Fire Emblem Blazing Sword, Games as Silent Dramas, and the Tragedy of Kishuna

During the last years of my Undergrad, I bought two used games (and no, this is not the beginnings of a creepypasta): Final Fantasy I and II and Fire Emblem. I got through the first part of Final Fantasy pretty easily and then the until part held no more interest for me. It was too simplified and hadn’t yet reached that point of complex plots, captivating character development, and entertaining gameplay. So then I started playing Fire Emblem Blazing Sword.

I have to say: I was astounded. Up until that point I’d never found a strategy RPG more captivating, more fun, more incredibly frustrating to the point of me throwing it across the room than Fire Emblem. Up until this point I’d thought that there were no other games aside from Final Fantasy that had that combination of complex characters and fun gameplay. But it was the characters and the extra content that intrigued me the most.

And so today, I am going to talk about a character that doesn’t get mentioned a lot in the game or anywhere outside of the Fire Emblem Wiki site. I am going to talk about Kishuna.

Who is Kishuna? And this where we get into a bit of spoiler territory. When you first run into Kishuna in Fire Emblem, he comes unannounced and unexpected. He is a red-robed being whose very thin and pale face is covered by a hood. Kishuna is accompanied by a group of very immensely powerful Morphs–mystically artificial beings that you encounter more and more as the game progresses–and they are hard to kill. Another thing you need to know about Kishuna himself is that he doesn’t attack you. No. But his mere presence–his aura–is powerful enough to neutralize all of your offensive and healing magic. So as long as you are in the blocks affected by his red aura, you can’t use your magic at all. He is called a “Magic Seal” for that reason.

So Kishuna–who is an enemy–arrives to mess up another enemy’s plans: the enemy you have to defeat. I can only conjecture that he is there out of pure spite: because he pretty much hates everyone for what happened to him. So, you can kill him with conventional weapons: however, he is very hard to hit and your speed and accuracy has to be exceptional to do so. If you do manage to kill him after some considerable effort in the protagonist Eliwood’s Chapter, he dies and that is the end of him. But if you are playing Hector’s Chapter, that is a whole other story: a whole other story indeed.

I won’t go into any more particulars about game-play requirements to do all of this. You can find all of this stuff pretty much here. As you come to the Nabata Desert, you see Kishuna again in an underground complex. The screen transitions into a flashback of a blurred naked spindly pale being in a magic circle standing in front of Nergal: the main antagonist of this game. Nergal created Kishuna as an experiment to see if he could make an alchemical being with emotions. The screen transitions back to Kishuna–surrounded by an army of his elite Morphs–and his only dialogue just as it was in the previous time you met him is, “…”

When you come to him here, you sense a lot of hostility and anger. But then if you beat him he seems to die again. If you are doing things properly, towards the end of the game you will encounter Kishuna one more time. He is in another set of underground ruins and he is having a flashback of Nergal coldly and callously rejecting him: telling him he was a mistake and that he should go and rot somewhere for all he cares. All Kishuna ever says as the flashback transitions away is, “…”

As you go towards him, you have a character in your group–the same one who sensed him earlier–who detects him again but also feels from him loneliness and intense sadness. After you kill his Morphs–and I always wondered where he got those Morphs from since he was a reject: I assume he either made them himself or they were more rejected Morphs from Nergal that he just gathered together in silent, resentful company beneath the bowels of the world–you have to kill him.

Your characters never learn Kishuna’s name or even know what he is. He never speaks. And at the end, when you finally kill him, it’s almost like he has just given up. It’s as though the failed Morph wants to die.

I don’t think I ever felt so … sorry for a fictional non-player character until this point. Imagine a being who was made as an experiment–with feelings–who is abandoned and then meditates on his creator’s abandonment of him for what seems to be centuries. Each flashback and transition shows this sprite meditating on the futility and loneliness of his existence. But that is only one aspect of the tragedy of Kishuna.

You see, assuming you did everything right game mechanics-wise, by encountering Kishuna in these ways you also unlock Nergal’s back story. You find out more about the Dark Druid: that he really had been a good man once and the road to hell for him had been paved with good intentions. In that first flashback with him and Kishuna, Nergal seems less hostile towards his creation–having just made him then–and seems more intrigued by his existence. He says something to the effect of, “It is said that man was sculpted by the hands of the gods. If so, then you, who was sculpted by these, my hands …And I, whose labours gave you breath and life… What are we then? What does that make us? In your fabricated heart, which I gave unto you, what is it you believe Kishuna?”

It is almost as though Nergal made him to appeal and examine feelings he cannot–or will not–examine in himself anymore. But I think what is even more telling than his creation of Kishuna is his violent renunciation of him. When he calls Kishuna–one of his earliest experiments–weak, a pale imitation, and worthless he isn’t so much calling Kishuna that as he is referring to the last of his lost humanity. And I think that is the saddest thing of all: that the tragedy of Kishuna isn’t just his existence, but how he represents Nergal’s double: as the dregs of humanity that the Dark Druid ultimately rejects. When Nergal talks to Kishuna–like any artist or creator–he is really talking to himself.

Some people might say to me that I’m reading too much into this: that this is just a video game and has no more value beyond simple entertainment. But a video game is a medium for storytelling. In many ways, video games–such as role-playing games–are a lot like interactive silent movies with dialogue and mimed movements of characters. The fact that with these sprites and words the creators of this game managed to convey such nuance and depth of emotion and character is a tremendous feat of creativity.

I’ll also tell you something a little more personal. I started playing–and continued to play–Fire Emblem in my last years of Undergrad because I’d had a really difficult breakup: my first one. So I engrossed myself into this game. I immersed myself into that world that wasn’t my own. I got attached to characters and situations there. In some ways I felt like I was doing more in that world than in mine. I know how that sounds, but that is also how–to some extent–it was.

What I really liked about this game is that it makes you into a character. You are a tactician and you can name yourself. Your characters refer to you and ask you for advice. When I first met Lyn, the Sacae plains-woman and master swordswoman, she–to an extent–began to feel like the friends I felt I didn’t have in reality anymore. But when I ran into Nergal, he reminded me of all the mistakes I made and just how far from my goal I became. And with Kishuna, I emphasized with what it felt like to feel abandoned and left filled with rage and sorrow.

