Avatar

gazemaize (is alive)

@gazemaizeisdead

writer of chili and other oddities

review: spiritfarer (farewell edition) (spoilers)

in the last year and a half i’ve been trying to get in the habit of viewing art as a social experience, so whenever somebody strongly recommends me something with or without my prompting i write it down on a list and try to prioritize getting around to it over something i’d naturally gravitate towards myself. this has been a really rewarding mindset; occasionally you will be punished and made to watch the entirety of stranger things or “spider man: the dragon’s challenge” and have to endure a torture session as they explain to you how you aren’t getting it but for every one of these i’ve been met with three more rang de basantis or sonny boys or darkness at noons or of the devils. even most people with bad taste have a few weird obscure pieces of good media in their back pocket that they can summon up and what’s interesting is that they almost always subconsciously tell on themselves when they give you something terrible, so you can take the risk away and avoid the shit if you learn to identify the signs.

i wish i could tell you concrete rules to follow but it’s different for everybody and just something you have to learn with practice. they’ll tell you to watch the entirety of school days and say it’s transcendentally good subversive media and they do believe this, at least they believe that they believe this, but the voice cracks just a little as they do and you know what’s up. those body language analysis crime people on youtube are cranks but the next time somebody tries to get you into the bear season 6 look into their dead eyes, really listen to how they say what they say. a smidge of subconscious honesty about their bad taste can’t help but reveal itself.

spiritfarer is safely in the category of things i never would have tried without the “reward” of getting to have a dialogue about it with a friend. i don’t like resource management games (does pikmin count? i guess i like pikmin), life simulators, “cozy” targeted media, open-world exploration games, almost anything with a sufficiently high hugs-per-minute ratio, or wind waker. spiritfarer is all of these and i was open about my skepticism as they described it as something i in particular would like (this is where i heard my friend’s inner voice crack), but it was three bucks last month so i figured why not. 

i’m mixed. i was right in that it wasn’t for me, but this was the first real videogame i played to completion in a very long time, so there is something to the sauce.

the pitch is excellent: you are the new ferryman of the dead. you must travel a fantasy sea on your absurdly big customizable boat collecting spirits of the deceased and help them sort through their final emotional baggage before delivering them to the other side. since “helping them sort through their final emotional baggage” universally necessitates building the spirits a sick ass new house for them and decorating it, you spend most of your time sailing around searching for new materials to expand the possibilities of your onboard crafting system while managing their hunger and emotional needs. 

as a gameplay loop, for the most part i thought this worked very well, up to a point: that point being about ten hours into a thirty hour game. i did not 100% the game but i boated around the entire map and finished every spirit’s central questline, which gets you close to doing everything the game has to offer anyway, and i was getting extremely sick of almost everything beyond dialogue and narrative events at about the 60% mark.

spiritfarer’s biggest mechanical issue is that it does not respect your time. most of the game is spent doing chores: farming, cooking, mining, smelting, logging, fishing, building, along with each spirit’s special customized chore game that is actually the same exact chore game every time (run around the ship and grab the moving object).

now, let it be said: there are people who like doing video game chores. stardew valley and animal crossing and dwarf fortress and shrek powerwash simulator sell like hotcakes for a reason. for some people the appeal seems to be that videogame chores often present tangible progression in a way that real life chores typically do not: i cannot level up doing the dishes and then get to do them faster, or get “dish coins” which over the course of a week i spent on better dishsoaps and then a dishwasher and then a set of progressively larger and more efficient dishwashers. (i guess that i pretty much could, now that i think about it, but i don’t want to.) for them there’s satisfaction to be found in the higher-order process of iterative improvement and optimization and automation and strategy of task-completion; these are the “think chore” gamers. but this element doesn’t seem to be the main reason that most chore gamers like their chores. in truck simulator i am sure you can get better at parking the truck and maybe you spend in-game money and thousands of real world dollars for dlc to progress to having the best truck but the core experience is being in the truck. you have to actually want to be in the truck to play, that’s the point. these are the “zen chore” gamers. they just like doing chores. they see the thing that needs doing and do it; the goal is the process. shrek’s swamp is filthy and we need to get it sparkling, oh boy!

if you are a zen chore gamer, i suspect you’ll love spiritfarer. this game goes out of its way to make chores as romanticized of an experience as they could possibly be. visually sf is gorgeous and special attention is given to all character movement, which is as fluid and addictive to look at as cuphead; this is maybe the best handdrawn 2d animation i’ve ever seen in a videogame. those copycat chase-the-moving-object minigames i was dogging on manage to remain fun for much longer than all the other chores simply because it is such a pleasure to move the character around and watch her zip. everything you do feels hyper-responsive and precise, again owing to that fluidity in movement. the music is also excellent, though i think it would benefitted from a greater song variety; like wind waker, there are a couple of excellent songs that become grating by the end from sheer repetition. (side note: there’s one song that plays at every fast travel stop (and you’ll be at those a lot, the game would be unplayable without constant use of travel stops) that’s so annoying that the developers had to patch in the specific option to replace it with silence. the seal who manages fast travel stops calls you a bitch if you turn it off, which was very funny.)

if you are a think chore gamer or even approach that on the sliding scale you will hate this game. it’s not as if there is no element of optimization but this game does not want to be fully optimized and i suspect the process of seriously trying to do so would make you miserable because you would be left with nothing but the large chunks of this game consisting of waiting.

you wait a lot in spiritfarer. there’s an abundance of almost all resources in the game (once you have a single type of any kind of log or ore, you are able to endlessly replicate it by just planting it on the giant avatar spirit turtle and waiting a short time) so spiritfarer is more about the management of time, but there’s no time limit either, so what it’s really about is managing your patience. i don’t think spiritfarer needed a pikmin-style time limit (and thematically it makes sense to give the player “as much time as they need”, so to speak) but for my money it needed less waiting, and it needed to make the unavoidable waiting much more stimulating than it is.

you mine frequently in this game; mining has a lengthy animation that must be timed precisely to avoid the punishment of an even lengthier animation where you accidentally drop the pickaxe and slowly pick it back up to try again. this four second sequence is very flashy (literally) and looks excellent but must be done two to three times to collect from a single rock and usually you are mining three rocks at a time off the turtle’s back. on average, factoring in the time it takes you to climb off the boat, hop on the turtle, mine the three rocks, replant more rocks, and hop back on the boat, it’s probably going to take you about two minutes every time you need to partially replenish your mineral supply (not including travel time, by far the biggest cost).

if i had to guess i did this whole process at least 30 times over the course of the game: more than an hour spent on something i wouldn’t even call an actual minigame, that already felt like a boring obligation the third time i had to do it. most of spiritfarer is spent doing boring chores like this. some of them are easy reaction button prompts, one is a slightly harder reaction prompt, many are the (very exploitable) collectathon games (which to be fair you do much less of than the rest, though again, they are the most fun activities you have assuming you don’t redesign your ship to cheese them) and the rest are literally timers you set. i mostly played this game in 30 minute increments every morning for a month and playing it this way makes it much more fun but i would have gone insane trying to marathon this. notably there is a co-op mode, but it’s local only so i was unable to play with the friend who recommended this to me. my instinct is that the co-op mode would help significantly with these issues but with so many of the chores being literal timers, only so much.

optimization is possible in spiritfarer but the process of doing it is not fun even for those who find that kind of thing fun, which i can confirm despite not being one of those people because this game that sold over one million copies has no active speedrunning community and hardly any speedrunners historically, where almost all activity occurred not in an any% run but a custom run challenge to see how quickly you can get rid of gwen, the first spirit (of fifteen) in the game.

there are three any% runs. there is no posted 100%. games that have more than five posted new 100% runs (or 100% equivalents) in the time since spiritfarer released include:

  • ratatouille for the nintendo gamecube
  • euro truck simulator 2
  • limbo
  • google solitaire
  • wii fit plus
  • telltale's the wolf among us: episode 3
  • super mario 63 (not a typo)
  • subnautica
  • powerwash simulator (though not the shrek dlc)
  • uncharted 2
  • the stanley parable: ultra deluxe
  • red ball 3
  • five nights at freddy's: into the pit

there’s no single fatal flaw in spiritfarer that decimates its speedrunning potential, like an inability to skip dialogue or too many unskippable cutscenes (and even those speedrunners have shown a depressing willingness to tolerate), it’s just a lot of boring muck that adds up enough so that even the maddest among us don’t want to sit through the sum.

but i am used to sitting through chores that i dislike almost whenever i do play games, for i’m not a chore gamer of either stripe: i am an anti-chore gamer (experts call this a “fake gamer”). my main interest in videogames as a medium is narrative. many of my favorite videogames are arguably not actually videogames. many parts of good games that people see as fun are, to me personally, boring. i typically see most gameplay as a chore to be endured to get to the plot. (i like cave story a lot, which is a real videogame, but i only played it because the title tricked me.) recall that i literally only started playing spiritfarer to unlock my friend’s dialogue tree.

i’m not bragging about this, i think it’s a little sad, and perhaps indicative of personal intellectual deficiency. most people are able to have fun playing super meat boy and i am not. this is a skill issue. but we fake gamers do exist and increasingly large numbers, and the market has begun catering to us. ostensibly.

this is what was sold to me as the selling point of the game: the story. my friend said it was one of the best-written games they’ve ever played. the game journalists and steam reviews laud it with the similar praise.

i agree. by the standards of the average indie game that is praised for having good writing, spiritfarer has good writing. 

which means it has a lot of bad writing in it.

every time you meet a new spirit, you have to do a small quest for them to convince them to join you on your ship. the first time you meet astrid, one of the first spirits in the game, she is leading a strike on a fantasy oil rig after the owner has reduced their time off, and you are asked to help negotiate an end to it. she requests a dialogue with the company’s boss, who has responded to the strike by barricading himself alone in his office and refusing to speak to them.

you walk across the map to the boss’s office. he tells you that there is no way he’d even be willing to speak with them. you walk back to astrid; she tells you they won’t stop striking. you walk back to the boss; he has spontaneously decided to agree to every demand. you walk back to astrid, she says that the reinstituted vacation days aren’t enough, and she wants more. you walk back to the boss. he instantly agrees and tells you that he really has to pee.

by this early point in spiritfarer it’s already been established that it isn’t that wordy of a game and that the place we are in is to some degree metaphorical or at least not compatible with the logic of our world, a la spirited away. when i see a quest pop up telling me i’m to defuse a ghost strike i am not expecting anything approaching disco elysium levels of complexity. but stuff like this is atrocious. “player needs to convince stubborn npc to change their mind” is a tried-and-true quest mechanic for a reason but what’s the point of having me bounce generic exchanges between two characters when i have no choice or influence on the outcome, no challenge, no risk of failure? what’s the point of taking the time to have me talk to them separately when it reveals no special information and we could have gotten the same thing better and faster by simply watching astrid argue with the owner herself?

this quest exists so that we can establish astrid as a revolutionary girlboss. fine. do the strike. we need things for the player to do to satisfy the chore gamers so help astrid get eight oak planks so she can craft a battering ram to knock the owner’s door down, and then show us the cutscene between her arguing with the owner. this is not genius redesign but it prevents needless backtracking and describes a conflict with conflict in it. a strike is an inherently interesting and volatile subject, even if it’s a tiny part in your story, why bring it down to the level of a guy repeatedly refusing to accept a parcel he ordered? it’s lame.

the original quest is only five minutes long, but the game is filled with this stuff, the narrative equivalent of waiting for the mining animation to finish; stuff like this adds up. there is an entire separate list of quests in this game called “shenanigans” and i did one by mistake (a delivery quest where you bring cds to three random people and then nothing happens and you receive nothing, the end) and then i learned that shenanigans is code for quests that suck and have no benefit. it’s dishonesty; the word shenanigans definitionally implies fun. call them shit quests in the menu. 

you can talk to every single background npc in this game, who often will say “hey” or “i don’t want to talk” or “i love this air”. why have npcs like this? better to delete them. it’s one thing to have your npcs spout useless boring exposition or shitty jokes (the game does these both too) but why give the ability to press space on a guy and have him talk to me if doing so is going to open the textbox that says “hello” and then close the box again. you understand that as soon as your game has demonstrated a willingness to do this i am never going to talk to a generic npc ever again unless i have to? why draw this incredible beautiful archipelago and giant fantasy montreal and destroy the illusion by having one-third of the characters speak to me with what i can charitably assume is untouched placeholder dialogue? why work so hard to have sexy italy lion tell me about his ww2 trauma in a fantastic optional bonus monologue but not take the extra ten seconds to write a custom sentence so he doesn’t have the same “man i hate the rain!” line as like six other people on the boat? it’s so easy to add realness to a game through good writing and it’s so easy to lose it through bad writing, and more critically, lazy writing. far too much of the writing in this game made me feel like i was playing poptropica.

however as i hinted by talking about the lion, the good stuff (which is, thankfully, the majority of the narrative element) is the companion spirit dialogues, some of which are excellent. with 15 spirits more than a few are “filler” (they do “sweet but prickly old lady who is slowly losing herself to advanced dementia” twice and only the first time do they have the benefit of her being an anthropomorphic porcupine) but the good ones are very good. my favorite is the pair of generic italian mob goon brothers who actively lower the happiness of every other person on the boat by bullying them for as long as they are around.

my favorite element of the spirits is that each one violates the rules of the core game loop in some way, usually in a manner that subtly reveals stuff about their character. (this is where i seriously begin talking spoilers, if you care or intend to play it). one spirit, a frog, simply leaves the boat himself after you progress his questline enough without letting you do the usual sad saying goodbye at the door of death cutscene, and it’s genuinely unsatisfying in a way that helps poke at the feeling of experiencing a death without being able to get proper closure. the goon brothers are only counted as one spirit, despite there being two of them; you only ever speak to an angry little joe pesci hummingbird perched on the head of the silent ox, who doesn’t say anything the entire game and has to be flown around by the hummingbird (the animations for this are incredible). at first you think they’re doing the “i do all the talking, he does the hurting” routine but you find out during their questline that the ox is braindead and even the presence of his spirit may be an illusion created by the hummingbird, who killed himself after his brother died and can’t function alone. this game is leaps and bounds more subtle with this stuff than every other bad emotional twist secret metaphor indie game i have ever played; it’s mostly comfortable hinting at really interesting developments without worrying that you won’t get it.

