#tho the general pacing of zones is overall very good
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tovaicas Ā· 2 years ago
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I was surprised that there wasnā€™t another containment failure scare in the Tempest tho, just to hammer home how little time the WoL has left
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the--highlanders Ā· 18 days ago
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so I actually enjoyed the war games colourisation way more than I thought I would!!
the colourisation itself was SUPER nice. having looked through existing colour earlier images right before watching I was really happy to see they'd matched them, and there were some really nice shots. the trial sequence in particular worked for me, the purple lighting was great.
that being said there were a few points where the new inserted shots didn't quite fit the vibe of the colourisation itself, most notably with the exterior shots of gallifrey - I loved having them in there but new who has established such a warm palette, whereas the war games portrays the interiors on gallifrey as very cold and sterile. on the one hand I love that contrast and think it suits the time lords, but because the outside shots were so clearly inserted into the 60s colour scheme, maybe the intention wasn't there, so it was missing a bit of unity? idk I don't know colour theory
I haven't seen the war games in ages whoops so I wasn't 100% sure on a couple of bits I thought they'd added? but I'm sure there was a bit of extra footage in there. especially when they were getting away from the romans early on.
cutting the serial down was a bit 50:50 for me. the beginning was really solid, with the only issue basically being cutting straight from the germans capturing them to driving to the british base. but I definitely don't think they should have cut out all of the stuff with the resistance and kept so much of the back-and-forth at the base. they could have balanced that way better, given a better idea of jamie and zoe's characters (because both of them get some really good character work in those resistance sequences!!), and actually introduced the resistance leaders rather than have the doctor, jamie, and zoe be oddly familiar with them with no context. that was probably the biggest misstep of the production for me and I'm not sure how well it would translate for someone who isn't familiar with the war games or two's era at all
on the flip side I really liked some of the cutting between scenes they did. the part where they were introducing the soldiers' programming and interspersing it with the resistance soldier confronting the controller in his zone worked so well. there were definitely a few points where you could see they were trying to speed up the slower type of 60s television, and the acting didn't quite match the pace they were going for, but it paid off in a few moments
introducing more music also worked for me!! between the cuts they made to the resistance scenes and just classic who's relative lack of solid character moments they didn't quite have room to establish specific character themes for jamie and zoe, which I would have loved to see more than anything. but it also didn't jar with the existing music and the vibe of the original serial for me
the new who tidbits were fun as well, and that's coming from someone who's not a big fan of some of the easter eggs they've put in the animations (tho I am a bit of an animation hater in general, and ig I was viewing this as its own thing rather than an attempt to recreate a serial). I'm not a diehard believer that the war chief is the master, but playing the master's theme over his scenes delighted me and added to some of those moments. having the new who doctors as options for two's next face made me laugh so hard. and I really did like seeing bits of new who-style gallifrey
the regeneration sequence was.... cool to see how they did it and where they'd pulled footage from? blatantly-fake jon pertwee at the end made me laugh ngl. again I figured it would be more fun as a thought experiment than taking it as an attempt to alter canon and I stand by that. season 6b believers rise up etc etc
overall I had a great time!! idk maybe it was because I haven't actually seen any of two's episodes in like, a year probably, but I enjoyed it. loved seeing my blorbos in colour. jamie's highlanders costume getting a brief bit of colourisation was a highlight, as was the tiny bit of colourised evil of the daleks victoria. I don't think it's necessarily a great way to actually get someone into the war games or two's era generally, just because the cuts could leave you a bit confused. but at the same time being a fan of two's era can sometimes feel like we get thrown crumbs every so often and little that's more substantial. so having a bit more of a big deal made for us for once was super exciting, and I hope people who'd never seen the era before watched and maybe were a bit won over <3
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mamawasatesttube Ā· 11 months ago
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šŸ˜…šŸ’‹šŸŽ‰šŸ¤Æ
šŸ˜… What's a story or scene you've created that you're a smidge embarrassed exists?
every sex scene ive ever written. girl help
šŸ’‹ First kiss fics. Love em or hate em?
no strong opinion honestly? i think they can be really cute and good character studies but also i don't think there's anything particularly special about the first kiss specifically, like the appeal is the overall story of how the sillies get together or whatever. i like a well-done romance, so the payoff can be satisfying, but also i don't care as much for a romance where the entire payoff is "and now theyre together the end" so much as i like romances where they get together and stay together. so i guess it depends on how we define "first kiss fics' ksjhdj
šŸŽ‰ What leads you to consider a fic a success?
if i'm happy with it mostly. what gets attention from the fandom is always like, a roulette wheel with a strong bias towards certain ships and tropes, so i try not to look at stats. generally tho, other than my own personal opinion of it, i'm always very satisfied if i just get a couple of in-depth comments!!
šŸ¤Æ What's a genre you struggle with as a writer (ex. romance, action, etc.)?
action for sure. the thing about fight scenes and sex scenes is that they both involve choreography of bodies in space, and also require attention to pacing because if your character is getting bogged down in thought and introspection on a battlefield, BONK they're dead. (introspection CAN work in a sex scene depending on the tone, but also like if your guy zones out for too long mid-fuck its like. oh this is not good sex is it kjhkjsdhfkj) and i know my strengths are in introspection and dialogue, so i'm still workin on action stuff!!
i wouldn't say i struggle writing plotty fics per se, but i haven't done it in a while and i do wanna get back into it. (i used to write more plotty stuff than character studies or shenanigans, so i guess ive been diversifying lately skjdfhkds)
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ja-khajay Ā· 4 years ago
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2020-2021 Animation Watch(ed)list
I havenā€™t posted about animation in a while that I remember, and I know a lot of my followers are into it as much as me so I decided to make a list of the animated movies and series I watched on the past year or so, coupled with my short, spoilerless take on them. Enjoy!
