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UberMan5000

John Marshall
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A lot could be said about Disney's 1989 fairy-tale opus, The Little Mermaid, and indeed, a lot has. As for me, I've never thought much of it. The first Disney film I had seen is the much superior Beauty and the Beast. By comparison, The Little Mermaid is a simpler picture, not quite as rich in its music, humour and drama as the Disney films that followed. It showed that they were still pretty ginger about taking major creative risks, until it raked in mad cash and showed that people still loved the Mouse. Today I consider it more of a stepping stone to greater accomplishments, and hadn't given it much thought besides that.

Lately, though, it has seemed to me that it's become more than just a true-love-over-bad-odds story that it appears to be. Ruminating on the lyrics of the first major song, "Part of Your World", in particular that she sings it in a cavern full of sunken human treasures, Ariel the mermaid seems to have a greater motivation than simply marrying a prince (at this point in the story, she hasn't even seen him). She sings about all the neat things she's collected, of which there are many (leading some to believe Ariel is a compulsive hoarder), but she also sings that all of it is "no big deal", and that she wants more. It's then I realized that what she really wants out of the human world is too abstract to put on a shelf.

She sings about wanting to walk, dance, even just to feel the warmth of the sun, actions that are denied to someone with fins that don't get her too far. She laments her physical limitations, and then sings about "bright young women, sick of swimmin'" and about wanting to ask questions to humankind, and get some answers (which she sings about while flipping through a book). She wants to ask what a fire is, a fire long being the symbol of human knowledge when Prometheus brought it down from Mt. Olympus. What Prometheus can bring down a fire to somewhere that it will simply be doused?

A key point of this song, however, is that the titular lyric is not "part of your world", but "part of THAT world". A barrier exists between her world and their's, so she regards it as something she can only look at, and never touch and experience. Later, when she sees the prince and saves him from drowning, it changes to "part of YOUR world". She has touched a part of humanity, and believes this has broken the barrier between her and them. She's made a connection to the human world, and will work to strengthen it such that she can at last become part of it. Up until this point, her biggest connection was a dopey seagull that tells her ridiculous things about what she finds, and she simply believes him because at least he's on the human's side of the barrier.

For her part, it's understandable that she wants to leave this place behind her. From what the movie depicts about mermaid society, it's quite utopian, but also pretty dull. The opening scene consists of a group (school?) of merpeople gathered to see this ceremony about how great the king's daughters are, while Ariel's off exploring a shipwreck; one of the human artefacts that has crossed her barrier. Her father, King Triton, warns that humans are dangerous because they catch and eat fish (is that what happened to her mother? His warnings seem pretty uninformed), but from what I've noticed, mermaid society seems to have no arts, no sciences, none of the merpeople even seem to be educated. Hell, "Under the Sea" seems to say that all they have to do is swim and frolic, and that all people do on the surface is eat fish, hollowly echoing Triton's warnings. Ariel already doesn't believe this, as she believes "I just don't see how a world that makes such wonderful things could be bad." To someone who thinks this kind of thing, it's not much comfort to be told to just forget about it and dance and sing all damn day.

Later it could be argued that Ariel, being the lovestruck 16-year-old girl that she is, attaches too much of her interest in humans to Eric, and this could be construed as falling for someone she barely knows; a classic Disney foible, especially with how boring Eric is in general. However, it's because of this dullness that I think she still sees him as a way to join her to humanity. She swiftly agrees to Ursala to give up her soul–erm, voice, since now she knows a human that can connect her to that world. This lets her cross the mermaid/human barrier, but reduces her ability to interact with it. She can't talk, and she can't write anything down, because again, merpeople seem to be uneducated. She can only communicate through clumsy gestures, and Eric remains her best shot at being part of a society that will enrich her curious mind. But she's only got three days to seal the deal, so naturally she has to be pretty focused on it.

Ariel has frequently been dismissed as a passive part of her own story, one of those princesses that simply smiles and bats her eyes while characters around her do all the work. I don't think that's the case; she's done everything within her means to accomplish what she wants, particularly as she's the only one that has any understanding of what she wants to do. She's got very little to work with, as you could well imagine, and no doubt if she could talk during her three-day wooing, she might not come off as quite so "passive".

