#might not seem like a rare phenomenon but basically i really like it when certain attributes are paid attention to and they power the ship
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cutebunnys50 · 1 month ago
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idk if I ever publicly yapped about how much I love SV Teto but I really truly do lmao, I love both UTAU Teto and SV Teto immensely, which is a lot. Basically whatever Miku x Teto brainrot anyone can imagine me with, just multiply it by 100 and you're marginally closer to just how much I love them lmao
#was going thru the negidrill search in niconico douga last night and i underestimated just how happy it would make me lol#i have very special feelings abt them and the more stuff i find that i really like the more my adoration is cemented#they're giving me raccoon and fennec levels of obsession rn and anyone who knows me knows i love that duo SO much lol#i occasionally forget that i grew up with these characters but then when i remember i'm like#'yea there is literally nothing that can replace you. this situation is very very unique'#for example i love the song 'chiisana koi no uta' and the moment i heard teto and miku cover it it was an instant bookmark from me#my love of that song comes from my touhou era but it's also why songs like 'dive to blue' are ALSO instant bookmarks for me#if i really did get into it these tags will be miles long so that will be all for now lmao#anyway ships where the characters r irreplaceable are 100000/10#that i could talk about more too but ships where if you swapped the chara with someone else it would change the ship entirely#might not seem like a rare phenomenon but basically i really like it when certain attributes are paid attention to and they power the ship#for example teto being a chimera because no other chara is a chimera like her lmao#you can headcanon and give other charas that but teto is a unique chara all on her own so it's teto flavor lmao#at the same time since Miku is my kamioshi it's essentially impossible for me to ever replace her#anyway yeah i'll yap about it later. probably.#via art/fiction idk
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gothprentiss · 1 year ago
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people like to say that you need to learn the rules of writing in order to break them which is imo semi-true: on one hand, many people who write quite prolifically would be unbelievably well-served by having to get down to brass tacks with certain features of grammar, style, etc.-- tho this is, i think, largely a product of the fact that good writers are in fact very rare, and really probably most writers would be well-served by regarding writing as an art, and behaving accordingly. on the other hand, though, this is rarely a claim people are making with the assumption of doing an mfa or taking creative writing classes; more often it licenses the kind of overkill you get in, for example, the us high school writing curriculum, often with the expectation that the often very arbitrary writing guides being leveraged at 16 year olds map 1:1 onto the writing that will be expected from them in college. this is of course not the case.
as is often the case, valuable time and effort is sacrificed to The Rules, which are an unevenly wielded set of guidelines set, often quite arbitrarily, by a variety of people who rarely seem to be in communication. you might have 4 different english teachers in high school. you might be taught to write differently in history classes. few students emerge from these conditions able to generalize a set of rules they can apply in academic settings; rather, they're conditioned to expect to be told, every semester, how to write. every semester, not even just when i'm teaching freshman comp, i have students who are still struggling against the expectations of high school: the 5-paragraph essay; how to structure an introduction; specifics on citation when options are offered; whether the first-person is permissible in academic writing; etc. this in addition to the basic problem of how to make a good argument.
anyway my point is that i rarely see a similar claim being made about how to read (*interpret). i don't mean like Basic Media Literacy which is a ludicrous category we're pretending really exists, but i mean like-- most art and media forms have a well-established conventional language. the argument against this is that many artists make their names breaking said conventional language and norms, so teaching this stuff is limiting and inorganic, but you fundamentally deprive people of the ability to see innovation or difference if you treat it as the norm, an organic phenomenon which inheres in the medium or form rather than something accomplished by the work and thought of any number of creators.
this-- much like the Rules of academic writing-- doesn't really matter in a non-academic setting. it's clear that in fandom spaces, for example, a major concern is the validity of any given reading, which is often constructed and sustained on grounds of response and relation. histories of analysis or theory are semi-relevant. there was a post i saw all the time last month that was like "canon, fanon, and headcanon are all equally made up and none of them are better or worse than the others" (claim of specifically moral validity, i think? as opposed to quality) with a very cursory overview of stuart hall's reception theory (which presents encoding and decoding as intended and received meaning, respectively) tacked on by someone other than op. i've been thinking about this post a lot because it really grated me-- the first part is just like, true insofar as it's saying very little and its central point feels oddly buried (fictions shouldn't have an inherent moral hierarchy, esp not one derived from perceived originality). but the second thing is like-- if you cut out all of what hall's work actually is, and the work it's actually doing (e.g. it's not a methodology of reading but an ethnography), then sure, it's how you interact with the intended meaning of a tv show. but like how do you know. this is especially the case with audiovisual media-- a movie or a tv show isn't, despite the enduring presence of the auteur, the product or expression of a single intention. like "i think X is meant to be about Y but due to my positionality i perceive it to be about Z, which is as morally and intellectually acceptable as Y" is certainly a fair statement to make, but surely requires you to have an equally strong sense of how X is about Y-- positioning this as the primary, at least prima facie, form of meaning. like there is a hierarchy proposed here, if only in terms of order-- to negotiate against or oppose the dominant order one must be in conversation with that order, whereas the dominant order has no such order of operations. all of these meanings are equally arbitrary, but the assumption is that there are either knowing departures from the conventional language or actual idiosyncratic misunderstandings, which don't have the same systematic validity.
anyway my point is that like... i think hall is assuming more engagement with conventional codes than said post assumes, as well as a more functionally conventional set of codes. i think a lot of internet talk about reception theory (the bad readings of barthes yk) focuses on the validity of relatively disengaged interpretation, or maybe more specifically on a minimum standard of interpretation under which individual decoding involves a more profound truth claim than encoding. i think a good example of this is the way that people #onhere frequently sort of whack each other over the head with the Media Literacy cudgel rather than providing any amount of formal analysis or commentary-- depriving a work of its typical hegemon doesn't radically democratize processes of reading or allow for new and manifold forms of meaning to emerge, it seems, but rather proliferates new hegemons who are reaching for that same absolute truth status.
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thefanficmonster · 3 years ago
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My Kind
Corpse Husband x Reader (Female)
Warning: Swearing
Genre: Fluff, RPF (Real Person Fic)
Summary: Having been chosen by the gang to be a guest streamer on today’s stream of Among Us, it’s safe to say Y/N’s super excited but also a bit nervous. The whole of her anxiety gets lifted off her when she meets someone with the exact same vibe as hers - yeah you guessed it.
Requested by @monizzle96 Hi dear! Thank you so much for your wonderful request! I’m so terribly sorry it’s taken me so long to write and post it but here it finally is! I hope you come across it and read it and if so I hope you enjoy it! Love, Vy ❤
This has to be the fiftieth time I’ve checked my setup in the past twenty four hours. But no, I’m definitely not nervous, what are you talking about. Pshhh. Nah, being nervous isn’t in my brand. Plus, what do I have to make me nervous - a group of famous streamers inviting me onto their stream to play Among Us with them because they enjoyed my own streams? Ok yeah, that’s a pretty good reason. Not gonna lie, I almost chucked my phone out of excitement when I received that DM from Toast, telling me they’d picked me to be their guest streamer for today’s date. My stomach was doing somersaults for a good forty-eight hours following that text and then the anxiety slowly started setting in fueled by the expectations they probably have of me.
Don’t get me wrong, I’m not inexperienced in the streaming field, I’ve been a streamer longer than some of the members of Toast’s streamer gang actually. But I never managed to garner that big of a following which I’m honestly quite ok with. I have a modest - ok, maybe larger than modest - following consisting of incredibly loyal fans which I will never stop being grateful for. They are all so respectable of me, my privacy and my boundaries. They know the main rules: no shit-talking in the chat or in any of my comment sections, no bashing other YouTubers in my comments/chat, and most definitely not asking for a face reveal. Fun fact: I didn’t even set up that last rule, they all just collectively know not to ask for it. 
I’ve been keeping my brand pretty low-key to avoid garnering some unwanted attention - some of which I’ve already experienced on certain social media platforms following the full body pictures I posted on there - face not visible of course. I tend to also have my webcam on, facing towards my hands working away on the keyboard sometimes when I stream. I don’t know why people obsess over faceless content creators’ hands, but I appreciate the enthusiasm - it also drives me to do a manicure every now and then which ain’t so bad, self-care and all that you know.
Now, back to the subject of my ridiculous nervousness.
You see, it has layers.
I’m nervous of ‘preforming’ underwhelmingly and I’m nervous of what my own fans will think of the person I will become during this stream. They know me as a super chill and laid-back person, which I am by the way, but they might think I’m putting on a show if I exhibit any nervous gestures/vocabulary. I highly doubt they would, but the possibility is not letting my mind rest. And now that it’s about ten minutes till the stream starts, I’m getting doing my best to calm my nerves.
They are all just people. You know they are super chill too. Just be yourself, that’s why they invited you, because you are yourself on all your streams. They liked you for your personality, humor, maybe even your gaming skills. So chill the hell out and be yourself, damn it!
Easier thought than put into action that’s for sure.
I start my stream five minutes early just so I can vibe with my viewers for a little while before I have to meet the gang. My fans always have a way of injecting me with confidence, they remind me of where I was when I started and how far I’ve come. How much I achieved when I thought I’d be nothing and no one, someone the algorithm would simply overlook. But then they entered my life and I entered theirs and it all became much better than I ever thought it would get to be. I rarely tell myself ‘good job’ for the milestones I’ve reached or the hard work I’ve put into my content, but that’s probably cause I orient myself based on that quote from the movie Whiplash: ‘There are no two words in the English language more harmful than good job’ - simply put, I’m never satisfied with what I do and I always strive to do better. My fans, however, make sure I don’t go overboard with it - always serving as a reminder that I’ve done plenty for myself and others. And that’s what makes an amazing fandom, one I consider family.
Whoa, when did those five minutes fly by?!
Ah shit, here we go. Deep breaths, Y/N you got this.
“Hello!“ I say as I enter the Discord call, subconsciously biting my lower lip, grateful the camera isn’t capturing it. However, I make a mental note to keep my hands steady cause that’s the one part of me people can actually see and the last thing I want is for them to see how much my fingers are trembling.
“Oh hi, Y/N!“ Toast is the first one to greet me, “Welcome to the stream! Thank you so much for accepting our invitation.“
“Thank you for having me and inviting me, Toast. This is a huge deal for me. You guys are basically YouTube legends, this is unreal to me.“ I reply, cringing immediately afterwards because of my fangirl rambling. Great way to make first impressions, Y/N. Bravo.
To be fair, they already have an impression of you. Quit stressing.
Aright, you’ve got a point, me.
“Oh please, we owe all that to our fans. We’re really nothing special. All streamers are almost completely alike, we all owe where we are to the people who helped us make it there - our fans. We’re no legends.“ Toast says, bringing a small smile to my face as well as a light pink blush to my cheeks, “And from what I’ve seen, you yourself have quite the following. And your fans seem to adore you.“
“And I absolutely adore them.“ I chuckle, “They mean the world to me. They are the reason I’m here today.”
“Then we have to give them a special thank you, don’t you think?“ The teasing, familiar giggle, widens my smile - it’s Rae, “Nice to meet you, Y/N! I’m Rae, and, no cap, I’m quite a fan of your content. No joke, I binged your entire series of Resident Evil 7 as soon as I found your channel when Toast said he’d invite you.“
This rattles me a bit. I can hardly believe it - am I really receiving a compliment from an A-list name in the streaming world? My fans must be hella proud of me right now. A quick glance at my chat confirms that they indeed are. That in and of itself fills me with joy and newfound confidence.
“Oh Gosh, thank you so much Rae! That means the world to me. You’re all so sweet.“ I reply, lifting my ice cold hands to cool down my burning cheeks, my lips spread into a grin, my stomach filled with butterflies.
“Oh please, we have some real savages around here.“ A male voice, seemingly Charlie’s scoffs, “Don’t overlook us please.“
“Wait, we do?“ A deep voice, one I immediately know the owner of speaks up, “Who? How come I don’t know about that?“
I can’t help bust snort, “Nice to meet you, Corpse. Sarcasm central, I see.”
He laughs, “Just returning it to where it’s due. Nice to meet you too, Y/N. Sick Outlast series, by the way.“
Ok, wait, I have two A-list streamers complimenting my content. Ok, I’m bound to crack open a few beers to celebrate later cause OH MY GOD.
“Thanks! I’m a horror junkie so I’d be lying if I said I haven’t binge watched all your story-times. Personal favorites are the deep web ones, they fascinate me.“
“Oh, you’re one of my kind even more than I expected, huh?“ He replies, the tone of his voice changing, raising a bit due to what I can only describe as excitement and enthusiasm. “I’ve had people tell me it’s twisted, but I really like seeing the lengths to which the fucked up human mind can go to. Like, the shit I’ve read is insane! Some stories I didn’t narrate cause I would’ve probably had my video taken down, it was that messed up.“
My eyes widen, sharing the same excitement at the thought of digging deeper into this phenomenon, “Careful, Corpse, you’re walking a dangerous line of tempting me to deep-dive on Reddit in search of those exact stories.”
“No need.“ Corpse says, his tone now taking up a bit of a cocky note, “I still got them all saved, I can send them to you no problem.“
“Please do! I seriously gotta read them now. If I can’t sleep afterwards, I’m blaming you, Corpse. Just FYI.“ I say, giggling slightly, finding myself all but completely comfortable now. I wonder where all that anxiety went? 
“Blame fully taken. Given that I’m not much of a sleeper, I’ll keep you company whenever you think there’s a killer hiding in your closet or fear a red room pop-up will appear on your computer screen.“ He replies, chuckling.
“Um, that’s oddly specific.“ Charlie comments, “Been there yourself, buddy?”
“Perhaps.“ Corpse wheezes, getting a laugh out of me too, “I will neither confirm nor deny.“
“You know what, I’ll just private message you my number so if you see it call you at some ungodly hour, you don’t freak the fuck out. Sounds good?“ I ask, already prepping to type it out and send it to him. 
“Perfect. Wait...“ he pauses for a second, sounding puzzled for a second, “You don’t have mine.“
“Oh, do I not?“ I reply with a sinister tone - thought to answer the question, I of course don’t have his number.
“Oh, do you?“ He sasses me right back. “If so then you don’t need me to send it to you. Cool.“
Ah, shit
“Wait, no! I-I need to confirm it’s the correct one!“
Damn, never did I think I’d be complimented by some of the most important streamers on this platform, but to get a number of theirs too? That’s a whole another level that will take me time to process. But I’ll do that another time, right now, I have to kick these people’s butts in Among Us and later I have some deep web stories to read.
Turns out, all it takes to get comfortable in a new surrounding is someone of your kind. And Corpse is definitely one of my kind.
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@admiral-craymen replied to your post “Tell me some facts about swans.”
Okay. What else can you tell me about swans? Like how do swans fly? How many swans are there in the world? What do swans like?
To answer your last question first: swans don't really "like" anything, per se. (That sounds overly simple, but I can't think of a better way to explain it). Swans mostly appear to do whatever they are doing, as if they were obeying some obscure and arbitrary command. This doesn't always happen; in fact, it rarely happens -- it's more like those cases where you see an animal doing something, but you don't know why, and you're guessing that it's obeying some obscure, arbitrary rule without having to know what the rule is.
Here are some of the behaviors (which I guess I should point out are all "actions" in the relevant sense) that seem to be "swan-like" in that sense:
1. Swans swim. A lot.
2. There is an animal called the "black swan," and while you can't find out how big black swans are, they do exist. And apparently, black swans are a lot like swans but different, in that the birds don't fly, they just swim underwater.
3. Swans are very good at picking up and walking on pebbles. For some reason.
4. If you take a flock of swans, and then separate out a few pairs from the rest, and put them on a small island that is very near an island where there are no swans, eventually the separated swans will swim out to the original flock. This is not true of e.g. seagulls. Apparently, being able to swim isn't enough; the swans need to know that the place they are going is empty, and not inhabited by birds they already know. This is a really weird phenomenon, because it's not exactly memory, since the swans keep their memories while swimming, so they don't even have to remember where they've been. The only memory the swans must have is that they must have swam somewhere before. Somehow, swans know that the other swans have been there. But they don't know which swans. The ones they don't know? They're fine with them.
5. Swans mate for life (this one is in the category of things I think are generally known).
6. Swans are, well, "swan-like" in that there are certain basic patterns and movements that they all follow, but those movements and patterns are not related to anything any of the swans might have found desirable. I once read the claim that the reason swans mate for life is because they never have sex with birds they really don't want to. Maybe that's a little too flattering.
7. Swans have a "mate dance." They make some strange movements that involve turning the body in a particular way (so they are not just spinning around in a circle).
8. Swans also "cuddle" in a strange way. They make this sort of "greeting gesture" -- kind of like this -- with their open wings, and then sometimes do what is called a "cuddle." A cuddle is not just lying next to each other, although it sometimes is like that; a cuddle is when the swan's open wings "kind of wrap" around the other swan, like this. The way the swans move their wings is just like the way a person uses their arms when hugging or "cuddling." (The two "cuddles" are like that -- like hugging but much larger and more complex).
9. Sometimes, swans go away to a place where there are no swans to keep them company. And some birds go away alone. And then they swim and swim and they forget. But they never forget that they had a job to do, and they never forget that they have done it, and there was always somewhere else that they were going. (They're just really good at picking up and walking on pebbles, and it turns out that they have a sense of direction.)
10. Swans build what are called nests (although they may be more "houses" than "nests"). A typical nest has a base that is a sort of rough and rounded structure (like a beaver dam, or a pile of sticks, or any other pile of stuff that is stable and can support a bird's weight), and then something like a nest, which is not quite a nest but is like a nest, up on the structure. The structure itself is made of grasses, but there's also some other stuff in there, like eggs and nestlings, and feathers and bones and such. Sometimes they also collect twigs and branches and sticks to use as a base structure for the nest.
I was about to say that swans are not particularly good at building nests, but then I remembered their friendliness.
11. A "rosy-fingered goose" is a bird that looks like a swan, but isn't actually a swan; it's one of those other birds that is different in some ways but still similar in other ways, like seagulls are different from the black swans we saw earlier but are still kind of "like" them. These sorts of birds are very similar. But the rosy-fingered geese have a pink beak, a pink bill, and green feathers, and they have something that a swan might have called a "wet" body.
I guess that's all I could find. Sorry.
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maddiviner · 4 years ago
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Could studyblogging jumpstart your personal grimoire?
A witch should be a lifelong learner. To practice effective magic, you must grow in new directions at a constant pace. A witch should approach magic with a sense of devotion to their own growth.
I’ve practiced magic and divination for two decades now. The most solid advice I can give? Start journaling. Start keeping a notebook. Start studying.
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Witches who keep a notebook record their research and ideas about the Craft. This helps them build a wide repository of knowledge, right there when they need it.
The format and content of my notebooks changed a lot over the years. But they all helped me become the witch I am today. I devoted the bulk of these notebooks to my journey in magic, techniques to try, and lessons learned.
There are few people who haven’t studied. In school, we pore over geometry and classic literature in hot pursuit of elusive high marks. We spent time learning about our interests. Whether that’s witchcraft, philosophy, or astronomy, notes are helpful.
Everyone learns in a different fashion. Still, studying and learning about the world remains with us from our first breath, to the last. My Craft took leaps forward when this dawned on me. I’d always enjoyed school. I realized that I could apply the same study techniques to witchcraft and the occult. 
What’s studyblogging?!
As a regular user of both Tumblr and Instagram, I soon came across the studyblogging trend. 
Caitlyn Tiffany of The Verge describes the studyblogging phenomenon as “a beautiful, stressful wonderland.” An apt description! But what is a studyblog? 
Studyblogging hashtags like #studyblr and #studygram  are popular (on Tumblr and Instagram, respectively).  
For someone just coming across the phenomenon, though? It can be difficult to penetrate this strange world. Expect calligraphic chaos, a plethora of highlighters, and fine-tuned aesthetics. 
Studyblogging focuses on the quest for knowledge. In practice, studyblogs share tips and handwritten notes on various subjects. Studybloggers encourage each other to be the best learners they can be. 