Organized by
Things I saw for the first time
Things I rewatched
Under a cut for the sake of your dashboards! PS: I have not added any images yet. If you are interested in knowing more about the visuals of these movies, I might make an old fashion ask-prompted imageset list.
Part One: Things I saw for the first time
The Bearā€™s Famous Invasion of Sicily
Movie, 2019, Italian/French
9/10, a delightful little movie with amazing visuals. It feels like an animated picture book.
One of those ā€œplot is in the titleā€ media! I had never heard of this before but was heavily recommended it by my family members, who all loved it! Itā€™s a sweet story, nothing groundbreaking but the unique colorful visual style alone makes it worth it.
The Castle of Cagliostro
Movie, 1979, Japanese
10/10. Reminded me of all the books i loved reading as a child
I assume its because itā€™s so old and the art style and themes are so different that it gets little to no love compared to other Ghibli movies, which is a shame! Itā€™s fun with an endearing cast and as always, great animation and music
Mushishi
Series, 2006, Japanese
10/10 three episodes in I knew it was going to be my favorite series ever
One of the few things Iā€™ve seen Iā€™ll describe as life-changing. Itā€™s absolutely lovely but never toots its own horn about it. Humble, calming, emotional and surprisingly mature. Itā€™s pretty impossible to binge due to how intense the experience is. I just want to walk in the forest now...
FMA: Brotherhood
Series, 2009, Japanese
6/10 Dissapointing adaptation of a classic story
I read the manga for this when I was in middle school and remembered loving it. The animated version does an ok job of presenting the characters and worldbuilding and has some nice action scenes but overall looks really damn cheap and just. Not very good. Seeing I already knew most of the plot I did not have the element of discovery that made me marvel so much reading the original. Itā€™s still a nice series but I really recommend reading it instead.
Code Lyoko (s1+2)
Series, 2003, french
3/10. 1.5 being for the opening song alone
This show sucks ass if I hadnā€™t been watching this with my bestie I would have dropped it two episodes in. The art style is ugly the stories are always the same and the first season has a (later removed thank fucking god) LITERALĀ ā€œerase any consequencesā€ button as a plot device in every episode. If you watch it for one thing let it be the nostalgia factor of early 00s Vidya Game Plot
The Legend of Hei
Movie, 2019, Chinese
7/10. Impressive visuals and a poor story
I finally watched this, peer pressured by the load of gifsets on my dashboard! Itā€™s a sweet movie with really impressive animation, sometimes a bit too flashy for my taste (the action sequences go so ham they become not very readable...) but the story was just ok? The setting is barely explained and you are instead bombarded with vague epicspeech about powers and stuff that made me fondly remember Kingdom Hearts lol but that asides itā€™s a really good time! I need to watch more Chinese movies the few I know are just delightfully off the shits in how they approach action and I love that
Hunter x Hunter
Series, 1999, Japanese
9/10. Superior to the recent one!
I first got introduced to the series via the 2011 one. Comparatively, the 99 series focuses way less on action and way more on the characters, which I love because that fits my personal preferences! Despite mediocre filler episodes and some weird slight pointless plot changes, what it changes from the original manga doesnā€™t have much of an impact on the characters. The animation quality isnā€™t always consistent including a huge art style change for an arc (???) but itā€™s overall pretty nice. The series really shines in the last arc it adapts.
Oban Star-racers
Series, 2006, Japanese/french
9/10 a lovely surprise
This series is completly obscure despite having been created by people famous for their other series (Cowboy Bebop, Code Lyoko that i can name) and itā€™s a crime! Itā€™s a kids show but without being stupid about it who tells the story of an inter-planetary race. If you liked that one scene in the star wars prequels you know what I mean. Itā€™s got surprisingly nice animation for a TV series, and some truly great character design. The art style is a bit unique in a not for everyone sense, but I didnā€™t mind it much. Itā€™s also THE most offensively 2000s series iā€™ve seen in terms of visuals. y2k kids assemble
The Little Prince and the Eight-Headed Dragon
Movie, 1963, japanese
8/10. Classic fairytale format with incredible visuals
Watched this for the art style because I know it inspired Samurai Jack, and it delievered! I dontā€™ have much to say about this one, itā€™s a very simply film but itā€™s sweet. For my pirates out there if you want to find it in good quality with english subtitles itā€™s VERY hard to find. If you just want to see the looks of it, itā€™s on Youtube with portugese subs.
We now enter the Gobelins Shorts Zone....!
My Friend Who Glows In The Dark
10/10 makes me cry each time
Pure delight...great animation writing everything. A little short about death and friendship but not in the way you imagine!
Colza
9/10
Visual treat...homely and nice :) not far from a 10 but a 9 because nothing about it is that groundbreaking
Sundown
9/10
If youā€™ve ever been ten minutes from failing a group project because of a single dude you will REALLY enjoy this. Loved the colors and personality
Tā€™as vendu mes rollers?
10/10
Itā€™s SUCH a sweet little short I loved that one so much
Dix-huit kilomĆØtres trois
10/10
Surprisingly well written dialog. Visuals are great but the humanity of the characters carries this to another level
Un diable dans la poche
9/10
Amazing visuals and the most tense/creepy of Gobelin shorts iā€™ve ever seen. Chilling
La bestia
8/10
I had some issues with the pacing. Interesting story and visuals choices but I was not fond of the art style
Goodbye Robin
5/10
Confusing but predictable. Both at once??? Yes!
