My Favorite Family

One of the first webcomics I ever read was Brawl in the Family by Matthew Taranto. I honestly can’t tell you which comic number I started on, what year I started, or even how I found out about it, but I know it was one of my “original” webcomics. I got used to my daily routine of typing in website addresses to check for updates with this comic and I still automatically start typing the address for Brawl in the Family, or “BitF,” in some days. Unfortunately for me, the comic hasn’t updated in almost four years. Thankfully, that was a choice made by the creator as he moved on to other things and he was able to give it the ending he desired.

Brawl in the Family started about three months after Super Smash Bros. Brawl, or just “Brawl,” came out and was mostly about the characters from that game, though a lot of the comics featured Kirby initially and, ultimately, they were not restricted to only the characters in the game. They eventually adopted a sort of expanded “Nintendo-verse” to include a ton of Nintendo characters that never appeared in a Smash game and the occasional non-Nintendo character who showed up in something with a Nintendo character. While the comic tends to feature the characters on their own, doing gags or stories involving mostly their respective worlds, the fact that Brawl included characters from a huge variety of games and worlds allowed for a lot of hilarious single-strip crossover gags and huge, world-colliding story lines.

Brawl in the Family started a gag-a-day comic drawn by a man with a dream of telling funny stories about Kirby eating things. There wasn’t much plot to start, beyond the low-key animosity King Dedede, Kirby’s main villain in some of his games, feels toward the plucky pink ball of suction. Even that isn’t a constant as the one-off events of the webcomic eventually paint a picture of a growing friendship between the penguin-esque creature that is King Dedede and the small round master of destruction that is Kirby. There isn’t much plot beyond the individual stories, but there’s tons of continuity. Characters often depicted as shallow caricatures find elements of humanity and develop a surprising emotional depth under the guiding hand of Taranto (which, coincidentally, wound up actually being canon).

Honestly, if I had to pick one thing about this comic that I had to endorse above all else, it would be the alternate canon that Taranto creates in the comics. Kirby and King Dedede are enemies, but only sort of, in official Nintendo canon. Taranto takes that a step further by making them begrudging (at least on Dedede’s part) best friends who have more in common than you’d think at first glance. Samus and Captain Falcon are actually in a serious relationship that’s working out pretty well for them. Mario is still a plumber, Meta Knight used to look like Kirby, Waddle Dee (a copy/paste minion of King Dedede) would be an even more ruthless and awful king than Dedede ever pretended to be, and Waluigi is almost sympathetic. Hell, in stuff Taranto has done since the end of the comic, Waluigi actually is sympathetic.

I’ve always been a little leery of a lot of “fan canon” because of the level of ownership a lot of people display over their favorite characters and intellectual properties. You only need to look at the shit-show that is the vocal minority’s reaction to The Last Jedi to see how an excess of attachment can lead to some really disgusting behavior. Taranto, though, makes the characters his own but still manages to acknowledge that they belonged to someone else first and they belong to everyone who wants to share in the joy they bring to the world. He creates his own canon in the expanded Nintendo universe he’s pulled together but always acknowledges, mostly in little ways but sometimes in big ways, they the characters have a life outside of his comics.

When it comes to the topics of his comics, he covers everything from Kirby eating something weird and turning into something weirder to the delicate balance between hero and villain when molding young heroes. There are abusive men on power trips, women who save themselves, the unending question that is Birdo (seriously, look her up), and a healthy fascination with Solid Snake’s disturbingly well-depicted buttocks, all without ever going beyond a PG rating. That’s pretty impressive for a guy in his twenties (as Taranto was when he created this comic) given that I can’t seem to go a single blog post without swearing all over the damn place. There are comics about pushing kind people too far, the strength of friendship, the redemption of minor villains, and the power of song when it comes to depicting the troubles of the villainous. Because not only Does Taranto go from rough, blue lines and a basic depiction of the characters to a wonderfully shaded comic in high detail using mostly shades of blue, but he creates musical comics and songs for a lot of his major milestones. They’re hilarious, incredibly touching and, if you see the loneliness inside Waluigi that makes him lash out at everyone around him in an effort to garner some attention because no one cares about him even when he’s not being awful, tear-inducing. Yeah, I’ll admit I’m a little over-invested in Waluigi, but Taranto gives him a great deal of tragic depth despite there being almost no canon information about him beyond the fact that he shows up for sports, parties, and racing whenever the Mario crew gets together.

In addition to the stories he creates for these characters, Taranto also takes on a lot of the classic “video game webcomic” tropes and ideas in what feels like an exciting and fresh way. In one, Mario jumps on a Goomba and has to look on from the sidelines as that Goomba’s family appears to mourn him and hold a funeral for their dearly departed. The Thwomps are clever, Koopas throw their own shells, there are countless jokes about all of the weird power-ups Mario gets in some of his recent games, and Link never once speaks a line of dialogue aside from a few inarticulate shouts. Despite occasionally leaning on a lot of the common knowledge of most people who’d find his comic, Taranto does a great job avoiding relying on it to the point that less-versed people wouldn’t get his jokes. If he makes a particularly obscure reference, he usually has a helpful explanation in the text post below the comic and there you can see just how much he loves the games he draws and writes about. Reading this comic for any amount of time makes it incredibly clear just how passionate he is about these games and it is incredibly infectious.

If you’re looking for a completed Webcomic to look through, enjoy gag-a-day styles, and don’t mind wading through less-than-stellar artwork before you get to the really good stuff, I can’t recommend Brawl in the Family strongly enough. You may not enjoy every minute, but it’ll take you on an emotional journey beyond your expectations of a video game webcomic based around a bunch of character beating the tar out of each other.