If a game can do that, it is a good game and–as far as I am concerned–an excellent art-form. So here is my tribute to Fire Emblem and Kishuna: perhaps an under-appreciated but an ultimately very important and human character.

And While I’m At It …

I figured that this would be an appropriate place to put this. It is a little creative monologue sketch or vignette I made a year ago that reflects a lot on the nature of creativity. It is, fittingly enough, entitled “Creativity.” I hope you’ll enjoy it. I have one more old work to post on here–where more people can see it–before I move on. See you soon.

Creativity

“Sometimes I have to wonder about what people say about human genius,” he says, before leaning more heavily against the wall.

“Take Mozart for instance. Many claim that the composer wrote compositions completely free of error, blot and correction. He created his music ready-made and fully formed like Athene plunging right out of the temple of Zeus. If so, what a Metis he and others must have swallowed beforehand, if you will pardon the mythological digression.”

He chuckles, and then sighs, “It would sound wonderful to have this ability, wouldn’t it? If it existed, I mean. To be able to create perfection out of your own two hands, out of your very mind itself …” he pauses, “Or would it be so wonderful?

“For instance, imagine everything they said about Mozart was true. Think about making something everyday without making any mistakes in it whatsoever. Consider that you will have done this not just every day, but every year that you’ve been alive and first conscious of your gift. Then put the drive into consideration. Imagine feeling outside pressure and your own inner drive wanting you to make something better than the last time you created something. You always have to be better no matter what.

“But let’s just say you can tolerate — or perhaps even thrive — under these circumstances. You accomplish everything you set out to do and you finally approach the end of your life. Imagine slightly before this happens, you think about everything you’ve done up until this point. You have your old works and manuscripts in front of you and look through them to try and catch just a hint of the glimpse of that place you were in when you first made them so long ago. I don’t know about you, but as good as I would be, I wouldn’t be able to find it again.

“Instead I think that if Mozart really made all his works straight and unblemished from his mind, all he would see in front of him are the mistakes he never made or learned from, the absence of the rough drafts that could have made him wince with chagrin and sentiment, the non-existence of any chronicle of his progress and growth, and the lack of any seed that germinated his very ideas. If any of this is true, what he would have realized at that moment was that the only thing that ever made him worth anything was something outside and despite himself: something crystalline perfect and utterly sterile. And if this were the case, wouldn’t he have realized this much earlier than just at the end of his life?

“What would that have meant? Would there have been any meaning in it for him at all?”

He stares at the wall for a little while before considering his next words, “I would like to believe that this isn’t true at all. I’d like to think that not only is human genius potential in varying degrees, but that it is something that always has room to learn and change. Therefore, I do think Mozart had one or two corrections on his note sheets from time to time, or changed nuances to his music as he performed them for each audience he came in contact with.

“Of course, it’s also very possible that I’m wrong. Maybe he did make perfection and still learned anyway. Maybe there are people who are capable of this and better themselves only in making different and more complex works. But then where does that perfection ultimately come from?

“Maybe, in the end, it was no accident that I mentioned Athene in the head of Zeus. Daimons. Muses. After all, genius was once considered a spirit that made a human its vessel for a time. And if that’s true, just how much — if any  — creative responsibility belongs to its creator? Perhaps nothing Mozart ever made was ever original or his own. Maybe nothing we make belongs to us in any capacity. But would that provide a sobering blow to the human ego? Or tremendous sense of relief?

“I don’t know,” he finally shrugs, “As for me, I’ll take my good moments, my mistakes, a drink of whiskey and a listening to of Mozart’s Requiem any day.”

The Onus of Creativity

First, let me again thank all of my new readers for reading as well as “Liking” my posts and “Following” my Blog. I very much appreciate it and it encourages me to keep writing on here: influencing me to believe I have things that are worth saying about what I do.

A question that writers almost always get asked at some point or another–so I’m told–is where do you get your inspiration from?

It’s a similar question to the infamous where do you get your ideas from, and I might get into that as this Blog entry unfolds a bit more. I can be a real smart-ass and say that I get my inspiration and my ideas from inside of the strange, convoluted thing that is my mind. I can even be literal and say that I get them from reading, from watching movies and television, from my time at school, from long walks talking to myself, and from basically experiencing life. I even say as much in this Blog: which was founded on those very principles.

There was a TED Lecture created by the writer Elizabeth Gilbert called On Genius in which she discusses the Western view of what an artist and a creator is. Specifically, Gilbert looks at the symbol of the tormented artist: of the person or “genius” who is the sole producer of all the art and knowledge and expression that comes to them. She contests the view that it is somehow “natural” for a creator to suffer from depression, alcoholism, to be genuinely unhappy a good portion of their lives.

Even though she tries to debunk this, there is something very … seductive about the idea. I mean, look at the very nature of a piece of literature for instance. There is no novel, or short story that doesn’t have a conflict of some kind inherent in the plot or the theme of the thing. Without conflict, there is no story. Not really. Utopias get very boring to talk about after a while, but we love to hear about how they go wrong. Just like nightmares can seem more compelling to write and read about than dreams. So if these traits existence in the makeup of fiction, why shouldn’t they be in the nature of its creators?

Sometimes unhappiness, or tremendous passions fuels a writer. And in some of my darker moments, I believe that true joy is finite, while unhappiness is limitless. Sometimes, I don’t even believe I’m wrong and it is no secret I tend to write about some dark, violent, and sad things. Imagine writing about a world around you that was perfect and always full of joy. Imagine just how hard that would be to hold anyone’s interest for longer than a few minutes. Neil Gaiman managed to do something like this in his run of Marvelman/Miracleman, but even then he had to bring human nature and its inherently conflictive nature towards a paradise that was imposed on it.

When I’m feeling really negative, I feel like my negativity is what makes my writing immensely powerful: hence my above statement. I also know it is not always the case. Passion and conflict are not necessarily inherently unhappy, but necessary things. If anything I’d venture to say that stasis is also a tremendous unhappiness because nothing grows in it. That can be a form of struggle itself for a writer: the struggle against stasis.

In her TED lecture, Gilbert attempts to look at how earlier cultures dealt with the concept of human genius. She talks about how the Greeks believed that each person occasionally meets a daimon–a spirit or muse–that gives them ideas outside of themselves. The Romans also adopted this notion and called this spirit a genius. It’s all a conceptual framework. If anything, I understand that one advantage to this paradigm is that it takes the personal onus or burden of creativity from inside the individual and places on something “outside” of them. Alan Moore, in his Voice of the Fire, even states that he placed the building of said novel on the town of Northampton which he was writing about in a mythological way.

