#they’re totally not doomed by the pre-existing narrative
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Giving y’all a proper look at the fam!
Nora Layton, née O’Keeffe - A spirited young woman hailing from Ireland, she’s known to London as the local Marine Biologist, her name found regularly in the textbooks of local secondary schools and universities. While she’s not as regularly on the ground for studies, she’s often found at the local aquarium giving tours of the fauna at the request of the owner. She hopes to join a dive in the waters of Australia someday and observe the Great Barrier Reef in motion.
Fiona Layton - The mild-mannered daughter of Hershel and Nora, she’s often found racing around Gressenheller with her uncle when not in school, doodling the fossils in his office and trying to help with his work. Occasionally, on days when her normal classes are out, she’ll join the university students and attempt to take notes from the chalk board; they’re often illegible. She makes lofty claims of the future, planning to go to the moon, become a doctor, write music for grand orchestras, paint a picture the size of Big Ben, and become a famous archaeologist like Uncle Teddy.
If you notice the details. 👁️ 👁️ hehe >:3c
Anyway kissing these two on the foreheads I love them so much it’s unreal
#professor layton#azran legacy spoilers#desmond sycamore#hershel layton#Hershel bronev#Layton brothers au#Desmond sycamore’s wife#Desmond sycamore’s daughter#jesterdraws#jesterwrites#art#writing#ocs#professor Layton oc#professor Layton ocs#Nora Layton#Fiona Layton#alternate universe#canon divergence#surely nothing bad will happen to my beloved OCs#they’re totally not doomed by the pre-existing narrative#:3
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Game Pile: Commander Keen — The Kid; id; Tom Hall
youtube
Hey, kid
Hey psst
Ya ever heard of this game, DOOM?
Doom, the Firstest Person Shooter. Before the 2016 game that came out trading on its identity, this name referred to a game that came out in 1993, and was quickly followed by a sequel named Doom 2, then by Quake then by Quake 2, then by Half Life, then Half Life Episode two, then Half life Alyx – and there is a chain of history that defines the literal everyday environment of videogames that is, probably, directly spawned from DOOM. Steam, one of the dominant gaming platforms, is in part the result of people who made a mod for Quake called Team Fortress, which was one of the children of DOOM. A large body of the early architecture making remote gaming possible pre-internet that was made For DOOM started out with a service called DWANGO, which was so successful in Japan that it’s now a major corporation that itself owns Spike Chunsoft, and is owned by Kadokawa, the company that runs Bookwalker. Competing with and attempting to displace the genre of gameplay Doom and its children in Quake created resulted in a shareware distributor called Epic Megagames to create the videogame Unreal and that engine now runs everything including Star Wars TV Shows. Doom is so important to games that for a time that genre of ‘first person shooter’ was known, at one point, as doom clones.
Doom is important.
Doom is so important it’s difficult to express how important it is.
Talking about how important DOOM is to gaming history is like trying to describe the importance of Franz Ferdinand. Except that dude isn’t fun at parties, since he’s dead, while by comparison, you can boot up original Doom right now and still blast around having a great time with a game that largely holds up using a simple system of design tools iterated on endlessly over thirty years. We have never stopped playing DOOM.
When we talk about games being important, we tend to describe games in a way that hints at a sort of historical sequence of necessary steps – hi Ted, I know I’m skirting close to teleology here. You know, the narrative that this game existed so this game can exist so this game can exist. Trust me, I’m not: This is not about how things had to happen, it’s about reflecting backwards on how people say things happened, because they’ve told us. In the same way that 90s terrible RTS Krush Kill N Destroy directly led to the creation of Total Warhammer because it sucked so bad, we know that Doom and its enormous success is what led to the gaming landscape we live in looking like it does now.
DOOM is one of the great landmarks, one of the first touchstones, of the PC gaming landscape that made it relevant to gaming beyond the boundaries of the PC.
With that in mind, let’s not talk about DOOM.
Let’s talk about the game franchise that made it possible for DOOM to exist. Let’s talk about the language of Minecraft, the formation and end of id software’s earliest identity, and an inexplicable cameo by Tom Cruise.
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Let’s talk about Commander Keen.
Kicked off in 1990, Commander Keen is a series (kinda) of six games, made and distributed with the at the time new Shareware model of games. They’re adventure stories, focused on the adventures of one William Joseph Blazkowicz II, aka ‘Billy Blaze.’ Incredibly smart, with an IQ of 314, Billy is an inventor, who at the age of only eight, has been tinkering away in his backyard, even making a spaceship out of junk from around the home. For reasons at that point uncertain, he dons his older sister’s football helmet, and declares himself Commander Keen! Defender of something or other, depending on the text. All we know really, about Billy at this point, is that he’s a plucky kid, he’s a boy genius, and he’s going to solve problems himself.
It’s Calvin and Hobbes, but the spaceship is real and the sense of humour is grim.
Shareware was a really cool way to get games back in the way – you were given free licence to distribute some or even all of a game, as shareware, but the people who made it asked you to send them some money to register the copy, as a thanks for the program you had. Sometimes registering shareware would also get you more of the game or product. Doom was shareware, Wolfenstein was shareware, almost every game distributed by Apogee and Epic Megagames were some sort of shareware, and shareware was the way that good, easily distributed games became popular and made money enough to sustain their development. That meant that a lot of games of this time were divided up into chapters, so they could shareware the first part and then sell the rest. Such is it with Commander Keen’s first three games, the Vorticon Trilogy.
First up we have Marooned on Mars. In this story, while his parents are off having a nice dinner, Keen sneaks out and goes to Mars. As you do. He explores around a bit, and when the time comes to head home, finds his spaceship, the Bean-with-Bacon Megarocket, has had four of its parts nicked, and now you’ve gotta go explore the world to find them. Along the way, you encounter the aliens of Mars, which range from the friendly Yorps – one-eyed goofy friendly problems that run into you and push you into things but are just trying to be friendly – to the deadly Gargs – giant two-eyed monsters that can race at high speed towards you to kill you – and finally the pajama-clad Vorticons. Not Vortigaunts, they came along later, but builds on my theory that this game is part of the lineage that leads to Half Life 3.
Vorticons are a kinda-dog-alien that isn’t from Mars with the mysterious ability to jump. The Vorticons are connected in some nebulous way to the plot to keep Keen stranded on Mars,which they didn’t just try and do by waiting by the Megarocket and kill Keen, but you know, we take those. You thwart their plot, usually by shooting these Vorticons, you drop an enormous weight on their leader, and then make your way home.
This was the shareware episode of the trilogy, so it’s the one most people of the time are likely to know. It dropped in December 1990, and gave you 16 levels to peek around in. It was brightly coloured and had big, detailed (for the time) sprites. In purely technical terms, it’s incredible, but not in ways that most people would ever even notice. It’s a real classic videogame of its type, and you might be forgiven for asking ‘well what’s the big deal�� to look at it. This is definitely a type of game that looks unremarkable to the Nintendo market at the time – it’s basically a slightly higher resolution version of something like Super Mario Bros, and maybe a bit more of an exploration game than a to-the-right hold-on-tight plotless execution game.
We got a lot of videogames early on in the history of shareware that were ultimately exploration games. Drop you into a space to look around, and then gives you stuff to find that lets you win the game. A lot of them were about going to some strange distant place, and walk off with the treasure. This particular narrative, from a designer perspective, is really desireable because it encourages you to get involved with a place and look around for things you might want, but also it’s a trend you’ll see come up in a lot of conversations around colonialism in games. Yes, I’m saying Paginitzu is probably racist. And yes, that game series goes places, but we’re not talking about Paganitzu here. We’re talking about Commander Keen1, Marooned on Mars.
What Commander Keen does is that instead of putting you in the shoes of a coloniser, it puts you in the shoes of an explorer who has been trapped. Keen shows up on Mars to look around (because dang that’s cool), but his goal isn’t the enrichment of the self, it isn’t his own treasure and loot, it’s rather reclaiming earth artifacts that the Martians seem to have stolen (why do they have Pepsi?) and the tools taken from him to stop him from escaping.
Mars’ history, as we understand it, is that there are the Yorps and the Gargs. Gargs, violent and aggressive, ruled over the Yorps for year and built a civilisation on Mars, and then in 1976, humans accidentally killed the King of the Gargs by dropping a exploratory probe on him at speed (based). Then the civilisation was fractured, and all these city states are left to fend for themselves… and then the Vorticons show up and take over a few places. It’s weird because in a way, as much as this silly aesthetic holds together. In the context of trying to make a game that looked and felt like the Mario Bros, short for Brossentias, It’s kind of just videogame stuff… and it tells you about a colonised people at war and their attempts to ensnare a stranger into their mess.
I believe this to be entirely, one hundred percent accidental.
