Kingsglaive: The Void Noctis Left Behind

Destroyed Insomnia

Originally published on the Extra Life Community website
Edited by Jack Gardner

Kingsglaive: Final Fantasy XV, a movie that parallels the Final Fantasy XV game, promised to bring photorealistic visuals and an understandable Final Fantasy story to fans of the games and newcomers alike. In the film, the kingdom of Lucis has waged war with the enemy empire Niflheim for many years. Regis, King of Lucis, possesses the Divine Crystal and the Ring of the Lucii, powerful magical objects that Niflheim wants. To protect them, Lucis raised an impenetrable wall around the crown city of Insomnia, using the power of the Crystal. Despite Lucis’ great magic and the king’s mighty warriors known as the Kingsglaive, Niflheim seems poised to win the war with its unsurpassed military force. Unexpectedly, Niflheim proposes a peace treaty that specifies Regis relinquish all territories outside Insomnia and marry his son Prince Noctis to Princess Lunafreya of Tenebrae. Twelve years previously, Tenebrae, a former ally of Lucis, fell under Niflheim rule when Regis abandoned it to save himself and Noctis. Regis decides to accept Niflheim’s treaty, but sends his son away to a safe location outside Insomnia, creating enemies among his own people and the Kingsglaive.

Despite its superficially sufficient story, beautiful visuals, and action-packed fight scenes, many critics describe Kingsglaive as a gorgeous mess. Many complain about the difficulty of following its convoluted and political plot. Others point out its weak characters: helpless and useless females, a throwaway protagonist, and stereotypical kings attempting to outmaneuver one another. Still others equate it to a long video game cut scene or trailer. Criticisms about its weird lip-syncing, mixed voice acting, and poorly written dialog abound.

As for me, I feel a sense of déjà vu. The description sounds awfully familiar: a Final Fantasy movie promising to bring photorealistic graphics and an accessible story to a new audience only to produce a lukewarm story disguised with impressive visuals. It bears a striking resemblance to Final Fantasy: The Spirits Within. I even recognize the complaints critics have in that I don’t think they reveal the source of Kingsglaive’s problems. I’ve argued before that Spirits Within contains a fatal flaw in the obstacles the protagonist faces in the pursuit of her goal to save her life and the world. Kingsglaive similarly has a flaw with its conflicts. This time, however, the problem is that conflicts are almost non-existent.

In most stories, characters have problems to solve. Simple stories often have one major, overarching conflict that the characters must resolve and many smaller obstacles that hinder them along the way. Conflicts not only add excitement and purpose, but also help define the world and its characters. Of course, obstacles work best when the characters have a good reason to overcome them no matter what. For example, a major conflict could be that a hero must free her village from a king’s tyrannical rule. In order to do this, she decides to kill the king and take his throne. The obstacles in her way include traveling to the king’s crown city, sneaking in through his walls, breaking into his castle, and fighting through his guards. She also has a clumsy, obnoxious wizard for a sidekick, who she tolerates because of his useful magical powers. Failure means her death and the destruction of her village. High stakes, big obstacles, and a variety of conflicts usually make stories exciting and engaging.

Luna Vs Luche

The heroes of Kingsglaive seem to fight for “the future” against characters who fight for “their homes.” These vague ideals rarely conflict with one another though nor do significant obstacles arise from other sources. Most of the main characters can’t fail to achieve their goals, and the consequences for failure are never defined and logically don’t seem that bad. Consequently, pointless violence, duty, and death fill the film, but one person could have given meaning to everything. Prince Noctis produces everyone’s problems and gives everyone purpose, but alas, he doesn’t appear in the film to bring this to light. No amount of action-packed fight scenes fill the void of meaninglessness Noctis’ absence creates.

As is, Kingsglaive suggests that the conflict between King Regis and his people comes from differences in beliefs as to what the kingdom should protect: the people’s “homelands” or the “future.” The film doesn’t define what these terms mean, but in general, “fighting for home” seems to refer to a desire for a just king who keeps his people safe. “Fighting for the future” seems equivalent to protecting Noctis so he can fulfill his destiny as the future king and world’s savior. While many of the characters fall into one camp or the other, each character seems to define what they fight for and how they will fight for it in a different way. King Regis fights for the future, which involves protecting both Lunafreya and Noctis. To make up for the fall of Tenebrae, he wants to free Luna from Niflheim’s grasp and reunite her with her beloved Noctis. Luna also protects the future, but she believes she must stay away from Noctis to keep him safe and that her survival doesn’t matter. The protagonist, a member of the Kingsglaive named Nyx, fights for the future by serving King Regis. After Regis gives away his hometown Galahd to Niflheim, Nyx’s friend and former Kingsglaive Libertus fights to overthrow Regis. The antagonist General Glauca appears to fight for both empires to keep his hometown safe. Ultimately, he sides with Niflheim to overthrow Regis in exchange for his home’s freedom.

On closer inspection, however, little stands in the way of the characters and their goals. Sometimes comically weak obstacles stumble them, sometimes the consequences of catastrophic events go unnoticed, and sometimes nothing can stop the characters from succeeding. Luna and Regis’ goals appear to be in conflict with one another, but really, nothing can stop Luna from keeping Noctis safe by staying away from him. In the beginning of the movie, she briefly goes along with Regis’ plan to escort her to a safe location to rendezvous with Noctis, but when his plan fails almost immediately, she staunchly refuses to indulge in Regis’ next plot to bring them together. Regis agrees easily, and because Noctis is already safely outside Insomnia, Luna can literally do nothing and still succeed.

Regis Leaves Luna

Regis can’t reach his goal to protect Noctis and Luna so easily. Many superficial obstacles keep Luna in constant peril, but the horrific sacrifices Regis makes to save her go entirely unnoticed when they really should produce significant moral dilemmas. Soon after Luna arrives at Regis’ castle, General Glauca kidnaps her and locks her on an airship with a surprise octopus monster on board. Nyx, the first to discover her absence, rushes through easily-parted guards and verbal threats to warn Regis. Regis permits him to deploy the Glaives to save her. Without the Kingsglaive’s captain, also mysteriously absent, Nyx commands his teammates himself. While on their mission, the peace treaty signing ceremony proceeds in Insomnia, but ends with Niflheim attacking the castle and the city. At the same time, Nyx discovers he led his team into a trap.

Amid all the excitement of Nyx fighting a giant octopus, killing traitorous Kingsglaive members, and maneuvering Luna out of two crashing airships while she threatens to kill herself by jumping out of them, the movie fails to emphasize the responsibility Nyx, Regis, and Luna bare for killing the Kingsglaive and destroying Insomnia. With Regis’ permission, Nyx led the Kingsglaive into a trap that killed almost all of them and left the king and the Crystal open to attack to save a woman with questionable importance. As a result, Regis dies, Insomnia’s wall falls, and Niflheim steals the Crystal. This leads to the destruction of Insomnia and hundreds of thousands of its civilians. Nyx has little reason to believe that Luna is more important than any of this or that Insomnia’s destruction was inevitable, but he feels no remorse for the role he played and barely questions his loyalty to Regis. By sending the Kingsglaive to save Luna, Regis sacrificed his citizens to save a woman who seems content to remain a prisoner. His internal struggle, if he even has one, never shows. Luna doesn’t value her own life, and yet Regis sacrificing his most powerful warriors, himself, and his citizens for her doesn’t horrify her. These terrible acts of violence don’t make anyone examine their steadfast beliefs when they really should.

Nyx, already a nearly unstoppable super protagonist, has such a fluid definition of “the future” and how he protects it that nothing can stand in his way. When King Regis gives Galahd, Nyx’s hometown, away as part of the peace treaty, Nyx doesn’t care because at least Regis and Insomnia are safe. When Insomnia’s magical wall falls, Nyx doesn’t care because at least Regis lives. When Niflheim steals the Crystal, King Regis dies, Insomnia falls, and Nyx faces certain death, he still doesn’t care because at least Luna lives and she possesses the Ring of the Lucii. Even if General Glauca took the ring or killed Luna, Nyx probably still wouldn’t care because at least Noctis lives and doesn’t seem to be in danger. Like Luna, Nyx doesn’t have to do anything to save an already safe future.

Not even Nyx’s friend Libertus can give him a significant personal or physical conflict. Libertus betrays Lucis to join the rebellion, presumably an organization that wishes to overthrow Regis and replace him with a more people-oriented government. The rebellion doesn’t do anything though. In one scene, Libertus gives them some unspecified information. The next scene related to the rebellion features their leader getting shot in the streets by Niflheim’s army. The film suggests that the rebellion and Libertus help the empire somehow, but Niflheim conquers Insomnia by themselves. Plus, General Glauca, who doubles as captain of the Kingsglaive, already works for Niflheim and likely knows all the information possessed by Libertus and the rebellion. Not even the radio broadcast Nyx listens to while driving Luna out of the city says what the rebellion did. Nyx pounds the steering wheel angrily at the discovery of Libertus’ betrayal, but when they meet next, Nyx forgives him immediately.

