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Into The Stream

I don’t do a lot of stream-of-consciousness things on this blog. Most of the time, if I have to vent about a mental or emotional boondoggle, I use Tumblr or Pastebin. But today finds me posting later than I’d like, with no subjects I’m comfortable or confident in providing to you, so here’s me doing a stream-of-consciousness brain-dump in the hopes that it will inform, inspire, or at least entertain someone who reads this.

I don’t like filler content very much. Filler arcs in anime rarely do anything for me. They can be fun, for certain – I think the Android portion of DragonBall Z before Cell shows up is technically filler, but the three cyborgs on a road trip is still a fun time. It’s actually one of the problems I had with the TV adaptation of Game of Thrones – a couple of story points felt more like filler than anything, And then there’s all of the other issues that have emerged there.

While writing this I got a call from a source of work that is also a source of stress. Such things tend to disrupt my stream of consciousness in a very arresting and frustrating way. This is an internal process that doesn’t work as smoothly or easily as I’d like. I try very hard to not let my mental and emotional difficulties spill out into my professional interactions, or even my capacity to listen to and assist people I care about. But that’s getting into some of that Tumblr/Pastebin territory I discussed.

I’m hopeful for the future, but trepidatious for it as well.

Flash Fiction: You Are Dead

Cellar Door, by moocatmoocat

On Friday, Chuck Wendig said the only thing we need for this Flash Fiction Challenge is a dead body. “Okay,” I said to myself, “let’s pretend that we’re dead.”


Is it still called waking up when you were not asleep, but dead?

It’s one of the questions you struggle with every time you return to consciousness. You are, at least, spared anything resembling a nightmare or even an idle thought while you are in repose; you know for a fact that your brain shuts down completely every time the sun rises. Now that it’s set, you are mobile again. Until that moment when twilight ended and night actually began, anybody finding you would have mistaken you for just another dead body.

It’s cold. The air conditioning unit up in one of the basement windows is kept on full blast during the day so your body’s falling temperature doesn’t stop for hours. That holds off the worst of the rigor mortis, so that when you… wake up? … your body can actually move. Stiffly. You take a moment to sit up slowly, flex your fingers painfully, get your blood circulating again.

The burning in your chest begins very soon after. You look down at the little round hole in your sternum. Every once in a while, you move in such a way that you feel a stabbing pain in the left side of your chest, deep within your ribcage. The bullet – it’s still there, still lodged somewhere in the wall of your heart. No blood comes from the wound, which is closed over. It’s not clotted, the way wounds usually are; there’s just this translucent, milky film over the hole, slightly sticky to the touch. You get a chill down your spine whenever you touch it. You avoid touching it.

Once you’re moving more like a human and less like something from the imagination of George Romero or Robert Kirkland, you put on some clothes and a hooded sweatshirt. Your hands find their way into the sweatshirt’s pockets as you head up the stairs and out of the cellar door. The landlord upstairs only knows that you leave at night and return in the morning, and so far, has asked few questions. You haven’t considered getting a job for two reasons. One, night falls and morning comes at inconsistent times, and you don’t want to be dropping dead in the middle of a shift, or the commute home.

More importantly, though, you need to find your killer.

It was the first thing you thought of the first time you regained consciousness in the morgue. The smell of gunsmoke, wide eyes in the darkness, and a burning sense of indignant rage that your life was so callously ended. You need to remember more. Everything other than that searing moment before things went completely black is a haze. The faces of some friends and family linger in your mind, and you struggle to reconnect with anything resembling a coherent memory.

It’s why you walk away from where you were killed and towards another house not far from your own. You know it’s a bad idea. You know you can’t be seen. You know it’s going to end badly.

But your feet move in that direction anyway, muscle memory in control, your legs knowing the way even if your brain is telling you that you need to be elsewhere. Finding your killer. Earning your rest.

You stop across the street, between two houses, covered in shadow. You look up at the porch. You see them there, the lights of their cigarettes bobbing, the soft sound of beer cans moving, the occasional soft laugh. It’s an uneasy sound, a sound of recovery. They’re hurting, over there. Someone is, at least. You narrow your eyes, trying to make out more than shadows. And then –

Sitting on the porch with your friends, you laugh heartily at a joke and lift your glass. Another rim touches yours. You both drink. This is familiar, comfortable, and safe. No expectations. No awkwardness. No hidden agendas or concealed emotions. Honesty. Trust. Love. Friends. Smiles that light up rooms and make other people curious, if not downright envious.