there’s a ton of tiny moments of fridge brilliance in this game intermeshed into the design and gameplay; the frog was able to go to the door alone because, duh, he’s a frog, the only aquatic  animal you ever get on your boat, and he swam there. one character cannot ever be brought to the everdoor and the game has a bunch of hints to why this is without it ever being explicitly stated. at one point you hear about the fakinhage and i immediately figured out what it was without the game needing to tell me and i was so proud of myself. i got real chills with the fakinhage , i’m not joking. whoever came up with the fakinhage deserves a medal. i’m going to spoil the twist of the game in two or three paragraphs but i still won’t tell you about the fakinhage is because the idea of ruining it for somebody breaks my heart. i could write an entire essay just about the fakinhage.

you are expected to cry playing this game. very often i hear the phrase “emotionally manipulative” when discussing media and i think it’s misused in the same way that calling something “propaganda” is. all art is emotionally manipulative; what we usually mean when we say that is that something is emotional ineffective, that it feels cheap or dishonest or predictable or poorly written in a way that makes the impact flaccid. there aren’t a lot of negative user reviews for this game (in large part because i think it’s excellent about immediately signaling the kind of experience it’s going to be and filtering out those who wouldn’t be into it) but i did see the phrase pop up a few times and i very often felt the same, playing spiritfarer.

i have spent a relatively minuscule amount of time volunteering, working, and personally grieving in palliative care centers so i was primed to be affected by playing this game (i groaned when i realized this is why my friend thought i would love it). spiritfarer is a hospice simulator. literally: the twist of the game, as dated indie game tradition dictates, is that you, the player, are already dead (or about to be); the world of spiritfarer is some kind of metaphysical construction or DMT delusion in your final moments about helping your character who was a hospice worker in real life come to terms with their own death. the spirits in the dream world are all based on real people the character knew, which is why they act familiar with her, but they are all already long gone and the whole exercise is actually about her.

this description makes it sound worse than it is; again, spiritfarer is comfortable being relatively subtle about all this, so the nature of the metaphor never constricts the object-level reality.

characters are often really annoying and needy, not only in dialogue but in the increasingly ridiculous and demanding tasks they ask of you. this is intentional. sometimes dying people are annoying and needy; working with the dying can feel like a thankless chore. the game is intentionally trying to cultivate this feeling and it succeeds, but the effect of this is muted because almost everything you do in spiritfarer feels like an annoying chore by the halfway point (which is when the “harder” more annoying characters start to show up) not just the stuff that’s explicitly meant to be.

it feels unfair to criticize the hospice simulator for sometimes feeling like a hospice simulator, but for me it didn’t work; it’s too boring. pathologic 1 and getting over it intentionally nuke their own gameplay for the sake of making an artistic point too but they are challenging; spiritfarer is tedious and time-consuming but never difficult.

i got misty-eyed at a couple of the spirits (goon brothers and the eight year old); with fifteen of them, you are statistically guaranteed to imprint on at least a few of them. there’s enough diversity in their backstories that at least one will remind you of somebody you know in real life who died, and that will probably “get you”. but you are guaranteed to dislike at least some of them too (again, this is sort of the point, but i need not elaborate forever on the weaknesses of “all the bad stuff is actually a subversive narrative choice”). if you play this game for long enough it will start to feel like a conveyor belt for forced, formulaic sadness; like with humor, the audience’s perception of authenticity and spontaneity (whether or not it exists, which it usually doesn’t) is a necessary ingredient for the emotion to hit hard, and i don’t think this game’s formula, especially given for how long it goes on, is good at repeatedly cultivating that illusion. i am in the minority here; every review of this game opens with an extended anecdote about the reviewer’s dead grandma and how this allowed them to finally heal. i want to say that i’m not a hardass at all. i cried just the other day listening to someone defend school days.

how could you fix spiritfarer? i suggest the following:

  • instead of 15 spirits, do 8 to 10, and give us more substantive time with them. the shark that builds your ships and the fast travel seal with the horn music should also be recruitable (and killable)
  • in general, tighten the experience as much as possible. shorten and speed up animations, reduce the amount of resources needed to build things and upgrade the ship, replace 100 bad tiny nothing quests with 10 good ones. cut out the many filler islands or combine them with each other. in the last third or fourth of the game, give the player the ability to instantly fast travel anywhere without having to go to the seal bus stops (after you recruit him, obviously). like this review, the game could so easily be cut down, and only to its benefit
  • marry gameplay and dialogue. as i said, every character has their own collectathon game, and those all go on for way too long anyway; why not have the characters tell you their tragic backstories as you are doing those? this game isn’t voiced but plenty of games have text pop up as you are moving (deltarune, anthology of the killer) and most of those unlike spiritfarer have segments that are possible to actually lose and they still work and players are able to multitask without failure. this would help so much
  • do not make it possible for the player to only discover the dash ability after completing 95% of the game. i think i just got particularly unlucky but this felt like the game spitting in my face on the way out
  • have the spirits interact! i mentioned that the goon bros. bully everyone but we never actually see this, it's only told to us via menu status changes. you don't need fire emblem style character relationship stories for every possible combination but a small amount of predetermined events for spirits likely to be on the boat at the same time would have gone a long way in making the game feel more alive. the animated trailer for this game sells the player on the idea of the ship being an interconnected place but basically all the characters are completely isolated from each other mechanically, which was disappointing
  • fakinhage dlc

spiritfarer is, for a certain kind of person, the best game they will ever play in their life. i’m not that person, but it still came frustratingly close to being a great experience.

i will continue to try things outside of my wheelhouse. next up: gundam.

worst films of 2024

in early 2024 i was gifted one of those unlimited movie membership passes and i saw, as of my last counting, 102 movies that came out in 2024!

here are the worst five.

honorable mentions and why they avoided making the list:

  • madame web (one of the funniest movies ever made, does not belong anywhere close to this list)
  • red one (i thought lucy liu had a couple of funny lines. i like seeing jk simmons even when he’s in dogshit. polar bears are cool)
  • god’s not dead 5 (got a really great blowjob while this was playing in the background. i like it when kevin sorbo makes silly faces, he's very good at looking aggrieved)
  • kraven the hunter (bravely sacrificed itself to finally kill off the marvel sony universe)
  • civil war (the jesse plemons scene, jesse plemons)

onto the meat:

5. speak no evil. this is an american remake of a great danish social horror movie. there are a lot of “social commentary” horror movies that suck shit both as commentaries and horrors but speak no evil is actually about “social” horror, about the horrific feeling of not being able to grasp at that murky line of knowing when another has gone too far and broken boundaries, about when to end a friendship, a conversation, a double date; and how the wicked abuse that ambiguity and our unwillingness to act against it. netflix made a movie in 2015 with this same idea called the invitation with awful execution and i was delighted in 2022 when it was finally done well, which it managed to do by going full struwwelpeter and marrying it with the unhinged darkness of a medieval european fairy tale and a specifically scandinavian flavor of self-deprecation. 

this came out TWO years after the original movie! what possible reason but pure cynicism would you make this? mcavoy is a good actor but so was the man he replaces.

80% of this movie is competent, well-acted and shot but slightly worse than the original; the ending is atrocious, replacing a powerful dark ending with the obligatory hollywood pew-pew we killed the bad guys and everybody lives and we walk off into the sunset. it comes off as a literal satire of this type of americanization and you get the feeling that the movie is mocking you as it gutlessly apes the famous “because you let us” line from the first movie, all power it had neutered completely. it’s so exaggeratedly awful i genuinely wondered if it was parodying this trend and that’s how it was meant to be interpreted, as some bizarre in-joke for the people who’d seen the original, but no, it’s not, it’s just doing the thing. 

a special shout out to the horrible trailer of this movie, which spoils the entire movie even more brazenly and shamelessly than most do nowadays (for a movie where the whole gimmick is the surprise of gradual escalation). the movie itself at least preserves most of the magic of the midpoint reveal scene, which was ruined for a significant portion of the new audience, as this trailer was advertised very heavily.

4. unfrosted. pop tart movie. pop tart film. pop tart experience. jerry seinfeld's directorial debut (and the first movie he's had a substantial footprint on since the bee movie). there's an element of total subject content nihilism that works for "bees" but not "pop tarts and breakfast cereal". the joke is this satirical biopic is not even “pop tarts are silly” it’s “pop tarts are”, and this is indisputable, pop tarts are, but is this funny? can an incomplete logical declaration carry us through 93 minutes? can it make me laugh one time? jerry seinfeld is the richest comedian who has ever lived and is by many accountings the richest actor. he is worth at least nine hundred million dollars. he has no material creative limitations. if he wanted to he could create the most expensive piece of media ever made and he would not need to defer to the whims of another executive or producer, would not need to make a single infinitesimal compromise to anything except objective reality, would never need to have another conversation with anyone working on it who was not expressly and unambiguously at his beck and call. he has had this power for thirty years and he has used it to ask only three questions: (“what if bees became aware of their systemic oppression?; what if i was in a car?”; “what if my breakfast did january 6th?”)

this movie isn’t about the rise of kelloggs and post, it’s about the image of norman rockwell postwar suburbanite americana, a time and aesthetic that has consistently fascinated seinfeld. this interest is object-level only. don draper and walter cronkite and andy warhol and astronauts and silly putty and sea monkeys and small town diners and sod and milkmen and cereal, cereal, cereal, cereal. these nouns appear and interact with each other and are portrayed sillier than they probably actually were and from that we derive laughter.

seinfeld isn’t celebrating this time, he isn’t mocking it (remember that even rockwell who defined this aesthetic had plenty to say critically about the era beyond picket fences and boy scouts) he is saying howabout that. howabout that fifties, that sixties. what a time what a time what a time. it was wild wasn’t it? it’s wild now but wasn’t it wild, back then, back when i was a boy and the world like that, back then. what a time, that was.

there is a bit about chef boyardee having a ravioli mutant baby that i did like a lot; i suspect a lunch sequel may be in the works.

3. reagan. never seen a less critical biopic in my life, and not to get “political”, but there were perhaps things worth criticizing ronald reagan for.

this movie is exactly what you are imagining, with a few caveats. the framing of this movie is as a narrative told by a fictional soviet spy (played by jon voight doing a legendarily bad russian accent; this movie is like oppenheimer for outspoken ultraconservative actors in hollywood, it makes the point of namedropping oppenheimer and having reagan call him a commie, which i think is genuinely meant to be some kind of slight to christopher nolan) who was assigned to follow reagan around his entire life and ended up becoming reagan-pilled in the process. there are so many real people past and present who want to gobble reagan’s cock the idea that this movie still felt the need to invent fictional ones is hilarious, this is one of the most insecure films i’ve ever seen. an inability to properly critique the person being depicted is a famous problem (THE famous problem) for any biopic but this ethos defines this movie, where not once does he just do a bad thing and the movie says or implies that it was actually bad and should not have happened. everything is either not acknowledged or wasn’t a mistake or was well-intentioned (and we HAVE to hyperfocus on that well-intentionality instead of the act itself or its consequences, because to focus on anything else would be to hint that reagan may have done a bad thing at some point and we know that can’t be true). the biopic narcissist’s prayer.

i think of the film nyad, a recent biopic about the first woman to swim unassisted across the straits of florida. it’s a very frustrating movie because nyad (her actual name is nyad, chalk up another win for nominative determinism) is a slightly more complex and controversial woman than it implies (she may have accidentally cheated in an extremely minor way that would officially strip her of her record but that make her accomplishment no less impressive and nobody except the recordbook people would give a shit about, the movie decides to completely ignore this, ignoring the accusation instead of refuting it; she’s pathologically obsessed with victory and can be dismissive of people who are sacrificing a lot to help her, etc). the movie pokes at these ideas: my favorite scene is when nyad sees a television interview with the other woman trying to make the cuba to key west swim before her but has failed, gotten horribly injured by jellyfish, and is sobbing into the camera and swearing to quit; we smash cut to nyad screaming in sociopathic ecstasy at the TV at her primary competitor being gone. i find the real diane nyad to be a legitimately interesting and dare i say inspirational person (she was 64 when she did this!) and i feel that way about almost no one else in sports, but she’s also weird and flawed and the movie is only interesting when it’s balancing that dichotomy instead of suffocating us under platitudes about believing in yourself and the power of friendship and perseverance, which it doesn’t do nearly enough. until hollywood learns this all biopics will suck forever.

the desire to see complex flawed people is not out of some desire to see Great Men taken down a peg; it's because it makes for good stories, and because it’s representative of reality. reagan has no equivalent to that great scene in nyad, will not even pay convincing lip service to the idea of its titular character having a single flaw, either as a politician or a man.

saving this movie from being any higher is a genuinely cool and well-edited montage musical compilation of reagan’s detractors and depiction in the media, which unintentionally comes off as genuinely critical towards him and even beyond that is just fun. also there were two jokes that made me laugh in the way the film wanted me to which is two more than what follows.

2. borderlands. this movie is and will forever be the career low of every single person who worked on it. the original borderlands games are already the nadir of joss whedon copycat humor and this movie’s writing is substantially less competent than that. this movie is like a zoo for every shitty joke you’ve ever seen in a bad action comedy. they’re all here, hiding out in the piss canyons of pandora. this zoo should be shut down. it’s like somebody took guardians of the galaxy and triple-fried it in spoiled gutter oil. (this movie wants to be gotg so bad that you can taste the desperation, the envy. this movie is robin williams in one hour photo staring at the happy family through their window as they sleep. it wants to cut out the mcu’s skin and wear it to prom; this movie begins long after it has begun to rot in the sun.) how can you actually make me think “man, i know kevin hart is funnier than this” without a hint of irony.

eli roth is famous for his brutality and violence and the idea of getting him for your shitty ultra-gorey videogame sellout movie is not misplaced; it’s VERY clear watching this that he was told he would be allowed to make a rated R movie and then they backtracked and changed it after filming was finished (because what would be the point of getting him if that wasn’t the original intention?) and because almost every fight in this has dozens of shots where somebody is about to be hit in a way that would very obviously kill or injure them in a super bloody way and then the camera cuts away immediately before impact. it’s as if they were trying to maximize how unsatisfying a kill could be. between the color scheme, awful effects, and the camera constantly jumping the way it did this movie actually made me dizzy at several points. this movie had two weeks of reshoots with a different director and no reason was given but i really do think it was just to eke out that pg-13, something that unsurprisingly did nothing to help it commercially.

jackblack!claptrap is an atrocity, unquestionably the worst celebrity animated voiceover of all time; i say this as a certified kung fu panda/nacho libre/tenacious d liker, i’m unbiased (or biased in the wrong direction) and uniquely qualified to make this assessment. i don't want to hear about seagull awkwafina and beyonce lion queen, it's not the same, nothing reaches this, nothing ever will.

it wouldn’t surprise me if a worse video game movie than this gets made someday, but i don’t think one will be. unlike the slate of most terrible live action video game movies which are trying and failing to be serious action movies (and thus become unintentionally funny) borderlands is trying to be funny and failing, and nothing rots the way terrible comedy does. this movie is agony.