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Alright, so, moving on to the next game! Keen fixes the Bean With Bacon Megarocket and flies back home to earth before his parents come home from their nice dinner out (this was a thing that could happen in the 90s, it’s wild). Anyway, they arrive home and check in on Billy. Finding their beloved son faking being asleep, they’re about to go to bed themselves before they notice the Yorp he brought home. Rather than contend with it so late at night, his parents promise to talk about it in the morning and go to bed.
Once his parents have gone to bed, though, Billy sneaks out again, because now he has to deal with the huge floating battleship next to Earth that he saw on the way home.
This begins the second game , where you now have to quest your way through a battleship, which has guns trained on a bunch of important(?) earth cities. If you want, you can even fire the guns, ending the game and blowing up a city you think sucks. But it’s the same basic energy as the first game: Find your way through levels, avoid baddies, shoot things, explore secrets, and break the right machines so you can get out and go home.
In any given trilogy you run the risk of creating the ‘middle’ problem. The middle of a story doesn’t usually get to do anything because the stakes are set up in the first part and resolved in the third, so the middle can feel like padding. The Earth Explodes avoids that because it is still an interesting game with its own exploration mechanic to it, and a real consequence for failure, its own stakes, but the why isn’t explained. It is a detour but not an unrelated detour.
3.1
Also, this game has a gun. It’s not Keen’s first gun. His first gun is the one you pick up from the surface of Mars, not one of the things Keen makes himself. That’s also where he gets the pogo stick which was maybe some sort of alien artefact they stole from Earth a long while ago, sometime after 1919. Don’t get bogged down in those details. The point is, the gun in Commander Keen is external to the self. He gets his first gun in the first level, and it’s marked with a sign that he can’t read.
This gun is essential to completing the game – there is a final puzzle that cannot be solved without access to the gun. Also along the way, numerous lethal threats can be contained with the gun – enemies that are willing to kill Keen are shot, and stop. Some things won’t stop when shot, and some things are only annoying when they’re un-shot, but basically the gun is framed as a tool for protecting Keen himself.
In the mothership, you pick up your next gun, which seems largely the same as the last gun, but stronger – it can now best Vorticons in only one hit – and you’re off. Keen disables the many guns of the mothership and is presented with very few opportunities for a truly pacifist run. While the nature of the game doesn’t make shooting enemies absolutely 100% required, it is definitely necessary for a blind playthrough, and level design makes any alternative pretty much impossible for playskill levels that doesn’t rely on speedrunning pixel-perfect tricks. This is a game where the gun is essential (for breaking the ship’s plot-critical guns, as gun feeds on gun) and presented as part of solving problems.
But there is an optional level you can do, where you find, after a long passage that has involved shooting some more Vorticons, a frozen Vorticon. The frozen Vorticon tells you that first of all, the Vorticons are mind controlled at the behest of the Grand Intellect. All of them.
Then it asks you not to kill them.
This carries with it two horrifying realisations. First, to proceed through the rest of the game with this knowledge requires knowing that you are killing Vorticons, helpless slaves in their own bodies. That’s bad. That’s a rough challenge for a game that is, at the least, a bit unfair about how it distributes difficulty and spawns sprites in its enormous, chunky, vertical-over horizontal engine. This game isn’t easy, and I haven’t finished it without shooting, despite my time trying.
The other thought is that you’ve already killed people! The Vorticons aren’t an alien nothing, the guns you shoot on Mars aren’t knocking people out, they’re killing people, and the killing was done without you necessarily knowing. Though I guess there wasn’t a way to nonviolently crush the Vorticon captain.
The justification – that they are threatening you and may kill you – is perhaps compelling (and we’re not going to get into the Juul-side idea of how multiple lives interact with the game fiction), but even then that’s not necessary because why is this game about being an 8 year old super scientist so dark all of a sudden, and also, all along.
It’s one of those things that I think is part of how Tom Hall got along in id software early on. There’s a bleakness, a schlockness to it, and it is pretty funny to realise the game at one point goes ‘hey, blood is on all our hands. Anyway, doot de doo, go get some teddy bears.’
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This is an interesting example of what structuralist game examination, the kind Gerard Geanette never does, calls hypertext. Text is the work, a participation in the media, then there’s paratext, the zone of media created to experience that media, which includes things like interviews about the work, the box it came in, the way your room changes your perception of the light. There’s also subtext (things in the text implied but not stated), and supertext (things the text says that it has in common with other unrelated works), as well as metatext (the way the text replicates trends in other, related works), and finally, finally we get to hypertext.
Hypertext is the way a text changes when you participate in the same text multiple times. First coined when describing interactive fiction (like Twine games!) Hypertext is the conceptual space where videogames can thrive. Hypertext is how you can develop a view of a text by iterating over it again. Sometimes this means rewatching a movie with a twist ending, or watching a movie for the thirtieth time and seeing all the technical details in it now you can appreciate them, or maybe it can mean reading a book twice, with a ten year gap in between. The point is, hypertextuality is using the text to examine the text.
In this case, the first time I finished Commander Keen 2, I never thought about the moral implication of the shooting, because I figured the enemies would get back up. Some of them did. Some were immune. And they were shown falling over, or bouncing and glaring or being surprised at their state. Also, it was a boy’s adventure! There was no need to think about the morality of the violence because the story was more focused on exploration and making that violence relatively low impact. You don’t see blood or violence or injury. Just, well, enemies are zapped.
Once you know about this other point – that the gun works, the gun kills, and nobody you kill in game 2 deserves it – the entire game changes. You can’t not know about it. It was true whether you knew it or not, and the game has no intention of making you feel good about whether or not you engaged with that.
That is some heavy stuff to drop on an 8 year old!
5
Commander Keen 3, Keen Must Die, is the capstone of the first trilogy, and is meant to be a kind of finale for the character (for now). While one is an escape and two is a rescue, three is a weird kind of journey to confrontation, and the first real representation of something you could consider a boss monster in this otherwise runny-jumpy looky-shooty game. In 3, Keen travels to the homeworld of the Vorticons to do battle with the Grand Intellect, who is both in charge of the invasion force and directly out to get Keen, personally. To defeat the Grand Intellect, he fights his way through the normal homes and lives of the Vorticons, which have been militarised and made into defences for the Intellect.
The intellect, who you then discover, right at the very end is your rival!
No!
Way!
Who you’ve never heard of before this point!
It’s Mortimer Mcmire. Not Morty Maxwell. That was a different 90s videogame villain, second Super Solvers reference ding.
Why does he want to blow up the earth? Well, because everyone there sucks and he’s smarter than him. That is to say, Mortimer McMire believes that everyone in the world who doesn’t test well on an IQ test compared to him deserves to die, and in that way this game was remarkably prophetic about the state of nerd culture in 2023, yikes. Mortimer’s IQ is 315. Billy’s is 314. You know, pi reference. Mortimer, knowing that he’s smarter than even the smartest other kid in the world, has resolved that he can blow up the world and lose nothing. Which, if nothing else, you have to respect the scope of the pettiness.
6
Structurally, 3 is Billy kind of presented as an aggressor and it’s for a strange purpose. He’s on the Vorticon’s home planet to try and find the person imprisoning them and liberate them, but in the process of liberating most of them he’s going to certainly kill a lot of them. Including several children. The story even makes a point of it: The final narration says that you’re crowned and hailed as a hero by the Vorticons you haven’t slaughtered.
Cough, pause, anyway.
Something you might have noticed so far is that despite being games full of levels for you to play, the narratives of each Keen game quietly ask you to finish the game with as little time spent in the game as possible. In the first game, you’re under a time crunch – you have to get your ship repaired before your parents come home. In the second game, your priority is the destruction of the guns on the ship, and you don’t really care about the other things on the mothership. In the third game, you’re exploring the everyday homes of the mind controlled Vorticons, who you know definitely don’t deserve to be killed.
It’s interesting because this kind of game is one where the fun of the game is usually in exploring and playing them. There’s reward in the form of points from doing a level and looking around in it and finding stuff. They make you stronger or better though, Pogo stick aside, you never get better, you just get lives and points and ammunition. The first time through the game you’re trying to find the end of the game, but after that point, on the second play through you’re left playing a game where your optimal path through the narrative is playing as few levels as possible.
These are games that narratively invite speed runs.
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Oh there’s more to it of course, like there’s a whole narrative about Mortimer McMire, and the idea of Billy having a villainous opponent. Across seven games, then, there’s a chance we’ll see more development from this character, right?
Right?
(Not really).
This game also gives you the first full translatable cipher of the Standard Galactic Alphabet, which is used to decorate all the signs around the levels. When you find this secret area it lets you finally go back and translate all the other notes you’ll find written in this.
Like you see in Minecraft.
Yeah! Minecraft’s little weirdo script of enchantments? That’s from Commander Keen.
Does this mean anything? Not really. I guess Hatsune Miku is a fan of 90s shareware videogames.