Still, with all that said, The Little Mermaid is still a pretty clumsy movie. Between its slightly juvenile humour, the lapses in artistic judgment (intentional or not) that took place, and its generally crimped length, it lacked the intensity and strength of later Disney pictures. It wasn't as dated as, say, Oliver & Company, or as much of a tonal misfire as The Black Cauldron, and even though I discovered a lot about this movie after revisiting it, I think I'll need another viewing of Fantasia to cleanse the palette.
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So I guess that AMC television series "Breaking Bad" is the current "THING", and as it's closing in on its final two episodes, I'm already pretty sick to the teeth with it. People on social networking sites have only been able to express about it with some variant of "HOLY SHIT", Walter White's scowling visage stares at me from all over the internet, daring me to cross him, and probably most pressing to me, a friend of mine simply will not shut up about it. After I've told him that I don't care if he was to spoil it for me, he has extolled with breathless enthusiasm the roller-coaster drama leading to the conclusion of this great Greek tragedy against the desolate New Mexico playas. I imagine by the time the show's approaching its last episode, he'll be unable to communicate in anything but a litany of excited grunts and squeals.

As a general rule, I don't really watch television. For the most part, I don't get anything out of it. It seems like a medium that simultaneously requires a massive attention span, expecting me to stick with a running narrative for years and years, and yet also have a stunted attention span, filling every new episode with all kinds of twists, double-crossings, and dramatic changes of fortune to keep me invested. Even if it has the pretence of a running narrative, you can't have it go for 45 hours on one narrative track. At least with a film or a book, the narrative feels like a single curve, crescendoing in an extraordinary payoff that eventually levels out to a hopefully satisfying conclusion, and not like the EKG of someone having a heart attack.

My friend's response to this indifference to the boob tube has been muted at best, disbelieving at worst. He believes that television is in a "golden age", and that it's inconceivable that I would prefer films, which are in a "slump", and that I'm not as uninterested in TV as I claim. The American TV landscape is so nebulous and multifarious that I could point out that this is more of a golden age for AMC programming if anything else (between this, Mad Men and Walking Dead, in contrast to the decline of networks, basic cable and Showtime), but never mind.

I'd attempted to watch Breaking Bad when it was put on Netflix, and lost interest in it halfway through season 2, because it mainly seemed to be a show about a cast of characters who are irredeemable jerks, and given what had been described to me about the show's plot beyond this point, this doesn't seem to change. It's not like shows like Weeds or Orange is the New Black, where many of the characters are jerks but have interesting, funny personalities to at least make them compelling; we're just watching several different varieties of asshole bounce off each other in a web of destructive patterns. A couple of "HELL YEAH!!!" moments where Walter kicks some evil meth dealer's ass (or someone kicks Walter's ass, depending on how much we're supposed to hate him that week) doesn't boost my level of emotional investment.

What you may be seeing here is someone obsessively raving about a media property he has become deeply attached to, while I listen politely and idly wonder what he intends to do with his life once this series concludes. You may notice a similar pattern with past television programs; namely, Star Trek, Doctor Who, My Little Pony: Friendship is Magic, etc.

As a ravenous user of Tumblr, the aforementioned properties (and many others) are relentlessly adored on my dashboard, with various uses of all-caps phrases like "ALL THE FEELS" and "OMG OTP" and so on. These programs are frequently cited as "nerdy" mostly due to their incomprehensibility to the uninitiated, but their fanbases have found like-minded communities where they can talk about their various feels and squees in more constructive ways.

However, I imagine because Breaking Bad is not an incomprehensible science fiction or fantasy show with an involved mythology, its viewers are not, in fact, "nerds". Their long-winded exaltations of the show are totally different from people that like BBC's Sherlock because it's about things like organized crime, street gangs, meth dealers, cancer, and improvised explosives. These are not things nerds are interested in; they're far too real, far too dangerous, far too mainstream.

Well, here's a fact: the show's content does not dictate how nerdy it is, the show's audience does. Do you think Star Trek would have gained the reputation it did if it remained a two-season sci-fi show from the 60s that no one remembers? Would Doctor Who have become a darling of the internet if it was just known as "that silly British show"? These things didn't instantly become nerd phenomena until cultures developed around them, and just because your show is about something that's not fantastic doesn't make it any less of a bore to people that aren't interested.

To that end, I would suggest that a certain degree of tact is necessary if you want to really share your gusto for something. This brand of nerdy discourse seems like it has two contradictory intents: you want to shout to the heavens about how awesome something is, but you also want to keep the show as something that elevates you above your more indifferent peers. It's like you want to invite me to an exclusive clubhouse, but have to make me guess the password to the door to show that I'm "cool" enough.

Pop culture, as it has become increasingly huge and stratified, has thrived on exclusion. At first it was because people excluded them, but now it's because we want to feel like the only ones that "get it". Things like comic-cons and fan-created works can seem intimidating to people that are intrigued, but not necessarily all on board yet. Some communities try to engender this impression: I still think the "Brony" culture was born out of people that will be way too interested in a cartoon for teenage girls just to mess with people's heads. And, often, this "clubhouse" mentality has had horrendous consequences.

