Category: Stream of Consciousness

Day in the Life

Woke up this morning with a nasty headache. After some coffee and ibuprofen I managed to get it manageable enough that I made it to work, but I was still achy, and the extra coffee made me jittery besides.

Felt better by around lunchtime, and the second half of the day wasn't so bad. Aside from having some tedious tickets. The good news/bad news is that I've become the go-to guy for putting together websites for extra-difficult or -particular sets of requirements.

Latest OpenSUSE upgrade gave me a KP on reboot, but rolling back a few versions let me boot okay. Then my speakers were making horrible noises; inexplicably, rebooting and removing and reconnecting the audio cables didn't do anything but removing and reinserting the USB cable for the external sound card did.

Went out to my in-laws', played with my nephew, and ate a calzone from Spinato's, my favorite pizza place. Watched Jack the Giant Slayer on DVD. Entertaining if forgettable action flick.

Got home and saw the black widow who lived under my door was out. I first saw the little fucker a few weeks back; back then I tried to find something to smash it with but by the time I did it was gone. (I wear sandals in the summer, and I'm not about to try to step on a black widow with an open-toed shoe.) I vacuumed up its webs, sprayed Raid around the area, and hoped I'd killed it, and didn't see it again after that, but tonight made it clear that either that hadn't killed it or another one had moved into its spot.

Tonight I managed to get into the house and get my hands on a shoe (closed-toed) without disturbing it, and gave it a good and thorough smashing. Sprayed Raid around the threshold afterward, just in case it laid eggs. If it didn't work last time, I don't know if it will this time, but while I have stronger poisons I'd really rather not sprinkle them in an area where they're certain to be tracked into the house, so hopefully Raid will do.

...I just noticed I'd been reflexively writing "RAID" in all caps and went back and fixed it. Funny the things your mind does.

(The last time I took a typing test -- which was sometime around late 2005 or early 2006 -- the only error I made was writing "Thad" instead of "That". Obviously it's a word I write fairly frequently.)

Anyway, got a good 25 minutes left in the day; guess I should probably go find me a Zappa something to post.

Another Ditko Kickstarter

I discussed the previous Ditko Kickstarter back in April. Well, now Snyder's back with another, reprinting 1992's Laszlo's Hammer.

I'm in. Though I'm still not done with all the goodies I got last time.

I finished Ditko Public Service Package, the reprint that the Kickstarter funded. But I've only just cracked Steve Ditko's 160-Page Package and the first of The Comics newsletters that I got as bonuses.

On the whole, I'm finding 160-Page to be a lot more satisfying than Public Service -- its stories are more conventional morality tales, with beginnings, middles, and ends, that recall the 1950's era of science fiction and crime comics. Public Service is a lot stranger and more inscrutable -- but it's delightful in its own way too, even as it's sometimes baffling or infuriating.

And there are still a couple more Packages where those came from.

At any rate, go contribute to the Ditko Kickstarter. You'll be glad you did.

And on a related note, ComicsAlliance's Joe McCulloch recently wrote the excellent Steve DItko Doesn’t Stop: A Guide To 18 Secret Comics By Spider-Man's Co-Creator, focusing not on the 1990's work that Snyder has been using Kickstarter to reprint, but on Ditko's most recent work, from 2008 to present.

It's great stuff, new and old. And I can't wait for the next round.

Part II begins now!

If I've a gripe about Act 2 of FF6, it's that it's one of those bits that gives you flexibility to choose your party but where the plot clearly defines a correct party.

It's Edgar, Sabin, Locke, and Celes.

If you've got Edgar and Sabin, you'll get their cutscene in Figaro that tells the story of their father's death, the coin toss, and Sabin's departure.

And if you've got Locke, you'll see his cutscenes in Kohlingen about Rachel, her fall and amnesia, and her current state of suspended animation.

While it's true that Celes only gets one line of dialogue to react to all this, I think it's still valid to say she's a "correct" party member here, given that she becomes mandatory after Zozo.

Speaking of after Zozo, yes, you do get to choose half your party there -- but Locke and Celes are mandatory, and Sabin and Edgar are still the two remaining party members who contribute most to the plot if you pick them -- because then you get the punchline to the coin toss story.

