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#Story wise as well! It hits really hard if you know a bit about miyazaki and his legacy. Its a very personal movie i think
autumn-may · 4 months
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Mostly spoiler free summary of my viewing experience
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revchainsaw · 3 years
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Nausicaa and the Valley of the Wind (1984)
Prayers and Salutations Cult Members! I am your mysterious minister Reverend Chainsaw and this is another nights revival service at the Cult Film Tent Revival. I bring you a special word tonight. Tonight's word is about a person who roamed the earth, in a time where people were backward and warlike. A leader emerged into a kingdom full of eschatological expectation. This leader came preaching peace, and was killed for the sins of the world, but was resurrected. In that resurrection a new hope was brought to the planet, and true healing through the power of love in the face of violence is made possible. I am talking of course about Princess Nausicaa from the Valley of the Wind.
The Message
Nausicaa and the Valley of the Wind is the film that put studio Ghibli and Hayoa Miyazaki on the map. No animated feature this grandiose and epic had been achieved by 1984, as much as Disney may beg to differ. The tale may be simple, and it may feel super 80s to us today, but Nausicaa is a masterpiece, and the fact that Howl's Moving Castle is brought up alongside Princess Mononoke and Spirited Away more often than Nausicaa is a farce and a tragedy.
The film takes place on a fantastic planet that seems to have suffered the ravages of an apocalyptic war. A war that involved gigantic warriors with powers so devastating they about made the entire planet inhospitable if not uninhabitable; save for a few areas. The fall out of this ancient war has left the earth in a state of repair, where the natural processes of a planet healing has creating giant toxic jungles.
Beyond these jungles lie two imperialistic factions, they seem almost to be city-states but it's not terribly clear. The Kingdom of Tolmekia, a militaristic proto-fascist society of almost Spartan sensibilities. Tolmekia is governed by the ambitious and cynical Princess Kushana, But I like to call her Furiosa. Just like Furiosa, Kushana is physically missing parts of herself, a visual metaphor for her metaphysical lacking and the parts of her humanity she has cut away. Kushana's world view is one of fear, a fear that can only be quelled by waging a genocidal campaign against her enemies.
Speaking of enemies, the Athens to Tolmekias Sparta would be the Pejite Kingdom. The Pejites might like to view themselves as simply responding to Tolmekian aggression, but the narrative of the film, and the story told quite visibly on the body of Kushana, is quite different. The Pejites are just as bloodthirsty if not more palettable in their approach, but like the Tolmekians, they believe only their own lives have any value. And thus, in this theatre of war, a Giant Warrior from the ages before is unearthed by the Pejite Kingdom, Stolen by the Tolmekians, before the forces of nature themselves, seem to conspire to drop the Giant Warriors "egg" right into the Valley of the Wind.
The Valley of the Wind is populated like the world of Avatar the Last Airbender, that is mostly of children and the elderly. The people of the Valley have been able to remain untouched by the ravages of war and the toxic jungles of the damaged world primarily due to geographic luck that's explained in minor exposition in the film. They are ruled by a King, and they are all deeply enamored by their beloved Princess Nausicaa.
Nausicaa is a gentle soul. She is kind to animals, she is empathetic, unreasonably patient, and bears pain and grief inflicted on her out of cruelty with a saintly understanding. She really is a thinly veiled Christ figure, scratch that. There is no veil. But she's also my favorite Christ figure. She does not preach a message, as much as she tries to save everyone from their own short sighted goals. She is not perfect, she does lash out and do some fantasy sword fight murder, but she regrets her actions so deeply that it seems to have played a part in motivating her to become even more compassionate and patient with the evils of the world.
Nausicaa discovers yet another plot by the Pejites, who are afraid of the possibility of the Tolmekians awakening the Giant Warrior, to use animal cruelty to enrage a group of almost invincible giant insects known as the Ohm. By luring the Ohm into the Valley of the Wind where the Tolmekians have become an occupying force, they hope to completely wipe out everything that threatens them. The Tolmekians DO awaken the Giant Warrior and pure pandemonium ensues. Nausicaa manages to save the Baby Ohm and calm the rage of the bloodthirsty Ohm swarm, and to defeat the warlike tendencies of both the Pejites and the Tolmekians. All the while fulfilling a prophecy fortold about a messianic savior figure called the Man in Blue.