U.S. Football in the Future

It all started with a tweet. I’d been browsing Twitter while waiting for my pizza to finish cooking and one of the people I follow closely had retweeted Jon Bois’ tweet (the one linked above, if you haven’t looked at it yet). Curious about what some random guy though the future of football (specifically, U.S. football which shall be referred to as “football” in the rest of the review) would hold and interested because of what seemed like a bit of a weird comment in the retweet, I decided to click the link. I caught a glimpse of something weird further down the article and wasn’t quite sure what to make of it. Thankfully, I resisted the urge to scroll down for a look and, instead, started reading the article to figure out what was going on. When I finally started scrolling down, I had a moment of panic followed by several long minutes of confusion. Thankfully, everything became clear in time.

Honestly, I recommend you go look at that link if you haven’t already. Just go, read through the first bit of the article linked in the tweet, and then follow through until you’ve got to click on something to get to the next part. The first steps of this journey were so much fun to discover on my own that I don’t want to take that away from you. Go, click the link, and then come back here once you get to the end of the first bit and you can then read the rest of my review without worrying about having anything spoiled for you. Seriously. I’ve only got so much ability to take up space here before I run out of things to say and get down to writing the rest of this review which will include spoilers. Well, spoilers for the first part. After that, I won’t be revealing any further spoilers and, honestly, this story doesn’t really have spoilers. There’s no major mystery to be uncovered, no real plot to develop. It’s an article. A think piece. Something to make you wonder.

AND EVERYTHING BELOW THIS LINE IS GOING TO SPOIL THE FIRST SECTION.

Because the entire thing is a story about the purpose and changes to football for an imaginary future set some 15,000 years in the future after Humanity suddenly stopped aging, being born, and dying.  All of which is relayed to you through characters who turn out to be satellites that, through the millennia, gained sentience and now just kinda hang out in space, chat with each other, and check out the games people are playing on Earth. Turns out, football changed a lot after people became effectively immortal, what with the end of entropy (so no one ages or dies of “natural causes”) and the installation of a nano-tech safety net that keeps people from accidentally dying or intentionally killing people. It is no cross-country football and some games take decades to complete. Part of the story even covers a game going on for over 10,000 years. The first game is shown as one of the players runs toward a tornado. As it turns out, their strategy was to get sucked up into a F5 tornado and then thrown in a random direction in order to lose the defenders that had been closing in on her. She wouldn’t get hurt because the nano-tech safety net would cushion her fall and keep her safe from getting hit by debris in the tornado.

There are a lot of rules in football that are still the same, such as tackling, turn over, downs, etc, but a lot that clearly aren’t. There’s a whole section devoted to discussing how the rules changed and how they have kept changing. It turns out that the first huge changes happened during an NFL game where one of the teams discovered they had the legal ability to claim ownership of part of the field. That led to teams fracturing into smaller teams who then claimed ownership of other parts of the field, which lead to a game that can’t end because no one can reach an end zone, no one knows where the football is, and there are residential buildings, skyscrapers, and grocery chains in the way. And people still show up to watch. The interesting part is how the game is used as a metaphor for the development of humanity. The rules started fairly simple, but they grew more and more complex as people tried to wring more specificity and personal benefit out of the rules until it got to the point where people were outright exploiting the overly convoluted rules for individual gain rather than to support their team or the sport as a whole.

My favorite part of this whole series of articles was that it was more of a story about human potential, the quirks of humanity, and the way we all search for meaning even when it seems like ever self-assigned meaning is meaningless. In this distant sci-fi future, humanity rose to their utmost potential and hit a wall. There was nowhere else for them to go now that all of their problems were solved (since immortality and sustainability mean there’s no reason to compete and living forever really gives people the incentives to take care of their world and the whole race) and it turns out that there’s not much in space but distant chunks of rock covered in various non-intelligent stuff. Sure, immortal humans could travel the universe since their speed doesn’t really matter, but they don’t want to, just like they don’t want flying cars and perfectly peaceful, easy lives. Humanity doesn’t want everything to be super easy or always new. They want old, familiar things for the most part. They want the life they’ve known and to eventually reach a point where things don’t change that much. They want to watch weird football games, have a decent day, and struggle with relatively minor problems like stubbed toes and disgusting hamburgers at Burger King.

The whole piece, disguised as a discussion about futuristic football, is really a think piece about meaning and the future. There’s plenty of football references and the like, but it’s mainly used as a widely available reference for metaphors about trying to find meaning in existence. Immortal humans created a set of rules for a football game that has been going on over 10,000 years, but that hasn’t majorly changed in years because all the players are stuck in a gorge, unable to climb out because the cliffs are too steep to climb when you’ve got people trying to pull you back into the water. There’s a guy who is hiding in a cave for ten thousand years so his team wins by default since their score is so far down that there’s no chance of them making up the difference and he keeps himself entertained using those little handheld sports games from the nineties. There are humans whose goal is to meet everyone they possibly can. They create all kinds of games and rules, giving themselves difficult, time-consuming goals to pursue so that there’s some point to every day they will live through.

The whole piece, whose inner depths and interpretations I’ve barely scratched, will take you a couple of hours to experience. There are videos, long bits of text, doctored images, 3D modeled bits, and a lot of big thoughts to consider, all told through the story of Pioneer 9, the spacecraft, finally achieving sentience and wondering what the hell is going on after all this time. The multimedia presentation of the piece can be a bit difficult to take in all at one, so I suggest taking your time with it rather than trying to read it all in one go like I did. Despite that, it is still an incredibly clever bit of writing and arrangement that was a ton of fun to read and experience. I suggest checking it out if you haven’t already.

This Superhero Anime is a Smash Hit

One of my roommates recommended that I watch My Hero Academia since I was looking for something to watch while I was on vacation. We both expected me to sit down and watch two to five episodes at a time, like I’d down with pretty much every other show I’ve watched, but that is not what happened. I got sucked into the show immediately, lost track of time, and watched the first whole season that afternoon and evening. The following day, I spent the entire day watching all but the last five episodes and I would have watched those if I didn’t have an event the next day that required I get up early. It was close. I almost decided to just stay up so I could watch the last few episodes even though it would have left me bleary and exhausted for the day of watery adventure.