1. argylle. wikipedia says this movie is two hours and nineteen minutes long but this is a typo; this movie is eight hours and forty-six minutes. the cgi cat in this movie looks worse and is less funny than the entirety of garfield a tail [sic] of two kitties, a movie i’d rather watch twice in a row before having to look at a poster of argylle again.

i love the first kingsman movie. i don’t know what happened here. if borderlands is a zoo for bad jokes this is comedy’s death row. this movie has eight plot twists and the only ones that affected me in any way were the two that tricked me into thinking the movie was about to end, which is the cruelest prank that’s ever been played in the history of cinema.

thelma was a mission impossible spoof from this year with literally 1/66th the budget of argylle about a 93 year old woman trying to recover money from a phone scammer and it despite taking this premise 100% seriously somehow had more engaging action sequences than any moment in argylle and is objectively a better spy movie in every way. the will smith pigeon movie is a better spy movie than argylle. when i was seven i spent two hours inside a gamestop nervously standing around the nintendo section before gaining the courage to shoplift a used copy of dance dance revolution mario mix and then ran for a half a mile before discovering that they didn’t put discs in their display copies and that was a better spy movie than argylle.

whenever people see bryan cranston on the street they shouldn’t say “oh my god it’s the breaking bad man” they should say argylle argylle argylle and throw salt over their shoulders and run far far away.

i’m really, really sympathetic to dumb fun movies. that’s the defense of both argylle fans. i love dumb fun movies. my favorite movie so far this year is the fucking porky pig movie. this isn’t a dumb fun movie, it’s dogshit. its central inspirations are “spy kids 3: game over”, “jimmy neutron: jet fusion”, and an unplayable, haunted VHS copy of the manchurian candidate, all of which are better spy movies than argylle.

why i'm deleting chili and the chocolate factory: fudge revelation

this is not easy for me.

friends and dedicated chili fans will know that early 2021 was an especially difficult period in my life; in addition to the general struggles of that time we were all facing i was attempting to manage pre-production of the film that ended up becoming wonka. paul king had already spoken to me regarding a chili adaptation before the story had even finished its serialization and we started working together essentially as soon as it was finished. (this had, i'm ashamed to say, more than a little negative impact on the second half on the story; it's difficult not to let the knowledge of inevitable adaptation color the creation of a work. the oft-panned avengers-esque fight scene at the end was very cynically included with the knowledge that whatever literary failings it created would be justified once it was translated to the big screen. i added more than a few extra i vapes knowing that it'd be a cheap crowdpleaser... it's hard to fight this impulse.)

i still consider paul a friend and wish him all the best of luck in the future; he's a talented man and paddington 3: paddington in peru is worse for his lessened involvement. that said i won't sugarcoat that our time together on the project was horrible. this isn't a callout post, this was my fault more than his, but we did not gel creatively (to put it lightly). while our initial interactions were lovely, early on in the project i complimented paddington 2 as a phenomenal film (a masterwork, in fact!) but said in confidence that i thought the film would have been better if mr. brown was violently killed at the end and paul's behavior towards me changed dramatically after this. his interactions with me became coldly professional and i began receiving unmarked letters nightly from a man i cannot definitively prove was hugh bonneville; these were not strictly speaking threats but they were not kind letters either, let me tell you.

worse than any specific incident with paul was dealing with the executive producers, who had a laundry list of requested changes, among them:

  • the addition of themed musical numbers to mark the children's deaths, all of which would be raps performed by oompa loompas voiced by iggy azalea and james corden
  • i could keep the pun only on the condition that we include a 12 minute flashback to roald dahl's time in the RAF
  • removal of the potato joke
  • multiple new lines implying direct continuity with the tim burton universe (i'm told that burton at the time was blackmailing various warner bros. executives but has since been "appeased", i do not know the details and was strongly advised not to push on this)
  • lim would at several points would make references to his love of bugs bunny; this was meant to tie into an extended voiced cameo appearance in space jam: a new legacy and as a playable character in multiversus
  • tie-in promotional short to go with the platinum jubilee where mahuika would have vaped with the queen
  • the addition of a real ending to the story

after softly pushing back on some of these changes i was eventually removed from the project after a series of false accusations of stealing other people's lunches were manufactured against me (oh how they loved the poetry of the accusation, that added chili oil in his burrito would be what ended up "bringing me down"); i ended up parting with the movie rights in a court settlement. i wanted to fight but i was still dealing with numerous health issues at the time and simply did not have the energy for a protracted court battle, and to be frank i needed the immediate funds the (very unsubstantial) settlement provided for my own survival.

they tried to make chili work without my input but (not to toot my own horn!) were unable to pull through and ended up dumping the whole project and scrubbing my involvement almost entirely (it was my idea to bring chalamet on as mr. bucket, and i think had he been allowed to play a role that allowed him to reveal the depths of his ability to portray cruelty, he might have won that oscar). what you see in wonka is the cynical remnants. for whatever i think of the movie i'm glad it still exists, even if it's no longer mine in any way.

that would have been the end of it, but warner bros. recently sent me a cease and desist letter in the mail; it turns out there were clauses in the settlement contract that i misread, and i simply do not have the means to fight back. in three months time chili will be rereleased on steam as "chili and the chocolate factory: couverture edition" with new microtransactions but please understand that i will receive NOTHING from it. please do not support this; this is the theft of my life's work. i currently live under a bridge in madison wisconsin where i subsist on beans and a thin edible paste i derive from old copper wire. i do not need money, i like the paste, but it is infuriating to have been stolen from nonetheless. if not for me please reject this for the precedent it sets and all the others like me in similar situations.

an additional note: the eight other game studios/collectives/micronations claiming chili's artistic heritage are all liars and only MINE in real. tomorrow i will be releasing a forty-thousand word political manifesto which includes a digression about my feelings about "art", a well-designed graph delineating how our studio's copper is divided, and a reaffirmation of my proud commitment to never releasing a real story ever again.

i just got out of an early screening of the minecraft movie! (a minecraft movie), and i come to reveal, the mad oracle that i have become:

it will gross two billion dollars. you’re in a bubble if you think otherwise. this is NOT a 1/10, it’s a 3/10 that the average brainrotted american child will perceive as the funniest movie in the world and that’s all it needed to be to make two billion dollars. they play guns n roses and ac/dc. the white lotus lady shows up and plays the white lotus lady and has a minecraft dui. this will narrowly scrape a 50 to 60 critic score on rotten tomatoes. they will compare it to the lego movie (every review will mention the lego movie). “THE KIDS WILL LOVE IT AND PARENTS MAY JUST CRACK A FEW SMILES THEMSELVES!” the villains want to destroy creativity and there’s a line where the main villain says “we are only in this for the money and to destroy creativity” and every reviewer that miraculously doesn’t compare this to the lego movie will quote this line at the end and smugly cross their arms and mutter wow they sure are telling on themselves and the ones that don’t do that will say that it’s too woke.

i don’t have a critical take on a minecraft movie, i don’t have a real analytical thesis or an essay or an unfunny shitty single sentence pseudo-tweet letterboxd review i have a vision like the opening of a final destination movie. but i’m not going to yell at you to get off the coaster. i’m not going to get off myself. we go when we go. better this than the tanning bed.

he sings again. he sung as bowser and he sung as claptrap and he sings as steve. they’ll put him in fnaf 2 and he’ll sing as balloon boy and he’ll sing as tingle in zelda and he’ll sing as kraid and andrew ryan and big the cat.

nacho libre is a fake wes anderson film about class struggle and the glorification of god (and is better than every film wes anderson has ever made) and jack black sings in that movie and i laughed so hard at that as a kid that i pissed myself. not a dribble, i pissed my pants and sat there in the theater and didn’t say anything because i didn’t want to get taken out of the theater early because i was afraid i wouldn’t get to see the rest. i also pissed myself watching the minecraft movie this morning as an adult but it was a protest piss. the theater employees will taste the difference and i hope that my message works its way up the chain, in whatever way it can, and maybe someday jack black will be in a good movie again.

four and a half stars

Ender's Game (novel)

Is Ender Wiggin (pictured above as the little brother from Malcolm in the Middle) guilty of xenocide?

Actually, let's first answer a different, but related, question:

What game does the title "Ender's Game" refer to?

It's not as simple a question as it seems. There are three games that have a prominent role in the plot, all very different from one another.

The obvious answer is the Battle School zero-gravity game, where teams of competitors play glorified laser tag in a big empty cube. In terms of page count, most of the book is dedicated to this game. It's also the game depicted on the cover of the edition above.

Yet this game vanishes during the story's climax, when Ender is given a new game to play, a game he is told is a simulator of spaceship warfare. This "game" turns out to not be a game at all, though; after annihilating the alien homeworld in the final stage, Ender learns that he was actually commanding real ships against real enemies the whole time, and that he just singlehandedly ended the Human-Bugger war forever via total xenocide of the aliens. This is both the final game and the most consequential to the plot, despite the short amount of time it appears.

There's also a third game, a single-player video game Ender plays throughout the story. The game is procedurally generated by an AI to respond to the player's emotional state, and is used as a psychiatric diagnostic for the players. Of the three games, this is the one that probes deepest into Ender's psyche, that most defines him as a person; it's also the final image of the story, as the aliens build a facsimile of its world in reality after psychically reading Ender's mind while he xenocides them.

Because all three games are important, the easiest answer might be that the question doesn't matter, that the story is called Ender's Game not to propose this question at all but simply because the technically more accurate "Ender's Games" would improperly suggest a story about a serial prankster.

Fine. But why does the title use the possessive "Ender's" at all?

He does not own any of these games. He did not create them. He does not facilitate them. All of these games, even the simulator game, predate his use of them as a player, were not designed with him in mind, were intended to train and assess potential commanders for, ostensibly, the hundred years since the last Human-Bugger war.

It's in this question that we get to the crux of what defines Gamer literature.

These games are Ender's games because he dominates them into being about him. He enters a rigidly-defined, rules-based system, and excels so completely that the games warp around his presence. In the Battle School game, the administrators stack the odds against Ender, thereby rendering every other player's presence in the game irrelevant except in their function as challenges for Ender to overcome. The administrators acknowledge this in an argument among themselves:

"The game will be compromised. The comparative standings will become meaningless." [...] "You're getting too close to the game, Anderson. You're forgetting that it is merely a training exercise." "It's also status, identity, purpose, name; all that makes these children who they are comes out of this game. When it becomes known that the game can be manipulated, weighted, cheated, it will undo this whole school. I'm not exaggerating." "I know." "So I hope Ender Wiggin truly is the one, because you'll have degraded the effectiveness of our training method for a long time to come."

In this argument, Anderson views the game the way games have been viewed since antiquity: exercises in acquiring honor and status. This honor is based on the innate fairness inherent to games as rule-based systems, which is why in ancient depictions of sport the chief character is often not a competitor but the host, who acts as referee. In Virgil's Aeneid, for instance, the hero Aeneas hosts a series of funeral games (the games themselves intended as an honor for his dead father). Despite being the principal character of the epic, Aeneas does not compete in these games. Instead, he doles out prizes to each competitor based on the worthiness they display; his fairness marks him symbolically as a wise ruler. The Arthurian tournament is another example, where Arthur as host is the principal character, and the knights (Lancelot, Tristan, etc.) who compete do so primarily to receive honors from him or his queen.

In Ender's Game, it is the antagonistic figure Bonzo Madrid who embodies this classical concept of honor; the word defines him, is repeated constantly ("his Spanish honor"), drives his blistering hatred of Ender, who receives both unfair boons and unfair banes from the game's administrators, who skirts the rules of what is allowed to secure victory. Bonzo is depicted as a stupid, bull-like figure; his honor is ultimately worthless, trivially manipulated by Ender in their final fight.

Meanwhile, it's Ender's disregard for honor, his focus solely on his namesake -- ending, finishing the game, the ends before the means -- that makes him so valuable within the scope of the story. He is "the one," as Anderson puts it, the solipsistically important Gamer, the Only I Play the Game-r, because the game now matters in and of itself, rather than as a social activity. In the Aeneid and in Arthur, the competitors are soldiers, for whom there is a world outside the game. Their games are not a substitute for war but a reprieve from it, and as such they are an activity meant to hold together the unifying fabric of society. The values Anderson espouses (status, identity, purpose, name) are fundamentally more important in this social framework than winning (ending) is.

Ender's game, as the Goosebumps-style blurb on my 20-year-old book fair edition's cover proclaims, is not just a game anymore. Its competitors are also soldiers, but the game is meant to prepare them for war; the spaceship video game is actual war. And as this is a war for the survival of the human race, as Ender is told, there is no need for honor. The othered enemy must be annihilated, without remorse or mercy.

This ethos of the game as fundamentally important for its own sake pervades Gamer literature beyond Ender's Game. In Sword Art Online (which I wrote an essay on here), dying in the game is dying in real life, and as such, only Kirito's ability to beat the game matters. Like Ender, Kirito is immediately disdained by his fellow players as a "cheater" (oh sorry, I mean a "beater") because he possesses inherent advantages due to being a beta player. In an actual game, a game that is only a game, Kirito's cheat powers would render the game pointless. What purpose does Kirito winning serve if he does it with Dual Wielding, an overpowered skill that only he is allowed to have? But when a game has real stakes, when only ability to win matters, it is possible to disregard fairness and see the cheater as heroic.

