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Saturday, August 27, 2016

Suicide Squad



     Is it a stretch to say that Suicide Squad was DC's answer to the success of Guardians of the Galaxy? All the key points are there: a bunch of villains or anti-heroes teaming up to defeat something powerful, while being quirky and funny.

     In the latter aspects, they did succeed. There are points in the film that are genuinely humorous, and the characters are quirky and interesting. There were bits to like about each character; some more than others, but there was still something to like.

     The characters aren't the film's problem though (at least, not the biggest problems, but that will be covered later). The biggest problem is the plot, followed by how the film plays that plot out. Then, there are tonal problems, and problems they made for themselves in the future as a result of this film's now cemented canon.


     This list of the film's problems will serve as the table of contents for the problems of the film, and subsequently possible fixes. Note that some fixes might bleed into others, but if you wish to only hear my thoughts on certain aspects, this should allow you to do so:

1. The Plot
2. Willingness to Kill: Tone issues and future problems
3. The Joker and Harley
4. Misc Canon Issues


1. The Plot


     The plot is as follows: Amanda Waller, an operative for the pentagon, makes a list of villains that have been caught, and that she can manipulate into doing the government's dirty work, and ground pounding against metahumans. As a part of this team, she finds a woman that has been possessed by a powerful and ancient creature named Enchantress. after her attempt to control her fails, she begins wrecking the city. This team Waller collected is thus called in to deal with it.

     Sounds straight forward right? Unfortunately, the film doesn't really have the right set of priorities when it comes to this.

     Picture this: Cthulhu is threatening New York City. A team of badasses are called in... to extract the secretary of state from a nearby building. It's... a problem that has to be solved, yeah, but it really seems like treating the symptom and not the disease. That's the plot of Suicide Squad. the team is introduced, we are told how awesome they are... they are taken out of prison, implanted with bombs to make them behave, and told they will be extracting someone from the city. That person turns out to be Amanda Waller, who was stationed in the city.

     The antagonist of the film is supposed to be the Enchantress, but she doesn't feel actually threatening until the last 5 minutes of the climax, because she does practically nothing for the majority. She turns some people into asphalt zombies to malice the suicide squad with, but ultimately little else.

     In the absence of this antagonist's presence, the audience is left to seek the film's other antagonistic presence... which ultimately ends up being Amanda Waller, and her ground commander, Captain Flag (yes that is in fact his last name, and army rank. He was invented in 1959, 18 years after Captain America). These guys become the villains because our sympathies lie with members of the suicide squad, and they are in opposition to them. But, they suck as villains too, because they are supposed to be the good guys, and are subsequently not threatening. All that is left as a strong antagonist is the Joker... but he is definitely not the villain for reasons I'll discuss later.

     The characters are good, my favorite being Diablo, followed by Deadshot. But characterization doesn't help much when the goal is unclear, the villain isn't a big enough presence to threaten them... and when they aren't actually focusing on the villains they set up.

     To refer back to Guardians of the Galaxy, Ronan the Accuser is introduced fairly early on. He makes it clear he wants to destroy a planet because he is a raging racist. He becomes a threat by immediately interfering with the affairs of the heroes. He maintains a presence through how two characters view and oppose him, with the MacGuffin of the story being a key to making Ronan even more of a threat. So, even when Ronan isn't the direct target of the plot, he is a presence that moves the plot in a certain direction. The antagonist of Suicide Squad, the Enchantress, creates the inciting incident to get the plot rolling, but ultimately is in the background and not a true presence until the climax.

     So, what's the solution to this problem?

     It mostly involves editing, and conservation. The film front-loads a lot of backstory for characters; we are told who Harley Quinn, Deadshot, Diablo, Killer Croc, and Captain Boomerang are, their abilities, and how they got caught. However, this front loading is actually unnecessary. In Guardians of the Galaxy, the backstories, and the details of them, are doled out as needed. Peter Quill has the focus, so we see his backstory in full (minus a myth arc). Rocket and Groot are mercenaries and bounty hunters, which is all you need to know to start with them. Drax's motivation IS his backstory, with Ronan killing his family, he wants revenge. Everything important about a character should be told quickly. We don't need to know right away that Batman caught Deadshot while he was shopping with his daughter (which really, REALLY is out of character, but more on that later).