Some properties, however, have struck a better balance. For instance, Avatar: The Last Airbender and its follow-up, The Legend of Korra, have deep and complex mythologies, fantastical plotlines, and epic adventures, the kind of thing that a nerd really likes to soak himself in. But at the same time it's very approachable thanks to its sense of humour, likeable characters, and appealing production values; you don't feel like you're going to have to catch up on a 60-year history to know who the hell is whom, and what this or that is, and the show is glad to have you along for the ride whether or not you're really committed to it. It promotes ideas and beliefs that certain other things would rather not, and thus has not created a self-identity that shirks people away from it. Both itself and its fanbase have promoted themselves in this way, and it's all the better for it.

It might be a more uphill battle for some kinds of media, but if these fanbases could take half the effort they use to carry on about the minutia of their favourite TV show and use it instead to show people why it's made them better and happier, then maybe we've got something here.
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Something's been bothering me for a while. The Incredible Hulk is one of the more inventive and popular figures of superhero comics. An unassuming scientist gets caught in an accident indicative of the rapid progress (and naïveté) of the Atomic Age, and now whenever he gets agitated, he changes into an enormous, muscular green creature, similar to a human in manner and appearance, but far exceeding humanity in every aspect. He can lift mountains, leap extraordinary distances, and withstand assault from almost every weapon imaginable. He's an uncontrollable, unstoppable beast, roaring through the world leaving destruction and chaos wherever he goes. And when the monster retreats, the scientist is caught in the middle of it all. This creates a stark contrast with the character: just beneath the skin of this small, intelligent man is a force of such unfathomable strength and chaos. Contested by many, controllable by none, the scientist (and the monster, often) can never be left alone.

Over the character's 60-year history, several details have arisen about him. The Hulk is apparently a split personality of Dr. Bruce Banner, the unassuming scientist, resulting from childhood trauma about his father killing his mother. This personality has been allowed to attain physical form through the gamma exposure, and is muscular and invulnerable because of a desire to stop people like his father. As such, the Hulk acts as a separate personality, often regarding Banner as a nuisance, and one of the few things that actively stand in his way. Various experiments, mishaps and traumas have resulted in different manifestations of the Hulk that all behave differently, and now he seems to also exist as a form of self-preservation. Despairing of ever getting rid of it, Banner instead would rather kill himself, but he tends to become the Hulk during his attempts, and as such becomes immune to it. I could think of several creative and highly effective ways to off myself without giving the Hulk a chance to screw it up, but whatever, maybe Banner just isn't really into it.

Anyway, with all this in mind, a couple details about the Hulk's origin bugs me. The "accident" I'm referring to is that Banner becomes exposed to gamma radiation as a result of a nuclear bomb test. Somehow, this results in him becoming the Incredible Hulk. Various details have been shuffled around relating to how and why he transforms (he used to transform at sunset, but now does it whenever he's angry, and for a handful of other reasons), but it's largely assumed the gamma radiation caused the Hulk's existence.

Now, I don't know much about gamma rays, other than they're a high frequency wave on the light spectrum, just above the more familiar X-rays. They're caused by sudden large-scale nuclear reactions, like atomic bombs, the behaviour of distant stars and black holes, and even lightning storms. There's nothing especially extraordinary about them, but for some reason, they've been able to take an ordinary person, allow his entire cellular structure to become inhumanly large and durable, and extract a separate personality to control this new body.

So, if we break it down: Gamma radiation + Scientist + Split personality = Giant, invincible green monster. I get the feeling we're missing a step here. This would be like if you turned into a monster if you went into the hospital for X-rays and the machine was set to an overly high power level.

Some have argued that it's a feature of gamma radiation to plumb your deepest desires and manifest them physically (when they don't go for that old chestnut "Shut up, it's a comic"), but there's still a few other gaps. One of the Hulk's frequent conflicts is that the military is attempting to capture him, apparently because they've been unable to repeat this reaction with another subject, one that they could potentially control, and want to extract the Hulk's genetic material to develop new, Hulk-like soldiers. This was a frequent plot in several of the earlier comics and the movies, but this fell apart pretty quickly.

For instance, there are other "Hulk" characters, like She-Hulk and Doc Samson. She-Hulk was Jennifer Walters, an unassuming lawyer, who got a blood transfusion from Bruce Banner and thus turned into the She-Hulk. She was Bruce's biological cousin, so maybe they just had similar DNA, but She-Hulk doesn't have any of the drawbacks the Hulk does. She doesn't have a split personality that makes her fly into a rage, she can change back whenever she wants (though she never does that anymore because, really, why bother?), and she doesn't even have a hulking, muscular body (because what comic fan wants to see that?). She has the svelte, curvy figure of a supermodel, and can still use cars as punching gloves.

