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#no animated movie. no secondary ongoing. no animated series. almost three years without any news about her solo game. no movie announced.
honeyandthmoon · 8 months
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ranting about wonder woman's daughter (spoilers ahead)
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I gave tom king the benefit of the doubt so many times and i liked some of his most controversial stories... i have lots of his books in my shelf, but that's just insane to me, wonder woman is my favorite one, this is just garbage.
retconning the contest/trial just to have diana punch her mother? to have lizzie punch diana?
it still sucks for me that his idea was to create the sovereign, a "joker/lex luthor" type of menace as if she doesn't already had villains powerfull enough to give her a hard time. it still sucks that he decided to give diana a daughter even if fury still exists (somewhere in the multiverse). and it's not her first child in recent years too! who remembers that one justice league story from a few years ago when they gave her a son that she supposedly abandoned because he was a boy? oh in the same storyline where hyppolita became a mindless monster (also called the sovereign!). that's just recycling of bad ideas. but he probably didn't even knew about that. probably just a bad coincidence. and that's me again giving him the benefit of the doubt.
it still sucks that lizzie is not her biological daughter. it still sucks that she's called wonder woman's daughter when diana herself doesn't see herself as a mother. it still sucks that she's called wonder woman's daughter when diana didn't even raise her? what is up with those weird stories of jon and damian raising her? wonder robin? a mural of batman and superman in themyscira? with batman front and center? IN THEMYSCIRA???
if she's not her biological daughter and was saved by diana and trained as an amazon, what differs her from donna? and why aren't donna and cassie part of her upbringing? why are the supersons responsible for this child?
what's the point of giving diana a daughter if you strip her of every aspect of motherhood?
I defended g willow wilson against people online who hated her run, i thought she was so great, even if she didnt knew much about her at the beginning but she at least was able to reconcile diana and veronica (sort of) and bring her back to themyscira, continue previous plots from the rucka's run and bring ares back (bonus point for putting steve always shirtless and in need of saving)
i was even one of the few that actually enjoyed becky cloonan and michael's run. the stories sure could've been better planned but they got the spirit, build a strong wonderfam in activity and set the ground for a more modern structure of amazons in this new context. they gave me etta and diana acting truly as friends, they gave me three founding mothers for themyscira, they gave me doctor psycho stories (he is really fun to read).
I defended james robinson (!), he at least knew diana was strong enough and had her defeat darkseid and free the gods by herself
i've been reading wonder woman for years. i still have some runs i hadn't had the chance to read fully but basically everything in the past 20 years + perez era formed my love for this character. i hate how out of character she is right now. they should bring back that one rule if you wouldn't do this to batman or superman you shouldn't do it to wonder woman, that's truly disappointing.
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innuendostudios · 4 years
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Thoughts on Even More Games
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[vague, unspecific spoilers for Heaven’s Vault, Later Alligator, and Life is Strange 2]
Thoughts on Heaven’s Vault
Heaven’s Vault is a game about archeology, which means it’s also a game about incompleteness. This is very clever. Inkle - also the developers of 80 Days, which I will play someday! - specialize in deep narratives that can be explored many, many ways, allowing for a lot of player choice. You make a lot of small decisions - do you share a discovery with the trader in exchange for a valuable item, or hide it so he doesn’t plunder it? do you go looking for your missing friend, or let her stay missing in case there are people trying to follow you to her? These all have their own little arcs and resolutions, and there are so many of them, and so many ways they can play out, that the game can never be played the same way twice. The overall story begins and ends in the same place and theoretically hits the same major beats, but the journey is tailored broadly and finely to each player; it’s a style of design Aaron A. Reed refers to as “not... a branching tree but a braided rope.”
Making a narrative about archeology is how you dodge the exponentially complicated nature of that design: if there are dozens of locations, characters, plot threads, bits of color, which can be engaged with at many points in time, or ignored, or dropped by the player halfway through, how do you avoid telling a story full of gaps and dead ends? Well... you don’t. Having only partial information and having to infer the rest is what archeology is.
The protagonist of Heaven’s Vault, Aliya, is digging up the secrets of an ancient civilization, having been sent by her academy to find a researcher who’s gone missing, and stumbling into his incredible discovery. Everywhere she goes, there are holes: she has partial understanding of the researcher’s journey and motives; he, in turn, had partial understanding of the mystery he was uncovering, and Aliya has only fragments of his knowledge; the ancient texts she translates are usually fragments of larger works, and she is guessing at the meanings of many of the words; the game’s constantly updating historical timeline has entire centuries with nothing but question marks. Aliya arrives in a new location and wonders aloud to her robot companion about what this place was, when it was founded, when it was abandoned, how her predecessor found his way her and where he went next and what he took with him.
The constant feeling of discovery - of unearthing - is magnificent. Site after site, I asked, “What is this place?” Always thinking, if the eventual answer is any good, this is going to be one of the best games I’ve ever played. And, in the end, it doesn’t give you an answer, it just give you enough to make the story feel complete. It answers by not answering.
Also, translating alien texts is just extremely my jam. I’m the weirdo who enjoyed the ending of Arrival but secretly wished the whole movie had been about xenolinguistics like the first half. I guess Inkle felt similar.