The photos of notes, assignments, and other tasks make up the bulk of the phenomenon. Studyblogs often feature photos of elaborate calligraphy and heavy illustration in note form.
Expect to see self-made diagrams of mitochondria. Essay outlines on postcolonial theory with nigh-perfect bubble lettering. Vast, illustrated mind-maps of Shakespearean themes. It's a big community, and there's room for a lot. Room for witches? I think so!
Studyblogging for Witches
In witchcraft, our grimoires function much like a non-magical student's study notes. The content, and some of the form, may differ, but the principles are the same.
The quest for an aesthetically-pleasing grimoire stymies many a beginner (and not-so-beginner) witch. The wise remind us that our grimoires needn’t be complex. Functionality is more important than aesthetics in most cases. 
That said, there is something worthwhile about keeping a grimoire that suits you. A  grimoire can speak to your soul, both by way of aesthetic appeal and your own abilities. For some of us, this might mean a lavishly-illustrated tome. Others might find minimalist styles more resonating. It varies.
The truth is that yes, your grimoire needn’t look a certain way or be perfect. Still, a level of aesthetic appeal can help with information retention. It can also boost your magical productivity. Humans respond in an intuitive fashion to that which they consider beautiful.
Aesthetics can help to put you into a liminal state. Liminality can be a powerful tool in self-improvement. This, in turn, is useful not only for normal studying, but also for the Craft itself. 
If you see art as part of your life path, you might find that approaching your grimoire as a work of art helpful. Part of this means realizing that it won’t be perfect, but also always striving to learn and grow.
Studyblogging, as a community, showcases a lot of excellent notebook and journal-keeping techniques. Studybloggers often provide tutorials and guides to effective learning methods. 
This is, of course, all while celebrating the joy of learning itself. Traditional studying methods can apply to magical topics. I have found that the techniques of the studyblogger can help with keeping a useful grimoire.
Ask your intuition if studyblogging is right for you!
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Will studyblogging help you? For some students, lurking or keeping a studyblog inspires and motivates them. It also increases accountability. By posting their goals and progress, studybloggers have an impetus to progress. 
In a way, it’s a bit like livestreaming a video game - it makes the experience more challenging, and also more exciting. The difference, of course, is that, in this case, your game is learning!
And the notes? Many find the calligraphy, fancy scripts, and illustration soothing. It can be a way of making otherwise impenetrable subjects more captivating.
Without a doubt, aesthetic presentation improves information retention for some people. Humans have a positive response to beautiful imagery. 
Some folks find the gorgeous landscape of studygram and studyblr overwhelming and anxiety-inducing. Gorgeous calligraphy notes, after all, aren't easy for most people. 
For some, posting about your studies on a blog might only increase worry. We're all different, and studyblog techniques are hardly universal in form.
You should use your intuition to decide whether to dip into this community. Ask yourself whether an audience will help your quest for deeper knowledge. 
Will you feel empowered, or nervous about it? If you struggle with comparing yourself to others, you might find studyblogging discouraging. 
I myself am somewhat of a perfectionist. For me, though, the artistic aspects of note taking and information illustration soothe me. Studyblogging suits me, but will it help you?
You should tailor your learning experience to your own strengths. If that means studyblogging won’t help you, be honest with yourself and don’t chase the anxiety of it all. Find another method of learning. 
Browse some existing studyblogs - I recommend EmmaStudies and StudyQuill. Ask yourself how it makes you feel. Do the images and writing seems inspirational? 
Would you enjoy sharing your work with the world? Studyblogging might become an ally on your magical path!
Taking the Plunge
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So, how do you start a studyblog? How do you get involved in the community?
The most popular studyblogging platforms are Instagram and Tumblr. Instagram lends itself to posting tons of pictures and very short-form posts. Tumblr favors longer prose. 
When I started studyblogging, I created both a studyblr and a studygram. I recommend starting a new account on the site of your preference for studyblogging.  
Follow some existing studybloggers as a way of introducing yourself to the community! Also, follow the hashtags #studyblr and #studygram, to start.
What to study?
Studyblogging features students focused on all kinds of topics. I’ve been studyblogging for over a year. In case you’re wondering, it's rare for someone to complain about my witchy take on studyblogging. 
You’ll find the studyblogging community very welcoming in most cases. But what will you study? I always recommend witches focus on only one or two things they’d most like to learn at a time.
Studyblogging lends itself well to in-depth topical research. This can mean learning the signs and language of astrology or the basics of gemstone magic.
Topics like shadow work or personal Tarot readings might be a bit too personal to blog about. Those might be better suited to normal, private journaling rather than a blog. My own studyblogging tends to focus on my writing preparation, astrology, and Tarot. 
Though I’ve been reading for over twenty years, there is always something new to learn about Tarot. Astrology, like Tarot, is a lifelong discipline. Though I’ve only recently made my first steps into it, there is much to learn. My writing, especially the book I’m working on, has its own notebook.
Possible topics include, but are in no way limited to:
Crystals and gemstones
Astrology
Spellcraft
Mythology and legends
Magical history
Energy work techniques
Seasonal and Lunar cycles
Herbology
Tarot, Lenormand, or oracle deck divination!
It is important to choose topics that interest you in a personal way. At the same time, try not to get distracted. Witchcraft includes many paths of study. Try not to jump from topic to topic - finish what you start!
Supplies
If you’re in school, you may already have a lot of the tools necessary for studying. If not, you can get them for an affordable price in most cases.
Paper matters!  You'll want a notebook or loose leaf binder paper. For hardbound notebooks, you can’t go wrong with a Leuchtturm 1917.  That popular notebook boasts dot grid paper, includes page numbers and a place for an index. 
Seeking something more aesthetic? Check out the Paperblanks series from Peter Pauper Press. You might also like the notebooks you can order from Citrus Bookbindery. For me, a binder (I use A5 size) works best, because I can add and remove pages as necessary. 
You can find some great guides out there about organizing grimoires. Much of that advice applies here. Your notebooks will soon fill the role of a grimoire.  They will contain your notes, research, and more.
It is usually best to have one notebook (or binder) for each subject you’re studying. As you move forward, you’ll have a collection of grimoire notebooks on different topics.
You’ll also need pens or pencils. Really, you only need one. If you feel like getting fancy, you can get multicolored fineliners. I prefer Sakura Micron pens. They use waterproof micropigments that don't bleed when you highlight over your writing.
Highlighters are fun! These add color to your notes and help emphasize the important things. If you want nice highlighters, I recommend Mildliners. Any highlighters will do, though - choose colors that appeal to you. I recommend several different colors, because that allows you to color-code your notes.
Plan!
Plan out, at least in a rough fashion, how you’d like to organize your  notes. This can be rather freeform, or complex, depending on your preference. 
When I began my astrology journey, I knew what sections I would include in my stars grimoire. I also created a rough map of the path I’d take in my research. 
I began with the simple Zodiac signs. I then moved forward through the planets, houses, aspects and transits. My organization, loose though it was, benefited from my use of a binder which allowed me to add and remove pages. 
No matter the notebook, it is important to have, somewhere, a rough idea of where you’re going.
You will also find it important to set attainable, realistic, and measurable goals. For me, this was things like memorizing the astrological house system. I set the goal of reading my astrology textbooks completely and summarizing them. This kind of goal leads to personal accountability.
I also created a set of astrological flashcards for my Tarot-related work. It can be motivational to post your goals on your studyblog in some form. Then, you can provide your followers with regular updates on your progress.
Start posting!
Once you feel ready, go ahead and introduce yourself to the studyblogging community! An introductory post, explaining who you are, your goals, and methods, will help others get to know you. 
I recommend tagging your posts with studyblogging hashtags (mentioned above). Also include some witchcraft-related tags! This will help you connect with other witches who might be helpful on your journey.
Don’t be shy when it comes to posting photographs (taken with a phone or other camera) of your notes! You might not feel that your notes are as neat or pretty as other bloggers. Regardless, they’re unique and might resonate with others!
If you’re taking notes about a very personal topic, like shadow work, you might want to forgo the pictures. Some bloggers obfuscate or blur potentially sensitive parts of their notes. You’ll likely find nothing but encouragement for sharing your research topics, though!
Some studybloggers will also photograph their study space. Some of us even use photos of fun things like their breakfast or pets to illustrate their updates. If pictures don’t suit you, post regular bits about your life and your progress towards your goals. 
Get to know other bloggers! This is important, whether they’re witches or from the studyblogging community. Both can be helpful! 
Watch or read some of the tutorials you’ll find in the studyblogging community. These focus on things like calligraphy, organization, and memory techniques. 
While your notes needn’t have fancy headings, calligraphy can be fun to learn. I don’t currently use calligraphy in my notes, but am learning it on the side, so to speak. 
I find it relaxing, and you might enjoy it too. If not, don't feel bad - not everyone uses fancy handwriting, and that's okay!
Moving Forward
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If, after a few weeks, you find yourself really vibing with studyblogging, stick with it! Most witches would agree that there’s no real wrong way to be a witch. To me, though, there are wrong (and right) ways for you yourself to learn and grow in your craft. 
You need to find what works for you, what adheres to your soul and keeps you connected. If studyblogging ends up helping you, and I hope it will, keep going! 
After a while you might find yourself ready to move onto another topic. We all end up “graduating” forward onto other subjects. You’ll quickly find that your grimoires will be an invaluable record. 
They will contain not just your gathered information, but also your intuition, insight, and more. Cherish your notebooks - they will come to reflect your essence!
961 notes · View notes
shihalyfie · 4 years ago
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An Adventure/02 pseudo-honorifics chart
I’ve mentioned a few times that I maintain an Adventure/02 honorifics chart for the sake of fanfic writing (it’s generally a pretty vital thing to have on hand if you intend to use honorifics in fanwork, or even in fiction at all), and I’ve even mentioned that I’d like to release it someday, but one thing that was always holding me back about it was my constant checks for accuracy -- an acquaintance was also keeping one, and when we compared them we found some minor inconsistencies that would require us to rewatch the entire series with a notepad to get the right references.
After a fashion, I realized that I was scrutinizing this way too closely. The important part is not the specific honorifics themselves but rather the pattern in which they’re used -- especially because they would often alternate in-series, partially intentionally, and partially because they would flip-flop depending on writer. On top of that, most people who would be interested in this are likely writing post-2002 fanfic, where it could be reasonable for certain honorifics to change based on certain relationships.
As such, I’ve decided to just throw out the minutiae, forget about making an organized “chart”, and simply write a general overview of how the twelve Adventure/02 kids use honorifics for each other. Hopefully this can be an interesting resource/meta for those who are considering writing fanfic with these (or even simply due to general interest).
Before we begin, a few notes:
Overall, I am mostly omitting “obvious outlier cases” where a character called someone else something different from usual, but context made it clear why that particular instance was different. (For instance, Miyako trying to butter Daisuke up by calling him “Dai-chan” in 02 episode 8; she very much would not have done this in most circumstances.) I am also not looking too deeply into one-off outlier cases that seem to wildly fall outside the pattern, and seem to merely be the result of whoever was writing that episode/piece of media not checking the chart.
The tri. anime series and tri. stage play actually contradict each other, and given that they’re supposed to take place in around the same period, you basically have to commit to one or the other here. Between the two, the anime series has a number of incursions that go against patterns in ways that make it difficult to form a consistent analysis about it, whereas the stage play is much easier to make a consistent case between 02 and Kizuna (with comparatively much fewer outliers), so in terms of providing actual analysis, I will be prioritizing the latter’s take.
Due to similarly having too many obviously contradictory incursions, 02′s first drama CD (Armor Evolution to the Unknown) is also mostly removed from consideration, with the exception of instances when it’s a factor in an already ambiguous situation.
All twelve Adventure/02 characters are consistently respectful with elders and strangers (with some exceptions; Taichi really wasn’t very amused with Gennai when they first met). The following analysis is important mainly in regards to the kids’ relationships with each other.
I’ll be marking down the first-person pronouns for Digimon partners as well, but for the sake of brevity I’ll be sticking with the “base” forms (Child for everyone except Tailmon, who’s Adult) and not the higher ones.
General overview
A quick crash course on honorifics and how they’re used!
Firstly, there’s first-person pronouns, which, in the scope of fiction, generally are used to indicate a character’s disposition. Note that “one character consistently using one first-person pronoun for nearly every situation” is very endemic to fiction in particular; in real life, one may change their pronoun depending on whom they’re talking to or the context in which they’re speaking, but Japanese fiction is generally much more consistent about using these as consistent points for characterization, even to the point of bringing out pronouns that aren’t practically in use anymore in real life.
The ones generally of importance to the Adventure kids:
ore: Masculine and assertive. Note assertive instead of aggressive; it simply implies being very self-assured, and you can still have a stoic character who uses ore. Since it’s a very casual and somewhat brash pronoun, a character who uses this might still default to something like boku depending on the surrounding circumstances (for instance, Taichi, who normally uses ore, will still use boku when speaking to adults on the phone).
boku: Masculine and deferential/polite.
watashi: Gender-neutral and somewhat deferential/polite. When used by male characters, usually it’s to imply that they’re particularly mature or polite (since otherwise you’d probably expect boku).
atashi: Feminine and casual. The “casual” connotation means that it’s often employed by aggressive or assertive girls in a sort of feminine equivalent to ore, but it can also simply mean that they’re just very girly (see: Mimi).
When referring to each other, honorifics come into play. Honorifics are generally used based on a combination of “comparative level of station” (i.e. whether someone is in a “higher societal position” than you or not -- yes, even a single school grade can matter here!) and “sense of distance” (i.e. whether you are a close friend to the person in question or not). And, of course, there’s also the question of how polite the speaker is in general. These factors do weigh against each other, so that’s why it’d still make sense for two very close friends to use honorifics on each other, if said friends are portrayed as particularly polite in general.
No honorific: Referred to as yobisute in Japanese, this is actually something that merits a category on its own, because it’s something you should only be whipping out when you’re particularly close to the person. This is especially in the case of elders; unless you really do have a close relationship to the elder in question that they can forgive it, you’re being a bit in-your-face and rude for acting like you’re on their level.
-san: The most common honorific, because it’s the one you can generally rely on to default to if you’re not sure and want to be polite. Upward-facing and polite.
-senpai: Similar to -san in that it’s upward-facing and polite, but it has a stronger connotation of “someone who has been in a certain field longer than you have”. Depending on the characters in question and the relevant situation, it and -san can be interchangeable (this happens with the 02 kids and their Adventure seniors, who are both people the 02 kids look up to as people in general and people who are in higher school grade levels and further experience in Digimon-related issues).
-kun: Downward-facing and polite. In this case “downward-facing” simply means that the person you’re addressing is either on the same “societal level” as you or lower on the social ladder; it’s not meant to be used in a condescending sense! (Well, at least, not by default, anyway.) Its use is still considered respectful, especially moreso than dropping the honorific altogether, but it simply means that you’re also not necessarily deferring to the other person being higher than you. On very rare occasions, you could theoretically use it for a senior you consider yourself particularly close with, but this kind of usage never comes into play with the twelve kids in the Adventure universe (its most notable Digimon usage is Appmon’s Haru using it for Rei, who’s one year older than him).
-chan: Endearing and somewhat casual. Often used for younger girls. Because of it having a “cute” implication, it’s the one honorific here that may be advisable to avoid if you want to avoid that implication; it’s not rude per se to be using it, but it’s definitely possible to want to avoid the implications and go for “-san” (despite that normally being upward-facing) or “-kun” (despite that being a bit more formal) instead.
On top of that, it should be noted that there is a difference between calling someone by their surname vs. their given name, mainly in terms of sense of distance -- formality usually dictates prioritizing surname first by default, someone really close with a particular friend can go as far as given name with no honorific, with the other extreme being using surname and adding an honorific. Likewise, “surname with no honorific” can imply a bit of bluntness yet mutual level of comfort in a relationship, while “given name with honorific” can imply politeness but still with a sense of tight friendship and familiarity -- basically, it’s a grey area. Fortunately, in the case of Adventure/02, this only really matters in the case of Ken (and, in one instance, Koushirou).
And finally, note that if two characters call each other a certain way long enough, honorifics can “stick” and even start taking on an “endearing nickname” sentiment -- which is why you might see a phenomenon of people still using honorifics on each other even when their closeness to each other might suggest otherwise. This is pertinent mainly in the case of certain characters who continue calling each other a certain way even after their relationship should suggest that they’ve gotten a lot closer -- the implication being that they’ve called each other that for so long that it feels weird to change now. (Yes, that even includes between dating and/or married couples.)
Incidentally, all Digimon partners (with the exception of Tentomon and Hawkmon, who use -han and -san respectively, and Wormmon, whose single-minded dedication to “Ken-chan” means he really doesn’t talk about anyone else other than a reference to “Izumi Koushirou-san on the phone” in 02 episode 26) simply refer to the humans by given name and no honorific (including humans who aren’t their partners); presumably they’re allowed this due to not being members of Japanese society per se, and therefore not being beholden to its standards.
To wrap this up, here’s a reminder of everyone’s school grade levels in relation to each other, from highest to lowest (note that we don’t actually know anyone’s specific birthdays, so we have to go by school years):
Jou
Taichi, Yamato, Sora
Koushirou, Mimi
Miyako
Takeru, Hikari, Daisuke, Ken
(empty space here)
Iori
Taichi
First-person pronoun: ore (assertive)
General honorifics pattern: Given name, no honorific for the boys (”Yamato”, “Jou”, “Daisuke”, etc.). Uses given name with “-chan” with most younger girls (”Mimi-chan”, “Miyako-chan”), the implication being that he simply treats them casually without being extra blunt or extra polite.
Parents: tou-san and kaa-san (still roughly respectful, but casual enough to drop the respectful o-).
Sora: As he’s known Sora for a while even before the events of Adventure, Taichi simply calls her “Sora” with no honorific.
Mimi: Taichi was known to call Mimi “Mimi-chan” in Adventure, which was consistent with how he called Miyako in 02, but in Kizuna it seems to be just “Mimi”. There are multiple potential interpretations, one being that something may have happened to make the two more intimately close between Adventure and Kizuna, one being that something happened to make Taichi feel that Mimi shouldn’t have a “diminutively endearing” honorific, one being that the scene in question was rather serious and he felt it wasn’t the right time...and one being that the writers simply just forgot.
Jou: Notably, Taichi’s lack of using honorifics for the boys also extends to Jou, who’s a year older than him, either because he’s fine being casual enough with Jou that he doesn’t mind violating propriety, or he made the same mistake as Yamato (see below) and initially mistook him for being in the same school year due to Jou not initially coming off as very senior-esque (unlike with Mimi, Jou wasn’t explicitly designated as the leader of the others’ camp groups).
Hikari: Hikari is Taichi’s sister, so he simply calls her “Hikari” with no honorific.
Other notes: Amusingly, while everyone calls Gennai “Gennai-san” for the most part, Taichi isn’t very patient with him at first and calls him “jiji” (old man) during Adventure, but seems to have gotten over himself and calls him “Gennai-san” in Kizuna. (Well, he’s not an old man anymore by then.) Unlike Taichi, Agumon uses boku (polite), despite the two characters otherwise being very like-minded. Agumon is a little more easygoing than Taichi in general, so it can be said that Agumon represents Taichi’s nature of not being altogether aggressive when it really comes down to it.
Yamato
First-person pronoun: ore (assertive)
General honorifics pattern: Given name, no honorific for the boys (”Taichi”, “Jou”, “Daisuke”, etc.). Like Taichi, he uses given name with “-chan” with most younger girls (“Hikari-chan”, “Miyako-chan”).
Parents: oyaji (think roughly in the sense of “my old man”) for his father, kaa-san (again, a bit more respectful but still rough enough to drop the o-) for his mother (whom he doesn’t live with).
Sora: Yamato omits the honorific for Sora, implying he considered her a close friend even during the time of Adventure.
Mimi: Notable mainly because of our lack of information about this; Yamato and Mimi never referred to each other over the course of Adventure or 02, and while Mimi’s way of referring to Yamato (”Yamato-san”) was easy to extrapolate even before Kizuna based on existing patterns, the reverse could go either way, depending on whether Yamato would see her as close enough to merit the drop. The Adventure mini dramas have him call her “Mimi-chan”, but this was in unison with everyone else, so it’s hard to tell whether it counts; the tri. stage play and the Kizuna novel has him drop the honorific.
