Here’s Johnny: An Introspective Look at a Life in Kan Gao’s To the Moon

All right, there will be Spoilers, so if you haven’t played To the Moon and you want to, please do so and don’t read this yet. As always, you have been warned.

So in my previous article, Going to the Moon with Kan Gao, I basically reviewed the game, its graphics, some of its game-play and story, and also talked about the Workshop I did with Gao himself as well as a little bit about the nature of video games. In that same post, I went a little bit into my personal reaction towards the game, but not as much as I would have liked. Actually, aside from getting to some of the basics, I was a little dissatisfied with what I wrote and felt that there could be more that I had to say.

I logged onto Steam and came across this Kotaku Gamer’s Guide article Steam Users Can Now Buy To The Moon, A Game About Marriage, Memories, And So Much More by Kate Cox: where she writes her interpretation of the events that occur in Kan Gao’s game. And here is where I stop talking about video games and media and go into the matter that I am really interested in: storytelling and character development.

The game itself has you and your player characters–Dr. Rosalene and Dr. Watts–going back through Johnny’s mindscape in order to find a place to create new memories for him so that you can fulfill his dying wish: to go to the moon. But why does Johnny want to go to the moon?

When you find Johnny to do your job in fulfilling his wish, he is an old man on his deathbed. You end up having to go through his mind, and his home, to find out more about him. You are told by his housekeeper that he has always been a very quiet man that keeps to himself. Then when you get into his mindscape, you do find out a lot more about him.

You follow him backwards through his life. You see him as a sad old man mourning his wife–River’s–passing, as a middle-aged man getting increasingly frustrated with fulfilling his wife’s dream and taking care of her while being deeply afraid of losing her, as a young man that is ignorant of his wife’s condition and yet still wants to help her, as a sullen and scared adolescent who wants to feel like he is different, and finally as a child who has hopes for the future.

It is easy–very easy–to get to the point where you start to think that the story is about River and not Johnny. Even the Doctors Rosalene and Watts sometimes get distracted by these memories to that point. But this isn’t about River. It’s about Johnny.

So here’s Johnny.

Screenshot

As we go back further and farther into his past to implant the new memories that will fulfill his dying wish in his mind, we look at Johnny’s life: the good and the bad.

We see a young boy watching his mother accidentally hit his twin brother with her car as she backs out of the driveway. As the investigation of Rosalene and Watts goes on, we find out Johnny was given beta-blockers to take the edge off of that traumatic memory. In fact, if it weren’t for this discovery, their own work with Johnny would never have been completed: those memories being cut off from Johnny and from their own access.

Johnny is a boy who started off with a twin brother named Joey and dreams: who’s life is shattered before it even begins. What’s worse is that he met River as a child then and they promised to meet in a place once a year to watch the “lighthouses in the sky” and by watching them, making sure they will not ever be lonely. He even gives her a stuffed platypus that she carries with her for the rest of her life. They actually promise to meet on the “the rabbit’s tummy” which is–essentially–the Moon surrounded by a star shape they created themselves. Johnny throws a hackey sack down on the spot they stand in to signify this.

But then he loses his brother Joey and the beta-blockers block or severely blunt all of those memories. In other words, he doesn’t even remember meeting River then.

Johnny gets older and he has friends. He finds himself attracted to River, also in the same high school as they are, and seeks to make a date with her. He tells his friend Nick that he only wants to be with her because she is “strange” and he doesn’t want to be “another typical kid in a sea of typical people.” He wants her strangeness–her Otherness–regardless of what she wants, to fill that … need in him: that emptiness that has probably existed since he lost his brother. On a deep and intrinsic level, Johnny knows he isn’t normal–that everything isn’t all right–and he uses the idea of River and wanting her to somehow fill that need created out of hurt and suppressed memories. Of course, perhaps on some subconscious level, there is a part of him that still feels that kinship with her from that forgotten night all those years ago when they were children, and alone, and they looked at the sky together.

Some people have intimated that River probably has Asperger’s Syndrome, but I am not so sure about that. I know that this condition manifests in different ways and there is a spectrum. I do know that River does not perceive reality in the same way as other people and is often very literal in some ways: while highly figurative in others. As time goes on, Johnny discovers that she thinks of merely being in the same room together, and being close together bodily, as pretty much the same thing. And she always asks him questions about what something means to him and what he sees in that thing. For all River is sometimes quiet, she is also very intuitive in a way that Johnny and most other people are not.

Sadly, Johnny has the ignorance of a lot of young men his age. Combined with the trauma and repressed memories of his early life, there is a disconnect between him and River that–at least initially–limits his empathy. He doesn’t understand River’s condition and he doesn’t want to: which is horrible and even more hypocritical considering how–at least consciously–this was the trait that attracted him to her to begin with. It is also clear that this decision is motivated by fear and perhaps even the guilt of seemingly being attracted to her solely because of her difference: as though he is afraid of actually further reducing his sense of her to the “illness” that her doctor wants him to read about.

At the same time, he also coddles her–even going as far as to say that marriage means having responsibility for her–and ignores statements of hers in which she tells him some very clear things about what she wants. When they do marry, he seems to even think of it as more of a responsibility than a joy while River doesn’t feel anything about it at all. At one point, Johnny admits to her the secret of why he had asked her out to begin with: revealing the shame that he felt. They are in the spot where they first met years ago as children. River ends up taking a hackey sack and throwing it on the ground. After that, she starts making origami rabbits: a lot of origami rabbits.

Maybe Johnny didn’t think she understood, or even worse, was angry and resentful at him for the “initial reason” he liked her. Finally, after a while, River begins to get sick. But before this, Johnny promises her to create a house near the lighthouse Anya–named so by River–so that “this star” that was the lighthouse would never be alone. Unfortunately, River begins to get sick and Johnny finds himself in the situation where he has to choose between spending their money on finishing the house (River’s wish), or saving River’s life.

At this point, Johnny breaks down and almost gives up on finishing the house: just to save River. But this is where River puts her foot down and reiterates her wish. Johnny doesn’t understand why this lighthouse or the house is more important than River’s own sense of health. He creates a song for River that even she can see isn’t really about her, and it is incomplete and fragmentary: a cycle that symbolizes what is going on in Johnny’s mind.

