Cloud’s character, which I feel was consistent for both games.
Tifa: My lady, the love of my life, my HERO. Tifa was -amazing- for me. Also, her VA was probably my favorite of the bunch. The updates to her outfit were much needed, yet she still retained her sexy allure, even if it was a little awkward to hear all the male NPC’s talking about how hot she was all the time. Other than Cloud, she was my favorite party member to use in battle—what a total badass!—and the scenes with her and Cloud made me squeal with delight. I was grateful for the extra attention put into their relationship, and how it was made clear that she was just as important and strong as the male characters.
Aerith: First, the positives. They expanded Aerith’s fighting range, which was appreciated, because in the original I only used her as healer. Her personality shone through a bit more, as she was even ore outgoing than I remembered her being (and even cursed a few times!), and I loved all of her interactions with Tifa and Cloud (my favorite trio/love triangle). Her backstory was pretty well communicated regarding the Ancients and her relationship with Shinra. On the flip side of things, I found her party banter annoying as hell and her voice grating at times (it reminded me of a high school girl), and I’m not sure how I feel about her interactions with the Whispers and what that implies for future installments. There was some hinting at the end of the remake that Aerith may not die like she did in the original (at least that was my interpretation), and I’m not sure whether I like that possibility or not, mainly because Aerith’s death is one of the most memorable scenes of FFVII, and that would change the entire plot. For better or for worse, who’s to say?
Red XIII: I loved all of the scenes with Red! His voice fit him really well, and they showed a lot of character development with him and the group in a short amount of time. I was sad you couldn’t control him in your party, but I’m hoping that will change in the next installment. I’m excited to see his backstory in Cosmo Canyon when we finally get to that point in the remake.
Chadley: This kid was annoying and weird, and I wasn’t sure exactly what his deal was, but he was definitely shady AF. Not sure why he was entirely necessary if he was simply a way to upgrade your materia, but hey, I’ll take that assess materia from ya buddy if it means new stuff for me to use. 
Johnny: Johnny grew on me. Was he also annoying and weird too? Yes. But he reminded me of a Prompto-Gladio lovechild and turned out to be a sweetheart, so I say he can stay, Squeenix.
“The Bad Guys”
Shinra executives: Not much to say here for me other than great job in bringing this diabolic group to life. Yep, still hate every one of ‘em. They stayed pretty much true to their original selves, and all of them matched what I remembered of them, right down to the dialogue. I thought it was an interesting choice to see Sephiroth kill President Shinra (in the original you just find him dead at his desk, impaled on Sephiroth’s sword), but I’m not complaining. That guy was a grade A asshole.
The Turks: Love, love, love how they portrayed each of these guys, and showed how they are also unwilling participants in all of Shinra’s shit. They definitely made them more likeable from the get-go and I felt a lot of callbacks to Advent Children. Reno cursing and being sassy was probably one of my favorite things out of the entire game. He had -so- many great lines, even if they weren’t direct translations of the Japanese. I’m hoping they will include more of the Turks in future installments (like Cissnei in Crisis Core) and continue fleshing out their story arcs.
Rosche: Okay, unpopular opinion, but I did not like this guy at all. I’m not sure what the hype is about him all over my social media. Could be the mullet, which is an automatic ‘no’ for me (Gladio from FFXV being the only exception), but he seemed like an irritating and very pointless addition to the game. His sole purpose appeared to be to prepare you for escaping Shinra and fighting from Cloud’s motorcycle towards the end, but I felt like he could have been taken out of the story entirely without missing anything. I didn’t hate as many of the newer characters (like Leslie) as much as I did him, but I guess he and I just didn’t vibe. I’m assuming he’ll return later on, so maybe my opinion will change. (I sure hope so.)
Leslie: Okay, at first, I was like, “who is this knock-off Noctis wannabe?” but I really enjoyed the backstory and depth they gave this seemingly minor character. I see that Squeenix is trying to provide new things for older fans to take interest in, and in this case, I felt he was a nice touch. (Edit: I was told that Leslie, Kyrie, and some of the other new NPCs were featured in an audio book?! Which I had no idea even existed, so...the more you know!)
Don Corneo: Even slimier and creepier in HD! Honestly, hats off to Squeenix for translating what was possibly the most cringy and controversial part of the original in a ‘tasteful’ way in regard to all of Wall Market. This guy was definitely a worthy villain in the remake.
Rufus: Holy hell. I never ever in my life thought I’d be saying this, but wow, is Rufus hotter than I remember. Thank you, Squeenix for giving me another foxy bad boy to drool over. He was also, for me, the hardest and most frustrating boss battle (even more so than Sephiroth), but it was totally worth dying to watch all the cut scenes with him over again. Can’t wait to see more of him in the next installment.