My Hero Academia is, on the surface, your basic action anime that hits all the requirements: teenage male protagonist, male rival who is both a friend and enemy, the hero has a great power he can’t properly wield, he’s in training to be some kind of action hero, and there’s some vague threat looming in the background that slowly becomes more apparent as the series goes on. The protagonist even has the same personality markers as all the other male protagonists of similar anime: a heart of gold/unwavering belief in his peers, the drive to work harder than everyone else, a casual disregard for his own well-being when it comes to protecting people, and a hair color that stands out from his peers and elders (with exceptions for genetics). If all you do is look at the surface, it is simply a fill-in-the-blank action anime with a delightful superhero twist.

The minute you start to look beneath the surface, which is actually easy to do because the show does a masterful job of peeling back the layers for viewers of all ages, there is a startling amount of complexity to all of the characters. The protagonist, Izuku, is not only a hard worker, but he’s also very clever. His analytical abilities lead to more victories (and often less costly victories) than the use of his potentially overwhelming power. His inventiveness, when it comes to finding ways to make use of his rather unreliable powers and applying the powers of his teammates, is unmatched. If he seriously tries, he can usually find a way to make use of the “quirks” (the special powers that most people in the world develop before they’re four) of his peers to defeat whatever foe or obstacle he’s facing. Not only is he intelligent, he’s actually pretty in touch with his emotions and good at reading people, so he has a tendency to find ways to help the other conflicted teenagers he attends Super Hero High School with.

All of his classmates at U.A. High School are heroes in training as well, and a lot of them are still working on why they want to be heroes or what kind of hero they want to be. There’s a guy with engines in his calves, a woman who can turn things she touches weightless, a dude that sweats explosives from his hands, some guy with a tail, a woman who can create objects which pop out of her body (which is most of the cheesecake in the show, since her costume is revealing so as to not tear when she pops out a cannon), an invisible girl, and a guy whose whole body hardens into some kind of metallic-y stone substance, and so much more! The personalities of the cast are, for the most part, just as diverse as the powers. Sure, the explosives guy has anger issues, the invisible girl is constantly afraid of being overlooked, and the dude with engines in his legs is incredibly driven, but they’re also more than just that facet of their personality. Explosives guy wants to be the top-ranked hero and proves his drive despite appearing to be a villain-in-waiting. The invisible girl is a solid hero who wants to keep her friends safe and isn’t afraid to do whatever she needs to in order to succeed. The drive young man is also willing to learn, sharing a surprising depth of wisdom with his classmates and proving to be a capable leader in the few instances he isn’t overshadowed by the protagonist and his rival.

Even the teachers aren’t the rather shallow caricatures they appear to be. Each of them gets their time to show the various aspects of their characters, the wisdom and strength they’ve attained throughout their lives as heroes, and the strength of their conviction when it comes to their pupils. Even the hero who is passing his power onto the protagonist, All Might, shows a surprising depth of character considering his surface-level is just some big muscle-y dude who punches stuff really hard while shouting the names of states or cities in the US while smiling. It turns out he carefully crafted the image of himself as the ultimate hero, the “Symbol of Peace,” in order to discourage villains from attacking all the time and to give the non-hero populace someone to believe in, even going so far as to sacrifice his physical health in order to stay that symbol when he probably should have retired.

That being said, the plot is actually pretty standard. The protagonist wants to be a hero, gets a one-in-a-million chance to become a hero, constantly throws aside the rules in order to do the right thing, and continuously overcomes all the boundaries between him and his goal by trying harder. The big change comes in how the other people in the world react to that and the consequences he faces. It is illegal in his world for people who don’t have a hero license to use their quirk to hurt someone, and he almost goes to jail for doing just that. His super-powered attacks take an incredible toll on his body and, while there is a certain amount of  “Ta-da! You’re magically healed!” there’s also a point VERY early on where he learns that he will eventually suffer irreparable harm if he continues to damage his body and have it healed. Most of his cleverness goes into figuring out how to use his powers while minimizing their impact on his body. Unlike most similar protagonists, Izuku actually has the potential for serious consequences and, even when he tries to “technically follow” the rules, he almost gets in a huge amount of trouble. Even his mentor takes him to task for being reckless.

I would recommend watching My Hero Academia because it is a really fun action anime with depth of character and actual consequences for being a reckless moron (I’m looking at you, Naruto). Finally, you can watch something about a kid who just wants to be a hero and succeeds by trying hard without feeling the little bit of guilt you (or at least I) always feel when watching adults just let kids get away with some really dumb shit. It’s a responsible action anime!

This Mario Game Was Super. What an Odyssey.

I have a bit of a strange history with Super Mario Odyssey. I got it the day it came out, left work early to play it, and spent my entire afternoon and evening playing it, exploring the mechanics and getting invested in the story. Then I set it down for the night and didn’t pick it up again until last month, at which point I played it for an entire weekend before setting it down and not picking it up again until this past weekend. Which I only did because my roommate started playing it and I wanted to grab a few more power moons since I had fifteen minutes to kill.

This game is simultaneously a ton of fun to play but difficult to pick up. Odyssey takes me back to one of my first major gaming memories, when I tried to get all one hundred twenty power stars in Super Mario 64 on my own, but it feels even more rewarding now since there is no real interruption when going from one power moon to the next. In 64, you got brought out of the level after every power star (except for the 100 coin stars), but Odyssey lets you flow from one power moon to the next with only a small “got moon” cut-scene. The only exception is when you’re altering the map as a result of pursuing one of the ongoing plot points (such as causing an upside-down pyramid to rise into the sky, exposing a sinkhole or beating a mini-boss and returning to the level following the storm that was the backdrop for your battle. The fluidity of the gameplay is important because there are power moons EVERYWHERE, with a wide-range of difficulties associated with them. Some or simply sitting on the top of a tower you need to climb, while others are buried behind quizzes and mini-games or secret doors that are only revealed if you notice every tiny little detail or spend your time attacking literally everything. If there was even the relatively short “get sun” cutscene from collecting a Shine Sprite in Super Mario Sunshine after getting each power moon, it’d be a real drag to collect them since your gameplay would constantly be interrupted.