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Thus ends the first three games of the Commander Keen saga. But those are the games as game texts, things for immediate critique. The games are boxes you reach into and you move the parts around inside them. What about the box outside the box? What about the machine that made the game, the id software that started a genre that defined an industry? And where does Tom Cruise figure in? And I know, I know, if you’re a super nerd who knows the origin of Doom you may think you know how Tom Cruise is involved, but no, it’s not that.
Commander Keen was a game made to solve a problem. Before Commander Keen, the PC videogame market had an unsolved problem, and it was a problem that the consoles of the time, the Sega Genesis and Super Nintendo, could handle easily. The question was about smooth scrolling to create a space. If you looked at videogames from before Commander Keen, it’s very rare to see a game where a game entity, like a player, walked forwards and the screen moved with you.
Instead, you were likely to see screens that split things up bit by bit, or limited the movement of the player to big, chunky steps, because what it was secretly doing was drawing simple tiles and keeping a protagonist moving slowly was a good way to keep the buffer from being overwhelmed.That’s how other games, such as the Super Solvers, handled their Ageless-Faceless-Gender-Neutral-Culturally-Ambiguous-Adventure-Person, waddling along at a fixed rate in a slow scrolling background in fixed distances. These fixed steps meant that
Even then, you’ll notice, the screen loading is weird and feels choppy. This creates a phenomenon called ‘tearing,’ where layers of the screen load differently to one another.
Okay, so, scrolling backgrounds and fluid movement. It was a thing EGA based PC games could do, but couldn’t do it fast, they couldn’t do it fluidly, and they also couldn’t do it in a way that handled input from players and allowed for fast reactions.
The problem was the EGA chip, or ‘Enhanced Graphics Adaptor.’ It was a lot better than its predecessor, the CGA Colour Graphics adaptor, but both were pretty ugly. CGA could manage four colours, but EGA? It stepped up to sixteen whole colours. The VGA was years away and the EGA was the industry standard for PC Games, and what it could absolutely not do is Nintendo-style smooth scrolling. Now I’m not going to try and give you a lesson in how the EGA chip handled things, because I can’t, and even if I tried, it would just be me copy-pasting into my script from Masters of Doom. The solution, as best I can describe it is that they simply lied to the graphics display about what they were loading.
Rather than try to load the whole level on demand, at any given point, you were loading A Little Bit More of the level than you could see, and moving that grid of extra space around. You had one full tile on each edge, – you showed a 15×15 square of screen tiles, but you were loading a 17×17 square – and when you moved over one, you didn’t load a neverending thread in that direction, you were just moving the invisible tile off the edge into the visible area, unloading the ones that just left, and loading into the freshly emptied space. Rather than ‘on demand’ it was a sort of ‘just in time’ delivery system for visual information.
When it comes to this kind of ingenuity, you hear that and I bet, if you’re one of my very smart graphic friends with lots of technical knowledge and bappy wolf paws, you go ‘duh.’ But also this was being done on a chip that could manage eight kilobytes of graphics at a time. For comparison, the plain text Wikipedia page on ‘kilobyte’ is 227 kilobytes. The plain text of this script is – at this point of six thousand words – thirty kilobytes. Eight clapping emojis is about eight kilobytes. Eight kilobytes is very small, and using a space that small to process smooth visuals, atl east the first time was very, very impressive.
Commander Keen isn’t the first thing they made with this. The first thing they made was Dangerous Dave in Copyright Infringement, which was a proof-of concept where they made a Super Mario Bros level that ran fluidly and correctly on an EGA computer. This was a disk famously left on Romero’s desk after Carmack spent all night making it work, and was a proof of concept that the PC could do the kinds of games they wanted to do, that they could make the things they wanted to make the way they wanted to make. In a lot of ways this technology is what let id software form, going from a business in potential to people with a product.
A year before Commander Keen 1 came out, the MCGA and VGA chipsets dropped and EGA was a dead chipset walking. When Commander Keen was out, it was already running on old tech. But PC gaming moved slowly, people weren’t going to update their video card to run one game – and making a game that ran on the computer most people had was necessary.
9
After the closure of the Vorticon trilogy, what next? Well, next up was the ‘lost’ chapter of Commander Keen: Keen Dreams, released only months ahead of the next ‘real’ Commander Keen game, in mid 1991. Keen Dreams marked a turning point in Commander Keen design. Where the first games were about overcoming a technological impossibility (as they perceived it), Keen Dreams was a game to address a new problem: Legal obligations.
Commander Keen was a success! Id software had the money to make themselves into a proper company! They could stop working it as a hobby while doing a day job, pulling together the early dream team of Johns Romero and Carmack, Tom Hall, and Adrian Carmack. Together this squad left their job at Softdisk Software to make a new company.
Except there was suddenly a little spike in the tail – because it turns out they’d developed Commander Keens 1-3 on Softdisk’s computers, in their off time at work. Id, considering the situation, and really, really wanting to make their own games rather than being on the hook to keep being part of Softdisk, made a deal to settle this misuse of company machinery. The deal was that they’d make several games for the Softdisk Gamer’s Edge subscription service. This deal was, essentially, a shareware game a month. Id delivered on this and sure, the games had a fairly healthy ‘guess that’ll do’ vibe. Educational games, puzzle games, a mah-jong game, things that can be made pretty easily and the question of how well you do is a matter of polish. They weren’t all walk-it-in style friday-night-of-the-assignment games though. There wer the two pre-doom first person shooters Hovertank 3d and Catacomb 3d, and the Very id vibes game Dangerous Dave In The Haunted Mansion.
And there was Keen Dreams.
Keen Dreams is a… decent game. It’s fine. It’s alright. It’s definitely weaker than Keen 4 and a little bit better than Keen 3. There’s less game here than you’d think, less spectacle, less fun exploration. Enemies are all based on vegetables, and usually, some variety of pun or playing with words that sounded similar. You’re going to run through places that are, well, also puns or wordplays, find keys, collect Flower Power for flinging at baddies, in an attempt to defeat the villain of the story, the leader of all the vegetable kingdoms, Boobus Tuber.
9
Keen Dreams is definitely a Commander Keen game; it’s about Commander Keen. It was the first of the VGA Keens released but not the first made. It was essentially . Now, the remaining three Keens (4, 5 and 6) use this base engine, but they have a very different style. They continue Keen’s adventures into space while Keen Dreams is focused instead on the story of Keen being a child. The first adventures were about getting up to something exciting when left to your own devices and your parents were out at dinner, or dealing with a school bully, while Keen Dreams is about not wanting to eat your vegetables and having a nightmare about being tormented by food you don’t like.
The whole game has a lot of what I think of as Tom Hallness to it. There’s a really deliberate lightness to the whole thing – Tom’s reported that his parents weren’t happy with how the Vorticons in Commander Keens 1-3 left behind corpses, because, y’know, you were killing them. In Dreams, instead, your Flower Power seeds that you throw at enemy vegetables, they just turn them into flowers for a bit. When you ‘die’ you don’t even do the classic wiggle-bounce that other Keen games do. You fall asleep. It’s just a gentle game, really.
It’s weird then, that Keen Dreams has a failure state.
The Commander Keen games are relatively robust. They’re not glitch-free, by any means, with the first three games having holes in the ceiling you can thwack into, the ways Dreams lets you sneak keys out of levels, 4’s death warps and 5’s door manipulation, or the most ridiculous thing you can do in Keen 6. Still, the games are, for the most part, an engine dedicated to to handling scrolling correctly.
Levels are largely about just moving – running, jumping, climbing, predicting your jumps and your awareness of vertical or horizontal arcs. They’re pretty much simple iterations on simple objects, and there aren’t a lot of things that can do things that create weird glitchy situations. Plus, the way that you die to almost everything dangerous means that if you’re ever stuck, the game will usually default to just killing you off, and that kicks you out of the game. You may not win, but the game doesn’t lock up, with nothing to do, while it deprives you of ways to advance.
Also, to make the exploration more safe, Keen games tend to be designed as a sequence of levels you can do in almost any order. That means outside of skipping the Pogo in Keen 1, it’s very hard to make whole levels unwinnable by dint of a choice in the earlier game, and it’s not like the Pogo is hard to get.
In Keen Dreams, to kill Boobus Tuber, you need things called Boobus Bombs. Those bombs are scattered throughout the world in sets of three, and in a number of levels in hidden spots – you can finish those levels without getting the bombs. That presents the possibility that you can finish all the game’s levels without getting enough Boobus bombs and find yourself running around in a game world that cannot be finished. There are seven levels with Boobus bombs in them, which means it’s possible to finish four of the sixteen levels, and by not getting the Boobus bombs there, meaning the game doesn’t have enough Boobus bombs in it to finish the game.
It’s a byproduct of freedom and it’s an example of something id games normally design around. It’s a lesson that most of the subsequent Keen games avoided. It’s a phenomenon that you might be familiar with in the Sierra game space as dead man walking syndrome, where the game is bricked, but you won’t know it’s bricked until you’ve spent a lot more energy exhausting your alternatives.