Le retour des vagues
6/10
Cool animation stuff but felt pretty pointless
Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  ***
Part Two: Things I rewatched
Ruben Brandt: Collector
Movie, 2018, Hungarian
10/10. Underrated as hell
Watched this fully blind for the first time in an animated festival and rewatched it with friends. Itā€™s a crime I never see anyone talking about it given the amount of whining I see about the lack of both adult animation and 2D movies? This film is a unique love letter to art in the form of a weird mix of charming crime story and psychological horror with amazing visuals. I recommend watching it blind and also buying it to show appreciation for how nice it is!!! WATCH THIS MOVIE...
Mononoke
Series, 2007, Japanese
10/10 Visual/storytelling masterpiece in the weird shit departement
If you can stomach intense stuff watch this. The visuals are incredibly unique and beautiful and under the jewel tones and art direction high takes itā€™s a really cool horror series. My only obstacle to enjoying it the first time I saw it was how dense it is - simply put, itā€™s so...culturally Japanese itā€™s not very accessible to me who doesnā€™t know anything about the culture? Watching it for the second time helped understanding the stories more!Ā 
Corto Maltese in Siberia
Movie, 2002, french
9/10 but really close to ten. A great adaptation!
Iā€™m a huge fan of the original comic so I entered this a biiiittttt suspicious it would suck but it was a really pleasant surprise! It has all the wonder and charm of the original and the animation was surprisingly good for the little budget. If youā€™re not familiar with the series, itā€™s a sort of geopolitical action/adventure movie but with itā€™s own really poetic vibe to it. Itā€™s almost impossible to find online but happens to be fully on YouTube so go ham I guess?
Redline
Movie, 2009, Japanese
10/10 cinema was invented for this, actually
Every review of this movie iā€™ve seen gives it five stars and starts by talking about how immensly stupid it is. Iā€™m no different. Itā€™s a masterpiece of escalating energy with the depth of a puddle and it fucking rules. Itā€™s free on YouTube too so there really is no excuse to not watch it. Watched it for the first time on a huge cinema screen and despite this my second rewatch on my small laptop was as/even more enjoyable. If you watch this stoned with friends you might travel to another dimension
Spirited Away
Movie, 2001, Japan
10/10 deserves the love it gets
I watched this a single time as a kid and had little memory of it! I mean itā€™s Ghibli you know itā€™s going to be good as hell but this one rly shines in how colorful and detailed it is and in itā€™s world! It made me remember I had a huge crush on the dragonboy as a kid. Iā€™m gay now
Kung-fu Panda (1&2)
Movie, Usa
10/10. KFP fucking rules
Honestly my favorite franchise of the whole disney/dreamworks/pixar hydra. Itā€™s fun as hell, doesnā€™t skip a single beat and has amazing animation and character designs. If something is a good time I will not care if itā€™s deep or not and boy I fucking love these movies
Sinbad, Legend of the Seven Seas
Movie, 2003, Usa
5/10 Some great some really bad and overall generic
I tend to hate american cinema and this includes that era of animation I have no nostalgia for. Sinbad is in a weird place because I love adventure stories and the visuals of the movie absolutely deliver but itā€™s very predictable and TANKED by the addition of the female character, pushed in your face asĀ ā€œlook we have woman!!!ā€ despite her writing being misogynistic as hell lol. The evil goddess rules tho. This movie would have been a solid 9 if instead of the girl the two dudes had kissed
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vroenis Ā· 5 years ago
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Lost Legacy Exemplifies Naughty Dogā€™s Cultural Crisis
Thereā€™s a discussion about Oceanā€™s 8 that positions its existence around whether or not it's necessary as a counterpoint to the Oceanā€™s reboot - the Oceanā€™s Cinematic Universe - if you will (what a world we live in) - that it was only made as a gender flip of the reboot that spawned two sequels, three films in total cast almost entirely with men.
My perspective is that as much as I generally enjoyed the Oceanā€™s reboots for what they were, Oceanā€™s Eleven should have been a cast entirely with women in the first place.
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The heroes we both need and deserve.
Massive spoilers for the original 1960 Lewis Milestone version and the Steven Soderbergh one in 2001 of Oceanā€™s Eleven - Soderberghā€™s flip is of-course that they get to keep the money at the end so that they have to potentially give it back in the sequel he knew heā€™d be able to make, whereas I doubt Milestone knew heā€™d ever get a sequel back in the early 60ā€²s so the rub for film-making back then is to burn the money at the end. Nevertheless even for the early 2000ā€²s, the boldest of moves would have been to cast it with women, not to be progressive but also to be progressive, tho thatā€™s still an absurd thought that to cast women is progressive - but to be smart. Oceanā€™s 8 is a fantastic film, deftly written, paced, acted, shot and edited. Would the world have responded to it in like-kind? I know how *I* would have responded to it, I think you can answer for yourself how societal cultures may have responded at any point from 2001 thru to now. In any case, I have Oceanā€™s 8 on blu-ray. I love it.
A reader asked me whether Iā€™d played Uncharted: The Lost Legacy after kindly reading through my bludgeoning of Uncharted 4, and seeing as they were patient enough to endure that blood-letting, I felt I owed them and probably Naughty Dog the time of day to give Uncharted-And-A-Half a chance, and Iā€™m really glad I did. Fair warning, thereā€™s a lot I didnā€™t like about Lost Legacy, and thereā€™s going to be some more pain - a lot of pain. I donā€™t think any of my tumblr audience is quite on the rest of my socials, but anyone whoā€™s connected to me anywhere else on the Wire was subject to my frustrations as I played thru the game on Saturday, including the blurred image of my Google Keep notes I took while playing the game in preparation for this journal. I keep notes now.