I think that it is a question of cultural and personal attitude towards the creative process and your own life too. I know that I also have a responsibility to write and express myself, but my experiences and knowledge also informs that. Sometimes I do feel a strange energy in me when I write something. Even when I write something with personal emotion, it overlays a kind of calm as well as I feel myself “getting the job done.”

I will tell you now: I almost didn’t post this here because I thought it would potentially be too personal and I want to just make this about writing. At the same time, my writing is powered by my emotions and experiences. It is a dichotomy I have to navigate a lot.

I’d like to finish off this post by quoting from the last eight lines of Gwendolyn MacEwen’s “Dark Pines Under Water,” in which she states:

Explorer, you tell yourself, this is not what you came for
Although it is good here, and green;
You had meant to move with a kind of largeness,
You had planned a heavy grace, an anguished dream.

But the dark pines of your mind dip deeper
And you are sinking, sinking, sleeper
In an elementary world;
There is something down there and you want it told.

Despite what happened to Gwendolyn in her own life, and towards the end of her life these wise words are a gentle admonition to remember and I have to remember them everyday. If you haven’t, you should definitely check out Gilbert’s TED Lecture and the other TED Creativity Lectures as well. I hope that you can all find what suits and works for you as well.

Star Wars: Back to the Basics

So this is not a new argument. I have been thinking about–and talking about–the Star Wars films and their effectiveness for years. I’ve been talking about George Lucas’ universe to the point of being obnoxious. I have readers on here who have heard me say many of these things before in some way or form: mainly in the form of ranting. I might have even written something like this in another forum, but after a few more years and really not talking about Star Wars for a while I think I can better articulate some of my views.

Let me begin by saying that you would be right if you guessed that I like the Old Trilogy far better then the New one. I will also tell you why, and I will tell you why by delving into something I’d spent some years studying in my Grad Program: mainly mythic world-building.

In the Old Trilogy, you have a universe that is already established. It looks worn and the aliens and droids are its indigenous cast. In other words, they look like they belong there. You have very archetypal environments that these beings can play in and there seem to be stories behind everything. What’s more is that the universe–or Galaxy–presented to us is filled with mysteries. These mysteries are what make the Old Trilogy: the mysticism of the Force, the background of certain characters, the unspoken history behind particular groups such as the Jedi Knights and just how old some places and people really are. There are a lot unspoken stories or rumours in this galaxy as well and when you first enter it amid the swashbuckling and space-fights you really get immersed in it.

It like you just came to this place in the middle of the story–which you have–and there is so much you want to know even when the three films are over. The Old Trilogy is filled with darkness and old history, but also with the hints of glory and just a mythical greatness that pulls you in with the scenery, the hinted upon lore, and John Williams’ musical score.

George Lucas has explained that his inspiration for Star Wars–in considerable part–came from the Flash Gordon and Buck Rogers science-fiction shows he watched as a child. These “space-opera serials” helped to inform and create his own. You can see it in the devil-may-care blaster-toting Han Solo, all of the space battles, and even in Luke’s wannabe adventurer character: at least in the beginning. Basically, these old science-fiction elements are integral to Star Wars’ existence.

I just thought this scene from The Star Wars alternate reality comic–the one adapted from an original draft of Star Wars itself–would be appropriate on some many levels considering the subject matter and the character resemblances. But what is definitely from my perspective is the following.

Then you have the Prequels, or the New Trilogy. One thing that most creators of worlds tend to do when they make a world for the first time, or try to re-imagine a pre-established world is to “go back to the basics.” You see a lot of this in comics nowadays: using Golden or Silver Age characters and expanding on them or taking a different slant on how they might be. What I think happened was George Lucas looked at the Star Wars universe he created and decided to “go back to basics”: to tell the story of what caused a lot of the events that happened in the Old Trilogy and at the same time re-imagine Star Wars. Of course there are two kinds of re-imaginings: which are reboots (which the Prequels were not) and matters of continuity.

From my perspective the Jedi are evil … no, George Lucas brought Star Wars closer to the spirit of the source material that informed his own childhood enjoyment: that of Buck Rogers and Flash Gordon. In fact, I believe he said as much in an interview or two in the past.

Flash Gordon aesthetics …

Meet Revenge of the Sith.

I believe that with the Old Trilogy, Lucas started out with those inspirations and expanded from them into something that looked older and actually resembled that strangely wonderful and mysterious phrase, “Long, long ago in a galaxy far, far away” that never gets explained but is still beautiful. With the Prequel Trilogy, I feel like that Lucas “went backward” and started to make something closer to the old shows he was inspired from. It wasn’t old and established anymore. The lines and creases weren’t there: the organic elements were stripped away to reveal this prototypical place.

Not all of the ideas in the New Trilogy were bad. Some were very intriguing and even did expand on certain elements in that galaxy. But unfortunately, they were elements that were poorly executed: if only because they seemed rushed. There was only so much lore you can throw into even three films to hold someone’s interest and sometimes things can get lost when you try to be succinct and “to the point.” Also, and I think you might know all too well the example I’m thinking about, it is a lot like humour: sometimes you can hit that place and sometimes you get far off the mark and actually offend people. Jar Jar, I am looking at you.

But some wooden dialogue and unfortunate caricatures aside, I think there were a lot of concepts that just couldn’t be fit seamlessly into the Prequels. I don’t like all of them and I would have liked to see some different things happen than what did, but I can sympathize with those limitations. That is probably what The Clone Wars CGI cartoons are for: to fill in the gaps between Episodes II and III. Again, they seem to hearken back more to Flash and Rogers and there are some intriguing concepts in them but they can be clumsy and awkward to watch: never mind how they can mess with continuity. And then, of course, there is the humour too.

Some people might even find the closeness to those old science-fiction serials outdated for our time, but I can see how it can be pulled off. I will tell you though that the galaxy of the Prequels does feel like a different galaxy from the Old Trilogy and sometimes it s a jarring thing to realize there supposed to be the same. I miss the mystical elements and mysteries of the Star Wars I grew up with.

