Isolated Incident

Entry 1: March 5, 2016

I have been blessed. I seem to have been given a power, a superpower, if I may be so bold. You see, I can freeze time. All living things are frozen but inanimate objects can be interacted with. I don’t how it happened, but it has and it is awesome. Maybe I’d consider being a superhero. Or not. Tights are stupid.

Entry 2: March 8, 2016

I stopped a crime today. Not really on purpose, but I was late for work, so I froze time and on the walk there I saw a guy pulling a lady’s purse so I moved him across the street. Imagine the look on his face when time unfroze and he had moved sixty feet. It felt good, but tights are still stupid.

Entry 3: March 11, 2016

I stole a bicycle today, I was just tired of walking to work and this seemed like a good idea. It was from a big sporting goods store so they won’t take a loss. It’s probably still wrong but I don’t feel guilty. Is that bad?

Entry 4: March 12, 2016

I have more free time.

Entry 5: March 13, 2016

I’m never late.

Entry 6: March 14, 2016

I’m never short on sleep.

Entry 7: March 15, 2016

Am I aging when time is frozen?

Entry 8: March 16, 2016

I’m in trouble. I froze time today to get popcorn out of the microwave and it’s still frozen. This could be bad.

Entry 9:

This is great! According to my count it’s been roughly three days. Although for everyone else it’s still March 16, 2016, so I guess I have a long weekend!

Entry 10:

Five days. I think I’m ready to go back to work now.

Entry 11:

Eleven days. I miss talking to people.

Entry 12:

Fourteen days. I should’ve called home more.

Entry 13:

Fifteen days. Ran out of food today, walked to a nearby store to get more. It was odd.

Entry 14:

21 days. Caught up on books.

Entry 15:

24 days. I’m scared.

Entry 16:

28 days. Silence can be very oppressive. Been listening to music to fill the silence. It’s nice to hear another voice.

Entry 17:

31 days. The power is out…

Entry 18:

36 days. Talked to a picture of my family today, For a moment I thought they had responded.

Entry 19:

50 days. Heard voices today, couldn’t tell from where, started crying.

Entry 20:

61 days. Left home today and met the most amazing girl, she’s not frozen either. I brought her back to my house. Felt great to have a friend again.

Entry 21:

65 days. We’re roommates now, her name is Janet. She doesn’t talk much, but I talk a lot, so it’s okay.

Entry 22:

84 days. We rarely leave the house anymore. I’ve had enough sun, I miss the night.

Entry 23:

95 days. Janet keeps walking around when my back is turned but when I look she hasn’t moved. But I’m onto her.

Entry 24:

100 days. I got in a fight with Janet today, kicked her out. She didn’t want to leave, she wouldn’t move, it was like she was frozen. I’m alone again.

Entry 25:

110 days. I heard someone screaming today, it went on for hours. I think it was me.

Entry 26:

111 days. I miss Janet. I realized today that Janet never looked any older after all the time we spent together. The lights are flickering and there’s always yelling and I’m scared.

27:

130 days. Got in a fight today and punched someone. It was a mirror.

28:

Too many days. Starting to forget who is in the pictures on my shelves?

29:

What if I’m being watched? I started calling for help but no one came.

30:

I lost count of the days. If I die will the people move again? I don’t want to die.

31:

Saw the name Janet in here. Why do I feel sad?

32:

I like sleeping, sometimes I dream of other people, I cry when I wake up.

I’m hungry, but outside all the people start whispering and the sun hurts.

I think I’m starving.

35.

Help

36.

help
Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help Help

38.

I have been cursed.

25550 days

I’m sorry . . .

_________________________________________________________________

On March 16, 2016, the body of an old man was found in the apartment of a 29-year-old male. Not much was known about the circumstances, but a journal was found next to the body. Sadly, the handwriting quickly devolved into gibberish until the last entry where an Our Father written in perfect handwriting covered the page.

_________________________________________________________________

Author’s Note: The psychological effects mentioned here, including paranoia, hallucinations, and memory loss are the recorded effects of solitary confinement on prisoners.

~ FIN. ~

Dokapon Kingdom and Dokapon Journey Pt. 2

As implied in the previous week’s article, this is a comparison of Dokapon Kingdom and Dokapon Journey. Though the games are similar, they are not identical, and the key differences between games are severe enough to warrant deep consideration before deciding to buy one or the other.

First, the games have two radically different art styles. Dokapon Kingdom is light and colorful, with enjoyable graphics and a light mood derived from said graphics much comparable to that of the game itself. In contrast, Dokapon Journey can’t make up its mind. Parts of the game’s art style are clearly influenced by anime, but other parts are undefined, boring graphics that would be at home in a GBA. There is no ground upon which Dokapon Journey can be considered pretty or creative in art style. Therefore, Dokapon Kingdom has a far superior art style and better graphics than Dokapon Journey.

