2019/12/03

Sierra and Two Foxtrots VI

SF and fantasy thoughts. None tabletop RPG-related!
  • Mandalorians are severely oversold. In Karen Traviss's works, of course, but even outside them. In reality, the idea these guys were a credible threat to the Jedi is ludicrous. Even without using the Force to enhance his perceptions, a human Jedi can focus on up to eight objects (all humans can). Humans can also continue to perceive objects up to 17,500 meters per second, 0.5% the speed of light (though not necessarily to actually notice, or otherwise begin to focus on, an object moving anywhere near that fast; you're quite likely to never see a bullet in flight, for instance, which is why Jedi use precognition to block shots with their lightsabers).

    Since "size matters not", neither does inertia, so a Jedi can move something—say, a Mandalorian's helmet—at any speed they can still perceive, i.e. up to 0.5% the speed of light. Anything that impacts anything else at that speed does so with the force of a quarter its weight in TNT. If a Mandalorian helmet weighs the same as a modern riot helmet, a quarter its weight is about 12 ounces of dynamite. And even at a minuscule fraction of that theoretical maximum, their heads can still be made to impact the ground so hard their heads and helmets crush like overripe grapes wrapped in foil. One unarmed Jedi can kill eight Mandalorians in less than a second.

    That fact is why Palpatine went to all the trouble of starting a war and playing half the galaxy against the other half, to put enough death and malice into the Force that Order 66 would get lost in the shuffle and the Jedi wouldn't see it coming.
  • Which is of course not to say that The Mandalorian is not the best thing Disney has done with Star Wars since getting their grubby paws on it, because it is (well, second-best); it's just important to remember that Mandalorians are something of a paper tiger. (At the very least they should've had—in Clone Wars or Rebels, say—a Sith do the helmet-smash thing, and then inform them that the only reason they were ever able to fight the Jedi is the Jedi were going easy on them.)
  • Dragon Prince is mostly pretty good, except that you would never let a deaf lady be a soldier (maybe a behind-the-lines officer). Even if she weren't ambush bait and incapable of doing guard-duty, and she is, enemies with spyglasses would be able to see her signing.

    But there is one huge flaw in the worldbuilding: how is it only now, and only Callum, that figured out how to do magic as a human? And how is Esran's ability to talk to animals not magic? Humans were so desperate to get magic that they decided to call out to the Deep and live as death and devastation. Nobody tried Callum's method before? Or noticed people who can talk to animals? Bullshit.

    I do also deduct a significant number of points automatically for there being no major male elf protagonist. (Seriously, someone needs to tell people who produce fantasy, particularly fantasy art, that the elf species has a male half.)
  • Come to think of it, the existence of male elves is something that Warhammer Fantasy did actually grasp (but guess what the playable elf in Vermintide isn't). Pity they tore the setting apart in the stupidest way possible and then sewed the pieces of its corpse together into "Age of Sigmar". (The dumbest of the decisions in question being Malekith being the true Phoenix King all along.)

    Usually when someone guts an IP and hangs themselves with its entrails, it's ideologically motivated—Disney Star Wars, Star Trek Discovery, Marvel Comics. But in the case of Warhammer Endtimes, it was simple greed: Fantasy Battle wasn't selling as well as 40K, so they decided to destroy it and make something more like 40K. Apparently the fact they could retool their generic fantasy races into things that could be copyrighted was a big part of the decision. Unfortunately it seems people are still buying the minis and playing the game, but the funny thing is you can basically never find any actual fans defending it as anything but a pis aller.

    Another shameless cash-grab own-goal by Games Workshop would be Warhammer Adventures, which are middle-grade novels set in the 40K and Age of Sigmar universes. At the point where I run out of fingers counting the reasons that each child in the 40K branch of the series would be executed by their own government, it is officially not a kid-appropriate setting.
  • So the real theme of Elder Scrolls Online is probably "Beauty of Dawn"—which is basically a sampler of references to Elder Scrolls lore. "Days and nights of venom and blood" is a quote from Brief History of the Empire, describing the post-Reman dynasty anarchy of the Second Era. The Serpent is of course one of the signs of the Tamrielic zodiac. "Beauty of dawn" is what "Tamriel" means in Ayleidoon. And, of course, there's a reference to the White-Gold Tower.
  • Between Granblue Fantasy and Cerberus, for some inexplicable reason anime based on phone games are actually often really good. Chain Chronicle: The Light of Haecceitas might be too, if it didn't start in the middle and thus make it very hard to give a damn about anything that happens; I give it bonus points for including the Scholastic term for "individual identity" (literally "thisness").

    If you also consider stuff like Sengoku Basara (except for End of Judgment, which was absolutely phoned in), Tales of Zestiria, and of course Ace Attorney, it's clear anime can just in general buck the curse that plagues adaptations of video games. Probably because the people making the adaptations actually give a shit about the games and their stories.
  • Related to that issue with Chain Chronicle, the anime of To the Abandoned Sacred Beasts is an absolute train-wreck, and a monkey could see why. They front-load the backstory, rather than us only finding out about it when Nancy does like in the manga. It'd be like if Trigun (which really needs to get the Fullmetal Alchemist: Brotherhood treatment) had had its first episode be Vash and Knives on the ship.

    Just in general, if your anime is about a drifter with a dark past and some ordinary person cast into contact with them, you have to keep the past "dark" in the other sense or you'll strangle all narrative tension. First give us a chance to see how the character is perceived; then make us suspect that there's more to them than meets the eye; and only then show us the backstory. You can't do it out of order.
  • It occurs to me, the mechanic of the Altars of Sorrow, in Shadowkeep, where killing Hive enemies adds time back to your clock, is not just a game mechanic. It's actually a direct aspect of the story and setting. It's the Sword Logic. The Hive give you additional opportunities to thwart their dealings with the Darkness, when they die—because the Sword Logic says that they deserve to be thwarted if they die instead of killing. (Of course the Darkness says that those who cannot claim and hold existence might as well never have existed…while talking to someone who was returned to existence by the Traveler.)

No comments: