Monday, October 26, 2015

My Comic

I figure I may as well begin talking about this now – I’ve been working on a comic lately. More than just a comic, more like two of them, but only one has reached near-completion; all that’s left is for me to smooth out some rough narrative patches and begin drawing the damn thing. Life is busy – balancing school projects, college things, musical projects, writing, hell, life in general – but it’s never too busy, and I always have a lot of time to think.

This story came about from a series of one-shot joke comics I wrote in my sophomore and junior years (basically, the last two years) to show off to some of my friends, have a laugh, and be done with it. The style I used for these comics was, at first, just stick figures with full heads of hair. They had stick torsos and limbs and heads but each character had their own unique hairstyle. Eventually, I began drawing the same stick figures, but I added hands and shoes in order to give certain gags more gravity and weight to them; soon, I began adding clothes. Eventually, it turned into something almost human; the current and final character designs I have for the characters now have realistic if thin arms, legs, hands, feet, and torsos; their heads, however, are circular and stick-figure like. It allows me to draw them easily and give the facial expressions more cartoonish variety.

The final character design for Starla, a keyboardist.

 The story for this came about from watching Akira late-at-night with my friend Autin, laughing our asses off at the terrible voice acting and wickedly fast pacing; it deepened when I re-watched Bill and Ted on DVD. I have absolutely no idea how the two films coincide beyond the fact that they were made in the 80’s, but for some reason, I thought, wildly, “Akira, Bill, and Ted”. The actual final product began something way different, more like “FLCL meets Sonic the Hedgehog meets Bill and Ted meets Akira meets action thriller”. I won’t reveal any particular details yet, but it’s a mixture of adventure, time travel / teleportation, and coming-of-age.


That’s all for now. Updates soon.

Thursday, October 22, 2015

Writing: The Curse of Exposition

Infodumps are atrocious. An Infodump is defined by TV Tropes as “a type of Exposition that is particularly long or wordy. Although it can be done in a way that is un-intrusive or entertaining, most are obvious, intrusive, patronizing, and sometimes downright boring,” and god almighty, I don’t think there’s a better explanation out there. While exposition is absolutely necessary to figure out what the hell’s going on in a story, why certain things are the way they are, it’s often used badly, leading to long bouts of expositing ideas and scenarios that make you suffer. If you ever hear the words “As you know” or, “you may remember”, skip ahead or just turn off whatever you were watching or playing. That’s just lazy writing. But since exposition is a necessary evil, you have to wonder: “how do I do it right”?

Well, you can’t opt out of it; a good story needs to have some exposition (which is an account of events or goings-on in a story); while it isn’t a pre-requisite, there hasn’t been a decent or coherent story without one. If you have a simple story and a simple world built around it, then a good old “Once Upon A Time” scenario works. Beauty and the Beast (the Disney one) is a film that does this pretty perfectly. It uses beautiful visual cues involving a castle’s stained-glass windows, uses clear-cut, straightforward words to describe the backstory of the castle, and it doesn’t overstay its welcome; this narration segues perfectly into the introduction scene of heroine Belle, which is built around a huge musical number that gives an entertaining insight into Belle’s character, how her character is perceived, and the village in which she lives. So far, we have two forms of exposition that work perfectly; the “Once Upon A Time” introduction, and exposition through music that is both fun to listen to and narratively insightful, providing a wealth of information about the characters and setting in about five minutes. It keeps the action going, and it’s just brilliant direction.



Indeed, the lack of action and movement is the reason an Infodump can suck so much; it’s boring! There is a scene from a contemptible show called Sword Art Online that vomits forth information for a solid eleven minutes. While that in itself is a sin, the scene is further dragged down by the unbelievably boring visuals. It’s literally just two men sitting down in a restaurant and talking, with occasional shots of their cake or a laptop. Sound boring on paper? It’s even worse on screen. It’s just eleven minutes of pouring forth information nobody’s going to remember perfectly without re-watching the scene a second time, which means slogging through another eleven minutes of that shit, and maybe even more.

A lack of intriguing visuals, character interaction, or anything actually interesting happening on screen.Great mix.

 Even well-written shows, games, and films can fall into trappings like this. Phantasy Star 2 slams you with an unprompted explanation, beginning with “As you already know, Algo has been brought up by Mother Brain. My work as a Commander has been to smoothly promote the plans of Mother Brain…” Stop right there. If my player character already knows this, why the hell does it need to be recited back to him/her? Hell, you might as well of had the Commander say: “I wasn't explaining it to you, I was explaining it to them,” pointing at the audience on that last word.