Yet, in the end, he fulfills her wish and continues with the house. And two years before the events of To the Moon begin, River dies.

It’s very easy to judge Johnny for what he did, or didn’t do until you remember and realize a few things. River was not the one who was broken. Johnny was. River seems to have a highly metaphorical mind. She threw that hackey sack down on the hill that night to remind him of the real reason he sought her out all those years ago: mirroring what he did as a boy. She always carried the stuffed platypus toy he gave her: even though he didn’t remember that either. And each origami rabbit she made was her way of trying to remind Johnny that they had promised to meet on “the rabbit’s tummy”: on the moon.

Screenshot

Although these actions were non-verbal, River showed that her mind didn’t seem to be bound by linear time. She even hated the sound of clocks: of a construct of time. Everything he told her about his selfish reason in pursuing her, in be willingly ignorant of her condition–whatever it was–didn’t matter a damn to her. All that mattered to River was the boy that Johnny was promising to meet her so that neither of them would be alone.

Then there is Johnny again. He went from being someone with dreams, to being in a haze, to having friends, to finding someone he loved and didn’t understand–and having the answers right in front of him the whole time–to living the rest of his life in the house that he built for his wife: alone. Another thing to also consider is that even though the beta-blockers made Johnny’s childhood hard to remember, he could ruminate on the rest of it: on every mistake that he ever made with River. It is no coincidence that most of the memories Dr. Rosalene and Dr. Watts travelled through circled around Johnny’s regrets. It also makes you if–when the two doctors gave him the scent of roadkill to reawaken his earlier memories of his brother’s death–if on some level of consciousness it made him remember everything. Absolutely everything.

In any case, when he was conscious Johnny had two years after his wife died to think about everything, to regret everything he had done, and make sense of it all.

Screenshot

At the same time, the mechanism of travelling through his memories only chose particular memories of his. The thing to remember is though certain memories of Johnny–powerful ones–came to the fore in this game, he and River probably had many more and they weren’t all bad. Even the prominent memories weren’t all awful. Johnny and River undertook equestrian therapy and actually had fun despite Johnny’s initial misgivings. They went to the movies. They danced in the lighthouse that Anya made. They spent time with their mutual friends Nick and Isabelle.

After River was gone, Johnny kept everything of hers: rabbits and platypus. And he fulfilled his promise to her: even after his own death by giving his house to his housekeeper and her family so that the star of Anya would never be alone. They spent practically their whole lives together and though there was tragedy and misunderstanding, they still had a life, and it was very clear to me that despite their differences they loved each other. Or, as Death from Neil Gaiman’s Sandman might put it, they got what everyone got. They got a lifetime.

In a strange way, what Dr. Rosalene and Dr. Watts do for Johnny at the end of his lifetime lets him meet River on her own terms: in a figurative reality that specifically bridges the gap between them. Dr. Rosalene herself even states somewhere along the line that what she is creating for Johnny in his memories is what River would have wanted. In essence, they–particularly Dr. Rosalene–write a plausible story based on memories and the emotions that were involved. Johnny doesn’t consciously know why he wants to go to the moon because of trauma, but he does on a very integral level. It is the same reason why River made the rabbits and threw down that hackey sack on the hill. River wanted to meet on the moon because Johnny would be there. And Johnny wanted to go to the moon because River would be there: at that meeting that he never made it to again in life.

Johnny’s story in To the Moon was a heartbreaking story about a very fallible but well-meaning man who had a life that despite misunderstanding, moments of ignorance, selfishness, and loss actually meant something. The last scene where Johnny is in his new memories and River takes his hand as they travel to the moon on their NASA rocket-ship–in retrospect–is a tremendously satisfying moment of completion and understanding beyond words.

It’s a story that really makes you look at the intricacies of a life with people. I know it made me look at mine. And, as I’ve said before, it is a story totally worth playing through.

Artistic Progress Goes Boink!: The Refinement of a Heroine, the Formation of an Antagonist

When we last left off, our intrepid heroes were continuing to work on the formative phase of a silent comic. Much of Angela O’Hara’s pictures in the previous Project entry are of our female protagonist and as you can see here, she has been busy with her.

Notice the eyes. They are not only how I thought of them–pure blue–but Angela even went one further by giving them the detail of actual sclera and pupils while also keeping them the same colour. Angela has also been playing with facial expressions, some dimples, and conveying certain kinds of emotion with every facial image that you can see here. There is something very serene, sometimes sad, but ultimately determined in this heroine who is questioning herself as she continues on her path through the strange little world that we are making for her.

While our heroine is getting more detailed, we are also working on fleshing out our antagonist as well.

Like our heroine, I provided and talked with Angela about certain details. He is supposed to be an older man and he is obviously different from our main character. It’s been a challenge to figure out what he’s supposed to look like as of yet. What I find works for me is looking at these conceptual drawings with Angela and picking certain details from these already made illustrations that can be incorporated into a figure closer to what we both want to work with.

For instance, I really like the idea of an X-like scar on his cheek: an aesthetic very reminiscent of the protagonist in the manga Rurouni Kenshin. In fact, as we talked about this online, I figured out exactly how he got that scar even though I didn’t originally plan on having this “X” on his skin. I was more thinking of having it on his costume, but Angela’s initiative worked out well.

So basically I decided he would look older, but not grizzled or ancient. The mask has also been a challenge too because I had been thinking of having it cover his whole face and making him look more mysterious as he watches our protagonist at work. Of course, the advantage to the half-mask–aside from the fact that it plays with our theme–is that it shows more facial expression and therefore more humanity. There is a part of me that does wince at it seeming too much like a stereotypical comic book hero or villain’s mask, but at the same time this is definitely something that want to play with as well.