Sure, you can get Shadow during this stretch -- but it's not really worth it. You might catch one of his dreams if you stay at an inn, but other than that, he doesn't do much except potentially run away at an awkward moment and leave you stranded. Plus, if it's your first time playing the game, you won't know he's coming and will leave Narshe with a full party and not be able to get him (without backtracking to Narshe and leaving somebody behind), and if it's not your first time, you'll know the correct party is Edgar, Sabin, Locke, and Celes.

Anyway. That aside? This is one of the great sequences of the game. Zozo is one of the most memorable locations, and the Opera House represents everything I love about Final Fantasy in general and this game in particular. And in the version I'm playing, with the music restoration patch, it's an actual recording, complete with real voices. Singing in Italian. Seriously, it is the crown jewel of an excellent game hack and you owe it to yourself to check this version of the game out.

And then the occupied cities of Albrook, Maranda, and Tzen -- if I've a gripe about them, it's that they're a little too samey, but that was a pretty common problem in 8- and 16-bit JRPG's and FF6 provides more variety than most.

And then Vector. Vector is marvelous. The slight sheen of fire and metal over everything, the soldiers everywhere and robbers in the inn, the oppressive music.

And the Magitek Research Facility is a whole other vibe: pure mad science.

The whole sequence is so fantastic that I hate to point out the places where the seams show, but what the hell, here they are.

First: it's stated in dialogue that Gestahl has known about Magicite for 20 years and that Celes's magical talents came at the expense of an Esper's life.

But Kefka and Cid are both quite clearly surprised by the revelation that the best way to obtain an Esper's power is by killing it.

I can understand Gestahl not telling Kefka -- I mean, would you? -- but Cid? That doesn't make a lick of sense. Cid is the guy in charge of extracting power from Espers. The entire purpose of this giant facility you're in is rendered moot if Gestahl knows magic is derived from dead Espers rather than Espers in giant fishtanks. Not to mention that Cid is the person who gave Celes her magic infusion when she was a child, so if it involved dead Espers he should presumably have known about it.

(And speaking of children, the Slattery and Woolsey translations both have Terra say "I was raised on the Esper world." and then immediately tell the story of how she left the Esper world at the age of two. That's more of a nitpick over a single word choice, but it still grates.)

Also very very silly: Locke seems to immediately buy Kefka and Cid's -- that would be, to those of you keeping score, the villain and a guy he just met -- allegation that Celes is a spy.

This is, of course, completely fucking ludicrous.

It relies on what Roger Ebert called the Fallacy of the Predictable Tree (after the scene in First Blood where Rambo drops out of a tree on top of a cop -- they are in a forest; how did he know a cop was going to stand under that exact tree before he climbed it?) and TV Tropes calls Gambit Roulette.

Let's paint a picture here.

Let's say Celes was a spy seeking to infiltrate the Returners.

When Locke meets her, she is chained up in a basement. (Or, in the GBA version, just kinda hanging out in a basement.)

So okay. She wanted to infiltrate the Returners.

So she...hid out chained up in a basement, and just waited for one of them to come into South Figaro, sneak past the armed guards by stealing clothes from people, bribe an old man with cider to be allowed use of his secret passageway, and just happen to look through the door into the smallest room in the biggest house in town and see her chained up there?

Locke believes this is a plausible scenario. Because Locke is a character in a video game. And in a video game, a plan like that is perfectly logical.

This is a medium where mad scientists regularly attempt to take over the world by sticking thematic robots into little rooms where they can hang out and wait until somebody walks in so they can shoot at him. Where dragons won't attack you until after you've talked to exactly the right villagers in precisely the correct order. And, lest you think these particular abuses of Video Game Logic are confined to classic games, I point you to my thoughts on Metroid: Other M, a game where a monster does not attack you until you notice a trail of bugs on the ground, and a woman will stand at a window for ten minutes while you look around and then act surprised and run away when you finally spot her.

So, all things considered? I guess Locke's got a point.

Hank is Dr. Venture's Greatest Triumph.

Spoilers for the Venture Bros. season finale follow.