Now that you have heard the Gospel of Nausicaa, please stand to receive The Benediction.
Best Character: Half a Person
Now that I've spent the better part of this review gushing about our Lord and savior Nausicaa. I have to admit, she's at times a bit too perfect, a bit too saccharin. Even her flaw, or her one weakness and her failing to be perfect, just adds to the perfection. I can't even say she never makes mistakes cuz she made one, and that's infuriating. It's even more infuriating that I still think she's a great character. Normally this kind of thing really kills a hero. Most Chosen Ones are the most boring and least likeable characters in their narratives. I don't know how Nausicaa avoids this trap, but she does. I'll have to do some meditating on that.
However, just like in your typical Chosen One fantasy narrative, the hero is a lot less fun than the villain. I'm going to say the best character in Nausicaa is Kushana. I want to be like Nausicaa, but I don't understand her. She's almost alien, even though we learn all about her. Kushana is mysterious, secretive, and enigmatic, yet I understand her. She barely has an arc, she doesn't really change. She's cold and cynical to the bone, but I don't need to see much of her situation to completely understand why she is the way she is. I usually hate totalitarian bad guys, but Kushana I like. Sue Me.
Also fun fact, did you that Nausicaa means 'Sinker of Ships'. That's kinda fun.
Best Scene: Spoiled for Choice
I'm going to be lazy and say take your pick. There is really not a bad seen in this movie. If the action isn't going, then there's intriguing dialogue. If there's no dialogue then you may be about to get hit with a forceful burst of whimsy. There's horror, there's swordfights and aerial dogfights. The only thing in Nausicaa I don't like to see, is the bloody tortured Ohm Baby. It's like a god damned Sarah Mclachlan commercial.
Best Creature: Foxy Shazam!
The Ohm are so simplistic yet so detailed. The number of eyes is alien, but the way they are used is expertly expressive. Who'd think you could get me to love what basically amounts to a silverfish with the intensity that I love a kitten. How did Miyazaki pull an Okja with a creature that should be haunting our dreams? I don't know.
And what about the Giant Warrior! If you are an Evangelion fan then you probably already know that Hideaki Anno designed and animated the melting goopy biomechanical beast. Surely a sight that would make both H.R. Giger and Clive Barker giddy with excitement. Just the image of the silhouettes marching amidst the desolation of the old world is burned into my brain.
So which of these is the best creature from Ghibli's first outing? It's fucking Teto. It was always gonna be Teto you idiot. Just look at Teto, he's adorable. He's too cute to exist. I'm so alone. I need a pet.
Best Character Design: Tolmekian Regalia
I originally included this category to talk some about Kushana, however, at that time I also thought I was going to say Nausicaa was the best character. I thought hard about deleting it, but I think it's a different category and you can't accuse me of playing favorites because my favorite character is clearly Teto. Just to keep it simple. It's the two costume shift from full military regalia in white and gold, to the one metal arm, warrior princess get up. It's a great costume and a great look. Get on this shit cosplay nerds. It's great for Cons in Canada, you have to think about layers, and you can't keep going as Mr. Plow. It's lazy.
Best Excuse to Talk About Patrick Stewart's Character: Lord Yupa
I just realized that I was about to write this whole review without talking about Lord Yupa. Lord Yupa is a sword saint and all around badass I think a lot of entertainment, especially in the west is lacking bad ass old men. Lord Yupa particularly shines in the early half of the film as a warrior and as a wise council to Nausicaa. If she's Jesus then Yupa is John the Baptist. He is also voiced by the elegant and eloquent Patrick Stewart. He also comes with 2 chocobos!
Worst Character: For Whom Asbel Tolls
This might also be the worst actor category as well. Actual Cannibal (haha meme) and actual monster (haha real life) Shia Labeouf doesn't so much act in the role as he read the lines and it was recorded. The good news it doesn't effect the film too much because Asbel is completely forgettable. He is a catalyst to some of the action, but besides that I don't really care for him.
Worst Aspect: To Be Fair ...