Kingsglaive also never defines what makes its obstacles problematic or why the characters must overcome them. Regis, Luna, and Nyx all seem to want to keep Noctis, the future, safe, but he’s outside Insomnia where Regis says it’s safe. Technically, nothing is stopping Niflheim from hunting Noctis down and killing him, but no one threatens to do this. Niflheim doesn’t even seem to care that he’s not in the city even though they specified in the treaty that he marry Luna. We also don’t know Noctis. If he’s anything like his father or ancestors though, he has superpowers and doesn’t care about anyone except his next of kin. Why should we want another tyrant to rule the people of Lucis?

The film implies that Niflheim is so evil that they can’t be allowed to rule, but honestly, Lucis seems pretty horrible, too. It’s not automatically bad when one kingdom loses power against the military might of another. Would it really be much different or worse if Niflheim ruled? The Kings of Lucis, as revealed by wearing the Ring of the Lucii, seem even more uncaring about their own people than Regis does. The old magic that defends Insomnia even includes destroying the city and killing its citizens. Unlike Lucis, which forces its people to fight a losing war to protect a crystal, a ring, and the next heir to the throne, Niflheim gives people territories in exchange for their help and treats the survivors of Tenebrae decently. A lot of people seem to agree that Niflheim coming into power wouldn’t be so bad.

Nyx passes the Ring to Luna

Speaking of the ring, why is it important? Part of the conflict in the final fight scene deals with Nyx and Luna trying to keep the Ring of the Lucii safe from General Glauca. Surrendering it seems to symbolize Lucis’ defeat, but Regis himself doesn’t seem to place much importance in it. Before he dies, he begs Nyx to keep Luna safe. Then, he gives her the ring almost as an afterthought. It doesn’t seem that powerful either. Regis and Nyx use the ring to fight General Glauca. Regis dies, and Nyx barely defeats Glauca before he dies himself. In fact, everyone who uses the ring besides Regis either dies or receives a grievous injury from its power. In death, Regis determines who the ring serves with his fellow prior kings, so of course, a Niflheim ruler will never wield it. Really. Why is it important?

Another conflict in the final fight scene, as well as most of the conflict throughout the movie, deals with keeping Luna safe for equally unspecified reasons. Why is Luna important? Luna suggests she has some dutiful destiny related to Noctis, but she also says her life doesn’t matter. Saving Luna just seems like Regis’ vain attempt to make up for letting her home burn while he ran away with his son. Regis kills thousands of people to save Luna and Noctis though, which seems less like making up for the past and more like making an even bigger mistake. This isn’t flattering, considering that Luna’s mother died last time he did this. Luna clearly loves Noctis, and under different circumstances that’d be reason enough for them to be together, but again, we don’t know Noctis. All signs indicate that he’s terrible.

Many conflicts in the movie seem like an attempt to create problems that don’t exist and make characters do things when they have nothing to do. The future that half the characters seem so desperate to save, Noctis, seems safe already. Simply placing Noctis in the film, and thus in danger, creates a big problem that can color the characters and the story. For example, Kingsglaive could tell the following tale with Noctis in it, ignoring the events that occur in the game and other media:

On his way out of the city, Noctis hears from a traitorous Glaive that Luna didn’t safely escape Tenebrae to meet him and is on her way to Insomnia. Noctis doesn’t understand his father’s blind faith in his destiny nor does he agree with his decision to abandon Luna and Tenebrae twelve years ago. He decides to stay in the city to see Luna to safety himself and meet Niflheim’s terms for peace despite his father’s wishes. He reasons that surely his life doesn’t matter to Niflheim. If they want anything else, it would be the ring and the Crystal, and they can have them as long as the war ends. Unable to convince Noctis that he doesn’t understand and needs to leave, Regis assigns Nyx to be Noctis’ bodyguard.

Noctis continues to defy his father by picking Luna up from her Niflheim escort himself (in a sports car of course) with Nyx. The rebellion within Insomnia makes a minor attempt on Noctis’ and Luna’s lives, but they make it back to the castle safely. Unimpressed with Noctis’ show of bravery, Luna reprimands him for remaining in the city and endangering himself. She refuses his affection when Noctis reiterates that he won’t leave and abandon her or his people.

On the day of the signing ceremony, traitorous Kingsglaive serving Niflheim kidnap Luna and blame the rebellion, making sure that Noctis and Nyx know about it first. Noctis demands that his father send the Kingsglaive to rescue her, but Regis refuses, wanting to keep the Glaives close to protect his son. In frustration, Noctis runs off to save Luna himself, leaving Regis no choice but to send the Glaives after him. In turn, he leaves himself, the Crystal, and the ring vulnerable to attack. He proceeds with the signing ceremony as planned, prepared to sacrifice everything for his son’s safety.

Meanwhile, Noctis, Nyx, and the Glaives fight a giant octopus they find on a ship that looks suspiciously like a Niflheim aircraft to rescue Luna. Members of the Kingsglaive turn on Noctis, and when he and Nyx reach Luna, she warns them of a trap. Noctis realizes that Niflheim tricked him specifically to try to kill him. His father was right, and his hope for peace is naive. The situation gets even worse when Luna, Noctis, and Nyx see Insomnia’s wall falling, enemy ships closing in on the city, and the Crystal stolen. They rush back to the castle in time to witness Regis’ death.

General Glauca pursues them next to finish the job of crushing Lucis’ last hope. Nyx distracts him while Luna and Noctis escape. Along the way, they are separated. Looking over the ruins of Insomnia, Noctis vows to avenge his father and his people, reclaim his throne, and find Luna. While he still doesn’t understand his own importance, he must ensure his father’s sacrifice wasn’t in vain.

The events of Final Fantasy XV begin.

This retelling basically follows Kingsglaive’s existing story, but creates more conflict by adding Prince Noctis. The presence of the prince heightens the potential costs of failure, and the characters’ actions have a greater sense of purpose. Niflheim can destroy or capture every hope Lucis has: the ring, the Crystal, Luna, and Noctis. Lucis could lose all hope for the future instead of some unspecified amount of it. Nyx’s actions and extravagant battles directly relate to protecting Noctis, a character we can see and understand as opposed to an abstract concept. For fun, the rebellion adds more obstacles and distracts Noctis from his true enemies. To create even more conflicts that help define the characters and the world, Noctis has differing beliefs from his father and Luna. He’s also easier to relate to because he doesn’t fully understand his destiny and all these magical objects either. The greatest losses and violent acts show Noctis his mistakes and motivate him to correct them, which gives them more meaning. They also highlight Niflheim’s cruelty. On Noctis’ insistence, Lucis acts in accordance with Niflheim’s treaty and still the empire destroys Insomnia and attempts to kill Noctis and Luna. The existing story highlights Regis’ cruelty when he defies the peace treaty from the start, sacrifices his people, and doesn’t seem to care.

Luna Leaves Regis

Fifteen years after The Spirits Within, Final Fantasy looks better than ever, but the quality of its storytelling remains about the same. It could have been different though, if only Noctis had stayed. Even if he only plays a minor role, Noctis’ very presence creates a problem that the characters must solve at all costs. He’s the object of his people’s hatred, the son that his father protected over his allies and kingdom. He’s the hope that Niflheim wants to destroy and Regis, Nyx, and Luna must protect. Without him, the characters can only fight over objects and people that may or may not be important and make horrendous sacrifices in pursuit of a nebulous future that may or may not already be safe and may or may not be good. For all of Kingsglaive’s action-packed fight scenes, no one has a battle worth fighting.

Fulfilling Kaena’s Prophecy

Kaena the Prophecy

Originally published on the Extra Life Community website
Edited by Jack Gardner

In 2003, creative partners Chris Delaporte and Patrick Daher released France’s first feature-length, computer-animated film Kaena: The Prophecy to average and mixed reviews. The two unknowns from the video game industry had still surpassed all obstacles and expectations even with their film’s lackluster reception. Their team of novices created a CGI film unlike any seen before by taking inspiration from video games rather than western 2D animation – a vision sparked by a chance meeting with Steven Spielberg. Its video game influences, however, didn’t doom the film and its creators to their current obscurity. Trouble plagued Kaena’s development, and its amateur team ultimately produced what critics called a world-heavy story told through ugly graphics. Regardless of the results, video games nudged Kaena into its unique place in the history of computer-animated movies.

Kaena: The Prophecy takes place on a dying world that evolved around a giant tree called Axis. When the tree’s life-giving sap begins drying up, its people refuse to accept that their so-called gods, sap creatures also struggling to survive on the opposite side of the planet, won’t help them. The protagonist Kaena sets out to save her people. She meets Opaz, the last member of an alien species known as the Vecarians, while on her quest. Through him, she discovers the origins of her planet and how to save it.