     All we need to know about Deadshot, is that he's good with a gun, he kills for money, and he has a daughter he loves. Diablo catches himself and his surroundings on fire, and he turned himself in willingly. Harley Quinn was turned insane by the Joker. These are the important bits, the stuff the audience needs to know about the characters, and can be given to the audience in a quick and organic manner without a big flashback sequence. Everything else, like why Diablo turned himself in, can be explained later, at the right moment.

     Second, make the antagonist of the story actually be the antagonist. Don't futz about for an hour with an extraction mission, because even if that went without a hitch, there would STILL be the villain to deal with. If you need to fill running time, have the team deal with having to get to the antagonist, using the team's unique skills to do so, figure out a plan for how to go about defeating the antagonist, and then do it.

     You know, like the suicide mission in Mass Effect 2

Actually, just the suicide mission in general should've been the guide for the film.

     The plot is the film's biggest problem. If they had a different, more comprehensible plot, the film probably would've been very good.

     Also... nix the zombie army crap. The asphalt zombies just made me think Will Smith was in I Am Legend mode. They provided some action scenes yeah, but they did nothing for the villain's presence, left the audience in confusion until they were finally explained, and even when they were they were not threatening. (That's true of a lot of things in this movie actually.)



2. Willingness to Kill: Tonal issues and Future Problems



     Remember how I said Diablo was my favorite character in the film? He has a lot of parallels to Groot. He is the most powerful member of the team, but also the most peaceful. Of the people in the suicide squad, he's probably the only one that, with a little convincing, could like the idea. Like Groot, however, he pulls a heroic sacrifice to save his teammates... but unlike Groot, he isn't coming back.

     When I say "willingness to kill," I am not talking about the characters, that obviously comes with the territory. I am talking about the writers. When a named character is killed, possible stories with them are gone. Killing a character is NOT something to be taken lightly. Even if it seems powerful to have a heroic sacrifice, there must be MORE in favor of their death than their life for it to be worth going through with.

     With Diablo dead, no further stories can be told with or about him. What's worse is that possible answers to problems in writing future movies cannot be accessed. So, if a writer ever has a problem where a fire guy would solve the issue... they don't have Diablo. Because they killed him.

     This is a problem for the DC universe, which Marvel found a solution for. DC recently killed Superman in their Batman VS Superman movie. Of course Superman is alive again, rendering death completely meaningless and pointless, but it sets a tone for their cinematic universe. The writers are willing to kill characters off without thinking of the consequences.

     Now, characters can die. In fact, some characters should die. Death is a powerful tool in story telling... but you have to use it right. Death is very permanent, and should have a lasting and powerful effect. A character dying should affect those around them heavily.
     The two famous deaths, Uncle Ben, and Thomas and Martha Wayne, are deaths that define characters. Uncle Ben's death made Peter become a hero, because others may be hurt if he does nothing again. Batman fights because he believes no 8 year old boy should ever lose their parents to a gunman ever again (coming back to this later...). Even Groot's sacrifice in Guardians profoundly affects the story and the sequel, where Groot is still regenerating and is still small.

     Point blank, the death of a character should open more doors than it closes. If more stories can be told as a result of a character's death than a character's life, then their death ultimately aids the story.

     DC's Cinematic Universe is willing to kill characters when stories could still be told with and about them. This is not a sign of "maturity" but of lack of foresight and forethought. What if they want to make a sequel to suicide squad? They'd have two weapons experts, a boomerang guy, a strong man, a crazy girl, and a samurai girl. All physical fighters, which limits the scope of enemies they could fight. If they just replace Diablo, then they have to introduce them, and give their backstory and motivations, which goes right back to the first kettle of fish.

     DC really needs to stop killing characters; even Marvel left the door open for Red Skull to return one day.



3. The Joker and Harley



     So, Jared Leto, the actor who played the Joker in Suicide Squad has been complaining about how much footage of the Joker was cut from the final film... Honestly I'm surprised he's still in there at all.