Jou:  Like Taichi, he never uses any honorific with the one-year-older Jou, the canonical explanation being that he initially mistook Jou for being in the same year (well, not like Jou was acting as the epitome of a dignified senior...).
Ken: Yamato initially refers to him as “Ichijouji-kun” when discussing Ken’s circumstances with Iori in 02 episode 35, but during 02 episode 42, when Ken is now working directly with him and has integrated himself more as everyone’s friend, Yamato simply calls him “Ichijouji”, being more willing to speak to him on a more blunt/close level (but not quite knowing him as well as the other 02 kids, whom he’s on given name basis with).
Other notes: Yamato is the one Adventure senior who gets a lot of interaction with the 02 group in Kizuna, and interestingly, the four of them all call him “Yamato-senpai”, despite him not going to their school -- given that they’re dealing with a Digimon incident, the implication is that they’re treating him as an experienced senior in that respect. Despite what his shy personality would suggest, Gabumon in fact uses ore, like Yamato. Gabumon can be said to represent Yamato’s emotional core, so it is true that he can be very assertive when it really comes down to it.
Sora
First-person pronoun: Mostly used watashi in Adventure, with fairly uncommon lapses into atashi, fully moving to atashi by 02. This is consistent with her characterization difference between Adventure and 02, the latter of which portrayed her as quite a bit more assertive about what she wanted and rather less deferential (and also a lot more willing to come off as more feminine, at that). The tri. stage play sticks with atashi. Kizuna has her go back to watashi, which can possibly be taken as her deciding to be a bit more mature in her adult years -- basically, Sora is the kind of person where going either way fits her, since she’s capable of being assertive but also likes to carry herself calmly and maturely (and her teenage years are where you could most definitely believe she’d be the most aggressive about it).
General honorifics pattern: Uses “Jou-senpai” for Jou, treating him properly like a school elder. Given the rest of her way of using honorifics, most likely she’d use “-san” or “-senpai” for most elders. Uses given name plus “-kun” for younger boys (”Koushirou-kun”, “Daisuke-kun”) and “-chan” for younger girls (”Mimi-chan”, “Miyako-chan”). In other words, generally diligent about using honorifics, dropping it only with people she’s particularly close with.
Parents: Generally respectful okaa-san and otou-san.
Taichi: Having known Taichi as a peer for quite a long time prior to the events of the series, Sora simply just calls him “Taichi” with no honorific.
Yamato: Initially Sora calls him “Yamato-kun”, and it’s reasonable to extrapolate she probably would call most boys her age with the “-kun” honorific, but early in the series, Sora starts alternating between “-kun” and simply calling him “Yamato”, which allegedly was actually intentional to indicate foreshadowing of their building relationship. This alternation continues all the way into 02, even after they start dating -- Armor Evolution to the Unknown has her calling him “Yamato-kun” even when she refers to him super-endearingly (implying it really has become a nickname of sorts), while DSB has her drop the honorific, and both firmly depict them as dating. For what it’s worth, the tri. stage play and Kizuna also depict her as dropping the honorific.
Daisuke: Sora actually drops honorific for Daisuke, possibly due to knowing him from the soccer club.
Ken: “Ichijouji-kun” in 02 episode 38. This is in the context of her observing how much he’s changed, so, much like with the other seniors, she thinks well of him, she’s just not particularly close with him to merit moving to given name basis.
Other notes: Piyomon, who’s portrayed as clingy and affectionate, uses atashi from day one.
Koushirou
First-person pronoun: boku (polite)
General honorifics pattern: -san for everyone older (”Taichi-san”, “Jou-san”). “-kun” for younger boys (”Takeru-kun”, “Daisuke-kun”).
Parents: Generally respectful okaa-san and otou-san.
Mimi: Mimi is the same age as Koushirou, but Koushirou presumably doesn’t feel comfortable using the “affectionately endearing” “-chan” and would rather use the more respectful “-san” instead.
Hikari: Hikari is an unusual case in that she’s quite a bit younger than Koushirou, but Koushirou still calls her with “-san”. Presumably, he didn’t feel comfortable going with “-chan” like everyone else did (and presumably for the same reasons he won’t use it for Mimi either). This persists even all the way into 02, but interestingly, he calls Miyako differently (see below), so it’s hard to say what his stance would be on younger girls in general, or whether Hikari got special privileges due to the circumstances of how she met the group (as the younger sister of his respected senior Taichi, and as a fellow Chosen who met everyone during some rather personal circumstances detached from school). The tri. stage play floats up the idea that he might have accepted “Hikari-chan” by 2005, but Kizuna takes the stance that he’s still using “Hikari-san” in 2010.
Miyako: Koushirou, having met Miyako during some rather impersonal circumstances and initially only having a computer club senior-junior relationship with her, calls her “Miyako-kun”. Note again the avoidance of the “-chan”; he really doesn’t seem to want to use the “cute” honorific, and would rather treat her a little more formally.
Ken: Koushirou refers to Ken as “Ichijouji-kun” in general, Ken getting the surname basis as he joined the group on the level of him somewhat of a stranger to Koushirou compared to the other 02 kids. That said, this shows up even during their heart-to-heart in 02 episode 33, so other than the surname thing, it’s clear that Koushirou using the honorific is less detachment and him simply wanting to extend the same respect he uses for everyone else.
Other notes: Koushirou is infamous for using polite language (-masu, -desu, etc.) in every circumstance, including even with the Digimon (who are generally treated as being outside societal obligations of honorifics) and younger characters. The implication is that this came from Koushirou being deferential to everyone out of sense of distance and lack of self-esteem after his revelation of being adopted made him lose sense of his place in the world. In Adventure episodes 38 and 54, it’s made apparent that Koushirou wants to learn to speak more casually with others, but has difficulty doing so, and his parents and Tentomon assure him that he doesn’t need to force himself. Koushirou continues speaking this way even into 02 and Kizuna, but the epilogue implies that he at least doesn’t do this with his daughter (and the Character Complete File that he at least broke out of this with Tentomon). Tentomon uses Kansai dialect, which is stereotyped as being associated with easygoing and less book-smart characters (in contrast to Koushirou, and also for the absurd humor of the terrifying-looking Kabuterimon speaking this way), but he also uses the polite form, so he can be said to match Koushirou in this way by simply being polite and deferential to others in general. While most Digimon don’t use honorifics for humans, Tentomon also uses “-han” (the Kansai variant of “-san”) on any human he talks to.
Mimi
First-person pronoun: atashi (casual). Mimi is normally a very polite girl, but she also likes being in-your-face cute, so her usage of the pronoun is in line with this.
General honorifics pattern: -san for any and all elders (”Taichi-san”, “Sora-san”), -kun for younger boys (”Koushirou-kun”, “Daisuke-kun”), and -chan for younger girls (”Hikari-chan”, “Miyako-chan”). Mimi is depicted as having been raised as a sort of “lady of the house” (ojou-sama) personality due to having been spoiled by her parents, so she’s basically a “spoiled sweet” sort of girl who is polite and respectful to pretty much everyone -- hence why her speech pattern is uniformly consistent across everything. Of course, since she’s also very fond of “acting cute” and proud of it, younger girls like Hikari and Miyako get the cute “-chan”. The sole exception to her pattern is “Jou-senpai” (see Jou’s section on why).
Parents: Super-affectionate “Mama” and “Papa”, in line with the over-the-top lovey-dovey-ness of the Tachikawa household. Mimi’s mom goes as far as to endearingly call her “Mimi-chan” (her father is just “Mimi”).
Ken: Referred to Ken as “Ichijouji-kun” starting in 02 episode 25. This was in a context of her wanting to get him in to help, so she clearly has no ill will with him, she just doesn’t know him all that well compared to the other 02 kids.
Other notes: Palmon, who also enjoys acting cute, uses atashi much like the like-minded Mimi.
Jou
First-person pronoun: boku (polite). There’s an incident where he famously slips into ore when trying to intercede in the argument between Taichi and Yamato during Adventure episode 8, so it can be taken that he does have it in him to be more assertive if he lets his emotions take control of him, but otherwise is deferential.
General honorifics pattern: Interestingly, Jou seems to consider himself close enough to the older boys in the Adventure group to use given name with no honorific (”Taichi”, “Yamato”, “Koushirou”), despite what his insistence on societal propriety might make you think. In other words, he can be very casual when he really wants to be. With the girls, he generally uses given name plus “-kun” (”Sora-kun”, “Mimi-kun”), the implication being that he doesn’t like using the affectionate “-chan” on them and wants to keep them at a somewhat respectful and polite distance rather than the more casual manner he treats the boys with. Likewise, boys who are a certain level of younger than Jou are on given name basis plus “-kun” (”Takeru-kun”, “Daisuke-kun”); since this includes Takeru, who was also part of the Adventure group, it seems to have more to do with closeness based on age than anything. It’s unclear what he would do with elders since he’s the oldest depicted of the twelve, but most likely he’d at least be consistent about his -san and -senpai if he’s not particularly close with them.
Parents: Jou was never depicted with his parents in the series proper, but in Armor Evolution to the Unknown he uses “tou-san” for his father and “kaa-san” for his mother (generally respectful but still somewhat casual).
Shin and Shuu: Jou is depicted as calling them “Shin-niisan” and “Shuu-niisan” respectively.
Hikari: Jou’s one major reference to Hikari in Adventure was “Hikari-chan” -- presumably, Hikari being so young that it’s okay in his book to use the endearing honorific. The tri. stage play has him use “Hikari-kun”, so you can maybe presume he now sees her as old enough to be treated with the more formal honorific. Because both cases are somewhat isolated (one showing up really only once in the series and one being from a writer who may not have caught that one time), it’s difficult to make a projection.
Other notes: Jou infamously seems to exude such a “school senior” aura that he’s occasionally called “Jou-senpai” in settings where other characters might use “-san” for others (mainly Mimi, whose initial relationship to him was being under his responsibility in their summer camp group, and the 02 kids, who jump on using “-senpai” for him much faster than they do most of their other Adventure seniors, despite not even going to the same school as him). This has led to the Japanese fanbase often latching onto calling him “Jou-senpai” affectionately. Gomamon infamously uses the first-person pronoun oira, which is basically like the assertive ore but with a more laid-back and almost country bumpkin-esque air to it. It’s much in line with his very laid-back and playful personality, the complete opposite of Jou’s.
Takeru
First-person pronoun: boku (polite). This is actually a plot point; Adventure episode 12 (which is a Takeru focus episode) also uses boku in its title, and the narration for the 02 episode 50 preview suddenly uses boku, culminating in the reveal that the narrator was Takeru the whole time.
General honorifics pattern: Consistently uses given name “-san” for all elders (”Taichi-san”, “Jou-san”, “Miyako-san”, etc.). Uses given name plus “-kun” for boys who are the same age or younger (”Daisuke-kun”, “Iori-kun”). Hikari is “Hikari-chan”, so he’s comfortable enough to use the endearing honorific (although it might just be because it’s Hikari, whom he happens to personally know very well). In general, Takeru is a fairly polite person and adheres reasonably well to honorific propriety.
Parents: Super-affectionate and somewhat childish “Mama” and “Papa” in Adventure; generally respectful “okaa-san” for his mother and ever so slightly more casual “tou-san” for his father in 02.
Yamato: In Adventure, Takeru initially calls Yamato “onii-chan”, the “o-” being respectful, and “-chan” being endearing. He carries this into 02 as well. Given that it’s unlikely for him to continue doing this much longer after 02, different media ended up going in different directions with this; DSB went with “nii-san” (still very respectful, but missing the “o-” and not as “cutesy”), the tri. stage play went with aniki (one of its few holdovers from the tri. anime; somewhat more blunt and less respectful), and Kizuna uses DSB’s “nii-san”.
Ken: Takeru starts off calling him “Ichijouji-kun” when they’re just starting to get to know each other. This does happen to persist even as their relationship gets deeper and Takeru significantly warms up to him, culminating in him still seeming to call him this by Kizuna’s drama CD, but it seems to be more out of politeness/respect (or, most likely, habit, considering how long it took for Ken to get on good terms with everyone in the group) by this point. (Ironically, this is a significant improvement over when Takeru had punched out the Kaiser in 02 episode 17, in which his references had been an extremely passive-aggressive “Ichijouji-san” and a more genuinely angry “Ichijouji” -- once everything had calmed down, Takeru presumably felt that he at least deserved proper respect.)
Other notes: Patamon uses boku, much like Takeru, which is probably meant to accentuate his “childishness” (in Adventure) and general like-mindedness with Takeru and easygoing nature (in 02).
Hikari
First-person pronoun: watashi in Adventure, atashi in 02, watashi in the tri. stage play and Kizuna (specifically the drama CD). This is likely for similar reasons to Sora in that Hikari was portrayed as rather deferential to others in Adventure but got quite a bit more assertive in 02, then, as she got older, went back to carrying herself a bit more maturely (and, if the tri. stage play is to be believed, went back to it at an earlier age, presumably since she’s more on the polite side than Sora), albeit still of course bright and assertive when she wants to be.
Parents: Generally respectful okaa-san and otou-san.
General honorifics pattern: Much like Takeru, she consistently uses given name with “-san” for all elders (”Sora-san”, “Koushirou-san”, “Miyako-san”). Uses given name plus “-kun” for boys of the same age or younger (”Takeru-kun”, “Daisuke-kun”). It’s unclear what she would do with younger girls, but she probably wouldn’t be averse to using “-chan”. All in all, much like Takeru, she’s fairly polite and adheres to honorific propriety.
Taichi: Hikari consistently calls Taichi “onii-chan”. Given Hikari’s personality as a lot more willing to come off as “cute”, this is in line with her.
Ken: Like Takeru, Hikari starts off calling him “Ichijouji-kun” and sticks with it even after the group accepts him; again, Ken took an unusually long time to get on good terms with everyone in the group, by which time the surname basis had likely become habit for her, Takeru, and Iori.
Other notes: Because Hikari is called “Hikari-chan” by so many characters, the Japanese fanbase tends to attach the honorific to her name a lot when discussing her. Tailmon’s first-person pronoun usage mirrors Hikari’s in that she uses watashi in Adventure, atashi in 02, and watashi in the tri. stage play and Kizuna drama CD -- beyond mirroring Hikari, it also exemplifies 02 being the point in time when Tailmon seemed to be keen on making use of her new life and freedom.
Daisuke
First-person pronoun: ore (assertive)
General honorifics pattern: Consistently uses “-san” (”Taichi-san”, “Koushirou-san”) and/or “-senpai” for his elders (mostly “-san”), with the exception of Miyako (see below) -- in general Daisuke is actually quite respectful of his seniors in the Adventure group. For his friends in the 02 group, he eschews honorifics entirely and generally goes to given name basis with no honorific (”Takeru”, “Iori”), with the exception of Hikari (see below), so when it comes to people he’s actually closer with on a personal level, he doesn’t really seem fond of keeping distance with honorifics (much like Taichi and Yamato).
Parents: Doesn’t directly address his parents in the series proper, but the Character Complete File supplies “tou-san” and “kaa-san” (generally respectful but casual).
Jun: Refers to her as “aneki” (blunt and in-your-face).
Taichi: Although Daisuke has used both “-san” and “-senpai” for both Yamato and Jou, Taichi is the one where the interchangeability is most clear, since Daisuke has a particular relation to him as his respected soccer club senior.
Hikari: Consistently calls her “Hikari-chan”. The implication is, of course, that he sees her as cute and endearing, although it’s also completely possible he’d use “-chan” for any other similar age or younger girl he develops a particular rapport with (he does go along with Mimi’s suggestion of “Nat-chan” in The Door to Summer).
Miyako: Omits the honorific with her and simply calls her “Miyako”, despite her being a year older. The implication is that they banter so much and are so like-minded that he feels comfortable being more abrupt with her. She personally doesn’t seem to mind, especially given that, when Daisuke momentarily gets a bit disoriented and calls her “Miyako-san” in 02 episode 30, she complains that it sounds weird (meaning that it sounds weird coming from him, given that everyone else in the group calls her this).
Ken: Initially calls him “Ichijouji” prior to 02 episode 39, having just gotten out of the fights with him as the Kaiser and not quite being on personal friendship levels with him (much less treat him at a “polite distance”), but still wanting to handle him casually in his bid to integrate him into the group and get to know him better. He first drops the idea of switching to given name basis and calling him “Ken” in 02 episode 30, and is depicted as directly switching to it on-screen and committing to it when declaring Ken to be his friend in 02 episode 39. From then on, with Ken as basically his best and most important friend, he sticks with it.
Other notes: Being the very active and playful type, V-mon uses ore, just like Daisuke.
Ken
First-person pronoun: boku (polite); that includes as the Kaiser, implying that he was trying to portray himself as “regal and dignified” during that time.
General honorifics pattern: “-san” for all elders (”Koushirou-san”, “Miyako-san”), although he also uses “Yamato-senpai” in Kizuna (implying a sort of “Digimon senior” relationship with him and potentially other seniors by that point). Given name plus “-kun” for Iori, and presumably all younger boys. Ken generally uses given name basis for everyone, including the seniors; however, because he started off using “Motomiya-kun” and “Izumi-san” for Daisuke and Koushirou respectively before eventually shifting to “Daisuke” and “Koushirou-san”, it’s implied that this wasn’t necessarily the case when he was still initially ashamed of being around everyone.
Parents: Super-affectionate “Mama” and “Papa”, and his mother calls him “Ken-chan” in return (he’s just “Ken” from his father). The history behind this is really complicated, but the point is that the family is very affectionate when it all comes down to it.
Daisuke: Initially alternated between “Motomiya-kun” and “Motomiya” (phasing out the former as the series went on), having been in an awkward position of Daisuke so prominently having opposed him before suddenly getting in his face trying to befriend him. He drops a “Daisuke” (no honorific) in his head in 02 episode 26 and once outwardly in 02 episode 39, and while he never quite commits to given name basis during 02 itself, he uses it in DSB and in most postcanonical material, including Kizuna, indicating that with their relationship having gotten so close, Ken eventually got over himself and started referring to Daisuke as such.
Hikari: Hikari is the same age as Ken, but he calls her “Hikari-san”. Since the circumstances of why Ken wouldn’t use “-chan” with her are apparent (given his relationship to the 02 group at the time, it would have been incredibly inappropriate for him to use an “endearing” honorific with her), it’s hard to tell whether he would have extended this to all other girls his age or younger, or whether his way of referring to Hikari would have changed as he got to know the 02 group better (our latest point in time is Spring 2003, where he still calls her “Hikari-san”, but past that, it’s unknown).
Takeru: Notable mainly in our lack of information about this -- other than Daisuke (see above), Takeru is the only other boy his age that we get to see, and 02 never actually has Ken use his name in the series, so there’s been dispute over whether it would be “Takeru-san” or “Takeru-kun” (with a larger camp going for the latter, since Ken’s not averse to using downward-facing honorifics, he just clearly didn’t want to use “-chan” for Hikari at the time). There have also been interpretations that Ken might have been on surname basis with Takeru for at least a while; this is also ambiguous, given that he was initially on surname basis with Daisuke but went straight to given name basis with Iori (who, at the time, hated him the most out of the 02 kids).
Other notes: Nobody in the Adventure/02 group of kids actually calls him “Ken-chan”, but Wormmon and his family calling him this stuck so much in memory that the fanbase (and, at times, even official staff) constantly defaults to endearingly calling him this. Wormmon himself uses boku, much like Ken (and also in line with his generally polite disposition).
Miyako
First-person pronoun: atashi (casual). Does occasionally use watashi (polite), but this is very, very rare.
General honorifics pattern: Uniformly given name “-san” for all elders and seniors (”Sora-san”, “Mimi-san”), with the exception of Koushirou (see below), and seems to not be averse to using “-senpai” in certain cases. Generally uses given name plus “-kun” for younger boys she’s good friends with (”Takeru-kun”, “Ken-kun”), but will eschew it if she has a particular rapport with them (see below). Uses “-chan” for Hikari, and likely other younger girls as well. In general, Miyako’s neutrally polite to others “by default”, but is a bit more willing to be in-your-face with people when she deems them to be particularly close.