The film’s history begins at Amazing Studio, founded by Eric Chahi and Frederic Savoir. At the time, Chahi was well known for Another World (AKA Out of this World), a cinematic platformer inspired by Prince of Persia. Chahi and Savoir founded Amazing Studio in 1992 to create their next ambitious platformer, Heart of Darkness. Chris Delaporte and Patrick Daher served as additional team members in the studio with Delaporte creating backgrounds and game screens and Daher contributing to the game’s many pre-rendered cutscenes. Daher was a self-taught 3D animator and video game designer. Delaporte was a graffiti artist and painter until Starwatcher, a canceled film that was slated to be the first feature-length CGI movie, inspired him to become a 3D artist.

A pre-rendered teaser for Heart of Darkness appeared at E3 1995 attracting the attention of Steven Spielberg and George Lucas among others. This teaser showed a sample of the game’s 35 minutes of pre-rendered, computer-animated cutscenes. It impressed Spielberg and Jeffrey Katzenberg, co-founders of DreamWorks, so much that they invited the Amazing Studio team to DreamWorks’ offices in California to propose that they abandon the game and make a movie instead. Chahi and his team refused, wanting to stick with their original vision and complete the game even though development had dragged on for three years and would continue for another three.

Not all of Chahi’s crew agreed though. Disappointed with their team’s decision, Daher and Delaporte left Amazing Studio the same year to begin their own video game project. The idea of creating a feature-length film with computer graphics intrigued Delaporte. At this time, the first film of its kind, Toy Story (1995), hadn’t been released. Delaporte and Daher hoped to create their own game like Heart of Darkness with a strong story and nice graphics to attract Hollywood’s attention again. For the next year, they worked without pay on a demo for Gaina, the game that would eventually become Kaena: The Prophecy. Delaporte created the story and world while Daher developed the game system.

The world of Axis

In 1997, Delaporte and Daher pitched Gaina to Denis Friedman, the project’s destined producer. Friedman also had a background in the video game industry. Starting in 1982, he worked as a game programmer for Atari until Jack Tramiel, the founder of the Commodore computer company, purchased it. During this transition, Friedman survived layoffs as one of 50 out of 3000 employees. From then until 1997, he moved between the United States and Europe as a game producer and general manager for Atari, Brøderbund Software, and Sony. Friedman then left his job as general director for Sony Computer Entertainment France to found Chaman Productions and pursue his interest in producing animation and franchises that spanned multiple mediums. When Friedman saw the demo for Gaina, he not only took it as Chaman’s first project but also proposed to produce a television movie based on it. Delaporte and Daher readily agreed. The two of them created a two-minute cutscene to pitch the game and 52-minute movie to 200 professionals at MIP TV. The demo received such praise that Friedman decided to expand the TV movie into a feature-length film. He set its budget at 18 million francs, about $4.9 million. The team also renamed the game and movie project from Gaina to Axis to better appeal to English speakers and a more global audience.

Chaman was ready to assemble a crew to create Axis, the film that would become Kaena: The Prophecy, but this was a major feat to accomplish in Europe at the time. Unlike the American film industry, Europe didn’t have established animation studios like Disney, Pixar, or DreamWorks. Computer animation experts were also uncommon in France. Despite these difficulties, assistant director Virginie Guilminot accepted the challenge of building a crew of 3D artists from across Europe. With ages ranging from 20 to 30 years old, people with more talent, versatility, and motivation than experience ultimately made up the motley crew. Artists from the video game industry formed the team’s core, and beginner graphic designers and professionals from the audiovisual industry joined them.

Delaporte originally filled the role of writer and artistic director, but after several months of confusion, he realized that he would need to step up as the film’s director if he wanted it to reflect his vision. Friedman gave him permission to direct provided that he worked with a co-director. This would be Pascal Pinion, a traditional animator and storyboard artist for various American, British, and French television shows and films including Doug and the computer-animated series Insektors. Patrick Bonneau took the role of animation director. In favor of finding a job in France, Bonneau had just ended a six-year contract at George Lucas’s Industrial Light & Music where he contributed to films like Men in Black and Star Wars: Episode I. Starting with a team of 10, film production on Axis formally began in 1997.

Over the next three years, Delaporte and the team wrote and polished the script to ensure that it targeted its intended audience and completed pre-production on the film. The script went through twelve versions in a year and a half. Japanese anime such as Akira greatly influenced Delaporte, who found it amazing that animated films could target adult audiences. Most western animated films at the time didn’t do this. Delaporte, 25 when he started writing Axis, determined that he would create a film that he as a young adult wanted to watch. Axis’ success would rely on an audience segment of 15 to 25-year-olds that larger studios in the animation industry had mostly ignored. Importantly, this segment also consumed the largest amount of video games and comics. Delaporte and the team targeted that demographic, creating a Lara Croft-like protagonist with an exaggerated feminine form and scanty clothing. The themes of the film also focused on the transition from childhood to adulthood, a relatable concept for teenagers.

Kaena holding a knife

While the film originated in France, Delaporte and Friedman wanted to produce it in English. The team felt that Axis’ universal coming-of-age theme would be best portrayed in a more globally known language than French. The assembled cast included Kirsten Dunst, who played Kiki in the English dub of Kiki’s Delivery Service, as Kaena and Richard Harris, the original Albus Dumbledore in the Harry Potter films, as Opaz. On a side note, Kaena: The Prophecy, as Richard Harris’ last film, is dedicated in his memory.

The production phase and animation began in 2000, and the inexperienced crew quickly realized their weaknesses. Their 3D character models had too many polygons to render in a reasonable time, requiring that the crew remodel all of them. Most prominently, however, Friedman grossly underestimated the film’s original budget. Because they didn’t have the money to invest in custom-made tools and plugins for special effects and animations, the team relied on commercially available software, often using them unconventionally to attain the desired results. The team used software meant for fabric, for example, to create hair. This would later make Kaena: The Prophecy the first computer-animated film of this scale to use only out-of-the-box software and hardware. The team also didn’t have the luxury to update the film as technology improved throughout its development like larger production houses commonly did.

Its ambition made the novice studio the laughing stock of the industry, but that only made its team more determined to succeed. In the wake of the failures of other adult-oriented animated films, including Titan AE and the box office bomb Final Fantasy: The Spirits Within, no one believed Axis would pay off. Its original science fiction story and unconventional art style, mixing Japanese anime-like artwork, European imagery, video game-reminiscent characters, and sepia tone realism, also made Axis a risky venture. Combine these factors with a crew that spent as much time botching and redoing as they did making the film, the studio looked both incompetent and naïve.

Villagers in Kaena the Prophecy

Chaman Productions forged on, however, even beginning production on the accompanying Axis video game for the PlayStation 2. Twenty members of Chaman co-developed it with an additional team of five from Namco in Japan. Friedman also discussed tentative plans for releasing the game on the GameCube, Game Boy Advance, and Xbox and future plans for more Axis games and movies with Gamespot in 2001. Later that year, the project went through its final name change. The Axis video game became Kaena, and the film became Kaena: The Prophecy. At the height of the movie’s production, the team swelled to 70 people, which included members of Canadian studios who would animate 70% of the movie. At the midpoint of the property’s production in January 2002, Friedman promised that Kaena would appear in the prestigious Cannes Film Festival as Shrek had.

Two months later, disaster struck. Chaman Productions, weighed down by an unrelated multiplayer online game project that it was also producing, filed for bankruptcy. The bankruptcy took the team completely by surprise, its unexpected nature rendering it even more devastating. Delaporte, Daher, and Friedman dreamed of Chaman becoming the European DreamWorks and looked forward to continuing to work together. Those dreams were over.

The next chapter of Kaena: The Prophecy’s development began at Xilam, the studio that would complete the production of both the film and companion game. Xilam, founded by Marc du Pontavice, was one of Europe’s leading animation companies best known for Space Goofs and Oggy and the Cockroaches. It was about to start production on Stupid Invaders, a computer-animated movie based on Space Goofs, when Pontavice heard that Chaman filed for bankruptcy.

Kaena the Prophecy Monster

Pontavice found Kaena fascinating, its story inspired, beautiful, and dense with an intelligently constructed universe. The half-complete film, however, suffered from an underdeveloped studio with no experience in animation. As co-founder of Gaumont TV, founder of Gaumont Multimedia, and founder of Xilam Animation, Pontavice had extensive experience in computer graphic, cartoon, feature film, and video game production, but completing the project would still challenge him. The budget for the film and game lacked an estimated 5.3 to 6.1 million euros, about $9.5 to $11 million, the film’s investors threatened to cut their losses, and the crew felt similarly disillusioned. Over twelve companies inspected the Kaena property, but only Pontavice had the resources and experience to make an offer to take over the project. Xilam bought the game and movie for a mere 150,000 euros, roughly $270,000, each. For the first three months, Pontavice directed the crew to create a new demo that would attract new investments and reinvigorate the team. Once he’d obtained adequate funding and improved morale, Pontavice reconstructed the full 70-person team and continued production in full force.

Kaena: The Prophecy arrived in France in June 2003, and the game released the following year. Despite its French origins, the film proved easy to export and sold in more than 40 territories. The film cost a total of 14.5 million euros, about $26 million, making it the most expensive animated feature ever produced in France at that time. It won as the first computer-animated, feature-length film in France, but the Spanish movie The Enchanted Forest (2001) beat it as the first such European film. Xilam also finished the Kaena video game in-house. Namco published it on the PlayStation 2 in April 2004 but, bizarrely, only ever released it in Japan. From the time Delaporte and Daher began working on their initial game demo to the PlayStation 2 game’s release, the project spanned nine years.