This notion of the "cheat power," a unique and overpowered ability only the protagonist has, is pervasive in post-SAO Gamer literature. To those for whom games are simply games, such powers can only be infuriating and obnoxious betrayals of the purpose of games; to those for whom games mean more than just games, for whom games have a primacy of importance, these powers are all that matter.

That's the core conceit of Gamer literature: the idea that the Game is life, that winning is, in fact, everything.

What sets Ender's Game apart from Sword Art Online is that it creates the inverted world where the Game matters above all, but then draws back the curtain to reveal the inversion. The Buggers are, in fact, no longer hostile. They are not planning to invade Earth again, as Ender has been told his entire life. The war, for them, is entirely defensive, and Ender is the aggressor. And due to Ender's singleminded focus on Ending, on winning, on disregarding honor and fairness, he ultimately commits the xenocide, erases an entire sentient species from existence. He wins a game he should never have been playing.

The obvious counterargument, the one I imagine everyone who has read this book thought up the moment I posed the question at the beginning of this essay, is that Ender did not know he was committing xenocide. The fact that the combat simulator game was not a game was withheld from him until afterward. Plus, he was a child.

Salient arguments all. Ones the book itself makes, via Ender's commander, Graff, to absolve him of sin at the end. They're probably even correct, in a legal sense (I'm not a legal scholar, don't quote me), and in a moral sense. In real life, it would be difficult to blame a 10-year-old in those circumstances for what he did. But in the thematic framework of Ender's Game the book, these arguments are completely inadequate.

Ender has been playing a fourth game the entire story. And this is the only game he doesn't win.

A game is defined by its system of control and limitation over the behavior of the players. A game has rules. His whole life, Ender has been playing within the rules of the system of control his military commanders place upon him.

Their control extends even before he was born; as a third child in a draconian two-child-only world, his existence is at the behest of the government. Graff confirms this to Ender's parents when he recruits him to Battle School: "Of course we already have your consent, granted in writing at the time conception was confirmed, or he could not have been born. He has been ours since then, if he qualified." Graff frames this control utterly, in terms of possession: "he has been ours." He does not exaggerate. Since Ender was young, he has had a "monitor" implanted in his body so the army could observe him at all times, assess whether he "qualifies"; even the brief moment the monitor is removed is a test. "The final step in your testing was to see what would happen when the monitor came off," Graff explains after Ender passes the test by murdering a 6-year-old. Conditions are set up for Ender, similar to the unfair challenges established in the Battle School game; he is isolated from his peers, denied practice sessions, held in solitary confinement on a remote planetoid. It's all in service of assessing Ender as "the one."

Ender wins this game in the sense that he does, ultimately, become "the one" -- the one Graff and the other military men want, the xenocider of the Buggers. He fails this game in the sense that he does not break it.

The other three games Ender plays, he breaks. Usually by cheating. In the single-player psychiatry game, when presented with a deliberately impossible challenge where a giant gives him two glasses to pick between, Ender cheats and kills the giant. "Cheater, cheater!" the dying giant shouts. In the Battle School game, Ender is ultimately confronted by insurmountable odds: 2 armies against his 1. He cannot outgun his opponent, so he cheats by using most of his troops as a distraction so five soldiers can sneak through the enemy's gate, ending the game. At the school, going through the gate is traditionally seen as a mere formality, something done ceremonially once the enemy team is wiped out (there's that honor again, that ceremony), but it technically causes a win. Even Anderson, the game's administrator, sees this as a breach of the rules when Ender confronts him afterward.

Ender was smiling. "I beat you again, sir," he said. "Nonsense, Ender," Anderson said softly. "Your battle was with Griffin and Tiger." "How stupid do you think I am?" Ender said. Loudly, Anderson said, "After that little maneuver, the rules are being revised to require that all of the enemy's soldiers must be frozen or disabled before the gate can be reversed."

(I include the first part of that quote to indicate that Ender all along knows who he is really playing this game against -- the administrators, the military men who control every facet of his life.)

Ender beats the war simulator game in a similar fashion. Outnumbered this time 1000-to-1, he uses his soldiers as sacrifices to sneak a single bomb onto the alien's homeworld, destroying it and committing his xenocide. Ender himself sees this maneuver as breaking the rules, and in fact falsely believes that if he breaks the rules he will be disqualified, set free from the fourth game: "If I break this rule, they'll never let me be a commander. It would be too dangerous. I'll never have to play a game again. And that is victory." The flaw in his logic comes not from whether he's breaking the rules of the game, but which game he is breaking the rules of. It's not the fourth game, Ender's game, but the war simulator game, simply a sub-game within the confines of the fourth game, a sub-game the fourth game's administrators want him to break, a sub-game that gives Ender the illusion of control by breaking. When Ender tells his administrators about his plan, the response he receives almost taunts him to do it:

"Does the Little Doctor work against a planet?" Mazer's face went rigid. "Ender, the buggers never deliberately attacked a civilian population in either invasion. You decide whether it would be wise to adopt a strategy that would invite reprisals."

(And if it wasn't clear how much the administrators wanted him to do this all along, the moment he does it, they flood the room with cheers.)

Ender wins his games by cheating -- by fighting the rules of the game itself -- and yet he never cheats at the fourth game, the game of his life.

In this fourth game, he always plays by the rules.

In the inverted world of Gamer lit, where games define everything, including life and death, it's a common, even natural progression for the Gamer to finally confront the game's administrator. Sword Art Online ends when Kirito defeats Akihiko Kayaba, the developer. In doing so, Kirito exceeds the confines of the game, not simply by ignoring its rules and coming back to life after he's killed, but by demonstrating mastery against the game's God. Afterward, Sword Art Online truly becomes Kirito's Game, with nobody else able to lay claim to the possessive. Kirito demonstrates this control at the end of the anime by recreating Sword Art Online's world using its source code, completing the transition into a player-administrator.

(Though I wonder, how much of a class reading could one give to this new brand of Gamer lit? If classical games were told from the perspective of the one who controlled them, then is there not something innately anti-establishment in Kirito overcoming the controller? This is the gist of many other death game stories, like The Hunger Games, though none of them may be the most sophisticated takes on the subject, more empty fantasy than anything else.)

Ender never fights or defeats his administrators. He never even tries, other than rare periods of depressive inactivity. He doesn't try even though the option is proposed to him by Dink Meeker, an older student whom Ender respects:

"I'm not going to let the bastards run me, Ender. They've got you pegged, too, and they don't plan to treat you kindly. Look what they've done to you so far." "They haven't done anything except promote me." "And she make you life so easy, neh?" Ender laughed and shook his head. "So maybe you're right." "They think they got you on ice. Don't let them." "But that's what I came for," Ender said. "For them to make me into a tool."

Instead, Ender finds comfort in the control exerted on his life. When sent to Earth on leave, he seeks out a lake that reminds him of living in Battle School.

"I spend a lot of time on the water. When I'm swimming, it's like being weightless. I miss being weightless. Also, when I'm here on the lake, the land slopes up in every direction." "Like living in a bowl." "I've lived in a bowl for four years."

Because of this, Ender never cheats against Graff. He could; Graff states several times that Ender is smarter than him, and the fact that they have Ender fighting the war instead of Graff is proof he believes it. But Ender never considers it. He never considers gaming the system of his life.

If Gamer literature emphasizes the inversion of the world order, where games supersede reality in importance (and, as in Sword Art Online, only through this inverted order is one able to claim real power by being a Gamer), then Ender's Game acknowledges both sides of the inversion. For Ender, the games he plays are not simply games anymore. The psychology game, the Battle School game, the war simulator game; all of these he must win at all costs, even if it requires disrespecting the foundational purpose of these games. But his real life? Ender wants that to be a game, craves it to be a game, can't live unless the walls slope up around him like a bowl, can't stand it unless there is a system of control around him. He does what Graff tells him, even though he recognizes immediately that Graff is not his friend, that Graff is the one isolating him from others, rigging things against him. He does what Graff tells him all the way up to and including xenocide, because Ender cannot tell game from real life. That's the core deception at the end: Ender is playing a game that's actually real and he doesn't know it -- or refuses to acknowledge it, since nobody has ever tricked the genius Ender before this point.

Actually, that's not true. They tricked him twice before. Ender twice attacks his peers physically, with brutal violence. The administrators conceal from him that he murdered both his foes; he simply thinks he hurt them. The only way to trick Ender is to do so in a way that insulates him from the consequences of his actions. The only way he will allow himself to be tricked.

So, is Ender guilty of xenocide?

Under it all, Ender believes he is.

The dying Buggers, after reading Ender's mind, recreate the psychology game in the real world. The story ends when Ender finds this recreation, yet another blurring of the lines between game and reality.

The psychology game is different from the other games Ender plays, because nobody expects him to win it. Its purpose is not to be won, simply to assess his mental health. Yet Ender approaches it like the other games, cheats at it and systematically kills all his enemies until he reaches a place called The End of the World. (Another End for Ender.) His drive to win, to dominate, does not come solely from the pressures of the system around him, but from deep within himself, which is what Ender fears the most. But it is here, at The End of the World, where Ender finds atonement, both in the game and in the game-made-real. In the game, he kisses his opponent instead of killing them, and reaches a resolution he is happy with. He stops playing the game after doing this, though the game seems to continue (when an administrator asks him why he stopped playing it, he says "I beat it"; the administrator tells him the game cannot be beaten). It is through this act of love that Ender can escape the game-like system of control that puppeteers him no matter how smart and clever he is or thinks he is.

In the game-made-real, Ender finds his atonement in the same place, The End of the World. The Buggers left for him here, in this place that they (reading his mind) understood as the location of his mercy and compassion, an egg that can repopulate their species. Through this egg, Ender is given the chance to undo his xenocide. But that chance is also contingent on what The End of the World means to Ender, an end to the game, not simply the games he plays but the fourth game, the game of his life. Ender's Game.

i'm technically illiterate when it comes to computer hardware and i think it is an overall net negative on my life but there are times when it makes it very exciting. today i called my internet provider after i purchased what ended up being an unnecessary internet upgrade to fix repeated slowdown problems during video calls (i had 300 gamer points per second by default and upgraded to 1000 hoping it would do the trick but it didn't) and they said "are you using wifi?" and i said that i was, confused that there was anything else, and they told me there was a wire you can buy and plug right into your router and it physically pushes the internet into your pc. they figured out how to send the internet through a tube like electricity!

went down to best buy to pick up the gamer wire and they helped me find it and i plugged it in and it's much faster now, the entire experience was very enthralling to me.

pick at least a few areas in your life to remain totally ignorant about (not politics or driving) it makes the ride that much richer

Now you can watch Ave Mujica with me and Lurina in full 1440p as it was intended

the best buy people told me it isn't compatible with that show specifically, sorry :(

i'm technically illiterate when it comes to computer hardware and i think it is an overall net negative on my life but there are times when it makes it very exciting. today i called my internet provider after i purchased what ended up being an unnecessary internet upgrade to fix repeated slowdown problems during video calls (i had 300 gamer points per second by default and upgraded to 1000 hoping it would do the trick but it didn't) and they said "are you using wifi?" and i said that i was, confused that there was anything else, and they told me there was a wire you can buy and plug right into your router and it physically pushes the internet into your pc. they figured out how to send the internet through a tube like electricity!

went down to best buy to pick up the gamer wire and they helped me find it and i plugged it in and it's much faster now, the entire experience was very enthralling to me.

pick at least a few areas in your life to remain totally ignorant about (not politics or driving) it makes the ride that much richer

there’s a scene in fat albert 2004 where live action kenan thompson fat albert, who has accidentally escaped the fictional television world of his cartoon series and become real à la barbie, meets his creator, bill cosby.

it’s a unique film. i’ve seen it about thirty times. the opening credits are in comic sans.

it’s the worst film in the tiny but horrible microgenre of films in which an established, questionably marketable character with diminished cultural relevance is mysteriously transported to our reality. rocky and bullwinkle, harold and the purple crayon, garfield, enchanted (it’s disney, which at the time was only beginning to toy with the cloyingly affectionate self-awareness that has since swallowed it whole, so an expy blend of all stock princesses is used in the place of any particular ip). if you loosen up the parameters of that definition a smidge you can easily come up with another fifty or so awful, bizarre live-action adaptations of various properties with similar narrative structures and plot beats, but i’m curious about this very specific type of hyper-meta fish out of water isekai movie, stories that are less interested in the characters they are ostensibly about and more about the modern world’s current reactions to those characters, and choose to discuss that in the most convoluted, literal way possible.

this type of story is simultaneously extremely high-concept postmodernist analysis and the laziest paint by the numbers shit it’s possible to create. live-action adaptations even at their best betray an inherent disrespect for animation, implying it to be a secondary medium that exists as a temporary placeholder or poor man’s substitute for reality, that characters are only worth caring about if they look as real as we do or exist in a world like ours. there’s no genuine artistic reason to make a woody woodpecker movie, an avatar movie, a death note movie, a live-action pinocchio, they’re all cynical soulless cashgrabs but they at least do attempt to adapt and actually BE what they purport to be. dan aykroyd yogi bear and light turner and matthew lillard william afton for the five minutes they wanted to pay him to be in the fnaf movie are simply poor facsimiles of themselves and they suck because of that bad mimicry, we see and hear the contrast and know immediately it’s not the same. the project of live-actionization is misguided because even before awful executive-driven creative decisions (which all these movies have in spades) very often whatever is being adapted simply can’t be translated properly to its new medium. you could give a film a 500m budget and airbending will still not look as good as it does in 2d, where one can easily and stylistically show the movement of invisible wind and have a character float and defy gravity in a way that is instantly believable in a way that a real human being moved by CGI is not. neil patrick harris and hank azaria as hard as they try, as talented as they are cannot legitimately sell me on the idea that they’re actually being hardcore smurfed in the way that an animated gargamel can. these movies reach for a perceived authenticity and fail to reach it, not understanding that the mediums they are stealing from almost always allow for a greater seeming realness than live-action can, especially when portraying the fantastical.