Hojo: God, I hate this guy. I know you’re -supposed- to, but he is such a creep. Hearing his dialogue in the remake was even worse than reading it in the original. Gotta say, dealing with his four wards in Shinra HQ was my least favorite part of the game by far, but I know he will get his comeuppance later down the road. All the dialogue was just as shocking as I remember, so, yeah. Good job?!
Sephiroth: Alright, anyone else feel like they made Sephiroth EXTRA SEXUAL in this remake?! You too? Oh, good, good, same bro. Now, it could just be me projecting, but anytime he came on the screen…panties were dropping y’all. Of course, I’m not one to complain about Sephiroth content. On the contrary, I lap it up like I just walked through the desert and found an oasis, BUT, I will say this…you barely see Sephiroth at all at this point in the original. As a reminder, the remake only covered the first 4-6 hours of the original game, and I get you can’t really do a remake without at least SHOWING Sephiroth for the people who have been waiting to see him in HD, but with that being said, he was VERY involved. I love Sephiroth, he’s a great villain, but they are definitely changing things with him, so I guess we will have to wait and see what happens.
My one criticism? His voice was my least favorite out of the main characters. Not saying the VA didn’t do a great job, but it didn’t sound deep enough to be as intimidating. I prefer the VA who voiced him in Advent Children, but I’m sure it will grow on me in time.
Gameplay
Battle system: When the remake’s demo was released, I remember a lot of people were complaining about how ‘difficult’ the new battle system was, but I absolutely love it. It’s just the perfect balance of turn-based and real-time, with plenty of options for customization. If you want more real time, you can set your short cuts, and if you want more turn-based, you also have that option. My only real complaint was that item use is also tied to the ATB bar, but overtime I figured out when to heal myself in a timely fashion (after dying more than a handful of times). Button mashers won’t enjoy this battle system because it requires a little more strategy, but I think the point was to create an updated version of the original fighting style that would appeal to both old and new players, and it definitely delivered. Seeing the classic limit breaks used and being able to run around during battle was so much fun for me, and I about died when I saw Cloud strike his OG victory pose in Wall Market’s coliseum. Also, the transition between running through Midgar and entering battle was SO incredibly smooth and seamless that at times you didn’t notice the shift. Phenomenal.
o   Boss Battles: As much as I enjoyed the battle system of remake, some of the bosses felt unnecessarily hard and/or tedious (I’m looking at you, Hell House). Making use of the assess materia early on definitely helped me out, but I legit got bored at times, especially that damn giant robot you fight with only Barrett and Aerith when escaping Shinra HQ. This is really just a minor complaint, but there were a couple bosses where I died several times (*cough* Rufus *cough*) before I figured out the secret to defeating them, while others were super easy or just not that interesting. Meh. For context, I played on “normal” mode, but it truly felt hard in certain scenarios. (That could just have been me trying to get used to the new fighting style.)
o   Materia: speaking of materia, I did notice some new materia in the game, which was neat, and although I didn’t care for Chadley (dude, where are your parents?) it was nice to have a way to develop and earn new materia throughout. I found it somewhat strange that summon materia was just a thing you could get so early on instead of having to work for it, but I was excited to use it. Shiva and Ifrit were definitely my favorite summons (which hasn’t changed from the original for me). My one big question: where is the freaking ‘all’ materia?! I know they kinda split ‘all’ up into many different types of materia, and you do have ‘pray’ for healing your entire party, but man, that was so versatile in the original so that was a hard adjustment for me not to have use of it.
o   Weapons: I think it’s cool that they developed an upgrade system to make use of your weapons long term, giving them their own abilities, strengths, and weaknesses. Made me think of FFX where you used the spheres to upgrade your characters. Also? I loved being able to see materia in my weapons when I switched them out. That was a really neat touch. 
Music: And here I thought they couldn’t make the music of the original game any more epic, but they definitely outdid themselves in the remake. I enjoyed hearing all the remixes and ways they wove the classic themes into different parts of the games. I think my favorite was when you’re going through sector 5 with Aerith and have to control the giant robotic hands. The music in that section SLAPPED. The in-game jukebox was also a nice way to honor the old school classics. Hearing Aerith’s theme for the first time just about made me cry, and listening to One-Winged Angel fighting Sephiroth? Nothing could beat that moment musically for me.
Side quests: I’m not sure about anyone else, but I really didn’t care for the side quests. They weren’t very fun for the most part, and considering how linear the game is, they felt more like chores that needed to be completed because I had to, and not because I wanted to. The only exception was Wall Market, but all-in-all, most of them didn’t add much to the story, unlike in FFXV where I could go down a rabbit hole of sidequests for hours and hours.