I read the Zack Handlen's review of The Devil's Grip at AV Club, and these bits stuck out to me:

[...I]f part of this season has been seeing how Dean deals with the fall-out of learning his super science origins, just as important has been realizing that Hank’s goofy enthusiasm actually puts him far ahead of nearly everyone else on the show. In many ways, Dean’s mopiness and stress are easier to relate to, as they seem like the only sane response to the Venture-verse. [...] But sinking into despair, and dwelling on the inconvenience and humiliation, isn’t going to change things.

[...W]hile the Ventures and friends are holding a funeral for Dr. Entmann at the Venture compound, Dean finally breaks down and tells Hank that they’re both clones. To Dean, this knowledge is painful, confirming his deepest, darkest fears about his own validity and place in the world. To Hank: “That is awesome.” While it’s not always possible to find the bright side of things, Hank’s optimism is a healthy, even enlightened way to approach the world. For a long time, Hank Venture looked like the dumb part of the Venture equation, a nice kid whose failure to fully grasp what was happening around him kept him in a perpetual state of Pollyanna-ish bliss. But the truth is, he knows what’s going down, and while sometimes it upsets him, he’s still doing his best to have the time of his life.

This recalls last season, when Hank, hurt that his father was ignoring him to groom Dean as his successor, staged a phony kidnapping to ask him why.

Rusty, in a moment of candor, responded that Hank is too much like him -- he doesn't want the pressure of living in his father's shadow, isn't cut out for the lofty expectations everyone's set for him. Rusty has chosen to give Dean his burden -- and to spare Hank from it.

And we've seen that dynamic playing out. Dean has spent this season wracked with existential dread at finding out that he's literally not the person he thought he was. Hank, on the other hand, knows exactly who he is -- and so he's a clone besides? Well, how cool is that? As far as he's concerned, that makes him more unique, not less.

And Dean smiles.

Like Hatred's disarmingly perfect advice, earlier in the season, that he's the best Dean there is, only moreso, this was exactly what Dean needed to hear. And I'd like to think this is going to be the beginning of him coming out of his funk and becoming -- well, not the same old Dean we knew before, because that would be boring and that's not what this show is about. But to grow and change and maybe even someday become a well-adjusted adult.

Hank's already well on his way there. And he'll be there to help his brother along, because that's what brothers do.

The Venture Bros. is a show about failure. And Dr. Venture, more than anyone else, is a failure. His greatest joys come from willful ignorance and self-delusion.

But amid everything that's gone wrong in his life, he's raised a son who's turned out pretty well, and who's on his way to helping the other son turn out pretty well too.

Course, the fact that his greatest contribution to Hank's success was leaving him the fuck alone to figure out his own way carries its own little ironic sting. But even that took a kind of melancholy self-awareness that Doc shows only at his most vulnerable, a level of empathy he's never shown anyone else before or since, and, for once in Doc's life, was exactly the right choice.

New Simonson Thor and Other Con Announcements

I'm not terribly excited by all the big movie stuff, or really the DC/Marvel comics stuff either, at Comic-Con. But there have been some good announcements about things I do care about. Occasionally-reliable gossip site Bleeding Cool has told tales of new Bone from Jeff Smith, a Stan Sakai adaptation of War of the Worlds set in feudal Japan, and a history of Mad Magazine by Mark Evanier and Sergio Aragonés (Evanier himself responded by saying no that last one is not happening and he never said he was doing anything of the sort).

While I hold out hope that they really are going to announce that the '60's Batman TV series is finally coming out on DVD, here's one thing that has been officially confirmed: Walter Simonson is doing a new Thor comic. (But not a new Thor comic. See the importance of italics, kids?)

It's not for Marvel, and it's not Marvel's Thor. It's a creator-owned book called Ragnarök and it features good ol'-fashioned public-domain Norse mythology. Said Simonson: "Scott Dunbier and I first talked about me working on a creator-owned book involving the Norse gods 15 years ago, but as many of my former editors can tell you, I've always regarded deadlines as useful fiction."

I am so there.