     I'm not exaggerating when I say that NONE of the joker's scenes are essential. They add nothing, they change nothing, they aren't involved with the main plotline at all... The Joker is entirely pointless in the film. Which is criminal.

     The Joker shouldn't even be a side villain in anything but an ensemble villain cast. He is a main antagonist, the ring leader and primary threat. Having him as a supporting character is the first problem with his character. He is a main character only. He's center stage, or not on the stage at all.

     But, maybe it is better this Joker isn't actually important... because he's a terrible Joker. Not in reference to Jared Leto's performance, he did fairly well with what he was given, but the design and characterization... they were all wrong.

     The Jared Leto Joker is not threatening. There isn't any tension when he's on screen, because he just isn't scary. He's weird, but not scary. Part of the lack of tension comes from the fact he is a straight ally of Harley, who is a partially sympathetic protagonist. In the comics and TV show where Harley made her first appearance, it was clear the Joker had no respect for Harley. He didn't care for her, he just saw her as a devoted lackey that was easily twisted around his pinky finger. He could throw her out of a building and she'd blame herself for it.

     Yeah, that is what their relationship is supposed to be: blatantly abusive, both mentally and physically. Harley's just too far gone to see it most of the time. But, DC tried this and it was rejected because focus groups didn't like Harley eventually sticking up for herself and breaking off from the Joker, so they went with the straight romance that parts of the general audience likes on the surface... Again, showing lack of foresight when people think on their relationship more and realize how goddamn awful it is after the fact.

     Then there is the design... goddamn the design...

Note the tattoo that says "Damaged" and the grills on his teeth.
     There is only one answer to such a design:


     The Joker's design isn't threatening, or insane, or creepy... it is just straight "edgy."

     This is Reaper from the most recent Blizzard game, Overwatch:


     He has DUAL WIELD SHOTGUNS named HELLFIRE, he has a SKULL mask (actually a barn owl), wears ALL BLACK, and a HOODIE, and he has POUCHES. and he EATS THE SOULS of his enemies while talking all about how he is DEATH and PAIN.

     An edgy design was cool in the 90's. Now it is laughable. It's even noted in-game how not scary Reaper is. Jared Leto Joker is trying too hard to be edgy, that he just appears silly (and not in the good Joker way).



     How do you fix this? Well, honestly just go back to the original canon material, for both Joker and Harley.

     Make Joker the insane clown whose main weapon is a gas that makes people laugh so much they die:
Also wearing a nice suit helps.
     And though I won't go into it that much, Harley's outfit should've been more like this:

     Which is ironically more practical, conservative, and empowering than her film design:

     The film took every chance it got to show off Margot Robbie's ass. Haven't heard any feminist complaints about this crap... Could we PLEASE get some uproar so DC at LEAST gets the message to have Will Smith give some fan service as well? It feels really sexist and off balance to only have male-centric spank material. (Shirtless Joker doesn't count, his existence already gets the wrong side of humanity turned on. On BOTH sides of the technicolor rainbow.)



4. Misc Canon Issues


     Why the flying duck does Batman attack Deadshot when he's with his kid? Does he WANT to create more villains? Does he want her to get hit in the crossfire? His entire motivation for becoming batman goes against what he was doing in that scene. He doesn't want any child to go through what he did; he should've caught Deadshot when she WASN'T around! If she wasn't there, she'd be sad her father was caught, but she wouldn't have the image burned into her head of her daddy aiming a gun at her, telling her to move so he can shoot the Batman. Can't even blame Deadshot for that, that situation is entirely on Batman.


     Also, related to the killing problem above... Slipknot. The most forgettable character in the movie. No backstory, we're just told he can climb anything. He tries to escape and gets his blown off as a result. That's it for Slipknot! Had to waste him showing the audience what we already explained what would happen if they tried to run away like two scenes ago! He was entirely pointless, and just made it so they can never use him again in the future. Wasn't important enough to mention in the main section though, so he's here. The sacrificial lamb to show that the film was "for seriouz yo"


     Finally... The Jared Leto Joker would've made a better Lex Luthor than Jessie Eisenberg's. Jessie pretty much just played the Joker, because apparently that's the only villain DC understands. His joker personality would've fit better in Suicide Squad than in BatmanVSuperman, and Jared Leto's gangster nature would've fit better with Lex Luthor. Not a good fit, but a better one. A great fit would've been making him act like a cold, logical billionaire instead of a crazy man... Just a strange thing I noted when I realized Leto was more tame than Eisenberg.