But Dokapon Kingdom is a Wii game and Dokapon Journey is a DS game, so one would expect better graphics in Kingdom. What about sound? Well, Kingdom has a good soundtrack that, while fun, has two specific songs, one of which being the overworld theme, that wear thin quickly. But anything is better than Journey’s six-second battle theme. If anything is an inspiration to turn volume down, it is Journey’s soundtrack.

A more even quality to judge the games on is the gameplay. However, gameplay of Kingdom and Journey are nigh-on identical. Because of this quandary, the only possible way to further distinguish the games is by the unique mechanics of each game define them.

When landing on a normal space, you are occasionally confronted with an exclamation mark that signifies a random event. These are uncommon in both games, but they are so uncommon in Journey that they might as well not exist. As for the events themselves, Kingdom has a variety of events that can change the game in favor of or against the player encountering them as well as small events, like the tax collector Musashi, who collects taxes from all of your towns for a commission of 20-80%. You have no idea what it will be until you consent. He isn’t in Journey, and neither are the following characters: Weber the Trickster, who gives you cursed items like blackmail that kills the holder after an undefined period of turns; Risque the Bandit, who, for a large price, steals money, items and equipment from your foes, but fails often when trying to steal equipment; Robo-Agent, Kira the Traveling Merchant, Dr. Exiles, and the UFO. Two of the three new characters they added are annoying. Fats McGee steals tens of thousands of g, the currency, from all players, if they are unable to win an impossibly difficult minigame, and Happy is a little girl who steals your money for losing at concentration. Dokapon Journey ruined random events.

In addition, Dokapon Journey is much harder than Kingdom. It is unforgiving and takes away the crutches that Kingdom gives you. Kingdom lets you see the possible outcomes of battles if players were to choose certain moves. Kingdom lets you know how many turns you will be dead for. Also, Journey has much harder enemies and consumable battle magic, meaning that after using magic enough times, you have to buy more “casts.”

Kingdom lets you play two-player. Journey only lets you play three- or four-player. Kingdom is fun and light. Journey is intense and stressful. Kingdom lets you change between eleven jobs and battle skills. Journey keeps you in one of eight jobs with the same battle skill the entire time.

Therefore, the last leg Journey has to stand on is mobility. Journey has kept my group of friends occupied on class trips for hours and has made my bus rides far more enjoyable. As a final conclusion, Kingdom is far superior to Journey, but Journey is great for any time you can’t play Kingdom.

Please comment if you disagree.

The Legend of Zelda: Skyward Sword

Released on November 2011, Skyward Sword is among my favorite 3D Zelda games. It does many things right and offers an enjoyable play experience. The art style is just down my alley and I love the music.

So what’s “wrong” with it?

Skyward Sword is commonly criticized for (among other things) being incredibly linear. As a hardcore Zelda fan who has played through the entirety of Skyward Sword, I agree. There is a lot of handholding while you play, and most of it not subtle.

I can’t not mention Fi, who is the literal embodiment of this flaw. Fi is your guide character in Skyward Sword, similar to Midna in Twilight Princess or Ezlo in Minish Cap. Now, there are many mixed opinions on Fi. She often appears to give obvious hints as to what to do next. This might make the game more accessible to newer, less experienced gamers, but if you really need help, online walkthroughs are absolutely free. The developers even went as far as to make Fi give you a warning when your controller batteries are low! I’m really making Fi sound like a terrible character, and from a strictly mechanical point of view, she isn’t the best. However, if you look at Fi as a character, she is very interesting. (Yes, I am aware this may be an unpopular opinion.) This guide character is robotic and precise. She uses quaint language and often calculates chances. For a character who has basically no emotion, Fi is pretty cool. If you’re open-minded, you can actually start to enjoy Fi’s company throughout your journey.

As for the other characters, this is probably the strongest element of the game. Skyward Sword breaks the model of the “princess in distress plot” used in countless games such as Super Mario Bros., and, well, The Legend of Zelda. Unlike most previous Zelda games, in Skyward Sword, Zelda is not a rich princess whom Link has never met. Skyward Sword quickly shows that Link and Zelda have been good friends since childhood. Link cares for Zelda and vice versa. As the player, you feel much more motivated to accomplish your task after (unsurprisingly) Zelda is whisked away by a villain. This drive continues throughout most of the game, making it easier to push through the difficult parts.