The Sublime Symmetry of FF6's First Act

Well, Terra's turned pink and flown off toward Zozo, leaving me to consider the first five or so hours of FF6. In an era where episodic games are now common, it's striking that the game's first act would have made an excellent Episode 1. It doesn't just tell a satisfying story with a beginning, middle, and (cliffhanger) ending, it doesn't just introduce the premise and most of the major cast while still leaving the biggest stuff for later -- it also plays significantly differently from the rest of the game, and its plot and play beats form a brilliant mirror where the end of the act recalls its beginning.

The Empire invades Narshe, with Terra as a puppet. Terra encounters the frozen Esper, with explosive results. Terra regains consciousness and the ability to think for herself. Locke has to protect her in a battle with a tower defense element to it, with three parties defending from oncoming nonrandom monsters. Terra and Locke flee the Empire, gaining comrades along the way -- and then the party is abruptly separated. For the first time, you see events unfold through characters other than Terra -- and then everyone makes their way back to Narshe. The Empire invades, with Terra and friends defending the city; they have to defend Bannon in a battle with a tower defense element to it, with three parties defending from oncoming nonrandom monsters. Terra encounters the frozen Esper, with explosive results -- and even as she comes closer than ever to discovering who and what she really is, she loses her willpower again and becomes an unthinking beast.

Aside from that, there's the gameplay -- and, notably, a couple of things happen during this portion that don't happen again later.

First, there are the two tower defense-style battles. They're the only two in the game, which is just the right amount. The first one is easy and lets you get the hang of it; the second one's a more legitimate challenge.

There's also the "Choose a scenario" portion. While there are other parts of the game where the party is split up, there are no other occasions where you experience story developments from multiple perspectives.

And it's mostly great! Terra's scenario is pretty bland, but at least it's short. Locke's scenario is another unique piece of game; it's a puzzle that plays to his strengths as a th -- treasure hunter, and it's funny besides. Sabin's scenario is the longest and broadest of the bunch, introduces three new playable characters with tragic origin stories, and takes you through a tour of the game's various locations -- the Imperial Camp, Doma, the Haunted Forest, the Phantom Train, Barren Falls, the Veldt, and the Serpent Trench. Some of it feels half-baked -- the Forest is over in minutes, and the Serpent Trench is just a showcase for then-impressive Mode 7 animation where very little actually happens (and then you have to come back later if you want to get Mog's water dance) -- but a lot of it, like the camp sequence and the Phantom Train, is excellent.

And then there's the character balance -- this is a game that's famous for not having very much of that, but it's hard to tell in the opening act.

Each character has a unique ability -- at least, up until you get Celes and then you've got two magic-users and Terra hasn't learned Morph yet. And most of them are pretty well-thought-out.

Terra and Celes both play like Red Mages in previous FF games -- they can equip the best weapons and armor and cast both black and white magic spells, but they're not very strong as attackers yet at this point in the game, their offensive spells are middling, and their low max MP means they don't get much use out of them at any rate. Celes's Runic is pretty damned useful early in the game when she's the only magic-user in the party and it effectively nullifies bosses' magic; it's not until later in the game that it becomes basically worthless.

Edgar gets decent, but not crazy-high, damage against all enemies with the Autocrossbow. It's a pity the Bioblaster and Noiseblaster aren't much use.

Shadow gets solid-to-high damage depending on equipment, and occasionally will counter with Interceptor, which is the most damaging attack you've got at this point in the game but happens rarely enough that it's not spammy. And Shadow is squishy and dies easily. (And may randomly ditch out on you and make you restore from a save so he doesn't take that Genji Glove you put on him when he goes. That part I'm not so crazy about, but the unpredictable mercenary angle is a neat idea in theory, at least.)

Cyan is nominally a samurai but plays more like the previous games' Knight class: he does solid damage but excels at defense. Early on he's kinda like Edgar in that he's got one very good special attack and two others that aren't really much use most of the time.

Gau has immediate access to more powerful attacks and spells than anyone else in the party, but you can't control him and even if you pick a Rage like Templar that drastically boosts his defense and evade (in versions where the evade stat actually works), he's still pretty squishy.