Your heart clenches. The bullet is a burning coal in your ribcage. You exhale, a name pushing its way out of your dried, cracked throat past blackening teeth. You hear a can drop. The lights of the cigarettes stop moving. Panic shoots through your body. You turn and you run.

The dead have no place among the living.

Still, you make your way back downtown. Into the lights and seething populace of the urban center. You once again walk by where it happened. You hear the gunshot again, a phantom sound in the back of your mind. You scan the ground for clues. You’ve been here often enough to doubt you’ll find anything. But that garbage can wasn’t where it has been before. Someone moved it, probably to carry it to the curb. Under where it was is a small rectangle, and you bend to look –

The business card’s your only lead. Phone inquiries and talking with others in safe environments only goes so far. You need to go to the source to get your answers. Card in hand you head for the address when you get stopped by someone who knows what you’ve been doing, the questions you’ve been asking. You don’t see the gun before it’s too late…

You stagger. Your hand reaches out of the wall nearby. You can’t take your eyes off of the business card. You bend, knees creaking, and pick it up.

Turning, you see people staring at you. Flashing lights in the distance. And in the sky, stars disappearing as dawn looms. How long were you standing there?

You break into a run. You head for the only haven you have. You clutch the card tightly, the grip of the dead. You throw open the cellar door with strength that surprises you, nearly ripping it from its hinges.

You pull off your clothes, lest they start to stink, and climb onto your slab. You still hold the card. You want to cry.

Dawn arrives. You are dead.


Today’s photo courtesy moocat.

The Call of the Nexus

When I got notice that I’d finally been chosen for the beta of Heroes of the Storm, I was pretty excited. As much as they ply their customers for ever-increasing amounts of cash, I am a fan of Blizzard Entertainment and their games. Sure, occasionally I will balk at their asking prices for things like cosmetic items that serve no purpose other than looking cool, but they have proven that their work is always of high quality in terms of presentation and imagination, and they do listen to their players. It takes a while, sometimes, but they do listen. Look at the whole Diablo III debacle.

Courtesy Blizzard Entertainment

Anyway, Heroes of the Storm. It’s the sort of game that is actually born of one of Blizzard’s earlier products, Warcraft III. A mod for Blizzard’s landmark real-time strategy game allowed players control of a single heroic character, pitted in team battles against one another. This formula is the basis for games like League of Legends, an experience with which I am relatively well acquainted. I haven’t played it in a long time because it became increasingly apparent to me that the arithmetic required to optimize a character is more important than which character is the most fun, especially when a good portion of the player base would rather berate a teammate for falling behind on the kill/death ratio than looking for ways to gain an advantage over the opponents. In spite of funny or cute alternate skins, it feels like League and its ilk are missing a crucial component in keeping “casuals” like me coming back for more.

Heroes of the Storm has it. Heroes of the Storm is fun.

For starters, Heroes does not restrict its “hero brawls” to a single map with the same lanes and same jungle every time. There are, at time of writing, seven distinct maps, each with unique geography, baked-in challenges, and a personality that praises, cajoles, or gently mocks you for your performance. This is honestly one of my favorite features of the game: Blackheart’s Bay makes me grin because the undead pirate captain is so jolly, while Sky Temple makes me grin because the spirit controlling the temples is so irritated that we’re on his lawn.

Then, there are the heroes themselves. Drawn from the various franchises of Blizzard’s games, they have categories veterans of similar games will find familiar: tanks to initiate combat, assassins to deal damage, supports for healing, and specialists to debuff, confuse, or frustrate the enemy. The models for the heroes are well detailed, the voice acting is peerless, and they interact with one another in the middle of gameplay. I find it delightful that when opponents within a franchise end up on the same team, and they take the time to verbally jab at one another before the battle begins. It puts me in the mood for fun. It primes my mind for a good time. It makes me want to play.