the isekai movies go one step beyond this disrespect because they refuse to even play the part. yes we’ll make a rocky and bullwinkle movie but we cannot simply DO rocky and bullwinkle, we can’t do a scooby doo and just make a bigger irl version of the formula, we must have this elaborate meta routine so we can continually point to the audience and share a laugh together about how dogshit and unimportant rocky and bullwinkle are. the people who make these movies are so embarrassed by the concept of taking these ideas seriously that they must even in-universe create further removal from the realness of this to insulate us from the possibility of caring. rocky and bullwinkle must be a fake tv show even in the movie, even in pretend land they must be from a deeper pretend land. it’s fine if you want to do commentary on the property (preferable, in fact, that makes it more interesting!) but this commentary is almost never allowed to extend beyond the singular joke of every gamer webcomic ever made: wouldn’t it be fucked up if fictional thing were REAL?

wouldn’t it be fucked up if rocky and bullwinkle were in a REAL car? you bet it fucking would be. (robert de niro produced this movie and plays the main villain)

obviously we’re in a post-barbenheimer world and the only movie of this kind worth comparing fat albert to is barbie, which is notable for being the only good execution of this premise (i would call enchanted competent; it’s funny but a mess). the barbie comparison is especially interesting because fat albert is a cracked mirror to barbie.

like barbie, fat albert and the cosby kids exist in a cartoon world where characters are simultaneously performers and platonic forms of themselves, and where they operate with an unspecified degree of awareness of their own fakeness; a background character in fat albert’s philadelphia mentions having done guest spots on the jetsons. like barbie, al is snapped out of his usual routine by the personal crisis of one of his fans, when her single live-action tear falls on the remote as she watches his show and magically falls into his fictionalized philadelphia. the magic tear allows him to hear her crying and a portal is rended between the two worlds; he enters reality, naively tries to solve her social and emotional problems with platitudes, and is forced to grapple with the tenuous nature of his existence and mortality and the complexity of the real world. 

i’m just ken is replaced with fat albert performing an extended rap cover of his own theme song. fat albert spends as much of this movie trying to help the main character make friends as he does trying to fuck her adoptive older sister (“my big al”, she calls him).

without getting into “barbie politics” barbie works because it wants to be a movie about barbie, the thing it’s named after. it takes “barbie lore” seriously. at least half of barbie actually takes place in barbieland, a world that the movie cares about making authentically fake and different and weird. the mechanics and nature of barbie’s existence and barbieland are the most important part of the movie. all of these bad adaptations have the obligatory familial infighting/accidentally thwarting a jewel heist/stopping the evil CEO from demolishing the neighborhood to build a megamall/helping larry bird get his basketball talent back from the aliens plot and so does barbie but it’s an excuse to talk about more interesting abstractions. there is a subplot dedicated to barbie helping to reignite a mother and daughter’s bond but this isn’t the core of the movie, it really is about barbie, literally and metaphysically. fat albert too isn't "about" helping a girl make friends and find herself, it's about fat albert, but it resents that about itself.

fat albert 2004 has about six minutes of actual animation, it rushes to get kenan thompson on screen as quickly as possible and stays there as long as it can (presumably a factor of cost more than anything else, as with all of these films). in barbie the ideas and philosophies of barbieland and real life both naturally affect each other, are reflections of each other, which is an obvious worldbuilding choice that makes intuitive sense; the media we consume is a reflection of the real world and vice versa. there is nothing inherently wrong or bad about the link between the two worlds, says barbie, though it is often the conduit for harmful ideas.

fat albert’s philadelphia and our philadelphia do not share this connection, albert’s intrusion in the real world is a perversion of the natural order and, we later learn, a physical impossibility in the long term. halfway through the movie, the cosby kids begin to be influenced by the real world: mushmouth gains the ability to speak coherently (“don’t call me mushmouth anymore! just call me… mouth!”) and dumb donald removes his ski cap, learns to read, and goes to the library and speeds through 22 volumes of african-american history. this is portrayed as profane; as dumb donald says before jumping back into the TV halfway through the movie: “"i've become smart enough to understand that... we've entered into a world where we do not belong. if you try to become something that you're not, you lose the essence of who you really are."

albert, still on his love quest, at first refuses to rejoin them; he goes off on a date with protagonist’s older sister, which goes well until a child recognizes him and shames him for not being in the tv where he belongs. “we need you! what would mr. cosby think if you don’t go back?” al’s stunned by this; he has no response, but it inspires him to seek answers. in the next scene he decides to find out. he walks up to bill cosby’s house and knocks on the door.

in barbie the discussion barbie has with her creator, ruth handler, is the emotional climax of the film. when barbie tells her she wants to stay in southern california, ruth warns her of the dangers of being human, but does not ultimately stop barbie from doing so; she points out that she is incapable of doing so even if she wanted to.

fat albert mirrors this discussion; albert is told of his conceptual origins. as barbie is based on ruth’s daughter, he is based on a deceased childhood friend of cosby’s, the grandfather of the girl he is trying to help (which is why the movie is careful to repeatedly stress the point that the older sister he’s fallen in love with is only his granddaughter by adoption). there isn’t a parallel moment to the one in barbie where handler winks to the audience about her criminal conviction but that’s probably in the film’s best interest.

albert pleads with cosby in the same way as barbie. more than anything, he wants to stay in the real world. cosby, like handler, encourages him to recognize his own power as an icon, but informs him that his fate is inescapable. if he stays in the real world, his colors will begin to fade and he will soon “turn into celluloid dust” and die. how cosby knows this is not explained; presumably little bill also visited him in the past and suffered a similar fate.

even when done cynically (as it always is) to adapt or remake anything to reject the source material in some way. it’s a paradoxical relationship, because to do it you have to both like (or at least be interested) in what you are recreating but find some aspect of it unnecessary or outdated or lacking or worthy of change. the animation to live-action adaptation often must navigate the additional paradox of wanting to make the unreal real, and the end result, formed by people who don’t care and are only in it for a paycheck, is usually bad art.

in the end fat albert acknowledges his own unreality and crawls back in the tv. the final scene is a saving private ryan style ending where all of the real life elderly inspirations for the cosby kids leave flowers on the real fat albert’s grave. here it hits you: the only moral of the live action fat albert movie is that a live action fat albert movie is a really shitty idea that would kill fat albert.

i agree.

I would argue it made sense to go this route for the Rocky & Bullwinkle movie, since fourth-wall breaking meta bullshit (and, for that matter, jokes about Hollywood inside baseball) were one of Rocky and Bullwinkle's main recurring bits. Even specifically the usage of fourth wall breaks for the purpose of too-cool-for-school preemptive skewering of their own stakes was something the cartoon had already done more than a few times. Of course, it's one thing to do that in an episodic cartoon and another thing to try and do that over the course of a feature film, but it wasn't untrue to the spirit of the show.

i don't disagree with you and rocky and bullwinkle is a substantially more complex film than i allude to here (it's packed to the brim with a-listers and a ton of actors and comedians i love in a way that these movies usually aren't, more often they get one or two big names and build around that) but it's still fucked up that they put them in a real car.

they have jason alexander doing the worst fake eastern european accent i've ever heard in my life, ranks somewhere between his performance in hunchback as the talking gargoyle that wants to fuck the goat and the McDLT commercial

i feel comfortable saying that i don't think looney tunes back in action would have been made without rocky and bullwinkle, which takes a lot from it in a spiritual sense

there’s a scene in fat albert 2004 where live action kenan thompson fat albert, who has accidentally escaped the fictional television world of his cartoon series and become real à la barbie, meets his creator, bill cosby.

it’s a unique film. i’ve seen it about thirty times. the opening credits are in comic sans.

it’s the worst film in the tiny but horrible microgenre of films in which an established, questionably marketable character with diminished cultural relevance is mysteriously transported to our reality. rocky and bullwinkle, harold and the purple crayon, garfield, enchanted (it’s disney, which at the time was only beginning to toy with the cloyingly affectionate self-awareness that has since swallowed it whole, so an expy blend of all stock princesses is used in the place of any particular ip). if you loosen up the parameters of that definition a smidge you can easily come up with another fifty or so awful, bizarre live-action adaptations of various properties with similar narrative structures and plot beats, but i’m curious about this very specific type of hyper-meta fish out of water isekai movie, stories that are less interested in the characters they are ostensibly about and more about the modern world’s current reactions to those characters, and choose to discuss that in the most convoluted, literal way possible.

this type of story is simultaneously extremely high-concept postmodernist analysis and the laziest paint by the numbers shit it’s possible to create. live-action adaptations even at their best betray an inherent disrespect for animation, implying it to be a secondary medium that exists as a temporary placeholder or poor man’s substitute for reality, that characters are only worth caring about if they look as real as we do or exist in a world like ours. there’s no genuine artistic reason to make a woody woodpecker movie, an avatar movie, a death note movie, a live-action pinocchio, they’re all cynical soulless cashgrabs but they at least do attempt to adapt and actually BE what they purport to be. dan aykroyd yogi bear and light turner and matthew lillard william afton for the five minutes they wanted to pay him to be in the fnaf movie are simply poor facsimiles of themselves and they suck because of that bad mimicry, we see and hear the contrast and know immediately it’s not the same. the project of live-actionization is misguided because even before awful executive-driven creative decisions (which all these movies have in spades) very often whatever is being adapted simply can’t be translated properly to its new medium. you could give a film a 500m budget and airbending will still not look as good as it does in 2d, where one can easily and stylistically show the movement of invisible wind and have a character float and defy gravity in a way that is instantly believable in a way that a real human being moved by CGI is not. neil patrick harris and hank azaria as hard as they try, as talented as they are cannot legitimately sell me on the idea that they’re actually being hardcore smurfed in the way that an animated gargamel can. these movies reach for a perceived authenticity and fail to reach it, not understanding that the mediums they are stealing from almost always allow for a greater seeming realness than live-action can, especially when portraying the fantastical.

the isekai movies go one step beyond this disrespect because they refuse to even play the part. yes we’ll make a rocky and bullwinkle movie but we cannot simply DO rocky and bullwinkle, we can’t do a scooby doo and just make a bigger irl version of the formula, we must have this elaborate meta routine so we can continually point to the audience and share a laugh together about how dogshit and unimportant rocky and bullwinkle are. the people who make these movies are so embarrassed by the concept of taking these ideas seriously that they must even in-universe create further removal from the realness of this to insulate us from the possibility of caring. rocky and bullwinkle must be a fake tv show even in the movie, even in pretend land they must be from a deeper pretend land. it’s fine if you want to do commentary on the property (preferable, in fact, that makes it more interesting!) but this commentary is almost never allowed to extend beyond the singular joke of every gamer webcomic ever made: wouldn’t it be fucked up if fictional thing were REAL?

wouldn’t it be fucked up if rocky and bullwinkle were in a REAL car? you bet it fucking would be. (robert de niro produced this movie and plays the main villain)

obviously we’re in a post-barbenheimer world and the only movie of this kind worth comparing fat albert to is barbie, which is notable for being the only good execution of this premise (i would call enchanted competent; it’s funny but a mess). the barbie comparison is especially interesting because fat albert is a cracked mirror to barbie.

like barbie, fat albert and the cosby kids exist in a cartoon world where characters are simultaneously performers and platonic forms of themselves, and where they operate with an unspecified degree of awareness of their own fakeness; a background character in fat albert’s philadelphia mentions having done guest spots on the jetsons. like barbie, al is snapped out of his usual routine by the personal crisis of one of his fans, when her single live-action tear falls on the remote as she watches his show and magically falls into his fictionalized philadelphia. the magic tear allows him to hear her crying and a portal is rended between the two worlds; he enters reality, naively tries to solve her social and emotional problems with platitudes, and is forced to grapple with the tenuous nature of his existence and mortality and the complexity of the real world. 

i’m just ken is replaced with fat albert performing an extended rap cover of his own theme song. fat albert spends as much of this movie trying to help the main character make friends as he does trying to fuck her adoptive older sister (“my big al”, she calls him).

without getting into “barbie politics” barbie works because it wants to be a movie about barbie, the thing it’s named after. it takes “barbie lore” seriously. at least half of barbie actually takes place in barbieland, a world that the movie cares about making authentically fake and different and weird. the mechanics and nature of barbie’s existence and barbieland are the most important part of the movie. all of these bad adaptations have the obligatory familial infighting/accidentally thwarting a jewel heist/stopping the evil CEO from demolishing the neighborhood to build a megamall/helping larry bird get his basketball talent back from the aliens plot and so does barbie but it’s an excuse to talk about more interesting abstractions. there is a subplot dedicated to barbie helping to reignite a mother and daughter’s bond but this isn’t the core of the movie, it really is about barbie, literally and metaphysically. fat albert too isn't "about" helping a girl make friends and find herself, it's about fat albert, but it resents that about itself.

fat albert 2004 has about six minutes of actual animation, it rushes to get kenan thompson on screen as quickly as possible and stays there as long as it can (presumably a factor of cost more than anything else, as with all of these films). in barbie the ideas and philosophies of barbieland and real life both naturally affect each other, are reflections of each other, which is an obvious worldbuilding choice that makes intuitive sense; the media we consume is a reflection of the real world and vice versa. there is nothing inherently wrong or bad about the link between the two worlds, says barbie, though it is often the conduit for harmful ideas.

fat albert’s philadelphia and our philadelphia do not share this connection, albert’s intrusion in the real world is a perversion of the natural order and, we later learn, a physical impossibility in the long term. halfway through the movie, the cosby kids begin to be influenced by the real world: mushmouth gains the ability to speak coherently (“don’t call me mushmouth anymore! just call me… mouth!”) and dumb donald removes his ski cap, learns to read, and goes to the library and speeds through 22 volumes of african-american history. this is portrayed as profane; as dumb donald says before jumping back into the TV halfway through the movie: “"i've become smart enough to understand that... we've entered into a world where we do not belong. if you try to become something that you're not, you lose the essence of who you really are."

albert, still on his love quest, at first refuses to rejoin them; he goes off on a date with protagonist’s older sister, which goes well until a child recognizes him and shames him for not being in the tv where he belongs. “we need you! what would mr. cosby think if you don’t go back?” al’s stunned by this; he has no response, but it inspires him to seek answers. in the next scene he decides to find out. he walks up to bill cosby’s house and knocks on the door.

in barbie the discussion barbie has with her creator, ruth handler, is the emotional climax of the film. when barbie tells her she wants to stay in southern california, ruth warns her of the dangers of being human, but does not ultimately stop barbie from doing so; she points out that she is incapable of doing so even if she wanted to.

fat albert mirrors this discussion; albert is told of his conceptual origins. as barbie is based on ruth’s daughter, he is based on a deceased childhood friend of cosby’s, the grandfather of the girl he is trying to help (which is why the movie is careful to repeatedly stress the point that the older sister he’s fallen in love with is only his granddaughter by adoption). there isn’t a parallel moment to the one in barbie where handler winks to the audience about her criminal conviction but that’s probably in the film’s best interest.

albert pleads with cosby in the same way as barbie. more than anything, he wants to stay in the real world. cosby, like handler, encourages him to recognize his own power as an icon, but informs him that his fate is inescapable. if he stays in the real world, his colors will begin to fade and he will soon “turn into celluloid dust” and die. how cosby knows this is not explained; presumably little bill also visited him in the past and suffered a similar fate.

even when done cynically (as it always is) to adapt or remake anything to reject the source material in some way. it’s a paradoxical relationship, because to do it you have to both like (or at least be interested) in what you are recreating but find some aspect of it unnecessary or outdated or lacking or worthy of change. the animation to live-action adaptation often must navigate the additional paradox of wanting to make the unreal real, and the end result, formed by people who don’t care and are only in it for a paycheck, is usually bad art.

in the end fat albert acknowledges his own unreality and crawls back in the tv. the final scene is a saving private ryan style ending where all of the real life elderly inspirations for the cosby kids leave flowers on the real fat albert’s grave. here it hits you: the only moral of the live action fat albert movie is that a live action fat albert movie is a really shitty idea that would kill fat albert.

i agree.