And all of that was just about Zelda! Skyward Sword introduces many weird, but lovable characters. I’ll just touch on one more for now. Early on, the player meets Link’s childhood rival, a large, pompous guy by the name of Groose. [Ed. Note – So that’s the dude from ELO’s “Don’t Bring Me Down.”At first, Groose is annoying, but as the story progresses, well, let’s just say he’s a dynamic character! Zelda games usually only have a couple memorable characters, but Groose is definitely one of these. The developers clearly put a lot of work into developing a very well defined character.

Now for the controls. Oh boy! Many of you may know that the Wii boasted motion controls, and so many games included motion-controlled features. However, not every game that did this 1) integrated them smoothly into gameplay or 2) needed these controls in the first place. A major complaint that gamers have about Skyward Sword is its use of motion controls. Many people say they are unresponsive, annoying, or easily unsynchronized. Now, once again, I actually enjoyed these controls! Yes, there were some areas that were obviously meant for motion controls, but there were aspects that would have suffered greatly if analog was the control method, and I found my controls responsive. I had to do the occasional re-sync, but it wasn’t gameplay-ruining.

As of yet, I haven’t really touched on the gameplay Skyward Sword offers. Once again this is a major strong point of the game! The dungeons are great and they hold many interesting puzzles. Something that really made me happy was that many of the items were required many times outside of their main dungeons. (I’m looking at you, ball and chain from Twilight Princess!) Furthermore, one of my favorite features of the game is that items are upgradable. By using materials that you collect while on your adventure, you can strengthen, improve, and modify your gear. This is an amazing feature which I would like to see present in Zelda WiiU.

But then there’s the linearity – not just a little but a lot of it. You will have the option of taking breaks to quest around Skyloft (which is refreshing), but the storyline does not allow much room for freedom. Go here, get this, kill the boss, all right, now back over here. What if I want to take a quick peek into that cool rock formation? Sorry, you can look, but not much to do there, let’s keep going. Okay, maybe it’s not exactly like that, but true freedom of exploration is non-existent. Now, a linear experience allows for the developers to guide the player towards the next goal or objective. I’m not going to sit here and say that Aonuma should never have allowed Skyward Sword to be released and that it was all a big mistake. No, Skyward Sword was meant to be the way it is and it’s a great game. However, Zelda games are supposed to be about exploration and discovery. If you want linear gameplay, go over to the dark side with Mario games! In all seriousness, I enjoy knowing that the developer wants me to explore their beautiful world, not run by half of it!

This is why I’m so hyped for Zelda WiiU. If it lives up to what the little Nintendo has said about it, if you see a mountain, hill, or valley, you can go to it. This is mindblowing!

Despite the problems this game has, Skyward Sword is definitely a game worth experiencing. The atmospheres of all of the locations are amazing and it is easy to sink into the beautiful world. Skyward Sword often makes you excited to find out what the next part of your journey is, and it has a touching story, worth engaging in. Thanks for reading – and don’t forget to change your Wii remote’s batteries if they are low!

Animation Exploration #6: Avatar: The Last Airbender (Bending)

Welcome! We’re now writing as part of a collaboration of articles. The section you are about to read is about the bending seen in Avatar: the Last Airbender (ATLA). It’s truly an amazing series, and if you haven’t yet, I suggest you check it out. It’s probably my favorite animated show of all time and something Nickelodeon can actually be proud of airing. I hesitate to use this word (for those of you have previously experienced Animation Exploration), but the effects associated with bending, though animated, are great! Bending the elements helps make this show exceptional and give some premise for the characters’ extraordinary accomplishments. I’ll touch on the five main types of elemental bending, not even mentioning sub-sets of these an adept bender can develop. Now, in the wise words of the ever-clever King Bumi, “Lettuce begin.”

Bending is the ability to manipulate an element, and this skill is significant to many aspects of life in ATLA. There are five known general bending arts based on the four classical elements and one more: water, earth, fire, air and energy. Bending is traditionally performed through the motions of one’s hands and feet, however certain benders are able to effectively manipulate their element with only minimal movement. Even rarer, benders are able to bend without any physical movement, instead using sheer focus and force of will to psychically bend. Each element is also identified with a particular nation in this world (the Water Tribe, the Earth Kingdom, the Fire Nation, and the Air Nomads) and that nation specializes in that bending. Other bending groups do exist within other nations, as with the Foggy Swamp Tribe in the Earth Kingdom.

Energybending, the fifth bending form, is unlike the other four in that little physical action is required to direct the bending. The four elemental bending arts are all dependent on the energy, or chi, within the human body, relying on its flow through the body to manipulate a specific element. A person can bend when he/she extends her chi beyond the body to interact with the environment. Energybending is concerned with the manipulation of that energy itself and can remove bending or grant it to others.

However, not everyone in this world can bend. In mixed marriages (two benders with different backgrounds), their children may be benders of either element, if they are benders at all. The only person who can bend multiple elements is the Avatar, destined to master all the elements.

