Showing posts with label youth. Show all posts
Showing posts with label youth. Show all posts

Sunday, January 29, 2017

My Video Game Meme Thing Response


1.       Very first video game.
This is a little difficult to answer because it depends on whether you exclude “edutainment” like the Muncher or Blaster series. I played a lot of those titles at school and at home when I was a kid. The first “real” video games I played, though, were the PC ports of Sonic titles like Sonic CD and possibly the first Rayman. If you consider a videogame something that is played on a console, then my first one was Sonic Spinball on the SEGA Genesis.

2.       Your favorite character.
Probably Dante from the Devil May Cry series. He’s superficially devil-may-care but has real heart. His ability to laugh in the face of whatever odds he faces really helps soften the blow of playing the games on the harder difficulties and failing because Dante’s own ability to shrug off whatever comes his way helps empower the player to keep going. It’s a great characterization in cinematics that carries over into the gameplay by encouraging the player to embody that same attitude.

3.       A game that is underrated.
Onechanbara Z2: Chaos. The game is ultimately a mess in a lot of ways and can become repetitive quickly with its Dynasty Warriors-style “throw one hundred enemies with broken AI at the player at once in lieu of actual balancing” approach to level design, but there is a surprising amount going on with the game under the hood. There are a lot of little details that indicate some real care went into designing this thing, like a robust practice mode more action titles should include and full bios for every character (including the bland zombie enemies). The game isn’t a hidden gem by any means, but it feels like a diamond in the rough.

4.       Your guilty pleasure game.
Teenage Mutant Ninja Turtles: Mutants in Manhattan. I recognize that almost every criticism of this game is valid: Many enemies aren’t fun to fight, the companion AI is completely moronic, too many missions are badly-balanced and often just involving holding the circle button in front of an object. BUT—I unironically love this game. Granted, I got a great deal on it on Amazon when the PS4 version was deeply-discounted for no particular reason, but I really enjoy it. I like the graphical style and the emphasis on outright brawling over styling on opponents (which put off people who went in expecting the finesse of something like Bayonetta and instead got the undisciplined roughness of Anarchy Reigns).

5.       Game character you feel you are most like (or wish you were).
I’m not sure I really feel like any character, but I would probably most like to be Bayonetta. She’s stylish, sassy, and basically omnipotent. In a dreary, nasty, overwhelming world, that seems like something to aspire to.

6.       Most annoying character.
The Gadgetron vendor in the Ratchet & Clank remake. He embodies everything I hate about games/media seemingly designed for younger players these days—He never shuts up. It would be one thing if he only talked to you when you were near his shop, but he also somehow has the ability to call you when you’re out in the field and will constantly remind you that he has X weapon for sale or that you have “a lot” of Raritanium and should come by something. He only has a few lines, and they get old very fast.

7.       Favorite game couple.
I don’t think I have a favorite couple specifically, but my favorite relationship (of any sort) between characters is probably between the members of Dedsec in Watch Dogs 2—They’re bright, excited, eccentric, dorky, and just fun to be around.

8.       Best soundtrack.
Best soundtrack of a game I have played—Bloodborne. Best soundtrack of a game that I (regrettably, somehow) haven’t played—Metal Gear Rising: Revengeance.

9.       Saddest game scene.
The most melancholy scene from a game that I can think of is the one that ends The Legend of Zelda: Majora’s Mask. Although the story ostensibly ends “happily” after Majora is destroyed and we get to see so many of the characters enjoying their happy endings, the sequence ends with depressing music and a shot of the Deku butler beside the twisted tree players encounter in the “things betwixt”-like area before the proper start of the game when Link is travelling from Hyrule to Termina. The implication of this scene is that this tree is all that remains of the butler’s own son who left home long ago. This is a real gut punch of a final note that drives home how deeply melancholy Majora’s Mask is. It’s not just “sad”; it’s sad at heart in a way that few stories are. I’d most compare it tonally to the live-action Spike Jonze adaptation of Maurice Sendak’s Where The Wild Things Are.

10.   Best gameplay.
I am completely addicted to the Souls games’ gameplay loop, and I love the weighty combat and emphasis on managing the stamina meter. The mixture of exploration, esoteric storytelling, atmosphere, levelling, and gradual progression despite or even because of repeated failure is just great. I can’t get enough of it.

11.   Gaming system of choice.
GameCube—the last time Nintendo had a solid third-party lineup of titles like the excellent Prince of Persia trilogy and the simple but enjoyable Lord of the Rings movie tie-in games. The system also had two Pikmin titles and multiplayer games like Kirby Air Ride and Mario Kart: Double Dash that I played a lot with family. Luigi’s Mansion, a Skies of Arcadia port, The Lord of the Rings: The Third Age. As much as I have enjoyed owning both a PlayStation 3 and 4, I can’t stop thinking of GameCube games I played and enjoyed and have fond memories of. The system was also originally supposed to be the exclusive home of Resident Evil 4, so… there you go?

12.   A game everyone should play.
When I think of the criteria for a game “everyone” should play, I can’t help but try to think of games everyone could play. Although I love the Souls series, for example, and do not think they are actually as prohibitively difficult as some claim, I also do not think everyone could play them. At least not to completion. Similarly, I think God of War III is the ultimate distillation of everything that series is about and absolutely should be played by anyone with an interest in the franchise. However, once again I don’t know that everyone could play it. I’m thinking a bit about my mother here—someone who enjoys games like Kirby Air Ride but isn’t up to tackling something as seemingly straightforward to many people as Call of Duty. Ultimately, I want to say that Rayman Legends is a game everyone should play—particularly fans of platformers. It’s a beautiful, high-energy game that improves on the classic platformer formula by completely doing away with lives and offering frequent checkpoints. It can still be difficult, but the difficulty can be mitigated in a few ways like playing multiplayer or ignoring optional collectibles and side challenges like the “invaded level” time trials.