It would be unfair to completely ignore anything negative about Nausicaa. I have already mentioned in many places that there are some pretty corny, or pretty predictable tropes to this movie. But what I can't capture in words is exactly why it feels fresh when it's done in this movie. I suppose that's what makes it good. It's just so good that it's weak points are lifted up by it's strengths. Some people may bored of Nausicaa's unyielding goodness, or that she very rarely chooses to take action as much as she chases and pleads with her surroundings, but I mean, she does pay for that eventually. It's a fantasy story and it hits a lot of timeless themes that have been hit in stories for as long as human beings have been telling stories. Some people may feel that it doesn't do enough to stand out.
Summary
I have defined the S tier for myself as "near perfect and personal favorite" films. I like to think that Nausicaa and the Valley of the Wind is near perfect. Some may say that it looks like it might just be a personal favorite. In the case of Nausicaa, I'm having a very hard time telling the difference. I think it would be overly simple to claim that Nausicaa is just an ancient archetypal heroes journey with an 80s anime coat of paint. I think it's doing quite a few new and interesting things with that formula, those things are just playing out all around that narrative as opposed to being at it's center. For a first full length outing by the studio, you can really see Miyazaki's heart and the values he holds close to. I'll repeat myself so that we are completely clear on the matter. I think Nausicaa and the Valley of the Wind is a near perfect movie.
Overall Grade: S
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gamerszone2019-blog · 5 years
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How AI: The Somnium Files Blends Absurdism, Love, And Dreams Into A Murder Mystery
New Post has been published on https://gamerszone.tn/how-ai-the-somnium-files-blends-absurdism-love-and-dreams-into-a-murder-mystery/
How AI: The Somnium Files Blends Absurdism, Love, And Dreams Into A Murder Mystery
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Like many mystery-driven adventure games, AI: The Somnium Files is a little tough to talk about. It’s not exactly action-packed in its moment-to-moment gameplay, and most of the intrigue in games like it comes from the ways in which they challenge your investigative skills and decision-making–plot twists and character dialogue are often at the heart of it all. This is very much the case when it comes to games under the direction of developer Kotaro Uchikoshi, best known for the Zero Escape series.
Since AI: The Somnium Files was first revealed, we knew that it would channel similar gameplay elements from Zero Escape, but it’s aiming to be an evolution of that. As private detective Kaname Date, you travel between reality and a dream world to unravel the truth behind a series of murders. Its overarching theme revolves around a pun for the word eye: “eye” as in your sight, “ai” the Japanese word for love, and A.I. as in artificial intelligence. Not to mention all the murder victims have one eye gouged out as well. Date himself has one eye that’s actually an A.I. companion named Aiba (a Japanese-English pun for eyeball). And the real name of A-Set, the virtual influencer/idol behind music videos and promotional materials, is Iris.
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Last time we spoke with Uchikoshi-san, he talked about love, story details, and the dream world’s Psync mechanic, but there’s still more than meets the eye. To get further insight into what’s going on, we corresponded again via email and dug into the game’s direction. We were also able to loop in the English localization team lead Alex Flagg for additional perspective on what it’s like to deliver a dialogue-heavy Japanese game to a Western audience.
If you’re not caught up on AI: The Somnium Files, check out our interview with Iris “A-Set/Tesa” Sagan or our hands-on preview with the game from GDC 2019. The game launches for PlayStation 4, PC, and Nintendo Switch on September 17 this year.
Can you explain the “Somnium” world? It’s the key to solving mysteries, but are these people’s secrets, true feelings, dreams? How does Kaname Date use that information throughout the game?
Kotaro Uchikoshi: Somnium means “dream” in Latin. So a Somnium world would mean “dream world.” Dreams are made from fragments of memory stitched together like patchwork. Hidden inside are people’s secrets and suppressed feelings. It’s Kaname Date’s job to interpret what he sees in the dream to solve mysteries and move forward in the investigation. For example, there’s something like this: A girl was alone at the scene of the crime. However, she suffered mental trauma and now has aphonia, so she can’t talk. So, Date will dive into the girl’s dream world and find a lead: she heard a phone ring. Then, Date will return to reality, go back to the scene to investigate and look for a cellphone somewhere. Something like that.