We are still  working on what the suit should look like. I do like some of these designs in these latter pictures. I like, for instance, how Angela puts the “Zero” symbol at the lower-hand corner of each costume. That was one issue I was having when I was envisioning how to fit the “X” and “Zero” symbols together on his person. I mean, he’d not be very intimidating if his sigil was something derived from a  “Tick-Tack-Toe” game. In terms of the clothing in the latter set of pictures, I can definitely see at least the lab coat becoming a basis for another costume. In fact, we’ve talked about giving him different costumes depending on what environment he’s in and what he is doing. I mean, he has the resources. He has the technology. 😉 We just need to see where he goes from here.

And now to the Boink! part of our creative progress.

This Calvin and Hobbes reference aside, when I was much younger I fancied myself something of a graphic artist as well. The thing is, I had difficulty imitating basic shapes. At the same time, I liked to create monsters. To this day, it’s safe to say that I create better monsters than I do humanoids. I knew that in addition to the heroine and antagonist, we needed to have some other creatures and enemies in our developing environment. Now I could have simply described these, and to some extent I did describe them to Angela on email but pictures speak louder than words and so I unearthed these images.

(No, my blurred face is not one of the monsters … I think.)

See, those three pod-constructs were robot minions that I created for a primitive high school comic about a stick-man from a cartoon dimension who gets crippled and reconstructed into the Styx Demon by aliens. These were supposed to be the aliens. I used to have drawings of these with ink pen and pencil crayon colouring, but they are sadly lost to time. When I sent these to Angela, it was like an archaeology of my drawings: taking pictures of and documenting glyphs from my old high school art kit.

There is more.

These two kinds of beings in particular, from what I remember, were created as creatures for an old RPG game I had planned: something that people could scroll through a Paint Program to interact with. To this day, I still love that Cairn Grass. These drawings sat in my closet for years, just as the ideas that made them have rested in my mind. The idea is for Angela and myself to use some of these as templates to … make things that our heroine can interact with.

Sometimes, I feel like my part in our creative process is very ad hoc. I don’t have a script ready as of yet though I have created a rough outline of the events that I want to depict along with some notes on character personality and a little bit about how their abilities work. A lot of the interaction between Angela and myself has been exchanging ideas. I admit that sometimes I feel bad for not having a detailed enough script as of yet, but there are still some decisions that need to be made and I’m glad that it is not a case of me dictating to another person. Much of our creative decisions so far have been the result of a mutually creative exchange of ideas, shared enthusiasm, and just throwing stuff out there. I’m given to understand that each comics–and creative–collaboration works differently and so far, our works just fine. 🙂

Angela has just told me that she has some special pictures planned for next time: something that may or may not have been influenced by talking about old video games. I look forward to seeing where this goes from here.

Going to the Moon With Kan Gao

“To the Moon, Alice! To the Moon!”

The obligatory Honeymooners reference aside– a bit of humour which Doctor Neil Watts, one of the game’s protagonists, would truly appreciate–I would like to talk a bit about Kan Gao’s video game To the Moon.

Before  last Saturday, I’d heard of neither Kan Gao nor his creation. I actually saw him at the Writing for Video Games Workshop organized by Gamer Camp and the Toronto Public Library. I am interested in writing for video games and so I attended both that Workshop and the Journalism for Games Workshop as facilitated by Jamie Woo, Perry Jackson, and Emily Claire Afan: all writers for the online geeky magazine Dork Shelf.

Both Workshops were very important to me: if only to create this review. I’ve made a lot of ad hoc video game reviews–mostly with regards to Super Nintendo classics–but there was one comment that was made in the Journalism Workshop that really hit something home for me. I believe it was Jamie Woo that stated that whenever video games are written about or reviewed, a lot of the history behind the creation of them or the culture surrounding them is almost never mentioned.

I myself find that really unfortunate and makes me look at some of the reviews I’ve made as a result. I’m not going to claim that this review will be any different but, like my others, I will give you a bit of background: if only to my own introduction to this game.

I came to the Writing for Video Games Workshop thinking that Kan Gao would talk about script formats and precise ways to segment your world for potential game company evaluators. Instead, in a soft-spoken but very direct voice he talked about how to tell stories. More specifically, he talked about finding that balance between game-play–actual interaction–and a coherent story-line balancing serious emotional gravitas and the levity of humour. This preview is best symbolizes the spirit of this game.

And this is exactly what he did in To the Moon. He showed us some scenes from the game: where the 16-bit pixel characters and background immediately reminded me of Chrono Trigger: of the graphics in the last days of the Super Nintendo before the push to 3D. You’ll find that happened a lot. Older consoles would continue to coexist with newer ones and improve on the design of some of their game graphics. Look at Kirby’s Dreamland 2 on the original Nintendo Entertainment System and all the variety and sharply defined colourful sprites as another example. Gao’s work seems to borrow from that last bit of graphic grandeur and expand on it into something else and new. This, however, will be the extent of my tangential parallels and where To the Moon is completely different from even the 16-bit reference I used.

To the Moon is an interactive psychological adventure RPG story created by the Independent company Freebird Games. It is about two scientists, the empathic and grouchy Dr. Eva Rosalene and mischievous slacker Dr. Neil Watts, who enter the mind of a dying old man named Johnny to “grant his wish” before he dies. They attempt to do so through using an advanced technology that allows for altering memory from childhood. Essentially, altering memories this way is fatal and that is why it is only used on terminally-ill patients who want to have a wish granted: to do something in their life over again if only in their mind.

Johnny’s wish is to go to the moon: but he doesn’t remember why. A few days after the Workshops, I downloaded the game for Steam and played it all the way through. If I had to sum up this game, I would say it has 16-bit graphics reminiscent of the Super NES’ last days, a lot of mystery, puzzles, a very intricate pattern of linked objects and events, a whole lot of incredibly poignant tear-jerking moments, and occasional interludes of hilarity.

Kan Gao is a masterful storyteller and musician. He and Laura Shigihara–the lead composer of Plants Vs. Zombies–created a soundtrack of haunting melancholic and heart-warming musical themes that represent memory and the past. What I really like about Kan Gao’s work here is how he integrates all of it together: to find that balance that he was talking about in our Workshop. In addition to combining a fine mixture of pathos and comedy, he interlaces his narrative with a whole lot of popular cultural references from the mid-nineties and beyond, and then even goes as far as to parody aspects of the video game RPG medium. If you have played the game, I am only going to mention two words: squirrel battle.