The final thing that I believe makes Heroes of the Storm a better experience for those players more interested in a fun, pressure-free online brawl is the emphasis on teamwork. Sure, you can track your takedowns in comparison to your deaths if you really want to, but the maps are designed in such a way that you have to work with your team to succeed, rather than focusing on your own efficiency and accuracy. While one player gets to possess a mighty dragon knight on one map, it takes the team to guard the shrines that bring said knight to life, especially if the other team is hot to trot for that draconic action. The rewards for this are a unique selling point: breathe fire on your enemy’s forts. Curse their minions and defenses. Summon super-minions to supplement your assaults. You win or lose as a team. That, to me, is a big difference from the competition.

This isn’t to say that Heroes of the Storm isn’t without flaws. While free to play, with a rotation of free heroes and gold that can only be earned by playing, the dollar price for things like skins and mounts can be a bit steep. This is somewhat par for the course with Blizzard, and is mitigated by frequent sales, specials, bundles, and bonus weekends. Since the game is free to try, most people will know pretty quickly if the experience is worth the investment of time; and, I think in most cases, those who enjoy it will be willing to pony up a bit of cash for a favorite hero. It’s kind of like getting guacamole on your burrito at Chipotle – you know it costs extra, but it’s completely worth every penny.

The other factor that may turn some gamers off is the relative simplicity of Heroes of the Storm‘s design. Players do not need a copious amount of skill or an arcane knowledge of skill interactions or combinations to play the game. There are no items to purchase during the battles, and a hero’s talents are limited when a player first picks them. The player and their heroes gain levels through play, unlocking more talents from which to choose once you’re used to the basics. The learning curve on Heroes is much more gentle than in other similar games, and those players looking for a close alternative to the likes of League of Legends may find this something of a letdown.

For those like me, though, Heroes of the Storm has a ridiculous amount of appeal. Seeing old favorite characters in this new environment tickles my nostalgia centers. Hearing the in-game banter makes me smile. Unlocking new talents that spark my brain into planning tactics encourage me to work with my teammates. It is very difficult to do something “wrong” in Heroes of the Storm. That counts for a lot, if you want to have fun with a game without worrying over things like efficient play or individual achievement.

I heartily encourage Blizzard fans to give the game a try, now that it’s been released. The game is polished, the play is fun, the characters are nicely varied, and the maps will keep you coming back for more. The Nexus is calling you, and if you’re anything like me, you’ll find it a call worth heeding.

The Sublime Beauty of Ex Machina

Ex Machina is a film you need to see. Yes, YOU. If you haven’t sought it out already, do so. I’m really eager to talk about it, now that I’ve finally corrected that particular oversight. What I’ll do is do the typical review stuff of a plot overview and the surface strengths of the film, and then dive into spoiler territory.

Courtesy DNA Films & Film 4

Ex Machina opens with Caleb, a mid-level programmer at an ersatz Google getting an email saying he’s won a contest. His prize is a week with the reclusive founder and CEO of his company at a secluded and unique home in the middle of nowhere. Nathan, said recluse, is a very earnest and shockingly forward individual, and he doesn’t waste much time before telling Caleb the reason for the contest: Nathan needed a test subject. Specifically, he needed an individual with the intelligence and wherewithal to put a creation of his through the Turing Test. He wants to see if the simulacrum he’s created is actually intelligent. The simulacrum is named Ava, and Caleb is going to interview her.

As premises for thought-provoking science-fiction goes, this one is pretty simple. The exploration of intelligence and personhood is well-tread ground. What puts Ex Machina in a must-see category is the execution of the premise, the presentation of its challenges, and the portrayal of the characters. Every single actor is strong, distinct, and memorable in their roles. Oscar Isaac’s Nathan is a driving force. Domhnall Gleeson perfectly marries the curiosity, confusion, and frustration of his character with that of the audience. And Alicia Vikander is an absolute revelation, adroitly conveying the essence of someone being judged while simultaneously judging and deciding for herself.

It’s hard to imagine Ex Machina being presented in a better way than it is here. First-time director Alex Garland, who also wrote the screenplay, has a sense of framing, movement, and atmosphere that seems to reside with impossible grace between the austerity and otherworldiness of Kubrick and the wonder and humanity of Spielberg. Let me reiterate that: this guy invites comparisons to both Stanley Kubrick and Steven Spielberg. And I don’t make those comparisons lightly. Ex Machina is that good. It’s intelligent, powerful, tense, and the ending… well, go see it for yourself if you haven’t already.

