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Showing posts with label 2018. Show all posts
Showing posts with label 2018. Show all posts

Tuesday, April 2, 2019

TheAmazingAtheist Is Not a Fan of Tomb Raider (Old)


This post is intended as a response to the video above, but I'll supply the original tweet that has garnered so much controversy (for whatever reason) here:


TJ, on his Twitter, has since revealed that he has only played the newest incarnations of the franchise and none of the originals by Core Design. So he couldn't be considered a fan and doesn't appear to do so himself anyway. However, that's not really important here, it just goes to prove my point that he's not a fan of these games. If he were, he'd be such because of the gameplay and, you know, the actual game design, and not because of the simple visual design of the main character. And really, given that you play from a third-person perspective in all of these games, you don't usually get a look at her breasts anyway unless some camera angles permit it, so the size of her tits is mostly portrayed in marketing materials. And that latter point is really important to understand, given that that's how Lara Croft became considered such a sexy character at all.

I do think that TJ is missing the point of contention many people have/have had with the above tweet, and that's the following: he's basically body-shaming Alicia Vikander, the lead actress in the starring role of Lara Croft, which is based on her current incarnation of the character. And why's he doing that? Because her breasts aren't big enough to match the promotional and marketing materials that have, through the 22 years of the franchise, through thick & thin, made her into (among other things) a sex icon in the videogame lexicon.

However, as a fan of the franchise (especially the Core Design era), I didn't much care for the big boobs aspect of Lara Croft. In fact, aside from her being a bad-ass, stone-cold (with a few exceptions) killer out to add to her collection of artefacts and treasures, and wealth, of course, I didn't pay attention to anything else about her. She was rather flat personality-wise and had undergone no character development in each game. The few exceptions, of course, being the odd gasp or disgust at the antagonists & their devious plans. The development of her character was left to the current era. No, I was a fan not because of what the marketing was trying to do, but because of how the games played. You know, the reason why we play games? If you play a game so that you can look at it, either because it has nigh photo-realistic graphics (Crysis was hailed for this aspect for years) or, in this case, because a character, no matter how few pixels could be derived from her polygons and textures, has big tits, then you're just not a fan. 

I liked the adventure, the puzzle-solving, the trial-and-error, and the thrill of success that was derived from the games. I liked that they were distinct in this regard: they were designed with a deliberate, and stand-out (but not always for the right reasons) grid-based movement system. The gameplay and the movements you made in order to complete the games were designed entirely around this system of tiles. If you mastered how it worked, you mastered most of the game itself. And that works in helping you enjoy the game even more. Because I still know plenty of people who can hardly even play, let alone enjoy, the games for how they are designed.

The main reason for her being considered a sex-icon of gaming is due mostly to the marketing around the franchise. Yes, her in-game model did have (progressively with each instalment) bigger and bigger tits, but it still wasn't central to the games, even to the character. And considering you said this:


You're just wrong. And what do I have to back that up? Why, an interview with the very creator of the franchise itself, Toby Gard (who left Core Design around the release of Tomb Raider II), in which he states the following:

It was never the intention to create some kind of 'page 3' girl to star in Tomb Raider. The idea was to create a female character who was a heroine, you know, cool, collected, in control, that sort of thing. The problem with those other games is that the female characters are actually there for purely exploitative purposes. I know you could argue that Lara with her comic book style over-the top figure is exploitative, but I don't agree. I think it's ridiculous to say that portraying stylised people is degrading. You can represent an over the top hero figure by augmenting characteristics like a jutting jaw, wide shoulders, thin waist etc. and that is not degrading to men. It may well be a stereotype, but it seems to me that people are overanalysing this whole thing. It's pretty simple, if women in a game are only there to be the equivalent of quiz show floozies then they are being portrayed in a sexist way. When it comes to Galleon there are all sorts of women in the Galleon world, just as there are all sorts of men.
 You could argue that Toby Gards' words support yours when he argues about how people were 'overanalysing' the portrayal of her figure, but it's his opening statement that shows he never intended Lara Croft to be so overly sexual in design in the first place. He wanted her to be bad-ass, stone-cold, unflapping in her drive to achieve wealth & fame. And to save the world while doing it, because other people want those same artefacts that she chases, but for nefarious purposes (destroying the world in some way) instead of simply putting them on display for fame & fortune. She's a cold-ass bitch who'll kill you without shedding a tear if you get in her way, but if you intend to use those same artefacts to rule or destroy the earth, she won't stand for that either.