Parents: Uses “kaa-san” for her mother (generally respectful but casual). She’s not seen addressing her father directly within the course of 02. The Character Complete File supplies “okaa-san” and “otou-san” (overall respectful).
Siblings: Miyako isn’t seen addressing Mantarou directly during 02, and her only direct address to her sisters is in Armor Evolution to the Unknown, during which she calls them “onee-chan-tachi”, implying that she may call them “onee-chan” (respectful, endearing) individually.
Koushirou: Having looked up to him as a computer club senior (but not really having known him personally at the time) prior to the events of 02, Miyako starts off the series calling him “Izumi-senpai”. While she is depicted as briefly calling him “Koushirou-san” in 02 episode 33, most portrayals stick with “Izumi-senpai” (even Kizuna), and given that she calls the other Adventure seniors by given name honorific, the implication is that it really has stuck too much with her, given the way she looks up to him.
Mimi: After bonding with Mimi in 02 episode 6 and fantasizing about Mimi being a sister-like figure to her, Miyako starts calling her “Mimi-oneesama” (”older sister Mimi”). While she does carry this into 02 episode 14, this only crops up when Miyako is in a particularly cheerful or playful mood; when things get serious, she goes back to using “Mimi-san” as usual.
Daisuke: Unusually, she only calls him “Daisuke”, with no honorific like she does Takeru. The implication is that, with how they bounce off and bicker with each other, she considers him enough of a peer to just go straight for the name (especially since she’s averse to Daisuke calling her with an honorific in turn; see above).
Ken: Initially called him “Ken-kun” while gushing over him in 02 episode 8 (not knowing he was the Kaiser), basically fantasizing over the idea of being close to him. Once his true nature was revealed and the fight with the Kaiser ended, Miyako initially kept him at distance as “Ichijouji-kun” when contemplating her feelings on him, but immediately started going back to using “Ken-kun” after solidifying her intent to have him on the team in 02 episode 25, committing to it fully in 02 episode 30 after the incident that led to her slapping him. She is the first person on the 02 team to use given name for him; the implication is that she deliberately decided to start calling him this because of how much she wanted to reach out to him and consider him a friend, with no illusions of standoffishness, and the fact she made this kind of conscious change so early into knowing him is likely why she didn’t end up getting habituated into surname basis like Takeru and Iori seem to have.
Iori: Miyako never uses an honorific for him, simply calling him “Iori”; the implication is that this is from her background of having known him as a neighbor and friend prior to the events of 02.
Other notes: Hawkmon uses “watashi”, which is in line with his very formal and polite attitude. He also perpetually uses polite-form Japanese, and is one of the few Digimon to use honorifics, adding “-san” to everyone’s names.
Iori
First-person pronoun: boku (polite)
General honorifics pattern: Consistently “-san” for everyone older than him (”Koushirou-san”, “Daisuke-san”), occasionally “-senpai” if the circumstance is right (very rarely). Since he’s the youngest of this group, we don’t get to see much about how he would address younger people, but it’s likely “-kun” would be in play to at least some degree. In general, he’s extremely adherent to societal propriety.
Family: Generally respectful okaa-san and otou-san in reference to his parents. His grandfather is “ojii-sama”, getting an elevated honorific due to his extra tier of formal respect from Iori.
Ken: Iori calls him “Ichijouji-san”; by the time he fully warms up to Ken (which takes him the longest of any of the 02 kids), he still calls him this, all the way up to the Kizuna drama CD. Presumably, it also got habituated.
Other notes: Like Koushirou, Iori speaks to everyone formally and politely with the -masu/-desu forms, but in Iori’s case, it’s implied to be part of his strict and formal upbringing, and something he consciously has to hold himself to -- unlike Koushirou, who had to actively force himself to try and speak casually, Iori speaks casually on-and-off with the Digimon, and actually has multiple moments of slipping into casual speech whenever he loses control of his emotions or gets sufficiently angry. Because of this, it’s hard to tell if he’d continue to speak formally with younger people, although Kizuna depicts him as at least speaking that way with his peers in school. Armadimon uses the assertive ore and speaks in Nagoya dialect, giving him an image of a very rough-around-the-edges but laid-back type.
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dweemeister · 4 years ago
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The Daydreamer (1966)
By the 1960s, Christmas television specials were in vogue in the United States. Yet this recent phenomenon had yet to yield a true cultural touchstone. On December 6, 1964, the first Christmas special mainstay aired on NBC. Produced by a fledgling animation studio, Rudolph the Red-Nosed Reindeer put Rankin/Bass, named after co-founders Arthur Rankin, Jr. and Jules Bass, into the public consciousness. Rankin/Bass’ brand of stop-motion animation (“Animagic”) was mostly outsourced to Japanese studio MOM Productions in Tokyo, under the direction of Tadahito Mochinaga. With the windfall of Rudolph, Rankin/Bass and MOM Productions delved into the realm of feature theatrical films. This review concerns their second feature film, The Daydreamer – a stop motion animation/live-action hybrid based on Hans Christian Andersen’s stories. The Daydreamer has starpower in its cast that no Rankin/Bass production had yet matched. But as one might expect from a Rankin/Bass film, there are narrative flaws abound. The Daydreamer, episodic in nature and alternating between live-action and animation scenes, suffers due to the inconsistent quality of the handful of Hans Christian Andersen adaptations it has and the kitschy live-action acting.
The young Hans Christian Andersen (“Chris”; Paul O’Keefe) is the son of a cobbler (Jack Gilford). Papa Andersen often has to face the verbal tirades of frequent customer Mrs. Klopplebobbler (Margaret Hamilton; it is difficult not to think of Hamilton’s portrayal of the Wicked Witch here). His struggling business often means he cannot pay the gangling Pie Man (Ray Bolger; yet another Wizard of Oz star). To take him away from these troubles, Chris will let his imagine run wild while napping. If he can only just find the mythical Garden of Paradise, all these troubles might vanish. One evening, the Sandman (voiced by Cyril Ritchard) promises him to guide him there. Along the way, Chris is subject to dreams that may seem familiar to the viewer. These dreams shift away from live-action into the signature Rankin/Bass animation – adapting “The Little Mermaid”, “The Emperor’s New Clothes”*, “Thumbelina”, and “The Garden of Paradise”. Elements of “The Ugly Duckling” and “Little Claus and Big Claus” also appear.
Among the many voice actors during these animation sequences are Hayley Mills (The Little Mermaid); Burl Ives (Neptune – I have never heard Ives’ voice so devoid of jaunt before); Tallulah Bankhead (the sea witch); Terry-Thomas (the first tailor); Victor Borge (the second tailor); Ed Wynn (the Emperor); Patty Duke (Thumbelina); and Boris Karloff (the Rat).
The film’s adaptations of Andersen’s tales differ in that Andersen himself becomes a character in each of the stories. The Daydreamer approaches the stories as if the ideas are only just forming in the young Chris’ head, to be written and published when he is an adult. Within these dreams-someday-to-be-stories, Chris is largely a passive character. He takes instruction from the central figures of his future tales, never really asserting himself or asking basic questions about the misadventures he goes through. Chris acts as if lost in his own imagination – which fits the conceit of the film. So when he awakens into the real world, the film’s pacing slams the brakes. In the real world, everyone except Chris is a caricature, somehow less realistic than the individuals appearing in the daydreams. The transitions between animation and live-action will take the viewer out of the film because of the unceasing manic acting in the latter, as opposed to the charming puppetry of the former. As such, The Daydreamer’s weaknesses lie almost entirely with the live-action scenes – too consciously playing to the audience and over-the-top in their absurdity.
In an era of American animation defined by Disney on the screen and Hanna-Barbera on television, Rankin/Bass carves out its own niche in how it tells its stories. The meta humor and fourth wall breaking of Hanna-Barbera’s works (a legacy of the duo’s work at MGM) makes no appearances here. Disney’s clean-cut fairytale endings also do not apply. The Daydreamer’s adaptation of “The Little Mermaid” does not have the gruesome premise as Andersen’s original fairytale, but it retains the ending’s heartbreak. There appears to be no alterations to “The Emperor’s New Clothes” – which includes Chris, but he just feels superfluous to the plot and to the tale’s keen comedy. Each of the film’s segments bring Chris closer to the final animated sequence, “The Garden of Paradise”. The adaptation of that tale sanitizes its deathly overtures for a devil-like creature, but keeps the ambiguous, open-ended conclusion. By maintaining the original conclusion, “The Garden of Paradise” is a curious coda for The Daydreamer – a film that ends as abruptly as its several transitions, like a daydream.
The Daydreamer’s live-action sets benefit, however, due to the fact many of its scenes were shot at the 1964 New York World’s Fair. The World’s Fair pavilions used in this film mimic a feel of small-town, nineteenth century Europe more realistically than a Hollywood soundstage might. The production design for the animated dream sequences, too, are mesmerizing. Perhaps this is best exemplified in “The Little Mermaid”. There, the special effects work make it appear as if the whole sequence was shot underwater, rather than a room that contained blue lights streaming into Neptune’s palace. Where are the strings and wires suspending the puppets in mid-air while they “swim”? To the animators’ credit, there are none to be found. Neptune’s palace is one of the grander sets constructed for a Rankin/Bass production; its imposing walls and generous empty spaces reflect a sense of regal grandeur. That royal otherworldliness does not extend to “The Emperor’s New Clothes”, but many of the same production design decisions carry over. Rankin/Bass and MOM Productions are obviously working with more money and manpower for these animated scenes than in the likes of Rudolph or their many holiday television specials. The sense of scale and grandiosity seen here in The Daydreamer and Mad Monster Party? (1967) would rarely, if ever, be replicated for television. And it is also obvious that the filmmakers put the money into the animation and for paying headline-worthy actors, rather than for any writers able to string the animated and live-action halves together.
Seven songs comprise The Daydreamer’s musical soundtrack. Composed by Maury Laws and Jules Bass, most of the songs are forgettable once your viewing is done (including Robert Goulet singing the title song over the opening credits, despite the fact I admire Goulet’s voice). But there are notable exceptions. Sung by Hayley Mills at the end of “The Little Mermaid”, “Wishes and Teardrops” brings the segment to a worthy close. Her loved ignored, the Little Mermaid sings this lament – backed with percussion straight from a ‘60s love ballad and timeless swelling strings – for herself:
Wishes and teardrops Won’t make him love me. He’s gone and he’ll never return. Does he know how teardrops can burn, When they fall for a wish That can never come true?
In the film’s final third, “Luck to Sell” injects a jolt of energy sorely missing from many of the other live-action scenes. The song itself is simple and the singing just avoids being flat, but when paired with the energetic choreography from Paul O’Keefe and company, it elevates itself from the rest of the soundtrack (save “Wishes and Teardrops”).
Not often will a viewer encounter a film with two sets of opening credits. I’m not writing about films that have an overture that transition to opening credits (an entirely different approach that modern filmmakers should utilize more), but two sets of opening credits that list the names of the actors involved. For the first set of credits, caricaturist Al Hirschfeld (uncredited) was hired to draw caricatures of the various actors and actresses appearing in, or lending their voices to, The Daydreamer. The Daydreamer is the second of three films that Hirschfeld was involved in. The first, appearing as himself uncredited, was in Main Street to Broadway (1953); his third and final film was as an artistic consultant on the “Rhapsody in Blue” segment (which was influenced by his caricatures) in Fantasia 2000.
Rankin/Bass’ ventures into feature film animation peaked several months later with Mad Monster Party? After that and the unfortunate production of The Wacky World of Mother Goose (1967; a traditionally animated eyesore), Rankin/Bass almost completely dedicated itself to its animated television specials. The Daydreamer, distributed by the now-defunct Embassy Pictures and currently owned by Sony Pictures Television (the ownership of the rights to Rankin/Bass’ features are exasperatingly scattered), has not been widely seen when compared to Mad Monster Party?, let alone Rankin/Bass’ television specials. If one can find a serviceable print of The Daydreamer, the viewing experience will be a valuable glimpse into the studio’s collaboration with MOM Productions. A Rankin/Bass fan that has only known the studio through its television specials will see their work operating with higher production values; Rankin/Bass novices can experience a dimension of animated filmmaking too often considered an afterthought.
My rating: 6/10
^ Based on my personal imdb rating. Half-points are always rounded down. My interpretation of that ratings system can be found in the “Ratings system” page on my blog (as of July 1, 2020, tumblr is not permitting certain posts with links to appear on tag pages, so I cannot provide the URL).
For more of my reviews tagged “My Movie Odyssey”, check out the tag of the same name on my blog.
* “The Emperor’s New Clothes” was adapted twice by Rankin/Bass. The second adaptation is the heart of the television special The Enchanted World of Danny Kaye (1972), starring Danny Kaye. That adaptation of “The Emperor’s New Clothes” is distinct from the one that appears in The Daydreamer. The Danny Kaye special’s adaptation has a more developed storyline, completely different voice cast, and completely different soundtrack.
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littleeyesofpallas · 5 years ago
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Bleach - Name Games
Not a family by name or blood, but a kind of found family. (at least the way they were originally presented)  This time I’m tackling the Visored! And while I’m at it I want to address some of the broader thematic elements going on with their original character designs.  Buckle up, this is a long one... 
Hirako(平子) Shinji(真子)
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Shinji’s name is actually kinda of a false start to this one.  His names read as “Flat-Child“ and “Real-Child“ but that’s keeping in mind that -ko(子) for “child” is actually just a really common suffix for names, and not one generally used to ascribe literal meaning.  (Typically because of its diminutive implications it denotes a female given name, but it applies neutrally to family names, and even generally is not uncommon in male names.)  So his name kind reads as “Flat Reality“ or “Flat Truth.“
But this one isn’t actually about the meaning of the words, it’s a different kind of name game.  As we all remember, when Hirako introduces himself to Ichigo’s class at Karakura High during his original entrance at the start of the Arrancar Arc, he writes his name on the board mirrored and mentions how he’s “good at doing things backwards.”  At the time it was a reference to him being a hollow (Remember that when Ichigo’s inner hollow was given a chapter cover, his “name” was Ichigo’s but written mirrored) and would later influence his zanpakutou, Sakanade(逆撫)
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As an aside here, Sakanade(逆撫) has been kind of erroneously translated as “counter stroke” in English, which is technically accurate as a literal translation but is kind of needlessly vague; For one the word “Stroke” here specifically refers to the act of stroking as in petting, patting, or smoothing over, and not something like a sword stroke; secondly the “counter” here should read more obviously as “reverse,” “opposite,” or “inverted.”
Moreover, Sakanade(逆撫で) is an actual verb already, so it doesn’t actually need to be broken down in the first place.  The word actually means exactly what it sounds like as well as having a colloquial use as, “rub the wrong way.”  Yes, other than just meaning to literally “pet in the opposite direction” (as with petting a cat or dog from tail to head) it means “to irritate” or “to annoy,” (which the former action invariably does) and that is an apt description of Sakanade’s powers.
Anyway...  About Hirako’s name not being about the meaning: the joke is that whether you write the name forward or backwards 平子真子 -vs-  子真子平, you still get Shinji(真子) out of it.  As in, his name is still legible both forwards and backwards.  Plus both kanji, 平 and 真 have horizontal symmetry, so they don’t change when mirrored..
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Okay... let’s do an easier one...
Sarugaki(猿柿) Hiyori(ひよ里)
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My personal favorite Visored, has a nice straight forward name Saru(猿) as I’m sure anyone amply familiar with anime knows means “Monkey” and the Gaki(柿) is the word for the fruit “Persimmon.”  The image of a monkey in a persimmon tree references an old folktale present in various east-asian cultures about a greedy monkey who cheats other animals before eventually receiving its comeuppance at the hands of the animals it has wronged.  In this case it’s reflective of Hiyori’s general image, sandles, track suit, decidedly tomboyish and unladylike; the “mountain monkey” is a poor, rural character type in Japan, not dissimilar to the American hillbilly of the Appalachia.
In that same vein, the name Hiyori(ひよ里) has a peculiar rural slant to it, in that it uses hiragana in place of the first component.  The ri(里) is a common place indicator in surnames meaning “village” or “hamlet” but like many Japanese surnames that reference landmarks like -kawa(川)“-river,” “-yama”(山)-mountain,” and “-da”(田)”-field,” the important part isn’t actually the locale but the descriptor preceding it; Which mountain?  Which river?  Which field?  Which village?  In the case of Hiyori, it’s not clear...  The fact that the village she appears to be named after doesn’t have a kanji again lends to this impression that, like the peasants of Soul Society’s Rukongai, the person who named her didn’t know how to read or write kanji.
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Muguruma(六車) Kensei(拳西)
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I think this one has gotten pretty good visibility in the fandom already because of the relation with Hisagi Shuuhei.  The eventual explanation of Hisagi’s 69 tattoo would be that it was copied directly from Kensei’s, and that Kensei’s comes from a mix of his name Muguruma, and the fact that he was captain of the Gotei 13’s 9th squad. (Personally I don’t like this explanation, and I think there’s pretty reasonable cause to assume this was a later decision and not a part of Kensei’s original conception or design.)  But the reason behind that being Muguruma(六車) Mu(六) which is the Japanese numeral “6″ and Guruma(車) meaning “wagon” and later updated to mean “car.”  In the Turn Back the Pendulum sidestory, this name is played upon in how Kubo styled Kensei’s 9th squad as a Bousouzoku(暴走族) the term for a Japanese biker gang (although they often include sports cars), where the “Six Car” reading becomes emblematic of his gang.
There’s a lot about the Bousouzoku that is culturally specific to Japan, but much of the familiar American cliches do actually carry over.  One distinct aspect of how the Bousouzoku opperate however, is that they are predominantly a youth culture phenomenon, as any wide spread, organized criminal activity among adults quickly steps on the toes of the much better established Yakuza scene.  For this reason it is very rare for Bousouzoku to persist in direct group activity into their adult years, although often bikers become easy recruitment targets for Yakuza.
Kensei(拳西) is actually an odd one for me.  It’s both super straight forward yet somehow together really obtuse.  Ken(拳) for “Fist” and sei(西) for “West;“ both are pretty singular in their meaning, so it’s not like there’s any uncertainty to what each one means, but I can’t make heads or tails of the two together.  For one,  Ken(拳) is usually something you’d see put on the end of a compound, and when it’s used that way it tends to denote a kind of martial arts style or technique.  It might still be meant to read as “Western Fist” or essentially “Western [style] Fist” and Kubo just liked the sound of Kensei over Seiken.  It might be a reference to the fact that Kensei’s original design was largely reminiscent of a kind of military look and feel, with a combat knife for a zanpakutou, short hair, combat boots, and pants that look like they could be part of military fatigues. (the tank top sorta throws the look off, though.)  But this was a theme that was dropped by the time the Visored got reincorporated into the story after their long absence.
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Yadoumaru(矢胴丸) Risa(リサ)
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...is another odd one.  Her surname, Yadoumaru(矢胴丸)  has pretty clear implications, Ya(矢) means “arrow” and dou(胴) means “hull” as in the part of a ship, and maru(丸) doesn’t actually have an explicit meaning.  The kanji does generally mean “round” or “whole” both in reference to a circle, but it is most notably a suffix used in naming both naval ships, and frequently boys.  Given the rest of the name the imagery seems clear, Yadoumaru(矢胴丸) is meant to read as “Arrow-Hull Ship.“*  And although the uniform has heavy ties to school girl aesthetics and fetishism (which in turn link to her preoccupation with adult books) the tie here actually seems to be to the origins of the Japanese school girl uniform as a modification of the European naval uniforms introduced to Japan in the 1800s.
*edit: I’m an idiot.  A Yadou(胴丸) is the sleeveless chest plate and skirt piece in traditional samurai armor, which also carries over into kendo sports armor.