Gao doesn’t stop there however. He also really loves meta-narrative: placing moments where you can tell the video game creator or writer is winking at you through the characters. Essentially, as far as I consider it, one of the main criteria of a classic or a masterpiece is something that comments on the medium that depicts it. In other words, there is a very self-aware element to the storytelling of this game and it is very poignant.

I will say that it took me a while to get the hang of the puzzles. Essentially, most of them were Mementos: physical representations of way-points to travel farther back into Johnny’s memories. You have to decode them and take blocks away from them. I did figure it out after decoding the first Memento. Then there was the latter part of the game where suddenly there was combat and it confused me to the point of being very uncoordinated. It felt a bit like a break in the spirit that Gao was trying to make, yet at the same time it makes sense.

If someone were to ask me what my favourite part in this game was, I would say it is the place where things started to become fragmented and cyclical. If you have played this game, you will understand. Another thing I liked was the various ways that Gao graphically depicted memory. Sometimes you would see sprites interacting, and other times you would see duplicates of them frozen in sequential order. In a way, this game is also reminiscent of Chrono Trigger in that there is “time-travel” of a sort, but you are travelling through one man’s memories and not actual time: whatever that is.

But my favourite thing about To the Moon is how it really makes you think. I know very little about Game Theory, but I am intrigued by the idea of perspective in a video game. What perspective is this story being told from? I know that I said that Drs. Rosalene and Watts were the protagonists of To the Moon, but you could also argue that Johnny is as well: or that his character becomes the mindscape they traverse. You can even say that the game is a third-person limited narrative: a kind of sustained consciousness where we don’t see into the Doctors’ intimate perspectives, but we do see and determine what they discover about Johnny. Looking at perspective in a video game narrative always an intriguing thing to consider.

It also makes me wonder, if I were like Johnny–an old man on my deathbed–what kind of new memories I would like Rosalene and Watts to place in my mind and how I would feel if they had to go throughout my original memories to place that “seed” of a new one. If I really had to pick what my favourite element about Kan Gao’s storytelling in this game is, I would say that it is the characters and how he depicts human nature. I mean, he takes 16-bit sprites and he uses them as the litmus of human behaviour: as both flawed and incredibly beautiful. The relationship between Johnny and his late wife River–in how at times they don’t relate and yet at the same time actually do–and thinking about Johnny dying alone after a life of all these good, bad, awkward, regretful, joyful, and ultimately human choices he makes is just … humbling. I can’t think of any other word to describe that.

I will also add another comment that doesn’t make sense without context: Kan Gao is such a great storyteller that he made me cry over a platypus. A freaking platypus.

I will add a concluding note. In retrospect, I think it’s no coincidence that Kan Gao gave us the assignment he did in the Workshop. It was funny actually: here I was thinking the Workshop would be like a seminar with questions and references to new Indie games I had no idea about because I’m “out of the loop” (of which there were several references anyway) and that was it. Instead, Gao challenged us. He challenged us to take a memory of ours and make it into the last scene of a video game.

It was hard. I pride myself on being a writer and I had this challenge sprung at me. The trained perfectionist in me wanted it to be good. Gao also told us that when he created To the Moon, the last scene was the one that he wrote first and the rest of the story came from it. The Workshop and the game actually makes me want to do something. I’m not sure what yet–because I have a few projects already in the works–but we shall see.

To say that I would give this interactive story a five out of five is a foregone conclusion if you’ve read this article up to this point. Its atmosphere also makes for an excellent autumn game: something you can play on your desktop or laptop computer at home with a cup of tea at your side as the leaves change colour, the air outside turns cold, and the light of the sky becomes a faded gold. I would suggest that anyone that likes games with a powerful story-line should totally download this game: if only to play through Part One of what promises to be a transcendent epic story cycle.

So To the Moon, my friends. To the Moon.

When You Wish Upon a Star, Far, Far Away …

So this is an unplanned post. For the past couple of weeks I’ve been writing these posts in advance so that I could have a block of time to deal with my creative collaboration and other writings. But this is something that I feel I have to address in some way.

Anyway, a day or so ago I was in the middle of playing Kan Gao’s To the Moon–an excellent game which I will talk about in more detail at another time–about the day after Hurricane Sandy when my Dad starts talking to me about something. He had been listening to the news and he told me that not only did Disney buy out LucasFilm, but there are going to be three more Star Wars films starting in 2015 and onward.

At the time, I thought was some kind of joke. It just didn’t make sense. Then after I finished off To the Moon, I went online to see what was going on and I find out that George Lucas has retired, apparently made some script outlines for Episodes VII, VIII, and IX, and that Disney is going to help make these happen.

So. Here’s the thing.

What do I think about this?

The answer to this question, as of right now, but it may change as I continue writing this post is that I honestly don’t know.

You know, once, a long time ago in a galaxy far, far away that was the last dregs of my childhood, this would have made me fucking ecstatic. I always wanted to see what happened after Return of the Jedi. I wanted there to be more. In fact, I was so attached to the characters to the point of them feeling like friends to me that I really wanted to see them again. When I first heard that there would be more films, I thought this might be it and, hell, they might even incorporate things from the books: of which I am mainly talking about Timothy Zahn’s Thrawn Trilogy.

Instead, after buying those Special Edition video cassettes and listening to interviews with George Lucas, I found out that the new films would be Prequels: the story of how the Star Wars universe as we knew it became what it was. I was a little startled, but I was still very enthusiastic. Mainly, I was kind of scared to wonder what happened to Luke and Leia’s mother: which was a source of great mystery in those days.

Then the Prequels happened.

Yeah. I wrote a post on here which pretty much sums up what I think happened creatively with the Prequels, but I would just like to add that I think a few fanatics like myself were spoiled by two things: that we were no longer children and things like Ewoks (though I would never compare Jar Jar Binks to an Ewok, because Ewoks are awesome) just didn’t really relate to us anymore, and that what we saw in the films didn’t match up with the spirit of the Expanded Universe. I’m talking about the books, comics, and video games. Yes, I know it’s nerdy and also anal to focus on continuity and that it says something about  person when they wince–painfully wince–at every preconceived notion of a creative work becoming no longer … consistent.