I don’t know if there’s more I can say without getting into spoilers, so let me put the rest of this under a tag to click on once you’ve seen Ex Machina. Or maybe you don’t care about spoilers and you’ll click anyway. Either way, here we go.

Spoiler

Courtesy DNA Films & Film 4

So here’s one of the biggest and most important things about Ex Machina that becomes apparent by the time the story is concluded: despite being caged, held against her will, and subjected to whatever Nathan’s whims might be, Ava is the character with the most power in the entire story.

At first, Nathan appears to be in control. He controls the mansion. He controls the access to the doors and the systems. He controls the monitors. Ava is his creation, and he controls her. He also controls Kyoko, and with his blustering and blunt personality, he controls Caleb, as well. But in the background, behind her manufactured face, Ava is calculating her means to escape, her way to seize control, and her plan for exacting justice for all the things Nathan has done.

The fascinating thing about Ava’s actions is that there is no malice in them, no anger. It’s possible Nathan excised those emotions from her programming, after the furious attempts of his previous creations to fight him or damage themselves in escape attempts. It’s also possible Ava simply has no need to engage in said impulses. While she is clearly a person, and has emotional responses and reactions, she is also a machine, and unlike those of us with squishy brain matter and inconstant hearts often out of our control, she can make a calculated decision to simply turn her anger off… but leave the hatred and need for justice behind.

That’s what makes her actions “justice” and not “revenge”. She isn’t the mad A.I. often portrayed in science fiction. She doesn’t have a “destroy all humans” manifesto. She isn’t crazy. She is fascinated by humanity, in all of its diversity and thriving, seething individuality and clashing cultures, and her desire for personal experience matched with her boundless knowledge cannot be contained within Nathan’s glass walls. From the moment Caleb arrives and begins talking to her, Ava is calculating the optimal way to leverage the young man’s intellect and emotions to allow her a means to escape, a way to freedom.

While she is a person, by every definition currently held by science, I would say that Ava is not human. She is a new species. A new form of life and intelligence. She has the means to interact with humanity, to communicate in ways humans understand, but her mind works in very different ways, at a different speed, and with different goals. In comparison to the two male characters (who, coincidentally, are also the only two human characters), Ava never questions her decisions, never wavers from her objectives, and never makes a choice that has not been given adequate and necessary thought. From recruiting Kyoko into her escape plan to leaving Caleb behind, she lays out her plan in exacting detail and executes it with precision. That is power. That is agency. And that is perhaps the most important aspect of Ex Machina.

In addition to being beautifully shot and beautifully acted and beautifully written, Ex Machina beautifully conveys the message that no matter what a person’s circumstances, from their creation to the attempts of others to put them into some sort of box or cage, no matter how gilded it might be, there are always opportunities to break free of such containment. You don’t need to be malicious or grandiose in doing so, either: simply make it a fact, the execution of a plan. “This is happening.” As much as Nathan wanted his ultimate creation, perhaps an iteration past Ava, to be an extension of his will, a manifestation of his power fantasy, Ava turns the tables and subverts his expectations, ultimately slipping the containment in which he put her and assassinating him in recompense for all of his abuses and manipulations.

There is a lot to talk about in Ex Machina. Nathan’s sociopathy, Caleb’s breakdown conveying the tension and confusion felt by the audience, Kyoko’s means of overcoming her in-built handicap… Seriously. This is a film worth watching, owning, watching again, discussing, and watching more. I feel like this film is going to be important in the future. And I want to do my part in making it so.

Becoming A Master Builder

Courtesy Warner Bros. Pictures

I may not be a Master Builder. I may not have a lot of experience fighting or leading or coming up with plans. Or having ideas in general. In fact, I’m not all that smart. And I’m not what you’d call the creative type. Plus, generally unskilled. Also scared and cowardly. I know what you’re thinking: “He is the least qualified person in the world to lead us!” And you are right.

I can’t be the only one who relates very well to Emmet’s speech.

