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#he's also very good at masking tho. no pun intended that should also be noted
bemuseing · 1 year
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If someone told Descole that he had a mental illness, how would he react? / What if a close friend suggested it? / What if a professional made an official diagnosis? / What if a close friend or relative of his was given the diagnosis instead?
I am not sure exactly how he would react but considering this man and what has happened to him during his life I am pretty sure he would not be surprised. I think he's fully aware he has issues. (For the first option at least, the exact reaction will probably depend on the tone in which it was said.)
I tend not to go into named specifics of what my muses may or may not be suffering from (I'm not confident enough or knowledgeable + experienced enough to do that beyond offhanded mentions or hints here and there) but that doesn't mean there is Nothing Going On.
Honestly, I think he would give it credence no matter who said it, as long as they weren't saying it in a mocking way. He might not express that he's giving it weight depending on who's saying it, but he would at least evaluate it - again, he Definitely has issues and he isn't blind to them. If it's coming from a close friend or family member [even if his family situation is... complicated], he would give it serious consideration. A professional diagnosis would re-enforce that, although I can't see him seeking one at this stage for any reason.
I'm not sure being aware of it would change a great deal about what he does. He's not really a seeks recovery or help type of person, at least in canon.
As for the last option, I think again the specifics would depend on the person and the situation in question (mental illness is a very broad term after all). If it was his brother or his father for example he wouldn't be surprised at all. They ALL have issues. Traumatised the entire family. Overall though I think he would approach it from a fairly intellectual point of view (as in he's accepting of the fact it is how it is, and will try to understand, even if he can't relate or isn't well-versed in it. But he'll probably research it, then! Man is a nerd after all and when he cares he cares).
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vroenis · 4 years
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Art Created For Mood
I was watching a YouTuber I really like playing a game I really don’t like but from a developer that I also don’t like who does a thing I actually really like. That’s an opening and a half, but bear with me.
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I don’t know if this book is good or not, but it’s here for the puns, and so am I. So is Max Kornell, it appears. I sure hope he’s an alright guy cos his children’s book is on my tumblr for a visual gag now.
It doesn’t matter what the game was, and it so happens it was DLC - some of you will be able to figure out what it was once I describe it, but very early on in the gameplay minutes of proceedings, the developers have the player-protagonist/avatar and your companion-of-the-moment engage in messing about in an old, abandoned fancy-dress store, picking up costumes and masks and larking about. I appreciate the YouTuber in question may have been partially or wholly playing up to the streaming audience ever-present at the time when they impatiently remarked “is this all we’re going to do” and “when do we get to actually play the game” etc., “when does the game start?” and so on, but as you may remember in my commentary on the Uncharted games a while back, interactions like these to someone like me are most often the most important - and now there’s no question what the game is if you haven’t figured it out already. As a side-note, I think the problem in this particular instance is one of pacing, and cold-opening the DLC with a scene like this may have been the issue. Video game pacing is tricky, tho, so it’s difficult to consider whether most players would be playing this content months after having experienced the main game, or whether the majority of players will be those who will have purchased it fresh on the newest generation of hardware, given the title actually launched a whole console iteration ago. Assuming that might be the case, the pacing experience might be entirely different, but I’m getting side-tracked.
I can’t account for what the YouTuber/Streamer was thinking and I don’t want to throw any shade and suggest they may have been performing for their audience - even if they were, it’s still fine - Streaming is performance, I feel like that much should be clearly evident. It’s not important to me where the truth lies within that individual. What the exterior performance telegraphs tho, is perhaps a misunderstanding of what the purpose of a scene like that is. I realise that in games that feature frequent occurrences of brutal violence, tension, excitement and anxiety, scenes of levity and peacefulness offer reprieve and introspection. They’re effective because of context and their rarity lends them power.
I’m still here to say a whole game of those kinds of things can still be powerful, you just have to be intelligent about the context. Reframing maturity to mean something other than violence takes real intelligence. It makes me question just how many actual adults we have developing video games. No, I don’t hate to bring it up again, but you need to play Kentucky Route Zero, Howling Dogs and a myriad of other Twine games and many other games created in queer spaces to perhaps broaden your understanding of what adults create when they don’t look to violence as a banner for maturity.
Naturally I’m going to turn to the most cliched of mediums; film.
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For which I won’t apologise. That’s a frame from the montage in the middle of Mamoru Oshii’s 1995 movie Kōkaku Kidōtai - Ghost In The Shell, based on Masamune Shirow’s manga of the same name. I’d like to say that frame or the set of frames it’s taken from is one of my favourites from the film, because it is, but to be honest, the entirety of the three and a half minute montage is absolute perfection and every frame is equally important. It encapsulates the essence of the film without a single line of dialogue by playing a haunting piece of music expertly crafted by Kenji Kawai and showing seemingly disjointed images of the city in which the film is set. The film’s protagonist does appear in several shots, and some frames exhibit the city in decay, but some are completely urbane and simply show life in ordinary existence. Without discussing the main text of the film further, suffice to say it is the perfect frame for the subject of the narrative without stating it.