And then there is Stars Wars: The Old Republic. I haven’t played this online multi-player game but my friends do and they have been trying to get me on this habit for a while now. But from what I have seen, this galaxy has gone back longer ago, but unlike the Prequels it does not seem farther away. Here you have the grittiness of the Old Trilogy mixed with a massive amount of Jedi and Sith lore. Both Jedi and Sith do not feel as watered-down as those in the Prequels: in fact from what I have seen they are what I always expected them to be. You have your bounty hunters, dynamic smugglers, and all of that stuff with plenty of story and mystery to explore.

I feel that for this game, the creators went back to the basics of Star Wars: but instead of merely just the science-fictional basics, they went back to the archetypal mythological building-blocks that I love so much. And I feel that is a place where the New Trilogy should have gone: that if we had gone to the mythical gravitas of the Jedi at their peak, Anakin Skywalker as a hero, Obi-Wan as a wise mentor even then, with Yoda still in the place of sage, and seeing Anakin go from something of a combination of Luke and Han into a tragic monster instead of the flash of ship and droid battles, and an actual romance between him and Padme in the films it would have made all the difference. Also, seeing Darth Vader slaughter Jedi in his suit, and even seeing the populace turn on and allow soldiers to take away and commit genocide against the Jedi–who’d otherwise been a natural part of their galactic population–would have really been far more striking and effective: from my point of view anyway.

Still, I am glad the New Trilogy exists and has inspired me and others. I like it in that it seems like a prototype or an outline of a movie or another world. But I would go with the timelessness of the Old Trilogy any day.

I would like to mention one more thing though. There are some people that wished Star Wars would be as dark and gritty as the Old Trilogy and remain so. Some people do not like the “cutesy” elements of it. You know the ones: the talking battle droids, the Gungans and the Ewoks.

Let me tell you something about Ewoks. I know that many consider them to be a blemish on Return of the Jedi. I don’t. Long before I watched the movies, I used to watch Saturday afternoon cartoons like Ewoks and Droids. They were the things that made me aware of the Old Trilogy. I really liked the Ewoks and the droids and seeing them in live-adventure with other bad-ass characters made Star Wars seem so much more real to me and that made my childhood self so happy: as though they–my friends–could exist somewhere out there past all we know in our world.

Sometimes when I get annoyed at the droids or Gungans, I ask myself what would it have been like if I hadn’t seen the Ewoks in Episode VI: if Star Wars had remained completely gritty all the time to the very end? People decry marketing the films solely to children, but children have made this universe. I was a child when I saw the films and they changed my life. Do I think that children can handle grittiness, violence, and the concept of the struggle of good verses evil? Of course. I definitely don’t think that things need to be “dumbed down” or completely censored out for children to like them. I also don’t believe good quality films for children should be three-hour long commercials.

At the same time, I also believe that a little light and levity and the comical–when done well–are also good for children and adults too. I wouldn’t have liked Episode VI if Han Solo had died the way it was originally planned or if there had been no Ewoks. They are also a necessary “basic” in the Star Wars universe: almost like a living cartoon–a neoteny–that is different from us but definitely something we can relate to. I always find it funny how we can relate to something that is more simplified than we are more than something that is supposed to be as complex and “serious” as us.

That too is something to keep in mind with regards to Star Wars, or Indiana Jones, or many similar adventure films: that while archetypal dangers and challenges are key, it is only when they are set with humanity and warmth that they feel like you are taking your first step into a much larger world.

Addendum: I DO like Lucas’ film work paralleling scenes between the Old and New Trilogy: especially with regards to what Luke does and what Anakin does. Also, Anakin Skywalker is a very good subversion and critique of the vintage reckless, daring hero archetype.

Horror as a Universal Power: The Function of a Creepypasta

So in my previous Blog entry, “Horror as a Universal Power,” I talked about how I believe horror is a slow-growing epiphany or realization of just how beautiful and terrifying the seemingly normal reality around us truly is: how it is a feeling we are both repulsed by and attracted to in a kind of feedback loop. It’s this kind of perverse fascination with something very strange and uncanny right in front of us.

After something of a Blogging dry-spell, I was watching a few horror movies such as Insidious and Don’t be Afraid of the Dark: you can, in part, blame these films for today’s horror craze on “Mythic Bios,” but it was also due to finding a unique “creepypasta” that I also began this.

When I first saw the term “creepypasta,” I had no idea what the hell it even meant. What first came to mind was a strange of twisted pasta with a pale hollow-eyed doll’s face on the end of it, or a malignant white spiral-worm with a single blood-shot eye. So after I really read a definition of what a creepypasta is, I realized it is derived from a term called “copypasta”  in which someone supposedly copy and pastes a body of text over and over again onto different websites and message-boards. So basically, the pasta is taken from the word “paste,” while the “creepy” part is pretty self-explanatory.

The link I provided above pretty much lists different kinds of formulas or tropes that creepypastas fall under, but that is not why I want to write this article about. I want to look at just how the creepypasta is such an effective medium of communicating the essence of the horror genre.

My first experience with a creepypasta was when I was sent the “message-board transcript” Candle Cove. I actually didn’t know that this was a work of fiction because the person who created it, Kris Straub, did a superb job in crafting the narrative aesthetic. It actually looked like a message board conversation would: complete with screen names and typos in discussion. He also tapped into that place of barely recalled memory and nostalgia–into the zeitgeist or spirit–of 70s children shows to great effect: along with an incredibly effective sense of pacing and different voices for each “poster.” The element of television static and white noise within the story was even more inspired because it plays on the depths of the imagination and just how far someone–particularly a child–can fall into it.

I really liked “Candle Cove” because you don’t know that it is a story and it is written that way. It is also written in a way which taps hard on that collective unconsciousness we all have and actually in some ways made it real. And that is the thing right there. Candle Cove, though fiction, made itself real.

This is what I really want to talk about. Other creepypastas have managed to do something similar based on the characteristics I listed above from “Candle Cove.” The thing that actually influenced me to write these two recent Blog entries was a creepypasta called Ben (or the Haunted Majora’s Mask Game). I came across an account of it on Youtube purely by coincidence. You can read a very long written account of it here or watch the video “footage” that the creator made to complement it here. What we have here is a mixed-media story: a combination of message board posts, a text file, a Nintendo 64 game-hack and video recordings by a user named Jadusable. But look at what he does here.