Sword Art Online (anime)

Sword Art Online is a Frankenstein monster. Here is every episode of the first arc and how it was adapted:

  • Episode 1 is from the original web novel, published in 2002.
  • Episode 2 is from a more detailed rewrite of the story, Sword Art Online Progressive, published in 2012 (only a few months before the anime aired).
  • Episode 3 is from the second volume of the light novel, published in 2009.
  • Episode 4 is from a side story published shortly after the original web novel, in either 2002 or 2003.
  • Episodes 5 and 6 combine a side story published in 2007 and another side story from the eighth volume of the light novel, published in 2011.
  • Episode 7 is from a side story published shortly after the original web novel, likely in 2003.
  • Episodes 8, 9, and 10 are from the original web novel, published in 2002.
  • Episode 11 and 12 are from a side story published in 2003.
  • Episodes 13 and 14 are from the original web novel, published in 2002.

By stitching together stories written across an entire decade, often with wildly different purposes and goals, the anime is tonally erratic, with glaring plot and character inconsistencies. For example, Episode 3 is a tragic episode in which Kirito brings several low-level players to a high-level floor, leading to their deaths. Kirito is traumatized; he later explains that this incident is why he plays as a solo player, so nobody else will ever get hurt because of him. Episode 4, by contrast, is a lighthearted episode in which Kirito—having learned nothing, because this story was written six years before the previous one—brings a low-level player to a high-level floor as bait for dangerous player-killers. When the low-level player is comedically groped by a tentacle monster and cries out for Kirito to save her, Kirito only shrugs and says, "Come on, it's not that powerful." He's ultimately correct, and this time the player survives, but what happened to his trauma?

These inconsistencies, combined with Sword Art Online's massive popularity, made it the favorite target of the fledgling anime video essay community circa 2014 to 2017. Though it's possible to do a longform video poring over every single plot hole for almost anything, Sword Art Online made it easy; half of its "plot" was never intended to be arranged in this way, and even when there was intent, it was the intent of an amateur author writing their first-ever story. You couldn't generate a work more perfect for endless nitpicking and angry rants in a lab.

But if the show is blatantly incompetent, what made it so popular?

It's tempting to ascribe its popularity to "right place, right time." By 2012, the year Sword Art Online came out, the internet had changed the primary way people interacted socially. Rather than being bound by family, proximity, race, creed, religion, or so on, people grouped together by hobby. "Gamer" was now a community-binding identity, an attribute that distinguished a person and their niche online space from the othered outside. And the Gamers craved legitimacy. They craved the approval and recognition of mainstream culture. They craved representation, that feeling of seeing yourself reflected in the world around you.

The world refused them. The mood of the entrenched pop cultural elite was best encapsulated by Roger Ebert, famous film critic, who had been waging a years-long crusade against video games as an artistic medium. In 2005, in response to the live-action Doom movie, Ebert said, "Video games represent a loss of those precious hours we have available to make ourselves more cultured, civilized[,] and empathetic." He reiterated this claim in statements and essays in 2006 and 2010, and in March 2012, on the eve of Sword Art Online's airing, described Dark Souls—Dark Souls!—as a "soul-deadening experience." "Video games can never be art," he asserted plainly later that year.

In this milieu, it makes sense why Gamers glommed onto Sword Art Online. If nothing else, Sword Art Online takes video games seriously, more seriously than any non-video game media before it (asterisk; excepting .hack). This seriousness manifests in a consistent theme, a singular perpetually present thread that lingers even as plot, character, and tone skew wildly, stated by Kirito to Klein in Episode 1:

"This may be a virtual world, but I feel more alive here than I do in the real world."

This statement defines Asuna, who stops seeing her time trapped in the game as years stolen from her life, and instead learns to live each moment as if it were truly real. It defines Silica, mourning her dead Neopet and willing to risk her actual life to revive it. It defines Lisbeth, hurtling a million miles into the air but still for a moment enraptured by the beauty of a digital sun shining over a digital land. It defines Griselda, murdered by her husband Grimlock for motives he can only confusingly explain as related to how she "changed" in the game, how she became more confident, more self-realized, while he sank into despair (he was not a Gamer. He lacked the Gamer spirit). It defines Yui, the sentient NPC whom Kirito and Asuna adopt as part of a pantomimed marriage that the show's nauseatingly boring second arc is about protecting against an outside world that does not acknowledge it. And it defines Akihiko Kayaba, the game's creator, who when confronted at the end over why he trapped 10,000 people in this death game, can only say that he no longer remembers, before rhapsodizing about the "castle in the sky" he so achingly desired to bring to life. Unstated is that, to make it truly alive, he needed to make it—and the people inside it—capable of death. This logic is twisted, even more bizarre than Grimlock's murder confession, but neither the scene's wistfully poignant tone nor Kirito's responses reject it.

As the video essayists have done, it's pathetically easy to pick apart Kayaba's rationale. But to mire oneself in the story's logic is a mistake; Sword Art Online is not a story guided by logic. What matters is that Kayaba's illogical words are consistent with the ethos that underlies the narrative: The virtual world is as important as, or even more important than, the real world.

The anime's production values reflect this ethos, too. Sword Art Online looks strikingly cheap for its level of popularity. In almost every fight, still images with blur lines vibrate in tacky simulation of animation. There is no dynamism in the camerawork, and sword duels are often depicted in shot-reverse shot so only one participant is on screen at a time. Nobody interacts with their environment; every battle occurs on a flat, empty plane. Some of the monsters are CGI and look awful. The character designs are bland and generic. Even the music, by the otherwise-excellent Yuki Kajiura, sounds like phoned-in B-sides from her work on Puella Magi Madoka Magica (2011) and its sequel film, Rebellion (2013).

But what the show does expend effort on is its backgrounds, which are both visually inventive—floating islands, towering columns that hold up the sky—and depicted with glimmering post-processing effects to bathe them in sunsets, sunrises, rainbows, and starry nights. First and foremost, Sword Art Online sells its virtual world to the viewer, makes them believe in that world the way the characters in the story do.

And in having that world sold to them, in expressing its legitimacy and the legitimacy of those (hero or villain) who believe in it, the Gamers had their rallying cry, the work of media that finally said: You are seen.

But was it really Gamers that Sword Art Online saw?

While Sword Art Online is invested in selling its virtual world, it is not invested in selling its virtual game. The in-universe Sword Art Online is primarily defined by its lack of gameplay mechanics, rather than those it actually has. In Episode 1, Klein explains that the game lacks a magic system, which he describes as a "bold choice." In Episode 2, members of the raid party state that the game also lacks a job or class system. There is no long-ranged weaponry; everyone uses melee weapons, usually swords. The only strategy during raids is human wave tactics, where armies of players charge in and attack at once. The only cooperative maneuver is "Switch," a mechanic that is never explicitly explained but seems to involve a player who has already charged in backing off so another player can charge in their place.

Compared to even basic single-player RPGs, these mechanics are primitive; for an MMORPG, they're antediluvian. The point isn't whether a game with these mechanics would be fun or not (in many ways, it's similar to Dark Souls, where the basic core gameplay of dodge-and-hit is rendered meaningful by the consequences for failure), but rather that the game's mechanics have little importance within the story.

They're so unimportant that it's never explained why Kirito is so good at the game, what he's doing differently from everyone else. He's not even a grinder. He spends most of the first half of the story slumming on floors far beneath his level. It's no-nonsense Asuna who grinds hard, who tries to exploit the game mechanics, like when she proposes using NPCs to lure a boss. The plan makes logical sense, but logic is absent from Sword Art Online's ethos; Kirito rejects it, not on the grounds it wouldn't work, but because the NPCs would be killed. He prioritizes respecting the game world, while Asuna—at least initially—prioritizes respecting the game mechanics. Kirito's philosophy is ultimately proven right when he and Asuna adopt an NPC daughter who turns out to be sentient.

Meanwhile, Kirito's most impressive feat involves him ignoring the game's rules entirely. The one mechanic described in detail is that if you die in the game, you die in real life; when Kirito dies, though, he wills himself back alive to defeat the final boss.

The game, the experience of gaming, being a Gamer—none of these are part of the underlying ethos that guides the narrative decisions of Sword Art Online. Kirito didn't tell Klein, "I feel more alive playing this game." He said, "I feel more alive in this virtual world." Asuna didn't find happiness by exploiting the game, but by learning to live in it as though it were her real life. Kayaba didn't design Sword Art Online because he loves games, but because he wanted to make his world real.

This isn't a story about Gamers. It's a story about a virtual world. It's a story about the internet. It's a story about online community.

In his introduction to Speaker for the Dead (1986), Orson Scott Card describes the heroes of most science fiction novels as "perpetual adolescents": "He belongs to no community; he is wandering from place to place, doing good (as he sees it), but then moving on. This is the life of the adolescent, full of passion, intensity, magic, and infinite possibility; but lacking responsibility, rarely expecting to have to stay and bear the consequences of error […] Who but the adolescent is free to have the adventures that most of us are looking for when we turn to storytellers to satisfy our hunger? And yet to me, at least, the most important stories are the ones that teach us how to be civilized: the stories about children and adults, about responsibility and dependency."

Card, of course, wrote Gamer fiction long before anyone craved it. Ender's Game (1985) is obsessed with the mechanical minutiae of its titular game in a way Sword Art Online is not; its protagonist is successful in the mold of Asuna, able to understand and exploit game mechanics better than anyone else. But in this quote, Card describes Kirito perfectly. Kirito is, of course, an actual adolescent, emphasized by his character design and Columbine trench coat ("Don't show up to the GameStop tomorrow," you can almost hear him say), but his character is also adolescent in terms of Card's model. He spends the first half of the story as a solo player, wandering from floor to floor, doing good (usually), moving on. He lacks—or rather, avoids—responsibility. While Asuna is second-in-command of a top guild organizing high-level raids, Kirito is off on his own reviving some girl's Neopet.

When viewed from this perspective, Sword Art Online actually does have a coherent and comprehensible character arc for its otherwise inconsistent protagonist. Kirito develops as a result of his relationship with Asuna, finding through his marriage to her the responsibility that he previously forsook. When Kirito's error causes Sachi to die in Episode 3, he moves on, immediately abandons even his own trauma by Episode 4; Sachi is never mentioned again. (Of course not, since her story was one of the last ones written.) He feels no lasting responsibility for his actions. But later, Kirito realizes he could not brush off the trauma if the same thing happened to Asuna. It is through his responsibility to her that he joins the final raid and thus bears, shoulder to shoulder with everyone else, the cooperative responsibility of the entire virtual community of Sword Art Online. He has become an adult, with wife and child. He has become "more cultured, civilized[,] and empathetic," as Ebert would put it.

(And isn't that what Ebert is really saying, when he criticizes video games? That they are adolescent, childish, playthings?)

Through Kirito's character arc, and its underlying ethos about virtual worlds, Sword Art Online depicts online community via the language of marriage and responsibility that is traditionally ascribed to real-life community. This too resonated with its audience. After all, it wasn't just Gamers who craved recognition. Teenagers in 2012 had lived their entire conscious life in a world defined by the internet, and yet the "real world" considered online relationships and communities to be a joke. Sword Art Online, rather than legitimizing Gamers, legitimizes the virtual world, the internet.

But does it really even do that?

Immediately, Sword Art Online rejects the notion of online identity. Kayaba's first move upon trapping everyone inside the game is to force them all to look like their real-world selves. As per Sword Art Online's anti-logic ethos, he does not explain why he does this. Shortly afterward, Kirito looks at his real-world finger, which received a paper cut before he entered the game; he imagines it bleeding profusely, before saying, "It's not a game. It's real." By enforcing real-world identity within the game world, Kayaba possibly intends players to see the world as more real too, the way Kirito does. This fits the monomaniacal focus of Kayaba, and Sword Art Online as a story, on the importance of virtual space over any other aspect of virtual experience, and it's not surprising that Kirito tacitly agrees with Kayaba's decision when he and Klein tell each other they look better as their real selves than as their avatars. But it also alienates Sword Art Online from its connection to the reality of the internet, where personal identity is far more fluid.

Furthermore, despite his character arc, Kirito ultimately stands apart from his online community. At the end of the story, everyone lies on the ground paralyzed as he alone is given the privilege to duel the final boss, one-on-one. At this climactic moment, Kirito returns to being a solo player, while every other member of the community lacks agency, including Asuna. Especially Asuna. Shortly before the final battle, Asuna claims she'll commit suicide if Kirito dies, which is already an unhealthily adolescent view of marriage (as seen in Romeo & Juliet). Then, before the duel, when Asuna is paralyzed, Kirito demands that Kayaba "fix it so Asuna can't kill herself." Not only has Kayaba, the villain, stolen Asuna's agency over her own body, but now her husband is requesting he steal even more of it.