We’ve seen AI being both dead serious, cheery, and sometimes outright absurd. How do you strike a tone that comes together?
Alex Flagg: Through a lot of hard work! Uchikoshi has this amazing ability to blend Wikipedia-diving information dumps, absurdist theater, and sex jokes into a gripping and touching story. What I’ve discovered by playing and localizing his work is that you can get away with a lot that seems narratively inconsistent as long as you’ve already captured the audience’s attention with an intriguing plot and interesting characters. Uchikoshi taught me that tone can fluctuate wildly, as long as the heart is centered and steady. Because if your heart is fluctuating wildly, you’re probably having a heart attack and are about to die. You know, narratively speaking.
KU: This is a hard question. All I can say is…by watching the balance. If I were to compare it, it’s like a barista or a mixologist. Their jobs are very sensuous, and it’s hard to put into words how they balance the ingredients. Or maybe it’s similar to hitting on someone. You can’t always be serious and cool and you can’t always be energetic and carefree. They’ll just brush you off, won’t they? It’s important to understand when to be serious and when to be energetic… What I’m trying to say is that everything is balanced out by things and you can’t just explain it away with words. Having said that, my pick-up techniques have never been very successful. I bet Alex is really good at it, so next time I’m in LA, maybe he can teach me a few tricks!
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AI: The Somnium Files – Official Gameplay Trailer
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There’s some body horror, light gore, and morbid imagery in your games, AI especially. Do you ever have ideas then stop yourself from going too far?
KU: When I was writing the scenario for AI, the character designs weren’t finalized yet. That meant that I only had a general idea of the characters while writing. That’s why I didn’t feel much guilt putting the characters through some really tough times. When the designs came in, I thought, “OMG, so cute!” That’s when the characters started to really exist. But then it crossed my mind. “Ah, why did I do that to them…?” I didn’t want to have a guilty conscience about it, so I thought, “Could I at least try not to put them through the darkest of my ideas?” Because of that, some scenes are now milder than the original idea. But this isn’t censorship, this is love. Love for my characters. I decided to tone down some things, but the story isn’t any less interesting or fun because of it. Please don’t worry about that.
What are your thoughts on canonical endings in games with branching storylines? How does AI handle that?
KU: I remember watching a Hayao Miyazaki documentary, and he said something like, “I’m over this, I don’t want to do this” while drawing original cels. Branching routes are like that to me. It’s so much work. I scream, “Augh! I’m over this, too much work!” while writing the story too. In AI, the story splits from the decisions you make in the Somnia. To put it simply, picking either the “A” lead or “B” lead changes how the story unfolds. Branching stories are a pain in the ass for the creator, but to the player, there’s nothing better. There’s a lot of interesting elements in this game due to the branching paths, so please look forward to it!
What are some important things Akira Okada (assistant director) has brought this time around for AI that you didn’t think of?
KU: Of course Okada-kun was a huge contributor, but AI was created from multiple ideas from all the staff members. For example, Aiba turning into a cute girl in Somnium, the video game inspiration behind a certain action scene, one of the stages from one of the Somnia. All of those were ideas from the staff. I mean, the Somnium parts, from the setting to the structure, was mainly done by Okada-kun and Yamada-san. I have nothing but respect and appreciation for the staff.
Are there any particular difficulties that come out of having to do a simultaneous Japanese and Western release?
AF: Oh, absolutely. Working side-by-side with the Japanese creative team is a totally different experience than picking up a completed project and adapting it.
KU: Thanks to the hard work from Alex, Kazu [Okura], the other Spike Chunsoft Inc. team members, and [community manager] Dave Kracker, I didn’t really have any trouble with simultaneous shipping. So, to the Spike Chunsoft Inc. team of course, the development staff in Japan, and the Chinese localization staff: I thank you very, very much, from the bottom of my heart!
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You get to control Aiba in the Somnium world, but you only get a limited time to investigate.
What are some Japanese- or English-only quirks you get to put in the game? Are there some unique things players will get out of either language option?
AF: The Japanese and English are largely the same, script and presentation-wise. There are a few times here and there that, say, a joke was intentionally not localized, or a character’s voice performance in the English has a slightly different feel than the Japanese performance, but for the most part they are two versions of the same game.