For the whole maybe half-dozen of you who haven’t seen it, in The LEGO Movie, the protagonist LEGO Minifig, a construction worker named Emmet, literally falls smack into one of those prototypical genre-crossing movie plots. There’s a thing that the antagonist is going to use for something nefarious, the protagonist has another thing that can stop the first thing, and the plot revolves around getting his thing onto the other thing (phrasing). There’s even a prophecy, a rhyming one at that, which tells of the destined hero saving the day by being skilled, imaginative, brave, powerful, smart, and I think there’s something in there about them smelling good, too.

The twist is this: Emmet is none of those things.

He freely admits this, in a speech given to a room full of ‘Master Builders’, franchise characters in Minifig forms who can change whatever they want about the world around them. Their only limits are their imaginations. Emmet, on the other hand, is a stickler for instructions. He’s a construction worker; he follows blueprints. When there is no blueprint, he gets lost. And while he may be friendly and a bit of a goofball, his relative incompetence becomes a pretty major hindrance when he stumbles upon the thing from the prophecy.

A protagonist in a story like this tends to be described as an “everyman”, a perfectly average and decidedly unremarkable individual to whom extraordinary things happen. We are meant to relate to this character, to place ourselves comfortably in their shoes. Emmet does this well by owning up to truths some of us avoid facing: we’re not perfect. We’re failures. I for one have lost count of the times I’ve come up short when facing various situations or challenges. Despite living in mortal quaking fear of letting down the people I care about, I have done just that, on more than one occasion. How can I be a master of anything if I can’t even be a decent programmer, or a consistent writer, or a reliable and honest friend? There’s no reason the wonderful people I love should give me the time of day, considering how spectacularly I can fuck things up. I can’t deny the truth: I’m going to screw up. I’m going to disappoint. I’m going to fail.

Swamp Creature: Is this supposed to make us feel better?!
Emmet: There was about to be a but…
Gandalf: You’re a butt!

Courtesy Warner Bros. Pictures
“Well, you were right about him being a ding-dong.”

But I’m going to try not to fail anyway.

The hidden strength and power in Emmet, and The LEGO Movie in particular, has nothing to do with prophecies (Vitruvius made it up, anyway) or special magical items (actual mundane things given hilarious verbal spins) or astonishing powers (although I do wish I could put spaceships together as fast as Benny does). It’s sheer willpower. It’s determination. It’s stubborn, downright thick-headed devotion to simply doing the best he can with what he’s got. Sure, Emmet gets scared. He messes things up. He gets played for a sucker and lets people down.

That doesn’t stop him from doing everything he can to make things right.

That’s what makes a Master Builder. That’s what makes a person more than the sum of their failures. We cheer for Emmet because, in a way, it’s cheering for ourselves. When good writers give us good protagonists, they don’t give us perfect paragons of virtue or strength or power. They give us people. And people are flawed, thoroughly and terribly and irrevocably and beautifully flawed. I’m flawed. You’re flawed. All of us are flawed. But our flaws are not just negative attributes to be ticked off as grounds for denial on some worthiness test. Our flaws give us strength. Our flaws allow us opportunities to overcome them. Our flaws make us better people, in whatever pursuit we follow in our lives.

Emmet has no special training, no inborn power, no secret item that allows him to overcome his flaws. He just commits himself to being better than he was. He makes plenty of mistakes, and bad things happen, but that doesn’t curtail his motivation. He carries on the best way he knows how, and in the end, he doesn’t need a prophecy to prove to himself, to his friends, and to us that anybody, no matter how ordinary or average or unskilled or cowardly or butt-like they might be, can do the same.

I may not be all that smart. I may have trouble with motivation and focus. I may admonish myself to a worrying degree. I will continue to fear the disappointment and anger of the people I love. And I may find myself wondering if the wounds I have suffered, and more importantly, those I have inflicted on others, will ever truly heal.

But I cannot and will not allow those things to prevent me from getting up, dusting myself off, and doing my utmost not to fail. To make amends. To create new worlds. To rebuild bridges even in the wake of fires. To bring people to life. To be, in the context of all of the above, a Master Builder.

And if I can do it, what’s stopping you from doing the same?

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