And Doc Samson isn't even related to the Hulk, he's just Banner's psychiatrist. Back when he was scrawny and nebbish, much like Banner was, he extracted some of his gamma radiation, figured "what the hell" and exposed himself to it. Now he's ripped, prefers to go around in a bright red muscle shirt, and doesn't even need to transform into another shape, and he still got to retain his superior intellect. Hell, it dramatically improved his job prospects, since now he's considered the "superhero psychiatrist".

Considering that gamma radiation was known, even back then, to cause immense health problems and often fatalities, I'm more inclined to think the bomb gave off a large burst of "wish fulfillment radiation" instead, but you can't really say that in a comic.

And even so, with all these normal, cooperative people that got to benefit from the Hulk's initial unpleasantness, the military never thinks to ask any of them for a blood sample or anything else, so that they'll stop chasing Bruce around (since he's often made to Hulk out by the military chasing him, thus creating their own problem). You could say that maybe they want the original, purest sample because they'll never be able to repeat that result that again, but other creatures very similar to the Hulk have been made. The Abomination was a similar creature made by the Soviets, and they didn't even create him by accident, and even the U.S. military made their own versions of the Hulk, in the form of the Red Hulk and the Red She-Hulk. I guess at that point it's more out of a grudge than actually protecting civilians, since General Ross is a very crappy general.

Maybe it was just the wide-eyed view of atomic power people had in the '50s, maybe it was that the origin story didn't especially matter once they got going, but it still takes me out of it a bit. At least with Spider-Man, there was also spider DNA involved, and at least his motives are consistent.

Someone else must have been bothered by this, too, because in the (in my opinion) highly underrated 2003 Hulk film, they expand on the Hulk's origin in a different way. Bruce Banner's dad was working as a military scientist, intent on making biological agents to increase soldier's strength and durability. When he was denied human subjects, he tested it on himself, and then found out his wife had become pregnant shortly after the testing began. As such, the agents were passed onto his son on the genetic level. He wasn't sure what that would mean, but he assumed it would be dangerous.

Some years pass, and now Bruce is a medical scientist working in the field on nanomedicine: microscopic machines designed to heal people by accelerating cell growth. The nanomeds are activated by a burst of gamma radiation. This is currently theoretical, but it's in active development in the real world, so it's plausible.

Unfortunately, their tests of the nanomeds have failed, due to them becoming unstable shortly after being administered. Later in the film, there's an accident where Banner ingests some nanomeds and then is exposed to a gamma burst, which activates the nanomeds. They go to work quickly, and since Banner has more durable cells, they heal him and make him stronger than ever.

But, again, the nanomeds are unstable, and would fatally overstimulate the cells. However, because Banner's cells are capable of rapid growth, they can control this instability, and stretch along with it. They become agitated when Banner does, due to rising adrenaline stimulating his heart rate. And that results in him growing into an enormous, muscular green creature (the tests even explain why the Hulk is green)! It also explains why the results aren't repeatable, because only Banner and his father (who also exposes himself to nanomeds later on) are the ones with the genetic modifications. Hulk's split personality is also still present, and is explored in a compelling way in the movie, and isn't just a blanket reason for why gamma radiation on its own caused this.

So, according to the 2003 movie: Inherited genetic tampering + Nanomedicine to stimulate cell growth + Gamma radiation to activate the nanomeds + Adrenaline to overcharge the nanomeds = Giant, invincible green monster. The movie was actually interested in what made him this way, and isn't just saying "Gamma radiation, now shut up and let him punch things."

But, of course, since the 2003 movie was so unpopular, the 2008 movie sought to do the opposite of everything it did, so it made Hulk's origin even more absurd. Edward Norton just sits in a chair and gets zapped with a gamma laser (harkening back to the 1970s TV series, because that was so great), Hulks out, and runs off. They don't touch on his split personality, Edward Norton just explains that he experiences sensory overload, like "his brain is dipped in acid" (teenage audience: "so it's like he's high ALL THE TIME??! SWEET!!"). He tries to cure it with some kind of plant or something, they don't really explain it, even when a motormouth scientist character is put in to attempt to do so (Samuel Sterns, who in the comics was a janitor). His transformation also isn't repeatable for no particular reason, and his blood is used to create other Hulk-like creatures, like The Abomination (even though in the comics that was a totally separate Soviet project) and The Leader (Samuel Sterns, though we never see the result of this, or how it even happened). Doc Samson also has a brief appearance, but is simply Betty Ross' fiancée (what the hell) instead of Banner's psychiatrist. It's unknown if he'll be in a theoretical sequel.

So, following the same formula, Gamma radiation + Edward Norton + Nothing = Giant, invincible green monster. No wonder they replaced him with a pudgy Italian.