13.   A game you’ve played more than five times.
I’m not sure I’ve played it more than five times, but the original Darksiders is one of the few games I’ve played through more than once or twice. The game is obviously, heavily influenced by other titles like Zelda and God of War, but it’s ultimately greater than the sum of its parts. In particular I think the mixture of Zelda-style adventuring and dungeon-ing with a flashier, meatier, but also accessible combat system makes it great to me.

14.   Current (or most recent) gaming wallpaper.
I don’t actually use gaming-related wallpapers. The closest I came to doing it was when I saw this image of 2B from Nier: Automata, in Raiden's pose from Metal Gear Rising’s box art, by MoonFace on Twitter recently. It’s just too cool.

Source

 
15.   Post a screenshot from the game you’re playing right now.
(Lords of the Fallen—a Souls-like with a number of technical issues that nonetheless does pretty well replicating the gameplay of those titles. If Dark Souls is Western fantasy by way of Eastern sensibilities/comics (like Berserk), then Lords of the Fallen is Western fantasy by way of Western comic books: ludicrously big, bright, and over-designed.)

Captured by my PS4























16.   Game with the best cut scenes.
Devil May Cry 3 has the best choreographed action in its cinematics I’ve ever seen (even compared to Devil May Cry 4 and both Bayonettas).

17.   Favorite antagonist.
Majora’s Mask/Majora. I like under-explained villainous forces that cannot really be understood (like the Great Ones in Bloodborne).

18.   Favorite protagonist.
Dante (again).

19.   Picture of a game setting you wish you lived in.
I love horror movies, and I’m retiring to Yarnham to become some kind of monster.

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20.   Favorite genre.
Stylish "Beat 'em up"s like Devil May Cry and Ninja Gaiden. The mixture of replayability (on higher difficulties) and skills/systems to master really appeals to me.

21.   Game with the best story.
I’ve never replayed it again, but I remember really liking Metal Gear Solid 4 when I first played through it a few years ago. Since the story is about 90% of the game, I guess you either get very invested or stop playing. I might also offer up Prince of Persia: The Two Thrones, though I don’t necessarily think it individually has a great story—It’s just a very fitting capper for the trilogy both textually and metatextually. It’s a return to form tonally from Warrior Within and essentially redeems both the Prince and the developers in one go.

22.   A game sequel which disappointed you.
Darksiders 2. I think this one was a real step sidewise—The RPG systems are ok but unnecessary additions, the story is worse/less urgent (partly because the game isn’t a true sequel), the lore is less interesting (less riffing on the Biblical apocalypse, more generic fantasy adventuring), and there’s the added problem of more glitches. Don’t get me wrong, though, as Darksiders 2 is still a great game. It still mixes Zelda with better action and manages to use its obvious influences to great effect, but it feels like a misstep in a number of ways. Most importantly, I suppose, it failed to make good on the hype from the end of the first Darksiders. Rather than blasting forward and leaving it all out there with a proper follow-up, the developers chose to do a sort of side adventure with Death that takes place before and during the events of the original game. They couldn’t have known that this would be the last Darksiders game they would get to make, of course, but if nothing else this is a very real lesson in not hesitating when it comes to what you’re making as a creator: No saving stuff back for later, as there may not be a later.

23.   Game you think had the best graphics or art style.
Killer7—a style that not even Grasshopper itself has managed to one-up despite obvious attempts like Killer Is Dead. Child of Light is also a beautiful, beautiful game undermined only slightly by the protagonist’s character model (which looks too 3D compared to the other models and landscapes). The Legend of Zelda: The Wind Waker also has a highly-expressive graphical style that truly withstands the test of time.

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24.   Favorite classic game.
What is a “classic”? (It’s probably Sonic 3 & Knuckles. I loved that game to death as a kid to the point that what I wanted most was a level editor in it. I actually wrote SEGA about this at one point.)

25.   A game you plan on playing.
South Park: The Fractured But Whole and The Stick of Truth later this year. I remain a South Park fan despite the rough quality of more recent seasons. To me, both of these games seem to embody one of my favorite aspects of the series, which is the child POV vs that of the adults: magic vs reality. They’re games about playing games as a kid, and one of the moments that really sold me on The Fractured But Whole is the one during the “Civil War” fight in the street when the fight actually pauses briefly for an irate guy in a car to drive past and yell at the kids for playing in the road. As “edgy” as South Park can be, there is just something charming about the whole scenario of playing fantasy adventure or super heroes.

26.   Best voice acting.
Uh… the English voice acting in Devil May Cry 3? Look—voice acting usually doesn’t make a huge impression on me unless it’s noticeably bad. Maybe I take it for granted. What I like about Devil May Cry 3’s presentation of its story is that it is both melodramatic and genuine. I think it has moments of anime ludicrousness—“Dude! The party’s over!”—but also genuine pathos—“I told myself I wasn’t going to cry.” It made an impression on me when I first played it because of how well it balances its sillier moments with family drama that I found surprisingly effecting.

27.   Most epic scene ever.
I’m not sure I think of things as “epic” or not. It felt appropriate to use something from God of War here—a series built on the promise of “epic” moments—but I’m not sure what I want to use qualifies. Similar to Prince of Persia: The Two Thrones there is a moment at the end of God of War III that I think really caps off the series very well. At the end of the final fight against Zeus and then his ghost(?), you grab the boss and are prompted to press the circle button to pummel him, and the more you punch the boss the more the screen fills with blood. The catch is that you can actually keeping jamming on the button forever here and that it is up to the player to realize this and finally let go. It’s a powerful moment of using direct gameplay/input to influence the emotional quality of what is essentially a cinematic scene. After everything the player and Kratos have been through together, of course the instinct is to grab the boss to get to “safety” from a game over in the QTE and then mash like hell to win. It’s incredibly effecting (to me at least) to have that “Stop, he’s already dead!” moment and realize you’ve been bashing a corpse for longer than was necessary. More than any other QTE in the series, it makes the player embody Kratos’s rage and (I think) be somewhat surprised or repulsed by it when they finally realize what they’re doing. It’s not “epic” so much as it is “draining,” but forcing the player to literally quit playing the game so that it can end is a nice finale to the series. (And as far as I’m concerned, the series chronology ended there. I'm not enthusiastic about what I've seen of the new God of War so far.)