Before I embed the Ghost In The Shell montage, however, I want to share one Oshii created 2 years before it in Patlabor 2: The Movie. Let’s watch that one together, and even if you’ve not seen the film yourself, note in particular how topical the images are today, if you’re reading this some time around July 2020.
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For those who’ve not seen the film, I highly recommend it. It’s not necessary to have seen either the series or the first Patlabor movie. It may help a little to watch the first film, mostly just to familiarise yourself with characters and terminology, but it’s not a necessity. The first film is much more comedic and while the second still has its funny moments, as evidenced in this montage, it takes a much more dramatic and sombre turn. Various domestic terrorist and military activities cause a declaration of martial law in Tokyo at roughly the mid-point of the film at which point this montage appears. The depictions of the citizenry, their interaction with the military and vice-versa are particularly interesting, and the film’s commentary as a whole is fascinating. That this has for the most part been lovingly and agonisingly rendered by hand in stunning animation detail is amazing.
Feelings are wonderful, weird, oddly shaped things. We use a lot of words in our lives, pragmatically to communicate, to instruct, to describe and tell stories. Funnily enough, when I was deeply entrenched in video games culture doing podcasts, playing a lot of games and writing a lot more about game studies etc., there was a lot of writing about the place about game verbs and it’s a great synthesis of design - a tool for describing the most simple actions in a game; move, jump, shoot, collect, talk, choose etc. In my introductory example, there are still a lot of verbs in play, like move, but the one most absent is of-course shoot, and the one that comes to the fore is talk. I feel like the scene at the beginning of that DLC is wholly intended to create a sense of atmosphere, to evoke certain feelings. Is it there to set the scene for context later on? Maybe. Is it for reprieve from violence? Also possible. But perhaps it’s just there to be relished, to be indulged. Maybe it’s OK to just be there to be felt, because feeling it is good, or even just feeling it is feeling something. Maybe it doesn’t have to be good, it’s just a different feeling to the way we feel when we’re reading an action feedback-loop where we’re engaged in move/shoot/wait/don’t die/melee/die-reload-repeat.
It’s hard for me to separate these montages from the films they come from. I want to say they’re powerful outside of the films, but I’ve seen those films so my viewings and re-viewings of them are loaded with my memories of the entire work; I have the full context. Tempted as I am to embed the montage from Ghost In The Shell 2: Innocence, I think that would be spoiling you too much, plus the film in its entirety really warrants a full viewing. Kenji Kawai’s music in the second film along deserves maximum volume and your time uninterrupted, so I won’t demean it with a tiny little window and a wall of text. I promised you the montage from the first GitS movie, so here it is, at three and a half minutes.
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I’m using the word feel quite a lot in this entry and it’s intentional. In recent times, we seem to be de-emphasising our feelings somewhat and I’m all for some semblance of rationality and logic but emotions are important. Feelings are amazing - all of them. The ones that are good, the ones that are uncomfortable, the ones that are uncontrollable. I guess some folks try to talk about understanding feelings and there’s a little truth in that but I don’t think it’s something we can ever fully get a complete hold of, nor should we. I’m not here to attempt to provide you guidance on that, I think if you’re reading this, you’re well capable of gauging for yourself what the impact is of your emotions to your life and what you may need to do about it. Don’t read an implication that I mean to diminish their impact, either - you may well need to amplify their impact, I think a lot of people don’t consider that - now more than ever, but again, I wouldn’t know. You would. Only you do.
Anyway - I feel like a lot of art and moments in art, or sections of art, are being misinterpreted or criticised because people aren’t open to the intent. Again I come back to the example in the opening to this entry. Assuming on good faith that the YouTuber’s/Streamer’s behaviour was genuine, their reading of the activity in the game was that it was somehow not game, and that until there was either shooting or puzzling or adventuring of some kind, that those things would be actually game or real gameplay does that scene and activity a disservice. Of-course, maybe they just straight-up didn’t like it which is fair. I accept that, I guess - but I don’t like it.
It still bothers me tho. Even tho I really don’t like that game, I understand that the point of it is to ground the narrative in very human roots, in emotional engagement so that the character has something to celebrate, to cherish fondly, or even perhaps to regret or look back on with bitterness or anger. Regardless - even if it doesn’t have a payoff in the future, I still feel like it’s important as a representation of human behaviour in a game in which human avatars are depicted. The images on screen within that video game are for the most part not abstract. The themes shown and the narrative woven about their journey, their motivations, the justifications for their actions and the moralising therein within the fictional framework of the universe are all extremely human and intended to be analogous to the real human experience. 
That being the case, on that assumption, I’m surprised and even more disappointed that there aren’t more non-violent indulgences of peaceful human interactions on offer in these games.