Since their release, the film and the game have mostly been forgotten, and the creators have moved on to new projects. The Kaena action-adventure game featured beautiful pre-rendered backgrounds akin to PlayStation-era Final Fantasy games, but its poor controls and limited release made it easy to overlook. The film had a slightly better reception, receiving a Golden Globe Award nomination, but the recognition was not enough to keep it out of obscurity. After the film’s release, with the crew eager to use all the experience they’d gained, Delaporte began work on a sequel. He didn’t get far before the project quietly ended. Since then, he has turned his focus to producing live-action films and commercials. Information on Daher is elusive, but he appears to be an animator for commercials. Denis Friedman founded a new company called Denis Friedman Productions. Over the past few years, he successfully Kickstarted and created the pilot episode of his latest project Urbance, a hybrid 2D-3D animated series targeting 16-25-year-olds. Marc du Pontavice continues to produce mostly 2D- and 3D-animated series for children under Xilam.

Video games influenced Kaena’s development from its inception, but they shouldn’t be blamed for France’s first CGI movie’s poor reception. The novice video game artists that created Kaena: The Prophecy sought to capture the hearts of teenage and young adult gamers with a rich world, a mature story, and realistic but stylized artwork. Video games inspired, among all of Kaena’s other accomplishments, one of the first movies to explore the distinctive storytelling properties of feature-length CGI films. The creators dared to make a film for a mature audience with a unique story and an art style unlike any seen before or since. In an industry that to this day rarely ventures outside children’s and family comedies, they dared to make a film in a genre that no one has yet mastered in CGI film.

While the fact that its creators were ambitious novices working in a young art form may have doomed Kaena to mediocrity from the start, it took people who didn’t know better to try what more entrenched experts would never do. Kaena prophesized that CGI films didn’t have to be translations of 2D cartoons into 3D or live-action into photorealistic graphics; the fledgling art form had as many great stories to tell in novel ways as any other medium. The challenge remained figuring out how to use it effectively to tell them. Video games inspired the Kaena experiment and have since inspired some of the most flawed, unique, bizarre, and amazing movies CGI has to offer. Imagine the films to come when just the right games motivate just the right teams to fulfill the prophecy that Kaena foretold.

A Series of Inciting Incidents

Shino dying

Originally published on the Extra Life Community website
Edited by Jack Gardner

As someone who reviews CGI movies in their spare time, I frequently watch movies based on games I’ve never played. .hack//G.U. Trilogy, for example, is an adaptation of the three .hack//G.U. video games for PlayStation 2: Rebirth, Reminisce, and Redemption. Unlike other video game-based movies such as Tekken: Blood Vengeance and Final Fantasy VII: Advent Children, however, I found Trilogy mostly just frustrating and overwhelming to watch. Every few minutes, from the beginning to the very last scene, the film displays emotionally intense events that have little context or explanation and resolves them by introducing more confusing elements. Centering on Haseo, a player of the fictitious MMORPG The World, Trilogy takes place in the same universe as .hack//Sign and .hack//Beyond the World but with a different set of characters. Because it relies on the viewer’s knowledge of the games and previous entries in the franchise, including the direct prequel anime series .hack//Roots, some would say that Trilogy was made for fans and doesn’t need to explain itself. Examining Roots and Let’s Plays of the games, however, only makes the movie more infuriating. The film’s loyalty to the games and disregard for explanation and focus turns the .hack//G.U. story into an irritating series of inciting incidents.

In terms of story structure, an inciting incident establishes the story’s problem. Without this event, the story would never begin. In The Matrix, for example, the inciting incident occurs when Morpheus decides that Thomas Anderson is the One they’ve been looking for. The rest of the movie shows Morpheus’ struggle to convince Thomas, also known as Neo, of this and to reveal his hidden abilities. In mysteries such as Sherlock Holmes, often the discovery of a dead body incites the protagonist to find the killer. The problem created by the inciting incident helps guide the story and motivate the characters.

.hack//G.U. Trilogy tells the story of Haseo, a player of the futuristic MMORPG known as The World. After a mysterious character known as Tri-Edge kills Haseo’s friend Shino in the game, she falls comatose in the real world, and Haseo swears vengeance. During his quest to level up and hunt for Tri-Edge, he attracts the attention of G.U. (which has several meanings). This organization monitors AIDA, a mysterious phenomenon that infects programs and players, causes players to fall comatose in the real world, and wreaks havoc in The World. G.U. believes that Haseo is an Epitaph User, a player with a hidden special ability to fight AIDA. Atoli, a player who uses the same character model as Shino did, also interrupts Haseo’s obsessive quest when she encourages him to stop thinking about the past and to live in the present. At the same time, Ovan, a friend who disappeared shortly before Tri-Edge killed Shino, returns to ensure that Haseo carries out his revenge for Ovan’s own purposes.

Shino’s murder in The World and resulting comatose state in the real world would seem to be the incident that motivates Haseo’s quest to save her and confront their mutual friend Ovan for causing her strange coma. Like the .hack entries that preceded it, however, Trilogy refuses to face this conflict directly, instead cluttering the story with unimportant details and events. While the games and the anime somewhat get away with it, an hour and a half long movie that condenses 60+ hours of gameplay can’t afford to waste time on clutter. The resulting film not only proceeds through seemingly random and dramatic events with no apparent connection to the main conflict at a hectic pace but also accentuates the plot holes, irrelevant details, and weak characters in the games. Atoli, a character introduced to help Haseo overcome his unhealthy obsessions, instead becomes a weak and needy supporting character who derails the film with an elaborate explanation of the cliché backstory she had in the games. The film includes but fails to adequately explain several other elements from the games, including the characters’ special powers and even the locations the action takes place in, which further distracts from the story and adds to its chaotic pace. The movie tops off the confusion by introducing a new character to resolve the story, which avoids explaining the characters who are actually important to the conflict and who the audience already doesn’t understand.

Haseo shouts at Atoli

In the games and the movie, Atoli teaches Haseo acceptance and forgiveness, but in the movie particularly, she also confuses his character and distracts from his goals. Six months after Shino’s in-game death, Haseo has driven himself mad with his quest for revenge. To find information on Tri-Edge’s whereabouts, he has resorted to killing anyone who may be associated with Shino’s killer or even player killing. He plays The World only to gain strength and defeat Tri-Edge. He treats everyone else with contempt and disinterest.

Given that Haseo spends most of the movie screaming, laughing manically, shaking, and physically transforming into a monster, a character like Atoli can help the audience relate to him. Unfortunately, Haseo’s friendship with Atoli is forced and unbelievable. As a high school student in the real world, Atoli has been rejected by her peers as a useless annoyance. She escapes to The World to find something better and happens to run into Haseo when he mistakes her for Shino. To prove her usefulness, she resolves to help him for no reason other than he looks sad. Haseo gives her absolutely no encouragement. In the two scenes between Haseo and Atoli in the first half of the movie, Haseo ignores her, blows her off, or shouts at her. Somehow Atoli doesn’t get the hint from this abusive stranger, and other characters even state that they seem to like each other even though little visual evidence supports this claim. Haseo’s attitude changes for no reason in the middle of the movie when, desperate to gain his affection after he yells at her, Atoli disappears to search for Tri-Edge herself. When Haseo finds her, he seems genuinely concerned for her even though he’s still shown no great interest in anyone or anything other than Shino, Ovan, and Tri-Edge until this point.

Atoli further distracts from an important plot point in Haseo’s quest when she hijacks fifteen minutes of screen time to explain her backstory in a ridiculous and disruptive way. For the first half of the movie, Haseo believes he must defeat Tri-Edge in order to save Shino. He actually does defeat Tri-Edge… immediately before The World transforms from an MMORPG into an abstract interactive art piece representing Atoli’s brain. “Wait!” Haseo shouts as Tri-Edge disintegrates. “Tell me how to return Shino to the way she was!” Wordlessly, Tri-Edge explodes into a thousand pieces and disappears. Haseo’s one hope for saving Shino is gone. The battle that he trained for months to win has gained him nothing. Out of clues, he curses… indifferently. Then, he turns to Atoli and continues a sentimental conversation they started before the fight began as if nothing happened. Seconds later, AIDA pops out of a set of nearby lockers and attacks Atoli. This attack sends her consciousness into an abstract representation of her own psychological state, voices of abusive classmates and all. To save her, Haseo must travel into her brain and convince her that he genuinely cares about her. He succeeds as part of a ridiculous, mid-movie, romantic music video… WHAT!? Not only does this sequence fail to convey any useful information, but it really shouldn’t convince anyone that they have a healthy or sensible relationship.

Atoli plays a similar role in the games, but her friendship with Haseo has more time to develop naturally. In the game, Haseo begins as an angry, single-minded, and cold but secretly caring person rather than an insane one. While initially he finds Atoli annoying for what she believes, he tolerates her because of her usefulness as a healing support character. These factors make it easier to believe that Haseo eventually becomes friends with her even though initially she still has no business getting involved with him. Later, Atoli runs off to find Tri-Edge when she discovers that she looks like Shino and accuses Haseo of keeping her around only to look at her. She wants Haseo to see her as Atoli, not Shino, and praise her for helping him. By this point, Haseo considers her a friend, but hasn’t expressed it, and chases her to explain himself. The battle with Tri-Edge still cuts awkwardly into their conversation and ends with equally bizarre indifference from Haseo, but at least he has a reason for being sentimental. While Haseo must still travel into Atoli’s brain in the second game to save her from her somewhat cliché, tragic school girl backstory, the player has more and better reasons to sympathize with her. This event also doesn’t disrupt the flow of the story.

Tri Edge Epitaph

Epitaphs also appear in the movie as overcomplicated clutter. In the games, which told a much grander tale, Epitaphs served as an important part of the combat system. Haseo, Shino, and Ovan, among a select few others, have an emotional connection to an Epitaph in The World. This gives them the ability to summon their Epitaph, a monster-like being that can fight AIDA with an ability known as “data drain.” In the movie, Epitaph Users receive a much simpler explanation: they are the only characters capable of fighting AIDA. Epitaphs and their user’s special abilities receive no explanation.

The film doesn’t appear to need Epitaphs to tell its story, which justifies this simple explanation. It easily avoids using terms such as “data drain” without losing the audience’s ability to believe that Epitaph Users can defeat AIDA. Also, some battles that were originally Epitaph-centric in the games, such as Haseo’s fight with Atoli or his fight with Ovan, feature simpler combat between the characters and achieve the same effect. Finally, Haseo, Atoli, and Ovan all display special abilities that they use to fight AIDA without having to display their Epitaphs.

Despite the abridged explanation, however, Epitaphs and Epitaph Users remain important to the combat and crucial to understanding the movie. Ultimately, they only add to the film’s chaos. While some fight scenes seem to acknowledge that they can’t assume the audience knows anything about Epitaphs, other fight scenes feature full-blown Epitaph battles with jarring Epitaph summonings. Imagine a movie about a fantasy RPG where half an hour into it one of the characters screams “Skeith!” without being prompted and finds himself in space with a giant monster. If this hypothetical movie has a clear setting and logical flow of actions until this point, such an event would seem random. In Trilogy’s case, an event like this comes off as yet another crazy and unexplained thing that happens.

The movie doesn’t define Epitaph Users well enough to outline their abilities or limitations. Obviously, Epitaph Users summon Epitaphs, but Haseo, Ovan, and Atoli also have other strange abilities. For example, Haseo’s appearance changes with his sanity, starting from human-looking and ending as a two-tailed monster with claws. He also demonstrates the ability to fly and “fuse” with Atoli’s character. When upset, Atoli transforms into a monster. Ovan shows that he can fuse with AIDA and reset the entire game. Is that part of being an Epitaph User? Can all Epitaph Users do that? Can all players do that? What else can they do? What can’t they do? Without set limitations, it seems that they can do any random thing.

Atoli standing by some lockers

Trilogy also fails to adequately explain the setting, which was also a problem, if less evident, in the games. About two-thirds of the movie take place in spaces that don’t resemble anything in an MMORPG. This includes a giant, white room that contains a single set of lockers; another giant, white room that contains books, a chair, and a little girl; and an infinitely high room of floating squares. What do these places represent in an online fantasy game? Battles between Epitaphs in the games and the movie also take place in voids of colors or darkness. The film makes no attempt to explain any of these spaces. The games explain the locations where Epitaph battles take place as alternate dimensions, but in a video game, what does that even mean? The games still make more sense than the movie, however, because in between levels that take place in these strange locations, players return to the normal RPG world and regain their sense of place. On the other hand, characters in Trilogy often move from one void to the next.

The confusing elements and distractions continue until the end of the movie when the story resolves itself by introducing a new character who seems to exist for the sole purpose of motivating Ovan. In the final scenes, Ovan reveals that he killed Shino to anger Haseo into unlocking his true powers. He needs Haseo to be strong enough to kill him and save his sister Aina, another comatose victim of AIDA. Ovan accidently put her into a coma when AIDA infected and fused with him, causing him to attack her when he lost control. After explaining himself, Ovan kills Atoli to give Haseo the last push he needs to show his full rage and potential. In the final fight scene, Haseo kills Ovan and saves Shino, Atoli, and Aina. Haseo can’t accept Ovan’s betrayal and knows that Shino and Aina wouldn’t be happy without him though. He decides to travel to the depths of The World to retrieve Ovan. These events take place over most of the third game, but viewers unfamiliar with the games will likely find this convoluted narrative to be as ridiculous and difficult to follow as it sounds during the half hour the movie spends on it.

Aina introduces an interesting idea, but even so, remains an unnecessary addition to the story. After Haseo kills Ovan, banishing him to the depths of The World, he wonders why Ovan would sacrifice himself for Shino and Aina when someone so close to them is now gone. At the end of the movie, Haseo reveals he and Shino are only somewhat distant friends. He also doesn’t know Aina. The audience, too, knows very little about Shino and Aina. Literally, the only person who really cares about them is Ovan. Perhaps this helps motivate Haseo’s decision to save him despite the six months of anguish Ovan made him endure. Aina doesn’t need to exist to show this idea though. The same purpose could be fulfilled with just Shino, if Ovan accidently killed her after he was infected with AIDA. This alternative telling still comments on the characters who really matter without introducing some random girl.

Haseo And Ovan

The remnants from the games that don’t need to be in the movie, such as Atoli’s freak out, Epitaphs, the strange settings, and Aina, overall take away from the short hour and a half the movie has to explain the bare story of .hack//G.U. This is unfortunate because Haseo, Ovan, and Shino have the most interesting and human relationships in the movie. In the one scene between them in the first half of the film, Ovan reveals the humanity beneath Haseo’s tough exterior far better than Atoli ever does. Haseo hasn’t seen Ovan in six months. Ever since his mysterious disappearance, the guild Ovan founded fell apart, leaving Shino and Haseo distraught; Shino went into a coma; and Haseo went mad. In the midst of demanding why Ovan left him and Shino when they needed him most, Haseo looks at his hands as if horrified by what he’s become. It would seem that Haseo’s love for Shino has driven him to madness, but in a twist at the end of the movie, if he ever had such affection for her, he doesn’t show it. He even suggests that Shino treasures Ovan more than Haseo. Shino thanks Haseo for saving her but also keeps her distance. It appears that love didn’t drive his obsession, as one would expect. Loyalty to his friends did.

All previous entries in the .hack//G.U. franchise also surround the story of these characters in distraction and fluff. The prequel anime series .hack//Roots spends some time explaining how Haseo, Shino, and Ovan became friends, how Shino died, and Haseo’s descent into madness. Half of the episodes, however, contain no content except for a large cast of supporting characters worrying about Haseo and not knowing what to do with themselves. The final episode ends on a cliffhanger with Haseo making an astonishing recovery immediately before the content in the first game begins. The games’ complicated tale features eight Epitaph Users, a large cast of memorable side characters, a plethora of tedious and enlightening side quests, and a main storyline that often revolves around fighting in tournaments. Despite the dozens of hours of gameplay, however, the games spend little time on Shino, Ovan, and Haseo’s relationship or the events that inspired Haseo’s quest to gain strength and defeat Tri-Edge in the first place. Even though all this extra content has memorable moments, the stories of the characters at the center of the series are left somewhat buried, unsatisfying and incomplete.

.hack//G.U. Trilogy had the opportunity to tell Ovan, Haseo, and Shino’s story in a complete and concise way but failed even more spectacularly than the anime or the games did. Atoli should help Haseo accept, forgive, and grow up, but instead, the movie highlights what makes her a weak, needy, and clichéd character in the video games. Epitaphs served as part of the games’ combat system, but they only clutter and confuse the story when it can be told just as easily without them. Like Epitaphs, the strange, unexplained settings and Aina also overly complicate the story and hide its most interesting elements. By failing to focus on the central conflict, Trilogy loses the ideas that make the .hack//G.U. story great and clutters itself with so much irrelevant content that it resembles a series of random, traumatic, and inciting incidents.

My Search for the Final Fantasy of South Korea

My collection of four Elysium DVDs

Originally published on the Extra Life Community website
Edited by Jack Gardner

Sometime in the early 2000s, my mother purchased a 3D movie viewer and glasses for our TV and some 3D movies from eBay and other online retailers. Included was Elysium, a CGI film mailed without a case in a package that appeared to be addressed in Chinese. This movie, mistakenly believed to be 3D, ended up sitting in a box, unwatched until 2013. Shortly after I began critiquing odd, obscure, and adult-oriented CGI movies for fun, I happened to remember the foreign film my siblings, cousins, and I abandoned more than a decade earlier in favor of Frankenstein and Night of the Living Dead in 3D. Ever since, it has humored, shocked, and baffled me. The film shows signs of tampering with places where the audio cuts out and sloppy video editing. The English adaptation is extensively re-edited from the original film and, oddly, includes thirteen minutes of brand new footage. Redubs of the film from other countries are translations of the English script rather than the original and include a bizarre collection of special features on their DVDs. Most people would have discounted Elysium as a half-baked attempt at a giant robot anime gone terribly wrong, but instead, I set out to find how the movie came to be. While I wasn’t entirely successful, I did discover many strange things surrounding what has been referred to as the Final Fantasy of South Korea.