Waterbending is practiced by some people of the Water Tribes (North and South), as well as the Foggy Swamp Tribe. It is not only the most versatile element, creating ice, liquid, gas, and more, but also one of the more unique bending arts, as the first benders did not learn from an animal instead from the Moon. Similar to their element, waterbenders are extremely adaptable and versatile. Waterbending concentrates on the flow of energy and focuses less on strength and more on turning the opponent’s own energy against them. Waterbenders, unlike other benders, rely on the water around them to fight, although highly skilled waterbenders can draw water from anywhere: from the humidity of the air or the water in living things, especially plants. Epitomizing the element of change, waterbenders can fluidly move from defense to offense; from a wall of ice to a jet of water, turning their opponent’s strength against them. The obvious opposite of waterbending is firebending with it’s relatively stagnant, direct philosophy. Due to its lunar sympathy, waterbending is stronger at night and ineffective during a lunar eclipse. However, to counter waterbending’s ineffectiveness during a lunar eclipse, waterbenders gain immense power during the peak of the full moon. Its season is Winter.

Earthbending originates in the Earth Kingdom, and it demands a special connection with the earth that is achievable with neutral jing, listening, and waiting for the right moment to strike. The first earthbenders were badgermoles. Like waterbenders, earthbenders rely on the amount of earth around them, though the conditions are not as extreme. Because of their element’s stability and its stress on neutral jing, earthbenders stand their ground, absorbing or intercepting attacks until they completely overwhelm their opponents. Unlike the other bending arts, earthbending’s strength is balanced in both offense and defense. Earthbending is in stark contrast to airbending as airbending’s emphasis is on evasion and mobility while earthbending’s emphasis is on fortitude and strength. Earthbending is the element of substance and its season is Spring.

Firebending is used by those of the Fire Nation and is the most aggressive bending art. Dragons were the first firebenders; they subsequently taught the Sun Warriors, who then passed it on to others though, it’s art became warped and violent along the way. Unlike the other benders, firebenders can create fire using their internal heat source or “dragon breath” in addition to controlling already existent flames. As the element of power, firebenders have to be able to maintain a constant source of energy and balance in battle, unleashing a volley of direct, successive attacks. Firebending’s relatively simple and direct style contrasts the complex and changing style of waterbending. Firebending is strengthened by the Sun, making it stronger during the day and at full power at noon, but it is rendered completely ineffective during a solar eclipse. When a comet passes close to the planet, the power of a firebender is greatly increased. Skilled firebenders are able to fly using powerful jets of flames. A notable feature of special firebenders is an ability to create a hotter, blue fire (Azula is the only known firebender who demonstrated this extra-powerful flame). Firebending’s is almost obviously Summer.

Airbending is the bending art used by the Air Nomads. The flying bison were the original airbenders. This style concentrates on speed and evasion, forgoing a strong offense for a greater defense. Though lacking fatal finishing moves, it is the most dynamic of all the bending arts. Airbending, as the art of freedom, use their capability to bend unencumbered by gravity and use their own momentum as a weapon, evading attacks with astounding agility to tire their opponents out or building up massive inertia for explosive gusts of wind to make their counterattacks finishing moves. They can fly by manipulating the air currents around them to create lift. They also use their own momentum as a weapon, evading attacks with astounding agility to tire their opponents out or building up massive inertia for explosive gusts of wind to knock opponents away. Airbending’s opposite is earthbending and the confrontational style that serves as its foundation. The season of airbending is Autumn.

Energybending is the art of bending the energy within one’s body. It existed in the era of Raava and the four bending arts, though was considered lost. The original energybenders were the magnificent lion turtles; the largest living animals ever and keepers of the bending arts. It is a highly dangerous technique requiring one’s chi to be stable and pure, or “unbendable;” if one’s own energy is impure, the practitioner will be destroyed. Few Avatars have learned this bending art, and even fewer have used it. Of course, though mastery of the four basic elements is necessary for any Avatar, energybending is considered optional. Energybending allows the user to remove other people’s bending abilities or restore them after a bender had his/her abilities blocked.

All of the bending styles are based on real-life martial arts. Waterbending is based on a style of T’ai chi ch’uan, specifically the Yang style. This is a Chinese martial art that features slow movements and elegant forms that evoke flowing water. Like tai chi, waterbending’s main advantage is the ease with which he/she can control his or her opponent, not simply harming them. Both arts were influenced by ancient healing practices. People would channel their “energy paths” within themselves to areas of the body where healing was necessary. These two also share a specific focus: body alignment, breath, and visualization. Finally, a waterbender can typically find that softness and breathing are more effective than hard aggression, just as a practitioner of tai chi does.