What I'm getting at is that it's frustrating when something is compelling and, at a fundamental level, there's some weakness to it. It's frustrating when comics are only interested in producing escapist spectacle when they tease me with an interesting and thought-provoking element inspired by the world we might someday live in, and then acts inconsistently based on things I already know. It becomes even sillier later when the Hulk temporarily suppresses his yelling idiot personality and lets Banner drive the Hulk body, Banner and the Hulk become two separate creatures, the Hulk is again separated into several different Hulks, and he eventually gets the Power Cosmic and tries to punch the world to pieces. Many of the more compelling instances of the Hulk seem to regard Banner as an important aspect of his character, and many of the more annoying ones seem to just want to get Banner out of the picture. Because, really, comic readers are already scrawny and pale, they'd rather read about a giant green dude that can punch tanks. It's frustrating to be an intellectual comics enthusiast.
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So I've been playing Silent Hill Downpour for the PS3, the newest entry in the venerable Silent Hill series of survival-horror video games. It is thematically unique among video games, where it is a game mainly about suspense and atmosphere that purports to have a tight sense of dramatic pacing. For huge parts of the game, nothing happens, but it knows just when to scare you with some kind of shambling monstrosity, and this is usually something you dread, because the games tend to also feature a deliberately simplistic combat system. Your character is usually (and I stress the term usually) not a good combatant, so your only means of defense is to whack the dangerous ghoul over the head until it falls down. Health items are also commonplace but not abundant; you'll find just enough to be worried that you don't have enough.

For the reader's convenience, this journal is split into two parts: a retrospective of the Silent Hill series in general, its importance to gaming, and its recent ups and downs, to establish what Silent Hill Downpour was expected to live up to. The second part concerns Silent Hill Downpour itself. Read whichever one you feel is most pertinent to your interests. There may be spoilers ahead, so proceed with caution.

THE RETROSPECTIVE

Silent Hill 2 and 3, released in 2001 and 2003 respectively, were considered the series' high points. One of the elements about the series that allows it to rise above the usual horror game is in its setting, and your hero's relation to it. Silent Hill, as you start into it, just seems like an unusually foggy, deserted town. As you explore it, though, the town starts to become quite strange: spatial relations in various rooms and buildings start to warp (you could go through a door in a basement and end up on a rooftop), the town starts to feel like its guiding you in a certain direction with roadblocks and people you have to follow, and the town becomes considerably gory at some points, like you've walked into a giant flesh wound. Eventually, as you find out more about your playable character, you come to realize that Silent Hill seems to be pulling up their deepest regrets about who they are and what they've done with their life, and forces them to confront them in the form of particular monsters. Even from the start, people make a conscious decision to come to Silent Hill to quell an inner demon once and for all, and the town feels like it's happy to oblige them.

This has been an irresistible, compelling experience for many gamers that want to be challenged in ways other than just the game itself being difficult, and exists as an extremely unique series in gaming culture. Such a level of uniqueness is hard to maintain, though, and Silent Hill 4: The Room was already on the slip. Rather than your character being drawn to Silent Hill for a reason, he's sucked into it unwillingly in a sort of abstract scenario: he can't leave his apartment, but various holes appear in his wall that lead to various parts of Silent Hill. I haven't entirely figured out why this happens; it has something to do with some kind of evil cult, which seems a bit like the game is straining to explain, rather unnecessarily, how Silent Hill "makes snese". It was an appreciable effort to try and flesh out what Silent Hill is and how it works, but it affected the game's atmosphere.

By this point, the Silent Hill series fell from the hands of Konami's internal Japanese development team, which had broken up to work on various other projects. We couldn't get enough of the creepy little burg, though, so Konami agreed to carry on the series with other developers.

This is where things start to come apart.

The fifth installment in the series, Silent Hill Homecoming, was passed on to a new American developer, Double Helix Games. I name the developer's nationality as a point of interest because I get the impression certain countries do horror differently. Japanese horror movies are ones like The Grudge or The Ring, where the horror is usually more supernatural and psychological in nature, preying more on the victim's fear through intimidation and a sense of hopeless dread. Contrast to American horror of the Texas Chainsaw Massacre and Friday the 13th variety, which banks more on the sense of your life being in danger because of a violent psychopath, not necessarily supernatural in nature, and playing off the much more basic fear of being killed with a chainsaw. Both have their own merits, but it's hard to make one become the other.

And this was the general failing of Silent Hill Homecoming: its story, character, and general milieu were based more on American horror, where huge slobbering monsters would leap out at you and hope to catch you off-guard, rather than lumber towards you with the sickening dread that, eventually, you'll have to deal with it. This was further hampered by the fact that your character is now a trained marine, so he is good at combat, which takes away from the game's generally oppressive atmosphere. It feels more like a standard action game in a creepier than usual setting. The town doesn't seem actively malevolent, it just seems like a creepy town full of monsters. It smacks a lot of that terribly average Silent Hill movie that came out at around the same time, speaking of American-style horror.