Its proximity to the release of Final Fantasy: The Spirits Within (2001) and video game-like graphics earned Elysium (2003) its comparison to Square Picture’s film, and it roughly follows the “heroes come together to save the world” storyline seen in many Final Fantasy games. Van, a bike racer and pizza delivery boy; Paul, a juvenile delinquent; Christopher, a fighter pilot; and Nyx, an alien from the planet Elysium, are chosen to pilot four giant armors and protect the Earth from evil. Together they must defeat Necros, the general of the Elysium army who started a war between the Elysium and humans to set his plans to gain power into motion.

The first time I watched this film, however, its problems were more apparent than its story or its tenuous resemblance to Final Fantasy. It suffered from bad animation and special effects, poor writing, and most of all, frantic editing that made the story nearly incoherent. Robots and spaceships exploded like Death Stars. The attempts that characters made at displaying joy, horror, or terror with their plastic faces had more hilarious than successful results. The subtitling was sometimes comically bad, but even if it were flawless, the film had little room to explain itself. It was edited together so chaotically that it lost all sense of time and place. Transitions to move characters from one location to another were missing. Instead, characters traveled an impossible distance, like from a space ship to the middle of a city, in a single shot or disappeared mid-scene, making it seem like they could teleport. Some scenes, particularly battles, seemed to be composed of shots that had been placed in a random, nonsense order. The film often jumped between scenes to suggest that multiple events occurred at the same time or sequentially. Sometimes, however, the scenes placed together couldn’t reasonably happen at either of those times, and the film made no attempt to explain when they occurred or to even provide a transition between them to suggest time passing. This problem was so prevalent that anywhere from a few days to a few years could have passed in the course of the movie.

Space Ship Exploding

Also on the DVD, I discovered, shockingly, a short “The Making Of” film. In it, the creators showed off their use of motion capture and their attention to continuity, which the film seemed to lack entirely. Someone at some point cared about and showed pride in this hacked-together film. Who? What were they trying to achieve, and why did it fail so completely?

I looked to the Internet for answers. Unfortunately, all that I found was a tiny Wikipedia article, an incomplete IMDB page, and a small number of reviews, half of which weren’t in English. The official website had become what appeared to be a website for a park. All that anyone seemed to know for certain was that the film was made in South Korea. Even simple plot summaries were wrong half the time. At the time this article was written, one website claimed it was a wartime drama that took place in Budapest and was based on a true story. A reviewer claimed that Elysium (2013) was a remake of Elysium (2003), to which it bore no resemblance. Even the official IMDB page claimed that “the story is about the message, only love for humanity can save the earth.” I couldn’t see how anyone could pull that out of the series of images I watched. Even stranger, some user reviews praised Elysium for its superb animation and reasonable, well-told story. Excuse me? Had we watched the same movie?

As it turned out, we hadn’t. During my search, I found to my delight that the film had been redubbed in English. The only way the film could possibly be worse, and more hilarious, would be to give it a terrible English dub. Naturally, I absolutely had to have it. I bought one of the last remaining copies from the dark corners of Amazon. With actors who clearly didn’t care, obvious and badly improvised lines, and weird dialog that didn’t match the film, the redub was as amazing as expected. Crispin Freeman, a popular voice actor in English dubs of anime, who voices Kronos and Lycon in Elysium, was about the only actor who gave a consistently decent performance. Differences in the script, however, made the story more coherent. Primarily, an added narrator tied together starkly cut together scenes and provided a better sense of time passing.

Paul making a sad face

As I continued to watch the two dubs of the film in preparation to review Elysium though, I noticed something else. I was watching the English version of the movie when the protagonist Van made a tasteless joke about bulimia. I’d just watched the Korean version the previous day, but I couldn’t remember Van joking about bulimics in it. More than likely, he’d made a different joke, he spoke about something else, or the subtitles were indistinguishable. I wondered though, so I opened the Korean film and looked for the scene. To my surprise, the part of the scene where Van made the joke didn’t exist. Comparing the length of the two films, I realized that the English dub was thirteen minutes longer than the original film.

I proceeded to go through both versions of Elysium and map out the differences between them. While they told basically the same story, they were edited together much differently. The scenes appeared in different orders, the English version had shots and entire scenes that the Korean version didn’t, and the Korean film also had shots that didn’t exist in the English film. While the English adaptation was still a mess, it was overall better paced and better put together than the Korean film. Going to my experience with English dubs of Japanese anime, I knew that sometimes adaptations were also re-edited to add or remove elements in the footage or reorder scenes and shots to tell a different story, but the English adaptation of Elysium contained seemingly brand new content that someone animated and rendered!

By this point, I was seriously questioning the DVD that came without a case in that package addressed in Chinese all those years ago. I thought I had the original Korean film, but clearly, more footage existed. As I watched it again, I could see and hear where the scenes were abruptly cut off where they continued in the English version as if someone had butchered the film to make it shorter. If I didn’t have the original film, then what did I have? I again went back to my experience with Japanese anime, specifically bootlegs of anime. Perhaps I had some crazy Chinese import. These ethically questionable, if not illegal, purchases are usually cheap and have Chinese subtitles and poor English subtitles. My supposed Korean copy of Elysium fit this description. Why would bootleggers take the time to re-edit the film, and make it worse, though? They don’t even subtitle properly.

My collection of four Elysium DVDs

If I wanted to answer these questions, I needed more copies of the movie. Perhaps I had some early edit of Elysium that mistakenly released to the public, and somewhere out there the actual original Korean film, one even more complete than the English adaptation, existed… Or maybe whoever wanted to redub the movie in another language got a box of footage to edit together. The only DVD of the movie I could find that had a Korean audio option was the German DVD. It claimed to be of the same length as the English version. I also found a Polish adaptation that claimed to be of a different length than the Korean and English versions. I found a French DVD on eBay, too, but I’d already nearly emptied Amazon of its copies. I didn’t want to get too crazy with this terrible movie.

The Polish DVD was perfect for any Elysium fan’s shelf and, simultaneously, the most bizarre DVD I’d ever seen. In its beautiful packaging were five Elysium trading cards, words that I never thought I would say let alone use to describe real objects. The DVD had well-designed, interesting menus and included character descriptions and the name of the armor each character pilots, information that wasn’t revealed in the movie. Contrary to its description online, it contained the English version of the film with Polish and English audio options. Things got weird starting with the Polish dub, which featured one guy repeating all the dialog in Polish over the English dub. The DVD also contained descriptions of about 186 random movies, from Rudolf the Red Nosed Reindeer to Kill Bill, and samples of all the songs from seven CDs that had nothing to do with Elysium. Most of the music was electronica. I could dig that.

Anyway, the German DVD proved to be more relevant to my search, but it left me with more questions than answers. “Is the Korean on this DVD actually Korean?” was among them. The DVD, subtitled “Koreas Antwort auf Final Fantasy,” which Google translated to “Korea’s answer to Final Fantasy,” contained the English version of the film with German, English, and Korean audio options and German subtitles. The Korean audio, however, didn’t contain a full-length version of the dub on my Korean DVD as I expected. The voice actors were different, and the script was obviously translated from the English dub. Most bothersome of all, the dialog didn’t sound like Korean. I wasn’t super familiar with Korean, but I knew that something was strange. At times, it sounded similar to Spanish and other times it sounded more like Chinese. I asked the Internet, but as of this writing, I still don’t have a definitive answer to what language it is. Early opinions concur; it isn’t Korean.

Unlike the twenty plus games and movies that Japan’s Final Fantasy spawned, Korea’s Final Fantasy truly is a final fantasy. Thirteen years after its release, Elysium has been nearly forgotten, leaving strange artifacts behind. Among them is the original Korean film stitched together like Frankenstein’s monster, a “The Making Of” featurette showing the care that went into creating it, thirteen minutes of previously unseen footage that appeared in the English dub without explanation, and a German DVD with a “Koreanisch” audio option that doesn’t sound Korean. Someone saw enough potential in the original film to not only redub it but also extensively re-edit it. Similarly, someone saw enough potential in the mediocre English redub to translate it into other languages and package it in nicely crafted DVDs. These adaptations, however, buried the original film and left a trail questions, “What went wrong?” being the biggest among them. While these DVDs remain enigmatic mysteries, I continue on my search for answers.