The Hung Gar style of kung fu is the main influence for earthbending. Both feature “heavily rooted stances and strong kicks and punches that evoke the mass and power of earth.” Hung Gar parallels animal movements like the tiger’s hard blows and the crane’s affinity to landing gracefully on the Earth. Of course, there are exceptions to this rule — Toph, the a blind earthbender, uses Southern Praying Mantis form, a precise stepping skill which Toph uses to maintain constant contact with the ground and “see.”

The concept of neutral jing is also closely related to the philosophy of “sticky hands,” a practice common to some southern Chinese martial arts like Chu Gar Southern Praying Mantis and Wing Chun. “Sticky hands” enables the practitioner to predict his opponent’s next move by maintaining constant contact between their own arm and their foe’s arm (may also be between their hands or wrists), seen whenever Toph detects the movements of others through her connection with earth. By practicing with a partner, a practitioner will learn to “read” the slight movements of their opponent’s arms to detect their next attack and move accordingly to efficiently neutralize it. Concepts such as attacks and defense, and drawing power from a stable lower body are often referred to in the practice of sticky hands, again, closely relating to many primary concepts in earthbending.

Firebending is based mainly on Northern Shaolin Kung Fu. This art features quick, successive attacks that exert extreme power for a moment, sacrificing defense to provide continuous offense. Aspects of the firebending combat style can be seen through the similar emphasis on highly technical kicking strikes, fundamentally strong movements, and the usage of swift, direct maneuvers. Northern Shaolin is an external style that uses long, aggressive techniques that explode and drive through the opponent similar to firebending’s emphasis on highly technical kicking strikes, strong movements, and the usage of swift, direct maneuvers. The Northern Shaolin style emphasizes prioritizing one’s legwork over the hand-to-hand. A few techniques from Northern Seven Star Praying Mantis also appear. These martial art variants feature quick, successive attacks; momentary bursts of extreme power, much like an explosion, called Ging Lik. This helps build a strong, continuous offense, making firebending the most aggressive style.

Close quarters firebending and distanced firebending combat differ in style and are based on various martial arts. Particular examples of such styles include:

  • Chaquan – A fighting style that involves acrobatics and agile, graceful movements, it emphasizes long-range movements and stances combined with speed and power.
  • Northern Shaolin Kung Fu– this style is used particularly close-ranged attacks, utilizing strong kicks and quick punches.
  • Southern Dragon Claw – mirrors a dragon “swooping down on its prey.” The form contains close-range techniques for “seizing and holding that utilize the hand.”
  • Xingyiquan – The classic “Seven Stars”; or the hands, feet, elbows, hips, knees, shoulders, and head; are incorporated into most firebending.

Airbending is based mostly on Ba Gua or Baguazhang, (also known as “circle walking,” “Eight Trigram Defense,” or the “Gentle Fist Art”) and Hsing Yi or Xingyiquan, (or “mind heart boxing”). These arts use swift, evasive movements, evoking the intangible yet explosive power of wind, with energy originating from the center of the abdomen. Ba Gua is known for its constant circular movement, making it difficult for opponents to attack directly or land a blow, ƒa philosophy that is prevalent within airbending. Maneuvers are also characteristically smooth, coiling and uncoiling movements, dynamic footwork, open-hand techniques, punches, and throws. A common tactic is to maneuver behind an opponent and mirror their movements, preventing them from turning to face the practitioner.

So, there you have it! The full run down on the (more than) basics of bending. I hope the article, though lengthy, was educational. Keep your eyes peeled for a sequel collaboration about this great series, and don’t forget to check out my Long-Winded Critique on the absolutely horrendous movie adaptation of the show ATLA, by M. Night Shyamalan. Until next time, dear readers!

Animation Exploration #6: Avatar: The Last Airbender (Shipping)

“Ships” (from relationship) are possible romantic linkages between people, real or fictional. By virtue of that, “shipping” is the act of believing that two people (or animals, or objects, or a mix of both) should be in a relationship (these are generally in the same universe/show/movie, but true love knows no boundaries). When it comes to Avatar, shipping gets very intense. There are people that devote their lives to creating stories backed by canon facts to strengthen the public’s outlook on their particular ship. I am speaking, of course, of fanfiction writers.

Now, before you get all judgy, one must remember that the stereotypical fanfiction is nothing like most of it. It is often quality literature. But anyway, Avatar has some pretty intense ships, here are the more popular ones:

Kataang (Katara/Aang)

A canon ship for the show, this is often shipped by those who are not very into shipping and are simply going with the show. Of course, there are those diehards who are so into the show and love what they are doing that they ship Kataang as much as possible, finding it to be the perfect match while simultaneously deeming it the only good or worthwhile ship. Though this is the way most non-Kataang shippers see this ship.