A more specific criticism could be that the developers seemed just so damned excited to be allowed to take a crack at Silent Hill, that they decided to cram their version of it full of things they liked from the previous games, at the expense of the pacing and subtlety that made those games so effective. For instance, rather than the setting gradually becoming more hellish and defying physical laws as you progressed, the game instead goes into "hellish mode" at certain intervals in the plot, usually announced by a siren. As well, certain enemies cameo from the earlier games, and considering those enemies were physical reflections of the inner turmoils of the main character from those games, their place in this new game doesn't make sense. The game laid it all on pretty thick, is what I'm saying.

Following this, the series fiddled around with various other undertakings, among which include Silent Hill Origins, a prequel, and and Silent Hill: Shattered Memories, a remake of the first game. Both were developed by UK-based Climax Studios and held their own well enough, but felt a bit rote. Overall, though, they upheld Silent Hill's qualities well.

SILENT HILL DOWNPOUR

Which leads us to 2012's newest addition to the series proper, Silent Hill Downpour. It's got a lot to say for itself: it stars a new character who is a convict that stumbles into Silent Hill when his prison bus crashes, it's a new story independent of the plot of any of the other games, and it has been handed over to a new developer, Vatra Games, based in the Czech Republic.

Wait, a developer from eastern Europe is helming Silent Hill now? Intriguing, to say the least...

The game relies less on fog and darkness than previous titles, and uses a more over-the-shoulder perspective, as opposed to the more crane-shot view used by previous games. This makes the setting look more realistic, but still claustrophobic. As the title suggests, it relies more on rain than fog. The rain creates an interesting tension in the game where when it starts raining, more monsters come out and they become more aggressive. I sort of wish this was more effectively utilized, though, since later in the game, you spend most of the time indoors, out of the rain.

There are less monster types, but each one presents unique challenges, from the "Witches" that would stun you with a loud scream before attacking, to the "Thugs", burly, convict-conditioned types that don't go down easy, to the "Mannequins" which can't be physically attacked; you'll see what I mean when you encounter them. The environments are impressive, from huge dilapidated buildings which look like they've caved in from the roof all the way to the basement, to the ancient mines filled with old, water- and steam-powered machinery.

There are interesting new solutions to puzzles, as well. In the past, boarded-up doors in Silent Hill meant you could never go in there, but now, you can find fire axes that can break the boards down and allow you to enter, and many of the puzzles don't rely so heavily on the "find this and put it in that" or "remember the number sequence" riddles the games previously relied on; often, the solutions of the puzzles had to be deduced by finding various notes and clues left around the environments.

The way that the game treats the hellish, reality-bending nature of Silent Hill is also, in my opinion, absolutely brilliant. You'll often see it coming, but you won't know quite what the game is going to do. In one part of the game, you find a derelict auditorium, and to progress, you have to follow a script you found elsewhere in the level. When you re-enacted the play in the correct order, raising the curtains and putting out the right sets, the set actually came to life in the darkness, and you have to walk through a dark, rainy forest to get the item you need to progress. Many of the hellish environments also evoke strong setpieces with recurring themes, such as a rocking chair, a record player that plays the song "Born Free", a sickly man in a wheelchair, and other strange manifestations. These environments can vary from slow, unsettling puzzles to fast-paced, nerve-racking chases, and they're so dramatically expansive and unusual, they're amazing just to look at, and to figure out just how you got there.

There are flaws, though. The frame rate often chokes, but never so much as to interfere with the game, the lighting engine is often pretty appalling, and some of the puzzles can be guessed just as easily as figured out. The game also tends to rely on the same few terrors every so often, including a black hole-like hazard that appears way too often to be very scary. Bizarre enemy designs like Pyramid Head and the nurses are also replaced by more conventional monsters like one called (I'm totally serious here) "The Bogeyman", which is just a large man in a gas mask and a heavy black raincoat. I guess it makes more sense as an eastern-European sort of monster, and its probably better than just designing a slightly different Pyramid Head, but... come on. Though to be fair, his purpose in the game's plot transcends his conventional design.

The plot is also very sharp, and adds some new elements to Silent Hill's mythos without feeling forced. Usually, Silent Hill tends to deal with just one person at a time in manifesting his or her inner demons, but in this game, it seems to be two: you, and an aggressive prison guard who was on the prison bus with you. Your inner demons relate very closely to her own demons, and seem to be dealt with in the same sort of events. The cop's anger with you comes off as a little cheesy at times (I've often compared her to the "hot cop" character from the Silent Hill movie) but her motives eventually justify her actions.

All in all, this felt like a game developed by an inexperienced team that were nonetheless trying their best, and had some really good things to offer. This game is an effective modernization of a series that peaked in 2001, and though it's a bit rough around the edges, at least it doesn't feel as incredibly forced as Homecoming.