Elysium 2003

The Seeker’s Greatest Weakness

Dragon Age Dawn of the Seeker

Originally published on the Extra Life Community website
Edited by Jack Gardner

In 2012, Oxybot, the producer of Appleseed and Vexille, released Dragon Age: Dawn of the Seeker, a CGI movie based on BioWare’s Dragon Age. The film follows Cassandra, a fierce and loyal member of the Seekers and a talented dragon hunter. The loss of her brother, who was killed by mages when she was a child, however, has made her bitter, angry, and prone to violence and recklessness. Her mentor, Byron, believes that her fury blinds her and will get her or someone else killed. Her behavior frequently endangers her and her companions. Contrary to his warnings, Cassandra demonstrates inhuman strength and imperviousness to damage, leading one to wonder what she or her companions have to fear by her thoughtlessness. Indeed, her need for revenge for what happened to her as a child seems to fuel her uncanny strength more than it hinders her. The only attack in the movie that seriously damages Cassandra reveals her true weakness. Blind fury doesn’t make Cassandra vulnerable. Her unfortunate choice to not wear pants leaves her true vulnerability fully exposed: her “Achilles heel,” her left thigh.

Cassandra, born into a family of talented dragon hunters, serves the Chantry as a Seeker to avenge her older brother’s murder. As a member of the Seekers, the most loyal of the Templar knights, Cassandra maintains balance and order between knights and mages. When she catches her fellow Seeker Byron kidnaping Avexis, an elf girl with the power to control beasts, however, she begins to question her loyalties. Byron believes that the High Seeker is conspiring with mages and holding Avexis hostage as part of their plans. When Byron dies protecting her and Avexis, Cassandra continues his mission to discover the truth. To do this, she must disobey the Chantry and trust an allied mage named Galyan.

Cassandra’s anger frequently puts herself and others into dangerous situations, which makes it easy to assume that she must learn to control it to achieve victory. Her uncontrolled temper shows from the first fight scene of the movie when Byron finds Cassandra hacking away at the corpse of a mage in a fit of rage, leaving her unaware of her surroundings and open to attack. Byron demonstrates Cassandra’s weakness again when he defeats her in a sparring match by using his shield as a weapon. He explains that she has blinded herself with vengeance and can’t see all the possibilities available to her.

The consequences of Cassandra’s behavior escalate when her recklessness kills Byron. During their escape from the Chantry with Avexis, a large group of mages ambushes Cassandra and Byron. Byron recommends that they retreat, but Cassandra takes the opportunity to kill more mages. Fearing that they will kill her, Byron stays and fights, too. He dies while protecting her, and the mages recapture Avexis. Cassandra laments that this wouldn’t have happened if she had retreated.

Round-house kicking a giant rock monster

In the scope of the entire movie, however, Cassandra’s mindless rage never really puts her in danger, causes her grief, or proves to be an obstacle. She demonstrates superhuman strength and damage resistance, which suggests that nothing poses a threat to her even when rage consumes her. In the course of a few days, she murders dozens of people and monsters. She can kill dragons with a knife, fistfight armed and armored knights into unconsciousness, and swing a sword hard enough to cut through armor and chains. She even delivers an effective round-house kick to a rock monster’s face. Among other damage she receives, she survives a massacre as a little girl, jumps off three cliffs, stands on top of a flaming monster and doesn’t burn, and smashes into walls and the ground multiple times. The characters also recognize Cassandra’s abilities as exceptional. The Clerics express amazement when they hear that she killed a dragon by herself. Byron says that he knows no man better with a sword than her. Galyan sees her as the bravest person he’s ever met. The leader of the enemy mages retreats only when he recognizes Cassandra among the knights surrounding him at the end of the first fight scene. Cassandra and others refer to her as a member of a legendary dragon hunting family.

Byron’s death, the most devastating consequence of Cassandra’s blind fury and the most likely to convince her to change, ultimately doesn’t affect her. She even stops believing that she caused it. Less than thirty seconds after Byron passes away, Cassandra attempts to kill his friend Galyan, and her thoughtlessness continues for the rest of the movie. As soon as she discovers the person truly behind the conspiracy within the Chantry, she blames him for killing Byron instead of herself. After she defeats the conspirator, she briefly takes Byron’s last words to heart: “Hate can only breed more hate.” In Byron’s memory, she shows the traitor mercy by allowing him to live… but then beheads him anyway.

Despite Byron’s and Galyan’s insistence that Cassandra’s anger impedes her, Cassandra uses her pent up rage and impulsiveness to their advantage at every opportunity. She kills dragons and monsters at least fifty times her size and dozens of mages who would have killed her or members of the Chantry if she hadn’t. She intimidates an elf to gain valuable information. She saves herself and Galyan when she decides to jump off a cliff to escape the Templar knights. Despite everyone except Cassandra thinking that her rash decision would kill them, she and Galyan survive the fall. Instead of learning to control herself throughout the story, she instead convinces Galyan that her fury helps rather than hinders her. Originally a pacifist who dislikes Cassandra’s foolishness and need for revenge, Galyan tosses Cassandra the sword that she uses to execute the conspirator and admits that he should have let her kill him sooner. He also seems to reinterpret her recklessness as bravery. Perhaps if Byron had more trust that she could protect herself while he escaped with Avexis, he would have survived.

Cassandra’s rage doesn’t kill her more than it describes her, but she does have a weakness. This can be observed when Cassandra receives an attack that damages her left thigh. During a fight with 100 giant monsters, one of the beasts backhands Cassandra, which knocks her unconscious and cuts open her leg. This deep but small cut leaves her debilitated and vulnerable for two days. She can’t even defeat a single person when before she could cut down fifteen in minutes. Her reaction to this injury can’t be explained by the fact that a monster brutally smashed her out of the air. A similar attack later in the movie, where a large creature swats Cassandra into a brick wall, doesn’t damage Cassandra’s leg or incapacitate her.

Dragon Age Dawn of the Seeker Sparring

If Cassandra has a character flaw, her apparent preference for running around without pants on would be a better candidate. This choice leaves her thighs, and thus her weak point, fully exposed. Byron and Cassandra escape the Chantry with Avexis late at night when both of them wear light armor as opposed to full armored suits. Cassandra happens to not be wearing pants and must continue without them for the rest of the film. Sure, she and Byron had to make a quick escape, but why would she casually wear light armor with no pants in the first place?

While Cassandra stubbornly refuses to change her personality, she does more than put clothes on to conceal her Achilles heel at the end of the movie. In the first fight scene, Cassandra wears a suit of armor, and when she returns to the Chantry as a hero for exposing the conspiracy, she wears it once again. This armor defends Cassandra so well that even magic bounces off of it as can be seen during the first fight. Perhaps if she wore it through the whole adventure, she would be invincible and have nothing to worry about regardless of who or what she decided to swing a sword at.

Dawn of the Seeker leads the audience to believe that in order to fulfill her goals, Cassandra must learn to solve problems with means other than recklessness and violence. The hopes that Byron and Galyan had for her becoming a more tactful and forgiving person, however, go mostly unfulfilled. Aside from befriending a mage, Galyan, Cassandra shamelessly chooses the path of rage and revenge from the beginning of the movie to the end. She not only survives but also shows that her personality doesn’t make her weak. Her childhood trauma haunts her, but it has also made her strong. She doesn’t need to change her temperament to protect herself. When an attack to her left thigh can nearly kill her while everything else has no effect, putting on pants appears to be the more reasonable course of action.

The Art of the World

.hack//Beyond the World

Originally published on the Extra Life Community website
Edited by Jack Gardner

The .hack multimedia franchise began in 2002 and now spans video games, anime, movies, manga, and novels that all explore the fictitious online roleplaying game (ORPG) known as The World. .hack//Sign, the animated series that began the franchise, centers on Tsukasa, a player who, after waking up in a dungeon, finds himself trapped inside the ORPG with no terminal in front of him to log off of. On his journey to find out what happened to him and why, he must also come to terms with the cruel reality waiting for him in the real world. One of the latest entries into the series, the computer-animated movie .hack//Beyond the World, tells the story of Sora, a technology-averse teenager who is persuaded to play The World. Initially hoping to become more connected to her technology-obsessed friends and love interest, she instead finds herself entrusted with saving not only the game but also the entire world. Like the anime series that preceded it, .hack//Beyond the World makes a visual distinction between the game, where part of the movie takes place, and the real world the characters live in. The artistic choices in both works complement their stories’ commentary on gaming, Internet addiction, and social connection or disconnection in the age of technology. .hack//Beyond the World, however, isn’t as successful in creating a believable and relatable story because it doesn’t also use its art style to elaborate upon its characters as .hack//Sign does.

.hack//Sign takes place almost exclusively inside The World with brief fragments of the real world appearing in some episodes. These settings have different moods that are heavily laden with the emotions of the characters who inhabit them. To Tsukasa and his friends, The World is an escape from reality for various reasons. What each of them faces is only hinted at throughout the series, but the dreariness depicted in the scenes showing the real world conveys their feelings well enough. Reality is shown through grainy and desaturated footage. Character’s faces aren’t usually shown, and if they are, their eyes are hidden in deep shadows. No sounds can be heard other than music or static, and if there is dialog, the words are only displayed against a black background. It’s as if we’re viewing the scenes from the perspective of people so internally focused on their own pain that the world around them has lost detail. Only in the last episode does the real world gain sound and color as Tsukasa and his friends have each fulfilled some desire that makes reality a much more bearable place.