28.   Favorite game developer.
PlatinumGames—for the simple reason that they’re basically the only folks around still making triple-A entries in the genre I most enjoy.

29.   A game you thought you wouldn’t like, but ended up loving.
Bloodborne (and the Souls series). Despite playing stuff like Devil May Cry and Ninja Gaiden, I was genuinely worried that the game(s) would be too difficult for me and that I would have bought a PS4 for a game I wouldn’t enjoy. (I literally did buy a PlayStation 4 for Bloodborne.) However, I did enjoy it, and it wasn’t too difficult. If anything, Ninja Gaiden in particular prepared me for it pretty well since that game also has overly-powerful, frustrating grabs and an emphasis on most actions being un-cancel-able once initiated.

30.   Your favorite game of all time.

The Legend of Zelda: Majora’s Mask is an astoundingly good game—made over a shorter development cycle with many recycled assets and using a new system of time management wholly unique to the series, it somehow managed to become one of the most compelling games I can think of. I love the creepier, moodier atmosphere and the way that it turned bit players in Ocarina of Time like the mask salesman into important, compellingly strange people. As much as critics tend to praise open world titles today and talk about advances in AI, I don’t think any game has sold me on a world as well as Majora’s Mask has. Every character has a story that plays out over the three day cycle, and revelations like the boastful sword master hiding in his back room for fear of dying or how Anju and her family relocate to Romani ranch to try to escape the moon’s falling help sell these characters as people in ways that “radiant” AI still can’t replicate (by virtue of it being random and not artfully orchestrated). The game makes up for a lack of proper, longer dungeons with many more shorter, self-contained side areas like the infested spider houses and the three-night delve into various graves on the way to Ikana Canyon. As a games player and as someone who wanted to make games, Majora’s Mask inspired (and continues to inspire) me in ways that only a select few other games—like Devil May Cry 3 (had to get that one in here again)—have ever done.

Source

Monday, August 24, 2015

You’re only good until you’re not / You’re only certain until you’re not



“You either die a hero, or live long enough to see yourself become the villain.” – Harvey Dent, The Dark Knight (2008)

            On the internet it’s very likely that not even dying could stop you from becoming a villain these days. “Call-out culture” is now a part of that digital ecosystem and, in essence, “refers to the tendency among progressives, radicals, activists, and community organizers to publically name instances or patterns of oppressive behaviour and language use by others. People can be called out for statements and actions that are sexist, racist, abeliest, and [etc.]”[1] There is potential in calling out truly dangerous actions—such as abuse and assault; “like confronting a rapist, for example”—to hold the perpetrators accountable and to publically call attention to their behavior in such a way so as other potential victims know to avoid them; nevertheless, there are serious problems with call-out culture as a form of “political critique.”[2] Because calling someone out is a highly public event thanks to the social media platforms that enable the culture, the act is never private and is tantamount to “a public performance where people can demonstrate their wit or how pure their politics are.”[3] There are definitely problems with even a seemingly justified call-out, but the issue of a “statute of limitations,” say, on statements of a political nature previously made by a person raises its own questions. 

            As the second article quoted above suggests, calling attention to harmful behaviors and actionable acts of violence is one thing, and making something potentially hurtful, insensitive, or uninformed someone said years ago the evidence in a trial of that person’s current politics is another altogether. Oftentimes, however, this latter type of squabble seems to be the focus of call-out culture. This is the reason why it can be difficult to answer the question “Who do we actually like and trust?” (or, “Who is really good?”) when browsing the tweets or blogs of socially- and politically-conscious people. It seems everyone has some dirt in their past that eventually gets called out, forcing us to decide if that person was ever really as “good” as they appeared. It’s a difficult matter to parse generally. For example, I use the term “good” here as a last resort. What other, better descriptor is there for the something about that person that shifts the minute an old tweet or blog post or reblog emerges from their past? Especially when the material is years old, how much weight should it carry with regard to our current perceptions of that person? How much does it actually speak to who that person is now and what they believe? Is it out of line to expect the person in question to apologize years after the fact for something they said or thought before? I don’t have an answer—nor, I suspect, does anyone else. What I do know is that The Dark Knight was more or less right: You’re only good/a hero until you’re not.

            Ultimately, call-out culture is only related to the topic I actually want to address in this post. I want to talk about the supposed “controversy” surrounding the news that some incoming freshmen at Duke University refused to read Alison Bechdel’s Fun Home (as a common reading experience book) on moral grounds. My immediate reaction to this news item was to post to Facebook and mock the fact that it was a news item at all: “‘Extre extre! Incoming college freshmen tend to bring conservative views with them!’ (Since when is this news and/or surprising to anyone?)” After posting that initial response, however, I started to think about how this non-news could be used to address larger issues of personal and political expression, knowledge, and certainty. I still think that this individual story is a virtual non-issue—“some” students objected to the book; “several” declined to read it; even the sites running a story seem to suspect that there’s nothing remarkable here given that people object to things like this all the time, and a student not doing the reading? That’s not breaking news.

            What I do think is interesting and noteworthy about this story is how it lends itself to a larger discussion—namely, whether any of the names attached to the story who objected to Alison Bechdel’s graphic novel/memoir Fun Home for its open discussion and depiction of sexuality (and especially homosexuality) will one day find the things they said now with such certainty coming back to bite them in a call-out. Let me say upfront that this isn’t me suggesting that that might be comeuppance of some kind. My natural inclination to mock aside, I take the issues surrounding this news story seriously. It raises the important question of at what point anyone ought to make their personal and/or political views public in any way. 