And then there's Sabin and Locke. Who I guess, if nothing else, at least balance each other, since one is ridiculously overpowered and the other is, at this point in the game, not that damn good.

Sabin is the most overpowered character in the game. You can see where they were trying to make him something of a glass cannon like the Monks in the previous games -- he's got the high attack, high HP, can't equip good armor thing going on -- but even with weak armor he still does a pretty good job of soaking up damage, and he dishes it out like crazy. Aura Cannon is one of very few Holy-elemental attacks you get access to in the game, and it deals high damage to most enemies. And while, like Edgar and Cyan, his other two specials are inferior, they're still fairly useful -- Pummel/Raging Fist ignores defense, and he can suplex a fucking train.

Locke, by contrast -- well, he's decent enough later in the game, but early on he deals low damage, has low defense and HP, and his Steal command isn't worth using. It seems to fail about 75% of the time and, when it succeds, it's usually just a damn Potion that won't even heal the damage the party took while Locke was trying to steal from the monsters instead of killing them.

His scenario's fun as hell -- right up until the part where you start actually having to fight dudes, at which point it turns into Locke mostly being a liability while Celes does all the work.

But, Locke and Sabin aside, the characters' balance is really well-thought-out in the early going.

Course, by the time you leave Zozo you've got Espers and a chainsaw -- but that's a story for another day...

Hey NSA, Here's a Freebie

Dear Speaker Boehner,

I read your comments today, regarding your latest attempt to weaken the Affordable Care Act, that "It's unfair to protect big businesses without giving the same relief to American families and small businesses." I must say that I am impressed by your sudden and completely unprecedented concern about big business getting preferential treatment over individuals. I mean, you know, it's sort of an interesting definition of "preferential treatment" -- you are suggesting that, because big business is getting a reprieve from having to pay for employees' healthcare, individuals should be allowed a reprieve from receiving healthcare -- but it's the thought that counts.

But Mr. Speaker, you may want to sit down -- because you may not know this, but in 2010 the United States Supreme Court ruled that corporations have the same rights to free speech as individuals. Well, I say "same" -- but the Court also ruled that money is a form of speech, meaning corporations get more speech than individuals. Mr. Speaker, you strike me as a man who knows his Orwell; I'm sure you can recognize a "some are more equal than others" proposition when you see it.

That's why I'm sure I can count on you, based on your words today, not only to reject all corporate campaign contributions and run only clean grassroots elections from now on, but indeed to champion a Constitutional Amendment putting an end to corporate personhood. I'm sure that from here on in you will see to it that every Republican in the House votes in favor of individual liberties over monied interests.

Just kidding. I know you have absolutely no control whatsoever on how House Republicans vote.

Thanks for your time,

Thaddeus R R Boyd

The Last Story: Flawed but Satisfying

So I finally got around to finishing The Last Story the other day. On the whole, I liked it.

It's certainly got a lot of the same old themes from Final Fantasy, as you'd expect from a game produced by Hironobu Sakaguchi where he appears to have literally just typed "Final Fantasy" into a thesaurus. There's a corrupt empire, an ancient threat from outer space, plants withering and the earth beginning to rot, a pair of starcrossed lovers from opposite sides of the tracks, and a focus on providing story explanations for game mechanics.

Many of Uematsu's themes, of the musical variety, return as well -- I heard hints of Terra, Edgar and Sabin, Gau, and Setzer in the ending alone, one of the final boss themes is a dead ringer for the FF7 boss theme, and the main theme recalls bits of Locke, Celes, and Aeris.

It's good stuff, though, and not too derivative; I'm probably primed to pick up all those little FF6 threads from all that listening to Balance and Ruin.

It's pretty standard High Fantasy genre stuff -- lots of horns and strings and timpani. It doesn't have the breadth or variety of Uematsu's 16- and 32-bit compositions, but that's a function of this game being a lot more tonally consistent than those were. I've talked in the past about how FF7 has more mood swings than a bipolar teenager. Last Story is much more steady -- there's plenty of levity to be had, but little or nothing in the way of racing giant birds or attending an opera.