First, he turns a game made twelve years ago–a Nintendo work firmly entrenched into this generation’s or at least this gaming generation’s collective unconscious–into a medium for his story. He purposefully glitches parts of this hacked game and uses elements of the game itself to add to this story. Bear in mind, Legend of Zelda: Majora’s Mask is a very unsettling but wonderful game to begin with taking place in an alternate dimension from the usual world of Hyrule with various characters and elements to work with: not the least of which being the graphics, soundtrack and some of the dialogue.

Some parts of this creepypasta are, however, somewhat stereotypical and cliche: such as the protagonist and creator Jadusable buying “a haunted bootleg” from a “creepy old man” but that is a trope part and parcel with urban legends in general. Most people would have a lot of trouble suspending disbelief for this–especially gamers–but it does have some very creepy moments: especially for me given that one of the text messages on one of the videos associated with the piece referred directly to a person named “Matt.”

I think the reason I find this creepypasta fascinating is because it uses elements of our generation–specifically video games and the medium of the Internet–to attempt to relate to us in a way might not have affected other generations. Other creepypastas that have utilized Nintendo such as Pokemon Black and Pokemon Lost Silver really tap into that shared popular cultural consciousness, but they do more than that. You’ll find that if you Google or even click on the above links (pardon the unintentional pun), that after these stories became memes–cultural information that spreads to different people–people started creating works based on these pastas to make them more real. Candle Cove now has surviving televised scenes on Youtube. The haunted Majora’s Mask game has many imitators and parodies. Even the Pokemon games I mentioned have been made into actual bootleg games by readers of the things. Basically, they are not only Internet memes, but they become living stories. They become alive inside the people that want them, and I think that is an incredibly bad-ass concept.

It makes me really want to create a creepypasta of my own. I’ve had ideas for some, but I never really followed through with them. You have to get that mixture of intentional typos that look unintentional, a compelling and readable but realistic-looking narrative aesthetic and revealing the horror but not revealing the full origin of the horror down pat because not only do you have to contend with a reader’s disbelief, but also the myriad of other creepypastas out there that share so many–and in some ways too many–characteristics to make yours unique. I tend to get very elaborate in my works and that would definitely count against me in creating such a potent literary hoax.

Still, I know I can’t help thinking about it. It is no coincidence that a loved one chose to give me the strange and wonderful gift of an old newspaper article talking about the effects of the legendary War of the Worlds radio broadcast on its audience at the time.

A creepypasta functions as a horror story pretending to be real and yet even when revealed as fiction, readers make it real by believing in it and paying homage to it. In other words, we make our nightmares real and we actually seem to enjoy doing so which leads me back to my original question of why?

The Internet allows creepypastas to exist: to replicate and spread across not merely servers, message boards, and chat-rooms but imaginations as well. Where is that line between the machine and the human mind these days? What happens when we interact with an increasing body of knowledge that we can manipulate and shape to our whims (technology permitting)? I believe that, in the end, creepypastas exist for three reasons: the first being entertainment, the second being that they are a form of oral storytelling around a pixelated campfire, and the third because we want to believe and make real and manifest the idea that the wondrous and the terrifying can exist in a world where we all live: where something like the Internet exists and not only contains the growing sum of all knowledge and information of what we think exists in our supposed certainty, but also human experience and its less concrete intuitions as well.

I also believe that in light of all of this creepypastas–along with their verbal and written urban legend and folktale predecessors–demonstrate that horror is not only the fear of the unknown. Rather, horror is the love for the unknown–for an unknown–and the sheer limits of human understanding.

Wrong Genius, Music, and Another Thank You

These past two days and Sarah Howell have been very kind to this Blog. In these past two days I’ve had a lot of traffic, new Followers, and a whole lot of “Likes” for my “Onus of Creativity” and “Ice-Nine Days and Vonnegut Nights” posts. I want to thank you–all of you–once again for finding what I have to say interesting.

This Blog is evolving in ways I didn’t actually anticipate. Like I keep saying, it was supposed to be a Writing or Writer’s Blog with more stories than criticism and opinion. But you know, I really like my opinions. I like taking my experiences and knowledge and making new shapes with them: strange, weird little baubles that really just reveal what I think. Really, my Blog seems random–kind of like me–but I’d like to say there’s some underlying pattern that’s still in the process of making itself known here.

And you know, while I’d really like to think that at least I bring a writer’s sensitivities or sensibilities to my opinions here, in the end I just like to state them no matter what they might be.

There is one thing I’ve been thinking about lately. If you read my “Onus” entry, you’ll know that I referenced a TED Lecture by a writer named Elizabeth Gilbert called “On Genius” or “On Nurturing Creativity” in which she talks about the ancient Mediterranean conception of genius as being a spirit that passes through someone: that may or may not give them inspiration. Gilbert talks about treating modern genius like this: that–as opposed to purely being centred within a particular tormented individual–it can be a force that you can accept or reject on your terms to make your life more balanced.

Yet here is a question that has been plaguing me: what happens when you get the wrong genius?

Let me explain. A few times in my life, but one time in particular, I was asleep and dreaming. And within that dream I heard music. Now, I tend to write my dreams down whenever I’m not lazy enough and it was a very compelling, detailed dream. But here is the thing. I am not a musician. I was not trained as a musician. I do not have many–if any–of the tools to record, pattern, or create music.

So why did I get this sound? I tried copying it down in terms of rhythm. I will admit that I had some background playing the drums in elementary school and I even learned how to sing in a religious capacity. My family is a family of singers too. I also tend to listen to a lot of epic music: Classical, modern, Electric Body Music, video game soundtrack and just very eclectic things. So it doesn’t surprise me that some music has rubbed off in my head. I also admit that I am inspired by music and I collect certain tunes I like on Youtube.

But if we go by the hypothesis of the genius, why would it choose me–a non-musician–to make music in? I mean, seriously, the closest I can get is lyrical poetry which, while not completely removed, is really not ideal for its preservation. So do I tell it to go away when it happens? Do I adapt it somehow?