As he explained later in the interview, he left Core Design (in part) because of his creative control over the franchise, which he co-created, by the way, was being taken from him. What did Core and, by extension Eidos Interactive, want for the creative department for the franchise? Why, to fixate on her sex appeal, because they felt it was an ace way to garner more and more money. And indeed, it was. But the co-creator did not agree with it, so it was one of the reasons for his departure.

So you trying to justify your crappy views by ignorantly stating that she was designed to be sexually appealing falls flat on its face, because of the very words of one of the minds behind the creation of the franchise as a whole.

Source: Gamasutra - Interview with Toby Gard (Oct. 23, 1998)

Then you said:


You are partially wrong with the above statement, and I am being generous here. The notion that Angelina Jolie's tits were as unrealistically large as they were in the videogames (and most prolifically, the marketing material) was debunked. How did they get her tits to appear so large? Why, have you not heard of the myriad ways women make their tits look bigger than they actually are? Wire bras, for instance, raise the breasts because ordinarily, gravity makes them seem smaller due to what is commonly derided as "sagging." According to some sources, like this one, in particular, the studio used "...padding to bring her from her normal 36C to a 36D. (The videogame Lara is estimated to wear a 36DD bra.)" Oh, and those C's and D's mean something, too. It makes all the difference from breasts appearing to "sag" to them appearing to be protrusile & firm.

So the studio had to use trickery (no CGI, thankfully) in order to make Jolie's portrayal seem closer to the videogame character, as she was being portrayed in the then current spate of Tomb Raider titles. Which, by the way, was only attributed to the progressively-increased polygon count and not necessarily to those same breasts somehow getting bigger and bigger in proportion. They just appeared more realistic with each new release. This, as mentioned before, was one of the issues Toby Gard disagreed with and left the same studio over. Even Angelina Jolie, who portrayed Lara in the first run of adaptations, wasn't as "buxom" as Lara Croft, even though the studios played up the character's sex appeal as much as they possibly could. And by the way, the sex appeal might've worked for you, but it didn't for me; indeed, the tits were cartoonish and ridiculous, distracting from what was far more interesting than a couple of tweaked breasts succumbing to the laws of physics before my very eyes (some would call this "boob physics").

You may argue that her big breasts defined her as a character, but going by the statements made by her co-creator, and by what I found to be more important to each game personally, I wholeheartedly disagree. And I definitely disagree with your body-shaming an actress for her (less sexually-appealing) portrayal of Lara Croft, who was only made sexually appealing because of marketing in the first god damned place. If she wasn't intentionally created just to be treated as a sex goddess, then I agree with her creator and not with people like you, who lack self-reflection and cannot concede that perhaps they're off the mark on this subject. 

I do agree that you got far too much exposure for this because, in the end, this was really another case of you trolling for attention. I already knew that about you, and I have for years, but the media clearly didn't. So that's the only reason I can forgive them at all for granting you this much-undeserved attention because you took part in body-shaming an actress for not matching the marketing that has surrounded her character for so many years. That same marketing that saw the character's co-creator resign from working with the character  Funny, now I know that marketing works more easily on you than it does on me, it appears that it is you who isn't fully capable of thinking for themselves. Amirite?