For all that's familiar, it's a very different kind of game. It feels smaller in scale -- sure, there's still a cosmic threat that endangers all life on the planet, but the scope feels smaller. The game is centered around a single city -- the kind of thing that just wasn't done in JRPG's back in the '80's and '90's but which has become increasingly commonplace. More than that, the plot is intimately focused -- it's less about the events going on in the world than how they personally affect the handful of main characters.

Final Fantasy tends to focus on small ragtag parties who travel all over expansive worlds and eventually save the world. Suikoden focuses on small ragtag parties who participate in small regional conflicts and eventually gather large armies to overthrow dictators (and save the world). Last Story combines the intimacy of a Suikoden game's regional conflict with the intimacy of a Final Fantasy game's small, closely-knit party of player characters -- in a setting that's smaller than either. It's like what you'd get if a Suikoden game took place entirely inside the castle and its surrounding environs, or if Final Fantasy 7 had taken place entirely in Midgar.

And -- like a Suikoden game and unlike Sakaguchi-era Final Fantasy games -- it also creates the impression that there are more stories to tell in this world. The heroes save the world, the current threat is dealt with, but the Empire is still out there and who knows what else is going on in the world. This is the kind of game where there could be sequels set in this same world -- which is great, because that's still a rarity in JRPG's (except, recently, for Final Fantasy games that really, really don't need them, no matter how much I may have enjoyed Crisis Core), and both the main Suikoden series and the Ivalice series sadly seem to have stalled at this point.

At any rate, maybe I'll get into specific plot details another time, but for now I'm going to take a minute to talk about mechanics.


As for the gameplay, it's really quite enjoyable, but it has some warts, particularly in the boss fights.

The complexity of the combat is a good idea in theory. It's clearly designed to give a more satisfying experience than Fight-Fire-Cure.

In practice, boss fights tend to go pretty much like this:

  1. Wait for a party member to explain what the boss's weakness is.
    • They will either explain this only once, in which case you will probably miss it, or they will explain it over and over again constantly forever until you go into the menu and turn the fucking voices off.
    • Also, occasionally, the game will fuck with you by introducing a simple concept in a completely counterintuitive manner. Like explaining elemental weaknesses in a battle with an ice-elemental monster at a point where the only offensive spell your party has is an ice spell.
  2. Try to hit "A" at exactly the right moment to perform the action that you need to perform to make the boss vulnerable; hope and pray that you are facing the object you're supposed to be interacting with dead-on and the "A" button performs the action it's supposed to instead of just rolling you out of range.
  3. Repeat step 2 until the boss becomes vulnerable to normal attacks. (In my experience this usually takes about 3 successful presses of the "A" button at exactly the right moment and about 50 unsuccessful presses of the "A" button that make you roll out of range and have to try again.)
  4. And then the rest of the fight is just Fight-Fire-Cure.
  5. Unless by this point you've been whittled down so badly that Syrenne is dead and Zael is on his last life. In which case you'll need to play defensively.
    1. Run around the boss in circles like it's a turn-of-the-century shooter, except without any shooting.
    2. Whittle the boss's health down, agonizingly slowly, with your remaining mages.
    3. If you do get hit, lunge for the nearest heal circle.
    4. Hope the boss doesn't just straight up fucking one-hit kill you.

So yeah. Combat makes some interesting decisions that are really nice in theory, but really fucking tedious in actual execution. It's the sort of thing that I think really could be improved in a sequel.

And while the game uses save points (boooooo), for the most part they're employed competently; they're spaced pretty close together and the game also has checkpoint saves that are even more frequent.

In fact, this works out pretty well right up until the last boss gauntlet.

The last boss gauntlet is fucking bullshit.

It relies on hoary old JRPG artificial difficulty tropes like spacing save points too far apart. In one case, there's a series of three consecutive battles with no save points or checkpoints in-between. Die in the third one and you'll have to replay the first two. But if you give up and quit, then the next time you restore from a save you'll not only have to replay those first two battles, but the boss fight right before them, because there's no save point after the boss. There's a save point before the boss, but you can't backtrack to it after you beat him.