            I was already thinking about this topic because I recently got a new job and in the process of completing my required training came across the statement that no one should ever post anything to a social media platform that they wouldn’t want displayed on a banner. That sounds good and seems to make a lot of sense, but it also ignores the fact that sometimes what you would want held high on a standard one day does not inspire the same confidence days, weeks, months, and especially years later. We are often very certain about things at various points in our lives only to find that certainty challenged down the road. Part of being human is learning, growing, and changing. If we generally agree that our progress is forward toward a fully-developed human being, then the old ideas or certainties we leave in our wake may no longer apply to the new model. The problem is that internet culture preserves (and sometimes resurrects) these old ideas down the road, and what can we do? It’s true that what we post to the internet stays on the internet indefinitely somewhere, but, again, what’s one to do about that? At what point is anyone (college freshman or otherwise) allowed near a computer? We want our ideals on a banner, and we want the community that comes with rallying under shared ideals.

            To return to the specific case of the Duke students, however, I think that the college seems to have taken the proper, educational track with the “controversy.” At least, that seems to be the case based on what a member of the summer reading book selection committee had to say on the issue: “I would encourage them [students who disagree with the book] to talk about why they chose to read it or not.”[4] Although I did see comments on the story to the effect that the students should be indirectly punished in some way with a quiz or that they should more or less gut it out, it’s much more effective to make this a teachable moment rather than mete out some form of punishment to force them into broadening their perspective whether they like it or not. Specifically, I think that this is an opportunity to foster critical thinking. It’s easy to see student responses that accuse Duke of indirectly peer pressuring people into reading the book, or that suggest the university simply does not know that students with conservative views exist, as worthy of scorn; in fact, in a national culture that is becoming increasingly (though only gradually) more progressive-minded, it’s easy to look at the shock—“I thought to myself, ‘What kind of school am I going to?’”—and perform something akin to a call-out where all sorts of liberal and educated minds tee off of these kids in particular and off the very concept of a sexuality-averse conservative Christian faith at large by wittily, scornfully suggesting that they need perspective or to wake up and realize their squeamishness is the result of religious dogma and a doctrine that’s becoming obsolete even in the religious community.[5] It’s easy to do that, but it’s also wrong, and that kind of aggressive response tends to only make people of any creed retreat and go on the defensive rather than feel like voicing and further exploring their ideas is safe. 

            While I certainly don’t agree with people who claim that Christians are oppressed in the United States, I do think we don’t do much to not support such claims when our response to those familiar-sounding words of Biblical censure is to mock or insist that they are completely, utterly wrong. Is religion a crutch? Does it serve only to keep people docile to institutions by suggesting that the rewards are coming not in this world (that belongs to the institutions) but in the next for all those who are appropriately penitent? It suffices for the purposes of this argument simply to acknowledge that religion means a lot to people. For many people (myself included), it played a key, foundational role in their lives. They’ve defined themselves by it and shaped their worldviews through it. Demanding that they just give that up and learn better isn’t a productive use of time—particularly in an educational setting. 

            There are certainly folks to the right and left of center politically who would argue that the purpose of college is to “liberalize” students (though they would say as much with very different intentions and intonation). It’s simply true that many freshmen come to college with a more conservative outlook that doesn’t last all four years. Christian films like God’s Not Dead make the case for the right that the left (namely liberal atheists) are out to tempt or coerce their children away from the Truth. That’s simply not the case, though. At least, in my experience, that’s not the case, nor is the purpose of college to “liberalize.” Colleges don’t churn out little Judith Butlers and Friedrich Nietzsches. To my mind the purpose of college is to teach critical thinking and to task students with answering questions more thoroughly while also asking more questions of things they take as certainties (of which religion is only one). Now, uncertainty itself can be a kind of mistaken certainty, but that’s not really the matter at hand. What is is that it’s not all that surprising for the new Duke students who object to Bechdel’s work to do so because it “[conflicts] with their personal and religious beliefs.”[6] It’s also not the college’s job to take those beliefs away from them, strictly speaking, but it is its job to suggest that this is only one of many perspectives on the text and to ask that the concerned parties get beyond knee-jerk reactions of disgust or outrage that they were even presented with this particular work to a point where they can find its literary merits and to understand why someone else might not object to it or might, in fact, object to their objection. 

            In all likelihood, a number of these objecting students will leave college very different from when they entered it. I speak from personal experience, and lest anyone so inclined think that I am a godless, postmodern heathen, I will interject only one personal note here: I definitely came out of college questioning things that I went in believing, but I have a greater appreciation for my own conservative Christian background than I did before because I questioned it and continue to grapple with and try to reconcile a spiritualism that’s very personal and dear to me with other ideas. Sometimes Christianity as a religion seems determined to avoid questions, whereas a belief system like Judaism may embrace them by “wrestling” with texts and ideas and prizing “the ability to question freely and without inhibition [and] the valuing of difficult questions.”[7] At any rate, the ability to question the certainty or least staying power of what one believes may help prevent one from stitching any banners preemptively.

            Case in point: Perhaps you’ve heard of Lexi Kozhevsky, the nineteen year-old who stood in front of police officers in Ferguson and (in)famously said she “would rather get hit by something than let it hit them.”[8] If you haven’t heard of Lexi herself, you’ve probably seen her photoshopped into various other scenarios where she defends everyone from Voldemort’s Death Eaters to the entire cast of villainous characters from Dragonball Z. I’m trying to avoid particular partialities of my own here (that Black Lives Matter, for instance), but I offer up Lexi as so many others have done, albeit with less derision, as an example of the same sort of certainty on display in the Duke case. Although I cannot speak for Lexi’s personal experiences or her background, this is a college-aged kid (someone who would just be starting college), and her casual certainty—“Look guys, discrimination is a thing and I get it, but we need to say with the people who protect us and that’s what I’m doing”—seems like the sort that changes with time and questioning.[9] Or maybe she won’t change. All I know is that I was once a freshman in a class of freshmen who argued with a professor that there was nothing racist about The Lion King, and today I would tell you that The Lion King is a very “problematic” piece—that it represents an extension of a cultural association of evil with darker colors; that the “bad” lions live in the impoverished area of the wilds; etc. People change and grow (and should change and grow), and whether they radically alter what they believe or not in college, chances are they will be better equipped to parse those beliefs on the other side and to at least offer a more nuanced argument than “I’m certain about this and am shocked that you aren’t.” The problem is that sometimes those certainties, when publically aired with confidence, come back to haunt you down the road. 