Nevertheless, I can say that on the assumption that the Uncharted series is wrapped, or at least in the narrative arc with these characters as we know them, that Lost Legacy is easily without question my favourite Uncharted game by far.
On that assumption that Uncharted is more or less done, nowā€™s as good a time as any to take a top-down look at the franchise as a whole. I know I already did a fair bit of that in the last piece, but some broader thoughts on what the series does and says have solidified while playing Lost Legacy, and Iā€™ll discuss them as a lead-in to my thoughts on the game.
Again - this is going to be riddled with spoilers for Uncharted: The Lost Legacy and most likely the entire Uncharted series, so if youā€™ve not played them and are interested in doing so, or donā€™t want to see them heavily critiqued, please stop here.
The first game was released in 2007 and was apparently in development for roughly three years. What was happening up to and around 2004 to 2007? September 11 had happened in 2001, the world was at war in the Middle East in Afghanistan and second invasion of Iraq had begun in 2003, Hurricane Katrina happened in 2005 - the same year the IRA ended armed conflict in Northern Ireland, 2005 saw the outbreak of H5N1 Avian Flu - topical right now. There are so many more, I canā€™t list them all here - lots of momentous events that in some way or another highlight community awareness in some way - thatā€™s probably a bit of an obtuse statement but hopefully itā€™ll string together in a sec. What struck me and a bunch of my friends odd about the first, then the second and then somehow every Uncharted game since, is that Naughty Dog seem to choose an ethnicity for their antagonists and scratch the surface ofĀ ā€œwhat if this element of their cultural violence is badļæ½ļæ½, but then leave it so shallow that it remains a caricature and comes off as casually and carelessly racist. The first game frames the theme around Nazis, but the actual enemies are anything but. Yes, theyā€™re intended to be mercenaries, but theyā€™re hardly nondescript, theyā€™re absolutely of very specific ethnicity.
From the second game onward, Naughty Dog seem to want to make use of real world settings and do some nuanced research on actual sociopolitical conflict and I always feel uneasy about how its presented. Lost LegacyĀ begins much the same way and I worried about the tone going in. An active war-zone in India as gravitas to your setting that is then almost completely abandoned until the very end? This is my problem with how the writers treat setting in Uncharted. They use very real conflicts that have real-world consequences for people in which actual lives are lost to inject gravity into their narrative and then quickly discard it for the sake of shenanigans once the wise-cracking starts when the tone shifts gear and the characters themselves take centre-stage in the foreground.
Hereā€™s the thing.
The characterā€™s are enough. I *love* these characters. Their story is fantastic. Nadineā€™s and Chloeā€™s story was the best and most cohesive of the entire series. Also it only took me roughly six hours to play thru and I only feel like half of that was wasted! Thatā€™s still probably being too generous but Iā€™m grasping for positives, here. Still - I donā€™t know why the senior production team has never had confidence in the core of their product which is the charm of their characters and the play dynamic - Uncharted is primarily about *seeing* and *doing*Ā - for the most part, unfortunately, separately.
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The dialogue between Chloe and Nadine is extremely interesting, it is absolutely the best thing in the game, yet it keeps getting interrupted by stupid gameplay beats due to poor timing of rolling up on level locations. Uncharted 4 was supposed to have locations hidden around levels where you could engage in dialogue between characters but I barely found them - why hide such interesting content in your game?? Itā€™s completely absurd. Then the only few I did find were between Elena and Nathan altho I really donā€™t think those were meant to be hidden, and they were so poorly written and I hated them so much, I didnā€™t care to discover any more. Again - no disrespect at all to Nolan North and Troy Baker whom I absolutely adore and respect, but I didnā€™t find anything engaging or interesting *at all* about the brother narrative. I didnā€™t care one bit what that nonsense was about. What about Sully? Whereā€™s Sullyā€™s story?? Iā€™m just so - so glad we got a story for Chloe, and that at least Nadine got some great screen time too as a part of it and that it all presented so well.
Before I continue to praise what went well, there are a few things I canā€™t let pass. While the driving has thankfully improved and controls quite well now, the exclusion of a minimap or GPS HUD element is interesting. Iā€™m fairly certain itā€™s intentional as to not detract from the gameā€™s clean, cinematic look, to not break immersion, but this just generates a horrific breakdown in actual player experience for me. Without any navigational assists, I constantly got lost and stopped every 20 meters to check the map, frequently driving into dead-ends, off cliffs and past where I wanted or needed to go. The game isnā€™t a 30 hour open-world experience with distinct and varied landmarks the player will familiarise themselves with and learn to navigate by, for the most part the level is fairly homogeneous in object geometry.
Some of the puzzles take far too long to mechanically execute, in particular the smashy-slashy statue block jumpy stupid whatever itā€™s called one and the sliding shadow motif. It doesnā€™t matter that neither actually takes too long once you know the solution, itā€™s that they feel long and then are actually over-long and also not interesting to mechanically execute. This is due mostly to clunky character animation and animation smoothing, and part of Naughty Dogā€™s overall obsession with being cinematic which is something Iā€™ll return to towards the end of this piece, something which has been a strength but will ultimately be to their detriment. While cinematic visuals might be a benefit for traversal, itā€™s something that absolutely does not suit puzzle-solving. In the example of the statue-block puzzle, the hard reset each time the player is hit means laboriously jogging all the way back to the beginning and starting again - itā€™s just poor puzzle design having to begin again from a full reset. Thereā€™s no satisfaction in having to remember the whole thing and while I didnā€™t look up the solution online, Iā€™m willing to bet many people will have just dialled up a clip on YouTube and copied it without figuring it out themselves. This is a failure of connecting whatā€™s satisfying about moving in your game and whatā€™s satisfying about solving puzzles, something Crystal Dynamics understood far better in the Tomb Raider reboots, in particular the second outing (Rise of) with their much more environment-centric puzzling.
