Category: Stream of Consciousness

The Propaganda Schlock of Starship Troopers

The last time I saw Starship Troopers was on VHS. I'd have been about 15, so you can forgive me if what I remember most about it is Denise Richards's titties. Which should give you some idea of just how well I remember it, because Denise Richards's titties are not actually in the movie. (Denise Richards's titties are actually important to the theme of the movie. I will be getting back to them in a moment.)

I also remember the film getting pretty mixed reviews on release -- it's quite clearly a big dumb action movie, with extra big and extra dumb, but there was also a vocal contingent of critics lauding it as a brilliantly subersive piece of satire of wartime propaganda. In the years since, it's become a cult hit among people who enjoy it for both -- because it manages a pretty interesting tightrope walk of playing itself totally straight while also being a wicked piece of satire.

More specifically, Starship Troopers the movie is a parody of Starship Troopers the book.

Well, maybe "parody" is a little strong -- again, it plays itself far too seriously to be considered a comedy per se. But it's certainly a movie about crazy, over-the-top wartime propaganda -- and the novel is crazy wartime propaganda (or, almost -- it was too late for Korea and too early for Vietnam).

Heinlein's an interesting dude, and Starship Troopers fills an interesting place in his oeuvre. For a guy who's typically identified as a libertarian, he sure has some weird ideas about only allowing soldiers to vote, and how public floggings are the best tool for disciplining them. With an extra bonus chapter where he really goes off the rails with that public flogging thing and rants about how anyone who doesn't spank their children is stupid.

Starship Troopers the movie gets how ridiculous the book is, ratchets its ridiculousness up to 11, and plays it completely straight.

And while the homages to WWII-vintage propaganda films are great, what it gets most about the nature of wartime propaganda is the dehumanization. Not only Heinlein's choice to very literally dehumanize the enemy by making them giant bugs, but the heroes are dehumanized, too -- and here's where I get back to Denise Richards's titties.

Because the coed shower scene is disquieting.

It goes beyond the obvious ideas of discipline and respect in a coed military and straight on into having a bunch of men fail to even notice Denise Richards as female. And when the Main Guy finally does go for a perfunctory roll in the hay with her, it's all just rote, mechanical "this is happening because it's a movie and the leads have to hook up" stuff.

All in all? Well, to make another Spinal Tap reference, there's a fine line between stupid and clever, and Starship Troopers walks it. It's a winking, biting homage to the source material, that looks and feels like it's a dumb movie made by people who just don't get it. (And it could be both -- there are a whole lot of people involved in making a movie.)

Its cult status is well-deserved -- and even if its comedy is intentional, it seems unintentional enough that it's perfect fodder for Rifftrax.

Which is what I'm headed to see right now, as I write this, though by the time you read it I should already be home. Maybe I'll share more tomorrow!

World of Balance

So my current replay of FF6 has sparked some discussion over on the forums, as you might expect.

My previous post, asserting that the Auction House is the worst thing in the game, met with some debate from TA and Brent, who contend that the Veldt is the worst thing in the game. From there, discussion ensued about Gau's utility, and I mentioned that I'm going out of my way to use characters on this playthrough who I don't normally use and how putting Strago, Relm, and Locke in my party made the Floating Continent a much more defensive affair.

Brent interjected that strategy is not a subject he associates with FF6 ("I always thought the RPG bits were just the glue holding together a pretty good steampunk fantasy novel"); Ocksi and I got to talking about the unlikely prospect of a remake in the style of 3 and 4 for DS -- and I bridged the two points, noting that while the best we're likely to get is a prettied-up-but-primitive port like on the PSP (and even that's not looking likely right now), FF6 is a game that could really use the sort of serious rebalancing that the DS remakes got. Brent suggested the following:

If I were redoing the game I'd just do away with the Fight command completely and let everyone have their own wholly unique attack mechanic. That'd mean a lot of new minigames and some changes to existing specials (Cyan shouldn't hold up the entire damn fight, Setzer shouldn't randomly end the game), but I don't think many people would complain.

and we went from there.

Most of this was originally posted on Brontoforumus, 2013-08-11, but I'm making some notes and revisions here as I go.


That'd be pretty tempting, yeah. Make Terra and Strago pure magic, say? And give them an FF12-style Charge move in case they run out of MP.