            Ultimately, it’s simply impractical to say that no one should express themselves or their views until they’re of an arbitrary age or ambiguous level of experience—though there is an argument to be made that entering a new discourse community requires first acquainting yourself with what the pervading trends in that community are before making yourself heard (God gave us two ears but only one mouth, after all). The solution to the particular problem of things people may have once been certain about being brought up as evidence against them in the future likely lies with reworking the toxicity of call-out culture and in questioning at every stage of one’s personal growth the propriety of posting everything you think at a given time in a place where it can be found and returned to you when you are older, wiser, and perhaps justifiably embarrassed to once again see that old, dirty banner you thought you buried years ago.              

Notes:

[1] Ahmad, Asam. “A Note on Call-Out Culture.” Briarpatch Magazine. Briarpatch Magazine, 2 Mar. 2015. Web. Accessed 24 Aug. 2015. <http://briarpatchmagazine.com/articles/view/a-note-on-call-out-culture>  

[2] ourcatastrophe. “On ‘Call-Out Culture’ And Why I’m Not Into It.” browcatastrophe. Tumblr, n.d. Web. Accessed 24 Aug. 2015. <http://mewmewfoucault.tumblr.com/post/7909863121/on-call-out-culture-and-why-im-not-into-it>   

[3] Ahmad

[4] Ballentine, Claire. “Freshmen Skipping ‘Fun Home’ For Moral Reasons.” The Chronicle. Duke Student Publishing Company, 21 Aug. 2015. Web. Accessed 24 Aug. 2015. <http://www.dukechronicle.com/article/2015/08/freshmen-skipping-fun-home-for-moral-reasons>

[5] Ibid.

[6] TWC News. “Duke University Summer Reading Sparks Controversy.” Time Warner Cable News. Time Warner Cable Enterprises, 24 Aug. 2015. Web. Accessed 24 Aug. 2015. <http://www.twcnews.com/nc/triangle-sandhills/news/2015/08/24/summer-reading-sparks-controversy.html>

[7] Horowitz, Bethamie. “A Tradition of Questioning Tradition.” Forward. The Forward Association, 27 May 2005. Web. Accessed 24 Aug. 2015. <http://forward.com/opinion/3565/a-tradition-of-questioning-tradition/>

[8] “Powerful Photo: College Student ‘Protects’ Police from Ferguson Protestors.” Fox News Insider. FOX News Network, 11 Aug. 2015. Web. Accessed 24 Aug. 2015. Web. <http://insider.foxnews.com/2015/08/11/college-student-protects-police-ferguson-protesters-powerful-photo>

[9] Ibid.    

Wednesday, August 5, 2015

It Follows (You)

           It Follows is a movie that understands the importance of tension in a good horror film. It’s also a horror movie with a soundtrack so unnerving that it’s frightening to listen to all on its own without the visual context provided by the movie. Disasterpeace’s score is an at times disjointed symphony of discordant noise that builds and ebbs with the action on screen, baiting listeners with periods of quiet that only make you anticipate (and fear) the next jump. Never have I encountered music that so perfectly mirrors the rhythm of a horror film. Like It Follows itself, the soundtrack teases you. Although neither resorts to jump scares often, they both take advantage of the fact that we’re a culture accustomed to them, and they constantly trick you into waiting for a bang that doesn’t come. If there’s going to be a next period in horror, this may very well be it. Jump scares have become so prevalent that a post-jump scare horror culture has to monopolize on it to create new levels of uncertainty and tension without becoming exploitative. Like The Babadook, It Follows is a horror film from which other horror films could learn a thing or two—and not just about how to ration and effectively using jump scares, but also how to use space.

            Horror movies depend upon effectively controlling space. Deliberately restricting the viewpoint of the audience by blocking off areas to the back or side of a character in an uncertain situation, using their body or a door or other obstruction, is old hat by now. We know that we’re being purposefully toyed with and forced to anticipate both what occupies the hidden space and the exact moment that it will be revealed to us (and in what manner and with what aural stinger). The found footage sub-genre of horror that has thoroughly saturated the market at this point is a prime example of space control. It not only forces the viewer into a closer relationship with the events they’re witnessing through a first person perspective but also puts blinders on them and deprives them of the real world “sixth sense” and peripheral vision that would make sensing danger easier. Instead, their senses are restricted only to the visual and the auditory, and the space they can perceive is incredibly limited.

            Restrictive close-ups of faces, frenzied camera jiggling, and quick cuts are all ways that horror movies toy with space and force the viewer into a position of uncertainty; however, David Robert Mitchell makes the wise decision in It Follows to break free from the obvious claustrophobia of close quarters and to instead use more wide angle shots. The old standbys are still present, but It Follows makes good use of the larger world to create more complex spaces that still feel dangerous. There are multiple scenes that focus on the decrepitude of a Detroit neighborhood, for example. By breaking out into a larger world, Mitchell only increases the tension for the viewer because of the nature of the beast at the heart of It Follows. The titular “it” could be anywhere at any given time and could look like anyone. By giving the viewer more space to observe the action, the film also exposes them more thoroughly. Rather than immediately knowing that the threat is behind the characters or off to the side behind a convenient door, the audience is forced to search for and attempt to identify the monster in crowds or in wooded areas. It’s a twisted game of “Where’s Waldo?” that only gets more fiendish when the film switches perspectives to a character that cannot actually see the thing at all. Sometimes it’s easy to identify the antagonist because of its form or because a shot is designed to highlight its presence, but the use of wide open spaces still works effectively as a scare tactic because even if we can’t immediately see the creature, we anticipate its return, and it could be lurking anywhere in the fore-, middle-, or background of any of It Follows’ wider, more open spaces.