Adding to this, the name RISA (sometimes romanized as LISA) being written in katakana and not kanji or even hiragana works together with the naval associations would seem to imply she’s of mixed birth?  Possibly the daughter of a foreign naval officer stationed in Japan, hence a Western name and a ship as a surname?  In fact, most Japanese ships would be named after some mythical figure or indeed named like a person, so the literal descriptor of “Arrow-hull” actually sounds like what someone would call a ship they didn’t know the name of, tacking “-maru” on to the end.
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Let me also take a moment here to complain about the fact that Kubo originally wrote Rabu(ラヴ) and Roozu(ローズ) as katakana, pretty clearly denoting them as the English words LOVE and ROSE and while those seem pretty implicitly like nicknames it also implied in conjunction with their designs that they were both foreigners.  So the fact that he retconned them to being nicknames based on more conventionally Japanese when he decided to make them previously SoulSociety shinigami names bugs me...  But that being said
Aikawa(愛川) Rabu(羅武)
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Man, what is it with Kubo and black people and “love” gimmicks?  Zomarri’s Amor, and PePe’s The Love, Love’s whole thing...  The name Aikawa(愛川) means “Love River,” and Kubo’s clever shorehorning of kanji into the phonetics for Rabu that he’d already used for the nickname Love use  Ra(羅) for “silk,” but specifically a thin or sheer kind, and bu(武) for “warrior”/”soldier.“  The associations with sheer silk and negligee seem very intentional, so his name really is basically “flowing love, [sexy] silk soldier.“  And that’s it, it’s actually super straight forward.  I dunno why he looks like an unemployed slacker, in a tracksuit and sneakers, lounging around reading manga, though.
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Otouribashi(鳳橋) Roujuurou(楼十郎)
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This might be my favorite as far as name games within the Visored.  The given name Roujuurou(楼十郎) means “Watchertower 10 Son;” Rou(郎) being an exceedingly common suffix in boys names meaning “son.” (this is incidentally how anyone with a rudimentary familiarity with Japanese knew for certain Yuushirou(四楓院) was a boy at first glance, where as a bunch of other people thought he was a girl.  In case any of you were around certain fandom circles for that whole drama...  More on him later though, because he’s got a fun name too.)  It’s not super clear if the arrangement here denotes the “Son of the 10th Watchtower [family],” or the “10th Son of the Watchtower [family].”
The surname Otouribashi(鳳橋) is a great little work of poeticism, where Outouri(鳳) is the Japanese name of the Chinese Feng(鳳) which in the most colloquial sense could be translated as “Phoenix,” but there’s a little more to it than that...
See, the Feng is itself the male half of the mated pair of mythical birds together called the Feng-Huang(鳳凰).  The Japanese pronunciation Outori is actually directly taken from Ou(王) meaning “King” and Tori(鳥) meaning “bird.”  The mythical Feng-huang is in fact king of birds, but more broadly represents a union of yin and yang, and is a common visual element of Chinese weddings evoking harmony.  As a part of this theme of unity it is said to share features of many different birds, and also of the 5 fundamentally opposed colors associated with Chinese daoism and fengshui: Red, Blue/Green, Black, White, and Yellow.  This particular feature has been tweaked over time to depict the Feng-huang as more broadly multicolored, and associated with the rainbow.  (it’s also the basis of the Pokemon Ho-oh, if that wasn’t apparent)  For a number of different mythological similarities, the Feng-huang have become erroneously thought of as “the Chinese phoenix,” but I’m not going to get into all that here...
So, getting back to the name, Bashi(橋) means “Bridge.”  The, again false equivalence based, but more easily understood translation of Otouribashi(鳳橋) thus being “Phoenix Bridge.”  But what is shaped like a bridge and directly associated with the Feng?  A rainbow.  His family name is just a really fanciful and kind of poetic reference to a rainbow.  In conjunction with the “Watchtower” referenced in the name Roujuurou(楼十郎) I’m tempted to take to the meaning of “10th [Floor of the] Watchtower Son” as it implies a high floor, and in the common mythological motif of rainbows as actual physical structures, a high tower would be the sensible entry point to a rainbow bridge. 
Also this is why he has a bird mask.
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Kuna(久南) Mashiro(白)
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Let me just come right out and say that I haven’t got a damn clue on this one.  Mashiro(白) means “White.” Ku(久) means “long time,” na(南) means “South.”  She dresses like a super sentai character, specifically one of the original Himitsu Sentei Goranger team, and her mask is a nod to Kamen Rider, with its antenna and big round bug-eyes.  I don’t really see a connection with the name and the tokusatsu theme though.
Small aside, Tokusatsu is a genre of Japanese TV and film that was originally named for its emphasis on special effects like camera tricks and editing in post, used most noticeably in children’s shows like Super Sentai and Kamen Rider.  That distinction became less and less relevant as special effects became more widespread, and so it is now used mostly to refer to live-action costumed super hero shows.
Super Sentai is btw the source material for the American franchise, Power Rangers, from which Saban Entertainment originally bought the footage that they would cut together with their own original footage, and later from which they would buy the costumes in order to shoot their own shows from scratch.
Also of note is that Ishinomori Shoutarou, author of the original Cyborg 009, was also the original show creator of Kamen Rider and Super Sentai.  His work created the transforming(henshin) hero, the body suit and helmet aesthetic, and the heroic billowing scarf, effectively inventing the Japanese superhero almost single-handed.
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Ushouda(有昭田) Hachigen(鉢玄)  
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Another funky one...  “[To] Exist [in] a Shining Field” might be the best way to read Ushouda(有昭田)?  Its really the U(有) that gives me trouble here, as it just means “Exist”/”Existance.”  And Hachigen(鉢玄) seems to read Hachi(鉢) meaning “bowl” and Gen(玄) meaning “deep,” “mysterious” and in certain contexts “occult.”  I’m not sure if that “deep” is really a physical deepness or just a sort of “profoundness” that would fall more in line with “mysterious” and “occult.”
Either way I think the general meaning is actually pretty clear, “bowls of rice from a shining field” evoke an image of kind of mythical field of magical produce, eating from which grants a kind of magical quality and sustenance.  In other words, his name is saying that Hachi is such a huge guy and so gifted at magic because he ate a lot of food that grants magic power.
I have no idea why he has the tux or the shaved hair though.  Stage magician?  Fancy gourmand?  But again then why the shaved head and the cross bones?  And Kubo did eventually come up with for him is strangely Balinese looking?  It seems reminiscent of Barong, king of spirits; A benevolent lion/bear monster that defends mankind from Rangda, the demon queen and master of blackmagic.  But apart from the superficial appearance and broad ties to magic, there’s not a lot really tying the two together.
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It’s hard not to just go off on all the weird little design choices, and loose ends, dropped plot points, and retcon’d details that surround the Visored in Bleach.  They really were just such a great concept utterly wasted by terrible pacing and some truly confusing priorities as far as publication goes, eithe ron Kubo’s part, editorial, or both...  But that’s a story for another time...
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letterboxd · 4 years ago
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How I Letterboxd #5: Will Slater.
Talking mullets and other manes with the man behind the internet’s definitive ‘exploding helicopters in movies’ catalog.
“Man cannot live on helicopter explosions alone. Even I need some occasional intellectual nourishment.”
A London-based PR man by day, by night Will Slater has a thing (and a podcast, blog and Twitter account) for movies that feature exploding helicopters. According to his Letterboxd bio, it’s “the world’s only podcast and blog dedicated to celebrating the art of exploding helicopters in films… as well as shaming those directors who dishonor the helicopter explosion genre”. As Will tells Jack Moulton, he also loves film noir, Wakaliwood, masala movies and much more. Just don’t get him started on the one action movie cliché that never fails to disappoint.
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Sylvester Stallone takes aim in ‘Rambo III’ (1988).
First things first, have you ever had a ride in a helicopter? Will Slater: What, do you think I’m mad? Of course I’ve never flown in a helicopter! If I’ve learned anything from watching hundreds of films where helicopters spectacularly explode, it’s that they are a singularly dangerous form of transport. You never know when Sylvester Stallone is going to pop up with an explosive-tipped arrow and blow you out of the sky.
I’m going to say the words ‘the definitive action hero/heroine’. Who pops into your head first? No runners-up. Go. Snake Plissken, no question, for a number of good reasons. First, there’s the look: that eye-patch, the beaten-to-hell leather jacket and Kurt Russell’s lustrous mane of hair. Second, there’s the attitude: his contempt for authority, the drawled sarcasm and all-round bad-assery. And I also like that he doesn’t have any special abilities. Action heroes generally tend to be either musclebound slabs of beef—Arnold Schwarzenegger, Stallone—or martial arts specialists—Jean-Claude van Damme, Jackie Chan—Plissken is just a pissed-off, angry dude who’s trying to stay alive. He’s very relatable. Plus, I’d argue he pretty much invented the whole anti-hero formula that rules our screens today.
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Kurt Russell as Snake Plissken in John Carpenter’s ‘Escape from New York’ (1981).
When did you start your podcast and which film got you into looking deeper into the topic? It was while watching the cheesily bad Cyborg Cop that I first had an epiphany about the weird and wonderful ways in which helicopters seemed to continually explode in movies. But the film that convinced me to start documenting the phenomenon was Stone Cold. If you’re not familiar with the film, it was an attempt to turn former gridiron star and mullet-king Brian Bosworth into the next big action star. It goes without saying that Stone Cold did not transform ‘The Boz’ into the next Arnold Schwarzenegger, but the film wasn’t a total failure as it features a helicopter explosion that is as brilliant as it is gloriously stupid.
And that was the prompt to start the Exploding Helicopter. I launched the website in 2009, and the podcast followed 2015. Since we started, our aim has been a simple one: to celebrate the strange and inventive ways that helicopters explode in films.
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Motorcycle crashes into helicopter in mid-air, ‘Stone Cold’ (1991).
When did you join Letterboxd? What are your favorite features here? I’ve been around since 2013. As for the features, the stats are very cool. When you dig into your viewing history, you can learn some very revealing things about yourself. For example, I generally like to think I have a commendably broad taste in film, and watch only the most important and influential works from every decade, genre and country. But then you look at the data and find you’ve watched Thunderball nine times in the last five years, so maybe you’re not as cool as you thought.
We noticed that your profile faves are low-key and explosion-free, given your theme of choice. Why these four and not Die Hard four times? Man cannot live on helicopter explosions alone. Even I need some occasional intellectual nourishment, between watching whirlybird conflagrations. There’s a little bit of nostalgia tied up in The Ipcress File. I first saw it as a kid, and it made a big impression on me. It’s very stylishly directed, has a great John Barry score and a star-making turn from Michael Caine. I’m a big film noir fan and Sweet Smell Of Success is a beautifully sour tale of cynicism and manipulation. To borrow the words of Burt Lancaster in the film, it’s a “cookie full of arsenic”.
Jean-Pierre Melville is my favorite director and Le Samouraï was the first of his films that I saw. What Melville does so masterfully in this, and his other crime films, is distil the elements of film noir. Basically, he takes the genre’s iconography—the gun, the trenchcoat, the fedora—and familiar plot tropes—the betrayed assassin, the heist gone wrong, the criminal doing one last job—then elevates them above cliché into something almost mythic. And what do I really need to say about Taxi Driver, other than it’s a masterpiece?
Now you say you shame directors who dishonor the art of helicopter explosions? Which directors did you dirty? Well, one of the biggest names in our hall of shame is Tony Scott. For a man who specialized in hyper-stylized, pyrotechnic-filled action movies, he flunked every helicopter explosion he filmed. In our eyes, one of the most egregious offences you can commit is failing to show the helicopter explosion. And in both Spy Game and Domino, old Tony cheats the viewer by having the chopper fly out of sight before it explodes. Now, I can accept such visual chicanery in a low-budget film, where they presumably don’t have the money to stage the scene, but what’s Tony’s excuse? If you look at his filmography, at one time or another he’s wrecked trains, planes and automobiles in spectacular fashion. But for some reason, he repeatedly couldn’t be bothered to give us a satisfying chopper conflagration. At a certain point, it starts to feel like a personal slight. Tony, what did I ever do to you?
In your immortal words, “a film is always improved by a helicopter explosion.” When has this been especially true? When you see lists of worst-ever directors, Uwe Boll is a name that always seems to turn up. And, according to the internet, one of his worst-ever films is the video game adaptation, Far Cry. Now, I’m not going to try [to] convince you that the film is a neglected classic, but it does have a very imaginatively staged exploding helicopter scene. It’s too convoluted to explain here, but take my word that it wouldn’t be out of place in a Fast and Furious movie.
What about the unsung heroes; the stunt artists, the pilots, the pyrotechnicians, the VFX wizards who have worked on numerous iconic action moments, all of whom deserve a shoutout? Personally, I don’t understand why the Academy doesn’t have a stunts category. But if they did, I’d be lobbying hard for Spiro Razatos to get the first award. These days, he works as a stunt coordinator on the Fast and Furious and Marvel films, but I’d like to draw people’s attention to some of his early work. Back in the nineties, he did a lot of work with PM Entertainment films, an independent company that made low-budget action films for the home video market.
They might not have had much money, but they put every cent on the screen with glorious, raucously inventive set pieces that were often more spectacular than big-budget Hollywood offerings. And remember: this was in pre-CGI times, so every death-defying detail was absolutely ‘real’. Go back and watch films like The Sweeper or Rage, and you’ll can see why Super Spiro has now graduated to these more prestigious gigs.
Narrow this list down for us: which is the ultimate most spine-tingly epic “we got company” movie moment? As you may have gathered, I do like an action movie cliché. When you encounter one in a film, it’s like meeting an old friend. And one of my favorites is when someone uses this classic line of dialog to signal that a car chase or a gun battle is about to start. I’ve heard people deliver the line in all sorts of ways–funny, scared, angrily and often just badly. But if you want spine-tingly, then you can’t beat Harrison Ford in Star Wars. He drops the line during the detention-block scene after failing to bluff an imperial officer. As soon as he says it, John Williams’ iconic score kicks in. It gives you the ‘feels’ every time.
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“Boring conversation anyway.” Han Solo and Chewbacca in ‘Star Wars’ (1977).
And which action movie cliché can you simply not stand? Stop it: my hackles are raising just thinking about it. For me, the trope that never fails to disappoint is the ‘reluctant’ hero being convinced to take up arms and join the fight. You know the scene. Invariably, the hero has hung up their spurs and is living a bucolic existence ‘off the grid’, when a gruff buddy shows up asking them to risk almost certain death by taking on ‘one last job’. Now, dialog is rarely an action film’s greatest strength, and these beefcake actors generally are not cast for their dramatic chops. Which means we get subjected to the same perfunctory and uninteresting scene over and over again: “I told you, I’m out the game”, “Goddamnit, we need you”, “OK, I’ll do it”. These scenes just never work and are never less than painful to watch.
Which up-and-coming action director are you most excited about? In terms of up-and-coming action talent, I’d pick the director Stefano Sollima. I first noticed his work on a couple of TV series: the fantastic Italian crime dramas, Romanzo Criminale and Gomorrah. The way he composed shots really stood out, and it was clear he had a very cinematic eye. He rather reminds me of Michael Mann. He’s now on Hollywood’s radar and got to direct Sicario: Day of the Soldado the other year. And he’s lined up to make a Tom Clancy adaptation with Michael B. Jordan. I can’t wait to see what he comes up with.
Have you witnessed the glory that is Wakaliwood—Ugandan DIY action filmmaking—three of which make Letterboxd’s official top ten films by black directors? Which international films do you feel out-match Hollywood? I love the Wakaliwood films I’ve seen. It’s fascinating to watch action films from around the world and see their different styles and flavors. Recently, I’ve been trying to investigate Indian cinema and, in particular, what are known as ‘masala movies’. These mix action, comedy, drama, romance and dance numbers into one big, crazy, entertaining mess. They’re a unique experience. If you want to check one out, I’d suggest Dhoom 2. It’s bananas.
Can you believe there are only two female directors represented in your exploding helicopter list? Do you believe that’s due to systemic or thematic reasons? You have to say it’s systemic. Men have dominated filmmaking for more than a century. Until women have the same opportunities to direct and make films as men, it’s impossible to know what their interest may or may not be in blowing up helicopters. [Will has previously written about the search for “true gender equality in the world of exploding helicopters”.]
To address the elephant in the room, how has Kobe Bryant’s unfortunate death earlier this year changed the way you look at these scenes? Obviously, I appreciate that Kobe Bryant’s death was very shocking and a tragedy for his family and fans. But basketball really is not a thing on these grim shores, so it didn’t register with us unenlightened Brits other than [as] a sad headline about a US sports star.
What was your most anticipated movie event of 2020 before Covid-19 pushed every tentpole back? That’s easy: No Time To Die. I’m a huge Bond fan and as soon as tickets were available, I booked myself in to see it on opening day at an IMAX. But if the Daniel Craig era is synonymous with anything, it’s lengthy delays between films.
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Freerunner Sébastien Foucan in the opening scene from ‘Casino Royale’ (2006).
What’s a fond memory you have in theaters related to the Bond franchise? I remember going to see Casino Royale. I was excited, but also nervous to see it. The Brosnan era had ended with the risible Die Another Day: invisible cars, kitesurfing and, worst of all, John Cleese’s awful Q. Since that had come out, we’d had Mission: Impossible, Bourne and the Triple X films, so it wasn’t beyond the realms of possibility that Bond might be finished. Then the first ten minutes of Casino Royale happened. And while that outstanding parkour-inspired chase was terrifically exciting, it also hit me like cinematic Valium. I suddenly realised I could sit back and relax, safe in the knowledge that 007 was going to be just fine.
Are you planning on returning to theaters as soon as you can? When would you feel comfortable? I’m taking a wait-and-see approach. I’d love to see films back on the big screen again, but I want to know more about how cinemas are going to maintain social distancing inside.
Finally, what three Letterboxd accounts should we all be following? Why not give Todd Gaines, Jayson Kennedy or Fred Andersson a follow? If you’re interested in genre films that are a little off the beaten trail, they’ll likely all steer you towards some hidden gems.
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blackjack-15 · 5 years ago
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All Dogs Go To Pennsylvania — Thoughts on: Ghost Dogs of Moon Lake (DOG)
Previous Metas: SCK/SCK2, STFD, MHM, TRT, FIN, SSH
Hello and welcome to a Nancy Drew meta series! 30 metas, 30 Nancy Drew Games that I’m comfortable with doing meta about. Hot takes, cold takes, and just Takes will abound, but one thing’s for sure: they’ll all be longer than I mean them to be.
Each meta will have different distinct sections: an Introduction, an exploration of the Title, an explanation of the Mystery, a run-through of the Suspects. Then, I’ll tackle some of my favorite and least favorite things about the game, and finish it off with ideas on how to improve it.
If any game requires an extra section or two, they’ll be listed in the paragraph above, along with links to previous metas.
These metas are not spoiler free, though I’ll list any games/media that they might spoil here: mention of MHM, DOG, brief mention of VEN, brief discussion of two characters from ASH, brief mention of LIE, spoilers for 20th Century American History in case you’re not caught up yet.
The Intro:
Ghost Dogs of Moon Lake is, first and foremost, a game that is simultaneously over- and under-appreciated. It’s a rare phenomenon in gaming, and one that only occurs once in the Nancy Drew game series. 
It has an intensely atmospheric location, but is coupled with the least fitting cast to ever grace a Nancy Drew game. 
The maze (and its bird spotting/worm finding puzzles) is tedious at best, but the speakeasy is riddled with fun puzzles and pitch-perfect décor. It has the most boring, milquetoast, robotic suspects of all time, but some of the best phone characters. 
And, to top it all off, it has one of the most straightforward mysteries paired with an insanely weird ending.
The thing that DOG really nails is the location. The visuals, the accents (Emily’s is a standout), the feeling of timelessness — all of that is central to this specific area of Pennsylvania and somehow Seattle-based HER really just gets it all right. Not only is this significant in this burgeoning era of Nancy Drew games, but it also goes a long way to making the game fun to play.
By this point, HER has cottoned onto the fact that their audience really likes historical background to the games, and includes it as a matter of course. For DOG, we’re learning about Prohibition-era Pennsylvania — and more specifically, bootlegger history. 