Saturday, November 17, 2018

Alone With My Craft; "Erosion" Anthology Preview


I sit here with my pen, once again at my side. All of those whom I’ve considered a friend have left me by my lonesome. The pen is all that I have left. And without fail, every single time I write, it jots down the characters I desire with nary a protest or question. Should the mood strike me, I can, with this pen, smite those who have wronged me or wish to do me wrong; if my thoughts descend into the darkest, deepest reaches of the abyss, the pen will not cower or fight the will of my motions. It is ever abiding—its ink records my thoughts and my fantasies, my fictions and experiences, as it should do. For that, which is to serve the literary artist, is its very purpose. Unfailingly loyal to me: my pen will never lie to me or abandon me. I feel safety and comfort in it knowing these aspects of the object.
Yet still I find myself missing the nuances of human interaction. An object of no whim or pulse of its own cannot replace the intricacies of the soul. Yes, I’ve come to know the greatest pains and sadness having had contact with my fellow man, yet, my works on the page—my craft of literature has derived all of its inspiration from those very interactions and experiences. And sometimes it is necessary to have the ego of another mind challenge your own. So here I am, alone with my pen, and my craft is, as I have come to realize, doomed to dry out. My inspiration is limited now. No companionship or strife means I may not know what to put to paper any longer. Such is perhaps the only net positive of coping with the many angles of life’s experiences.
The sharpness of the pen shall close this book for now. I think I will go for the neck; deep and precise, and most importantly, the pain will be as quick & brief as the swiftness of a fox. Alone with my craft, this will be the very last gift my pen will give to me.

Tuesday, August 28, 2018

Bonded; Father & Son

I've written a lot of material over the summer, which I admit I could have shared here. I didn't. But that changes today. Here's the latest addition to that line of work, finished just a few minutes ago.

By Garrett Will/Wisdom Eye

Friday, March 23, 2018

'Anchor' Mini Project

I'm kind of on a roll, here. I guess that's what happens when you listen to music that really touches on something you hold close to your heart.

https://drive.google.com/open?id=1gNRdc02wcRuwWTUxba-0YkGHX8auIlHp

Like the previous project, it is watermarked.

Edit: Increased transparency of watermark; changed a few lines, added a new one.

Tuesday, March 20, 2018

Dimming - Mini Project

Well, I've finished a project in one sitting and it's all finished, ready for sharing.

https://drive.google.com/open?id=1u_KlHYNHJLgNsbneAjxYdrFqkBeU2X6g

It is watermarked.

Wednesday, March 7, 2018

Godzilla Review (2014, Action/Adventure/Monster, Legendary Pictures)


This movie should remind you why Godzilla is king.

Should...

The movie mostly ends up checking the right points: Godzilla himself is badass as ever and isn't simply out to destroy us; he battles other Kaiju; we get to watch human characters that we care about; it's fun to watch.

But what this film does wrong is that it seems to undermine itself on almost all those fronts. Godzilla is badass, yes, in appearance and in how he handles his opposition. But you might be hard-pressed to actually see him in the first place, because he's only in the movie for about ten to fifteen minutes of the film's solid two-hour run time. Considering the film's title, I expected to see more of him. You don't have to inundate us with him in every single frame (build-up is always nice), but maybe grant the viewer, I dunno, a glimpse of the titular monster in half of the film's run time? Could that have been too much to ask for? The M.U.T.O.s that he battles, for instance, get significantly more screen-time than he does. In fact, they get even more development than he does.

Yet when he shows up, he's glorious to behold. He's got a great design, he towers over most buildings now, he resembles a fighting bear, and he's not a malevolent force that we must overcome somehow. And he shrugs off nukes, even eats them perhaps; it will take other kaiju of his power level in order to really bring him to his knees, and that's a definite plus to this version.

The human element has some stronger foundations, too. The effective Bryan Cranston has a role here as Joe Brody, who inadvertently discovers the presence of the M.U.T.O.s and kind of sets the plot in motion. Disaster and tragedy strikes, and we have to then fast forward to the present. He's determined to find out why the disaster occurred and why the government is running experiments where it happened. This gets him in the (non-hostile) crosshairs of his son Ford Brody, a military operator, who wants to bring him home. They reunite, investigate the disaster site, reconcile a bit, and discover that there's an immense danger present there. It's a dormant M.U.T.O., and it's about to wake up. This is where Bryan Cranston's character ends up getting killed, and the human element of the film suffers for it.

I don't have anything against Aaron-Taylor Johnson as an actor, but he doesn't exactly sell his role as Ford. He is certainly sympathetic and all, but he doesn't drive the plot forward until the very end when it makes a lot more sense for him to have any impact on it at all. Instead, Elizabeth Olsen as Ford's wife, who is a nurse who ends up right in the heat of Godzilla's battle with the M.U.T.O.s toward the end, does manage to elicit some interest, in spite of how brief her appearances. And then there's Ken Watanabe's character, a scientist who has been studying kaiju with the MONARCH project (they investigate things like this). The only notable thing about his character is that he's always in three modes in all of his scenes: looking surprised, looking shocked, and looking confused. He delivers his lines in monotone and really just serves to drive home the fact that this is very much, in fact, a Godzilla movie. 