Oh and you don’t have a pogo and you can’t grab ledges, which means that Keen Dreams doesn’t control a lot like either previous or subsequent games.
10
But okay enough faffing around with the ‘lost chapter,’ this Contractually Obligated All Just A Dream Keen. What about the next place for the story to go?
Commander Keen 4: Goodybe Galaxy! Billy Blaze is off cruising the galaxy again looking for fun on the weekend, and he hears a distress call. Investigating it he finds that there’s a new threat to reality, but to understand them he’s going to need some heavy duty information gathering, which he does by approaching the Gnostiscene Ancients on the planet known as the Shadowlands. Thus begins another journey of Keen to the fire level, the water level, the ice level, the … hole… level? To find the eight beardie dudes and their janitor (if you’re good).
At its heart, the game is a treasure hunt, like Commander Keen 1 and 2. You arrive in a top-down world where you move around between a bunch of little places of interest, and these are levels. These locations of interest can bar your way to progressing to other locations, and there are other locations that are further barred by less obvious means. For example, there are some islands you can’t get to at first, and there’s no obvious adjacent level to beat to work out a way to progress. There are only about eight levels you ‘need’ to finish (some levels gate other levels), where you can find the eight Gnostic mystics that will be able to divine your needed information and win the game.
Keen 4 was the chapter almost everyone got to play, because it was free to share, because, like I said, shareware. It also was brightly coloured, had vibrant music if you had an adlib or soundblaster, and it didn’t feature lots of blood or guts, the way that videogames were parodied as being at the time. You weren’t shooting things with a laser gun that killed them (any more). Basically, Commander Keen 4 was easy to distribute and worth distributing. You’d use it to show off what your computer could do, and you could just straight up give someone a game for the cost of a disk as a present. That normally is enough to make a game a nostalgic classic, because videogames of the 90s were in many cases there to be something you reused until you absolutely had wrung everything out of it. In the case of Commander Keen 4, though, it’s a merciful coincidence that the game is also really quite good.
An interesting question is what are these places? If you look around the environments of Gnosticus IV, you’ll find that a lot of these places are designed to reflect a space people don’t necessarily live but where they do go. Locations like Slug Village, Border Village, Hillville and even the Perilous Pit are all clearly places people live, as you can tell by the number of doors and lodgings, even if they’re not exactly fleshed out with beds and the like. They’re all village-shaped, with a sort of villagey-ness to them. There are large forts, like Sand Yego and probably Crystalus, places that have some purpose that implies a construction, and there are pyramids, which imply mysteries and hidden knowledge with things like runic iconography.
This is of course, a byproduct of tilesets and the limited colour palette of VGA graphics. Oh, you could put 256 colours on the screen, but loading them and moving them around made scrolling less excellent, so if you made everything out of standardised tiles that you can bolt together, you get things to load faster. This is why very few levels have any unique visual elements – oh, they’re sometimes elements from another level, but aside from Miragia, most levels look like a unique combination of elements rather than a unique element. Which is also pretty cool, small numbers of parts used well.
Goodbye Galaxy is a mid-point game; it’s in a way, the kind of story you’d see as 2 of a trilogy, rather than the start of one (though, it and its sequel were conceived as a pair, not a trilogy). It’s because what you’re doing, the thing you’re after, primarily, is information. Billy is trying to rescue eight grumpy old men who can commune with a really powerful artifact (in a funny way) and get information Billy needs about how to stop the Shikadi.
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If you look at videogames of this period, the typical end of any given game is killing something. The plots of these games may sometimes have made that end goal – a boss monster – something that may have impeded information, or may, like in games like Bio Menace, reveal to you that hey, actually there’s something else you didn’t know about, now. Now, I’m not getting all functional determinist here, I’m not trying to argue that because videogames express violence that’s all their good for, because it’s kinda dumb? But the premise of Goodbye Galaxy isn’t that you’re finding an artifact broken into pieces, or build a weapon, or awaken some evil you can kill, but instead you’re trying to find people, who can explain something to you. There’s something to be said about the instrument the game is shaping, and what matters to Billy.
There’s something weirdly sweet in all that, too: Billy is trying to learn something, and as much as it can be metaphorised, all of this game is about that quest for discovery. Oh, sure, he still gets through it with a stun gun, but there’s questions you have to answer on the way to building that collection of eight elders.
There’s something weird about this because we often see the question of ‘middle’ stories in trilogies as being hard to do. In Goodbye Galaxy, they don’t bother introducing or explaining the story (which they could do as their own thing), but if they had done a story introducing the conflict, then Goodbye Galaxy would be a nearly perfect example of a middle story. You know there’s a problem, you don’t know how to solve it, and you look for a solution that makes a game mechanical demand out of finding not the solution, but finding out how to find it out.
Anyway, what I’m saying is Commander Keen 5 is the real Half Life 2: Episode 3
One final note about this, though is this: The music in Commander Keen 4 is nothing but bangers.
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Commander Keen 5 is kind of the last full conclusion that Commander Keen got. Not a shareware game, and arriving on the scene as BBSes were getting to the point of being able to pirate games a bit more readily, it was apparently a real good seller, at least according to id when asked about it. In 5, you’ve found and boarded the Shikadi’s Armageddon Machine, and have to travel to all the different parts of a great big ship – again – to disable all the bits of the machine that are going to do something bad – again – until you encounter a final stage that involves doing something a tiny bit different, and that’s new.
It’s back to exploring a location with more of Keen running jumping climbing fighting. This time instead of encountering wildlife and living creatures, he’s mostly fighting fighting against ship security, and guard robots and the occasional hapless system operator that can completely mess with the game code if it touches you accidentally.
By the time we reach The Armageddon Machine, the game definitely has a feel of mastery to it. There are more secrets designed to play with your expectations and assumptions. Monsters are a little more time-crunched, and there’s also the biggest monster in all the games, the wonderfully enormous big red robot. The levels are a bit more interwoven, a bit more easy to get lost. Reading the tea leaves I feel like the game is just a bit larger and made by people more familiar with the tools they were using, but also… I might just be getting that vibe because I’m less familiar with it.
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Where Goodbye Galaxy was populated by monsters that were meant to be the native wildlife and weirdo beasts in the existing Shadowlands, the Armageddon Machine is a spaceship, set up and set aside from its environment. Everything in it is something that’s meant to be there, things with a purpose and a reason to be where they are.
Because someone chose to make them that way.
Because someone – someone human – is guiding these monsters. That’s right, once more the revelation is that the story of Commander Keen episodes 4 and 5 is about Mortimer McMire, and you can tell because uh
Uh
They’ll answer that later.
But yeah, monsters in Aramagddeon Machine are a lot more directly and deliberately malicious and a lot less whimsical. There’s no slugs that poop or charming friendly bouncer balls, or even just things that you can point at and see as creatures just living their lives. There’s a lot more mechanical, a lot more purpose to the game and its setting. But while Shocksunds may be cute, there’s something so much more charming about Goodbye Galaxy’s monsters, what with things like the pooping slugs and the Sneaky Rocks.
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And then, finally, we reach the last game in the Keen Heptalogy, Aliens Ate My Babysitter.
Gosh, it’s just a nice one to look at. Or maybe that’s just me.
Keen 6 is set on the world of Fribbulous Xax, where Billy’s babysitter has been kidnapped to. It means you get a mix of the beautiful outdoor environments of the style of Goodbye Galaxy, but along with that, you also get the wonky, weird factories and buildings of the Bloogs as they emulate human society. There’s a really fun, charming aesthetic here that feels, again, to me, very Tom Hall, where there’s an inherent comedy in a world full of extremely stupid versions of things we’re already familiar with.
There’s a lot more funny, silly style to the monsters of Fribbulous Xax. A lot more silly words, things like you’re not breaking fuses and destroying elaborate machines, you’re getting the second biggest sandwich you’ve ever seen. There’s a grappling hook that you can’t really use but can kinda pretend you’re using! The bloogs have factories but run around in them smacking the ground with big clubs to guard things!
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Iii love Keen 6. It has also one of the most ambitious end-games of all of them, with the final level being essentially a maze that’s explicitly trying to play with your memory and perceptions. It’s all in a very 1990s aesthetic, in the odd colour scheme and the wonky architecture, intestine walls and high tech flaming orbs.
Uh, Commander Keen 6: Aliens Ate My Babysitter is the most broken of the keen games, with a big bug that you would never discover if you weren’t actively trying to push glitches in speedrun tests. You see, somehow, the bullets your stun gun fires are considered objects – so if you execute the particular technique right, Keen stands on the bullet as he shoots it, which launches you in a straight line across most of the level. It makes Keen 6 one of the more shocking games to watch in speedruns.
Shout out to CapnClever for teaching me this trick.