The sliding shadow puzzle just simply takes way too long to jog around the space, then clip onto the hot-zone for each lever, wait for the animation to lift it, wait for the animation for the pieces to slide, rinse, repeat. Once you know what you have to do, itā€™s overly frustrating actually having to do it.
It brings me to a weird quirk of design where the puzzle designers perhaps donā€™t understand something that the environmental designers do. Maybe they didnā€™t get the same little notes in the Slack channel, or Trello board or Teams pin or whatever. Uncharted level-design has almost no back-tracking, less in each successive game, and itā€™s almost entirely absent from Lost LegacyĀ - youā€™d have to look closely to realise youā€™re navigating the same area you came in thru and almost always moving over it in a different way thatā€™s been modified - now itā€™s flooded, now thereā€™s a bridge, now youā€™re swinging or leaping or climbing where you werenā€™t etc. I feel like this is the Hidetaka Miyazaki Souls/Borne effect of level design in which environments are designed to be both realistic and practical.
Great! Good for the level designers. Did the puzzle designers not get that note? Maybe they did. I need to stop thinking that every poor optimisation is a symptom of ignorance - thatā€™s bad form on my part. Whatā€™s more likely is itā€™s a symptom of either bad leadership, poor tool implementation, lack of time or too narrow or strict an observation of representative vision - by which I mean - they canā€™t change the way the characters move or animate just for puzzles, because it has to be consistent with the cinematic representation of the game as a whole - and that sucks lemons. It means the overall play experience suffers for the sake of the overall cinematic experience except executing a puzzle isnā€™t cinematic unless itā€™s expansive...
Like the positive example Iā€™ll give of the light reflector room. Shoplifted from Uncharted 2ā€²s giant knife that has Nathan climb all over a giant knife, Lost Legacyā€™s light reflector room has slightly less climbing but is a much larger space, more impressive and a much better example of good puzzling in Uncharted. Itā€™s not difficult to solve but again (I think again?) Iā€™ll argue that you donā€™t come to Uncharted for difficult puzzles - you donā€™t come to Tomb Raider for difficult puzzles, either.Ā 
The puzzles in these games should be mostly environmental because they feel good solving them, and solving them should be more about the doing - the playing - and the playing should be moving - running, jumping, climbing etc.
Both the giant knife and the reflector room are a joy to execute because theyā€™re fantastically realised - large cavernous environments that arenā€™t annoying to navigate, that give you time to appreciate both the scale of the spaces and the details the designers and artists have put into them. Lost Legacyā€™s is more impressive because you do a lot more puzzling and spend much more time in its vastly larger space, culminating in combat that usually I would be ho-hum about, but I guess exhibits more animation and destruction tech which while scripted, is still impressive nonetheless given how extremely difficult it is to have interactivity still occurring.
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I have a few things I want to mention before I begin to wrap up, given itā€™s going to be a very long wrap - Iā€™d say Iā€™m taking cues from Joseph Anderson but Iā€™ve always been this verbose.
The medallion puzzles were excellent, in part perhaps because they felt like the closest thing to the Tomb Raider rebootsā€™ challenge tombs. Some of them were silly and lazily implemented, the worst offender being you just had to shoot mans and get the medallion from the lock-box that the mans had put it in (pfft), but the best ones were integrated into the environment such that you may well have walked past or thru areas that were puzzles before you knew what they were. This brings up one of the most interesting things Iā€™ve been turning over for quite some time now. Ben Croshaw aka Yahtzee aka Zero Punctuation may have first mentionedĀ ā€œchest high wallsā€ in his first Gears of War video, but it may well have been an Uncharted game. I donā€™t remember but he will have thrown in mentions of all the generic cover-shooters as a catch-all for how the environments immediately telegraph that Combatā„¢ will happen. Itā€™s a particularly astute remark and speaks volumes of video game design - developers always seem to have very specific design language to separate traversal, combat and puzzling. While I clearly donā€™t care for combat most days, and yes - I do acknowledge there are some practical concerns for combat that canā€™t be avoided, I always envisaged design that blurred the lines between puzzle and environment so that you never quite knew what was and wasnā€™t a puzzle. Everything should be the puzzle. In some senses, Cyanā€™s old Myst games were a bit like this but in a very rudimentary and crude way - sure, theyā€™re quite old now, but even those had very clear not puzzle areas. Itā€™s a complex and subtle subject, but something of a study of games like Fireproof Gamesā€™ The Room would be in order. Understandably smaller scale, but the thinking behind it is definitely adjacent.
Final notes - the young Indian girl in the prologue has amazing animations that youā€™ll miss entirely unless you swing the camera yourself. A whole team of people or a single animator has spent hours on those animations - that a director or team leader hasnā€™t forced the player to see and appreciate them is a disservice.
Every section where you have to do something under pressure like run from mans shooting at you or dash through a lengthy section of crumbling cave network etc. is a horrible play experience of not knowing where to go. Theyā€™re trying to inject excitement by applying pressure but thereā€™s no clear guidance and no dependence on player skill, so you end in bizarre fail-states due to going in completely the wrong direction that glitches cameras or scene time-outs resulting in check-points and the whole thing just doesnā€™t scan as a cinematic experience. I hate hate hate them - youā€™re subject to the same musical swell thatā€™s supposed to be like a movie only to fail again and it comes off as b-grade and pathetic. Every game has had this problem and it is just straight bad design.