But then I look at some aspects of the EU, and realize that there were inconsistencies and painful moments of chagrin even then, but I think I–for one–was so hungry for extra Star Wars then that I just didn’t care. I wanted to see my friends again. Nowadays, I still like seeing them but, wow, I would tell them to lay off the ridiculousness.

I think a lot of my own issues with the Prequels are due to my own idea of what I thought the Expanded Universe was like, and my own sense of continuity (I will not link to ItsJustSomeRandomGuy right now with his “Continuity song,” I will not), but at the same time sometimes you just need to take something as it is: right there, and right in front of you.

So when I hear that there will be more films … I really don’t know what to say. Oh, I will be watching them. I’m not even going to delude myself. I remember my friends and I were talking and some of them thought that a Star Wars “reboot” would do wonders for that universe. But this isn’t a complete reboot: this is a continuation. At the same time though, it’s a new film narrative that can be written and depicted differently. I’m not very familiar with legal and directing processes, or how a corporation manages creative property and, really, the creative process, but Disney bought Marvel and we have The Avengers film. I may be propagating some sort of logical fallacy by writing this, but I felt like I definitely had to mention that.

The truth is, when this is all said and done, I still don’t know what to think. But I guess if I absolutely had to say something, I would say that as long as I am entertained, I am willing to see just how far this can go if only to see more John Williams’ Star Wars music get created … and just to watch the Internet go insane.

And who knows: maybe we will finally know what Yoda is … or something.

So I am going to be evil and wrap this up with these closing statements. When these movies happen, all I can say is may the Force be with you … and let your conscience be your guide. 😉

I Would Have Gotten Away With It Too, If It Weren’t For Those Meddling Squids! A Review of Cephalopods: Co-op Cottage Defence

I played this game for one day–just one day–and I hate green Squids.

Not the luminous blue ones, or the black ones. Not even the exploding fiery orange ones. The Greens. Just the Greens.

So I made an unexpected trip to Canzine 2012 this past Sunday: where I was reintroduced to the Comics Vs. Games-premiered The Yawhg, given a paper ninja-star, and talked with a few artists and game creators before finding The Hand Eye Society’s Torontron game cabinet arcade machines outside. I always loved arcade games when I was younger and I never got to play with enough of them. So finding these there was just an added bonus.

My friends and I started to play this game that I later found out was called Cephalopods: Co-op Cottage Defence by Spooky Squid Games. At the time, however, I found myself controlling a 16-bit sprite with a shotgun in a house along with my hammer-wielding friend as we were being surrounded by floating Octopi.

I didn’t have time to admire the Lovecraftian settings of the house’s interior: such as the book with the Squid imagery or the almost Victorian laboratory feel. I also didn’t realize that the hammer-wielding sprite–that the character was a female scientist–nor that her clearly non-human shot-gun wielding companion was a clockwork automaton of her own creation. All of these revelations came later when I looked at them online.

No, instead I was either killing mass-Squids that electrocuted and devoured heads, or hurriedly knocking Squids unconscious with my hammer as I was trying to repair the walls of the house to offer us protection against these tentacle-armed hordes.

This game was fun. I admit, I really liked killing those Squids. I also felt some satisfaction in repairing the walls and seeing those plus numbers come up: which probably represented how much time or durability it had before it fell again. There was another quality to the game in that, aside from the two-player cooperation that is utterly necessary to your survival, you also need a certain amount of coordination as well. Essentially, it is integral that your gun-shooting companion fires as the most of the Squids while you repair the most isolated of the walls: such as the walls that are not being massed by tentacles of doom coming to suck your face in the middle of the night.

However, there is also the option of exchanging tools: throwing your gun or hammer to your friend. It takes timing and coordination and, sadly, we did not manage this. Sometimes the sprite’s maneuverability was a little awkward and stiff. I remember at least a few times I tried repairing a plank and not realizing I had to get very close to it to do anything with it. Apparently, according to the Game Over text, we had something to the effect of having as much coordination and teamwork as a bunch of “golden weasels.” Suffice to say, it wasn’t complimentary, but certainly made us laugh.

But then, as the game went on (after each time we died I mean), it began to occur to me that something was very … eerily familiar about it. It was the Squids that obviously made me start to think this. And I knew I had seen them somewhere before: these 16-bit luminous deceptively cartoonish tentacled monstrosities. I knew it was from some research I did before but I didn’t know the name of the thing. Then much later I realized they were related to this:

Night of the Cephalopods was something I had read about when I was looking at Spooky Squid Games (god I love this studio’s name) for my article Dreams of Lost Pixels and if this is anything like the game I played tonight–and the voice-over narrative actually happens in this game–I may well download it. This is a big thing for me because, like I have said many times before, I don’t often play games. I watch them being played sometimes, and I play a lot of selective games on older Nintendo consoles, but this game makes me happy. In fact, Spooky Squid Games seems to really love H.P. Lovecraft as a thematic influence of theirs and it is one of those influences that makes me want to write a Lovecraftian story tribute of some kind.

My friend today was talking about going to some Indie (Independent artist) Jams sometime: to make ad hoc independent creative collaborations together. I remember Comics Vs. Games and I’d love to collaborate as a writer with a video game artist. I would really love to do a Game Jam sometime. Just as long as it is not a slime. If Cephalopods has taught me anything, it’s that I hate being stuck in slime … and Green Squids.

Oh, and even though I only played the game today and for a little while, I want to give it a five out of five.

Building a Character to Make a World: Our Project Continues

About a month ago, I said that Angela O’Hara and I would working on a comics collaboration together. So here is an update on our Project thus far.

I gave Angela a whole list of comics artists to research in order to get the right aesthetic for our world. The following inspirations were Jonathan Lethem’s Omega the Unknown, Chris Ware’s “The Super-Man” stories, Saint-Exupery’s Le Petit Prince, the rugged elementalism of the anime Gurren Lagann, Sarah Howell, and Neil Gaiman’s run of Miracleman.