Today on the subway, I was continuing to plod through Lesley Chamberlain’s book Nietzsche in Turin. At one point she goes into some length about Nietzeche’s influence from Wagner: particularly how his form of opera informed the structure of Thus Spoke Zarathustra. From what I understand, Chamberlain seems to argue that Zarathustra is a philosophical opera in written poetic form. Nietzsche also had musical background and attempted to write music and–I believe–librettos as well. Wagner even called him a “failed musician.” I personally think that Nietzsche was one of the most irreverent but paradoxically serious artistic philosophers that we have in the Western tradition.

But did Nietzsche make something new? Did his attention to archetypes, to written leitmotifs and human cycles, and lyrical turns of phrase and conventions make what some have called “bad poetry disguised as philosophy” or did he make something else entirely: something unique in the nineteenth century? Did he make some kind of prototypical medium just as Wagner changed the operatic one: that branches out over several mediums to make something else entirely?

I suppose that is one way to interpret how a genius of music can influence a writer, but I don’t know. Maybe it was the wrong genius. But then I feel music inside of me too. I think it’s in all of us. ln fact, I think one of the most beautiful things about Musicals is that they are art forms that bring to the surfaces the rhythms and sounds that we hear and feel inside of us. They are tonal equivalents of words or brush strokes that can use to mimic our external and internal environments: and only a few people can capture and manipulate these tones well. I am not one of these: unless you count poetry which I don’t do often.

Still … music, by it’s very name is associated with the muses, the daimon, the genius. Music is also structured by symbols: by written notes that are very eerily similar to how mathematic symbols are structured. They are said to have a very similar rhythm. While I have considerable difficulty with math, at the same time I know that it is a construction of ancient symbolic logic and understanding while music utilizes it but has great intuitive and creative aspects.

I guess I really don’t know what to tell you. Maybe it was my left-brain trying to tell me something in my sleep, or my right and left brain-parts trying to tell me a story in a slightly different way. Or maybe I should have more musician friends who can record down something that I can at least hum before I forget it. It’s just really fascinating and I hope that if that genius didn’t find what it needed from me, it went on to someone else he could … or maybe, it did find what it was looking for. I’ll never really know, but maybe I have yet to see.

After the Zombie

So what I can tell you about the story I wrote in the previous post? Well, for starters, I thought it would be a lot shorter than it actually turned out to be. I made a deal a little while ago to write 250-words a day–to keep myself writing–and I’ve exceeded that. I really exceeded it with this piece here. I remember an author–I think, yes it was Neil again–stating that if you wrote 300-words a day you would eventually have a novel. And while I haven’t written a novel in a long time, sometimes I feel dangerously close to do that again.

But let us deal with the danger of zombies first. While the walking dead in themselves are terrifying, you have to consider that in a zombie apocalypse there are other terrifying aspects to consider as well. For instance, imagine you have mostly been acclimated to living indoors and your job deals almost solely with paperwork or writing. You may have a really powerful imagination, but imagination doesn’t equal exercise, discipline and hard physical work. Those things can be additional, but they are not automatic.

You have to also consider: just how many people have actual survivalist skills? Who camps without at least one convenience or modern washroom? Where will you get your food? It takes a while to grow it and you will need something immediate. Do you have combat abilities and reflexes? Do you have skills that can be implemented for immediate survival? These are some of the questions and issues I’ve encountered in zombie apocalypse stories and that I went through when I wrote this.

Strangely, I often write these from the perspectives of the zombies themselves, so this was different for me in that I was trying to go for realism. But there is more. You see, imagine all that above stuff and then think of a person dependent on anti-anxiety medication, or who is a “shut-in” or has medical issues of organic or psychological dimensions. Imagine the social modern world of streets and cars being stressful enough for them and then take that all away and have them try to survive being eaten by zombies and surviving in disparate groups of people who are just trying to make it through the insanity.

Some of these people might take a while to adjust. Most would probably not make it. It would be very difficult for someone on medication, for instance, if they couldn’t access any new batches and went into a powerful kind of withdrawal: especially from the anti-anxiety medication that our modern culture likes to espouse. Some might see it in some ways as a kind of liberation. I imagine you wouldn’t stand on too much ceremony in a place without what is considered modern civilization anymore. With a character like Malcolm Ecker, I see a very intelligent but inexperienced person who in a rebuilding period and even for entertainment purposes would be crucial for spiritual and psychological survival. But the problem is that his group is not in that period. They are in the hiding and hoarding period where people need to hone their practical skills: skills he is bad it. It also doesn’t help that the leader of his group is abusive to him and the others do in some ways see him as dead weight.

Being rejected and humiliated by a group would be even more devastating in a zombie apocalypse because–honestly–where can you go? You can fight back, it’s true and claim your place, and potentially cause strife. But when you are a person who is mostly shut-in and quiet and you have only written papers and gamed–when you are cripplingly shy–that is a lot against you right there. The cold hard fact of the matter is that the group in a survivalist situation will leave whatever dead weight is behind them and Malcolm is intelligent enough to realize that: to know that right now and in a future where the future is immediate survival he is just dragging people down: if only with his low self-esteem being exacerbated by all the horror and stress around him.

With actual encouragement and more time, who knows what could have happened to him. But that is not how the world always works: even now during our non-apocalyptic time. Yet in the end he does make an affirmative choice. He considers the group’s well-being over his own. I won’t say he’s altruistic, because he’s not and he is being motivated by emotion, but the group does play a part in his decision.

The setting for this story was a little difficult too to create, but I decided to make my creatures similar to the ones in Max Brooks’ world and a great cemetery park was a perfect place for survivors to camp in: with few freshly dead around and those that were, buried deep underneath the earth. I also made it clear how that would change too as more survivors got infected or were tracked by the creatures there.

The motivation for this entire story was that in most zombie stories I’ve seen, we see strong individuals or people who overcome adversity, or keep hiding, or have a last few moments of glory. We also see ridiculous teenagers and people doing dumb things and are mostly one-dimensional stereotypes. I wanted to write a character who was inept in this environment, had some humiliating disabilities, and was afraid but not stupid. I wanted to show an actual person and how an actual person would deal with all of this: how he or she might just tag along with the group to survive but get in the way and deal with the psychological consequences of “not fitting in.” I wanted to show that the “Other” is not just the zombie, but how the zombie’s mere existence or presence is symbolic of how one person in a time of stress can be their own worst enemy.

I wanted to write a story about a realistic person in a zombie apocalypse and what they might do. It does look grim at the end but, who knows: maybe Malcolm Ecker’s story isn’t done yet. That is entirely up to me.