Mario’s moveset has grown again, which is part of what has made this huge variety of difficulties possible. In addition to his classic air-dives, long jumps, spins, wall-jumping, this game introduces a companion, Cappy, a hat-spirit that replaces Mario’s destroyed hat and gives him all kinds of new abilities a whole range of attacks based around throwing Cappy, like a mid-air jump (by throwing Cappy out and then landing on him), and the ability to take over the bodies of various enemies. This lets you do thinks like turn into a T-Rex, a tank, a Hammer Bro, or do crazy things like create a tower of Goombas that stretches into the sky (my current max stack is 20), all of which is often a requirement to find hidden power moons or progress through the level. In addition to these powers, Mario can also roll around (for the first time in a 3D game) if you hold the crouch button while running, which so far seems like a great way to pick up a little extra speed when going down a hill. It’s a bit silly at times, but it can be super convenient despite the difficulty of steering Mario when he’s on a roll.

These abilities, combined with levels designed as somewhat “open-world,” means that it is entirely possibly to string together move-combos that entirely by-pass the mini-games that allow you to access secret areas or let you avoid lots of obstacles by moving over open-air that you probably shouldn’t be able to cross. If you spend any amount of time looking, you can find tons of creative solutions to the puzzles in the games that bypass using the intended mechanics for something either much faster or something incredibly and ridiculously over-complicated. The inventiveness required to get some of the power moons in the earlier levels does an excellent job challenging the player to think outside of the box when it comes to the usual linear approach to collecting power whatevers in a Mario game. It leads the player to consider the wide variety of options available when it comes to moving through space and then, after the second or third level, just starts dropping power moons everywhere and letting you figure out how you want to get them. The range of difficulties in the puzzles also means that less experienced players can find enough power moons to move the story along while still providing challenges to the more experienced players. It also cleverly helps newer or less exacting players find the more difficult moons by incorporating a hint system and a coin-based system to help you figure out the puzzles. With enough time, any player can find all the power moons.

The biggest downside to me, and the sole reason this game isn’t easy for me to pick up and play is that it almost requires you to play with the Switch on the TV and the two JoyCon in your hands. Because of the huge variety of moves available to Mario, there aren’t enough buttons or button combinations to let the player control Mario with button inputs alone. Some of the moves require specific motions to be made with one or both of the JoyCon. These moves can be reproduced using only inputs, but they are almost always incredibly complicated strings of inputs that combine other moves together to produce a move that can be done by simply shaking the JoyCon. They can also be done using the Pro Controller or the Switch in Handheld mode, but they become incredibly clunky (and create a significant risk of accidentally dropping the controller or system) because the JoyCon are meant to move independently. As someone who primarily uses the Switch as a handheld device, I’m super afraid of trying to perform one of the “controller twist” moves and accidentally flinging the Switch at the wall or the ground, so I only play this game when I’m feeling like lounging on my couch, in front of the TV.

That’s pretty much the only fault of the game, though, and is more on Nintendo for, once again, pushing a frustrating gimmick (I mean, most new games for the 3DS don’t even pretend to have a “3D mode” anymore…). I’d definitely recommend this game to everyone if it was easier to play without the JoyCon separated from the Switch, but I’m only going to recommend it to the TV players. The game is fun, but it’s not so fun that I’m willing to play it with a super frustrating control mechanic.

Every Day is an Adventure

I remember, the first time I sat down to watch Adventure Time, remarking to my friends that I wasn’t drunk enough to watch this show after only the first episode. For those of my friends who are adults and trying to start the show, I usually recommend sitting down to it with a strong drink because while I adore the show, it starts off a little weirdly. It also continues weirdly, but it isn’t jarring once you’ve made the mental adjustments required to enjoy the show. They’re not strenuous, of course. It just takes a bit of time to adapt to the over-the-top action and characters before you start to see past the surface to the surprising depths of the story and character development arcs.

Like a lot of “children’s shows,” Adventure Time can be enjoyed on multiple levels. At the most basic, there are good lessons about how to be responsible, what it means to strong, how to deal with emotional problems, and how to treat people who are different from you, to name a few. These lessons are delivered through fairly straight-forward plots and the colorful fun of an action show with heart, making it an instant hit with most kids. For those looking for a bit more, there’s actually some complex emotional and interpersonal problems that happen through the various seasons that are resolved slowly. It can be difficult to watch if you want the sort of cleaner wrap-ups of most adult shows since, for example, some things are introduced in season 1 that aren’t addressed until season 5. Emotional development takes a long time, in terms of seasons and shows, but it happens at a rate that lets the adults watching the show appreciate what is going on beneath the surface but also lets the kids slowly see the changes happen in a way they’ll understand as they go through similar (if somewhat less fantastical) situations in their own lives.

For instance, a lot of the earlier episodes are non-sequiturs, with nothing to place them inside the show’s overarching timeline, but there are details that slowly fill in the world around the protagonists, Finn the Human and Jake the (magic) Dog. Finn’s sword is an easy indicator of when an episode takes place as he has a tendency to go through them a lot faster than you’d think. His behavior and age are much more subtle ones since they don’t mark most of his birthdays or give a number to his age that frequently. Instead, you can follow the show’s continuity using plot markers and shifts in character relationships. Old enemies become friends, allies reveal ulterior motives and become enemies, and background characters rise to sudden prominence before establishing a firm place in the long list of secondary characters.

The way information is revealed to the viewer can make it a difficult show to watch haphazardly. While understanding most episodes isn’t dependent on having watched all previous episodes, a lot of foreshadowing or important subtext can fall between the cracks in your understanding of the show. As information is slowly revealed, one small bite at a time (bites that increase in size as the show goes on as the first two seasons are particularly light on details), so much that you suspect is confirmed. If you pay attention to the background in almost any episode, you could reasonably draw the conclusion that Adventure Time occurs in a post-apocalyptic world. You could also conclude that humans are rare, magic has risen in the place of most of the sciences, and there’s an incredible danger present in the world that most people see as ordinary because of how screwed up the world became following whatever apocalyptic disaster befell it. Eventually, you get enough information to assemble a picture of the past on your own. Full reveals or complete pictures are super rare, but they become reference points for the show that help shore up the history you assemble as you watch it and you can usually tell where you are in the show’s timeline by references to these points.