Three? Four? Games in a row, Naughty Dog have recycled;Ā 
being pursued on foot by an armoured vehicle crashing through level geometry while you have to run and occasionally shoot/fight mans,Ā 
driving down a shanty-town on a hill pursued by an armoured vehicle - perhaps the same one as previous scene
a big chase scene of lots of vehicles jumping from vehicle to vehicle shooting and/or punching mans that may or may not include...
a train combat sequence where you start at the back of the train and work your way to the front of it shooting mans as you go
This lacks creativity at this point. I think duplicating these once each - so you do them twice total across the franchise is fine, but they hit the same beats in the same way - exactly - every time they appear. It just strikes me as Naughty Dog just not knowing what else to do. At one point, I think it was in Uncharted 4, when driving down the shanty-town on the hill, I literally had a brain-fart not knowing which game I was playing because I swear we did it in 2 and 3. Did we do it in 3?? Look, I donā€™t know. But itā€™s getting old. At least we didnā€™t do it in Lost Legacy, but we did the train and Iā€™ve had enough. Iā€™ve had enough of doing the same things in the same way. It could have been a train but it should have been in a way that just wasnā€™t just another Uncharted train. It hasnā€™t worn thin, itā€™s worn out.
Overall, the games look great... but playing them feels like theyā€™re stuck in PS2 and early PS3 era philosophies, like Naughty Dog havenā€™t evolved and donā€™t realise that peopleā€™s brains function much quicker and can process more, or that the media we consume, the games we play function at a higher level and we can digest more, weā€™re capable of processing higher functions. Iā€™ve been playing Ubisoftā€™s The Division 2 and enjoying it more the more I play, much to my surprise. I understand the intent behind the gameplay is extremely different to the single-player experience of Uncharted, however there are some parallels in what it achieves animation wise;
The Division is also a cover shooter but of-course as a multiplayer, open-world live-service game, its intent is to telegraph to the player that the entire environment is a permanent play-space in which to always be playing. It utilises an information-rich GUI that is an always-on system with button icons telling the player what button to press over what surfaces to snap to, vault over, climb up, run to (and snap to cover), open and loot, interact with etc. I donā€™t know if these can be turned off but I like them on. Itā€™s a pretty amazing feat that almost every environmental object has been mapped as a snap-to-cover and/or climbable object. For this reason, the character movement in Division is pretty quick and snappy, however it still manages to have a decent degree of natural human kinetics in the character rigging which is amazing. This means if you move-off from standing still, thereā€™s a slight delay as yourĀ ā€œweightā€ shifts, same if you change direction. When I sayĀ ā€œsnapā€ to cover, itā€™s not actually instantaneous, your character makes a movement and takes time to do so, yet itā€™s still not sluggish. Somehow the developers have worked at fine-tuning a balance between not-instant, but not too slow.
This is something that even in Lost Legacy, I feel Naughty Dog simply canā€™t do. The animations are decent during play - theyā€™re outstanding during cutscenes (weā€™re getting there), but character models have a really awkward relationship with the environment. They clip awkwardly with ladders and buttons and wheels - with puzzles and levers - getting the grappling hook to prompt is again better than Uncharted 4 but still not ideal. I had far fewer glitch-outs than 4 too, which was a significant improvement, but I still had to animate back and forth a few times to get into hot-zones appropriately and with character kinetics not quite right, it wasnā€™t exactly easy.
And again to be fair, this stuff is suuuuuper difficult. I donā€™t mean to talk about this stuff like itā€™s cooking instant ramen. Itā€™s so freaking tough. Rigging and mapping interactive character models has to be one of the most stupendously difficult things a developer has to do - making it work with all that scripting, getting it to play nice with all those assets and lines and lines of coding for the full experience. I have so much respect for game developers and what an astronomical task it is. So when I say I prefer one development teamā€™s product over anotherā€™s, I donā€™t mean to say that the other team is absolute garbage - there are so many things that might contribute to that final product and we have no idea whatā€™s been going on at Naughty Dog. If the team leaders and producers say theyā€™re happy or even if they donā€™t, and the decision is made to ship, thereā€™s nothing more they can say or do.
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If there was one thing I absolutely loved about this game, it was the two main characters and the story that was told about them. I can excuse the main text as the catalyst that brought them together - even to the point that itā€™s a story about Chloe ultimately deciding whatā€™s important to her. My issue with this comes full circle with the setting being in a real world conflict. Thereā€™s a bit of white savour complex in there in that Asav might be the narrativeā€™s antagonist, but he at least is local. Itā€™s not clear exactly what Chloeā€™s ethnicity is and Iā€™m not here to judge what her stakes are in it because clearly her character has a sense of home and place in India, but she certainly also has a complex sense of being an outsider. So the point is not to judge, but the game also is unclear on its positioning other than sheā€™s the heroic vehicle of deliverance. See what I mean about theme? This is what I mean by you could have just as easily written almost an identical story about Nadine and Chloe, with very similar interactions, tension, redemption and resolve - even with an antagonist, conflict and a happy ending, but either treated real sociopolitical issues with better care or not set your game in them at all. Iā€™m all for setting games in the real world, but if youā€™re going to do it, do it right. Iā€™m not the person to ask.