Zutara (Zuko/Katara)

The many scenes between the two in Season Three is what most of the Zutara shippers use to back their claims, along with the final battle against Azula and the cave prison Scene in Season Two. I am a minor Zutara shipper, but i actually ship Tyzuko. Though I am about to read a fanfiction which is supposed to turn me full-fledged Zutara. (I’m trusting you on this, Aidan.)

Tyzula (Ty Lee/Azula)

This is another canon ship. Though not completely evident if one looked at the show itself, the creators did admit that this was canon midway through Season 3. It is a good ship due to their different personalities. Ty Lee’s graceful, smooth, and happy demeanor tempers Azula’s dark realism and, well, her insanity, whereas Azula’s down-to-earth and get-it-done attitude keeps Ty Lee anchored to reality. They are a pretty good couple, but i think that that the extent of their connection is covered here. There’s just not much there there.

Sukka (Sokka/Suki)

This is the only canon ship I agree with. They are perfect for each other! Sokka is laid-back and funny, but knows how to get the job done. Suki is determined and motivated, but knows how to laugh and relax when it is called for. These personalities not only work because they are the same, only slightly warped, but also it allows respect and understanding along with the ability to work together in both fighting and the telling of a joke. It just . . . works.

Zutoph (Zuko/Toph)

This is a patchy ship, but there is evidence of something. Toph, at one point, complains that she is the only one who hasn’t gone on a “field trip” with Zuko. Though used as a joke, this comment implies that she wants to go on an adventure with Zuko, further implying that she wants to spend time with him. It is a weak argument, but it’s something. There is also the scene in “The Ember Island Players” where Zuko and Toph are sitting next to each other during intermission. Toph, being herself, tries to comfort Zuko’s disappointment in his representation in the play. Though she is somewhat rude and insulting to Zuko, she is evidently making an attempt to make him feel better. It is probably weaker than the last argument, but it’s being used, so deal with it.

Animation Exploration #6: Avatar: the Last Airbender (Art/Storytelling)

Getting to go back and look at Avatar: The Last Airbender, one of my favorite shows ever, has been a great joy, and while many of my friends and I have thoroughly analyzed many aspects of it on the Shield in other articles, I’d like to focus on an overlooked aspect of the show: the art, pacing and overall feel of the show. This I want to explore by thoroughly reviewing one main topic that impressed me the most.

What strikes me as most amazing about the show is how it builds the universe. Before rewatching the show, all I could remember was this gigantic epic that spanned hundreds of episode and a month of viewing to finish it all. However, I finished the series in only one weekend-long “binge-fest.” The series went by much faster than I remembered, but I was still left with the same feeling of awe at the world created. Instead of interrupting the story to show you the world, we experience the world ourselves, allowing us to feeling with the characters.

First, let’s talk about the culture. From the beginning, the show sets up a world divided into four nations made up of people called benders who can control the element associated with their nation (fire, water, earth and air). This is all the show tells us directly about the universe. That’s it! It is only as these characters travel in the world to these nations that we learn about the cultures and politics of the universe. But we can still get a lot out of this. From the details of cities and the characters’ way of life, we see that different nations are based on different ancient cultures in Asia, and this is why I think the world feels so large and alien while still easy to comprehend. Instead of creating a completely different and weird universe, the creators used something that was familiar to us and easy to reference. From the way each character writes on a piece of paper to what they wear and how they travel, the show is littered head to toe with references to Asian cultures. The creators chose to simply use a foreign culture as a background for the story for its American/English audience. They could have made the landscape more foreign to us by having the characters speak in other languages (for example), but instead they progress the show much like any other cartoon. Details about the characters’ life pepper the narrative, adding to the universe but never clashing with the audience’s comfort.  This gives us the illusion of an alien world while also making the world feel natural and full of culture. The show portrays a different world filled with its own culture by simply borrowing from something familiar to us. To me, this is genius.

What really makes the world feel unique, despite borrowing aspects of different ancient Asian cultures, is the characters. Through the characters and how each one reacts to the political and emotional situations in the story, the animators give the nations their own personalities. For example, people of the Fire Nation are seen as selfish and aggressive as they ravage towns and evoke fear in others. Even simple things like having the different people wear clothing the color of their nation’s element builds the universe. This makes the different people very easy to identify while also making their world feel more immersive.

Most importantly, the different fighting styles native to each culture help build the universe. The animators gave all four nations their own fighting, or in this case bending, styles based on different real-life martial arts (tai chi, Hung Ga kung fu, Northern Shaolin kung fu and Baguazhang). Instead of messy action sequences, we get action that is very solid and diverse. Characters also experiment with their people’s various styles to create new and exciting ways to beat each other up. Who knew watching people throw rocks would be so awesome! All the battles are intensely framed: fights from different perspectives make you want to perform a “kamehamiya” when watching Dragon Ball Z as a kid. The battles happen very nicely at key points within the show without feeling as choppy. Even watching the characters’ fighting styles evolve as they train builds the universe by marking the character’s progression through the story and developing the theme of growth found throughout the show.