Some jokes or one-liners might come across differently in either language. And one thing that we’re very proud of is that A-set’s debut single, “Invincible Rainbow Arrow,” is fully localized, right down to matching the Japanese rhyme scheme and poetic meter. So if you are playing in Japanese, you will hear the Japanese version of the song; if you are playing in English, you will hear the English version.
How involved are you with the performances of the voice cast?
AF: The translator for this project, Kazu Okura, and I were either there at Bang Zoom! studios or listening in over voice call every single day of recording. While we offered feedback and direction, especially during particularly intricate or complicated scenes, we can only take a little bit of the credit: it was our audio engineer JP Aller and voice director Chris Faiella that really helped the words come off the page and become something incredible in the performance.
What’s the toughest aspect for localizing AI that folks might not realize?
AF: I would say the humor is by far the most challenging aspect of localization, especially “dad joke” humor, jokes that are intentionally bad. If you localize that joke to make it genuinely funny, you aren’t exactly matching the tone of the Japanese. If you localize the joke to make it unfunny, you run the risk of the audience not realizing that the joke is supposed to be bad, it’s supposed to make you roll your eyes and groan. AI is full of these kinds of jokes, so my translator and I worked very hard to make them funny…but not too funny.
“Tesa, aka A-Set, you bet.” was totally the localization team’s idea, huh?
AF: Yes, it was. Her slogan cheer is different in the Japanese and the English. In the Japanese, it goes something like “volatile solvent of the net world, Aseton, aka A-set!” It’s a wordplay on the honorific “ton” added to her stage name “A-set,” making it sound like “acetone,” the chemical solvent. Keeping it “Aseton” in English would be clunky, invite mispronunciation, and lose the cuteness factor of the Japanese wordplay. So we decided to go with “Tesa,” a cute, easy-to-say nickname that utilizes the game’s prevalent motif of reflection (“Tesa” is of course “A-set” backwards). There was a time we briefly considered making her nickname “Ace,” but Zero Escape fans will know why we decided against that.
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A-set has been a huge part of AI’s lead up. Besides being a major character and idol, what was the idea behind breaking the fourth wall with A-Set’s YouTube channel?
KU: One of the themes of this game is dreams and reality. So by linking the real world that we live in with the artificial world of AI, I tried to express the analogy (or is it a metaphor?) of “dreams and reality,” or something like that. Iris (A-set’s real name) is the goddess of rainbows in Greek mythology. She is said to be the messenger girl that delivers the words of the gods. Rainbows are also sometimes called the “bridge of heaven,” so you could say that A-set is the “bridge” between fiction and reality.
With all the lead up to AI and A-Set at the forefront, how involved are you in her video content?
AF: Very involved! Our team and the creative team in Japan were sharing ideas for videos and story beats for months, coming up with the general “plot” of her YouTube channel together. Once that was more or less in place, we localized and recorded each video based on Japan’s video, which was incredibly difficult because of the fast pace they had to be produced. Often times we didn’t even have a final video render to look at while we were recording, so we had to feel it out by the script alone. But it came together beautifully.
How’s she been as a promotional partner?
KU: She was amazing! I know there were times I pushed her, but she didn’t make a face and took everything very seriously. I thank her from the bottom of my heart. Also, she smells really nice. A sweet scent that tickles a person’s heart… If she comes on screen while playing AI, please put your nose up to the screen. I’m sure you’ll start to smell irises…
Will A-Set’s presence in our real world play into events in AI?
AF: “Our real world”? What a peculiar way of phrasing it. You can see her, hear her; she is information in the universe and she occupies space in your mind at this very moment. She exists in this world the same way I do right now, typing away at my computer, communicating with you only through ones and zeros. One and the same.
KU: I already kind of answered this, but Iris is the bridge that connects our world to their world. As long as she exists, both worlds will continue to be linked.
How much tequila have you drank since the A-Set interview we did?
KU: The situation has changed. Currently, rather than me drinking tequila, it’s more of tequila drinking me. My office is always full of it. That’s where I wrote the game’s story. Just like one of those caterpillars in the bottles of tequila.
Source : Gamesport
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