Conclusion



     Suicide Squad has the right kind of central characters and dialogue, but the wrong plot. Cut the Joker, refocus the plot, make the antagonist a threat.
     This film very well could've been good, and in fact a decent answer to Guardians of the Galaxy, so it is unfortunate that these problems exist.



     Additionally, Wonder Woman looks good; maybe being set during World War 1 will help with the plotting issues DC seems to have. We already know her love interest dies, but at least we don't know if it's from old age or "dramatically" in Wondy's arms; I REALLY hope for the former. Also Chris Pine, so it has that going for it.

Wednesday, August 17, 2016

No Man's Sky - Cycles of Gameplay



So, No Man's Sky. A massive game, hyped up a lot by Sony, with 18 quintillion planets to explore. A number so big, Google spellcheck doesn't recognize it. The game was made by 15 people, and, quite frankly, it kinda shows.

18 quintillion planets were made by procedurally generating them; everything about the planets is determined by math equations that make the planet as you observe it. In No Man's sky, everything from the color of the sky, to the ground, and animals, is made up by math equations.
Now this would be incredible... if there was some actual gameplay to go with it.

Here's the gist: you are a space explorer, trying to reach the center of the galaxy. Your current ship isn't capable of making it there, so you have to get a better one. to do that, you gather valuable objects and minerals like gold. You sell those to get a bigger ship that can hold more materials. You also use materials to make better tools to get more materials.


In essence, it is Minecraft, the game all under-10 children and lazy Youtube Lets Players play. Dig materials, build better tools to dig more stuff, so you can go find the end game. Similar cycle to No Man's Sky.


However, No Man's Sky has nothing BUT that one cycle. fly to a system, go to a planet, load up on valuable materials, sell them, get a better ship, keep flying until you get to the center of the universe... and that's it.
You can also discover unique plants and animals, and name them and the planets, and when other players find them they'll see the names. That's neat, but the fun of that dies rather quickly.

This is the biggest problem of No Man's Sky: if you don't like the cycle, there is nothing to do.

But I'm not here to beat up the game; if anything I REALLY want the game to fix its problems and become amazing. I do have a bit of an idea how it could be improved though; and it has to do with adding more depth to the cycle.


Lets look at minecraft again; the main gameplay is survival. Get the tools you need to survive, and later thrive in a harsh world. However, if you are not interested in digging, there are other things to do. You can build a farm, build a house... Those were available from very near the start of Minecraft's life. When it was fully released, you could also build intricate mechanics, stories for others to play through, even make calculators. Also... this:


Erebor, the Lonely Mountain

People in Minecraft have painstakingly worked to recreate entire worlds of fantasy.

So, while Minecraft is, as its title suggests, about mining and crafting, its primary cycle is not the only thing one can do in it.



No Man's Sky needs something else to do besides its cycle. Otpimally, I think of it like this: there are 18 quintillion planets yes, but what if there was enough for them to do on the planet that they may decide to just stay there for a long time?
Like, there are thousands of diverse creatures made in the game... What if we could domesticate some of them? Obviously it'd take a long time to do such a thing, and there are a lot of tools one would need to be successful at domesticating them.

Like, for instance, a place to keep the animals penned in. Obviously one cannot allow them to get away, or else they may wreck the process. to do that, the game needs a way to build. Build structures of different shapes, sizes, and purposes.


I can think of two games that'd be ideal to follow for this sort of thing: Fallout 4, and Space/Medieval Engineers.


Fallout 4 has, as a main draw, the ability to make settlements for people to live in. The system is relatively simple, you go into an over head view mode, and can place down all sorts of walls, stairs, ceilings, floors... in addition to some fun stuff like turrets and electronics. These settlements require resources to build, which you collect in your travels.