And the last boss gauntlet is long. From the Point of No Return where you can no longer backtrack or buy equipment (which is distinct from the previous Point of No Return, where you could no longer backtrack but could still occasionally buy equipment), it goes something like boss, save point, boss, cutscene, checkpoint save, gauntlet of tougher-than-average regular enemies, checkpoint save, cutscene, boss, boss, cutscene, save point, cutscene, boss, checkpoint save, boss's second form, save point, cutscene, checkpoint save, another cutscene that you can fast forward through but can't actually skip, boss with three forms.

And, in addition to the complaints above, the difficulty of the fights is adjusted upward by things like repeatedly splitting up your party for no real good reason, and adjusted downward by sticking those last two save points in rooms where you can indefinitely spawn monsters that are laughably easy and yield ridiculously high experience.

In short, it feels like the frequent Sakaguchi problem of a climax going out of its way to keep ratcheting things up and reminding you that this really is the climax, with actual gameplay seeming to be an afterthought.

And then the game still doesn't end. I think it's actually nice that there's something to do postgame (not just a New Game+ but an opportunity to go back to town and do sidequests or what-have-you), but by the end there really was a feeling of "Jesus Christ, when is this thing going to end?"

There is seriously another numbered chapter after the Epilogue. That is not how fucking epilogues work!


You know, I was going to do a bit here about what I liked about the plot, themes, characters, and so forth, but instead I think I'm going to go eat my leftover beer bread, watch Daily Show, and then play FF6. Suffice it to say, I like how almost nobody's pure good or pure evil. Maybe I'll come back to this later.

Guess I kinda did leave this on a gripefest. But that's misleading -- check the title! I thought the game was pretty good.

Quantum and Woody and Complex Feelings

Quantum and Woody was something I loved when I was a teenager -- and then it went away. 13 years later it shows back up, but under less than ideal circumstances. It's not the book I remember, and I don't know if I should be happy it's back or pissed about it being something less than what I expected and hoped for.

Even if you've never read a Quantum and Woody comic before, I'm guessing that the previous paragraph was suitably unsubtle that you realized it was a metaphor for the plot of the comic.

I posted about the status of Quantum and Woody previously. The gist: the original comic was published by Acclaim, and the creators, Christopher Priest and Mark Bright, had a reversion clause in their contract that should have allowed them to buy out the copyrights to the comic after it went out of print. But Acclaim went bankrupt and the rights were sold at auction instead. They were eventually bought by a new company, Valiant (which takes its name from the Valiant Comics that Acclaim bought out in the first place, but is not the same company), which has opted to start a new series written by James Asmus and drawn by Tom Fowler.

Priest has said nothing about the new series, and Bright has said little -- but he did say that their relationship with Valiant is "amicable", and that was good enough for me to go ahead and pick up issue #1 of the new series.

It's...well, it's good, but it's not as good as the original.

First of all: it's not very funny.

I mean, I laughed a few times. But the biggest laugh was at a running gag from the old series. Technically it still counts as a joke -- they're invoking a running gag, not merely doing a Family Guy-style "Hey, remember that thing from that other thing?" -- but it's not Asmus and Fowler's joke, it's Priest and Bright's.

And the whole thing feels a little like that, really. The book doesn't just borrow the premise of the original, it borrows Priest's specific storytelling techniques -- it's got chapter titles with white text against a black background, and it jumps around and tells the story out-of-sequence. Yes, that's one of the things the original Q&W was known for -- but it wasn't a Q&W thing, it was a Priest thing. He used the same technique in Black Panther and Deadpool. For my tastes, this strays a little too far from the notion of a loving homage to the original series and too close to stealing another guy's bit. It's uncomfortable.

And it's also absurd, given that Valiant chose not to ask Priest and Bright to do the new series themselves, ostensibly because they wanted to do something different, that the new book hews so close to the old one stylistically.

And yet, for all that, page 2 passes up a perfect opportunity to use "noogie". What the F-word? I just don't understand how Asmus can crib so shamelessly from the original series (and Priest's general comics vocabulary) and yet draw the line at noogie, of all places.

...okay, that got a little inside baseball. Point is, the book, at its worst, feels like a cover tune that's uncomfortably close to the original without ever hitting the same notes quite right.

But at its best?