Ultimately, I think Avatar is a very charming and well-crafted show that has aged very well since its debut. With its simple anime-inspired art and expressionism, Avatar really develops an amazing world with colorful characters that feel human because of their strengths and flaws. Avatar is one of my favorite animated series of all time, showcasing the type of storytelling and creative freedom animation can offer.

Animation Exploration: Avatar: The Last Airbender (Intro & Characters)

Avatar: The Last Airbender, created by Michael Dante DiMartino and Bryan “Bryke” Konietzko, is an American cartoon that ran from 2005 to 2008. It took place in a medieval world with heavy Eastern influences, where certain people could “bend,” or control a particular element – these people were known as “benders” – and, once a generation, a bender capable of mastering all four elements would come into the world. This being wa called the Avatar.

The show followed Aang, the most recent Avatar, and his appropriately named “Gaang,” as they traveled the world so that Aang could master the elements and defeat the evil Fire Nation. The show was praised for (among other things) its mature and serialized story, complex and likeable characters, racial diversity, and quality animation.

Avatar: The Last Airbender is one of my favorite shows and almost certainly one of the best cartoons ever made. A large portion of this is due to the characters. Avatar‘s characters felt real. The kids forced to fight in a war acted as they should and the viewer learned about them (usually) without having their motives pushed upon us. The show had a group of heroes that all had a sense of justice but still got annoyed, bored, depressed, scared, and everything in between. However, the show really shines in its villains, as it offers many of them an understandable past that made you almost root for them even as they fought the heroes. [Ed. Note – No one gave Sparky Sparky Boom Man a past. I still rooted for him.What’s more, many of them were offered redemption arcs and ended the series as different people from when the series began, yet still believable characters. All of the show’s leads had an undeniable chemistry as they referenced past events in conversations that neither felt too bland for adults nor too complex for kids. This chemistry also resulted in a powerful and often terrifying shipping community. More on that later.

To help talk about why this show is a modern masterpiece, I’ve recruited Delancey Hobbs, Lewis Nazarian, and Kidane Malik.

What If? NFL Free Agency and Draft

The NFL season is over, but there are still more thrills and spills to come. The free agents and the newcomers in the draft this year are very exciting, and we are all hoping that these players can join our favorite teams to make them better. These here are totally unrealistic and probably-would-never-happen scenarios, where player drafts and signings would make teams incredibly formidable. This also doesn’t take salary caps into account. So let’s get started:

The New England Patriots had an incredible run this year, but their lack in depth in the backfield held them back of their full potential. The Patriots were playing half the season with second- and third-string running backs. This gave the Patriots a lack of offensive balance, forcing them to throw the ball more often. So for Patriots fans who are hoping for Tom Brady to have less pressure next year, it would be great if they signed Matt Forte. Forte is a great running back out of the backfield and can catch as well as run. He arguably had his best all-around yardage so far with the 2014 Bears, with over 1000 rushing yards and 800 receiving yards. Also, adding great run blockers like Kelechie Osmele would open up more holes for Matt Forte to blow through. Even though it is very unlikely that this will happen, all Patriots fans would love this.

The New York Giants, my personal favorite, had a rough 2015-2016. Offensive line struggles continued and the defensive line could not keep up with opponents. The Giants would like a fresh and quick offensive tackle that could compliment sophomore player Ereck Flowers. With the tenth pick in the draft, the Giants could pick up tackle Ronnie Staley of Notre Dame. His athleticism and versatility would help the Giants a lot. Adding veteran defensive end Mario Williams would be incredible. His veteran skills would help the young pass rushers in the Giants’ roster work together. Even though he had a poor season in 2015, it seems like the Giants’ defensive scheme will have more use for Williams.

Cowboys fans are still reeling from the loss of Demarco Murray, so if they hope to find someone to fill that void, that person could be Doug Martin. Doug Martin had one of the best seasons of his career in 2015. He had over 1,400 rushing yards and seven total touchdowns. Even though the lack of size, he could be the power and agile back the Boys long for. He can power through holes or find space to make a move from the hulking Boys’ offensive line. The Cowboys were also lacking a ball-hawking secondary – a total of eight interceptions put them at 30th in the league. The need for a speedy cornerback could give the chance for the Boys to draft Jalen Ramsey with the 4th pick in the draft. Ramsey, out of Florida State, has the speed and coverage skills to make a great NFL corner. His frame and length could give opponents’ wide receivers a hard time to peel away. These players could give the Cowboys the boost to help them next season.