My favorite part of the show is the way the writers use the same method of small hints and details mixed in with a few big reveals in the emotional development of the characters. Finn, as the primary protagonist, deals with the most as he grows. Jake, the secondary protagonist, has his share as well. Even a lot of the secondary characters (who occasionally have small arcs featuring them) have complex emotional journeys throughout the show. The best example of that is probably the Ice King, a certifiably insane wizard with ice powers given to him by a magic crown he wears. Not only does he feature in a lot of Finn’s emotional growth, he changes throughout the show from a pathetic villain to a tragic villain who can’t help himself, seeing as he’s been driven insane by the magic crown he wears. Some of the most powerful and emotional moments in the show come from his stories and the way people start to treat him as they grow to understand and somewhat accept him. There’s a whole list of other characters, some with their own special mini-seasons, that undergo growth and change, and each one gets their moment to shine, even the pesky whiny ones you want to just disappear.

 

Throughout it all, aside from the big reveal or big change moments, the show manages to keep an upbeat sense of humor and a positive look on even the most difficult situations. The characters rely on each other to get through their weak moments and humor is a constant aid as they try to cope with the world they actually live in as it pushes aside the world they want to live in. Even the most resilient characters are sometimes knocked down and we get to watch them struggle to their feet again. The entire show is a lesson in getting back up after failure until you succeed and learning to accept change and growth into your life gracefully.

I’ll admit the pacing can be weird early on and that it can be difficult to accept some of the asides the show makes as it slowly works its way through a difficult problem, but every episode has something important to say if you’re willing to look for it. A lot of these messages are repeated many times, but they’re usually important enough that it’s worth hearing them again. Plus, with how human they all act, even Jake the Dog and Princess Bubblegum (who is made of gum), it can be incredibly refreshing to see people struggle to deal with lessons they’ve already learned and taken for granted.

I recommend watching it. The seasons are pretty cheap on Amazon or Best Buy, but I wouldn’t recommend getting them on a streaming service as they are sometimes in weird orders and the season-by-season breakdown in the later seasons gets super wonky. It is way cheaper to get them on DVD or Blu-Ray than to buy them on Amazon or iTunes. If you want a show that will make you laugh so hard you cry and so sad you just have to laugh, that will take you on an incredibly complex emotional journey through the eyes of a wide range of very (mentally and emotionally, since “diverse” means very different things in our world than it’d mean in their world) different characters, and will leave you constantly wanting more, I cannot recommend Adventure Time strongly enough.

The Dark Lord? He was more a “Shady Lord” Than A Dark One

The Wizard Derk was a simple man who wished for nothing but to putter around his gardens and magically breed interesting creatures. Unfortunately, in The Dark Lord of Derkholm By Diana Wynne Jones, Derk is selected and that year’s Dark Lord for the tours that pass through and has to scramble to perform a job that he is not only ill-suited to perform, but which was purposefully given to him in the hopes that he would be the last Dark Lord. Not only does Derk need to worry about all the “Pilgrim Parties” (vacationers from a different world who have paid to be the heroes in an adventure story) passing through on their vacations, but he has to worry about the leaders of his world who have set him up for every kind of failure they can imagine and a few they never expected.

The Dark Lord of Derkholm is a wonderful fantasy book that does a great job of satirizing fantasy. The story illustrates how silly (and how devastating) some of the typical fantasy tropes can be for the people experiencing them. World leaders complain of destroyed countrysides, ruined crops, obliterated towns, slain citizens, and pillaged homes, all while some man from the same world as the Pilgrim Parties, referred to only as “Mr. Chesney,” reaps profits that put the collected salaries of the people actually doing the work to shame. As a result of the damages, each person hosting a part of the events spends more than they earn and are in the end stages of slow economic decay. If that wasn’t enough, most of the damage comes from large groups of condemned criminals who are brought into their world to act the part of the Dark Lord’s Army, some of whom wind up escaping their prison camps in order to pillage the countryside for real, killing and burning as they go.

Each of the characters who takes part in the story, aside from the one who came up with the idea of ending the Pilgrim Parties instead of just getting more money from Mr Chesney, is a wonderful and complex person who still plays into stereotypes in ways that serve to better accentuate their characters rather than limit it. The one exception, Querida, the head of the Wizards, is an enormously powerful and clever old woman who feels one-dimensional because all she does is come up with a plan. That’s it. Her plan is to ask the oracles how to end the Pilgrim Parties and then throw as many wrenches into the works as possible. She comes up with ideas and then has other people actually figure out how to make it happen, but winds up getting all the credit for things working out. Not only that, but she expresses no concern when Wizard Derk is devastated by the results of the Pilgrim Parties, callously tries to separate him from his wife, Mara (magically, since Derk and Mara love each other and their children too much to separate), and tries to kidnap or trick most of Derk and Mara’s children. She’s awful and seems to be just as callous as Mr. Chesney.

Give the clever ways the other characters are written, how human and real they feel, with personalities distinct from each other and personal goals they pursue in entirely Human ways even as they’re tasked with seeing to the Pilgrim Parties, I can only conclude Diana Wynne Jones wrote Querida that way on purpose. There are a lot of powerful characters in this book, from Elven lords who can just wander into any part of the world they like to ancient dragons who can warp reality with the merest hint of their power, but most of them fall into one of two categories: those who respect people and those who do not. Even in Derk’s world, the ultimate victim of Mr. Chesney’s machinations, people with power but no respect for individuals without it are just as bad as Mr. Chesney and, though it is never confirmed, you get a sense that those sort of people are the ones who agreed to Mr. Chesney’s proposals in the first place. “I’ll get what I want because I have power and screw everyone else.” All of the villains that emerge are like this and so are some of the supposed good guys. The people who respect others, some of whom aren’t even people, wind up being the true heroes of the book because they work to mitigate the damage being done by this last season of Pilgrim Parties as everything goes haywire, eventually bringing the story to its happy conclusion where all the villains get punished, the ‘good guys’ are mostly ignored, and the good guys get to return to the happy lives they knew before they were interrupted by the awful ‘good guys’ and the Pilgrim Parties.