            That It Follows is meant to be macabre game of sorts for viewers makes sense given the way that the rules are so handily dispensed by the protagonist Jay’s “boyfriend” Hugh/Jeff, who tells us everything we ever learn about the monster/creature/thing at two points during the film. It’s very convenient and perhaps a bit heavy-handed, but plenty is still left unsaid about the actual nature of the beast. Also, I just so happen to find the rules by which the creature plays spine-tinglingly excellent. Rather than appearing from thin air to shock us repeatedly, the monster has to walk to get to its victims; however, it is always walking straight for them, and it is constantly aware of where they are. It doesn’t speak or rest, and apart from one startling scream during an encounter in a boat house, it never communicates in any way apart from knocking on doors and moving ever closer to its target.

            We learn these facts about the creature early on, and as I previously suggested, it serves the important purpose of making the audience constantly look out for it. Although it can jump out at people, it’s far more common to see it approaching first, and the fear the monster generates has less to do with its appearance than it does with its inexorable nature and the knowledge that if you aren’t seeing it, it’s either en route to you or somewhere you haven’t looked yet. At one point, Jay and friends pull out of her driveway in the car, and as they’re driving away we see a naked man standing on the roof watching them. The implication, of course, is that “it” was literally right on top of them for some time before they left. The viewer must then re-contextualize the previous scenes with the new knowledge that the creature was there all along.

            Moments like this one that force audiences to imagine what they cannot see or are not shown employ what the Gothic writer Ann Radcliffe termed “terror”—a concept apart and different from horror. In her essay “On the Supernatural in Poetry,” Radcliffe distinguishes between terror and horror thusly: “Terror and horror are so far opposite, that the first expands the soul, and awakens the faculties to a higher degree of life; the other contracts, freezes and nearly annihilates them . . . and where lies the great difference between horror and terror, but in . . . uncertainty and obscurity.”[1] Terror, Radcliffe argues, forces the reader (or viewer) to exercise his or her imagination. In this regard, uncertainty or obscurity can be used to more effectively frighten people by making them fill in the gaps themselves. Conversely, horror is simply showing someone something horrific outright. It’s shocking, but “in real life . . . to ascertain the object of our terror, is frequently to acquire the means of escaping it.”[2] In essence, a sense of horror is a fleeting thing. It causes a shock, but once it has revealed itself, it’s often possible to escape from it. Literally, you could say that seeing the monster’s location makes it easier to evade (in some cases). Metaphorically, however, escape comes in the form of a release from tension. Fear is more lasting, then, if people are forced to consider uncertain or obscure elements because without a definitive answer they must turn to their imaginations and a myriad possibilities that are likely more frightening than anything the writer or filmmaker could come up with.

            A good scary movie, in my opinion, uses both terror and horror throughout. They can both be frightening when properly employed, but the use of horror can also turn an otherwise good movie on its head. I usually offer up The Conjuring as an example here. The largely unseen entity is well used for the first two acts of the movie, but when it becomes embodied exclusively in the third and the film devolves into a laughably typical exorcism plot I stopped being afraid and started laughing. The distinction between terror and horror is an imperfect one, though, and while Radcliffe was arguing for the superiority of terror, I believe both have their place. It’s difficult to say what “ratio” of the two is appropriate in general, but I think It Follows specifically does a good job balancing the two. It begins with a tense scene of uncertainty where a girl flees an unknown threat (terror as we struggle to understand what’s going on), then offers up the sight of her mutilated body on the beach (horror as we behold the gore) before settling into a lengthy build-up focused on the protagonist Jay, her friends, and her relationship with Hugh/Jeff (terror as we wait to find out how this story connects to what we’ve already seen).

            Wisely, It Follows ends with terror rather than horror by leaving the fate of the monster uncertain, much of its nature completely undisclosed, and the day-to-day happiness of Jay and Paul in question. Rather than ending with a cheap bang (I’m looking at you, Sinister), It Follows concludes with more uncertainty. The out of focus figure walking behind Jay and Paul might be an ordinary pedestrian, or it might be something else. The screen then cuts to black and to the title “It Follows,” which could be read as an answer to the question of the creature’s survival but also serves as a reminder to the audience—It’s still out there (maybe), we still don’t know what it is or whether it can be killed, and you might very well be next. Rather than granting the audience release, It Follows only offers more tension. It’s a quiet but menacing farewell that wants the audience to stay engaged and to keep imagining as they exit the theater. There’s even a scene in the movie where Jay and Hugh/Jeff go to the movies and encounter “it.” It makes you want to look around at the other people with you there in the dark. It makes you only want to open your door to a knock if it’s accompanied by a familiar voice, and even then you still might find an unwelcome guest crowding into the room behind your pal.

            By all accounts, Mitchell is well aware of the importance of uncertainty to the film. In an interview, he says, “I’m not personally that interested in where ‘it’ comes from. To me, it’s dream logic in the sense that they’re in a nightmare, and when you’re in a nightmare there’s no solving the nightmare. Even if you try to solve it.”[3] Apparently there are rumors of a sequel exploring the origin of “it,” and I cringe at the thought because I know that they’ll inevitably go to the well of demons and spirits that Hollywood keeps dredging from and offer a disappointing, canonical (definitive) answer to a question that doesn’t require one. It puts me in mind of something my Cultural Studies professor once said about the comic book industry—namely that art tends to succeed in spite of the industry rather than because of it. The very notion of “industry,” of course, is industrialized, calling to mind conveyor belt assemblage, mass production, and capitalist money-mindedness. It’s the antithesis of art, and although one can defend the move to capitalize on a profitable idea as logical, it still doesn’t make it right.