People’s tastes in films, I guess, has been quite monolithic for some time. I mean, I’ve always had the throw-away semi-casual assumption of such but I didn’t think it was a real thing. I appreciate I’m into some fringe stuff and I don’t expect most people to get into the super-weird films, but that folks would be so narrow? Like... so narrow. I’ve said it before, I’m well accustomed to the art I’m into being heavily criticised by most people, but even the more approachable material I’m into, people seem to either struggle to digest or still regard as boring because it doesn’t register on some level of excitement that scales on a weird, reductive verb-o-meter not dissimilar to video games designed with the fewest of verbs; move, shoot and collect. Sometimes a film isn’t necessarily about what’s literally happening on the screen, or strictly about the narrative playing out. Sometimes art is about how you feel when you experience it - we’ve quite literally been describing art, in particular music, as mood pieces for years, and for quite some time now, video games. 
In film, David Lynch is a master at it to name only one, and there are a ton of others. You don’t have to immediately have to be able to process his narratives, your first concern is to how you feel when you view his films. The pragmatics can - and often do - come later. Once you familiarise yourself with his cinematic language of emotional tone and atmosphere, you may find that his narratives are actually quite simple and they quite easily make sense - they’re artfully told and are injected with immense feeling because they’re told in such unique and emotional ways.
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How do you go about choosing a frame from David Lynch’s Mulholland Dr.?
I tend not to discuss general release films much - I don’t have any particular distaste for them at all, I’ve mentioned that I have a great appreciation for them but if there’s any way I can speak to the emotional responses I have to them, it’s that in a broader sense, most of my responses are more or less the same. That’s why I don’t really talk about them. Their impact to me and how I engage with art in my life is minimal. That doesn’t mean I don’t think they’re important in the world culturally or that I discount their cultural importance to others - not at all. If they’re important to you, then that’s wonderful and amazing and you should celebrate them. Nevertheless, there’s also a place for independent cinema and art and creating things that don’t directly speak to the most transparent of feelings. I understand that the audience is smaller and the financial availability is going to have to be smaller - that’s OK, but mood pieces are special and amazing and weird and sometimes indescribable and maybe you should give them a try because they can make you feel real strange and sometimes strange feelings can be powerful too.
Once in a while, some folks do make something that is super approachable and bridges that magical gap between indescribable emotion and mood, and audiences that need the most gentle of entry-points. I think Thatgamecompany’s video game Journey has to be one of the best examples of a work that transcends and overcomes a lot of barriers by removing so many obstacles not only typical of video games but art in general. It’s a truly gorgeous experience, and one that is uniquely evocative not only for its own but any medium.
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While I’m sure there where throngs of mouth-breathers who flocked to reddit et al to decry Journey as NOTAGAME™, there were plenty of people who found themselves disarmed by its approach to play, playfulness, narrative and emotion. While you can watch a full play-thru video of the game, once-again I do encourage you to actually play the game itself altho so far from its release, there may be a critical component of the experience missing. A minor spoiler; central to the game is a sense of connection and yet separation. Lead designer Jenova Chen at the time was dismayed by online gaming behaviour and that engagement between players was so so toxic - it remains so today. He wanted a way for players to connect but not be able to be harmful and hateful to one another. The game will actually pair players together via online services, but there is no VOIP or text communication utility at all, nor can you see the username of whom you’re liked to. There is almost no way to communicate, save for a single button that will emit a musical note and an abstract symbol above your character’s head - that’s it. Beyond that, you may freely move about the world together, choosing to follow one-another or separate and ignore each other. That is the extent of interaction, and when the game launched in 2012, we discovered this together as a community - it was amazing and breathtaking, especially as the whole experience unfolded.
If Jenova Chen and his team at Thatgamecompany can teach people who usually shoot heads that moods can be engaged in and enjoyed with Journey, I feel like people have the ability to identify all forms of art that does the same. Art that deviates from the usual MO of fulfilling our usual roster of base needs. I’m not denigrating mass-market art by describing base needs -  not at all. Base needs are hella important, but if the violence in The Last of Us gives the reprieve of giraffes context, surely the base needs of mass-market art does the same for mood pieces?
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This is a frame from Exit (2011) directed by Marek Polgar and you should 100% find it and watch it.
These are some of the more fringe works I’m into, if you’re particularly daring. I’ve no doubt that someone will find them pedestrian and that’s fine. At some point, tho, people have to be able to either go to a shop a buy it, or at least find it online somewhere, so I’m sure the video your mate from uni made is the highest of couture art, but if no-one other than you and ten friends have seen it, it legit doesn’t count ay.
By the way - these are all listed in Film Notes, but I’ll lazylink their IMDB pages here so you can see how bad their audience scores are.
Tokyo.Sora (come-on, it’s my favourite film of all time) Exit (OK so as much as I was being facetious just before, this is going to be difficult to track down, but worth it if you can) Womb (CW: incest) The Sky Crawlers (my favourite of Mamoru Oshii’s) The Limits Of Control To The Wonder (I know - Malick, but I feel like if you’re going to try one, try this - shorter, more intimate, less abstract - I find it’s his most tender) Holy Motors (be thankful I’m linking Carax and not Noé/Void or Climax)
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