Further thoughts:

Give monsters AI. Make them only heal as needed, and not re-cast offensive/debuff/negative status spells on characters they have no effect on. Obviously you'd need to rebalance their attacks, because there would be absolutely no reason for a Stray Cat ever to use its standard attack instead of Cat Scratch. (Which I guess is the same problem with Edgar, Sabin, Cyan, and the Fight command.) Maybe add charge time to the more powerful attacks? I'll get back to charge time in a minute.

Either give Gau, Mog, and Umaro AI much like what I described above, or make them controllable. (Or, ooh, here's a thought: have them initially fight based on AI, but introduce a relic in the second half of the game that allows you to control them, like the FakeMustache turns randomized Sketch into Control.) Make your character controllable in the Coliseum, too.

(Mothra interjected that he liked not controlling his character in the Coliseum. I don't, at all, but if they were to keep it that way they'd definitely need to give it the same kind of AI upgrade that I suggested above -- Sabin should never, ever use Spiraler; if you know Firaga you shouldn't be casting Fire; and if you cast Scan I'd better see you using your next turn to exploit any elemental weaknesses it pulled up.)

Gau/Veldt: Make Gau automatically learn rages from every monster he defeats, whether he's on the Veldt or not.
Veldt can still serve a purpose as the place where you can re-fight monsters from earlier in the game -- but needs a few tweaks.
First of all, get rid of the current arrangement of monsters (where you fight a random group from an ordered list). Split the Veldt up by region -- maybe arrange it so that it resembles the world map in miniature. Go to an area on the miniature map and you'll fight monsters from that part of the world map. (Obviously this would be a little trickier to implement in the WoR -- do you have a mix of WoB and WoR monsters in each region, or find some way to split it up into two miniature world maps?)
And no more missable Veldt monsters. If you've been to a region, monsters from that region will show up on the Veldt, whether you've encountered them or not. (The exceptions would be the two bosses, provided you even keep them as Veldt monsters; that was always kinda weird.)

Oh, and no missable dances, either. Create some persistent location where you can learn the Water Dance in the WoR. Maybe make the Serpent Trench, Ebot's Rock, anywhere else that was underwater in the WoB into a marshland that counts as water.

Celes: While Terra and Strago make sense as pure mages from a plot perspective, Celes doesn't. She's been raised as a warrior from infancy; you'd have to expect she'd at least know how to handle a sword when MP runs out. I say make her an FF5-style Mage Knight; give her the ability to enchant weapons with elements or effects. You could keep Runic, but if so you'd want to make it useful late in the game by, for example, making it only draw enemy magic (maybe have this be another ability that gets upgraded by a Relic), or you could drop it entirely in favor of Magic Sword.

Magic: The four natural mages (Terra, Celes, Strago, Relm) should have visibly better magical aptitude than everybody else. I think everybody else's magic stats (Magic, MP, M Evade, M Def) should be nerfed -- not to the point where magic is useless, but to the point where it's noticeably less effective than when the natural mages do it. (Gogo's actually a pretty good example of a character who can still use any ability in the game but is visibly worse at it than its natural practitioner.) I'm thinking you could also add charge times for the non-natural magic users to cast their spells.

And speaking of charge times, that's what you do with Cyan. Have him pick his attack from a menu and then initiate the counter; if you want to do, say, #7, it'll still take just as long to prepare, but everybody else in the party can keep doing their thing while he's preparing it.
Also, either eliminate his intermediate attacks or make them useful.

Similar goes for Edgar -- there's not really much reason to use any of his tools except Autocrossbow and Chainsaw.
I say nerf Chainsaw a bit. (Make the difference between it and Drill more striking -- make it useless against monsters with high def, for example, so that Drill is clearly a better choice there.) Make monsters more susceptible to Bioblaster and Noiseblaster (and maybe add some more tools that cause different status ailments) -- here's a thought, maybe even make monsters that would normally repel a Bio or Confuse spell susceptible to the Tool version.
Introduce Debilitator way earlier in the game -- say, before the Magitek Research Facility. (Technically it's possible to steal one from the crane boss, but it's rare and that still means you get it immediately after the part of the game where it would be most useful.)

Auction House: Easily fixable. FF9 had an Auction House that actually behaved like an auction house; do it like that. Make players bid; place them up against simple AI behavior from townspeople; reward good betting strategies while keeping the results somewhat unpredictable. Maybe even have an online component to it, let players trade items -- you can put restrictions on it (like one purchase a day) if you really want to, but I wouldn't worry that much about people gaming it, really.

The joke events could still happen I guess, but limit them to once each.

And keep a high probability that the important items -- the two Espers and, provided we keep Gilgamesh, Excalipoor as well, shouldn't be too hard to get ahold of. It's okay to have some rare stuff in there -- maybe a very low probability of super-powerful, super-rare items like Economizers and Offerings showing up -- but I don't think any unique items should be such a bastard to get.

And while we're talking about rare items, having the Excalibur and other high-end equipment not show up until the very end of the game is dumb. It should be obtainable earlier.

(Making the player choose between Ragnarok the Esper and Ragnarok the Sword, while still allowing you to steal the sword from one of the Goddesses, is okay by me, though. ...but maybe make it not such a pain in the ass to get rare steals. Maybe do like the more recent games have done and allow monsters to carry multiple items so if you keep stealing for long enough you'll eventually get the rare one?)

I think Celes's theme should actually play for more than three seconds of the game, too. Like, for starters, why not play it when she's introduced, like nearly every other playable character?

It's Marvel v Kirby, not Kirby v Marvel

I haven't had time to read the full judgement yet in the appellate court's recent decision in Marvel's favor in Marvel v Kirby.

What I have had time to read is multiple otherwise-reliable comics sites getting the basic facts of the case wrong -- indeed, the most basic fact of the case, which is who sued whom.

Matt D Wilson's article on the story at ComicsAlliance says,

Kirby’s heirs brought their suit over the characters in 2009, as the push to make huge-grossing movies featuring characters Kirby co-created (like The Avengers, which has made more than $1.5 billion) was really heating up. Marvel and parent company Disney countersued the next year.

(Wilson also incorrectly claims that the rights to the Silver Surfer were part of the dispute -- they weren't; the dispute concerns works created between 1958 and 1963, and the Surfer first appeared in 1966 -- and then misspells Gary Friedrich's name.)

Heidi McDonald's piece at Comics Beat -- a site which is ordinarily one of the best for coverage of comic book copyright disputes, due to lawyer Jeff Trexler's contributions -- is titled "Marvel wins appeal in lawsuit brought by Jack Kirby’s heirs", and its first sentence also refers to "a lawsuit bought by Jack Kirby’s heirs". Which is fucking baffling considering that right there on the same page Ms. McDonald has embedded a PDF named marvel-v-kirby.pdf that starts out like this:

11-3333-cv
Marvel Characters, Inc. v. Kirby

UNITED STATES COURT OF APPEALS
FOR THE SECOND CIRCUIT
August Term, 2012
(Argued: October 24, 2012 Decided: August 8, 2013)
Docket No. 11-3333-cv
-------------------------------------
MARVEL CHARACTERS, INCORPORATED, MARVEL WORLDWIDE,
INCORPORATED, MVL RIGHTS, LLC,
Plaintiffs-Counter-Defendants-Appellees,
WALT DISNEY COMPANY, MARVEL ENTERTAINMENT, INCORPORATED,
Counter-Defendants-Appellees,
- v -
LISA R KIRBY, NEAL L. KIRBY, SUSAN N. KIRBY, BARBARA J.
KIRBY,
Defendants-Counter-Claimaints-Appellants.
-------------------------------------
Before: CABRANES, SACK, and CARNEY, Circuit Judges.

Again, I haven't had time to read the full judgement yet -- but Heidi McDonald apparently hasn't had time to read the first line, the list of parties, or the filename.

And look, I really like Heidi McDonald, and I really like Comics Beat. But I think this is terrible. It's one thing for somebody in the comments section to spout the common misconception that the Kirbys sued Marvel -- hell, it's pretty much a given! --, but it's another entirely to see it in the headline on a reputable site.

The Kirbys did not sue Marvel in 2009. They filed for termination of copyright transfer. Marvel sued them in 2010; only then did the Kirbys countersue.

I am sure that this is an honest mistake, on McDonald's part, on Wilson's part, probably on the part of some (but certainly not all) the people who repeat the same misinformation in various comments sections across the comics Internet.

But while it may be an honest mistake, it is not a trivial one.

Facts are important. Details are important. The question of who sued whom is important.

The claim that the Kirbys sued Marvel in 2009 is false. That is not a matter of opinion; it is not subject to dispute. The Kirbys did not sue Marvel in 2009 -- that is a fact.

Any narrative which maintains that the Kirbys sued first is, likewise, false, and presents an incorrect, misleading picture of the very nature of the suit.

And that even someone like Heidi McDonald, who is sympathetic to the Kirbys, has inadvertently bought into and repeated the false narrative that they sued first says a lot about how pervasive that narrative has become.

Private Prisons

I wrote something yesterday that forumgoer Mothra referred to as "a Thad mic drop", so I figured it might be a good idea to repost here. For posterity and stuff.

Mothra had brought up the Kids for Cash scandal, which has been in the news recently due to the Third Circuit's rejection of Mark Ciavarella's appeal.

The short version of the story is that two judges accepted bribes from the owner of a private juvenile detention center, in exchange for sending as many children there as possible.

I'm not a religious man, so when I say that there is a special place reserved in Hell for them, what I actually mean is "a minimum-security prison".

Anyhow, here's what I wrote yesterday; originally posted on Brontoforumus.


There are a lot of industries I hate. A lot I see as hopelessly, incurably corrupt, as industries whose very function is to profit from human suffering.

Health insurance. Investment banking. Oil and coal. Weapons. Newscorp.

But the private prison industry is the very worst.

The very proposition of creating a profit incentive for putting people in prison and keeping them there is one that should result in only two reactions: laughter that the notion is farcical; disgust at the realization that people are serious about it.

Have I mentioned the private prison lobby's role in crafting SB1070 lately? Because here, let me just link this again:

Prison Economics Help Drive Ariz. Immigration Law, by Laura Sullivan, NPR, 2010.

Final Fantasy Prequels I'd Actually Like to See

R^2's excellent Let's Play Final Fantasy 4 Advance thread over at Brontoforumus has veered onto the topic of The After Years and its general wretchedness. I've never played it -- but yeah, it sure seems like a terrible idea, on principle.

And I get to thinking, what Final Fantasy same-world sequels are any good?

For my money, FF12 and Revenant Wings don't count -- that's a case of an established setting being worked into a numbered FF game, not a numbered FF game's setting being reused per se.

FF10-2 was pretty neat, partially because it was the first and partially because it was so utterly different from FF10 proper, in tone, plot, and gameplay.

And the only FF7 sequel worth a damn is Crisis Core.

I think a lot of that is because it has the good sense not to take itself as goddamn seriously as most everything in the FF7 universe -- but I think it's also because it's a prequel. FF7 has an ending. An ending whose appeal comes from its ambiguity. Setting games (or movies) after the ending misses the point. Badly.

So with FF4. FF4 puts a fucking bow on things. Everybody gets to be a king or queen. Even Yang, for no reason whatsoever.

How the fuck do you top that? You don't.

Most Final Fantasys have an ending that's pretty, well, final. (There's an ongoing fanboy talking point that that's why they're called "Final" and that's why you should stop making jokes about "Dur hur how can they be final if there's thirteen of 'em?" That's stupid fanboy talk. But you really should stop making that joke.)

But you know what? Plenty of them come with perfectly good backstories to play with, and ripe ground for prequels.

Let's start with FF5 and the Warriors of Dawn. You could play as a young Galuf, and Butz's dad, and...look, I forget the other two guys' names. The point of FF5 isn't really its plot, it's the jobs system. I'd be happy to play a game with an earlier war with Exdeath, revisiting some familiar locations and characters a la Dragon Quest 3.

And then there's FF6 and the War of the Magi. The backstory's dashed off in a few lines of exposition in-game, but it's got loads of potential -- three gods begin fighting, they mutate humans into magic users, other humans hunt the magic users to take their powers, and it leads to an all-out apocalyptic battle that rends the world asunder and ultimately wipes magic off the map and sends technology back to the Stone Age.

Given the timeline and the established power of the Warring Triad, the world wouldn't need to bear any kind of resemblance to FF6. (Though, hm -- maybe the map could start out looking one way and, after being torn asunder by the Triad, look like the World of Balance. Dramatic irony!)

And the final candidate I'd like to share is Final Fantasy 3. 3 has an even more barebones story than 5 (and isn't as good a game), but it has one idea in its backstory that could make for a wonderfully warped take on the traditional story.

3 relies on the D&D trope of Good and Evil existing in balance to one another, and the idea that if one becomes too strong, the other will rise to defeat it. Final Fantasy 3 has a world subject to the influence of a creeping evil -- and so the Crystals create four Warriors of Light.

But, it's clearly established in the backstory that the reverse happened a few hundred years before: Good got too strong, and the Crystals created four Warriors of Dark to restore the balance.

I'd love to play a game that does the Final Fantasy formula in reverse: burn villages, breed monsters, awaken ancient evils, start an evil empire and slowly take over the world.

I guess it would be kinda like the first half-hour of Final Fantasy 4, if Cecil had a much higher degree of job satisfaction.

Formula

I watched Life of Pi tonight.

At one point, I turned to my wife and said, "In the formula, that's what's know as the All Is Lost Moment. Guess that means we're in Act 3 now."

I read an article recently called Save the Movie!, by Peter Suderman of Slate. It's about Save the Cat!, the 2005 screenwriting book by Blake Snyder which defined the formula that seemingly every successful American film since has followed, on down to explaining why Joker and Khan both have such a penchant for gloating at their captors from jail cells.

I really enjoyed Life of Pi. I think it's a great film. But it came with plenty of déjà vu. Hell, it wasn't even the only 2013 film that featured an orphan, a storm, lifeboats, a confrontation with terrifying beasts, and magical realism, and received Oscar nominations for Best Picture, Director, and Adapted Screenplay.

But formula's not bad, not inherently. Particularly in a story like Life of Pi which is itself about storytelling.

I don't have any problem with Joseph Campbell, either. Well, I mean, his writing gets pretty didactic, but he was a man who loved stories and loved taking them apart and seeing what made them tick and what the great ones had in common.

I do hate the extent to which his work was taken as an instruction manual instead of simple academic deconstruction, though. Which is pretty much how I feel about Watchmen (and how, not for nothin', Alan Moore himself feels about Watchmen) -- a perfectly good, interesting, insightful work that far too many people decided was a mathematical formula.

Which I suppose leads into some sort of irritating movie reviewer's wordplay about Pi. Fill that in for yourself, I guess.

TANSTAAFTV

Stumbled across an old CRT TV today. Looks good -- 20", flat screen, surprisingly lightweight, even has component inputs, which I've never actually seen on a tube TV before.

It'd be the perfect TV for retro gaming, if not for the pinch at the top of the screen. Looks like it had a run-in with a magnet.

Seems like it should be modern enough to degauss itself, so I'm doing the thing of turning it on for a minute and then unplugging it for a half-hour and seeing if that'll eventually fix it. But I'm guessing the previous owner probably already tried that. In the meantime, I can't tell if it even reads the A/V jacks, because I can't read the channel number in the corner of the screen as that's right where the picture pinches down to nothing.

I think it'll probably end up at Goodwill and become Somebody Else's Problem and I'll just stick with the inferior-but-actually-working 20" CRT I've already got. Debating, in the meantime, whether I should throw $10 down to get a degaussing coil on eBay, or just try and use a refrigerator magnet. They say using a fridge magnet will almost certainly just make things worse -- but what the hell, the set's already not in working condition; it's not like "worse" is a meaningful distinction at this point.

Sure seems to be spitting out one hell of a static charge, though. I had it on next to my chair for a minute and I can still feel the pressure on my ears.

Kirby4Heroes

Last year on Jack Kirby's birthday, I covered Kirby4Heroes, his granddaughter Jillian's fundraiser for the Hero Initiative, a charity for down-on-their-luck comics creators.

Well, this year's Kirby Day is a few weeks off yet, but the young Ms. Kirby has just unveiled the Kirby4Heroes Facebook Page, and has more work coming up.

Readers of this site will know that I don't really do the Facebook thing, but statistically speaking you probably do, so go Like and Share and whatever it is you kids do. And even if you don't have a Facebook account, you can still take a gander at some great family photos on the site -- spanning Jack and Roz's entire lives.