The game’s by no means perfect. I think I enjoyed the sailing between worlds more than most - it’s slow, but very pretty - but it’s going to discourage a replay. I don’t think the relationship between Aliya and her robot, Six, ever gets terribly interesting. Some of the archeology is a little too obviously game-y - sail around, wait to find a random ruin, beam Six down to grab an ancient doodad, translate a bit of text, lo and behold it’s from one of the sites you’re looking for and it’s narrowed your search radius somehow. (It gives Star Trek explanations the first few times - e.g. “it has radiation that only exists in one part of the nebula” - and then stops bothering.) And the game sags a little in the middle; it could’ve hacked out 3 or 4 dig sites and still given me the same experience.
But, all told, there’s magic in it, and it just feels good to be there. Do not sleep on this one.
Thoughts on Later Alligator
There’s not a ton to say about this game except that is charming as hell. Lindsay and Alex Small-Butera have build a beautifully animated world of cute alligators, one of whom is having a birthday party where he’s convinced he’s going to be murdered. He wants you to run around getting information out of everyone who’s going to be there, which you get by completing minigames. It’s a cast of weird and funny characters with weird and funny dialogue and there’s not much more to it than that.
The design can be a little frustrating. Some minigames, if you lose, you don’t get to try again. Some are annoyingly finicky. You need to complete them all to get the true ending, which means, in my case, playing the game three times to complete all the bits you missed or got locked out of. The ending was a little different each time, so it wasn’t a total wash, but the game’s on a timer that only advances when you play a game or take the bus, and once you’ve completed most of the games there’s a lot of traveling back and forth from one nowhere to another just to advance time to the next unskippable plot beat.
(It’s also a little unclear what you’re missing as you try to get the final ending, as some of the ongoing puzzle are optional.)
But I can’t get mad. The game is too damn cute! Each character is lively and unique, with tons of personality, and the dialogue is just clever enough not to fall into empty adorkability.
It good.
Thoughts on Life is Strange 2
Somewhere, early in the development of Life is Strange 2, some Dontnod employee wrote in a design document “Episode 4 - cult?” (but in French) and nobody told them “no.”
I will not forgive them for this,
After twenty minutes of LiS2, I was ready to yell at everyone who had reported it was boring. It has one of the most powerful, gut-punching openings of any game I’ve played in recent memory. And all through the first, second, and third episodes, I was in love. Unlike Before the Storm, this was its own creature, willing to make dramatic departures from the original game’s template. Instead of controlling a character with supernatural powers, you play as the superpowered character’s older brother. The one with the magic is a 9-year-old, unable to fully understand or control his abilities, suffering a recent trauma, and needing to be guided through a dangerous and racist world. All the ambition missing from Before the Storm is back, and this time the animation isn’t creepy and the writing is wildly improved (thanks to some journeyman script work from Fullbright’s Steve Gaynor) and I even have a computer able to play it on higher graphical settings.
But nothing good lasts.
Everything good about the series screeches to a halt in Episode 4, the one where some asshole said “cult?” and didn’t get a Nerf football thrown at their head. And it’s not just that it’s a terrible idea; it’s actually sort of amazing how much the game relies on an alchemy of plot, tone, theme, and writing, and how a slight imbalance can throw the whole thing off. Episode 4 has scene after scene that are powerful in their conception - brothers reunited after a violent rift; a boy having his first conversation with his estranged mother in nearly a decade; getting interrogated by the feds for a crime that can’t even be explained by physics - fall flat because the writers can’t think of anything interesting for the characters to say. (Steve Gaynor’s name stops appearing in the credits as of this episode.)
And here the game’s rickety bits, kept delicately together for three episodes, start to shake apart. Dontnod’s overly-earnest voice direction, which I didn’t notice in the early episodes, started to wear me down. (”Could you sigh mid-syllable, like you’re slightly overwhelmed with emotion?” “Sure, on which line?” “All of them.”) The thinness of the secondary characters, most of whom pop up for one episode and disappear, became more noticeable. The lack of a mechanical hook like the time rewinding of the original game, and the attendant commentary on choice-based games and power fantasies, made the game feel less substantial. The surreal imagery of the original, obligatorily evoked in the prequel, is sensibly absent, but there’s nothing equally striking that replaces it. Even the branching path decisions become less clear: the end-of-episode stat screens for the final episodes mentioned at least a dozen choices I didn’t even know I’d made, some of which were critical in shaping my younger brother’s morality and were not necessarily the choices I’d have made if I’d known I was making a choice at all.
Come the final episode, I got An Ending that seemed right for the way I’d played, but much of the way I’d played felt accidental.
So what are we to make of this? Life is Strange is a beautiful disaster, an ambitious disaster, where Life is Strange 2 is almost less interesting for being  more competent. It has a huge mess of charged topics - American racism, teens losing their virginity, raising a child outside the nuclear family, grief and trauma - and, while it handles them without the gracelessness and sledgehammer subtlety of the original, it doesn’t come to any conclusions about any of them. LiS1, for all its jank, had some opinions, where LiS2 falls into the category of “this sure is some shit, innit?” games.
It starts with a powerful premise, deeply relatable characters, fine writing, beautiful art, but can’t even manage, in the end, to be a disaster. It is the only game in the series so far to be forgettable.
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