This, too, is part of Sword Art Online's ethos. Though the game has 10,000 people, nobody except Kirito actually matters. He is a "Solo Player" in the sense of Solo Leveling, the most popular airing anime, which has a mistranslated title; it should be "Only I Level Up." The implication of the real title is clear: Only the protagonist has agency. Kirito is the same. Only he plays the game, in any meaningful sense. The game—reality—bends to him; none of its rules, even death, constrain him.

It is total self-centeredness, a complete rejection of the responsibility to society that Card describes. This ethos pervades the show. Kirito is never wrong, even when he obviously is, like when he rejects Asuna's proposal to use NPCs as bait. The entire reason he realizes Heathcliff is Kayaba is because, during an earlier duel, Heathcliff beat him; Kirito (correctly) posits that someone who beat him must have been cheating. Everyone who likes Kirito is good, everyone who dislikes him is evil; Kuradeel, who chafes with Kirito initially over bureaucratic guild regulations, eventually unmasks himself as a sadistic serial killer. Every girl is in love with him, a harem rendered vestigial because Kirito is married to Asuna and expresses zero interest in Silica or Lisbeth or his sister or the second season's Carne Asada; but it's not about whether Kirito wants a harem, it's about the prestige of his ability to command one.

This is where the true face of Sword Art Online shows itself, what truly made it so popular, and where the core of its long-lasting influence remains.

Only the virtual world matters. Not the game, not the online community, not online identity. Only a different world, one that isn't the real world. And in this world, only Kirito matters. Sure, he'll fight to protect other people. Exactly like he'll fight to protect NPCs. In this world, real people are worth the same as NPCs, compared to Kirito. His wife is a real person; his daughter is not. But really, both his marriage and his child are a form of playacting, pretending at adulthood. When convenient, they are disregarded and trampled upon. Asuna spends the next two arcs of Sword Art Online sidelined—even viciously sexually assaulted—so Kirito can hang out with girls he doesn't even like, just because they're shiny and new; Yui is almost completely forgotten after the second arc, like a discarded toy.

This is an ethos of pure, distilled escapism. It is an escape from the real world to a false one, where every conceivable selfish fantasy is rendered real, where every desire can be granted and then disposed of when no longer wanted. It is an ethos without responsibility, without consequence.

And without shame. Sword Art Online is remarkably devoid of self-consciousness. It treats as real its virtual world, but doesn't feel the need to justify that world with logic. It doesn't feel the need to justify anything with logic; what it says is so, self-evidently.

In my Kill la Kill essay, I mentioned Sword Art Online's vast influence, and someone wrote (and sadly deleted) a well-reasoned response that explained how the aesthetics and tropes of modern isekai are much more heavily influenced by Japanese webfic that predate Sword Art Online, like GATE or Overlord or Re:Zero. That's true; I'd add that modern Gamer fiction, which is often obsessively concerned with the rules and statistics underlying game logic, is also not very similar to Sword Art Online on a superficial level. But Sword Art Online's ethos transcends genre. It can be found in isekai, Gamer lit, or even genres popular long before Sword Art Online, like battle shounen. Sword Art Online created the web fiction to light novel to anime pipeline, and in doing so popularized amateur literature and its decidedly adolescent mentality of shameless and solipsistic self-indulgence. "Only I Play the Game."

13 Pitches For Ratatouille 2 (Rata-TWO-ouille)

With the success of Inside Out 2 (now only the second-highest grossing animated film of all time after being freshly dethroned by Ne Zha 2) Pixar has announced today that Coco 2 is in development, which will follow Toy Story 5, Incredibles 3, and “Hoppers”, a promising if controversial Bugs Life spinoff (time will tell if the decision to keep Kevin Spacey on comes back to bite them).

It seems we are firmly in the second major era of Pixar sequels; at this point it’s easier to imagine the end of the world than it is to see a future devoid of Ratatouille 2 (Rata-2-ouille). To that end I have taken the liberty of inventing several fresh directions for the series to take. Brad, if you’re reading this, my schedule is extremely busy but I am willing to talk if you would like to meet with me about expanding on any of these.

  • Six months after La Ratatouille opens, a new restaurant across the street takes Paris by storm, run by a mysterious unknown named Bessières many are lauding as the next Gusteau. Remy doesn’t view cooking as a competitive process, and his business hasn’t been hurt at all despite a perceived rivalry in the media, but an especially positive endorsement from Ego gets him curious enough to ask that Linguini sneak him in to see what the fuss is about. Remy discovers that Bessières (Kumail Nanjiani) is actually a fellow rat chef, and strikes up a friendship with him as the first friend he’s actually been able to discuss his passion with. The situation takes a dark turn when Bessières reveals himself as a rat supremacist à la a young Malcolm X, who rejects the Gusteauian ideal that anyone can cook — in his worldview, only a rat can truly be an artist, and humans have treated their kind too poorly to be allowed to continue controlling the world. Bessières tries to raticalize Remy and enlist him in his plan to shock human society with a series of rat terrorist attacks across Paris and elevate the social position of rodentkind, but Remy resists him and narrowly manages, with the help of both his human and rat friends, to prevent Bessières from blowing up the Eiffel Tower. Remy makes a stew that’s so good that it snaps Bessières out of a hyper-realistic rat panic attack and instantly fixes his anti-human bigotry and they open a new restaurant together. No real structural changes are made to fix rat-human relations but Remy gets a cute new rat-sized oven at the end of the movie and makes Bessières a rat-sized creme brûlée and that makes them both smile
  • Chef Skinner returns from disgrace with a restaurant entirely staffed by robots — anything can cook, declares Skinner to mocking crowds, who change their tune when they discover that the food is just as good at anything Gusteau made in his heyday for the same price as a big mac. Critics still think it’s a joke, but the public can’t get enough of Skinner’s new concept, and he begins buying out one Parisian restaurant after another and replacing the workers with his automatons. Remy and the “rat-pack”,  a team of five diverse marketable rat-children he is training to follow his pawsteps (Awkwafina, Kenan Thompson, Jenny Ortega, Millie Bobby Brown, Chris Pratt, his last name cleverly stylized as Chris P. Ratt in promotional materials) team up to infiltrate the robo-kitchens and see if they can find a way to stop Skinner. They discover that the robots are fake and are all actually controlled by enslaved rats, whom they free. Following a rat gundam fight where a living swarm of rats battles Skinner’s ultimate machine in the Seine, Remy sacrifices himself to save the rat-pack and actually dies. Skinner goes to prison (where it is heavily implied that he will be killed and eaten by prison rats) and the rat-pack makes crepes in Remy’s honor
  • Emile movie. Remy and Linguini travel the world to compete in a global culinary competition while Emile accidentally joins a rat spy agency to stop an evil conglomerate from smuggling fake truffle oil into France. Remy is in this movie for six minutes and has nine lines of dialogue, Colette is unvoiced
  • Another rat-pack vehicle, this time with Jenny Ortega swapped out for Olivia Rodrigo, who stars as a young rat looking to make a name for herself and become Remy’s apprentice years after the events of the first film. An aged Remy has become disillusioned with cooking and lost his passion for creating after the sudden death of his rat-husband, but the rat-pack works together to help him find inspiration and learn to love food again. This is actually a sequel to the Emile movie, although Emile himself only appears partway through the movie to enjoy a short zoom call with Remy and then later to call the Chris Pratt child an extremely offensive rat-slur (which he is reclaiming, the usage is considered appropriate by the film; Linguini tries to repeat the joke later himself and is immediately cancelled by everyone)
  • Film based on the in-universe Gusteau documentary that inspired Remy to be a chef. A young Gusteau (digitally-recreated Anthony Bourdain) works his way through the unforgiving 1960s hellscape of French cuisine to fight for his third and final Michelin star. At first this seems like a small plot hole because in Ratatouille restaurants are able to get up to five stars but at the end of the movie Gusteau’s food is so good that the Michelin company has to change their system to add extra. First M-rated Pixar film, ties the record for second most F-bombs in any movie ever
  • Everything that happened in Ratatouille 1 happens again exactly as it did the first time but it takes place in Italy instead. No new characters and it’s not a reboot, it’s just the same plot in Italy, everybody remembers the first movie happened but they weren’t able to internalize the lessons they learned after they all decided to move to Italy because the train ride was very long. Remy has to once again balance his rat and human lives and Linguini finds out his Mom was secretly an Italian chef so he inherits another famous restaurant and Ego is sad again. Skinner wants it to be illegal for rats to work in restaurants, but it already is illegal at the start of the movie, so he lobbies the EU to make it legal so he can then get it made double illegal. This is also a sequel to the Emile movie, Emile farts on the pope
  • Three disconnected episodic interludes about Remy (Dan Castellaneta), Linguini (Phil LaMarr), Colette (Tara Strong) and the entire rat-clan learning the true meaning of Christmas. Olaf cameos in the second short as a monster chasing Remy during a hallucinogenic nightmare he has after staying up for a week straight trying to create the perfect fruitcake (only later does he realize that the only truly perfect fruitcake is the one you share with family). Disney+ exclusive
  • Fifteen years after the first movie, Colette’s crazy sister (Sarah Silverman) returns from her exile in Elba to try and steal the soul of Linguini and Collette’s firstborn son Bouillabaisse (Jack Black) to use in an ancient culinary ritual that will allow her to take over Paris. Remy is dead and a ghost in this movie, it’s revealed that the Gusteau he kept talking to in the first movie was NOT a figment of his imagination, that was the real Gusteau; cooks of significant skill are able to continually defer their true deaths by making tasty enough food for the grim reaper (for reasons that are only alluded to, this form of necromancy only works for the french, in a comforting throwback to the nationally-segregated afterlife system implied by Coco). This movie also touches on the themes of rat discrimination more seriously; Remy is directly compared to Rosa Parks. Remy’s great granddaughter Madeline (Zendaya) and Bouillabaisse, guided by spirit Remy, defeat Colette’s crazy sister and use the power of the culinary ritual to reveal the truth of rat society to the human public. The movie ends on a bittersweet note when it turns out that only french rats are sapient, all the other rats are just rats
  • Remy and Linguini reunite to battle the Underminer and his robot army and stop them from destroying the surface world and polluting the atmosphere to turn the whole planet into an artificial underground. At the end they leave the underground for the first time in the movie during the final battle and the Underminer turns good because he sees Paris and realizes that he doesn’t need to terraform the surface world because the hellish aboveground wasteland he wants already exists. 62 on metacritic
  • Live-action remake of Ratatouille, but instead of going the Lion King CGI abomination route this uses actual trained rats who are voiced over Milo and Otis style (in that their mouths don't move and no effort is made to sell even the illusion of this, not that 40,000 real rats are ritualistically killed during production). In order to truly echo reality all dialogue is spoken in untranslated french regardless of the version of the film you are watching, except for Emile, who only farts (though is insinuated to be farting in the same language as the viewer). The rats constantly pee on everything just like real rats though this is never acknowledged. The Grammy and Annie award-winning songs "Le Festin", "Colette Shows Him Le Ropes", "Dinner Rush", and "Ratatouille Main Theme" do not feature (save for the trailer and brief EDM remixes of their motifs during the end credit blooper segments where we get to see all the silly mistakes the rat actors made during filming!) and are replaced with silence and sad coughing sounds. No rats are harmed in the making of this film but many many french people are
  • Followup to the live-action remake, Remy's dad Django prequel movie. IntergeneRATional trauma movie through the frame of a friend of Remy's Dad, Git (that one super fucking buff rat running around in the kitchen during the scene where they're stealing, you know the one) recounting the story to Remy and Emile shortly post-Ratatouille after they have a fight and decide they can't be brothers anymore. It is pointed out that Remy is a prince; the subtle implication that Remy grew up in Anton Ego's childhood home and was able to cook a meal that so perfectly matched his nostalgic preferences because he learned to cook using the same books and techniques as his mother is made explicit here, making the original movie much better and more cohesive as a result. We learn that Django actually had dreams of being a chef himself as a young rat and was friends with little Ego (Seth Green). Remy and Emile interrupt the central narrative multiple times throughout the story with witty banter and wacky interjections. Halfway into it after the tragic misunderstanding scene where Django only overhears Ego says that he's sick of rats (he leaves the room before hearing the -atouille) Emile points out that Git's story doesn't make any sense because rats only live for 1/35th the human lifespan and Ego and Django couldn't have been childhood friends. Blood instantly starts running from Git's nose before he collapses and dies and Remy and Emile realize that Chef Skinner has manipulated their entire lives through his magic time machine. The brothers work together to fix the timeline and even manage to save Gusteau, who we learn was murdered by Chef Skinner; but Skinner was only a puppet (literally!) of an evil future version of Remy who Remy himself defeats in "Rat Combat". For as well as this works as a thematic climax, the weaknesses of the trained rat conceit do begin to reveal themselves during the final fight scenes when so many crusted dribblings of rat piss and shit accumulate in the Skinner's actor's hair and eyebrows that he's unable to stop crying for the entire segment
  • Romcom Toy Story crossover in the style of "Guess Who's Coming to Dinner" where Remy falls in love with a stuffed toy rat. Django and the toy's adoptive parents (a Pet Rock and a 2nd generation Tamagotchi, who had faced parallel discrimination themselves in their youth but don't see it as equivalent to what their son is doing) eventually do give up their bigoted ways but the relationship falls apart anyway during the same night due to Remy's obsession with his career. Heavily marketed as featuring Pixar's last LGBT character
  • Low stakes fanservice vibe sequel where the rats and humans work together to put on dinner theater at La Ratatouille (they do Madame Bovary, Colette reluctantly stars but kills it, Emile is forced to control Linguini for all his scenes after he has a panic attack and faints and does just as good of a job). This one is also an Emile movie but it's stealthy about it. Also a jukebox musical

Brad finally called me yesterday, we met up in my apartment and spoke for eleven hours while I showed him my legos. He's a believer in the Emile fart sequel trilogy but doesn't think we're currently in a period where genuine artistic vision is being rewarded and doesn't see any way we are going to be able to realistically pitch this to a room full of execs. Sadly this is just the state of the industry rn but you already knew that much.