The film does have some fun with its premise. Like in the good old days of the franchise, Godzilla has to meet a skyscraper-size match and do battle with it. In this movie's case, two (of the same species no doubt) adversaries that reportedly decimated Godzilla's species many eons ago. And the kaiju within these proceedings, especially his enemies, flat-out eat nukes for breakfast. They also deal untold destruction in trying to find a nesting ground so that they can replenish their numbers. Godzilla is tracking them and has a score to settle, and the only reason we know this at all is because the military somehow become privy to this inevitable showdown. And when the showdown does happen, it's pretty cool to watch. Our badass title character even unleashes not one, but two radioactive breath waves on his insectoid enemies.

And speaking of the M.U.T.O.s, and having previously mentioned how they actually do receive development throughout the film, they do come across as sympathetic antagonists. In one particular scene that will stand out with some viewers, the female and the male are clearly shown to be mating partners. They work together, look out for one another when they're in danger, and they even nuzzle. How cute. While their design leaves a little to be desired (they look rather unnatural), they at least come across as more interesting antagonists than otherwise, which is a plus. And then Ford Brody ends up destroying their egg-sacs, which puts the mother into flat-out berserk mode, all directed at him. You can't help but feel a bit of pity for her, given that all she's trying to do is help her species survive.

Then Godzilla, having dealt with the male (who, while significantly smaller in size than the female, has the advantage of flight) which was annoying our hero with hit & run tactics, sets his sights on the female. She's about to deal the killing blow against Ford when Godzilla grabs her and delivers a heavy dose of radioactive breath down her fucking throat. While you couldn't help but feel a bit sorry for the M.U.T.O.s, this triumph is nonetheless a glory to behold. He roars into the skies, signifying his place at the top of the world, and collapses in exhaustion. The next day, with the world watching, he awakens and heads back out to sea, with humanity cheering him on as the necessary but destructive force to save the world.

Now all of this may seem like they take place over a significant amount of time, but they in fact don't. Again, Godzilla hardly even shows up in this movie, which, I must remind everyone, is NAMED AFTER HIM. And when he finally does, the battle, while still fun to watch, doesn't exactly lift the film up from mediocrity all that much. It's certainly a plus to see him do battle, but considering all that preceded that segment of the film, it wasn't enough. However, knowing that Legendary wants to make this into a number of films, re-imagining his battles with his famous foes like Mothra & King Ghidorah, I think we can all rest assured that the franchise will go places that will satisfy what we want out of these types of films in the first place: sheer, monumentally-large fun.

Just give us more of the titular monster, please.

C+

The Good:


+ It's Godzilla
+ Godzilla has a really badass design. Some Japanese audiences didn't like it, but that's fine. I like him resembling an enormous bear. I like him having an ominous presence just because of how large he is. And I like how expressive he is now, such as showing that he, too, can feel pain and fear.
+   The M.U.T.O.s, while kind of off-putting in appearance (their eyes are evil looking, which is a nice touch), have a surprising depth to them. This takes them beyond the otherwise predictable role of "something for Godzilla to destroy."
+ It's not a depressing film.
+ Bryan Cranston delivers, as per usual.

The Bad: 

- For a film about Godzilla, he hardly even shows up. And by then it's another case of "too little, too late", or at least by some measure of the phrase.
- The human leads don't really warrant much interest.
- Bryan Cranston is only in the movie for about...15 to 20 minutes. And then he gets a bridge dropped almost literally right on top of him.
- Ken Watanabe's character & talent is rather wasted. He delivers his lines in a quiet monotone, like he just awoke from a coma that had left him weakened and confused.
- Feels a bit over-long.
- You don't get the best glimpse of Godzilla until he literally comes roaring into the picture, which further undermines his presence in the film.
- Seems to be more of a setup film than a confident, stand-alone film. It was meant to establish a shared universe, akin to the Marvel Cinematic Universe that Disney continues to put out. Unlike the MCU, which was carefully handled by Kevin Feige, this shared universe seems to be a bit forced from the word "go."