The odd thing is, critics have been eviscerating this game like crazy, and I can't figure out why. They've made it seem like the frame rate was calling their mother a whore and, for some reason, crying foul on the stiff combat, even though one of the worst flaws of Homecoming was its tight combat. Apparently some of the more disturbing excursions to the otherworld weren't enough to make these critics well-disposed to the game, and instead of saying they were brilliant enough that they made the game worth playing, they said they showed how disappointing and not worth playing the rest of the game was; a pretty back-handed compliment, if you ask me. The more negative reviews maintain a strange doublethink where they wish certain elements that are key to Silent Hill would be "fixed", like the combat and exploration, but lament other changes, like the new music composer. The more positive reviews are optimistic about what Downpour did right, and believe they can make up for some of the things the game did wrong. I hope Konami is still pleased with the game and gives Vatra another chance, because with this experience behind them and a less demanding development cycle (the game was delayed a few times), I think they could make one HELL of a Silent Hill game!

WHAT'S NEXT FOR SILENT HILL?

It looks to be a big year for Silent Hill after a period of latency, between an HD re-release of Silent Hill 2 and 3, the release of Downpour, and the release of a new movie, Silent Hill: Revelation 3D, which already sounds destined to be pretty awful with a title like that, but never mind. A more surprising addition to the series is a PlayStation Vita game called Silent Hill: Book of Memories. It has a lot of odd new elements to the series, including an isometric gameplay perspective, co-operative gameplay, and a more multiplayer action emphasis. These all sound like pretty big red flags, but the most interesting thing about the new game I think is a very promising sign for it: it's being developed by one of my favourite game companies, WayForward Technologies.

WayForward has made a lot of games that have often been good, and usually pretty interesting. Many of their games have had many different kinds of appeal, including the well-received Contra 4, the cult favourite Shantae: Risky's Revenge, the surprisingly charming Wii version of A Boy and His Blob, and a few darlings of the DS eShop, including Mighty Switch Force and Mighty Milky Way. Even their licensed games have aspired to be pretty unique, such as Looney Tunes: Duck Amuck and Aliens: Infestation, and they've recently been tapped to make an Adventure Time game. These guys know how to do interesting re-imaginings, and when they say they've got an idea for a more action-oriented, multiplayer Silent Hill, I trust they're going to pull it off pretty well.

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It's the kind of movie that makes you want to make your own movie. Sometimes that's a compliment, sometimes it isn't. This is a little of both.

Chronicle, as you may know, is about a group of teenagers who come across some buried crystalline object which gives them telekinetic powers. Their powers grow stronger the more they're used, so they're eventually able to fly, crush cars, and all other manner of impossible feats. The three kids that get the powers are from many walks of teenage life: Steve, the outspoken extrovert running for Class President, Matt, the average guy dealing with usual teenage problems, and Andrew, the bitter, dark-voiced little malcontent dealing with a dying mother, a cartoonishly abusive father, and being generally the school's punching bag. He's also Matt's cousin, which will be important later.

Possible spoilers ahead.

The movie is praised for its "realism", I suppose, because it's something I like to call a "camcorder adventure"; the sort of movie where someone (in this case, Andrew) inexplicably has a camcorder that can produce footage as good as a professional 35mm camera. It has editing characteristic of someone just pushing the Record and Stop buttons for the cuts, as well as a lot of long takes and shaky-cam footage (though good on this movie to realize that kids with telekinetic powers can levitate the camera and hold it much more steadily).

I've never really been worked up about camcorder adventures, like The Blair Witch Project and Cloverfield, but they remain an irresistible curiosity. The movie has some cool scenes, like when the group learns how to fly and rocket through the air at blistering speeds, and... well, basically that, really. I guess there's also the ending, but you'd rather see that yourself, I'm sure.

From there, the movie hurls forward on a predictable trajectory. Andrew fancies himself an "apex predator" now, above the rest of humanity and free to do whatever he likes with them, so he wonders why on earth he needs to put up with his goonish father. I don't know if any real people display that kind of silly abuse, but if they did, it would surprise me.

By the end, Andrew's just decided "screw it", and decides to re-enact the end of Akira, sans the weird, disgusting growth that Tetsuo goes through. Matt tries to stop him, as he's been trying to maintain discipline about this whole sordid affair, but Andrew, not unreasonably, fails to see how he would enforce this, and doesn't take it seriously.