I need to be careful not to direct that criticism at the base-level developers nor at Claudia Black who is the manifestation of Chloeā€™s voice because she does an amazing job of bringing her to life. The casting of Laura Bailey voicing a black South African Nadine was much more awkward given Nadineā€™s ethnicity wasnā€™t decided when she was cast - again thatā€™s on Naughty Dogā€™s leadership, but I wonā€™t knock Laura Bailey for it. Itā€™s easy to say she should have resigned, perhaps she should have, thatā€™s an economical question only Laura can answer and Iā€™m sure itā€™s not an easy one. Suffice to say, VO work isnā€™t lucrative.
What a side-track.
I donā€™t think I ever cared about Nathan. I think I always cared about Elena, and not because WAIFU and also not because WHITE KNIGHT or whatever other bullshit reasons stupid alphagamerz will spit from their frontheads. Elenaā€™s just more interesting, probably because Nathan is written like a design document and Elenaā€™s written like a human being. Naughty Dog want to create a game about adventuring with lush expansive environments, shooty mcshooting and light puzzling. They want it to be cinematic and unrivalled in its quality and they have the smarts to build the tech around it, with Sonyā€™s help. Backed by Sony money, they take VO seriously and do a great job at creating that cinematic experience, coupled with some above-par for video games narrative writing. The problem this introduces for me is Nathanā€™s raison d'ĆŖtre has to justify everything - action, tension, stupidity...
Nathan Drake really is the design document.
I feel like heā€™s just the unfortunate side-effect of being central to the game, and itā€™s typical of my character to just not dig the focus of things and get into subtexts a whole lot more. Often I get into things in the periphery, things adjacent - I donā€™t love or hate Shakespeare or for that matter Baz Luhrmann but Romeo + JulietĀ ā€˜96 is an amazing film and not at all because of the eponymous Romeo and Juliet and again, not for Leonardo di Caprio (spit!) or for Claire Danes (she can stay) but the absolutely divine cast of supporting characters (John Leguizamo will live in my heart forever oh baby).
That Nathan makes stupid decisions is already something that turns me off. That he makes poor decisions because... heā€™s an orphan? Because... he was bullied? Because... his brother left him? This is why heā€™s not transparent with his wife? Actually, heā€™s quite realistic. Except the people like him Iā€™ve known in my life arenā€™t heroes - theyā€™re pathetic or unreliable or abusive or dangerous. Elena is an adult. Sheā€™s not perfect either and thatā€™s also great because neither am I. As a side character she has the conceit of being more nuanced, but as the contra to Nathan, sheā€™s also mature versus his childishness. OOOOAAAAH EVERYONE LOVES A LOVEABLE MANBABY OOAAAH COMEON LIVE A LITTLE EVERYONEā€™S GOT A LITTLE CHILD STILL IN THEM SOMEWHERE yea fine, I get it, like Iā€™ve said before, yes - he embodies the recklessness and playfulness in us, but thatā€™s a confusing position for a game that frequently tries to ground itself in real world conflict to be taking. Youā€™re reducing him to that but injecting complex and nuanced characters like Elena and now eventually both Chloe and Nadine? Iā€™m telling you now - any male that doesnā€™t know when itā€™s appropriate to grow-up, when the time to set aside the playfulness and be TRUTHFUL AND TRANSPARENT WITH HIS PARTNER is a dangerous person and FUCK THAT NOISE. Nathan, as much as I do absolutely - make no mistake - adore Nolan Northā€™s voicing - ends up being another Homer Simpson - as long as you laugh at his stupidity, youā€™ll excuse it, and youā€™ll excuse the hurt thatā€™s done by it, and that shit doesnā€™t fly with me. His redemption was not earned. I say again - Elena should throw him into the sea.
Nadine ends up being a fantastic character, even if sheā€™s given less narrative time, sheā€™s a great example of her behaviour telling more story in contrast to Chloe getting to reveal her past and itā€™s nice to see them play off one another. I feel Nadine and Chloe as characters hit great story beats in ways Nathan didnā€™t get to with pretty much any of the other characters in four games - not Sully, not Elena, not his brother, not even Chloe - all told, we never actually get any back-story on Nathan and Chloe and I think weā€™re better off for it because I donā€™t care.
Having a quick squiz around tumblr reveals the obvious and rampant shipping of Nadine and Chloe and I couldnā€™t be happier. I think Naughty Dog knew what they were doing. There were so many moments. Those moments were for us. I think they were subtle enough that the fragile manbabies would have missed them but thereā€™s no fooling us. Some of the babyboiz would have been seething thru their mouthbreething hairmouths and Iā€™m sure probably took to the internet but thatā€™s OK, they can remain unfucked incels for the rest of their lives or worse, serviced by whatever unwashed creatures want to dare fondle them in the dark. The elephant ride and that whole conversation was almost enough for me to forgive the absolute disaster that was Uncharted 4. It was given enough time to breathe, it was absolutely beautiful, and just when you thought they were going to terminate it and apologise for making things too awks, it concludes just perfectly and you get a phone picture that doesnā€™t have Nadine in frame, yet her presence in that picture is definite, pervasive and emotional. Again, some people may have completely missed it and maybe it chalks up to life experience, but as completely contrived as an artefact of complete fiction as that whole sequence might be, it was one of the most wonderfully tender moments ever created in a video game and I wonder if it makes the whole affair worth it.
In the Uncharted 4 piece, I threw in a few barbs about the most meaningful interactions, and in Lost Legacy, what I really loved was Chloe taking photos of things she thinks are beautiful and interesting on her phone, and feeding the elephant - these were the most meaningful interactions in the game. I love that the photos on the phone didnā€™t serve any gameplay utility at all, they were there because her character wanted to document her travels, because she thought what she was seeing was cool, and any time in the game, you could pull out your phone and look at what youā€™d seen. It was such a good and important decision to have the very first picture to be the Indian girl in the market, as that rather than the local conflict, does more to ground you and Chloe as a character in the setting. The game never forces you to look at it as a reminder, but you know itā€™s there.