At the time, Angela was not completely sure how to go about this: which was fair given the fact that all I had seen of this world I’d envisioned were a few scenes and figures inside of my own head. It’s amazing how something in your mind cannot always be so easily translated into real life.

After a summer of proposing this Project, I was galvanized into action when Angela said she was going to be pursuing her drawing career full-time now: which is excellent because she is a gifted illustrator and a comics-creator. This was when I realized I needed to give her what I had and, once I did, I realized I gave her more than enough to work with at that point.

In the end, I created a fairly detailed back-story (or at least something far more detailed than what I thought it would be), some character outlines and descriptions, and even some notes on the minions that I’m keen on including in this strange new world of ours. So armed with artistic inspirations as well as character descriptions, names, a background story, and a rough idea of the main plot Angela began drawing.

It was when she sent me these first pictures that the challenge really began. As you can see, they are all excellent illustrations of the main female protagonist. Usually, I could have just selected a few and suggested some details here and there, but her features were not as distinct in my mind as I would have liked. Then I started to think about what the world would be like: specifically what we wanted our aesthetic to be.

For two days, I thought about this and luckily Angela and I managed to talk about it. She told me that she wasn’t completely sure what aesthetic–of the inspirations I chose–that she was supposed to use so she decided to draw different pictures of our character in various styles. I felt really torn: because I wanted to see this world as an elemental place of basic shapes but some very realistic elements, but Angela drew all of these really good illustrations. It made me question the fundamental substance of what I wanted our world to look like.

But Angela has a good way of asking the right questions. Not only did I manage to answer some of her questions, but I started to add some details of my own. Another question that really got me was how old our protagonist was going to be and what she would be wearing before she got her costume. These were definitely questions that I needed to answer and in the end we decided on her being twelve or so, with rudimentary clothing that she had been forced to create herself.

Angela was also curious about what costume our character was going to have. She experimented a bit and showed me this:

This is what prompted me to tell her the idea I had with regards to the main character’s costume: and how that was going to fit into the plot. Let’s just say: it’s less than she chooses the costume, but rather that it chooses her … and in unexpected way.

Finally, Angela had an “Aha!” moment and after I chose a few of the profiles that she created and made some suggestions, she managed to mix together something of Saint-Exupery, and something very reminiscent of Mark Buckingham’s drawing style in the illustrated story section of Miracleman #20: Winter’s Tale. As you can see, our protagonist looks like she is painted and has very bright colours. And yes, you’ve seen it right: she is red. 🙂 As of right now, this is the closest working illustration and aesthetic that we have and Angela is still working on it: along with drawing out a few more of our characters. It is just so beautiful, lush, and artful.

Another excellent advantage to having this working model of our whole aesthetic is that I have inspiration. There is nothing more buoying than seeing something you envisioned becoming as close to a tangible image as can be made possible to really encourage you to keep creating. The added bonus of this feeling is that with our last Project, Thebes was supposed to be based off of our re-interpretation of mythology: of stories and characters that already existed. With this Project, we are making something relatively new: something that didn’t exist before quite the way we see it.

I mean, I know: I understand that all superheroes are archetypes and variations of Superman or older mythical figures, but the characters in this story have their personalities and I try to look at the basics of what they can do as much as possible … of which I am now figuring out. It is also very helpful that, right now, Angela and I are on a very similar wavelength in figuring these details out.

In fact, all of this is a process of figuring things out: as though Angela and I are spying on another world and trying to translate it into ours as much as possible. When we’ve done more work on this–and I create at least a rough outline of the booklet–I will start calling the characters and our Project by name. Until then, both will be as silent and as wordless as our comics work itself.

Horror as Collaboration: A Multimedia Nightmare

Just as the creature from Edison’s 1910 film version of Frankenstein formed, as seen in the picture above, I have been thinking about the best way to go about doing a viral creepypasta.

Then I came across this link from a friend of mine to the story of The Dionea House. It has a very epistolary format: in which a story is narrative constructed through what seems to be correspondence or journal entries. In the case of the above story, they even use online journal links and phone texts.

I was so impressed with Candle Cove, that I wanted to do something like that. In fact, it is the model which I want to create a viral creepypasta: a horror story or account that will be posted throughout the Internet. But now I realize how some of the challenges I proposed in my other posts on Horror as a Universal Power: The Function of a Creepypasta and especially Making a Receipe For a Creepypasta With Uncanny Filling can finally be addressed.

Essentially, I need collaborators. I need to engineer a situation where we can go to a board and have a correspondence discussion: an exchange of posts talking about an event that we create. It is kind of like role-playing and also collaborating on a story together. By writing it like this, we can have all the natural typos, grammatical errors, and some natural energies and improvisation come through. We can begin it through talking about fact, and then slowly getting to the emotional creepy parts.

Of course, we would have some challenges. For instance, what Message Board could we take? Should we make our own? And if so, how do we deal with others posting? Or, rather, would be excellent to get them in on it too? At the very least it can add to the legitimacy of it and make it look like a spontaneous thing if other people who don’t know about this potential Project got in on it. If we can make this a great participatory writing project turned creepy meme, that would be excellent: but it has to be unified and coherent while at the same time have an element of the unexplained and horrific in there as well.

All I need is an idea for a story and I have a few. My list might have something or perhaps even one of my dreams from my dream journal beside my bed. If I can get some people to create photographs, graphics, and artwork as well that would just be an added bonus.

Tis the season of Halloween. This might just be interesting.

The Power of the Original, the Creativity of Change

In The Source and Its Creative Feelings, I wrote about the emotions and energy that can power inspiration and ideas. In this article, I’m talking about the material and the quality of it that can fuel that kind of inspiration.

So I was watching the classic 1963 film Jason and the Argonauts last night, and it occurred to me just how much it was tangentially in there in the culture of my childhood. It wasn’t so much the movie itself as it was the aesthetics and the attitude of it. In fact, the only film that really comes to my mind with that same spirit is Cecil B. DeMille’s The Ten Commandments.