            There’s nothing especially frightening about learning that “it” is just another demonic presence lurching after people. What is frightening is a monster that defies explanation. Without an answer from the filmmakers, we can only guess at what “it” is and what “it” means, and we’re likely to continually cycle through the possibilities in a manner that recalls the creature’s own shapeshifting. It’s more threatening this way because its identity is uncertain and because that uncertainty allows it to defy the schema by which we qualify, compartmentalize, and usually put away horrific things. It recalls a Lovecraftian universe in which there are things that simply defy human understanding. Fans of the Hannibal Lecter novels and films were disappointed by the origin story on offer in Hannibal Rising because its explanation of Hannibal reduced his inscrutable quality (his intelligence and his brutality) to something known and trite.

            Not everyone has my imagination, though, and the mixed viewer reviews—with people despising It Follows for not being scary and others giving it more credit than it deserves—suggest that people either really like the focus on uncertainty or feel short-changed by it (and/or the obvious allegory between sexuality, disease, and a monster that cannot be stopped and can only ever be temporarily evaded, surrendered to, or passed along to some new innocent). “Generally speaking,” writes Peter Debruge for Variety, “horror is only as potent as whatever fear it exploits, and ‘It Follows’ relies a bit too heavily on a wobbly venereal-disease allegory.”[4] Arguably It Follows does have other thematic interests, however. Specifically, the film focuses on morality and the fear of death, the latter of which is inevitable and often impossible to recognize in advance. The movie incorporates passages from T. S. Eliot’s “The Love Song of J. Alfred Prufrock” and a couple quotes from Fyodor Dostoevsky’s The Idiot. Clearly It Follows has aspirations beyond simply invoking the classic horror films of the seventies and eighties with its period piece look, music, and poster design. John Carpenter’s The Thing is a clear inspiration for the creature, but there are also bits of music that sound somewhat familiar. To my ear, there is a little of the Halloween theme in It Follows’ “Detroit,” for example.

It Follows' poster has a certain "retro" quality.[5]

            It Follows might seem to be somewhat hamstrung thematically by associating its monster with sexual disease, but it also feels like an appropriate, self-conscious literalization of a theme that underlies many more traditional slasher movies like Friday the Thirteenth. I wrote the following post on the subject on Tumblr a while back:

“It’s pretty clear that the Friday the 13th films embody the duality of Americans’ fascination/repulsion regarding sexuality–the heavy-breathing voyeurism, on one hand, and the deeply-ingrained puritanical desire to stifle (or shame, etc.) on the other. Viewers are able to enjoy the creepy, peeking camera and then experience the catharsis of seeing Jason murder (in first person, no less) the objects of their misbegotten desire. They are able to project their guilt over their desire (their subconscious sense of their own perversity) onto Jason as he violently annihilates the erotic tableau that has caused them so much confusion. The films are essentially torture porn for the guilty consciousness of a nation that continues to insist ‘she was asking for it’ and to simultaneously emulate (even worship) and vilify the perceived amoral virility of youth culture.”[6]

Horror films have often linked sexuality and the subsequent murder of characters. It Follows might appear to be stating the obvious by making things so explicit, but it feels like a long overdue open acknowledgement of the way that we like to associate youthful promiscuity and experimentation with extermination. While there is some sense that “Mitchell creates a situation where the infected are super-motivated to pass it on,” it also highlights the importance of the disclosure of health issues for prospective sexual partners.[7] Consent requires knowing what you’re getting into, and a reading of It Follows as symbolic of a rampant serial infection like AIDS thanks to unprotected sex (or sex with strangers) works as well. A culture that is complicit with these behaviors is a culture stalked by a monster that could easily come almost anyone’s way.

            Furthermore, although the disease angle is certainly a valid interpretation of the film’s events, the plot also deals with issues of morality. Jay and the other bearers of the curse have a difficult choice to make when faced with the fact that they are marked for death. The seemingly right thing to do is to either try to outrun the monster forever or to surrender to the inevitable and die without passing it on and hurting someone else. Of course, surrendering isn’t necessarily the moral thing to do since your own death only sends the monster to the next person in line. They might be a scumbag who knowingly tricked someone else into taking on the curse, or they could be a complete innocent who didn’t know what they had or what they were doing. By passing the curse on, you can prolong your own life in addition to the lives of those before you in the chain, though you are also likely committing a heinous immoral offense if you trick someone else into taking on the curse. The least selfish action seems to be to run and to keep running as long as possible. You guarantee your own suffering but postpone that of the other folks in line and do not curse others; however, any good you do (even by staying alive as long as possible without further spreading the curse) only postpones rather than eliminates the harm that will eventually come to other people. Again, It Follows refuses to give easy answers, and with the unnamed girl in the opening, Jay, and Hugh/Jeff it offers a poignant depiction of the madness and amorality that come from trying to solve the unsolvable quandary.

            Similarly, It Follows examines the ambiguity of human sexuality and the cultural baggage with which it is saddled. After having sex with Hugh/Jeff, Jay ruminates on her growth from girl into young woman. She talks about her dreams of holding hands and sitting in a car—not to go places necessarily but just to be there—and it all sounds very much like how we tend to paint love, sex, and monogamy in idealistic terms. You could argue that It Follows is an anti-premarital sex PSA that uses the scare tactics of rampant, inescapable, deadly disease and the fact that a single sexual encounter essentially forces Jay into several others to suggest that sex outside of marriage cheapens the experience of relationships with other people. The evidence is all there to back up such a reading, but I think it is ultimately undermined by the aforementioned reflections by Jay herself who, after recalling her childlike interest in relationships, asks Hugh/Jeff (and likely herself), “But where do we go now?”