Keen 6 ended with a promise of a final confrontation with Sir Not Appearing In All But One Of These Games, Mortimer McMire. This final confrontation never happened, for perhaps obvious reasons: There were no other Keen games. The license for Keen doesn’t really belong to id any more, and the people who made the first games all moved on to another stage of their lives, and other projects.
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I like talking about Keen in light of Doom in part because Doom is so significant and important , but also because it’s this mix of adolescent and selfserious. It’s a game with murder and blood and demons and rocket launchers and chainsaws and it doesn’t feel like the followup game to a bunch of games about collecting teddy bears on Mars. It’s very easy to look at the gap in aesthetics between Commander Keen and Doom and Quake and ask ‘what happened? Did they lose something that made this kind of game not work any more?’
And kinda, yeah. The answer is Tom Hall. Tom Hall was the lore and fiction guy, the storyteller (and other stuff, I don’t mean to imply he just wrote documents all day) of the early id days. Famously, he didn’t have a lot to do on Doom and all the work he did on Quake was scrapped – and if you wanna know what that work was like, you can find it in the Ordering Info for Commander Keen, where that game describes the ambitious story of the future, of the game they want to make, far off in the future where you play a hammer-swinging demigod called Quake.
I don’t mean to just retell Tom Hall’s story. Hall moved on after id to work on games like Rise of The Triad and Terminal Velocity, both great games on their own terms, Anachronax which was at the very least an interesting game. It even fails to deliver on its plot and assumes it’ll get a sequel, in the true Commander Keen tradition. Nowadays, if you look him up on social media, he’s mostly spending his time playing with games, offering advice to other developers, and doing weird experiments like a game whose whole code base can fit inside two standard sized toots.
Tom Hall is responsible for the Dopefish’s design. He’s responsible for Commander Keen, along with others, of course.
It might suck to have his story have this wrinkle where id software pushed him out because they didn’t need him, but also: I suspect he’s pretty fine, now.
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… Okay, so that’s Minecraft, Tom Hall, and is there anything I’m forgetting?
Oh! Oh yeah, there is!
Tom Cruise! Of course!
What are you thinking I mean relates to Tom Cruise in this project?
If you’re a particular kind of nerd, you might be thinking about how Tom Cruise is the guy who’s responsible for the name of Doom, based on this clip from Risky Business.
But no.
That’s about Doom.
That’s not about Commander Keen.
The traditional way to talk about id software is about its genesis. There’s usually the vision of the company as being at its heart, the intersection of the work between John Carmack and John Romero, usually as seen as being two guys in their early 20s, after major life changes, given the freedom and space to work with one another. But did you ever wonder how they met?
They met because they were both recruited, to make videogames, by a guy called Jay Wilbur. Jay was the guy recruited by Softdisk to make videogames for them, and he recruited Carmack and Romero, seeing a programmer and a game creator who both had the minds to work on the kinds of project he wanted them to make at Softdisk. And Jay Wilbur, who is now, the vice president of business at Epic Games, before he worked for Softdisk?
He was the guy who taught Tom Cruise how to mix drinks in a showy, theatrical way for the movie Cocktail.
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There, I think I got most of the things you’d find if you just read the book Masters of Doom by David Kushner.
This video was the product of months of work, if you can call writing like this work, per se. It was originally meant to be a thing a lot like the text-and-video work like the Super Solvers. As it is, that didn’t work out for the schedule so instead I’ve just slowly chiselled away at the script for this one.
So hey, if you’re the kind of person who thinks that my short videos are bad, tell me about it, and tell me if you liked this. Or if you’re the kind of person who thinks my long videos are bad, tell me why this is bad. What I’m saying is please, give me feedback, I crave attention.
And of course: This was made with the support of my patrons over on patreon, and I thank you so much for that.
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🍓, 🍊 & 🍑 please. x
🍓 What’s a fic you’ve written you feel is underrated?
my apocalypse series? i love this series. every single story in this is so important to me and granted i write for a small, dying ship but they also never have attracted a big audience and i just. i love them!!!
🍊 Who’s a character you don’t write for that often, but keep meaning to write for more? (They’re so interesting! But maybe you have trouble pinning them down, or keep getting distracted by another blorbo…)
okay, lannister sibling dynamics. i care about them so much but cersei and jaime are always ghosts in my fics and this is terribly unfair to them and their totally fucked-up-ness. i think about it constantly. and then i do nothing about it.
🍑 If you could make a connection between your favorite character and another work you care about (whether a crossover/fusion or a wonderfully “pretentious” literary reference) what would it be? How would it work?
okay. i need you to sit down and listen to me. roman roy as Teiresias. i don't know if you watched succession. but my theory is that the series finale like (spoken by roman) "we are not real people" does two things. it acknowledges that a. this is a fake show not happening in real life and b. they have never grown into identites beyond themselves. each roy sibling is enacting a different variety of tragedy. this means that they all are complicated, enacting different types of harm, playing out different tropes and references all simultaneously to each other. they can't connect because they are existing in separate doomed narratives.
kendall roy is pretending to be hamlet...being hamlet is easier. hamlet is self-righteous, innocent until he kills polonious, self-indulgent, self-destructive. he is the hero of his own story. this is an easier reality to face than the fact that kendall is just some guy. kendall isn't hamlet...he's just an average prick who killed a kid. and shiv does not allow him to finish the fantasy, does not give him a dramatic conclusion. he is haunted by a ghost--not of his father, but of the person who he killed. he thinks he's shakespearean but he's actually russian tragedy where you don't get to escape you just have to LIVE WITH WHAT YOU HAVE DONE. secondly, shiv is living out an ibsen play. dollhouse, yes, but also ghosts...which is all about inherited curses. the literal curse of being a woman, of sexual sin and indiscretion.
BUT ROMAN. ROMAN feels decidedly greek to me. roman's fate is always decided by people who are bigger and stronger than he is, it's pre-determined. "why couldn't it be me?" because you're a mortal amongst gods baby girl. his struggle and tragedy is about a loss of faith and the consequences of faith more than anything. i think a lot about aprohdite and helen's interactions in the illiad where helen, on the surface-level, makes choices but is compelled by aphrodite, implying that her consent is compromised. HELLO ROMAN FIRING GERRI ROMAN EXISTING ROMAN DOING WHATEVER
he's also the most plainly queer to me. I read an article once about the iliad about how women tend to serve as memory-keepers. roman is this to me. he remembers things about their childhood that the others have softened or forgotten (i.e. the dog cage, being the most prominent example). he mourns and weeps for his lost father. so he's living in a greek tragedy but he's not serving in a male role. you know who else existed as a different gender for a time.
TIERESIAS
he's not a hero, he's not the main character. he often observes the outside, telling the truth, predicting the failures of those around him. oh my god??? he's more participatory than a chorus...and his actions have critical ramifications on the plot and yet he's not the hero, his purpose is to contrast and comment on the action of the tragic protagonist (kendall) TIERESIAS IS THAT YOU
there's also just like. Moments. kendall goes for roman's eyes in the fight scene. you know what happened to tieresias. he was blinded for insolence to the gods. tieresias dies by drinking poisoned water. oh my god? like a martini. WE LEAVE ROMAN DRINKING. THIS IS WHERE THIS PART OF HIS LIFE DIES.
find me constantly here.
anyway, hi how are you how is your night going.
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Soft Determinism
I remember that ask about whether people in Paradox Space/HOMESTUCK are truly free or if they’re tied to destiny. From what I observed, it’s both. Why would freedom and destiny not coexist together when you have Choices, Timeloops, and ghosts that persist on living at the same instance? On one hand, as Terezi proclaims, thoughts already have impact by themselves just by thinking about them. They are ideas that can be enacted upon to make it real and make your own Luck.
GC: B3C4US3 TH3Y TH1NK R34L1TY 1S SOM3TH1NG H4PP3N1NG TO TH3M
GC: GC: R4TH3R TH4N SOM3TH1NG TH3Y 4R3 M4K1NG 3V3RY MOM3NT W1TH 3V3RY THOUGHT
However, it’s a contest of differing wills and actions between the characters. One would act for betterment, the other would seek to dampen that progress- even through mind control. Environmental factors such as circumstance, paradoxes, the Alpha Timeline, the Doomed Timelines, and whatever SBURB throws at the player can impede or even destroy your attempts at overcoming ‘destiny’. It might even be a self-fulfilling prophecy that you and the game instilled upon yourself.