How to Turn a Medium into a Genre: 8 to 16-Bit Video Games

So, I am not a programmer. I am not someone who games regularly–online or otherwise on computer and console–and as such I have not played many of the modern games that exist out there. I played all the way to the 64-bit and then the wii era. For all I haven’t played in a while or even having never been an expert player I am–like many children from the 80s–a Nintendo child.

I watched video games evolve into more or less what they are now. I know that there are some older than me who grew up in the 70s that saw what video games were like before and I have watched enough–and read enough–to see that they have come a long way in a lot of ways. I remember the day I saw my first Super Nintendo. It was at a friend’s house and the graphics looked like they were from a cartoon. They were lusher than the 8-bit pixels that existed before and possessed more expression. The music sounded less transparently synthetic and more … fuller in a lot of ways. I am not knocking or putting down 8-bit video game music however: after all, 8-bit tracks sound very expressive in how synthetic they are with clear beats, beeps and keening noises.

But when I saw the Super Nintendo I wanted it. I wanted it so badly. My brother and I scraped together everything we had to buy one. And we weren’t disappointed. The Super Nintendo and many of the games that followed on that console had excellent game-play, good graphics, wonderful sound, and in some cases some brilliant story-lines and expressive characters. There was a lot of innovation for gameplay and mechanics then as well. 8-bit was functional and fun but it was seriously like going from the second to third dimension. At the time, I thought that video games would improve and keep going up and up: that more realistic graphics symbolized this advancement.

There was a point where I actually stopped playing old games because I began to believe that they had become old-fashioned and obsolete: that something that didn’t look as realistic as it could be couldn’t be taken seriously anymore. Yes, back in the day when all one could do was make 8 to 16-bit games, it was all very well and good. But in a more modern age with newer games, I got into the habit of thinking there was no excuse to go back to those and that one had to advance with the times.

I was obviously wrong.

I found Final Fantasy VI and Chrono Trigger long after their console was obsolete. Chrono Trigger in particular was one of those Super Nintendo games made towards the end of that system and it was so sophisticated and its pixels were made in such intimate detail along with its unique choice of game play that it made me happy to see it. There is something very archetypal about the pixel cartoon that others like Scott McCloud (at least with regards to comics) that to some degree one can relate to and emphasize with much more than the gritty and the realistic. They made me start to replay old games and instead of them making me depressed in that they were from the past and a time that didn’t exist, I just wanted to have fun with them.

If you ask me, I would say that my golden age of video-gaming was the Super Nintendo age. Even Sega’s competition added to that. Now fast forward a few decades. Now you have independent game makers and programmers, as well as those working on Internet and cellphone games, going back to those exact 8 to 16-bit forms. They do this for a variety of reasons, but the main one is that what was once a medium–the only way of expressing and symbolizing interactive programming in a game–has become a visual-audio aesthetic. In other words, an old medium has become a genre: it has become a creative choice and I think that is wonderful.

I mentioned that a month ago I went to the Toronto Comics Arts Festival and one thing that I made sure to see there was an exhibit called Comics Vs. Games: the result of collaborations between comics artists and independent video game programmers. I will admit that I have more than a passing interest in writing scripts for video games–and writing for video games–and what I saw and even played at TCAF was excellent.

One of the games that I actually played was The Yawhg: which was basically a game where you had to improve your skill-set before a cataclysm so you can help civilization rebuild itself. It had static screens with expressive backgrounds and artwork and a skill modifier number system: for example you got +3 if you completed a task you selected on a menu. It’s reminiscent of the Math Wizard game on the old computers at school, but it was so much fun because it made you use your imagination and the game mechanics were dynamic enough to make you want to play quite a few more times.

Then you had We’re No Angels where you play these 16-bit music celebrity sprites trying to escape from God and Heaven to go back to the real world and party. I didn’t really get to play the other two games, but as you can from the link they are very interesting. For example, The Mysterious Ambroditus is like an intricately illustrated Victorian Mortal Kombat game using a rock, paper, scissors method of card combat.

I’ll let you in on a secret. I actually enjoy watching people play certain kinds of video games. Often, you’ll find me watching Let’s Play videos on Youtube: particularly those of Boltage McGammar and HcBailly. But I haven’t played many video games myself in a long time. You can even ask my friends who had been trying like crazy to get me to play Knights of the Old Republic. But I played these games. They were even two-player and I played with them along with some random person I met at the Festival.

I know this entry seems a little random considering the other things I write about here, but I think it relates a lot to my mindset as a creator and as someone that enjoys interactive stories. I find it amazing what our time is doing with old games and cartoons from the 80s and onward: things that were once the present day of many of us and I like how there is new life in them. Old mediums are being made into new genres and new mediums and, you know what? I am glad to be here: just for that.

After the Fiction

I wrote my first bit of fiction on here yesterday called Lethe and Mnemos. I haven’t directly linked anyone to it yet because I’m not sure how it turned out and it’s kind of an experiment: like a lot of the things that I planned to put in “Mythic Bios”: both on and offline. I’ll leave it up to you if you want to read it and the subsequent cycles of the thing that I plan.

When I first started “Mythic Bios” as an online Journal, I thought I would be writing a lot more fiction on here than non-fiction. It does make more sense though that I’d be writing articles on films, books and comics on here as well as some of my own personal thoughts. Writing stories takes time and a certain focus: at least on my part.

But this isn’t a bad thing. Not at all. Perhaps it makes more sense for me to have my creative notebook exist offline and have some commentary and popular culture articles be more public here. I also realize that anything I write on here in terms of fiction may well be construed as being published and it would be difficult to send these stories elsewhere.

However, this will not stop me. “Lethe and Mnemos” started off as a joke: or more specifically a creative “half-joke.” It came from a series of “oral stories” that I tend to make when I’m in a brainstorming mood and talking out loud: a more fanciful way of saying that it came from the place where I sometimes “make shit up on the spot.” Originally, Lethe and Mmemos were just the names of the different philosophies or orders of the people that I planned to combat each other and it was meant to be somewhat semi-silly. I do have another story that I wrote down previously that I can adapt onto here as well, and I think at some point I might do that.

