Jan. 31st, 2019

juushika: Drawing of a sleeping orange cat (Default)
My sleep schedule is, uh, weird rn, but I need to make these notes before I can play Kingdom Hearts III, so whatever: they're notes.

  • I've called many of the side games "backloaded" but Kingdom Hearts: Dream Drop Distance is the most unbalanced of them all. "It basically has no narrative!" I thought, until the 80% mark, when it reaches the last world and becomes a chain of memories cutscenes and boss battles.


  • Part of this is that there's only two big plot points:

    spoilerinos )

    And while the former could/should have been spread over the narrative, it would have required moving forward some late reveals; and the Disney worlds are meant to serve a similar function, a reminder that the worlds are tied to Sora and vice versa—which would work better if the conceit were "these are the worlds before Sora," but whatever. The latter is a big deal on a meta-narrative level, but as a single plot point to dump here? It's not that complicated. (As a statement. The details as apply to 204249 characters is infinitely more complex.)


  • So I had a lot of lategame feelings & I am excited for KHIII, but it was no 358/2 Days or Birth By Sleep in terms of either pacing or a complete side-story still contributing something significant to the meta-narrative. It was significantly more like Coded, particularly in that both share a not-really-real-ness—I mean, all the side games are narrative cul-de-sacs in that they're dreams or simulations or prequels, but those two especially so, moreso given they each offer one meta-narrative plot point at the end of the game.


  • There were multiple instances of "remember that Treasured Disney Franchiseā„¢?" that fell flat, particularly The Hunchback of Notre Dame & new Tron. No, I don't remember, because I've never seen them! I've had many & conflicted feelings about which worlds work as settings, particularly in light of upcoming KHIII, a decade after, with so many new franchises to draw on.

    The TL;DR version is: Golden Age Disney works because they're visually iconic & part of the public consciousness; good for setpieces and for borrowing characters (Maleficent) for meta-narrative. Renaissance Disney is the bread-and-butter; it's the most successful and the micro-narratives map well alongside the KH macro-narrative. Live action franchises work if a) they feel cartoony and b) are actually good: Pirates of the Caribbean feels Disney, even with the human models, but new Tron feels wildly out of place despite the stylized aesthetic. Post-Renaissance Disney is a crapshoot; use at your own risk. Second Renaissance is a) too new to know if they're classic narratives and b) also, tbh, a crapshoot. "We bought Pixar" movies are same but moreso. Successful, classic narrative matters, because the emotion that makes the worlds work alongside the plot comes from nostalgia and/or quality. But Disney needs to emphasize Second Renaissance/otherwise more recent franchises, because: $$$$.

    I'm very nervous about this re: KHIII! I'll probably love it anyway! But some of these decisions are still, objectively, A Mistake.


  • Not a mistake: Prankster's Paradise and Fantasia. Especially Fantasia. DDD is too sterile—the maps are huge but, because of limitations, also empty. Running through a depopulated Pastoral Symphony was bizarre, but running through it has been a dream since childhood, so ty, KH. These worlds are vibrant and evocative, and Fantasia has, of course!, a rhythm mini-game.


  • Dream Eaters/Spirits are a mixed bag. Pros: very cute, surprisingly robust given the one-off appearance, I love me a new skill tree. Cons: crafting mats way too hard to come by, pls make more physical attackers who are cute, some gameplay issues on account of "physical objects wandering around a lot." And they feel out of sync with ... all other KH enemy design, honestly? On a similar note:


  • The flowmotion/Dream Eater/drop system is a lot. I spent most of the game feeling like it was the lightest on narrative but would perhaps be one of the more satisfying to replay, on a pure gameplay level: there's so many mechanics, and they make for robust, if messy, exploration. I'll be interested to see how flowmotion translates to the bigger/better/denser/also you can move the camera vertically aspects of KHIII.


  • I played the last 15 hours of the game over about two days, and I will tell you this for free: that dense an aesthetic + that long staring at a tiny screen is a head-trip; also, a headache.