            These musings are accompanied by shots of Jay toying with a plant growing from the asphalt beside Hugh/Jeff’s parked car. In a sense, the plant symbolizes Jay’s romantic development. Born and raised in soil, she has blossomed to find a world of asphalt and dilapidated buildings. She lives on the edge of Detroit, a city with a sense of rampant decay in the film. Literally, Jay has to wonder where she goes from her comfortable suburb when the world outside it seems to be on the downslope. Symbolically (metaphorically), she has found that the idealism of sex that she grew up with has no foundation in reality. There’s nothing to it really. It is what it is: underwhelming and bereft of arcane meaning. Reality fails to live up to expectation. You could argue that this sense of directionless (“But where do we go now?” From here; from sex) actually reinforces the PSA reading, but at no point does It Follows suggest that waiting or marriage are better answers. Parents are sorely lacking in the film almost to the point of stretching believability, but what parents we do meet are not happily married either. Jay has only her mother, and several shots focus on the father in photographs that is clearly missing from the family’s current living situation. Greg seems to only have a mother as well. Hugh/Jeff also has a single parent. At least, these are the only parents we hear about or see. If It Follows is a critique of premarital sex, then it’s missing half the message. If it’s a critique of the idealization of sex, though, the message comes through loud and clear. Love doesn’t exist. Sex is still a Big Deal in the film because of the monster that comes with it, but the actual act is meaningless.

            It Follows’ plot is almost cruel in its efforts to make Jay see this meaninglessness. She has sex with one man who lies to her about his identity and his reasons for being with her in the first place. She has sex with another man who doesn’t believe that her problems are real to try to solve those problems, and when he dies, she may or may not have had sex with multiple strangers at once to try to save her life. She finds herself increasingly alienated from her romantic notions of love and sex, and when she finally thinks she can find a measure of that old idealism with her longtime friend Paul, she only finds more of the same nothing.

            Paul himself is an insufferable “good guy”—the “friendzoned” gentleman, the pencil-necked “beta male” who deserves the girl but can’t get her because she only likes “jerks.” He’s the worst part of a superficial reading of It Follows because of how he seems to vindicate that sort of “good guy” myth. He eventually gets the girl, after all. And yet, Paul also finds that sex with Jay is not what he thought it would be. Afterward, they ask one another if they feel any different. The obvious implication of this question is that they are trying to determine if the creature is still alive (if Jay now feels less cursed while Paul feels a sense of foreboding); additionally, though, the question is about the sex itself and their relationship. Does Jay feel better now that she’s been with this “good guy” who risked his life to save her? Does Paul feel better now that he’s been with Jay? Neither feels any different. It’s just more sex. We see them holding hands in the final scene of the film, but neither one looks happy. On the one hand, there is still the potential supernatural threat: The camera pans up to the window looking out onto the open expanse of a yard and the concealing foliage at its edge when the two are having sex; the composition of the final shot of the movie emphasizes the space between the two and the out of focus figure following in their wake.

            If not deadly, sex is still instilled with none of the idealistic weight we often attribute it in It Follows. True to itself to the end, the movie refuses to tell us the truth about the monster or its survival, makes us only guess at what transpires between Jay and the men on a boat we see her wade towards in one scene, leaves only a question mark in the wake of another where Paul drives through town past a pair of prostitutes after having sex with the cursed Jay, and ultimately undermines whatever happiness its ending and the relationship it presents with more doubt.

            It is existential dread—the failure of ideals, the death of the promise and blissful ignorance of childhood, and literal death. The “it” in the title of It Follows might just be the monster, or AIDS, or it could suggest that something follows after something else. Disappointment follows sex. Death follows life. It all follows you as long as you’re alive.

Notes:

[1] Radcliffe, Ann. “On the Supernatural in Poetry.” The New Monthly Magazine 7 (1826): 145-52. Print. (Note that this is one possible source for “On the Supernatural in Poetry.” Since I have yet to find a full version myself, I have to rely on indirect quotes from other sources. The quotations featured here are sourced as page six of “On the Supernatural in Poetry” and clearly do not correspond to the version cited above, though obviously they should appear fairly early in it.)

[2] Ibid.
                                                                                 
[3] Rawson-Jones, Ben. “Exploring the Horror of It Follows: David Robert Mitchell Interview.” Digital Spy. Hearst Magazines UK, 8 Mar. 2015. Web. Accessed 31 Jul. 2015. <http://www.digitalspy.com/movies/interviews/a633564/exploring-the-horror-of-it-follows-david-robert-mitchell-interview.html#~pk3JrCZhirHXlr>


[4] Debruge, Peter. “Cannes Film Review: ‘It Follows.’” Variety. Variety Media, 28 May 2014. Web. Accessed 31 Jul. 2015. <http://variety.com/2014/film/festivals/cannes-film-review-it-follows-1201194726/>

[5] Film Fan. “It Follows (poster).” Wikipedia. Wikimedia Foundation, 17 Mar. 2015. Web. Accessed 31 Jul. 2015. <https://en.wikipedia.org/wiki/It_Follows>   

[6] MStatoNation. “On the ‘Friday the 13th’ Series.” The Taco Ranch. Tumblr, 2014. Web. Accessed 31 Jul. 2015. <http://mstatonation.tumblr.com/post/101606971801/on-the-friday-the-13th-series>(Note that I trotted out the concept of “catharsis” here—a notion that an audience’s tension can be released through something like the projection of those tensions onto a safe outlet that dates to Aristotle—however, I no longer necessarily believe that catharsis exists in the sense that it is often used: namely by defenders of violent media as an explanation for how consumption of said media deters violent behavior. Various other theories of social development have roundly disproved catharsis in the arena of practicality as anything more than a theory, but it still gets mentioned a lot. Sometimes by me.)
 

[7] Debruge.