To be entirely fair, the plot itself wasn’t anything remarkable. You know from the start that things are going to more or less work out the way they seem to even though there’s not much in terms of foreshadowing, subtle or otherwise. In the end (SPOILERS), things literally only work out because the gods intervene, which apparently only happens because the world rose up to save themselves so the gods finally decided to pitch in. Literal deus ex machina. It hurt a little bit to see everything capped and explained in a few pages by gods who let all these people suffer for so long simply because the leaders hadn’t decided to put a stop to the Pilgrim Parties. Which is another example of powerful people who don’t respect less powerful people. The book is full of them, and they show up in the least likely places. Almost like it’s a theme, or something.

In the end, the only people who are truly happy are those who respect other people and treat everyone with a certain amount of kindness and care, regardless of how much power they have. The theme only becomes visible once you get to the end and can reflect back on the book, but it was a really fun read so I recommend taking the time to get there. If you want a good book that plays with your emotions and reactions to make its point, reads very easily (I cannot stress how wonderful a read this book was), and will show the humanity inherent in everything from Dragons to Griffons to Demons, definitely give Diana Wynne Jones’ The Dark Lord of Derkholm a read.

This Book Stole my Attention for an Entire Day

After I finished reading Priest by Matthew Colville, I immediately picked up the sequel, Thief. It takes place immediately after the first book, though the focus has shifted a little bit. Instead of sticking almost solely to the protagonist, the view shifts between him and a few of the other important characters. Haden is certainly an interesting character to follow–that’s kind of the requirement to be a protagonist–but it was also incredibly informative to see him through the eyes of the people around him. Beyond that, the second book was an incredible step forward in depicting the scenes and the fight descriptions were exponentially better. I had to put it down shortly after picking it up in order to play D&D, but I picked it up immediately afterward and accidentally stayed up way too late in order to read more of it.

The plot picks up immediately where the first book left off, throwing in enough background information that a new reader would be able to figure out what is going on but not so much that it gets onerous for an established reader to get through. The twists from the last book are still twists, as Colville often reveals the plot information by exposing other characters to either what happened in the first book or some offshoot of it coming back to bite someone else. There are still enough new twists and plot hooks to keep you pulled in and even more of the wonderful world-building that lets you feel the size of the history without spending more time than necessary talking about it. We’re still not sure what happened to split up the group of adventurers that Haden belonged to, but we do discovered more of what happened as a result of the split. We meet some more of his old friends and discover a little more about the life that Haden lived before he retired. We also get to see more of the incredible weapons, artifacts, and allies he has gained over the course of his career and they are just as incredibly powerful and crazy as you’d expect from a high-leveled D&D campaign. Demigods, wealth beyond the dreams of most mortals, and a casual arrogance when it comes to the importance of stuff. Who cares if your building burned down when you’ve got the money to build a new one or for a wizard to just make it not have burned down in the first place?

I honestly really enjoyed seeing the sort of crazy stuff that is so common to D&D enter into a more typical fantasy novel. The wealth thing I’ve already mentioned, but the incredible fights are also a part of it. Haden gets into it with assassins, a member of his old party who he never liked, a giant elf-creature that is basically a minor deity, and a bunch of weird “undead” creatures that aren’t really undead. He overcomes all of his opponents with the exclusion of the other adventurer. He almost dies half the time, but that’s how a lot of the fights in D&D go: you almost die, but that’s only because you focused on ending the fight as quickly as possible. You could have taken a little more time to avoid injury or fix a problem, but you knew that you’d be able to overcome anything but death itself as long as you were still alive at the end of the battle. He gets poisoned by the assassins he fights, but he doesn’t waste time healing the wounds or purifying his blood, he just kills every assassin in maybe half a minute and then finally fixes himself. Even the description of the fight feels short and brutal, reflecting the way the fight would have seemed to anyone participating in it. The big fight with his ex party member is equally brutal, each participant a hair from death at any given time, only surviving by relying on their instinct, guts, and luck. It was incredible to read.

I enjoyed the expanded cast since it brought a lot of interesting character development to the books and highlighted the way we tend to make assumptions about the people we encounter in our lives. I enjoyed one of the relationships, between Haden and a friend he made a dozen years prior to the novel, and how it develops in this book as Haden realizes he maybe didn’t know as much about his friend as he thought he did, but that doesn’t mean his friend isn’t the man he’d come to appreciate and respect. None of the characters ever feel one-dimensional and, while the villain does go on a bit of a stereotypical “I’m all-powerful and can do whatever I want without consequence!” bender, his megalomania is somewhat excused by the way he’s actually cleverly set up his organization and laid his plans. If it wasn’t for Haden and a few things that can be chalked up to back luck for the villain, he’d have been entirely right. No one would have been able to stop him, even if he walked up to the king and confessed his crimes.

There were more spelling and grammar errors in this one, but the only thing that actually threw me off was a couple of places where the wrong name or pronouns were used as it made it seem like the wrong people were saying things or showing up randomly in scenes they couldn’t have been in. That’s a small price to pay for two really solid, incredibly fun books. Since Colville has plans to make some changes and do some editing, I think they both (but especially Thief) have the potential to be incredibly fun reads.

I hate that I have to wait a while longer (probably at least a couple of years, though I wouldn’t be surprised if it was more than that) for the next book and the updates Colville plans to make, but I really think Priest and Thief are both really solid already. I suggest picking them up if you’re looking for a fun fantasy book and don’t mind starting a series that doesn’t really have a release schedule of any kind.