Whenever I thought of the ancient past or mythology as a child, I used the imagery of these movies and others like them to inform myself of how both should have looked like. Then I fast-forward this concept of mine by a few years. I used to think that the fantasy genre were all stories like The Hobbit and Lord of the Rings, followed by Dragonlance and Forgotten Realms, and I tried to write exactly like them: especially the latter two series.

I thought that some of my more weirder story ideas–including an alternate storyline with The Ten Commandments–were silly and a waste of time, or at the very least beyond my means and personal faculties to create at the time.

This was before I realized that there was original source material.

Every story ever made is an echo of another story that exists before it, or coexists alongside of it in another form. But every story as a source: a prototype or “Ur-Text” (Ur being a term for the mythical first of something, such as the first ever human city-state) or place that is tapped into.

I believe that every creator taps into that source. However, I also think that the strength of a creator’s link to that source all depends on where and how they tap into it. Originally, I was going to say that a creation inspired by an original source–or the closest known or accessible thing–depends on one thing, but after thinking about it a bit more I realize there are two elements involved.

The first element is, like I said, finding the earliest myths or art-forms that you can read, understand, or learn to understand and take inspiration from them. They are the closest things to the source, or what the famous mythologist Joseph Campbell called “the mono-myth”: the supposed first story that all sentient human stories come from. I feel that once you learn to understand the spirit of the earliest story or source that you can find with regards to your work–and specifically use it to gain your own personal creative slant on it–then you have gained something powerful and you are more than on your way to augmenting or discovering your own creative voice.

But then there is the second element that I thought of very recently: which is that once you gain an idea of the original source material that created the story or story-type you are working on, you must make it timeless in a way that everyone can relate to, and therefore make it relevant. Take what you have learned or understood and apply it to your time and the issues and themes that are important to you as a creator, a person, or even both.

Think about it: before DeMille’s Ten Commandments, or Jason and the Argonauts, all there was to determine how the ancient world was, and how their myths functioned were books, broken sculptures and fragments of art. The creators of both films had to go through all of that material and decide what they were going to use or change. I won’t even go into Ten Commandments, because there have been many other films and stories created from that Biblical tale at different points in time, and even the ancient Greek myth of the Argonauts has changed throughout time and culture as well.

But what I am saying is that the creators of both looked at the original sources as much as they could and made something, and added character and motivations that audiences could relate to. Even J.R.R. Tolkien looked at ancient Nordic tales and history in the creation of his Middle-Earth: which in turn informed how a lot of the fantasy genre derived from it would be for a time.

Like I said, I do think that knowing the original source of something gives you a special insight into that thing and in making something that is either a homage to it, or a unique derivation. This is what I have adopted for a lot of my writing and creation process. It gives you more to work with and more to change should you choose to do. And that is the key here: knowing the closest source gives you more choices … especially with what you want to reveal what is important to you about them and other people.

When I was growing up, I took films like Jason and the Argonauts with its stop-motion clay animation less seriously than I did the developing CGI graphics coming around then. But now, looking back I realize just how much of that influenced the creation of CGI and what film-making could be: as well as storytelling. Maybe it’s because as a culture now almost everything that is “retro” or considered old is popular and new again. Of course, as some other popular cultural articles suggest this could be all be just part of a cycle that happens with every decade or era.

My era of the 80s and onward, as well as the things that inspired them in earlier years, has become a lot of my source material and now I am starting to realize that I can express it. This is a good thing. The possibility that some of the quirky weirdness in some of my stories may have been inspired by Joss Whedon’s irreverent flippant dialogue in Buffy and other shows is an added bonus: from my perspective anyway.

Really, I just like creatively messing around and reading and watching old, good things and good new things for universal and innovative storytelling ideas. I probably could have summarized this whole post into that one sentence, but there you go. 😉

What Nostalgia is Made From

It was in the winter of 2008-2009 that I came up with Nostalgia. It was my first winter living on my own and as such I was spending a lot of time in my apartment. This was the point where I was training myself to write something each day–publicly–to put my writing out there and alleviate some of the isolation and loneliness that I was feeling at that time.

Spending a lot of time in such a relatively small space–in a room of my own–gave me time to think. I thought back to the woods behind my old high school of Thornhill Secondary and how a friend of mine and I used to walk through them talking about different things. I had a few key lines of “Nostalgia” written down already at that point, but I needed a context for them.

Originally, I imagined a scenario with two childhood friends–two boys–who meet in the forest. One of them leaves and goes on with his life, while the other one stays in the woods and never ages a day. Then one day, the friend that left returns as a much older adult–having been worn down by time and experience–while the other is still young but in many ways much, much older than the other. I was also inspired by the times when my class in elementary school would go on overnight trips to places like Montreal or Paris, and I’d stay behind in the “skeleton-crew” class. At one point I’m pretty sure I was the only student of my grade in one class.

Sitting in my apartment made me think about a lot of those feelings, and the past, and that essence of it that I wanted to capture in a very precise way: an eternal and universal moment. I’m not sure what made me change the story to what it is, and making it only one central protagonist: one little girl. If I ever knew, I’ve forgotten, but it worked out well.

It is the best vignette I’ve ever made and I am proud of it. It cuts like an icicle into a human heart, and drifts away as transitory as a snowflake … or a shriveled balloon into the distance. It deserves to be seen, and have more company again. One day. Soon.

Fate, Fortune, and Freewill: The Challenges of Table-Top Role-Playing

https://i0.wp.com/us.123rf.com/400wm/400/400/excessmind/excessmind1201/excessmind120100004/12044191-big-orange-marble-twenty-sided-die.jpg

So during my last game session with my friends, one of my characters seems to have died. This would actually be the first time I had a character that died in a table-top role-playing game. Sir Vaeric Aedrin of the Order of the Imperial Knights was last seen drowning in a sandstorm in a desert on Mandalore. Why did this happen? Well, very simply enough: he failed his Survival and Endurance rolls on the D20 system and the last I saw of him was him being buried in sand.

I’ll admit. I wasn’t very happy. But for the most part I really liked how I role-played him. Sometimes you have to understand that, in at least a D20 role-playing game like Dungeons & Dragons or one that uses the former’s rules, a lot of your actions and their consequences are determined by the role of the dice.