In real life philosophy & sciences like physics and psychology, this is called ’soft compatibility’ or ’soft determinism’. It isn’t like hard compatibility/determinism in that it isn’t totally one-sided. The HS characters are free to act and think as they choose. Even if you deviate from the Alpha Timeline, you can still live on in the afterlife- whether like the ghosts that haunted Vriska or you accomplished certain tasks to achieve status as a SBURB ghost when you die like (Vriska). They can change “destiny”. They can act against what’s expected of them. *However* aside from the freedom-impeding factors I listed, their autonomy can be ultimately limited. From a meta/doylist perspective, they’re still controlled by an author/a group of authors. They have the ultimate say on how they feel, think, and act. Whether you’re Andrew Hussie, creator of Homestuck who willed the story to kill his avatar with “Death of the Author” in mind yet live again, or a fanfic writer who wants to make your theories and ships come true (at least in your stories), the characters are dictated- even after the Credits passed. As long as the visuals are drawn or the words are written, they are breathed life, albeit by the behest of a creator.
P.S. to Soft Determimation
I think that was missing from Terezi’s conclusion of reality. Making it all about exclusively the person’s thoughts & decisions ignores outside interference. It lead to pre-retcon Terezi blaming herself for the fates of her friends as well as feeling that Gamzee is the only one responsible for her sticking in their toxic relationship despite on her insistance that she stays.
Oh I really like this analysis! Though I’d like to add onto it from two angles: One the Authorial Spectrum, there are two Meta Layers of control. It’s not even from a philosophical standpoint, as the characters literally break the like, what is it, Fifth wall at that point? And interact with Authorial Forces, often times Becoming them in the process or challenging their views. In the same way, the Real World Authors also have self-inserts, leading to a split of Authorial Authority in two levels- The characters are aware there’s some sort of control, and the Authors are characters in the comic, but simultaneously, it’s real people who write them, leaving the structure of Authorial Control layered.
To make this even more complicated, the second addition, a reminder that the Alpha Timeline is this very same exerted will. There’s no predeterminism for the sake of it in Homestuck, things are predetermined into an Alpha, because they have already happened, and the Alpha Loop necessary to follow in HS is entirely determined by Lord English’ Existence. Outside of His influence, loops are bound to be smaller, even potentially nonexistent most of the time. It’s worth noting, too, that English himself is an Author Figure, opposing Calliope, the Good Fandom, and who has killed Hussie, the Original Author, to take over and cause as much mayhem and destruction as possible.
An extra addendum is the Ghosts themselves- Sure they influence the story, but they’re not intended to. It would make sense for Dead People and the Afterlife to be Doom, and yet it’s Void. This reflects the Meta Nature of the setting once more- Those who are alive are Light. They are Narratively Relevant and able to influence things, while those left behind, dead, are in the Void, left stranded, unable to grow, or develop, footnotes to the big picture.
And yet we have examples like Aranea or Meenah, or Vriska, fighting back against the clutches of Irrelevance, to face the Author Lord English himself- Characters Killed and Removed from the narrative, coming back with a vengeance against the Authorial Figure. Breaking narrative convention, coming back by themselves, facing the Biggest Threat on the setting while the supposed Protagonists seem almost separate from this side of the story...
SO yeah. God I love the Meta of Homestuck. All of these things aren’t even like, stretches or reaches, this is all textual.
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Is there a difference for you between Ned Leed's abuse if Betty and Harry's abuse of Liz during his Goblin breakdown?
I’m kind of boggling a little at this question because, yes? Absolutely? I have to believe this is either just trolling or that you’re very unfamiliar with the source material, anonymous, because the distance between these things is Grand Canyon vast. I know the MCU may have convinced people that Ned Leeds is a genuinely important character by way of its blatant theft of Miles Morales’ best friend Ganke Lee but: he’s not. And even if he was, very few Spider-Man characters can measure up to Harry Osborn in matters of importance, and especially very few male characters. Just on a level of characterization, Harry Osborn is fully realized in a way Ned Leeds isn’t, and comparing their behavior doesn’t strike me as fair at all, especially given Harry’s backstory. We know why Harry acts the way he did during his second Green Goblin breakdown, we’re inside his head, and it makes all the difference. If we’re looking at the specific Ned!Hobgoblin story, I think if you wanted to compare Ned’s actions towards Betty against Flash’s actions towards Sha Shan, that would be a more valid comparison, because as much as I love Flash and as much as I blame the book’s inconsistent writing on the fact that they were trying to pull a bait and switch on the “is FLASH the Hobgoblin? Is NED the Hobgoblin? Oooh tune in next week” plot, Flash’s actions towards Sha Shan are terrible. But Flash, though this was woven into the narrative at a later date, like Harry is also a victim of abuse at the hands of his father, and I don’t really think you can compare Ned’s brainwashing plot to either of them. This isn’t to say that being the victim of abuse excuses further abuse, but it is to acknowledge that the cycle of abuse is a thing, and furthermore that these are fictional characters, and that this abuse informs their actions in ways that make them fully fleshed out and realized, and to say that the arc you’re pointing is explicitly about the breaking of that cycle of abuse, and that Harry pays the ultimate price for doing so, in a way that Ned’s actions – and Ned’s death – absolutely do not. Look, I don’t dislike the storylines surrounding Ned as the Hobgoblin, but with the exception of Spider-Man vs Wolverine, they’re really not examples of the series’ best writing. Harry’s final descent into the Green Goblin, meanwhile, is in my opinion one of the best Spider-Man stories ever written.
I think a lot of Spider-Man is about abuse, when you look at the material. Abuse of power, abuse of people you have power over. And I think this abuse aspect gets overlooked because the main character, Peter, isn’t the one being abused. By contrast to much of his supporting cast, Peter has an extremely loving upbringing, with very loving parents in the form of Ben and May Parker. But everything in Spider-Man, ultimately, comes down to “with great power comes great responsibility.” This is the difference between Peter and the people Peter fights against: he fights to use his power responsibly, in all areas of his life. And if we’re going to bring in the biggest example of the opposite of that, it’s Norman Osborn. Norman abuses his power, and Norman abuses his son. The Child Within (Spectacular Spider-Man #178-184, follow through to Harry’s death in Spectacular Spider-Man #200) and its aftermath, the story you’re referencing, is explicitly about child abuse: Vermin’s father’s sexual abuse of him literally manifests in his becoming a monster. Harry’s father’s abuse of him does the same. It’s horrible, it’s intricate, it’s fascinating, and it is very, very well written, in a way I cannot say that any of Ned’s actions are.
(Spectacular Spider-Man #180) Harry is so completely unable to deal with two things – that his father abused him, and that his father killed Gwen – that he literally needs to create a mental construct of Peter to confirm these things for him. He cannot do it on his own, so he recreates the person that he, ultimately, trusts more than himself to affirm it for him, and even then he can’t accept it because it’s too damaging. Norman’s claws go so deep and are so poisonous that Harry cannot confront these things on his own. Harry does terrible things, because Harry is in terrible pain. If Ned is in pre-existing pain, we don’t see it. And Harry truly loves Liz and their son in the midst of that suffering. The comics clearly show that:
(Spectacular Spider-Man #180)
(Spectacular Spider-Man #184)
(Spectacular Spider-Man #189)
(Spectacular Spider-Man #190) The Betty-Ned dynamic is very uneven: Betty tries to leave. Ned drags her back. Betty tries to communicate. Ned grows more distant than ever. She’s essentially trapped; does she love him or is she just so desperate for stability that she needs her marriage to work? That’s not the question with Liz. Liz loves Harry, in spite of everything.
(”I’m sorry, Liz – for everything. (…) You be good to Mommy now, Normie. Don’t be like Daddy. Don’t ever be like Daddy.” – Spectacular Spider-Man #204) The whole point is the breaking of the cycle of abuse; Norman abused Harry, but Harry refuses to abuse his own son. It’s why it annoys me so much when current writers act like Normie’s doomed to villainy no matter what, that he’s a bad seed, that this is irreversible, because it goes against what this entire storyline works to establish.
My complaint about Ned’s storyline is that they wrote the character as explicitly abusive and then backtracked on it – he was brainwashed, he loves her, so it’s all okay, it wasn’t really his fault, it excuses his behavior, and it’s unnecessary. If a lot of Spider-Man is about abuse, then the stories have a responsibility to take that abuse seriously. The Child Within and the death of Harry Osborn take it seriously; Ned’s storyline brushes it off as a side effect of brainwashing. Harry’s storyline here is completely different, in that it acknowledges the abuse Harry suffered, and the way that abuse poisons everything around him, that it provides context for Harry’s action and that Harry himself suffers for those actions. Harry’s own heroism at the end saves not only Peter, but his son and Mary Jane at as well – at the cost of his own life. Harry does his best to make amends with Liz upon his return: Harry cures her step-brother, Mark Raxton, the Molten Man, shortly after his resurrection, and he does it because it’s the right thing to do, because he can help, not because he expects her to get back together with him immediately. He doesn’t harangue or harass Liz for moving on. Harry’s resurrected for over 200 issues of Amazing Spider-Man before he and Liz do reconcile romantically. So yeah, I do think they’re totally, completely different stories.