Andrew is supposedly a "realistic" character, in that he's not a perfect movie child, but I wasn't really drawn to him, because he doesn't evolve as a character. He's the same sullen jerk that he was at the beginning of the film, but he just gained a better means to make the world go his way. If he didn't have telekinetic powers, he probably would have committed a school shooting. He has occasional glints of complexity, like when he saves Steve from getting hit by a jet while they're out flying, when he explains his desire to go to Tibet, which briefly exposes his more sensitive side, and when he enters a talent show with his telekinesis, and briefly overcomes his crippling shyness. Of course this doesn't last long, as he plunges straight into supervillain mode shortly after this. Matt's probably the most compelling character in the film because he comes the closest to being heroic, even though the extent of his heroism is to stop Andrew.

I guess the movie just felt too steady about the characters suddenly gaining remarkable superpowers in a world where superpowers aren't really the norm. You would think that's not the sort of thing they would use to win a talent show. I don't think they'd get taken immediately by the government, partly because that's such a cliché angle, partly because the US government hasn't displayed that kind of tight reaction time since the 60s, though Andrew's spaz-out at the end of the movie would probably attract their attention. Hopefully in the sequel, they dissect his brain and find out what happened, try to weaponize or commercialize it, and shit hits the fan. Holy crap, that actually sounds awesome!

And that's the sticking point, really; Chronicle is the sort of movie that makes you imagine other movies. A lot of the times, I encounter stories and movies that don't really appreciate their premise that well, and that sends my brain inevitably thinking about ways I would have acted on this idea. Chronicle, in particular, re-emerged this particular concept I've been thinking about for a while; an idea for a webcomic called "Providence, Pennsylvania".

The other things that made me think of Providence, Pennsylvania are pretty numerous: the origin stories of various Marvel superheroes, like Doc Samson and Komodo and Spider-Man and so on, had taken people with a less than ideal body image, whether they're really nebbish or disabled or something, and had gotten superpowers that take them into such the opposite extreme of how they were, that it becomes kind of silly. Not only do they have incredible superpowers, but they're also all studly and awesome and can be on magazine covers.

Spinnerette is also a webcomic that caught my eye on one or two occasions as kind of a Horatian superhero satire where superheroes are common, but they're depicted in a really silly way. The main character, as well, bears resemblance to Spider-Man if he was a far more goofy character; like if he had six arms, shot webbing out his butt rather than his wrists, and if he got his powers not from being bit by a spider, but by accidentally getting shot with a giant laser. I couldn't get too into it, though; its humour was too overblown, many of its plotlines and character designs were distractingly foolish, my suspension of disbelief was too severely challenged by the main character's attempts to keep her secret, two-armed identity, and again, none of the characters seemed to react appropriately to their situation. They treat getting superpowers with the same level of awe as finding a really good Chinese restaurant.

But anyway, "Providence, Pennsylvania" is about an eponymous small town in Pennsylvania. It was a former mining town, but has fallen on hard times following the mine's closure. Then one night, there's an inexplicable event which suddenly causes all the townsfolk to gain powers like super strength, endurance, and durability, but has also idealized their appearances to look like comic book characters. All the men have become burly Adonises, and all the women like curvy Aphrodites. The event has also made them age slower, so the teenagers remain as teenagers for a long time, as well as the children.

What I hope to do with this comic is how a real-world society would react to a sudden population of comic book characters in their midst, and how that population would react, as well. The town suddenly experiences a tourist boom as people flock to see these astounding specimens, and the town's infrastructure is groaning under the weight of it. The other towns in the country refuse to cooperate with Providence, due to the huge economic imbalance of the town's tourism, and that they no longer have the need to import and export goods as much as they needed to. Policing in the town has also become more difficult, since everyone in the town has super strength and invulnerability to bullets. Government workers may also be sneaking around the town trying to figure out the nature of the event, but no one, including me, is too sure.

The story arcs would focus on different characters in the town, and one of the groups of characters I intend to put the camera on are a group of teenagers. Body image is a common thing teenagers are worried about, especially with childhood obesity on the rise, and when several of these characters suddenly have strapping chests in the case of the men, and svelte curves in the case of the women, this is a shock to them. On the one hand, they're no longer fat and slobbish, but on the other, when they look into the mirror, they don't recognize the person staring back. They also have to contend with the fact that they will probably be teenagers for decades to come, and they are part of one of the strangest populations of people in American history.

I'm hoping I can depict teenagers more authentically in this comic, because in Chronicle, they seem to be mainly on the level of whooping fanatics who see their superpowers as some kind of extreme sport. Maybe teenagers are quicker to accept these things than I give them credit for, but you'd think they wouldn't consider getting superpowers to be a particularly "normal" thing. The superhero movie is a popular genre nowadays, but sometimes filmmakers don't want to make a superhero movie, and try to do a superhero movie with some things dropped and some things added. Chronicle is about superpowered people that don't become heroes right from the get-go, but unfortunately, that means they don't have much to do. Making a "different" superhero story probably isn't about adding or cutting elements from a conventional story; it's about seeing its premise and doing something else with it.

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