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I did steal these from the internet, sorry - so if theyā€™re yours, let me know and Iā€™ll be happy to take them down - this one in particular, seeing as itā€™s a photomode capture. I should have taken my own but I donā€™t do photomode caps on my first play-thru and thereā€™s no-way Iā€™m replaying this ever again.
It took five games for Naughty Dog to finally get some decent character writing, but a part of me still feels they couldnā€™t have existed without all the dross of the other games. Thereā€™s this immense amount of back-story and labour both the developers and the players had to slog thru to get to this point, and I feel as tho we get here and thereā€™s just too little to show for it. I still really enjoyed the story that was told, the sense of character I felt, but a lot of that was contingent on the Uncharted universe in situ. Lost Legacy feels like a combining of all of Naughty Dogā€™s narrative motifs - the earnest redemption, the moment of tenderness and connection centred around peaceful animals - itā€™s a greatest hits of Naughty Dog in the best way possible because each narrative beat hits perfectly. Iā€™m glad I played it with two characters who endeared themselves so much to me, that I truly cared about.
Iā€™ve spend a lot of time praising the strengths of writing for at least Lost Legacy, but for each thing Iā€™ve enjoyed about at least these two characters, there have been so many things Iā€™ve been critical of. I feel like in order to get to the tiniest bit of enjoyment, I had to suffer thru so much. Honestly I donā€™t know if it really was worth it. Itā€™s hard to know given that who I am now and where my tastes are and have developed as a consequence of my experiences, and I definitely would not replay any of those games again - so where does that leave me? I canā€™t go back and play The Last Of Us and I absolutely wonā€™t play the second game, I just canā€™t do Naughty Dog games now, I donā€™t have it in me.
Naughty Dog have spent the better part of two decades developing tech for visual fidelity specifically for the Playstation hardware platforms (PS3 and 4). Theyā€™ve also been doing it by overworking their staff, many of which have left out of frustration or necessity. The problem they face is that as industry tools in general improve, there will no gap between games developed by Naughty Dog and any other contemporary studio from a visual perspective. Make no mistake - the Uncharted games are absolutely chock-full of objects, geometry and animation - somehow miraculously so on the Playstation platform in comparison to other games with the exception of other first-party and exclusive games receiving similar support from Sony such as Guerilla Gamesā€™ Horizon Zero Dawn and Sucker Punchā€™s forthcoming Ghost of Tsushima. There are probably other similar examples for the previous generation on PS3.
Yes, thereā€™s a certain style of game Naughty Dog create as far as narrative goes but because itā€™s becoming more cinematic, that style is judged more and more by cinematic standards and at best itā€™s barely semi-professional aside from the outstanding voice work. There are few striking visual motifs that set Naughty Dog games apart from a design perspective, and the gameplay and mechanical constructions that once distinguished them at least a little from others are ever diminishing at increasing rates - more-so as their work practices make the level of quality they set out to achieve ever more unsustainable.
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Lost Legacy encapsulates a lot of what I feel about video games as a whole at the moment - as an industry and as a culture. Itā€™s a snapshot of a culture thatā€™s achieving wonderful, beautiful things that are in ways huge - immense, yet somehow can feel so small in comparison to some of the challenges it faces. Itā€™s an industry and culture experiencing a period of great upheaval, where after years upon years of malpractice, terrible things somehow still endure. Itā€™s a space where sometimes it feels like a battle to find the tiniest shred of beauty buried in the dirt and ash, and there doesnā€™t seem to be an end to the frustration that working thru it brings about while grass-roots labourers continue to be burned.
Like many things in life, both at my age and at the level I guess a person gets to at the exposure rate of a thing, Iā€™ve cut back a great deal on my engagement time with video games, so Iā€™m a lot less patient with the functions and mechanisms of a game. Thereā€™s a labour element of video games that I feel developers might think is somehow necessary and thereā€™s a component of that which is true, just not quite in the way they think it is, and it takes a unique frame of thinking to break out of traditional design to understand it. Again Iā€™m not saying thereā€™s anything special about how I understand games - thereā€™s nothing at all original in my thoughts - Iā€™ve shoplifted them wholesale from a hundred other people back from when I used to read Gamasutra and even now when I read designers and the people I follow and talk to on Twitter etc. Thereā€™s also absolutely nothing wrong with traditions and the people that enjoy them - just because theyā€™re not my thing any more doesnā€™t mean theyā€™re bad. It just means Iā€™ve moved to something else and I shouldnā€™t engage with them.
That, I think, is what Iā€™m waiting for. Kentucky Route Zero, Howling Dogs,Ā Dear Esther,Ā Everybodyā€™s Gone To The Rapture, a whole bunch of others - these are the games I feel are pushing past the boundaries of tradition. Then the moments Uncharted takes itself out of its traditions - Nadine and Chloeā€™s elephant ride, Chloeā€™s phone pictures, Elena and Nathanā€™s house tours especially as Cassie - thatā€™s when I think now youā€™re running! Run with it!Ā Look, Iā€™m still playing The Division - Iā€™m still moving and shooting and enjoying it.
But we can do so much more. Many developers are doing more. We as an audience need to play more All of us together need to do and play more.
(The epilogue is me figuring I talk a lot of shit about AAA games and nary a word about KRZ, Howling Dogs, Dear Esther and the rest and I get it, but oooooo howdy is it really difficult for me to talk pragmatically about games I actually love)
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