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Homestuck Liveblog #183
UPDATE 183: Narrative Takeover
Last time everything went wrong for so many characters. John’s fight with Caliborn went awry, Jane’s plan to seduce Jake didn’t work because he kept thinking of Dirk, and Dave and Karkaroni’s political strategy meeting got derailed by Jade deciding it was a good time for romantic overtures. So now let’s continue.
So, now that they have been dumped in middle of the chaos that’s destroying all the known existence and reality, John checks the situation. Lord English is up there, in front of the black hole, seemingly impervious to its strong absorbing effect.
Unlike his younger form, his eyes aren’t flickering wildly. They’re locked in place, an eight ball in each socket.
If I remember correctly from the booklet about pool I read like six years ago when I started playing pool for fun, the eighth ball is the last one you must sink, so I’d say it indicates it’s endgame. I think it also had happened in Arc 7. Symbolism!
Tavros is over there, leading an army, Vriska is nowhere to be seen and presumably is very dead, and Meenah was supposed to be going away, I think? Anyway, it’s fight time! Everyone already has their weapons at the ready – all the weapons that are supposed to hit Lord English pretty hard – and Rose tries to remind them what exactly their plan is. She barely gets a single word out before she’s dead.
But Rose doesn’t get to finish what she was trying to say. Lord English’s mouth roars open and a wave of energy blasts through your group. Rose is the only one caught in it. She dissolves in slow motion. You can see the outline of her body in shadow. One arm thrown up over her eyes, shoulders pulled up defensively, cape billowing out behind her. She leaves an afterimage of shimmering light in her wake and then dissipates, drifting apart like a handful of salt tossed out to sea. You can almost hear the cosmic clock counting down, tick tock, and a chime to accompany her fate: Heroic.
This fight lasted like three seconds before it all looked grim as heck for John and friends. This is going to wreck everyone’s morale and ruin whatever effective plan they had, as I really doubt Rose was supposed to stand aside and let everybody else act. They’re so doomed.
As if to underscore how screwed they are, Jade tries to use her powers and finds out the black hole up there is where the green sun used to be. It made Lord English vulnerable, but she’s powerless now too. Whooops. Kind of a big oversight. How didn’t John or Future Rose foresee that detail? It’s kind of important!
With that, two of the four are now dead and they haven’t gotten started for real. Dave is trying to cut Lord English with the cueball sword, John is...standing around, I suppose, until he snaps out of it and surrounds Lord English with wind, capturing him until he tries to smash his skull with the hammer. Lord English eats the hammer. I’m...okay, I didn’t see that coming. I appreciate the move a lot. John can’t do much else because his glasses are broken, so he can’t see well at all. Good thing Meenah is around now! What a lifesaver!
Time to assess the situation and check how badly things have turned in...like a minute or so. As I always say: a minute is quite a long time in a fight!
Ghostly Tavros and another one of John’s hammers join the list of casualties, Meenah deciding to go in for the kill. Not unless you turn into Dave, gal! Not that Dave is faring much better, he’s trying to harm Lord English but he’s way too fast, even for Dave, who is no slouch in the agility department. That’s incredibly quick, and he’s not fueled by the green sun right now. Everything is awful for the heroes here!
Meenah is launched away and I can only guess she’s dead, because in this scenario being thrown away is kind of fatal due to the huge black hole up there. Dave is under Lord English’s foot, John barely saves him by throwing more hammer at Lord English for him to eat, and tries to set up a hammer barrier to prepare that silly thing he made with the legendary Zillyhoo and Vriska’s dice. If they need a lucky hit they sure need it now!
DAVEPETASPRITE^2: B33 < waaaaaaaaaaaait
...oooooooh no. I had completely forgotten this existed. Hey, what’s new? Will you be able to defeat Lord English? At least Dave is reacting with horror, which is the right reaction when you see a copy of yourself that was merged with a cat. Davepetasprite is being inspirational, trying to psyche up Dave, and it works!
DAVEPETASPRITE^2: B33 < i know it looks pawful right now but we can do it
DAVEPETASPRITE^2: B33 < in fact were literally the only ones who can do it
DAVEPETASPRITE^2: B33 < after all
DAVEPETASPRITE^2: B33 < it is our destiny B33
You also are the last three people left here, so I don’t think it’s much about destiny at this point.
Somehow, between the three of them they manage to do real damage on this monster. John’s hitting him with hammers even if Lord English keeps eating them, Dave slashes and actually gets blood, and Davepeta scratches with the claws. The cycle continues, Lord English almost eats John’s favorite hammer, just that this time he almost gets John himself. Well then. This story is truly something.
Apparently John got injured with Lord English’s teeth or something, because he’s bleeding heavily. I swear, if John dies because he got bitten by Lord English I’m going to be astonished, because that was never a cause of death I imagine would ever happen.
You lift your chin and see it: Lord English’s gold tooth cracked off at the base and embedded in your chest. It must be stuck between two of your ribs, you think, because it hurts like a bitch when you try to breathe.
Oof, you’re in big trouble! When you have something embedded into you you really shouldn’t take it out unless you’re in a professional’s hands, so it’s pretty likely John will have that tooth embedded into him for quite a while. Dave isn’t doing too badly, managing to stab Lord English with the cueball sword up the hilt, unfortunately leaving him vulnerable to Lord English’s maw. Oh god, he has tasted human blood, everyone run! Too late for Dave, though, he gets his head bitten off.
Won’t lie, that’s pretty brutal as far as deaths go. Damn!
Obviously this enrages Davepeta, who grabs Lord English and flies up to the black hole, dragging him along. That was an option? Maybe it’d have been great to have done that much earlier, before Dave died. Really would have been nice.
The black hole—the gaping, implacable, cosmic embodiment of the dead cherub, his long-departed sister—finally welcomes Lord English home.
English and Davepeta are sucked in with a subatomic whimper. The reunion sends shock waves across the pitiful remains of Paradox Space. And then everything is wholly, utterly, and categorically silent. It’s over. Lord English is dead.
Ding dong, the witch is dead. Somehow it’s done! Excellent! Now, here comes opinions about this whole sequence.
To be perfectly honest, this left a lot to be desired. The least of my complaints is the length – for a climactic fight it’s a little bit short. Which isn’t really a problem here, given this isn’t Homestuck anymore, it’s the epilogue. The fight not getting focus is fine and dandy, honestly. I’m actually surprised we got a fight at all.
What I will complain about, though, is that for something that pretty much only Davepeta got to do something worthwhile. It feels like pretty much everyone else who intervened, both alive and dead, were there just to die. It’s pretty disappointing, really. I think I’d have been okay with that if they at least had managed to do something before dying.
Curiously enough, if this had been incorporated into the story, characters dying so fast would have been less bad. I’d say this being part of epilogues is what makes this be treated differently to how it’d be otherwise. But yeah, Lord English is dead, and there’s plenty of epilogue left. I suppose that means the political stuff is what’ll fill the rest of the epilogue in this route, no?
You collapse against whatever is passing for the floor at this moment of utterly null corporeal conditions surrounding you. It doesn’t feel possible. You’re not sure you can even trust your perception well enough to believe it. But it seems to be over. You’ve convinced yourself of this truth well enough to allow yourself to exhale. Enough to allow yourself to suddenly acknowledge the agony coursing through your body, emanating from the gold tooth lodged in your chest. Enough to allow yourself to succumb to the overwhelming urge to sleep.
He’s so dead. And so, all the Wonderkids are dead, total party kill. They tried and they succeeded, mostly thanks to a timely intervention by what turned out to be the best sprite just for killing Lord English, and now they’re all dead. I’m pretty sure by now this makes Homestuck qualify as a Greek tragedy.
Ah, there’s the conversation Rose and Dirk are going to have. She starts by talking about that novel she wrote in her diaries, the ones about wizards. She feels the story as written by the adult Rose Dirk knew from his original world didn’t have as much passion as she did when she wrote the original draft in her journals. Maybe! When you write something for a widespread public, you have to kill a liiiiittle of your own passion to tailor it for a wider audience. It’s a cynical thought, I admit, but I believe I’m right.
ROSE: Anyway, my point is that I’ve long suspected my story was a pre-manifestation of my Seer of Light powers. I was seeing beyond my universe into another.
Doesn’t sound farfetched to me, I must say. It’s possible that, from her early ages, she was unconsciously starting to tap onto the many powers and abilities that come with her title and role. I mean, Mom Lalonde was there, and I believe in her own way she’d help pave the way for the kids to achieve what was needed to triumph. She may have done something, inadvertently or not, that led to Rose writing her novel in a fit of inspiration. Who knows. Certainly not me, and it’s such a minuscule point in the vast net of Homestuck I doubt it’ll be ever touched.
I hadn’t noticed until now that in the end a total of twelve players had crossed the door into the new universe. Fun number for that. Also, Terezi’s name is among them, so she did get to the new universe after all. What happened to her?
All these numbers may or may not have significance. Hah! Well it depends on what kind of author writes the story. Given it’s Hussie, well, I’m inclined towards thinking there’s some significance. Whether the reader will find out about it is an entirely different manner, of course.