To steal from Lifetips: “Exposition should be doled out on a "need to know" basis. Give the reader only as much as he needs to know right now in order to understand the story.” That’s Show Don’t Tell 101. Neon Genesis Evangelion is a show that used exposition perfectly; it gave us hints, just subtle hints, brief snippets of information to tell us just what’s going on, simultaneously providing answers and bringing up more questions that would come to be addressed in the final episodes and follow-up film. All of those hints and clues come together to form something that is, for the most part, a fully-realized world; when it wasn’t using narrative cues to tell us about the story, it used visual cues and sharp direction. Books can do the same thing by implying a conversation rather than showing the entirety of it, which would speed up the story and (hopefully) keep it from being too long or redundant. Dialogue is always important, but too much dialogue is gratuitous.


 My dear young man, don't take it too hard. Your work is ingenious; it's quality work! And there are simply too many notes, that's all. Just cut a few and it will be perfect.
-                             -             Emperor Joseph II, Amadeus (1984)


But if you absolutely have to exposit information directly, keep it short and simple. Have it be about a topic that addresses a particular concern about the world and characters, but not all of the concerns.  From Skies of Arcadia:

               Fina: Um... excuse me, but I have a question. What exactly is an Air... Air Pirate?
               Aika: What? You were out sailing all by yourself and you don't know what Air Pirates are?
               Fina: Oh... I... I'm sorry... it's my first time travelling.
               Vyse: Basically, Air Pirates are sailors that attack other ships and steal their cargo.
               Fina: Attack?!
               Aika: You don't have to worry about us. We're "Blue Rogues." See, Air Pirates are divided into two factions: The Blue Rogues and the Black Pirates. The Black Pirates will attack anything in the sky... especially merchant vessels and unarmed ships. However, we Blue Rogues only take cargo from armed ships, especially the Imperial Armada.
               Vyse: We rob from the rich and keep the gold. But we use the gold to save people that need our help. That's why we helped you. Don't worry, we aren't trying to kidnap you or anything. Just relax and enjoy the trip.



See? Short, sweet, insightful. It could have gone on for much longer, like explaining exactly what the “Imperial Armada” is and who’s in it, how the rivalry and divide between the Rouges and Pirates occurred, but none of that was necessary to the question Fina posed, so none of it showed up.

So there you have it. The creed of exposition is: “Show, Don’t Tell, but if you have to tell, keep it brief and relevant.” Don’t just vomit forth information; it’s like ripping a band-aid off. Leave small pieces of exposition or information-exchanging here and there so that it all adds up by the end of the story. A scavenger hunt would be no fun if all the treasure was just hidden in one place, and the same can apply to storytelling.




That’s about all. 'Til next time.

Friday, October 16, 2015

Why Skies of Arcadia Is Almost Perfect



Skies of Arcadia (Dreamcast, Gamecube) is my favorite role-playing game of all time, and possibly my very favorite game of all time; at the very least, it’s in my top five for sure. It’s often compared to games such as Final Fantasy 7, Tales of Symphonia, Grandia 2, and Evolution 2: Far Off Province; Skies of Arcadia seems to have the best critical reception of any of these series, holding a near-perfect 93 on Metacritic. It was a critical powerhouse but a commercial failure, due to the Dreamcast’s lack of lasting success and the Gamecube version’s poorly-handled release. The critical success of the game implies that there’s something about it that separates it from the others; that “something” is the game’s optimistic charm.



By all means, Skies of Arcadia should not work as well as it does. The entire story is a mashup of many standard fantasy and video game clichés, and I began getting the feeling that I’ve heard and seen a lot of what happened in the story before in other forms of media. I mean, hell:
·        A ragtag band of young heroes searching for magical artifacts to save the world.
·        Over-the-top, evil villains trying to collect the artifacts as well to rule the world.
·        Said magical artifacts are conveniently located in environments that fit their color / properties.
·        Monsters and various creatures give the heroes trouble over the course of their journey.
·        Technologically-advanced, powerful evil empire.
·        Nice morals about the power of love and acceptance of others.
·        A high emphasis on adventure and exploration to distant lands.
·        Magic and weapons work side-by-side in combat.
·        Turn-based combat system.
·        PIRATES.