I can always self-publish these stories–beyond them simply being on my Blog–and some of the things I come up with deserve to be serialized and have more immediate viewers. I also admit that I really like to have an audience for my work and thoughts and experiments like “Lethe and Mnemos” can be fun.

I will admit though that the above linked story probably has its faults: perhaps being a little too ostentatious and pseudo-philosophical–really just being plain trite at times–but maybe posting my other “Lethe and Mnemos” story might show it something of the way it was supposed to be. Perhaps some of the silliness will offset the cliche: like parodies are supposed to. Still, it was experiment to try it in that tone and I don’t regret it. After all, I’ve learned that a combination of silliness and seriousness–that parody that says something–can be very effective a story.

In other news, I’ve applied to another contest The CZP/Rannu Fund: specifically for the short story segment of their contest. The deadline was yesterday and it was yet another last minute entry on my part. Luckily, I had a short story on hand that I was proud of, and worked on enough to actually send. I have not heard back from them yet as to whether they had received the entry and I know I had some formatting issues with regards to sending it to them (try copying and pasting a Word document into inline email plain-text format sometime without it becoming single-spaced and eliminating all of your underlining: it can be a lot of the fun that it is not). But I was fascinated enough to see where I can go with it, so we will see what happens.

In the meantime, I need to write more stories and send them out. I also need to keep writing, and that is exactly what I am going to do.

Mini-Opera Aftermath

So, after the events of the Impromptu Mini-Opera Escapade I undertook with only three days to spare, I came up with two small supposedly five to seven minute operas. Like I said before, this is something I’d never done before until this point and, quite frankly, I didn’t really know what to expect. This was one of the great challenges of doing something like this: basically showing the judges my writing skill through a form which I was almost completely unfamiliar.

I came up with one concept and then after sleeping on it, I came up with another that ended up superseding it. So because I really want to talk about my recent works, here is something of an outline about what I did in writing them and what I learned.

Words on a Screen: A 16-Bit Opera on an 8-Bit Track was the unexpected piece of the two that I made. It was derived from the seed-story On Paper by A.L. Kennedy: a story about two lovers that maintain a long-distance relationship by letters across the world. It was a very interesting story that talked about how people can touch each other perhaps more intimately through correspondence and words than even face-to-face, but I didn’t really know what–if anything–I could do with it. I was more interested in doing something with Neil Gaiman’s “The Sweeper of Dreams.”

Then I read an example opera taken from this seed-story entitled Facing the Truth by Tamsin Collison: the English National Opera’s librettist. She took what was in Kennedy’s short story and expanded on it into an interaction between two Soloists texting each other and debating whether or not it would be a wise idea to meet in the flesh. The irony is that as they interact and contemplate their decision, they are already in the same coffee house but are completely physically unaware of each other. It really struck me just how much that reflects the human condition: how we are an inherently social species yet at same time we are separated by space and our own heads.

“Words on a Screen” was something of a response to both Collison and Kennedy. I thought about a scenario where two geeks meet on the Internet, fall in love, correspond through different media and then actually plan to meet and follow through with it. I also wanted it to deal with the themes of human communality verses isolation, and distance and connection as well. Some of the verses just seemed to flow into place, but for the most part the entire opera–such as it is–struggled with me and it took a day indoors, and a food and Calvin and Hobbes break to finish what I started. The aesthetic of the thing–resembling an online chat room transcript–was inspired once I finished typing the thing on this site. For all it was an unintended piece, I was very pleased with it and saw a lot of ways it could be used to challenge what the operatic form can actually be.

Then there was my intended piece that turned into something else: The Sweeper: A Teardown Epilogue. Like I said before, the story-seed for this miniature opera was Neil Gaiman’s The Sweeper of Dreams: a story about a being that cleans up the detritus of dreams once dreamers awaken or are finished with them. I have read this story before in Neil’s Smoke and Mirrors collection, and then on the Mini-Opera site and got to listen to Neil read it on there as well: which is always a pleasure. Tamsin Collison’s own libretto of the story, What Dreams May Come, was also really intriguing in that it was specifically from the point of view of the dreams themselves.

Reading the seed-story and Collison’s creative example made me really think about my very intricate idea. Unfortunately, I didn’t spend as much time on it as I wanted to and my original idea would have been much longer than the five to seven minute duration we were given. I also realized that I needed more research on certain details and I wasn’t as qualified in my own mind to use my idea in the way I wanted to as I thought at the time. I will pursue this outside of this context, but let me just keep on track here. Although Neil’s story dealt with the Sweeper on a purely distant third-person level and Collison created her libretto from the first-person collective perspective of the dreams, I started to ask myself a question: how does the Sweeper of Dreams feel cleaning up the dreams and nightmares of others? Isn’t it a lot of work to keep being on teardown duty? Doesn’t it get tiresome after a while? Would he get tired of the long hours between sleep and daydreaming and absolutely get fed up by harassment and abuse? And does the Sweeper of Dreams dream?

In the end, the libretto that I wrote ended up dealing with exactly these kinds of questions. I looked at a possibility as to what it would be like to be the Sweeper of Dreams. In retrospect, I am not sure how well this piece turned out. There are some elements from my first idea that I couldn’t resist adding in there as an example of what happens to those who refuse to have their dreams cleaned away, but I don’t know how well that meshes and flows in there. Also, I think the piece ended up being more like a Musical than opera material.

But hey, they were both ad hoc experiments: done on the fly and with only the examples I looked at. I got to make some new things and experiment with a new form. In addition, although I am not a musical expert or creator, I could almost “hear” something in the almost poetic verse rhythms that I ingrained into both pieces to some extent. This Challenge really made me think and I am grateful for that. It was totally worth doing and definitely worth being the first creative works to end up on my Blog.

May there be many more.

ETA: I just found out that the Script Entries have seemingly been all posted up on the Mini-Opera site here. Unfortunately, it seems as though “Words on a Screen” didn’t make it, but The Sweeper: A Teardown Epilogue did. It also seems a few few other people are making their librettos from the Sweeper’s perspective as well. It’s a pity about “Words on a Screen.” I really liked that one, but I will say that my “Teardown Epilogue” has its moments as well. I don’t know how I will do–the judges have to choose ten entries out of all the ones that are posted there–but you know I’m just glad that I will get some reading.

ETA: ENO added my Words on a Screen script after all. Hurray! 😀

As they might say in the opera business, may the best fat lady sing. 😉