To understand the game completely, a little history lesson might be in order. If you’re familiar with Prohibition and its cultural impact, you can skip the next few paragraphs.
For those not from the US, Prohibition was when a bunch of uptight, meddling people in the early 1900s decided that they needed a good Moral Panic and that the best way to get rid of the problems that can come with drinking was to give the government the power to make it illegal by adding it to the United States Constitution.
This lasted a total of 13 years  (1920-33) where everyone immediately and promptly ignored the law, until the government sheepishly passed the repeal in the form of another amendment to the Constitution, having accomplished nothing other than moralistic finger-wagging and the solidification and exponential growth of organized crime and the black market in the US.
Thus, in United States culture, bootleggers and others who defied Prohibition are usually viewed as folk heroes fighting against stupid governmental overreach, rather than as criminals. 
One of the most famous anecdotes from the Prohibition era is about an FBI agent who went undercover to see how long it would take to get alcohol in the major cities of the time. The longest took him a bit over 15 minutes, while the shortest was in New Orleans, Louisiana, where it took him 32 seconds due to his cab driver answering the question of where he could get alcohol by producing a bottle and saying “right here”.
This backstory is crucial not only to understanding characters like Jeff Akers, Eustacia Andropov, Vivian Whitmore, and, yes, Mickey Malone, but it’s also crucial to understanding why the game feels the way it does.
Unlike the other Nancy Drew games that touch on organized crime — Phantom of Venice, Labyrinth of Lies — this game holds a sort of fascinated reverence and “good ol’ American boy”-type feelings for Malone and his fellow gangsters. 
Usually in Nancy Drew games — and almost always in the early to middle games – HER tries to send a very strong message against any type of illegal or immoral behavior (as evidenced by the games’ Fundamentalist fanbase), but DOG stands out in its sheer American pride in these law-breakers from a different age.
It’s to the benefit of the game that the character archetypes of certain suspects and/or phone characters feed into these 20s/30s Prohibition-era tropes, as it gives them some grounding in a game that really doesn’t have much to say (in contrast to how much it feels).
Other than the historical background and its modern-day underpinnings, DOG is a paint-by-numbers Nancy Drew game with one or two annoying puzzles, a strong atmosphere, fun phone friends, and a decent plot. In a first for the series, it’s also a primarily outdoor game, which would inspire future games such as Danger on Deception Island and Creature of Kapu Cave, among many others.
While I would never rate DOG in my top games (and probably not even in the top half of games, due to the overall quality of the series), there’s a lot it does right. Ultimately, the problem with the game — and the reason that it doesn’t rank too highly on a lot of lists — is not that DOG does anything wrong, per se. It’s just that, for all its good things, DOG doesn’t do enough right.
The Title:
Lots of Nancy Drew games (always excepting the first two, which were more trial-style games and thus are different on a whole host of levels) are titled with “The [adjective] [noun]”, “[noun] in a/the [adjective] [location]’ or “The [noun] of [Proper Noun/Location]”, and Ghost Dogs of Moon Lake thus stands out a bit, making the title seem more important than it would normally.
The title tells us pretty explicitly what the main conflict — and the main “haunting”, as this is a Haunted game in its trappings, if not in its actual plot — will be: the ghostly dogs that haunt the Moon Lake property. It also lets us know, in a roundabout way, the location of the game (though there are Moon Lakes in multiple places throughout the US).
However, that’s all the title does. Unlike most other titles in the series, DOG’s title doesn’t really let you play around with possible meanings or read into it at all. As good a title as it is for pointing you right to the heart of the premise of the game, it’s also a bad title because it refuses to tell you anything else about the game.
In other words, the title, much like the rest of the game, is a mixed bag that, for me at least, hangs a little more on the negative side than the positive.
Now, onto the only thing that the title points us to:
The Mystery:
Nancy’s been called to investigate by a friend of her family’s, Sally MacDonald — a photographer and land owner — due to the fact that Sally’s cabin has been experiencing nightly hauntings by ghostly dogs of the cabin’s previous owner, a Prohibition-era gangster named Mickey Malone.
Technically, Nancy is supposed to be there to visit, but Sally can’t take another night of hauntings, and books it out of there before Nancy can arrive. Upon her arrival, Nancy experiences one of these hauntings, and promptly sets out to solve the case behind the Ghost Dogs of Moon Lake.
As a mystery, DOG isn’t too standout — it’s in the vein of MHM, though not as good — and follows the basic structure of a Haunting Game: a few instances of the haunting, some logical explanations, some illogical explanations, and a few shifty people who could have caused the disturbances.
The reason behind the hauntings is established fairly quickly, as Nancy learns that Malone’s property is valuable for a number of reasons, and Sally’s purchase of it upset the plans of the other three residents of Moon Lake. What’s not clear is which of our three extremely guilty-seeming suspects (four if you consider Sally a suspect) is actually responsible.
While the culprit in this game isn’t immediately recognizable, as HER has tried to lay some red herrings and distribute blame a little more than they have in the past, it’s still easy to figure out once you’ve hit the halfway mark (and can be figured out well before that if you’re paying close attention), but that’s more due to the suspects being one of the most lackluster suspect groups in the entire series.
The Suspects:
Sally MacDonald is the owner of the so-called haunted cabin on Moon Lake, and is the “client” of the game. She bought the Moon Lake property for its picturesque views, but soon learned that the cabin came with a price beyond the monetary. Upset by the hauntings, Sally high-tails it out of Moon Lake, leaving Nancy an incredibly garbled message about the dogs and not much else. She also hasn’t apparently tested her water even though she’s been there for a month, which is a Bit Much, City Girl.
Sally’s not really a suspect, but there’s nowhere else to put her, and if the game didn’t begin with Nancy witnessing the dogs for herself, Sally would start out as a halfway-decent suspect herself, rather than a mostly-pointless phone friend.
Sally herself is one of the weakest points of the game (more on that below), which is a little sad when you consider how important her presence is to the game versus how much impact she actually has (less than anyone else)
Red Knott is the rather unfortunately named birdwatcher that perches on what I’m pretty sure is Sally’s property to begin with and yells about The Youth with the vigor that only an oldster in civvie-camo can do. He’s upset about Sally’s purchase because he wants to watch birds 24/7 and having more people — especially someone younger, as he hates those under 50 — in Moon Lake means more people disturbing the birds.
Red is rude, cantankerous, and firmly believes in having people do things for him, provided it’s an 18 year old in unisex camo gear. You’d think his and Sally’s shared hobby of photography would link them together and make Red your first-cleared buddy-buddy suspect, but Nancy’s pretty much on her own the entire game.
As a suspect, Red is pretty lackluster as well. Sure, he likes his birds, but no one believes for a moment that this dude is actually behind anything other than being a pain the butt. Red is entirely un-useful in everything, but not so unhelpful as to stymie Nancy. In a cast of nothings and no-ones, Red is especially forgettable apart from asking Nancy if she smokes.
Jeff Akers is the local park ranger and resident owner of the most firmly lodged stick in the universe. He’s also the strongest tie to the Prohibition-era backstory as the Lawmen opposing people like Mickey Malone and Valerie. 
It’s a shame he doesn’t do his job better; Jeff should be the embodiment of Consequences when Nancy goes too far, but instead, he barely shows up to have his dog be a red herring and then disappears into Moon Lake like some Nessie-style monster of Little Consequence.
As a suspect? Well, Jeff isn’t going to tick many boxes. Sure, he’s got a dog — albeit not the right type of dog at all — and he’s not fond of Nancy, but pretty much no one in this game is a fan of Nancy, so that doesn’t do much for his suspect-ness at all.
In a game where dogs are bad news, Jeff is all bark and no bite. He’s a comic relief character that shouldn’t be a comic relief character, and a present-day presence when he should be a relic of a past time.
Emily Griffin is the owner of a local bait shop/general store/Prohibition-era antique corner who definitely only sells Legally Obtained items, thank you very much. She’s got that cheeriness that HER liked to conflate with friendliness, ignoring that they’re two very different things and produce two very different reactions in the player (think in ASH Toni’s cheeriness versus Alexei’s friendliness).
She’s the one most tied to the past through her side hustle of selling Prohibition antiques, and it’s obvious that she must be the culprit through that reveal alone. Unfortunately, that’s her only tie to the Prohibition era, as nothing else about her is a shadow of Malone, Vivian, or any other bit of the past we learn about in the game.
As a suspect, Emily is the best, but still isn’t fabulous. There’s little depth to her beyond simple greed, and her interactions with Nancy might as well be with a slightly cagey computer rather than a person. She’s not sinister enough to be scary (apart from one subtle moment covered below), but not silly enough to be funny. She perhaps best represents DOG as a game: she’s a mixed bag with a few shining bits, but is ultimately forgettable.
The Favorite:
There are a few things that DOG does righter than rain, so let’s take a run-down.
The first and most important thing that DOG nails is the atmosphere. I’ve mentioned it above, so I won’t dwell too much, but HER really just gets rural Pennsylvania right, and it’s an absolute treat to play in that atmosphere.
The next is also covered above, but I really adore the good ol’ American appreciation for our bootlegger heroes. It would have been so easy to demonize these people who did, admittedly, break the law, but instead HER for once doesn’t play the wet blanket and acknowledges that sometimes (most of the time, really), American folk heroes are a bit good and a bit bad.
My favorite puzzle is incredibly lame, but it’s the Roman Numeral puzzle. I have a slightly secret, mostly nerdy love for puzzles that use things that are useful in the real world, and having taken Latin in college, this puzzle really actually helped me be able to 1) pass accelerated Lain and 2) feel more confident when looking at dates. It’s also just kinda fun and relaxing. I like puzzles that make me sort stuff.
My favorite moment in the game is probably when you first step into the speakeasy and Malone’s presence is almost palpable. Every time I walk in, I’m always looking around for someone to speak to, even though I know the saloon is empty. It’s a great moment and an appropriate reveal given the heft of the historical background.
Once again, the Hardy Boys are a bright spot in this game, as are Vivian and Eustacia. Really, the phone conversations are the best part of DOG — not just because the actual game is a bit lackluster, but more because they’re really just that good.
I’ve also gotta give credit for the insanely terrifying tidbit of Emily trying to give Nancy calming tea that would poison her after setting the shed on fire. It’s a great moment of fridge horror, and shows that Emily does have some subtlety (attempted murder with a femur bone notwithstanding) when she wants to.
The Un-Favorite:
There are probably as many bad things as good, however, and it’s here that DOG starts to show its weaknesses.
As mentioned above, Sally really drags down the parts of the game she’s in, as she could have been a good character and ultimately winds up not even being a character at all.
If you restructure the beginning and have a little more subtle haunting of the dogs happening to a cabin and then cut to Sally leaving Nancy a voicemail/talking to her on the phone — but Nancy sees no evidence of dogs, just general mild destruction — then you start out a haunting game on the right foot.
Proving Sally right about the dogs and right to leave Moon Lake from the beginning weakens the game, and is one of my least favorite bits of it.
As far as least favorite puzzles go, there are two contenders. The maze in the woods is a high point for some, but as someone with a little trouble with distinguishing visual stimuli in the first place, it can be (and usually is) absolute hell. None of the puzzles are hard except for the bird-spotting puzzle, which isn’t hard as much as it is frustrating.
My least favorite moment is the beginning haunting simply because it builds the game up to a point that it never reaches again, not even with the hilarious screwball ending. When the best moment of the game is the first two minutes, you’re not looking at a satisfying game.
The cast is often what makes or breaks a game and, unfortunately, this is a game where the cast breaks it. There’s simply nothing in the suspects to propel the game forward, which gives the game a feel of more of a graphic novel-type game than a whodunnit. And, spoiler alert, it doesn’t make for a good graphic novel game either.
The lack of length in this section isn’t a testament to the value of the game itself; rather, it shows DOG for what it is: just unremarkable. Not good enough to be solid, not bad enough to be an outlier.
The Fix:
So how would I fix DOG?
There’s not much you can do with the current cast of characters, despite their tenuous ties to Prohibition tropes, so I’d pretty much start over.
Make Sally a mid-game presence (actual tangible suspect, thank you very much) and shift Emily from the ‘bumpkin’ archetype to someone a bit more world-wise (though keep the accent, it’s fantastic) and hide her involvement in dredging the bottom of the lake a little longer (or implicate someone else in it first, whichever works).
Give Red something to do to make him a bit more suspicious and use him as Nancy’s buddy once Sally comes in (to keep the number of suspects the same) and have his photography actually come in handy. As for Jeff…an obstructionist presence is fine, but root him a bit more in history as a figure of the law rather than a sissified bureaucrat whose only character trait is that he loves to give tickets.
The puzzles could also solve to be more memorable and not auto-solved (save for the bird-spotting puzzle, which is a Disgrace) by the game, but part of that is the age of the game.
DOG is structured as a haunting game, so beginning it with Nancy experiencing a haunting full-stop is a horrible beginning. It takes out any suspense and any sense that this might just be an old legend and minor sabotage getting the better of Sally (or better, Sally damaging her own property in order to hype up its status as Malone’s house and then flip it for a profit/get her photos of the “hauntings” featured in a nationwide story) and instead gives us the most cut and dry (emphasis on dry) haunting game in the series.
Beginning DOG in the way that HER does, while a great cinematic (especially for 2002), drains the suspense and Mystery out of the game like sap from a pine tree. We’re still left with a structure of sorts, but it’s just not what it could have been.
Ultimately, even with DOG fixed, I don’t think it would be a standout game for anything (except possibly atmosphere). At its best, DOG is simply a three-star entry in a series; no one’s least favorite, very few people’s favorite, and memorable only for its initial haunting rather than for its plot, characters, or mystery.
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workersolidarity · 5 years ago
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Does anyone ever question why the US is in Syria at all? Or who is actually in control of the US Military?
We all know we shouldn't be in Syria (or many other countries) to begin with, in direct contravention of International Law. Whereas Russia has actually been invited into Syria and has done the majority of the work battling ISIS. The US however, has mostly used the opportunity to expand it's waning Imperialist sphere of influence in the region. Making moves such as blocking Iran from delivering equipment and weapons to Hezbollah at the behest of Israel.
I'm sure that sounds good if you buy the Propaganda that the US Military pumps out of its Corporate Media arms. But the reality on the ground has been that Hezbollah has been the only force capable of defending Shiite Communities near the Syrian, Lebanese border at a time when ISIS along with US/CIA-funded Al-Quaeda offshoots like Al Nusra Front have presented an immanent danger to these communities. Their major crime? Being Shiite Communities caught in the crossfire.
This is, of course, to say nothing of the origins of the Syrian Civil War, of which the CIA/State Department and other arms of US Imperialism played a leading role by secretly funding and training terrorist Organizations to attack the Syrian State.
The US is the reason ISIS exists to begin with. You cannot just destabilize an entire region of the world and expect no consequences.
Then along comes Trump, who claims to despise useless foreign wars. However, despite the supposed hesitancy of Trump to continue with the US involvement in the occupation of Syrian territory, or the training and arming of terrorist groups, he's mostly just made a big show of wanting to get out while continuing, and even expanding many aspects of the Obama era policies in Syria.
Of course there's no way of knowing Trump's sincerity about wanting to extricate the Military from pointless Imperial excursions, but only two options are really possible here.
Either Trump and Obama before him were always lying, and never had any intention of removing US involvement in the region, or the US Political apparatuses have completely lost control of the US Military, the Defense Contracting Industry, and the Security State.
I say this not to absolve US leadership's responsibility in the hundreds of thousands, if not millions of deaths associated with the Imperialist Wars in the Middle East, but as a serious question as to Civilian control of the US Military.
On multiple occasions over the last decade, I've taken notice of increasing incidents beginning in the Obama Administration when the President, or Administration Officials would officially declare a Policy, while the Military pursued a contradictory Policy.
Now of course this could be a typical case of lying to the public about declared Policy, not exactly a new phenomenon. However, these moments of contradiction may actually be an example of a loss of control over Military Policy. This happens in countries all across the World, but to most Americans this notion is unthinkable.
But let's give this a Materialist Analysis.
In many countries that depend heavily on their Military for basic security, continuously relies on the Military to pursue Government Policy, and/or has a massively bloated Military Beaurocracy, it is not uncommon to lose civilian control over their Military apparatus when their interests collide with those of Civilian Governments.
In the US, Civilian control over the Military was a founding principle, though noticeably it hasn't really been tested over the last century. The US Military has never really had any major Policy differences with our Bourgeois Governments.
But perhaps this has begun to change since the beginning of the Obama Administration. For example, clearly the Military never had any intention of ever closing Guantanamo Bay Military Prison, and sure enough, despite a direct Presidential order to do so, the Military successfully resisted, and even convinced Congress to slip a Law into a Budget Bill banning the President from closing the Prison. I took notice.
On numerous occasions in the Syria conflict, the stated policies of the Presidential Administrations have gone completely ignored, or were directly contradicted by the actions or statements of the Military itself.
Pretty soon, this may no longer be just speculation. There might come a time when the Military drops all pretenses and publicly ignores a major Policy or some other Civilian orders.
For decades Presidents and Congresses have allowed the Military to freely pursue its own Imperialist goals with little or no oversight, and largely it's goals have aligned with those of our Bourgeois Elected Officials.
However, now as different sections of the Bourgeoisie's interests have come into conflict with one another and those of the Military, you see what seems to be more pushback and decision making independence by the US Military.
Consider this. The Military and Defense Contracting Interests have normally been most closely aligned with that of the Fossil Fuel Industry, the Chemical Manufacturing Industry, the Metals Production Industries, and the Financial Industry, among others.
But today a divide is rapidly growing between the Fossil Fuels, Chemical Production and Metal workings Industries and those of Silicon Valley, mainly Renewable Energy Production, technology, communication, and others like Synthetic Materials Production and other new possiblities that don't use the same resources that older industries needed.
These newer Industries already threaten to supplant the old ones. The economy is evolving and the Financial Industry is funding all of these changes.
This creates some major divisions within the Bourgeoisie and in some ways the new industries are less dependant on our old allies, traditional Territorial dominance, with a shifting geopolitical alignment. I'm some ways the new Economy requires more international cooperation, non-traditional allies and more foreign investment and cooperation from the biggest adversaries of the older Fossil Fuel based industries that have dominated our economy for over a Century.
That's not to say Imperialism is waning. Far from it, today you see an increasingly aggressive forms Imperialism. However the Geopolitical landscape is rapidly shifting. China's on the rise. Silicon Valley wants a piece of the Action, whereas traditional Fossil Fuel Industries... well, not so much. Likely this will become the biggest battleground for the Bourgeoisie, and within Military leadership.
And it's not as simple as one big divide between traditional production and tech industry production. We may eventually come to see multitudes of divisions and contradictions arising out of the economic evolution.
For now, based on my observations of the interactionsvbetween Civilian Government and Military leadership in recent years, makes me believe there may be a complete loss of control over the Military by the Bourgeois Governments, or at least certain Governments. Soon open vying for Military backing could become a thing, similar to corrupt governments in Africa and the Middle East.
I'm sure everyone's heard of the famous final speech by the Imperialist General turned President Dwight D. Eisenhower about the threat posed by the US Military Industrial Complex??? Today's splintering Economic interests may finally reveal to the Public what that warning really meant 60 years ago.
US Empire is self-sustaining and omnipresent. It doesn't need a Congress, a President or Civilian Beaurocracy to function. It has its own version of all those things within its own infrastructure.
But this also might present Socialists with an opportunity if these divisions break out into the public. If I'm noticing it, surely someone else has.
At some point public sentiment might turn against the Military. But only if they begin to see it as an Organization out of control that's no longer guarding their interests. It will be up to the Socialist Movement to help guide and shape this sentiment overtime by educating the Working Class.
It will be incumbent upon Socialists to educate the Working Class about how the US Military is utilized across the third-world as the guardian of Bourgeois Resources and Private Property. We have to show the people how Corporate America uses the Military as it's own Mafia Enforcer who's number one job is the violent suppression of foreign workers to keep their so low it drives our own down here in the US.