Sound familiar to a billion other things you’ve seen before? You aren’t alone. But what really makes Skies of Arcadia special is how it utilizes every single one of these tropes in a way that is incredibly refreshing and uplifting. The surprising success of the gloomy, angsty Final Fantasy 7 on the Playstation had led to a large fleet of copycats trying to imitate what Final Fantasy 7 did in the hopes of achieving the same amount of success; such examples are Planescape: Torment, Panzer Dragoon Saga, Xenogears. Skies of Arcadia ranks pretty low on the “dark and edgy” scale; it is one of the brightest, most optimistic things I’ve ever seen, and it comes off as more of a reconstruction of the classic RPG formula rather than a brooding deconstruction. Yes, it’s cheesy, and hammy, and clichéd, but the game itself is far more than the sum of its parts.



And that’s not even to say Skies of Arcadia is devoid of original or decent writing; it’s superbly-written. The way that it builds up its world is absolutely genius. Although the story itself is intentionally linear and unchangeable, there is quite a lot to do within that linear timeframe because of the emphasis on adventure and exploration. It’s a world set in the sky, and the possibilities for that are never-ending. It boasts one of the most completely realized worlds I’ve seen in anything, video gaming or otherwise, and it gets you emotionally and aesthetically involved in the storyline. Furthering this appeal is the game’s cast of discrete yet personable characters; there’s someone you’re bound to like in this game, be it the bright-faced, adventurous Vyse, the spunky Aika, the timid and mysterious Fina, the ambitious, soulful Enrique, or the inside-and-out tough Drachma and the playful flirt Gilder. They give Arcadia the strong human spine it needs for its enormous action and circumstances to be emotionally involving on top of being technically impressive.



The combat system is also really great, speaking of technicality. It’s not that the combat is particularly deep, tactical, or hard to master; it’s actually really straightforward, turn-based combat. But it’s the simple fact that the combat just feels exhilarating. The big boss battles in Skies of Arcadia have a huge sense of grandeur, and you want to win the battles, not just push through them in the hopes that you can level up; you want to succeed. There’s a fair amount of strategy and organization put into the combat mechanics - hardly the stuff of intense analysis and complexity but impressively nuanced and thoughtful. On the harder battles, you really have to think about your moves, and whenever they work in your favor, it feels incredibly satisfying. The attacks have serious weight to them, with a lot of pretty visuals, impactful sound effects, and fast movement. It’s incredibly shallow entertainment, action with no purpose other than looking really cool, but it’s incredibly effective entertainment, too.




It’s for these reasons that I can pour so much time and energy into Skies of Arcadia. I’m willing to overlook the few flaws it has – the ridiculously random encounter rate, occasionally contrived plot points, hiccups in visuals or animations – because they’re irrelevant when you have something as fucking awesome as Skies of Arcadia. It’s the feel of the game that makes it work; not the technicality, or the detail, or even the look of the game, but the way that the story, characters, gameplay, and aesthetics make me feel. Out of the countless JRPGs produced in the late 90’s – mid 2000’s, there are only a few genuine works of art, and Arcadia’s one of them.



Wednesday, October 14, 2015

Smosh: The Movie

My Twitter: www.twitter.com/dreamstar0

The poster is honestly the worst part about the movie. I have no idea what it signifies other than pure horror.

Smosh: The Movie happens to be my very first encounter with Smosh and anything related to the Smosh lore, or whatever. I know nothing about them beyond the fact that they’re a really popular comedic YouTube channel (at one point the most subscribed channel on the site, which is really saying something) and Red vs. Blue made a reference to them, like, once. I was told, however, I wasn’t going to like it, that it would be awful. So, naturally, I checked it out as quickly as possible, and luckily Netflix had it. I walked in with absolutely no bias towards Smosh, and this movie would either make or break my opinion towards Anthony Padilla and Ian Hecox, creators of some of the most popular videos on YouTube I’ve actually never gotten around to watching. I’m comparing it to nothing at all. I cannot say if the quality of the movie matches the videos. It could be unambiguously worse than anything else involving the broish comedic duo, or it could unambiguously better.

It was actually pretty okay.