Not a Young Priest or an Old Priest, but a Middle-Aged Priest

I’m on a bit of a “Matthew Colville” tear this week, so I figured I might as well review the first book in his Ratcatchers series, Priest. As Colville often says in his videos, the best way to support him is to buy his books. Since I’ve gotten so much enjoyment and refreshing information from his videos, I figured I might as well buy his books as a way to contribute to his well-being, despite the fact that I know his recent Kickstarter has helped him build a company that will probably have more to do with his income than his book series will for the next several years. I also figured he’d be a good writer since he does an excellent job with his videos and seems to be a DM people loved to play D&D with.

Priest is a surprisingly complex and nuanced book that stands out from most of the (honestly, pretty awful) D&D-fantasy books I’ve read. To be fair to the genre, I haven’t read most of what people say are the good ones since I get most of mine from used book stores and people seem disinclined to sell the reportedly good ones. I enjoyed it, and I’d say it was a really fun fantasy novel that broke away from a lot of the typical fantasy tropes by relying on the sort of stuff that comes up in a D&D world that is a bigger deal in a typical fantasy novel world.

For instance, the gods are real and have intermediaries who do their bidding, like the titular character, a Priest named Heden who used to be an adventurer. Heden, an ex-ratcatcher–to use the term most people use to talk about adventurers and all the chaos they bring to locals–is a shut-in priest who hates leaving his closed-down inn but is tasked to go investigate The Forest by his immediate superior, the local bishop. Heden not only has to face the dangers of a forest that generally kills everyone who goes into it and brave the mysterious Green Order, an order of knights who protect the locals from the dangers of the forest, but also his own anxieties and PTSD from his past as an adventurer.

There are a lot of mysteries about Heden’s past and Colville does an excellent job of giving the reader just enough information to slowly create a picture without tipping his hand. He lets us know that the past is important because it informs who Heden is and why he’s been chosen to investigate the death of a knight from the Green Order, but he also lets us know that it isn’t a central point of the story. Heden’s PTSD and some of the horrors from his past impact the present, but the important part is him facing them, not exactly what happened years ago. In addition to the glimpses through Heden’s quickly avoided memories, you meet some of the members of his old adventuring group and get a sense that Heden was the reason they’re all retired. Clearly they had all become very powerful by the time they retired, judging from the casual power of the magic items Heden has available to him, but still they all toil away at their own solo endeavors and don’t seem to speak to each other very much.

This cleverly side-steps the problem that arises when you have a large group of very powerful people united towards a single purpose. With all of them together, there would be very little that could stand in their way. Alone, Heden misses important clues in his investigation, can be brought down by sheer numbers, and has a hard time processing what is happening because he’s alone all the time. With the full group, the story would have been over in the first quarter of the book and there would probably be no sequels. Alone, you get to see that Heden still has a lot of growing to do and there is opportunity for mishap when he has to tackle every major task on his own.

The plot was a little frustrating, but that was mostly a personal thing. Heden is supposed to investigate and then redeem or condemn the Green Order, but he struggles with the task because of his own prejudices against knights and because literally everyone seems to put all of the responsibility on him and then do their best to make his job harder. Eventually, you see everyone was acting appropriately, but felt like “there needs to be a problem so everyone is going to be stubborn and difficult” while I was reading it. In hindsight, it was a clever thing to do because it aligned the reader with Heden’s feelings on the matter, but I really dislike stories that have problems because there needs to be a problem, so I almost put it down.

I would definitely recommend this book. It was a lot of fun to read, the characters are all intricate and super interesting, and it deals with something most people don’t consider: what happens to the mental health of adventurers after they retire. Not many stories seem willing to consider they might wind up like a lot of modern combat veterans. I like that Matthew Colville clearly did his research and does an excellent job of bringing PTSD and panic attacks to life in the novel in a way that isn’t so rough that it could easily trigger someone with related issues. I suggest picking up a copy of Priest and giving it a read.

This Book is Stuck in my Head!

If you’ve already read John Scalzi’s Science Fiction novel, Lock In, or its sequel that just came out, Head On, you know the title is a tasteless joke and I’d like to apologize right now for being unable to resist it. If you haven’t already read either of the aforementioned Scalzi books, then I will apologize after I’ve explained why the joke is tasteless. In the mean time, the most important thing for you to know is that my favorite Science Fiction author has started a new series and the series is excellent.

Lock In and Head On follow FBI agent Chris (No, I don’t just like this series because the protagonist shares my first name. It certainly doesn’t hurt it, though) Shane who isn’t what you or I might call an ordinary person. Agent Shane is what is called a “Haden” in his world. A Haden is someone who contracted a flu-like virus, survived all three stages of the disease (Stage 1 is flu-like, Stage 2 is meningitis-like, and Stage 3 is a coma), but never woke up from their coma. They’re still mentally all-there and capable of sensory input, they just can’t make move and their brains have been altered by the disease (which is why the title is in bad taste). Some of those who wake up from the coma also have their brains altered, but we’ll get into that in a bit.

Agent Shane, like a lot of Hadens, gets around the meat world by using what everyone calls a “Threep,” a nickname based on C-3PO from Star Wars for what is legally called a “Personal Transport Vehicle.” It is basically a high-tech robot body that communicates with the device implanted in his brain so he can experience the world with a minimal amount of lag and all the perks of being able to record everything, access the internet with a thought, and bail out of your body if it gets trashed (as happens more than once). There are certain limitations, of course, such as the inability to eat things and the rather pervasive (if relatively minor) prejudice humanity if famous for, but it allows Agent Shame and many of his fellow Hadens the ability to live a relatively normal life.

To further help the Hadens live a normal life, there are these people called “integrators.” Integrators are the people who progressed all the way through the disease but did not either fall into the coma or did not stay in it. Because of the way the disease altered their brain, they were also able to be fitted with a brain implant device that lets a Haden basically take a certain degree of control over their body. The control is limited, as the integrator remains conscious and aware the entire time, able to reassert control over their should the Haden attempt to do something illegal or harmful to the integrator.