I don't imagine most Workers being very happy to learn that the majority of their tax money is going to the Military, not to keep them safe, but instead to suppress wages in third-world countries using extreme violence. Once people truly understand what this means for them, for the quality of their jobs, and for the suppression if their own wages, then we may be able to change how people perceive the Military Indusrial Complex more generally, and hopefully turn the public against it over time.
This will be no easy feat. The fact is the Military enjoys the highest levels of support of any Government Angency among the US population. Persistent non-stop Military propaganda from the time were toddlers till we die has had a profound effect on people's ability to look at the Military and Imperialism critically. People rarely question the Military or its leadership.
To change this perception will take more than a few rallies and Propaganda. We will need a persistent, Universal effort on the Left to hammer home just how damaging the Military is to the interests of the Working Class.
It will require engagement with the public through forms of media they engage with on a daily basis. That means a steady campaign that blankets Social Media, Public Media, and even finding ways to break out onto the airwaves of the Corporate Media when possible.
As I say in pretty much everything I post, this has to start by aligning all the countless Marxist-Leninist Organizations and Parties, and integrating our efforts into a coherent strategy.
It will require reaching out to Organizations sponsored by the Governments of Socialist Nations like the Republic of Cuba, Venezuela, and the DPRK, as well as any Anti-Revisionist Organizations or Parties in non-Socialist Countries.
Lets see where we can work together on Strategy and Tactics. Let's work to create International Unity by Organizing Rallies, Demonstrations, and Protests across cities, States, and Nations. We should also be organizing Propaganda campaigns similarly, by publishing Propaganda internationally where possible and in different languages. Let's learn how to do these things and get it done. We are only as strong as we are United and Militant.
If you have any clout with a local chapter of Communist Parties or Organizations in your area, convince your Comrades to start reaching out to other Parties, other Organizations and let's get working together. Good Praxis means nothing without enough people to gain attention.
All of this is possible. We have to begin at the very bottom of Organizing efforts and work our way up. That's what happens after many decades of neglect and infighting.
And I believe we have the time to get this done. But only if we begin working on it right now! Slowly but surely, the divisions and contradictions between the different interests of the Bourgeoisie will begin breaking out into public more and more often.
The same goes for Civilian control of the Military. We have to make sure we're ready to go on the offensive as these issues become bigger and bigger in the coming years.
I know we can do this! But only if the Workers of the World Unite!
Solidarity Comrades!
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the-busy-ghost · 5 years ago
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Look I go back and forth on Scottish independence about forty times a day, and I also happen to be in the odd situation of having unexpectedly ended up living in England, when I have believed for a long time that I will never consider anywhere that isn’t Scotland truly home. Most English folk have been very friendly and I’ve been pretty lucky, and the country has its own beauty, but it’s just not where I want to spend the rest of my life, though I think it’s been interesting for a while (also terrifying though, austerity’s bad enough in Scotland, it is appalling down here).
Obviously, though, I still have thoughts on Scotland’s situation, even if I’m not the most politically savvy of people. One of those though is that, while I will doubtless have my opinions, I genuinely don’t think I have the right to decide on its future when I’m not currently registered as resident in it and am not just away from the country for a short time or for good reason (study, work, e.t.c.)- other Scots in a similar situation to me may disagree but that’s just how I feel. 
That being said this feeling leads me to my next point- what we are currently, if vaguely, defining as nationalism. As everyone knows, Scottish nationalism has the rare distinction of meaning something very different to British nationalism, or indeed most other uses of the word nationalism in Europe. A better word would perhaps be self-determination or really any number of other terms, but it’s not something that’s really possible to change at this stage. This is, in some ways, a recent development- while there were English-born founding members of the SNP and while people from all walks of life, nationalities, races, and backgrounds have been involved in Scottish independence movements from the start (even the thirteenth century ones), there’s no denying that Scottish nationalism, like any movement carrying that name, has more than occasionally attracted the kind of people who want to swear off the rest of the world altogether. The kind of people who will have some bizarre view of an independent Scotland as a white, ultra-capitalist, empire-denying paradise- basically a British nationalist’s dream, except this time without any English folk in it and either 100% English speaking or, more rarely, 100% Gaelic or Scots speaking depending on the individual’s weird preference. 
I think most of us who voted in the independence referendum, regardless of which way we voted, would probably think of these people with some disgust. Scotland has never been perfect in its handling of bigotry- whether racial, sectarian, linguistic, or gendered- but I would hope that most of us at least want to try to be better. But so many of us are at risk of being swayed by less extreme, perhaps more subtle exclusionist arguments than the case above- perhaps the kind of insidious anti-immigrant rhetoric that’s pushed by almost every newspaper at some point or another, or the strange phenomenon of the “looks like a polite liberal except when talking about X group” (in my experience, X group is usually traveller communities, but it can also be applied to pretty much any ethnic or national group, or maybe it’s about specific LGBT+ groups instead- either way, it’s unacceptable). 
Possibly many of us have said or done things we regret (or indeed NOT said something when we should have), and this extends to whole political movements. It doesn’t even have to be about Scottish nationalism- there used to be a rather awkward trend among “socialist” figures in Scotland of generalising and shitting on poorer immigrant communities too (the Irish maybe, or immigrants from the Baltic states or the Caribbean). Sometimes this stemmed from the upper classes doing what they always do and pitting ordinary folk against each other, like when poorer immigrants were used as strikebreakers, but I think we can all recognise that that doesn’t justify plain bigotry. But I digress, and I certainly think that the concept of Scottish nationalism could particularly attract this kind of behaviour again in the future, even if the current trend is more pro-immigration than it has been in the past.
And frankly that’s a scary thought. And not something we should sort of dismiss vaguely and leave to think about some other day. And to me certainly explains why some people have misgivings about independence and nationalism, just as others have misgivings about left-wingers who (though they may not have chosen it) somehow ended up sharing platforms with certain right-wing parties and (worse) extreme Unionists and Orangemen in the run-up to the 2014 referendum. But it is so hugely important that we don’t let the right split us apart because there are bigger things at stake (and parties that are even slightly left of centre are so horribly good at squabbling with each other in pursuit of ideological purity and yet screwing up their chances of effecting change- the way Scotland’s Communists, the ILP and Labour used to lay into each other in the 1930s and 1940s must have had the Tories in stitches). 
So while I’m not likely to be back in Scotland for a while, and while I will never demand a vote on Scottish issues while I am not affected by those issues, and while I may not always manage to do the right thing (though I aim to, but I’m going to be limited by internalised biases and my own privilege as much as anyone), and while I STILL don’t fully understand my own position on independence, I think I can commit to one clear testament at least. For me, Scottish independence should and MUST be about where a country's government sits and how the land is to be governed, and NOT where its people were born. It would be insane and abhorrent to make a bid for self-determination by shutting people out- and I warn about it because there is always a danger that that kind of nationalism may rear its ugly head and hijack the movement, though at the moment majority opinion seems against it. And even if it’s not full on bigoted nationalism, there’s always the chance that some of the old tartan Tory types might gain control of the SNP leadership again- it’s important to establish whether we want that brand of politics is right for the main party in Scotland. To me, we could have the chance in an independent Scotland to create a fairer, kinder country, that welcomes people who want to work to achieve that, because what on earth would be the point of leaving the UK if we just become the worst aspects of the UK in miniature, complete with classism, anti-immigration rhetoric, and inequality?
So yeah. I may not know where we’re going but I think it’s about time we made a solemn covenant that, independent or not, Scots are going to work to be better, push for equality, and refuse to be swayed by the kind of hateful rhetoric that can grip any western population if we’re not careful. Work for the land we all love, and by extension the world, work to repair and apologise for the damage Scots have caused throughout history to other nations and to fellow Scots, and don’t ever let the media and politicians and our own superiority complexes allow us to prop up exploitative and unjust systems. I’m not here for an “independence” pledge but I am here for a pledge of that kind. We might not succeed but in any case we have to explicitly promise to try, because otherwise we’ll always be in danger of repeating the mistakes of history.
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militant-holy-knight · 5 years ago
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The murderous radicals who set off bombs and killed hundreds on Easter Sunday in Sri Lanka chose their targets with ideological purpose. Three Catholic churches were bombed, and with them three hotels catering to Western tourists, because often in the jihadist imagination Western Christianity and Western liberal individualism are the conjoined enemies of their longed-for religious utopia, their religious-totalitarian version of Islam. Tourists and missionaries, Coca-Cola and the Catholic Church — it’s all the same invading Christian enemy, different brand names for the same old crusade.
Officially, the Western world’s political and cultural elite does its best to undercut and push back against this narrative. The liberal imagination reacts with discomfort to the Samuel Huntingtonian idea of a clash of civilizations, or anything that pits a unitary “West” against an Islamist or Islamic alternative. The idea of a “Christian West” is particularly forcefully rejected, but even more banal terms like “Western Civilization” and “Judeo-Christian,” once intended to offer a more ecumenical narrative of Euro-American history, are now seen as dangerous, exclusivist, chauvinist, alt-right.
And yet there is also a way in which liberal discourse in the West implicitly accepts part of the terrorists’ premise — by treating Christianity as a cultural possession of contemporary liberalism, a particularly Western religious inheritance that even those who no longer really believe have a special obligation to remake and reform. With one hand elite liberalism seeks to keep Christianity at arm’s length, to reject any specifically Christian identity for the society it aims to rule — but with the other it treats Christianity as something that really exists only in relationship to its own secularized humanitarianism, either as a tamed and therefore useful chaplaincy or as an embarrassing, in-need-of-correction uncle.
You could see both those impulses at work in the discussion following the great fire at Notre-Dame. On the one hand there was a strident liberal reaction against readings of the tragedy that seemed too friendly to either medieval Catholicism or some religiously infused conception of the West. A few tweets from the conservative writer Ben Shapiro, which used phrases like “Western Civilization” and “Judeo-Christian” while lamenting the conflagration, prompted accusations that he was ignoring the awfulness of medieval-Catholic anti-Semitism, and also that his Western-civ language was just a dog-whistle for white nationalists.
But at the same time there was a palpable desire to claim the still-smoking Notre-Dame for some abstract idea of liberal modernity, a swift enlistment of various architects and chin-strokers to imagine how the cathedral (owned by the French government, thanks to an earlier liberal effort to claim authority over Christian faith) might be reconstructed to be somehow more secular and cosmopolitan, more of a cathedral for our multicultural times.
This seems strange, since as Ben Sixsmith noted for The Spectator, “it would never cross anyone’s mind to suggest that Mecca or the Golden Temple should lose their distinctively Islamic and Sikh characters to accommodate people of different faiths.” But an ancient, famous Catholic cathedral is instinctively understood as somehow the common property of an officially post-Catholic order, especially when the opportunity suddenly arises to renovate it.
As with monuments, so with beliefs. Consider the fascinating interview my colleague Nicholas Kristof conducted for Easter with Serene Jones, the president of Union Theological Seminary, long the flagship institution for liberal Protestantism. In a relatively brief conversation, Jones declines to affirm the resurrection, calls the Virgin birth “bizarre,” shrugs at the afterlife and generally treats most of traditional Christian theology as an embarrassment.
But is Jones a Richard Dawkins-esque scoffer or a would-be founder of a Gnostic alternative to Christianity? Hardly: She’s a Protestant minister and a leader and teacher for would-be Protestant ministers, who regards her project as the further reformation of Christianity, to ensure the continued use of its origin story and imagery (and its institutions, and their brands, and their endowments) for modern liberal and left-wing purposes. It’s another distilled example of the combination of repudiation and co-optation, the desire to abandon and the desire to claim and tame and redefine, that so often defines the liberal relationship to Christian faith.
If you aren’t a liberal Christian in the mode of Serene Jones, if you believe in a literal resurrection and a fully-Catholic Notre-Dame de Paris, this combination of attitudes encourages a certain paranoia, a sense that the liberal overclass is constantly gaslighting your religion. That elite will never take your side in any controversy, it will efface your beliefs and traditions in many cases and be ostentatiously ignorant of them in others … but when challenged, its apostles still always claim to be Christians themselves or at least friends and heirs of Christianity, and what’s with your persecution complex, don’t you know that (white) American Christians are wildly privileged?
This last dig is true in certain ways and false in others. It’s true that conservative Christians in the United States can fall into a narrative of martyrdom that doesn’t fit their actual position, true that the presidency of Donald Trump attests to their continued power (and their vulnerability to its corruptions!). On the other hand the marginalization of traditional faith in much of Western Europe is obvious and palpable, and the trend in the United States is in a similar direction — and residual political influence is very different from the sort of enduring cultural-economic power that a term like “privilege” invokes.
But if the equation of traditional Christianity with privilege has some relevance to the actual Euro-American situation, when applied globally it’s a gross category error. And so the main victims of Western liberalism’s peculiar relationship to its Christian heritage aren’t put-upon traditionalists in the West; they’re Christians like the murdered first communicants in Sri Lanka, or the jailed pastors in China, or the Coptic martyrs of North Africa, or any of the millions of non-Western Christians who live under constant threat of persecution.
One of the basic facts of contemporary religious history is that Christians around the world are persecuted on an extraordinary scale — by mobs and pogroms in India, jihadists and United States-allied governments in the Muslim world, secular totalitarians in China and North Korea. Yet as an era-defining reality rather than an episodic phenomenon this reality is barely visible in the Western media, and rarely called by name and addressed head-on by Western governments and humanitarian institutions. (“Islamophobia” looms large; talk of “Christophobia” is almost nonexistent.)
This absence reflects, once again, the complex combination of liberal impulses toward Christianity. There is a fear that any special focus on Christians will vindicate the jihadist narrative of a clash of civilizations. There is a certain ignorance of Christianity’s enduringly and increasingly global form, an inability to see Christianity as anything save a reactionary foe or a useful supplement to liberalism. There is a fear that narratives of global Christian persecution will somehow help the conservative side of Western culture wars. (“Sri Lanka church bombings stoke far-right anger in the West” ran the headline of a worried Washington Post “analysis,” as though the most worrying consequence of dead Christians in South Asia were angry conservatives in America.) And there is a sense of Christianity as somehow still “our” religion, the dogmas discarded but the emphasis on self-abnegation retained — albeit in a strange fashion that ends, as John O’Sullivan put it recently, by taking “the good Samaritan to be a parable of why Christians should be the last people to be helped.”
Unfortunately the various conservative alternatives to this liberal muddle are not always more helpful to persecuted Christians. George W. Bush’s conservative-Christian naïveté helped doom Iraqi Christians. American-conservative support for Israel creates blind spots about the struggles of Arab Christians. The conservative nationalism that succeeded Bush’s idealism often treats Christianity instrumentally and forges its own alliances with persecutors.
At bottom all these failures illustrate the unusual and difficult position of traditional Christianity in Europe and the United States. The old faith of don’t-call-it-Western-civilization is at once too residually influential and politically threatening to escape the passive-aggressive frenmity of liberalism, and yet too weak and compromised and frankly self-sabotaging to fully shape a conservative alternative.
But those difficulties and dilemmas are also a luxury relative to what our fellow Christians face. I have no clear prescription for Western Christianity to offer in this column, but I do have an admonition: It is First Communion season in America as well as in South Asia, and when our children ascend in joy and safety to the altars of our churches, the photographs of Sri Lankan first communicants laid out as martyrs should be ever in our thoughts. 
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thearkhound · 5 years ago
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Exploring the Secret Behind Konami’s MSX Games (September 1988)
Akira Yamashita/山下 章 is a game journalist whom I covered in the past. He was a writer for Micom BASIC Magazine who later become one of the founders for Studio Bentstuff. One of his regular features he wrote for Micom BASIC was a series of game reviews titled Honki de Play, Honne de Review (which translates to Serious Play, Sincere Review) where he would not only write an in-depth review of a recently-released game, but would also interview the developer to discuss the concepts behind the games themselves.
For the September 1988 issue, rather than reviewing a specific game, Yamashita-san decided to do an overview of Konami’s MSX library, focusing primarily on their shoot-’em-up lineup. Most westerners (specifically North Americans) are only familiar with the MSX thanks to the fact that Metal Gear originated on that platform, but Konami has actually produced a variety of quality games for the MSX that rivaled what they were also released on the NES and arcades at the time. I’m hoping this article will inspire some of you readers to explore the rest of Konami’s MSX library as well.
I might consider translating more installments of Yamashita-san’s Serious & Sincere series of articles in the future.
Going to Konami
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The Konami Building at Port Island, Kobe. The first floor is the lobby and the second floor is reception office. All floors above those are dedicated to the development departments. There’s a PC floor, a Famicom floor, an arcade floor, ect.
When you mention “Konami” to anyone involved with the publishing business in Japan, they’ll immediately think of the Konami building at Jimbocho, Tokyo, but that’s mainly the division of Konami involved with sales and advertising. The development department of Konami that makes their games for the arcades, PC and Famicom [NES] is actually located in a huge building in Kobe. If I was going to write to write an article for my “Serious & Sincere” series, then I thought I would fly over to Kobe and talk to the actual developers (although, Mr. Kage, who accompanied me for this interview, wanted to go to Jimbocho to meet Ms. Kamio).
We’ve arrived at the much rumored Port Island [an artificial island in Kobe] after four hours of commuting from Tokyo via the Shinkansen bullet train and such after 4 hours. In fact, this was the site of the Portopia tournament held several years ago. The place is very similar to Heiwajima in Tokyo [another artificial island] but without the boats. The Konami Building is located at the north side of the island, although the design is a bit different from the one depicted in their TwinBee. The surrounding area is peaceful and full of greenery. A couple of nearby middle-aged women that were dropped off from a sight-seeing bus began chatting when they saw the Konami Building.
“Such a lovely building! But what does Konami sell?”
“My kid really likes them. I think they make candy.” (This story also includes some embellishment)
Even though we weren’t under a strict schedule, we quickly proceeded to Konami Industry’s headquarters, where we interview Mr. Fukutake, the manager of the MSX department about various things. In this article I decided to mix my own opinions with the comments of Mr. Fukutake himself.
Up to this point, my Serious & Sincere article series were focused on showcasing the merits and exploring the development of specific games, for this installment I’ve decided to focus on Konami’s MSX library in general.
The Branding and Colors of a Software Publisher.
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Akira Yamashita (right) interviewing Shigeru Fukutake. The interview was held in a seemingly luxurious VIP room with an exceptionally large marble table in the middle.
As our readers might be aware of, the development period of recent gaming software is pretty long compared to software from long ago. The days in which a single programmer can sell a single program by him or herself are now gone. Most software publishers now have a development department that divide their work by coding, story writing, music and graphics.
The long development process naturally means that every single game in development will be given full focus and the games that were planned with much “emotional attachment” will go through a long-term effort from the developers until it finally sees the light of day.
Have you noticed that their “emotional attachment” have materialized in their recent games in such interesting ways?
Those are the “colors” of a software publisher. It’s possible to imagine the kind of games a publisher releases just by mentioning their name. For example, Koei is known for their strategy games, Riverhill Software is known for their mystery adventures, Telenet is known for their colorful side-scrolling games and Dempa is known for their arcade ports.
How is the "emotional attachment” and the “colors” connected? There is a single answer. Each software house has its own idealized image of a game from its staff members. The ideal of that game in this instance is an approximation of the company’s "colors”. The energy they use is to pursue this ideal game must then represent the “emotional attachment” of the staff.
There are many examples of “colors” when it comes to other industries. In the Japanese TV industry, Tokyo Broadcasting System is associated with dramas, Fuji TV is associated with variety shows and Nippon Television is (perhaps) associated with giant battles. For the record industries, we have Canyon for idols, CBS Epic Sony for pop music, Crown and King for enka and Scitron is known for their video game music albums (we’re kidding about Scitron).
The fact that there is such “color-coding” for publishers that let us know their intentions might be a good thing for consumers like ourselves. In a sense, the PC gaming industry might had already entered a more mature age compared to the days when software publishers would flood the market with the same type of game depending on what was trending at the moment.
Moreover, with the progress of such “color-coding” is leading to the establishment of “brand names” for PCs and software. In other words, purchasing a game from a particular publisher will determine whether it’ll be a sure bet or not.