That's it! A moment of silence for Tumblr; but a year ago, this wall of text would have been multiple posts on that hellsite, probably with images of my favorite Dream Eater (spoiler: Me Me Bunny, who I painted dark purple, which was beautiful against the warmtoned accents).
juushika: Photograph of a stack of books, with one lying open (Books)
Title: The Forgotten (Animorphs Book 11)
Author: K.A. Applegate
Published: Scholastic, 1997
Rating: 4 of 5
Page Count: 160
Total Page Count: 290,410
Text Number: 951
Read Because: reading the series
Review: I remember this book! Indicating that I just skipped book 10, probably because of spiders. (And, you know what, 12-year-old me? That's fair.)

And it's fantastic. A clever plot (set comfortably within genre convention, but kid-me didn't know better and adult-me doesn't mind); memorable settings (this beautiful/terrifying depiction of the rainforest was formative for me) and scenes (the bear/ant part is so traumatizing!). And, best of all, it has a strong interior view into Jake which is driven less by angst and more by characterization. It's a step up from the bad communication and obviously stupid decisions that motivate much of the tension in earlier books; here, Jake's decisions feel justified while still having devastating consequences, exploring his role as leader in productive ways.


The Reaction (Animorphs Book 12) )


The Andalite Chronicles (Animorphs Book 12.5) )


The Change (Animorphs Book 13) )


The Unknown (Animorphs Book 14) )


The Escape (Animorphs Book 15) )


A few follow-up notes:

  • I had sincerely wondered if I stopped reading the series at book 10, which seemed unlikely, as there's scenes I remember that haven't/hadn't come up in the books yet; but no, everything since then is still familiar! I'm curious to see how far my remembering extends. I can't recall the books cold; it's not until I'm given the context of each book that I remember what happens next.


  • In further Yeerk worldbuilding: Taxxon hunger is so strong that Taxxon-Controllers are still cannibalistic; as with Chapman's limited rebellion, some things not just challenge a Yeerk's control but must be accommodated in order for a Yeerk to maintain control. (What manages to challenge/requires accommodation has way more to do with "convenient/interesting for plot" than strength of will or any character judgement that might imply.)

    Embodiment is central to Yeerk social interaction and also gender identity and, by implication, personality. (I mean, not at all by implication insofar as the text is concerned, because that would mean interrogating the link between symbiont/host and body/gender/social role, none of which the text intends to do; its unquestioned default is a [literal] universal heteronormative gender binary. But that's a) bad and b) boring, so let's disregard it.)

    TL;DR: What is a Taxxon-body experience like for a Yeerk? Is there a constant conflict re: cannibalism, where the Yeerk is disgusted by Taxxon urges and/or ashamed by their lack of control over the host? Which Yeerks get Taxxon bodies and what are the social repercussions—is it the shitty host race? do they shun each other for a loss of control that clearly no one can master? Are there Taxxon-Controllers that don't cannibalize because they're super strong-willed?

    Hork-Bajir-Controllers speak pidgin—is this because of the Hork-Bajir's limited intelligence? Is a horse-Controller limited in intelligence? It was an issue with the shark proto-Controllers. This hasn't been mentioned re: Gedd-Controllers. Because, obvs., the ethical solution to the Yeerk are consenting and/or non-sapient host bodies (and also, like, not doing the colonialism and genocide thing anymore), but perhaps there's actual hurdles to that.

    Do I just want to use the Yeerk to expand my thoughts/feels about the Trill? Like, probably, yeah, that's fair.


  • This is about when I started to wonder if my reading list had the correct chronology for the spin-offs, which it did not, so I went through by hand to double-check everything; as such, I've already read The First Journey (because it takes place after book 11), the first Choose Your Own Adventure and actually book 28.5, but I'll include that review when I get to the book 26-30 block. I wasn't sure on the relative publishing dates of The Andalite Chronicles and book 13, so read them in reverse order. It works either way, but, yeah, some Tobias-revelations make more sense with The Andalite Chronicles as context.


  • That original reading list also marked some books as bad/skippable, and included both The Change (marked as mildly not-great) and The Andalite Chronicles (marked as awful & skippable) which. is wrong. is objectively and horribly wrong. But okay.

Profile

juushika: Drawing of a sleeping orange cat (Default)
juushika

June 2025

S M T W T F S
1234567
891011 121314
1516 17 18 192021
2223242526 2728
2930     

Expand Cut Tags

No cut tags

Tags

Style Credit