Of course Dirk has given his current situation a lot of thought, he even has theories about what’s it. I’m listening, pal, enlighten me about this new plotline.
DIRK: I mean, some of us have stopped using our powers completely. Not a whole lot of need for emergency resurrections or complex timeline manipulation on a planet that’s never had a conflict more serious than a sportsball riot or a rumpled hat shortage.
DIRK: But even aside from how often they’re used...
DIRK: Some powers don’t lend themselves to the infinite expansion of one’s mind, the way ours do.
ROSE: I see.
ROSE: So what you’re saying is, it’s more a matter of one’s aspect than it is whether one’s powers are practiced further, or allowed to atrophy.
DIRK: Yep.
So it all depends on the power. It’s not like everyone’s going to start suffering this too, it seems to be limited to what aspect it is. Perhaps Jade and Dave would go through this too? Other than them, I’m not sure anyone else would.
ROSE: In that case, perhaps Terezi had the right idea.
ROSE: Getting away from this place, I mean.
ROSE: Maybe I was a fool for imagining I could settle down here.
Ah, so that’s what happened to Terezi. She left. Maybe she had a feeling things wouldn’t go well, it does make sense she’d be feeling the awfulness Dirk and Rose feel right now. With her Mind aspect, it does make sense she would. Where’d she go, though? Is she a nomad around the world or something?
Dirk’s taking this easier than most would because he’s used to multitasking. Ah, right, he did have his dreamself and his realself, dealing with both must have given him some practice. Still, two is nowhere close to the infinity of everything, so I’m skeptic it’s as good of a training as he says it was.
ROSE: I’m caught in the liminal space between reality and reverie, where people once believed demons dwelled. But the only reason the demon is still sitting on my chest is because I refuse to banish it. All it would take is looking directly at it.
ROSE: I’m forcing myself to stumble through my life as a sleepwalker. All this pain and sorrow could go away if I would just allow myself to wake up.
DIRK: Then why don’t you?
ROSE: Because I’m not sure that the person opening her eyes will be me.
Brings to mind that about us being someone’s dream and, when that someone wakes up, it’s all over. It’s the kind of thing that brings existential crisis when you think about it too hard, isn’t it? So, if Rose here’s experiencing something similar, she’s not going to have a good time because she’s the kind of person who thinks a lot. Nobody should be jealous of these two, that’s awful.
Dirk, in what’s unusually close to sympathy, crouches and takes off his sunglasses, looking straight at Rose’s eyes. He admits he’s a very flawed person and shouldn’t be always right, and that he knows all about his own flaws.
Rose’s eyes have grown distant, almost mirrorlike. Dirk can see himself reflected in her vacant stare.
ROSE: All the pieces in their place.
ROSE: The mechanisms all running smoothly.
She says this in a hollow tone. It’s the disarming voice a puppeteer ventriloquizes for a marionette.
...okaaaay, something happened. If I’m understanding this and the next few sentences correctly, Dirk pretty much took over Rose. I don’t know why, he just did. Althoooough...hm. It’s still early. Maybe the reasons will be revealed later. But hey, you can’t say this was predicted! Also, if I had to guess, the moment Rose was taken over was when he took off his sunglasses. It just makes sense, really.
Whyyyy is the text turning orange. Dirk, are you taking over the narration?
Yup, he did, and he’s addressing the reader. He sounds pretty bitter there are readers, and brags about he can make the reader’s perspective change and turn into a character’s perspective. No complaints from me for you doing that, really, be my guest.
But I haven’t revealed myself to you just to boast about the abilities arising from the gradual obliteration of the constraints on my consciousness. I’ve only taken a moment to answer a few questions. Not ones I heard you ask—because again, you are nonspecific and therefore do not matter—but ones I imagined you asking. And by imagining these questions, they became less fake, and as such, demanded similarly non-fake answers. No, in truth, the time has come to make my presence known in order to start bringing my plans to fruition. It’s time to get down to fucking business.
Eh. Sounds to me like Dirk wants to ramble and wants an excuse to do so, even if he has to make that excuse himself. Golly, pal, you have free control of the narrative. Ramble all you want, go ahead.
To continue the narrative, John has to wake up and does so. I suppose he being sleepy and exhausted after the fight was just he being sleepy and exhausted instead of being borderline dead because of blood loss. Dirk forces the narrative to make John apologize to no one for everything that happened in the battle, and it’s all so heavy-handed even John notices something’s going on with his head. Dirk, you’re not doing a very good job at being subtle.
Suddenly you remember: Lord English’s tooth is still embedded in your chest. You panic, wrap your hands around the base, and give it a little tug. It’s excruciating. The tooth makes an awful grating sound as it grinds along one of your ribs. You gasp and lose your grip, biting the inside of your mouth so hard that you taste blood.
Can’t blame you for trying, but I wouldn’t do that if I were you. Without someone to administer proper medical care, you’ll bleed to death pretty much instantly.
Yeah, exactly! Not that there’s anyone to administer proper medical care in the middle of literal nowhere, so he’ll have to transport himself somewhere else before he touches that tooth any further. Where’s John, anyway? Is he still lying around underneath the black hole? Did he zap himself somewhere else?
On the other hand, the tooth is poisoned. So you’re pretty much fucked either way, and that’s really all there is to say on the matter.
Oh. That’s a thing now? Well then, guess you’re screwed, John. Thanks for everything, have a nice death. I suppose it would count as a heroic death because he received that fatal wound fighting someone who was obliterating reality, so being revived isn’t an option, I suppose.
John wanders around for a very long time, depressed and feeling pretty awful, until he sees Dad Egbert’s wallet. It’s a coincidence to find it anywhere in the infinite expanse of reality! John opens the wallet, aaaaand...end page! Quick, make a distraction and go check some other place. It’s the usual Homestuck style, so that’s what happens.
Jade’s explaining Dave and Karkaroni’s political ambitions to Roxy and Calliope, once again using the terms ‘neoliberal austerity measures’. I’m still unsure what that’s supposed to mean, but whatever it is makes Roxy groan, no doubt because she has heard about said measures too much already. They’re bad, and Karkaroni’s underdog populism is the counter to those, she argues. Give him a chance! Unfortunately for Elect-a-Troll 20xx, it doesn’t seem like Calliope and Roxy are very interested in getting involved in this at all.
ROXY: i just dont rly
ROXY: care about politics that much i guess
I suppose this means she’s not going to support Jane either. Hey, better for her to not be interested than for her to be on the opposite side. This is a victory of some sort.
She’s reticent to supporting anyone not only because she’s not interested in politics, but also because it’s a fight between her friends and she sure isn’t eager to going against a friend. She also knows this is something Jane has been planning for a long time, so she’s not into ruining Jane’s plans – even though she won’t really go out and say she supports Jane. I really disagree Jane is fragile, though. She’s anything but fragile.
In the spirit of full disclosure, Roxy’s the only one left I haven’t been able to crack. Her mind remains a total enigma to me, just like it always has. If I had to guess, it’s her Void powers that make her invisible, even to increasingly omniscient parties such as myself. For all intents and purposes, it’s like her thoughts don’t exist. She’s the same person, as far as I can tell. She still wears her heart on her sleeve. But the bottom line remains: Roxy Lalonde is still utterly fucking inscrutable.
Which is a very good thing for her. I wonder if this means Dirk would be unable to do anything with the narration involving Roxy, if she’s invisible for even the increasingly omniscient parties. In that case, she’s the luckiest person in this entire canon. Good thing, too, given how Dirk is a fervent supporter of Jane, so he can’t manipulate her into doing anything.
Roxy’s staying out, but what about Calliope? She doesn’t want any of this either, because it’d be stressful as all hell and that’s a very valid reason to not want to get involved in politics, especially if it’s between competing friends. At least Jade understands well enough and doesn’t insist.
Apparently Roxy asking Jade to call both Calliope and her by ‘them’ throws Dirk off to the point he has to hastily say aloud he doesn’t care and that he’s very okay with this, you guys, it’s totally okay. I don’t know, when this kind of thing is written or said like he did I can only think that person is indeed not okay with it. Dirk really should stop his rambling for once before he shoves his feet deeper into his mouth.
For a person that’s starting to be omniscient and spent an entire page mocking the reader and being vainglorious he sure is pretty concerned with keeping up the appearances.
ROXY: i mean what am i gonna do
ROXY: get married and pop out 100 bbs?
I mean, with ectobiology that’s far easier and simpler than you make it sound. You don’t even have to get married for that.
I choose to believe Dirk has gotten so flustered by the conversation about Roxy and Calliope being non-binary he chose to make Jade be unconscious. He had to stop the conversation somehow, so he made her do astral plane stuff. Smooth, Dirk, smooth as a brick.
I may as well stop here for the time being.
Next update: next time
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