Graphics: This is clearly stating the obvious, as anyone with eyes will tell you, the game is nothing short of gorgeous. I cannot tell you how many screencaps I took of just Cloud. It was definitely a world that I wanted to run around in for hours (and did) and will do so again and again just to look at all the little details. My favorite thing to do is watch comparison videos of the original and remake openings side-by-side. How crazy is it that technology has come this far!
Playtime: My biggest critique of this game is that it was too damn short. Stretching the first 4-6 hours of the original into 40 was definitely impressive, but considering I waited 20+ years for the remake, it was pretty disappointing to finish the game in less than a week. Like most people, I’m wondering just how long they plan on stretching this out, how many installments there will be, and when the second part will be released. Hopefully not another ten years, but it -is- Squeenix we’re talking about...
Storyline
Most people who played will tell you that most of the remake stayed very true to the original, even lifting some of the exact dialogue and scenes. The nostalgia hit me so hard in parts that I was literally in tears. The first time I watched the opening in the demo, I cried. That’s the power this game has over many people, including myself.
In other ways, the remake improved on parts of the story or re-imagined them. We always knew it wasn’t going to be a copy and paste of the original story, which I’m sincerely grateful for. I would seriously hope that after 20+ years they would have thought of ways to improve or polish FFVII and make it new and exciting for returning fans and people just picking it up.
My pros regarding the updates in the story:
- They fleshed out many background characters and added in new ones. Most of the core group spent more time interacting, and the party banter felt natural and progressed realistically as the game went on.
- New mini-games and side quests expanded on the slums and made the areas larger and more interactive, yet they still kept the nostalgia of iconic locales.
- Plenty of fuel to fan shipping fires with emotionally charged scenes and pretty boys abounding (Cloti and Clerith especially).
- All of Wall Market was brilliantly done. I was wondering how they’d update it for the new generation, and it was seriously the best part of the game for me (and had me laughing the entire time).
-  Hinting that Zack is alive and/or Aerith may live is something I’m listing as a pro, only because I would love to see these characters used to their full potential, however, this is also a con for me, and I’ll explain why.
My cons:
Whispers: If you played the original, you probably had the same reaction as I did when the ‘Whispers’ showed up. “Wtf are these dementor-looking things?” At first, I thought they might be something similar to what we saw in Advent Children, and that they were ‘remnants’ or parts of Sephiroth, or somehow his minions, or even souls from the Lifestream, etc. When I found out they were actually supposed to be ‘protectors of fate’ or whatever, I rolled my eyes, especially when Barret was ‘killed’ by Sephiroth and then miraculously brought back to life. It felt very ‘deus ex machina’ to me in the sense that ‘everything has to go a certain way because we said so.’ While it makes sense, I really wasn’t buying it, but I’m assuming that we will learn more about them in the second installment. 
The Ending: The whole final boss battle of the remake was surprising, because it felt almost exactly like the final boss bottle of the original game, right down to the cutscene where Cloud is thrown through space and faces off against Sephiroth one-on-one. Before you defeat the ‘harbinger of fate’ (anyone else get KH heartless vibes?) and fight Sephiroth as the final boss, Aerith goes on her long spiel about ‘fate’ and ‘destiny’ and ‘this will change us,’ and it’s laid on so thick that it’s almost like they were setting us up for an alternate timeline, which is entirely possible, but that’s all speculation at this point. Regardless, they made it clear that whatever is coming next is going to be -very- different from the original, or possibly is going to be another timeline of the story, especially since Zack was shown alive and well. One criticism I heard from someone who hadn’t played the original game was that they treated Sephiroth and Zack like people you were supposed to know, and I can agree with that. They didn’t spend -any- time explaining their significance, backstory, or why people were so afraid of Sephiroth other than showing you little flashbacks into Cloud’s deranged memories, so in that sense, the ending might have fallen flat for those who don’t know exactly what Sephiroth represents or who he is, or why he stole Jenova from Hojo’s lab, etc, etc. Plus, throwing in Zack at the end is something that anyone who played the original game or Crisis Core would get, but new fans would also not understand the significance of. Personally, I screamed when I saw Zack because I was so happy , but I can see why that ending would be very unsatisfying and/or confusing for some.
Overall: 9/10
No, it doesn’t get a 10/10 for me, even as someone who absolutely loves Final Fantasy VII, but hey, no game is perfect. It’s honestly hard to live up to the hype this game has created since it was officially announced, and all things considered, Squeenix -did- live up to it. I will still be eagerly awaiting part two, playing the shit out of this game and squeezing the most I can out of it until I get to experience more.
I’d love to hear what other people thought (so long as the discourse is respectful of course). If you read this far, thanks for listening to my ramblings!
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