It would be no exaggeration to say that when it comes to brand names, Konami’s brand is the strongest among MSX game publishers. Mr. Fukutake, the manager of Konami’s MSX team, has the following to say on the matter.
“That's correct. The fact that our users can trust us makes us happy as creators. We’re striving to maintain Konami’s brand image that we established.”
The Way Konami Games Are Made
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The rarely-seen development room of Konami’s MSX department. This room was only accessible to employees who were assigned an ID card..
Up until now, the development process of Konami’s MSX games seemed to had been a secret. Here will be explaining the development process as answered by Mr. Fukutake himself.
First of all, there are two types of MSX games produced by Konami. The first kind are arranged conversions of existing arcade games (such as Gradius or TwinBee), while the other kind are original types (which include Metal Gear, The Maze of Galious and many others) . Arranged ports of arcades seem to progress by measuring the hardware capabilities of the MSX, but the original games are naturally much more interesting. The process is a bit different in which it seems that the person who comes up with the game’s characters is also the person assigned to do the planning and the story. In other words, the person who came up with characters such as  Popolon or Pengin-kun was in charge of planning and facilitating the development of Knightmare or Penguin Adventure.
The planner will then lead a team formed by around four or five employees and then they will proceed with the development of a single game, which lasts somewhere around four to six months. With somewhere between 20 to 30 personnel employed by Konami’s MSX development department, that means there are’s a total of 5 or 6 teams each working on 2 games a year if you think about it simply, which explains Konami’s surprising release pace.
The only exception here are the music staff. A sound technology department within Konami is responsible for all the music in their arcade, PC and NES games. That’s why the music in all Konami games have a certain unified image to them.
The Relentless Obsession With Shoot-’Em-Ups
The main subject is finally here. When talking about Konami games on the MSX, the most important thing to mention is their shoot-’em-up line represented by the Gradius series. As someone who likes Konami’s shooters, I make sure to always buy them when they’re released (never got one as a gift) and enjoy them.
However, in an industry which believes the theory that shoot-’em-ups are never hits, Konami is one of the rare exceptions to that belief. All the games in the Gradius series released thus far (Gradius, Gradius 2, Salamander and Parodius) have all have a track record for staying in the top ten best-selling MSX games for extensive periods.
This seems to be a phenomenon unique to the MSX market when comparing it to other market. Silpheed for example, which I consider to the best shoot-’em-up for Japanese PCs, didn’t chart that much and I heard that the shoot-’em-up masterpieces on the Famicom that were Gradius and Zanac, weren’t quite hits.
Why are Konami’s MSX shoot-’em-ups the only ones that are selling? There might be many reasons, but the primary reason is because Konami makes its games with the key point being firmly “fun shooting”. A variety of stages, unique power-up systems, crisp music and a miraculous balance, all blend perfectly to create Konami’s unique flavor. Mr. Fukutake says “No matter what, we live and breathe shoot-’em-ups. Everyone in our staff are enthusiastic fans of shoot-’em-ups. We wish to continue our lineup no matter how much the market changes.”
Perhaps this passion for betting on the shoot-’em-up genre might be the secret that has lead to the creation of masterpieces.
The Difficulty of Difficulty Settings
One of the components that determines whether a shoot-’em-up is fun is the difficulty level. On one hand, if you make it too easy, you won’t get to savor it much. On the other hand, if you make it too hard, it will become inaccessible. Thus, the difficulty of a shoot-’em-up, much like an RPG, must be adjusted with fine-tuning.
Mr. Fukutake reveals Konami’s policy for difficulty adjustment.
“For arcade games, we make them easy to get into in the beginning. But since shoot-’em-ups for the MSX are meant to be played at home, we make them difficult from the very beginning.”
Indeed. Konami’s shoot-’em-ups are considerably difficult (only hardcore players might argue otherwise). If anything, the difficulty is adjusted to a level that it can only be cleared with continues the first time. Without enough practice, it is difficult to complete them without using continues.
But unlike an arcade game, such as Gradius II, where dying once means that you’re done for (it’s not impossible to recover, but it’s difficult for ordinary players), here it’s only a setback that can be managed with a continue. You press the F5 key [at the game over] while thinking that “this time” [you’ll beat it]. It is an experience that only people who played Konami’s shoot-’em-ups on the MSX will be familiar with.
I think Konami adjusts their difficulty settings around this continue feature to some extent. Perhaps they’re aiming for the same sense of satisfaction when you clear one of their shoot-’em-ups that a player would also feel when solving an RPG or an adventure game. At the very least, I found myself impressed by the continue feature without knowing it when I’ve completed the game after struggling during a hard battle.
This is not something that could be managed easily even with the know-how. It’s not flattery or anything. It’s what I expect from Konami.
About Salamander
For me, the only Konami shoot-’em-up I was unreasonable with its difficulty was Salamander. Even if you keep continue, the sense of hopelessness is strong after dying once, unless you bring up Player 2′s ship as a decoy and start gradually recovering all your power-ups again. There are special weapons that only be used when both players’ ships unite, but they’re not very practical since they have limited uses and they feel pretty weak. And finally, the true ending is locked away and is accessible by having a Gradius 2 cartridge on the second slot. Isn’t that a bit too much?
Konami’s Future on the MSX
There is more stuff that I want to write about Konami, but I can’t due to the limited amount of pages. So I decided end this article asking Mr. Fukutake about Konami’s upcoming MSX games.
“Gaming trends will keep changing in the future, but we don’t just want to pursue what’s popular, we want to make whatever we want and keep on making something that is true to Konami. Since games are expensive, we want to make products that suit their prices so that you won’t be disappointed with your purchase. How do you maintain such level of quality and not shatter the image we’ve created thus far? That is our next challenge.”
Indeed, the quality must remain above a certain level, but that’s easier said than done. Not just Konami, but any company that has grown in size will have a certain quota of games to release for the year and because of the reliance on external staff to meet this quota, there’s a risk that the quality will deteriorate. Although it’s not noticeable, some companies in the Famicom business are already going for a “quantity over quality” strategy (I won’t mention any names though).
I don’t want Konami’s MSX team to fall into the same trap. On the contrary, I believe Konami, who are the best brand on the MSX, must continue producing quality games and lead the MSX market as their mission. As long as Konami keeps pumping out quality games, the MSX will never fade away.
No matter what, please continue making games with the industry in mind. Never forget your original intentions. I’m looking forward to the upcoming Snatcher and their newest shoot-’em-up Parodius, as well as the supposedly “unachievable” SCC II.
I would like to thank everyone who helped me out with this article and I apologize for my rough words.
Konami’s Shoot-’Em-Up Series
Gradius [English title: Nemesis] - The MSX version of Gradius was released shortly after the Famicom version. It was notable for the additional boneyard stage, which did not exists in the original arcade game. At any rate, the fact that Gradius could be played on an MSX1 was pretty impressive to begin with.
Gradius 2 [English title: Nemesis 2] - The long-rumored sequel to Gradius made its debut on the MSX. New weapons, such as the upward laser were added, and a new storyline began depicting the conflict against Dr. Venom. It was the first MSX game to employ the SCC chip.
Salamander - The most difficult game in Konami’s shoot-’em-up library. The structure of the MSX version is completely different from the original arcade game, since Stages 3-5 can be played at any order. I was glad to see that some of the music and the power-up system from the revised Life Force edition of the game were incorporated.
Parodius - A shoot-’em-up parody that turns everything into a gag. The bosses are all unique like the giant drunk penguin, the badly-drawn monk and the eyeball. It’s notable for having the shortest development time of all Konami games, taking less than two months for the master version to be completed.
Other Notable Konami Games
Majō Densetsu [English title: Knightmare] - One of Konami’s earliest MSX games from the pre-Megarom era that was lauded as a masterpiece among players. The idea for the game is believed to be an arrangement of Konami’s arcade game titled Finalizer.
Yumetairiku Adventure [English title: Penguin Adventure] - A sequel to Konami’s early hit Antarctic Adventure that greatly improves upon its predecessor. The cute design of the penguin protagonist made it popular among female players.
Akumajō Dracula [English title: Vampire Killer] - Although based on a Famicom game, it is a masterpiece considered to be one of the top 5 games of Konami. With its high-sense soundtrack and wonderful balance, it still has many firmly-rooted fans
Galious no Meikyū [English title: The Maze of Galious] - The sequel to Knightmare. It employs a system where the player switches between Popolon and his lover Aphrodite. The game is now a full-fledged action RPG with many difficult mysteries to solve.
Metal Gear - A military-themed action RPG like nothing that came before. Its idea of avoiding conflict with the enemy by sneaking pass their blind spots is novel. The game was later ported to the Famicom.
F1 Spirit - A record-setting racing game that continues to sell to this day. The secret to its lasting popularity is due to its 2-players simultaneous mode, the option to choose the parts for your vehicle and its variety of courses.
Shalom - The conclusion to the Knightmare and also Konami’s first adventure game. The top-down exploration screens bring to mind the Dragon Quest series, but the game switches to a side-view action segment when the player confronts a boss.
Gekitotsu Pennant Race - It seems like an average baseball game, but the included WATCH mode is fun. You can create your own team and have it compete against one made by a friend.
Coming Soon: Snatcher, a Cyberpunk Adventure
Konami’s first truly authentic adventure is Snatcher, which appears to be inspired by Blade Runner. There will be an MSX2 version that consists of 3 disks and an original sound cartridge and a version for NEC PC-8801SR computers that consists of 5 disks The programmer in charge is said to be the same person who worked on Gradius 2, so I’m looking forward to it. “It’s an adventure game like nothing that came before” says Mr. Fukutake. In contrast to Parodius, Snatcher has had the longest development time out of any Konami game released thus far (8 months as of this interview). It is scheduled to be released by the end of November.
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theme-park-concepts · 5 years ago
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There's this weird thing that seems to happen with a lot of lesser known and regional themed entertainment experiences (things at museums, dark rides at otherwise more coaster parks, quite a few of the rides at some of the Dubai parks, tourist areas for various attractions, etc) that I might call the "half-baked" phenomenon. Where you see these attractions that are really interesting concepts with great potential that just immediately fall flat. It might be that the concept was great but it was the only part of the attraction that was executed well, that the concept was great but marred by an awkward story, that the gimmick wasn't used to its potential, that the animation was terrible, it's always something. And it happens a lot. Like - a lot, a lot. And it's peculiar cause this doesn't really happen in the adjacent mediums. Like even low budget community theatre will often find ways to capitalize on a good idea and fully realize it. And even the crappiest blockbuster movies usually have a certain level of fit and finish, professionalism, and the art of entertainment to prove at least moderately entertaining.
And yet when it comes to themed entertainment experiences that are realized with a high level of polish, that deliver on the promise of their concept, that aren't boring, clunky, cheesy, patronizing, underwhelming, or feel cheap are astonishingly rare. And it doesn't really make much sense when the basics aren't unknown, when they're not that expensive, and when the arts peers in theatre and film routinely deal with them.
All I can think of is that the incentives are different in this type of themed entertainment. Where theatre people produce theatre shows and film people produce films, often this type of themed entertainment comes about when some business owner operating some sort of area with visitors commissions a project to suit their needs and then the money is always hard to find and they're not coming from a place of trying to make good entertainment but from a place of trying to make a quick buck. But idk if I buy that argument entirely because it's not like film and theatre companies aren't also out to make money. But idk I also think there might be something to it - when you go to IAPPA or the TEA Summit - a huge focus of the talk isn't about how the art is made but how the business is run. The main magazines in the industry talk about increasing sales, and efficiency. This is in contrast to say film, where there's tons of events that people in the industry go to that are purely devoted to storytelling and craft and art.
But idk - even if that were the case there's still so many decisions that get made that don't seem to have anything to do with cost or ROI. There's a lot of attractions that seemingly had a lot of money spent on them - just in extremely awkward ways. Fancy ride systems that don't have the scenery to match, art direction choices that don't really seem to have motivation, story ideas that are inherently dull, stuff that's pretty but boring, etc. and usually all paired in the same breath with stuff that has so much potential. It's so common that there has to be something to it - and idk if I accept the idea that sometimes is floated around that there's just a lot of people that don't understand the medium. Maybe that is the case idk. Something is weird and it's disappointing.
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paulisweeabootrash · 6 years ago
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First Impression: Soni-Ani: Super Sonico the Animation
This is generally a SFW blog, and especially will continue to be one thanks to certain Tumblr policy changes, but this time a couple of the links are not (though still certainly not explicit), so be advised.
Without further ado, it's time again for Paul Is Weeaboo Trash!
Today's episode: Soni-Ani: Super Sonico the Animation (2014)
Episodes watched: 4
What happens when you take a trip to a ridiculously geeky store, encounter an aggressively-ganguro and barely-dressed figurine (that your wife immediately despises), and you think to yourself "what the hell is this?"  You end up finding, and somewhat regretting, Super Sonico.
This is an odd show right off the bat just in terms of how it came to be.  The main character originated as the mascot of a music festival of the same name, and she just seems to have taken off in popularity in Japan, spawning a series of media including video games, manga, and the anime that is today's topic.
Super Sonico (Yes, her name is すーぱーそに子.  Family name "Suupaa", given name "Soniko".) is a bright but anxious college student who works a seemingly-impossible set of part-time jobs as a model, waitress, and guitarist for the band First Astronomical Velocity (apparently "escape velocity" is a better translation?).  The first episode serves just as an introduction to the main characters with very little actual content or development.  We see Sonico struggle to get up and go to class in the morning, prodded awake by her cats and repeatedly coming back to her apartment for things, we see her late but well-prepared for class, we see her go to work.  The show threatens to get downright sleazy with the scene showing her modeling for a magazine, but backs off at the last second as we're "introduced" to Sonico's manager, Kitamura, who shows up unprompted in an oni mask straight out of Japanese theater to object to an unapproved costume change from a bikini to something presumably even skimpier that we never actually see.  After the shoot, she goes to her second job waiting on customers at her grandmother's bar, which really doesn't seem to establish much of anything plot-wise, before we finally meet her band, which gathers at a rented studio to rehearse their new song, which bassist Suzu has evidently already recorded her own demo of.
That first episode amounts to an extended setup scene, and made me expect that maybe this would be another clumsy attempt at a cute slice-of-life show.  However, the show does quickly gain self-contained structured plots.  In episode 2 we get a better introduction to First Astronomical Velocity as they continue to rehearse for their upcoming concert.  Just like she was at school, Sonico is anxious, enthusiastic, and serious about making good music.  Suzu, the bassist, is overenthusiastic about the stage show side, seems to be in charge of costumes, and clearly either has a crush on Sonico or is a big fan of embarrassing her.  Maybe both?  Fuuri, the drummer, is shown at one point being the voice of reason trying to get Suzu to understand Sonico's feelings, but her personality is really mostly dominated by her being very quiet and eating a lot.  The rest of the episode unfolds in a very sitcom kind of way: Sonico juggles too many responsibilities and skips a last-minute rehearsal before the band is performing to take another modeling gig.  When she gets to the concert venue, however, the rest of the band is delayed and Sonico has to try to stall by performing solo in the costume she previously refused to wear before being saved by her bandmates at the last minute.
The third episode is dominated by another modeling gig, and with it more predictable excuses for fanservice, and although we're getting more screen time with characters who aren't Sonico, they still have very little in terms of personality, which is the show's biggest.  We see more of Kitamura, for example, in part of episode 2 and most of 3, but mainly to continue to show that he is protective of Sonico and uncomfortable with the outfits magazines want her in.  And that he never takes off that mask.  The most interesting and noteworthy event in the episode, assuming you're not just here to leer at Sonico, is that it draws a little bit of a line for itself, as the biggest conflict is Kitamura drunkenly booking Sonico for a TV appearance without either of them knowing the full details, which ends up putting Sonico in a deeply uncomfortable situation that Kitamura interrupts, sword in hand.
Now, I don’t want to be the kind of person who criticizes a show for not being a different show, but at this point, I was just wishing they’d made the show more about the band itself because the modeling parts just drag it down.  It didn’t look like it was going to improve, and I wanted to give up, but based on the plot synopses for the other episodes, I gave it one more try in hopes it would get more interesting and less gratuitous.  I was immediately rewarded by a much, much better episode 4, which consists mostly of an extended flashback telling the story of how Sonico met Toma, a middle school friend with whom she is no longer in touch, from whom she got her guitar and learned to play it.  In a rare moment of actual thoughtful writing, it becomes quite believable that Sonico was extremely shy and, through maturity and practice and the acceptance of friends, became the clearly anxious but overall more confident person we saw in the previous episodes.  It’s like we’re seeing the same underlying conscientiousness manifest in different ways.  The resolution of the episode is sweet, and I was thinking “maybe that was an anomaly and the rest of this show is going to be good!”  After all, it’s quite possible for a show to be fanservicey and also clever or touching.  But then the preview of episode 5 started, and it looks like it’ll be another pretext for mindless creepy fanservice (and Kitamura saving the day), so ¯\_(ツ)_/¯.  Maybe the show alternates bad and good (or, more charitably, model-centric and band-centric) episodes? Overall, I just don't think I care enough to continue the series.  It's not so bad I’m going to be stuck complaining about it, but it is wildly variable and not good enough overall for me to sit through the “ugh, again?” to get to the “oh, that’s pretty cool”.  I’d call the first and third episodes actively bad, the second okay, and the fourth one good.  Sonico is by far the most interesting and fleshed-out character, and that’s just not enough to make me actually get into it. Oh, and the punchline of the whole thing is: Super Pochaco, who that preposterous figurine is of, is just a background character in this show, first appearing in episode 4 (someone on TVTropes claims she shows up in the background in episode 3, but I didn't see her at all).  I wasn't watching the show for her, but I did hope to find out what the deal is with that figurine.  Meh.  This is not the kind of trash your trashy host wants to dig any further through.
I might buy the music, though.
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Revised W/A/S Scores: 6 / 7 / 5±2
Weeb: Plenty of things would be clearer or enhanced by general background knowledge of Japan, but some defy explanation to the moderately-informed weeb — someone with no prior knowledge of traditional depictions of oni will look at Sonico's manager's mask and go "lol wut?", and even after consulting the Almighty Wikipedia, I still have no idea why that particular mask (which apparently represents a obsessive or jealous aristocratic woman?) was chosen.  Also, a lot of on-screen Japanese text is left untranslated, so I wonder if there are sight gags I'm constantly missing.
Ass: Very fanservicey, without ever quite making it to nudity, but also surprisingly upfront and kind of creepy about it, like the show is just a pretext for watching Sonico’s gravure photoshoots.  Like, I was even expecting this show to be basically just pandering for its presumed otaku audience, but it’s not even particularly good pandering.  Outside of the photoshoots, the show is still full of individual shots that draw attention to the female characters' bodies, especially Sonico's breasts and thigh-high socks.
Shit (writing): Continuing that general thought, the fanservice level just ends up dragging and distracting and I think it should count as a point against the writing quality.  As mentioned above in the main review, the writing is wildly variable from episode to episode.  What little characterization there has been for the supporting cast has at least made Fuuri and Suzu entertaining and likeable, and the show certainly doesn’t go as far as that egregious Blend-S problem of not knowing where its own scenes or episodes should end.  Not being terrible, however, is not the same as being good.
Shit (other): This show really is pretty, and most of the music (which there's a lot of, since each episode has its own unique ending themes, all performed by First Astronomical Velocity) is enjoyable.  Honestly, it's just making me more interested in buying the actual albums than getting more into Sonico's various visual media.
Content Warning: Although it's in the context of Sonico attempting to act, and the scene overall ends up funny, and sets up an enjoyable post-credits scene, episode 3 contains a scene of clearly non-consensual groping, and viewers might be too uncomfortable with that.
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Stray Observations:
- Huh.  I was only dimly aware of "bullet screens", the practice of showing viewer comments scrolling across videos, as seen at the beginning of episode 2, and thought it was a very recent and distinctly Chinese phenomenon, but it apparently originated in Japan over a decade ago.
- It really shouldn't feel like such a distinct relief for a piece of otaku-centric media to finally sexualize someone who is unquestionably an adult, and who is choosing to be sexualized as part of a job she enjoys...
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