Space and Medieval Engineers focus entirely around building structures, tools, and weapons. In survival mode of these games, which certain materials you can set up a 3D blue print of a structure, and then start adding materials as you collect them. Good for planning, and an incredibly diverse system, probably more so than Fallout.


For No Man's Sky, I can imagine a similar system. Basically, after collecting specific, and somewhat rare materials, you can build a construction drone. With the drone, you plot out structures with holographic blueprints. You can also set things like the interior atmosphere, temperature, et cetera. Then, with the blueprint completed, you have a list of materials you'll need to build the structure. Gather the materials and return to it to build what you've planned.

This alone would add a lot of depth to the gameplay cycle, especially for those who would spend hours on this aspect alone.


This same tech for the construction drone could be sued to build unique starships. Obviously it'd require rare materials, but it's a better option than having the only way to get new ships being buying them off someone else. These starships could have unique settings like the grounded structures, so that you could transport living cargo, like plants and animals. Also you could walk around your ship while it is in flight.


Just imagine this: instead of mining for gold forever, you make your money domesticating some cute creatures. You make them friendly towards people, you evolve them to survive in different atmospheres, and then you breed them as pets, selling them on the intergalactic market. Hell, imagine another player finding your domesticated pet and buying one!
Could train larger creatures as mounts, hunting companions, or cattle. Or make a farm and sell products off of them, like meat, their version of milk, eggs, or fertilizer...
You could become an alien farmer!
It may sound like Blue Skying, but a lot of these features exist in some capacity already in the game. Creatures have temperaments and diets, it isn't that much of a leap to say one could feasibly work to change those features through various means.


That is but one way to add depth to the cycle. There are countless others as well.


Like, for instance, the Sentinels of The Atlas. Basically, The Atlas is supposed to be the organization that prevents you from doing what I suggested above, and also opposes practically all actions players take. They have these sentinel drones on planets, making sure no one is messing around with the ecology of a planet. The problem however, is that they are just a nuisance. They aren't threatening, they are just annoying. If you somehow manage to die to them, you merely have to run back to where you died to collect your stuff.
The interaction with these guys should no be so banal. You should be able to lay claim to a planet, and say that it is now YOUR house, and you will command its ecology. You should then have to fight hard to get this, until The Atlas concede and let you have one of the Quintillion planets, or work out a peace treaty where you get a couple acres or something to work with.



Now, I realize that some of these suggestions go against what the team thought the "core" of the game was. They wanted space exploration to be the main pull. But, there is nothing to actually explore. Every planet is nearly the same. It may or may not have a planetary hazard that has the same effect on you regardless of what it is, and the planet is a spectrum of colors. Sometimes you'll get a planet with a green sky and orange plants, or you'll get a orange sky with blue plants... you won't find anything actually worth finding currently.
When your believed core doesn't work, then spread out, and try other aspects, or, realize a problem with the core: you want them to go out and explore, but don't want them to stay somewhere too long, so there is nothing to explore, to force them to go out and explore.
For the core to work, it actually requires a paradox: you have to make the planets themselves so great, they may not want to ever leave it. This, oddly enough, will also push them to find more planets, because maybe it'll be even greater than the last.

It should be where, when they find their ideal planet, they could settle down on it. Ultimately this is also necessary since the game designers also want the game to be playable after the player reaches the core... Currently, there is no reason to continue after, or to even continue to the core.
If each planet had a wealth of possibilities upon it, where the player could construct a mining operation, or a space port, or a city, or a farm, then there would be something to do after you've gone to the core and seen it all. Hell, people might actually want to go to the core, thinking it may give them something incredible.

Like, consider Maxis's Spore. It got bad reviews, much like No Man's Sky has now. This was also due to poor gameplay. However, its space phase had a lot of options for the player to have fun with. One option was to go to the galactic core... which gave you a genesis rod, perfectly terraforming a planet when used. If something like that was at the center of the No Man's Sky galaxy, then it'd be truly worth it to reach the center, because it could open up a whole new game once accomplished.



No Man's Sky has a wealth of potential. Right now, it is more tools to make content than actual content. But I can very easily see the game becoming an amazing space game.