It can be frustrating. You come up with these ideas and you plan out what you want to do–though some cases you have enough additional modifiers to add to the dice number to exceed the difficulty number–and then you have to basically trust in the die or dice not to fuck you over. And sometimes that D20, that twenty-sided die, is not always your friend.

That’s not the only challenge in role-playing this kind of game however. There is also the challenge in creating a personality for your character and to keep role-playing that personality consistently. I like to create back stories for my characters and then attempt to have the character act according the nature I made for them. The thing is, even barring the fact that you could make a roll that changes the outcome of a situation, you have to also take into account that your character will change. It’s impossible for them not to. You have to figure that stress and particular situations will greatly influence them. Your Dungeon Master or perhaps more accurately your Game Master–if they are any Game Master at all–will present challenging situations for you to role-play through. I don’t just mean creating physical obstacles or enemies to kill, but moral quandaries and interactive role-play situations as well.

For instance, Sir Vaeric as well as his commander Sir Kentari and the recent addition Sir Hett go into a Mandalorian base to investigate it: as one of their other team-mates had a calling from the Force that there was something important about this place. They end up getting caught in a fire-fight between two Mandalorian factions. Choosing a side becomes easy in that their new companion Sir Hett is on one side. But it’s what happened afterwards that I’m thinking about. Sir Vaeric is a bladesmaster and a man of honour, yet his allegiance is ultimately to the Empress, or as was his battle cry, “For Empress and Empire.” There are these refugees and the surviving Mandalorians that are protecting them. They are all headed to the same place to, presumably, the Resistance of a Death Watch ruled Mandalore.

Sir Vaeric tactically believes that having more Mandos on their side could bolster their chances of survival. He also thinks it’s the right time to do to allow the refugees–victims of Death Watch’s allies–to have some protection and be able to fight in the Resistance: maybe even as a gesture of good will so that the Resistance will be more inclined to give he and his fellow Knights their Prince back. Sir Kentari, on the other hand, along with Sir Hett remember their oaths as Imperial Knights and see their mission to get their Prince back as paramount. They also greatly esteem their abilities over everyone else’s and have a certain degree of arrogance that is something of a trademark among Imperial Knights. They rebuke Sir Vaeric–thinking he is delirious from a neck wound–and in the end even he sees that refugees would slow them down and attract more notice to them.

In the end, the refugees and their Mando Clan are free to leave and both parties go their separate ways: which is just as well because we also encountered a sandstorm that would have killed all of them had they come with us. But you see with this example of how Sir Vaeric’s personality and his oaths conflict. What complicates this even further is that I was also playing Dravas C’Tor: my humanitarian Force-sensitive archaeologist and he would have definitely wanted those refugees saved. In retrospect, separating the two personalities–as well as what I want to as a player–was definitely a challenge and it can be easy to confuse the two.

Another notable example was when we were all in the desert, Sir Kentari had to make a choice between rescuing his Knight Brethren that fell in the winds and C’Tor. Dravas C’Tor in another game accidentally killed his Master and failed to save the life of his Knight Brother in a previous quest. Sir Kentari would have loved to save Sir Vaeric and Sir Hett and left C’Tor to rot. But his mission was to save the Prince and C’Tor was selected by the Empress to be the negotiator between the Empire and the Resistance: since he had ties with the latter. In the end, Sir Kentari had to save a man he despises, “For Empress and Empire.”

I think another confusing matter that does tend to come up is remembering that there is what you as a player wants or knows, and what you as a character would do. You might think that after a long time of role-playing, it would get easier to differentiate the two, but doesn’t. You will always be challenged: especially when you play characters with different experiences and knowledge. I can’t tell you of the times I wanted to access computers just to remember that I’m not my NX droid, or examine the lore of a civilization and I’m not my scholar character, or even sometimes get aggressive and realize that is how my Sith character would be. Now it is wanting to go into direct combat and remembering that I’m not my Imperial Knight anymore.

The thing is that when I make a character, there are commonalities from my own personality. They tend to be knowledge-based or artistic in some way: even if it is being artistic with a lightsaber blade. But what I know as a player or, as someone who has lived a thousand lives as a player to adapt George R.R. Martin’s phrase, is not necessarily something I know or can do in-character.

So really, I can sum it up like this: I have an idea of where my character has been and where they want to go. There are rules in place to see if what they do actually works or how their actions actually happen. At the same time, I have to make decisions that are separate from the dice rolls. Sometimes, I really don’t like dice rolls and numbers: partially because I have difficulty with numbers, but also I tend to role-play or act out my characters more than rely or depend on my statistics. However, I also try to remember my statistics because there do need to be rules in place–to create a structure–and it is a pretty cool thing when you roll your die and you get a 20 or, in my die’s case, an “EQ.”

I would have been very angry if, say, Sir Vaeric died in the desert automatically and there was nothing I could about it. A lot of players would have been pissed that they hadn’t died in battle. But the way our GM did it made a lot of sense. We had to roll to pass Endurance and Survival checks. We had the chance to succeed or fail. We didn’t just immediately die in an arbitrary way. Also, it’s realistic. When you find yourself in unfamiliar terrain and you’re not prepared to be there or deal with harsh environmental conditions, you are at risk. Weather brings armies down. You can be the greatest swordsman in the galaxy, but when a sandstorm and static electric currents assault you, you’re probably going to be screwed.

I’ll admit that numbers and statistics and feats do play a role in something like a D20 game and I am not always the best at figuring our the rules. But I also know it is a lot more than just numbers or the equipment you get or the back-story you make. In my other article, Role-Playing as Interactive World-Building, I talk about how a role-playing is a creative collaboration and it’s no less true here. Your character will evolve. You will roll twos on your D20 and fail a medical procedure that could have saved a companion’s life. Out of character, you know that’s not your fault, but in character there is the reactions of everyone to consider. You incorporate the results of rolls and actual decisions you make into how you and your characters interact with and change the world you make.

In the end, I’d say that when you table-top role-play, your first collaborators along with the GM are fate, fortune, and freewill. There is a plan and the dice can randomize that plan, and your game might have a particular spirit of its own, but your decisions are still very much important.