This isn’t the first time a YouTube channel has made its way onto the big screen. I think that honor might have to go to Fred: The Movie (and its apparent many sequels), an invisibly mediocre film that was nevertheless a much better candidate to be made into a movie than Smosh. Fred’s multiple videos have (or had, I haven’t watched the channel in years, not that it was ever the stuff of hefty analysis) a vague sense of consistency between them that could have been easily fitted into the normal beats of an American kid-focused film. There was Fred, his mother, the girl he liked, the stereotypical bully, the faraway dad, blah blah blah. Fred was born to be made into a crappy film, which it was. Smosh isn’t; their shtick is skit comedy and one-shot comedy videos, with no genuine sense of continuity. That kind of material is considerably harder to adapt into a coherent, consistent film.

Also, Steve Austin as himself. Give me a hell yeah.

But they try to do that anyway, with occasional success and occasional failure. The plot follows as such: Anthony Padilla and Ian Hecox (starring as themselves) are two slackers who live with Ian’s classically white, bland parents. The only one trying to get his life back in order is Anthony, who has a gig as a pizza delivery boy. Ian just lounges around and obsesses over videos of a girl getting her butt massaged, whom he affectionately calls Butt Massage Girl (get used to hearing that). They dick around for about ten minutes before the actual story happens; their 5-year high school reunion is approaching, and Anthony sees this as a chance to finally confess his love for Anna Reid, an activist for people who suffer from Ring Finger Largeasia, a disease that apparently kills people whose ring finger is larger than their index finger (I happen to suffer from this). But, alas, there is an embarrassing YouTube video of Ian on the reunion page, so embarrassing it undergoes a meteoric rise in popularity in the span of a few hours (realistically enough, surprisingly; it gets about 700+ views total by the time the movie ends).

Ian wants the video taken down in the hopes that Anna never sees the video; they hop off to the headquarters of YouTube, where they meet the profoundly weird, idiosyncratic Steve YouTube, who tells them that although a video cannot be deleted, it can be altered to have a more favorable outcome, via a cyberspace portal located in his closet. Ian and Anthony hop through the portal and enter into the world of YouTube itself, and it’s around this point the film gets really terrific.



Well, alright, not “really terrific”. This isn’t a comic masterpiece; in fact, the biggest problem with the writing is how often it veers from inspired to stupid and back again in the blink of an eye. It is, at once, surrealistic, and very generic and simple; impossible to look away from, yet impossible to take seriously. But if there’s one thing the film definitely has going for it, it’s that the parts involving Ian and Anthony’s journey through YouTube are by far and away the best parts in the film. It’s a finer line than you think; it manages to rip apart and deconstruct everything that’s stupid and odd about YouTube (they travel through bad music videos, horrendous advertisements, vlogs, and even videogame play-throughs, and these are just the ones I can think about off the top of my head), yet it’s done with a lot of love. The film never does shake the feeling that its natural home is on YouTube, but that gives it a certain amount of charm and finesse.



But therein lies the problem. The film never does shake the feeling that its natural home is on YouTube, and it shows. It’s anything-goes kind of writing is perfectly suited to an eleven-minute skit on Adult Swim I would totally watch, or even a half-hour short film, but not an eighty-minute movie with a storyline, character arcs, and big-screen visuals. The “Real World” parts of the movie are hokey and kind of slow, especially in comparison to the wicked pacing of the “YouTube World” parts. The protagonists, two idiots who mean well, are somewhat enjoyable and easy to root for, but they’re given an incredibly generic “person learns to just be himself” character arc that, while nice and a good moral, is one of the dominant themes of, like, everything. The one-note personalities of the other characters make them feel more like plot devices rather than characters; the only ones I could ever get behind were Steve YouTube, who was funny when he wasn’t used for dick jokes, and Diri, a tongue-in-cheek ripoff of Siri that even the characters note is no different from the actual product. The cinematography is… okay. Just, okay. It gets by. And there are a few points when it becomes more endurance test than film, seeing how long we can withstand the nonstop stupidity, the dick jokes, the occasionally grotesque violence, and utter chaos. Even the rock-inspired soundtrack doesn’t have much going for it; I’m struggling to remember what the opening theme was.

This isn’t to say the film wasn’t enjoyable. The film is creative, and occasionally delightful; the various cameos of people like YouTube stars Markiplier, Steve Austin, and Jenna Marbles work in the film’s favor, and it winds up being more of a love letter to YouTube than a piss-take of YouTube; it never mocks it audience nor panders towards it. But the film is also very “normal” and generic, with its “be yourself” theme and tendency to use lowbrow / nerd humor as cheap jokes. Couple that in with all-over-the-place pacing (it is at once too fast and too slow) and you get a film that ultimately lacks the necessary impact it was going for.



6/10