It's got heart, man.

Asmus may not have a good grip on Priest's gift for satire -- and couldn't get away with his brand of pointed commentary on race in America even if he did -- but what he does get is the relationship between the leads. It's real and it's raw -- these are two guys who really do love each other (but they're not a couple) but are so fucking furious at each other over something that happened a long time ago that it takes a near-death experience to even acknowledge it -- almost.

Asmus gets that. And it just so happens to be the emotional core of the book. More important than the jokes, and certainly more important than "Hey look you guys we put the goat on the cover!" -- it's the heart.

Aside from that, the plot actually hews pretty close to the original, despite an important change in apostrophe placement -- now, Eric and Woody are reunited after their father's murder, not fathers'.

That's been the change fans of the old series have been most nervous about -- well, the story change that fans of the old series have been most nervous about. But it works.

Ultimately, Eric and Woody's fathers weren't important to the original story; they were the McGuffin that got everything started, but we knew less about them than we knew about Uncle Ben (and only slightly more than we knew about Thomas and Martha Wayne in the original version of Batman's origin). Woody's father is only important because he's what got him to come back to town -- it's his mother who we see is mostly responsible for what shaped him as a child, for better or worse.

And all that would seem to be intact -- in this version, Eric's father took Woody in as a troubled foster child. And, while the circumstances of Woody's departure from the family are left as a mystery for now, I wouldn't be surprised if they were similar to what happened in the original series: he went to live with his mom, things went south fast, and he wound up living on the streets.

All of which is still entirely possible if Mr. Henderson was his adoptive father. Mr. Van Chelton is completely unnecessary to the story.

Through all this chatter, I guess I've focused on Asmus's writing over Fowler's art. Fowler's art is like Asmus's writing, I suppose -- it's solid but it hasn't blown me away, and unfortunately a whole lot of it seems to be just recreations of scenes from the original series (like the opening of Q&W falling out a window while the news media mock them).

Still -- it's good. It's not what I'd hoped for, but it's not bad.

It's good enough that I'll pick up #2. And hope that this generates enough interest that maybe someday we'll see something new from Priest and Bright. New Quantum and Woody, the release of the completed-but-unpublished issues of the original series, or something else entirely -- it doesn't matter, I'd be happy to see anything by them that I haven't seen before.

Because that's the real point, here -- yeah, I like Quantum and Woody. But not nearly as much as I like Christopher Priest and Mark Bright.

"The Writing is On the Wall" is a Biblical Reference

Here's what Orson Scott Card said to EW the other day about his well-known political advocacy against gay rights:

Ender’s Game is set more than a century in the future and has nothing to do with political issues that did not exist when the book was written in 1984.

With the recent Supreme Court ruling, the gay marriage issue becomes moot. The Full Faith and Credit clause of the Constitution will, sooner or later, give legal force in every state to any marriage contract recognized by any other state.

Now it will be interesting to see whether the victorious proponents of gay marriage will show tolerance toward those who disagreed with them when the issue was still in dispute.

Ken White at Popehat assumes that paragraph two means Card doesn't understand what the Windsor ruling entails, but that's not how I read it. I read this as Card simply realizing that Windsor is the latest in a long list of signs that make it clear that his side will lose, gay marriage will come to be not only legal in all 50 states but commonplace, and it's going to happen sooner, not later.

On some level, that's kinda heartwarming to see, a guy acknowledging he's on the losing side of history and asking that we don't judge him too harshly.

I mean, you know, in kind of a bullshit crybaby "Who's the real bigot here" way. ("Who's the real bigot here, the man who says all gay people are pedophiles and expends a significant amount of his personal wealth on trying to prevent them from receiving equal treatment under the law, or the people who call him names and boycott his work?" It's you, Orson. It's still you.)

But you know what? I'll take it. Card is swallowing his pride here and acknowledging that he's lost. No sense kicking him when he's down; it may not be an apology but it's still the closest he's ever come to one.

Tell you what, Mr. Card -- if you put your money where your mouth is and step down from the NOM board, and pledge that you'll stop donating to anti-gay causes, I'll go see Ender's Game.

The book was pretty great.