And if you've got a few bucks to spare for the Hero Initiative, please do. Remember the sad stories of guys like Robert Washington -- it's a tough damn business, and its brightest stars seldom get the recognition or thanks they deserve -- and fair wages are rarer still.

Thanks, Jack. And thanks as well to Jillian.

The Auction House is the Worst Thing in Final Fantasy 6

It really, really is.

I mean, the Fanatics' Tower is downright sadistic -- it's a huge, nasty, difficult slog, with no save points, ending in a boss who will almost certainly kill your entire party when you defeat him, and then, if you survive (which requires either Reraise or an extremely high-level party), makes you walk all the way down again, and not only that, but it offers no experience, so if you die you lose everything you've gained.

But, it's pretty easily gamed. You're not going to fall for that wipe-out-your-entire-party thing a second time, and players who know what they're doing can actually get in and out painlessly with a Moogle Charm and the Berserk and Reraise spells.

The Auction House, on the other hand, is bullshit.

The first thing wrong with it is that it is not a fucking auction house. It is a store with a randomized inventory where it takes an inordinate amount of time to buy things. Items go for the same price, every fucking time; you just have to sit through a goddamn cutscene before you can agree to buy them.

And the second thing wrong with it, of course, is the goddamn Talking Chocobo and 1/1200 Scale Airship.

Not only is it a store with a randomized inventory that makes you sit through a cutscene to buy things, but a very large percentage of the time (I'm going to say "majority", though people who've paid more attention to FF6's RNG can correct me) it hits you with a gag item that you can't actually buy.

This is, possibly, mildly amusing the very first time it happens.

For some reason, it is possible for it to happen a second time after that.

And a third, fourth, fifth, and seven hundredth fucking time.

And if you want to get two particular espers, or certain rare relics early in the game, you either have to study the game's random number generator to figure out how to get the things you actually want, save-spam until you get lucky, cheat, or actually sit through every one of the auctions.

Nice thing about emulation is that it makes it a lot less obnoxious, what with the ability to use a save state right outside the door and fast-forward to nudge the RNG. (On my last playthrough I was convinced that the item up for auction was seeded by your number of steps; this time I'm more inclined to believe it's time-based. I'm sure somebody out there has written an exhaustive guide, though I must admit I'd be more interested in just finding a hack that turns the damn thing into a store and lets you buy the things you want from it.)

Auctions -- actual auctions -- make a lot more sense in MMORPG's, where you're interacting with other players. So do extremely rare drops, for that matter. FF6 is less guilty of the latter than FF4, with its rare summons, Pink Tails, and such (though I've only ever seen one Economizer drop in all the times I've played 6 top-to-bottom and side-to-side), but there's slim damn reason for there to be an auction house in the game in the first place, and no reason at all for an irritating goddamn barely-functional store that pretends it's an auction house.

Occupy Comics

While I was partial to the DeMatteis/Cavallaro piece in #1, the piece of the Occupy Comics anthology that everybody seems to be talking about is Alan Moore's (prose) history of the American comics industry. And that's plenty understandable. Moore's Dry British Wit is at its best here, with his faux-fair-and-balanced choice of words (where he repeatedly points out that original DC publisher Harry Donenfeld was merely an alleged mobster).

A lot of this is ground that's been tread many a time before, notably but not exclusively in Men of Tomorrow by Gerard Jones and The Ten-Cent Plague by David Hajdu (Amazon wishes me to note that those are affiliate links and I get a kickback from them, whereas I wish Amazon to note that Gerard Jones's name is not actually Gerald). But Moore brings his own entertaining little flourishes:

The Comics Code itself, a long standards and practice document, is interesting mainly for the eccentricity of its demands (the living dead and treating divorce humorously are both seen as equally offensive, with this stipulation aimed presumably at titles such as Zombie Alimony Funnies, which I've just invented so please don't write in), and for the curious specificity of language in which those demands are framed. For instance, in the Code's insistence that no comic book should have the words 'Horror' or 'Terror' as a prominent part of its title, it is difficult not to suspect that this is legislation which has been designed expressly to put E.C. publications out of business. The one way in which the Code could have accomplished this more blatantly is if they'd added words like 'Vault' or 'Mad' to the above forbidden list.

It's a good story, and it's well-told. And it leaves me curious as to whether and when Moore will collect it in book form.