There’s a whole culture that grew up during the decades are the disease first appeared, and they place a central roll in both of Scalzi’s books since the protagonist is a Haden who works for the FBI and his partner is an ex-integrator. The two work out of the Washington D.C. office of the FBI and investigate Haden-related crimes that fall into federal jurisdiction. In the first book, Lock In, the story kicks off with an integrator who is found next to a dead body in a hotel room after a sofa is thrown out of a window. The investigation serves as an excellent showcase of Haden culture and some of the finest subtle world-building I’ve ever read. It introduces readers to many aspects of Haden culture as the two FBI agents try to unravel the true tale of what happened in that hotel room and has a lot of nods to the way the modern, primary world works. I’ll admit I might like it a bit more than I otherwise might because it changes our world’s history a bit to fit better in the future Scalzi created along with showcasing the kind of positive development you’d like to see happen in our species, but it feels like it really could just be a couple of decades down the line from our current time.

The characters are all wonderful, each of them a complex person with layers. There are no caricatures in Scalzi’s novel and that’s worth mentioning because the circumstances of the story make it incredibly easy to justify using them. The books are better for having a full cast of complex, multi-faceted characters, and while there a lot of the same characters across the two books, different ones are highlighted in each book. You can tell Scalzi is building a series out of these books without even taking into account the novella explaining Haden’s Syndrome and its history in greater detail than either of the novels does.

Head On focuses around a sport developed as a result of the ability to destroy a Threep without killer the person inside it, as one of the players in a huge game dies during the match after behaving strangely. A lot comes up during the investigation, including a few nods to current events, but ultimately the story winds up feeling pretty similar to Lock In. Which isn’t a bad thing. Head On doesn’t feel like Lock In repackaged in a new book, but it has a lot of the same qualities and features the same character work and subtle story-building. The investigation is different and you can see some growth in the characters, but it ultimately was made to serve as a stand-alone book featuring the same characters rather than a sequel building off the last book in any significant way.

If you’re looking for some new, fun science fiction to read and like these sort of “cop” books as well, I highly recommend checking out John Scalzi’s new book, Head On and the first book in the series, Lock In. You don’t need to read them in order, but it does help if you do.

The Man in the Golden Hat

While my favorite Terry Pratchett stories are those following the Night Watch and Sir Samuel Vimes in particular (because of the themes they explore and the cast of characters in each of them), my favorite Pratchett character is Moist Von Lipwig. This unfortunately named man is introduced in his first story, Going Postal, as he sits on death row. The narrator reveals that he was a swindler and crook who defrauded banks, cheated people, and convinced himself that he wasn’t doing anything wrong because everyone chose to be swindled (for common street swindles like the shell game) or because they tried to cheat him (by buying a ring supposedly worth a lot of money for a tiny amount and then selling it to a jeweler only to find out it wasn’t even worth what they paid for it).

Eventually, of course, he was caught and sentenced to die for all of the money he stole and hid. Of course, nothing is that simple in Ankh-Morpork, the city most of Pratchett’s stories revolve around. Lord Vetenari, the current tyrant, decides to spare Moist on the condition that he take a job as the postmaster of the city’s failing post office. As is his modus operandi, Lord Vetenari leaves out just enough information to make Moist Von Lipwig’s life interesting.

Moist wisely takes the job and the arc of each of his three books is set. Vetenari gives him a difficult, nigh-impossible task and he rises to the task, not only figuring out how to restore public faith in his assigned institution, but often taking care of several other problems for Vetenari. The plot of Going Postal isn’t just about restoring the postal service, but about fighting against the corruption plaguing the rapid-communication towers. These semaphore towers were bought out by a group of greedy men who wanted to milk them for all the money they’re worth, regardless of what it costs in people and reputation to do so.

Moist, of course, rises to the occasion, taking on the administrative challenge of the post office and the inter-personal challenge of facing down the head of the company that owns the semaphore towers. He puts his silver-tongue to good use, selling the entire city on the idea of a functioning post office and his new invention, stamps. The people of Ankh-Morpork are easily entertained, as Pratchett likes to point out, and Moist is a master showman. He gets a golden suit (with matching hat) in order to stand out, he constantly makes bigger and bigger claims, and he constantly steps up every challenge he’s given. When he manages to somehow squeak through as a result of sheer luck or some audacious plan, the people reward him with their belief in the dreams he weaves.

That is why he is my favorite. He talks big and never feels more alive than when he is taking some insane risk. He wants to be challenged and to risk everything on the power of his tongue and the ideas he can sell people. He talks his way out of almost every corner he’s in and then somehow manages to deliver on everything he promised. He feels like a fraud and knows that he’s selling an impossible dream to people all too willing to believe him because he makes them want his dream. All while wearing a flashy golden suit.

In his subsequent books, Making Money and Raising Steam, he finds himself in a few more tight corners and needs to put in a bit more effort to get himself out, but he always manages it somehow. Despite the fact that he was a con artist for most of his life, he has become one of the most beloved people in all of Ankh-Morpork. He gets his kicks taking insane risks for the good of the public and constantly helps pull society forward by, as he likes to say, “selling them the sizzle” because a sausage always smells better than it tastes.

He’s one of the few heroes in Discworld whose power lies in his words. Some of Pratchett’s protagonists have magic. Some have luck. Some have a keen detective instinct or impeachable ethics. Some are strong. But only two rule through the power of their words and only Moist Von Lipwig has more than one book. William De Worde, the editor and first reporter for the Ankh-Morpork Times, does similar things in a different way, but his power lies more in his access to printing things in a paper than the words themselves, so I prefer Moist Von Lipwig.

I don’t really identify with him or anything like that, I just like the idea of a hero who abhors violence and wins using the strength of his words. The ability to spin a tale so well that you can talk yourself into or out of anything is a power I’d love to have. More than any other power, honestly.