The Seattle Seahawks were not the same team from last year; their offense and defense were not as explosive. To get this defense up and going again they could use the help from linebacker Danny Trevathan. Coming off a Super Bowl win and playing for a formidable Broncos defense, Danny could give the consistency that the Seahawks are longing for. His pass coverage could also help the Seahawks secondary, which haven’t been themselves. Also, giving Russell Wilson a large and quick wide receiver could open up the field some more. Mississippi’s Laquon Treadwell would be a perfect fit here. His sheer size and strength could give Russell Wilson the large target he needs down field. Even though he lacks the speed to be an elite receiver his jumping and catching ability can compensate for that.

The Carolina Panthers were the team to beat this year. They nearly went undefeated this season but their lack of balance on offense and defense ended their spurt in the Super Bowl. The Panthers could really use a speed receiver to complement Kelvin Benjamin and Ted Ginn Jr. Drafting Notre Dame’s Will Fuller could give Carolina the speed on the outside it desires for. Will Fuller had one of the best 40-yard dashes at the NFL combine (a 4.32). Cam Newton’s ability to scramble out of the pocket would work well in tandem with Fuller’s agility and speed to track down the ball. Carolina’s pass rush could also need a reboot. With Jared Allen’s retirement and Charles Johnson’s departure, they could really use an athletic defensive end. Miami’s Olivier Vernon would be a perfect fit here. His power and agility to get through or around blocks would help power the Panthers’ defensive line. His athleticism was on full display as, while the Dolphins struggled, as he had one of his best seasons in the NFL.

These players, signed through free agency the draft to these particular teams, would be incredible, but overall unrealistic. These players however would have helped those teams in their struggles and would have made an incredible sight next year. The wait will end soon, at least!

Keeping Up With the KarSmashians #6

Hello, and welcome to another Keeping Up With the KarSmashians, The Shield’s number one source for Smash news. This week will be a bit shorter than most, because this was written in a very short period of time, as the tournament I’m writing about finished just this Sunday. [Ed. Note – No, it finished February 21st. I’d say this is the Morales’ fault, but the last time I said that, I ended up in Europe during the Black Plague for three long, horrible hours.]

But even though this may result in a bit of a rushed KarSmashians, I decided that this tournament was worth writing about for a very particular reason: the ruleset used, and the potential impact it will have on the Smash community. This tournament was Beast 6, a Sm4sh and Melee extravaganza, featuring some of the best in Smash history. And, as usual, I’m here to tell you why Beast 6 was such a notable tournament, and what upsets and crazy combos happened over on European soil.

BEAST 6

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Despite being thousands of miles away in Gothenburg, Sweden, many top players from all over the world attended Beast 6, including ESAM, Mr. R, MVD, Wobbles, WestBallz, Leffen, and Sweden’s own [A]rmada. Sm4sh singles had some crazy results with many incredible upsets. iStudying’s Greninja managed to beat ESAM’s world famous Pikachu, along with Wilksy15, and Sodrek, other residents of the Top 8 bracket. iStudying was actually the star of Beast 6, playing much better than people expected him to, as next to no one thought he would beat so many top players, let alone make it to the grand finals against Mr. R, the best player from the Netherlands. However, despite iStudying’s hype play, he was not able to clutch out a victory against Mr. R, getting 3-0ed in the grand finals to take a mere second place.

Melee was equally as hype, albeit with results a bit more… expected. [A]rmada, a name you probably recognize from previous KarSmashians articles because he’s been winning everything lately, took 1st place against Leffen, another top Swedish player. Apparently, Beast 6 was not North America’s tournament, as neither of the grand finals for either game had non-European players. WestBallz was able to beat Leffen in winner semis (shout out to Falco’s Up-B), but got it handed to him in the loser’s finals by the same player. 

However, that’s beside the point. What I think was the most notable thing about Beast 6 was the number of stocks used. Usually, most Sm4sh tournaments use two, due to time constraints, familiarity with that ruleset, and many other reasons. But many players complain that two stocks makes comebacks too unrealistic, largely favors whoever takes the first stock in a game, and that increasing the stock count by one would be just the change Sm4sh needed. Personally, I agree wholeheartedly with that idea, and I was thrilled to see Beast 6 using a three-stock ruleset, one of the first major tournaments to do so. This change seems to have proved all the theories about three-stock rulesets true, which have remained theories since no one was willing to try them until recently, with Beast 6 being a largely successful tournament. Will this be the start of a (finally) standardized ruleset for Sm4sh, the way Melee has? Only time will tell, and until then, I hope you like this article, and enjoy the rest of The Shield.