Instead we are going to be moving forward with "As Many As Ten Ratatouilles", the franchise's first step into the battle royale genre (Brad sees theatrical duology, I see one season prestige TV, pretty sure I'm going to win this one). God reveals himself to Remy's adoptive rat son and tells him that humans haven't been working out and he's going to be initiating Flood 2.0, but before he does a death battle will be held among a chosen ten representatives of the most promising of His creatures; last man standing gets to lead the new dominant species as the builder of the second ark. All the animals will have the same hair-controlling abilities as Remy, with most having revealed to have infiltrated various other industries (octopi in tech, corvids in publishing, spiders in pharmaceuticals, etc) so you get sort of a reverse-Animorphs thing where you're cheering for the yeerks.

We focus grouped this with a short proto-pilot filmed with my pet hamster and a lizard we found in the park and my little brother thought it was really cool but that "we went too far", he's kind of a bitch though. We posted it on youtube and during the two hours it was up various commenters described it as "Ratatouille meets Hunger Games", "Ratatouille meets Platinum's End", and "a violation of our community guidelines regarding cruelty towards animals"

On the slim chance the guys on top don't see our vision we are planning on seeking private investors. If you know anyone who believes in real auteurs and has the means to back that up please send them our way. This is going to be the next Squid Game

Anonymous asked:

Do you think that there are any good rationalist books?

i don't really know what a 'rationalist book' is. a book about rationalism? a book by a rationalist? chili and the chocolate factory: fudge revelation is in pretty direct dialogue with like, the Rationalist World -- there's even a direct pisstake of hpmor at one point -- but i wouldn't ever call it a 'rationalist book'

Avatar

when i started writing chili by the third chapter i got sent a very stern private message on ff.net requesting that i take out "rational, but not strictly" out of the description and by the last chapter that same person left an extremely glowing review of the story. i was very happy i won him back

13 Pitches For Ratatouille 2 (Rata-TWO-ouille)

With the success of Inside Out 2 (now only the second-highest grossing animated film of all time after being freshly dethroned by Ne Zha 2) Pixar has announced today that Coco 2 is in development, which will follow Toy Story 5, Incredibles 3, and “Hoppers”, a promising if controversial Bugs Life spinoff (time will tell if the decision to keep Kevin Spacey on comes back to bite them).

It seems we are firmly in the second major era of Pixar sequels; at this point it’s easier to imagine the end of the world than it is to see a future devoid of Ratatouille 2 (Rata-2-ouille). To that end I have taken the liberty of inventing several fresh directions for the series to take. Brad, if you’re reading this, my schedule is extremely busy but I am willing to talk if you would like to meet with me about expanding on any of these.

  • Six months after La Ratatouille opens, a new restaurant across the street takes Paris by storm, run by a mysterious unknown named Bessières many are lauding as the next Gusteau. Remy doesn’t view cooking as a competitive process, and his business hasn’t been hurt at all despite a perceived rivalry in the media, but an especially positive endorsement from Ego gets him curious enough to ask that Linguini sneak him in to see what the fuss is about. Remy discovers that Bessières (Kumail Nanjiani) is actually a fellow rat chef, and strikes up a friendship with him as the first friend he’s actually been able to discuss his passion with. The situation takes a dark turn when Bessières reveals himself as a rat supremacist à la a young Malcolm X, who rejects the Gusteauian ideal that anyone can cook — in his worldview, only a rat can truly be an artist, and humans have treated their kind too poorly to be allowed to continue controlling the world. Bessières tries to raticalize Remy and enlist him in his plan to shock human society with a series of rat terrorist attacks across Paris and elevate the social position of rodentkind, but Remy resists him and narrowly manages, with the help of both his human and rat friends, to prevent Bessières from blowing up the Eiffel Tower. Remy makes a stew that’s so good that it snaps Bessières out of a hyper-realistic rat panic attack and instantly fixes his anti-human bigotry and they open a new restaurant together. No real structural changes are made to fix rat-human relations but Remy gets a cute new rat-sized oven at the end of the movie and makes Bessières a rat-sized creme brûlée and that makes them both smile
  • Chef Skinner returns from disgrace with a restaurant entirely staffed by robots — anything can cook, declares Skinner to mocking crowds, who change their tune when they discover that the food is just as good at anything Gusteau made in his heyday for the same price as a big mac. Critics still think it’s a joke, but the public can’t get enough of Skinner’s new concept, and he begins buying out one Parisian restaurant after another and replacing the workers with his automatons. Remy and the “rat-pack”,  a team of five diverse marketable rat-children he is training to follow his pawsteps (Awkwafina, Kenan Thompson, Jenny Ortega, Millie Bobby Brown, Chris Pratt, his last name cleverly stylized as Chris P. Ratt in promotional materials) team up to infiltrate the robo-kitchens and see if they can find a way to stop Skinner. They discover that the robots are fake and are all actually controlled by enslaved rats, whom they free. Following a rat gundam fight where a living swarm of rats battles Skinner’s ultimate machine in the Seine, Remy sacrifices himself to save the rat-pack and actually dies. Skinner goes to prison (where it is heavily implied that he will be killed and eaten by prison rats) and the rat-pack makes crepes in Remy’s honor
  • Emile movie. Remy and Linguini travel the world to compete in a global culinary competition while Emile accidentally joins a rat spy agency to stop an evil conglomerate from smuggling fake truffle oil into France. Remy is in this movie for six minutes and has nine lines of dialogue, Colette is unvoiced
  • Another rat-pack vehicle, this time with Jenny Ortega swapped out for Olivia Rodrigo, who stars as a young rat looking to make a name for herself and become Remy’s apprentice years after the events of the first film. An aged Remy has become disillusioned with cooking and lost his passion for creating after the sudden death of his rat-husband, but the rat-pack works together to help him find inspiration and learn to love food again. This is actually a sequel to the Emile movie, although Emile himself only appears partway through the movie to enjoy a short zoom call with Remy and then later to call the Chris Pratt child an extremely offensive rat-slur (which he is reclaiming, the usage is considered appropriate by the film; Linguini tries to repeat the joke later himself and is immediately cancelled by everyone)
  • Film based on the in-universe Gusteau documentary that inspired Remy to be a chef. A young Gusteau (digitally-recreated Anthony Bourdain) works his way through the unforgiving 1960s hellscape of French cuisine to fight for his third and final Michelin star. At first this seems like a small plot hole because in Ratatouille restaurants are able to get up to five stars but at the end of the movie Gusteau’s food is so good that the Michelin company has to change their system to add extra. First M-rated Pixar film, ties the record for second most F-bombs in any movie ever
  • Everything that happened in Ratatouille 1 happens again exactly as it did the first time but it takes place in Italy instead. No new characters and it’s not a reboot, it’s just the same plot in Italy, everybody remembers the first movie happened but they weren’t able to internalize the lessons they learned after they all decided to move to Italy because the train ride was very long. Remy has to once again balance his rat and human lives and Linguini finds out his Mom was secretly an Italian chef so he inherits another famous restaurant and Ego is sad again. Skinner wants it to be illegal for rats to work in restaurants, but it already is illegal at the start of the movie, so he lobbies the EU to make it legal so he can then get it made double illegal. This is also a sequel to the Emile movie, Emile farts on the pope
  • Three disconnected episodic interludes about Remy (Dan Castellaneta), Linguini (Phil LaMarr), Colette (Tara Strong) and the entire rat-clan learning the true meaning of Christmas. Olaf cameos in the second short as a monster chasing Remy during a hallucinogenic nightmare he has after staying up for a week straight trying to create the perfect fruitcake (only later does he realize that the only truly perfect fruitcake is the one you share with family). Disney+ exclusive
  • Fifteen years after the first movie, Colette’s crazy sister (Sarah Silverman) returns from her exile in Elba to try and steal the soul of Linguini and Collette’s firstborn son Bouillabaisse (Jack Black) to use in an ancient culinary ritual that will allow her to take over Paris. Remy is dead and a ghost in this movie, it’s revealed that the Gusteau he kept talking to in the first movie was NOT a figment of his imagination, that was the real Gusteau; cooks of significant skill are able to continually defer their true deaths by making tasty enough food for the grim reaper (for reasons that are only alluded to, this form of necromancy only works for the french, in a comforting throwback to the nationally-segregated afterlife system implied by Coco). This movie also touches on the themes of rat discrimination more seriously; Remy is directly compared to Rosa Parks. Remy’s great granddaughter Madeline (Zendaya) and Bouillabaisse, guided by spirit Remy, defeat Colette’s crazy sister and use the power of the culinary ritual to reveal the truth of rat society to the human public. The movie ends on a bittersweet note when it turns out that only french rats are sapient, all the other rats are just rats
  • Remy and Linguini reunite to battle the Underminer and his robot army and stop them from destroying the surface world and polluting the atmosphere to turn the whole planet into an artificial underground. At the end they leave the underground for the first time in the movie during the final battle and the Underminer turns good because he sees Paris and realizes that he doesn’t need to terraform the surface world because the hellish aboveground wasteland he wants already exists. 62 on metacritic
  • Live-action remake of Ratatouille, but instead of going the Lion King CGI abomination route this uses actual trained rats who are voiced over Milo and Otis style (in that their mouths don't move and no effort is made to sell even the illusion of this, not that 40,000 real rats are ritualistically killed during production). In order to truly echo reality all dialogue is spoken in untranslated french regardless of the version of the film you are watching, except for Emile, who only farts (though is insinuated to be farting in the same language as the viewer). The rats constantly pee on everything just like real rats though this is never acknowledged. The Grammy and Annie award-winning songs "Le Festin", "Colette Shows Him Le Ropes", "Dinner Rush", and "Ratatouille Main Theme" do not feature (save for the trailer and brief EDM remixes of their motifs during the end credit blooper segments where we get to see all the silly mistakes the rat actors made during filming!) and are replaced with silence and sad coughing sounds. No rats are harmed in the making of this film but many many french people are
  • Followup to the live-action remake, Remy's dad Django prequel movie. IntergeneRATional trauma movie through the frame of a friend of Remy's Dad, Git (that one super fucking buff rat running around in the kitchen during the scene where they're stealing, you know the one) recounting the story to Remy and Emile shortly post-Ratatouille after they have a fight and decide they can't be brothers anymore. It is pointed out that Remy is a prince; the subtle implication that Remy grew up in Anton Ego's childhood home and was able to cook a meal that so perfectly matched his nostalgic preferences because he learned to cook using the same books and techniques as his mother is made explicit here, making the original movie much better and more cohesive as a result. We learn that Django actually had dreams of being a chef himself as a young rat and was friends with little Ego (Seth Green). Remy and Emile interrupt the central narrative multiple times throughout the story with witty banter and wacky interjections. Halfway into it after the tragic misunderstanding scene where Django only overhears Ego says that he's sick of rats (he leaves the room before hearing the -atouille) Emile points out that Git's story doesn't make any sense because rats only live for 1/35th the human lifespan and Ego and Django couldn't have been childhood friends. Blood instantly starts running from Git's nose before he collapses and dies and Remy and Emile realize that Chef Skinner has manipulated their entire lives through his magic time machine. The brothers work together to fix the timeline and even manage to save Gusteau, who we learn was murdered by Chef Skinner; but Skinner was only a puppet (literally!) of an evil future version of Remy who Remy himself defeats in "Rat Combat". For as well as this works as a thematic climax, the weaknesses of the trained rat conceit do begin to reveal themselves during the final fight scenes when so many crusted dribblings of rat piss and shit accumulate in the Skinner's actor's hair and eyebrows that he's unable to stop crying for the entire segment
  • Romcom Toy Story crossover in the style of "Guess Who's Coming to Dinner" where Remy falls in love with a stuffed toy rat. Django and the toy's adoptive parents (a Pet Rock and a 2nd generation Tamagotchi, who had faced parallel discrimination themselves in their youth but don't see it as equivalent to what their son is doing) eventually do give up their bigoted ways but the relationship falls apart anyway during the same night due to Remy's obsession with his career. Heavily marketed as featuring Pixar's last LGBT character
  • Low stakes fanservice vibe sequel where the rats and humans work together to put on dinner theater at La Ratatouille (they do Madame Bovary, Colette reluctantly stars but kills it, Emile is forced to control Linguini for all his scenes after he has a panic attack and faints and does just as good of a job). This one is also an Emile movie but it's stealthy about it. Also a jukebox musical

Anthology of the Killer review

Honestly, what's even the point of writing a review of a game like this? There is no description of it which can communicate anything about it better than just playing it. There's nothing quite like it.

It makes me stupid. Words turn to sludge in my mouth. At work, I turn my monitor to my colleague and tell him, "This is what I'm playing right now. You play as this girl called BB walking around these fucked-up 3D environments that look like shit." I put on a squawky voice and read from the screenshot,

Walking home, I find myself staring at bits of trash, advertisements on the sides of public transport, graffiti, a spray-painted outline of Snoopy's head with X-ed out eyes. There's now a BB that lives in my mind, and says things like, "After they stopped printing newspapers, Charles Schulz had to have Snoopy put down. I wonder what they did with the rest of him." The version of BB that lives in my head is not as funny as the real thing.

i'm sure you know that the guy who did these games also made space funeral, but my favorite game of his (other than of the killer) is murder dog IV: trial of murder dog. everything you need to know is in the title.

as he was making these games he posted a lot of his thoughts in the selectbutton.net forums, they are worth the read

the next disco elysium won't come from one of the sixty spinoff studios emerging from ZA/UM's corpse it'll come from thecatamites, mark my words...

(or arguably it did and this was it and my insatiable greed demands that i imply that this beautiful completed passion project was somehow only a prelude to The Next Big Thing)

chili and the chocolate factory...

had to make a new account, so reblogging it again

a long time ago i had a copy of this picture laminated and it's hanging on my fridge. it was my first time having something laminated. relatively exciting experience, i hope to laminate again one day

You are using an unsupported browser and things might not work as intended. Please make sure you're using the latest version of Chrome, Firefox, Safari, or Edge.