.hack//Sign Real World

The game, while it appears happier for the characters than reality, is just creepy enough to serve as a reminder that beneath the surface there is something wrong. Scenes taking place here are colorful and have sound, dialog, and characters… as expected. Occasionally, however, shots are sideways, upside down, tilted, held at a distance for an abnormally long time, or focused on a random object in the scene reminiscent of the unusual shot choices in scenes taking place in the real world. The color palette is usually dark and the score is haunting. Frequently, these elements create a dark and mysterious atmosphere. The happier mood is tainted by some unseen or unaddressed problem.

About half of .hack//Beyond the World takes place in the real world while the rest takes place inside the ORPG. With its pastel coloring and use of 2D elements, the real world is shown as dull, flat, and ordinary, but it isn’t a bad place. Scenes can be well described as moving paintings. The 3D character models appear to have painted textures and light cell-shading. In many cases, all or part of the environments are 2D painted textures that are composited with the 3D elements in the scene. The coloring of everything is soft and muted. In contrast, scenes that take place inside The World have semi-photorealistic 3D graphics, depicting an adventurous and awe-inspiring environment. The cell-shading is gone, the colors are saturated, and most scenes are composed entirely of 3D models. Camera movements are also more dynamic and exciting, including point-of-view shots and spins.

.hack//Beyond the World Game World

Unlike those in .hack//Sign though, the two worlds have a similar tone to one another. When one is in chaos so is the other. While initially The World is amazing to Sora, it soon becomes the new ordinary. This, however, is consistent with a theme that runs throughout the movie: the real world and the digital world have differences but are overall the same. When Sora is finally convinced to try The World, she isn’t particularly happier there or more connected to the people around her. She is as clueless about ORPGs as she was in reality and as content to train by herself as she is to train with her friends. While it appears that her parents have separated and she feels somewhat disconnected from her classmates, her life isn’t particularly depressing. Her experiences in the game are as confusing and frustrating as they are extraordinary, which doesn’t make it much of an improvement. By the end of the movie, her feelings towards both worlds are still neutral.

Let’s face it. .hack//Beyond the World and .hack//Sign are about people in the near future playing World of Warcraft with VR headsets. The success of their stories depends on convincing the audience to care about fetch quests, boss fights, leveling up, and the possibility that the characters might die in a game where they have an infinite number of lives. .hack//Sign accomplishes this by giving the game believable real-world consequences. Player killing is equated to bullying. Failing a time-sensitive fetch quest is devastating to someone who didn’t have any self-confidence to begin with. Breaking up a faction also breaks up a friendship. As has already been discussed, even how the setting looks and sounds mirrors the thoughts and feelings of the characters. While these events don’t have widespread repercussions, they show that the game has a real effect on the characters and make the game’s more farfetched elements easier to believe. For example, an anomaly within the ORPG can cause players to fall into an unconscious or comatose state in the real world. By the end of the series, we still don’t know much about the players behind the controls, but through the emotions we’ve experienced with them, we want them to find happiness in the real world… even if they have to defeat an AI powered by negative emotions to do so.

.hack//Sign Game World

.hack//Beyond the World gives the game much more devastating and widespread real-world consequences, but because it never takes the time to show how the game affects the protagonist, who we spend most of the movie with, it stretches the suspension of disbelief and fails to convince us that we should care. A computer virus has infected networks and servers around the world, including The World’s game servers. With electricity and networks down worldwide, reality is in chaos. In the game, the virus appears as a black cloud that destroys 3D assets and infects the brain signals of the players, causing them to fall into a comatose state. To save both worlds, Sora must find Aura, an artificial super-intelligence within the game, and give her information she needs to destroy the virus. The audience, however, has no reason to believe that Sora would do this. The World hasn’t had a significant effect on her personally. Even after playing it for a while, Sora still doesn’t seem to care that much about anyone or about technology. She continues holding her friend Tanaka, who she has a mild crush on, at a distance, and stops playing The World after a minor argument. When Tanaka becomes a comatose victim of the virus, Sora resolves to save him in an uncharacteristically impassioned outburst, but when everything is over, nothing about Sora changes. In the final minutes of the movie, she tells her friends of her indifference towards continuing to play The World. The final image is apparently of her enthusiastically breaking Tanaka’s cellphone to get his attention. Despite everything she went through, she is as disconnected and indifferent as ever, leaving us wondering why she even bothered.

.hack//Beyond the World Real World

In a story about a fantastic, futuristic ORPG, providing the audience with a way to relate to the characters is crucial to the story’s believability. The art style in .hack//Sign is only one of many ways that it explains the characters and their relationship to the worlds they live in. The ORPG serves as an escape from reality and a place to work through personal feelings. In .hack//Beyond the World, the differences between worlds appear to be superficial, which mirrors the movie’s theme that the virtual and real worlds are only different ways to communicate with people; one isn’t better than the other. The movie, however, fails to provide an alternative to the art style to explain its characters. As a passionless and randomly impulsive individual with unclear goals, Sora is difficult to understand. In turn, it’s difficult to care about or believe the final scenario where she must save an ORPG to save the entire Internet. By using its art style to the fullest, .hack//Sign is able to take the audience on the emotional journey of a handful of anonymous people in an alien environment. .hack//Beyond the World tells a grander tale, but its believability suffers from inferior visual storytelling.

Digimon X-Evolution

A Digimon CGI movie? How did I miss this?

You know you’re in for some high-quality animation when the only official trailer isn’t even dubbed.

Write a Novel for Extra Life

Hey, writers! Want to start National Novel Writing Month with a bang? I’m writing 24 hours (or more) November 1-3 to raise money for my local children’s hospital as part of Extra Life. If you’d like to join me, follow me on Twitter. I’ll follow back.

You can donate to my fundraiser here. For every dollar you donate, I’ll beta read 1,000 words for you. See this page for more information on what I like to read and what to expect for feedback.

Here are some additional details:

  • If you make a donation and would like me as a beta reader, send me a tweet or DM to introduce yourself and tell me about your project. 🙂
  • My offer applies up to 200,000 words across all donors.
  • My beta-reading pace is about 20k-25k words per week.
  • I’ll fulfill requests starting January 1st, so take November to write and December to clean up your manuscript. Or take even longer! I’ll give you an IOU.
  • Feel free to tweet or DM me if you have questions.

If I like it, I may read your whole story no matter how much you donate. In addition to raising money for sick and injured kids, I think of this as an opportunity to find new critique partners and writer friends. 😀

Oh, and if you’re interested in what I’m writing, here are my answers to Sophie Li‘s NaNoWriMo 20 Questions Tag!

The NaNoWriMo 20 Questions Tag

I have returned to answer 20 questions about Twelve’s Design, my novel I’m working on for NaNoWriMo!

1. Tell me about your NaNoWriMo project this year! Give me a blurb!

Three years ago, Logan Cusick, a high school senior with a bright future, mysteriously vanished from Blue Mountain Forest. Now six months before the world’s predicted end–December 12, 2012–psychic Seth Rose, haunted by Logan’s memories, hunts for Logan’s abductor, a monster named Rio Lamar. If he’s honest with himself though, he doesn’t know where to look. That is until he discovers a dark energy surrounding Logan’s troubled brother Eugene.

While Seth suspects Rio Lamar has returned to execute some devious plan, other investigators disagree. Eugene’s friend Esarose Porter fears creatures from the forest took Logan and have returned to take his brother. Brand Danil, an alien-obsessed stalker, thinks extraterrestrials abducted Logan and have plans for world domination. And Seth’s business partner Conrad Xiao Hong believes the anguish surrounding Logan’s disappearance has attracted a powerful demon.

Even without their conflicting opinions, identifying their enemy and how to stop it won’t be easy. The dark entity following Eugene provides as few cryptic clues and outright lies to its origins and intent as Eugene does to what hides beneath his carefree façade. Seth and his fellow investigators scramble to discern the truth before they find out what really happens on December 12.

2. What’s the genre?

New Adult, Paranormal, Psychological Thriller

3. Describe your MC in three words.

scarred, selfless, snarky

4. Without spoilers, describe your villain in three words.

manipulative, familiar, generous

5. What is your goal?

I hope to finish rewriting a rough draft of the final two chapters of the book, so I have a better idea of how it will end. In the previous draft, these chapters had about 45,000 words. I’m hoping that number will decrease.

6. Is this your first draft? Second? Third?

It depends how you count them. I originally wrote this story in 2006. Back then, it was actually two novellas known only as Book 3 and Book 4. They bore little resemblance to what Twelve’s Design is now, but some core ideas and characters have survived. I wrote two drafts of Book 4.

I picked these stories up again in 2009 where I wrote two drafts of a new story based on them. The first draft combined the stories together but kept one of the main plot devices: the main character had amnesia. The second draft was born from asking myself, “What if he remembered everything?” These drafts are where the story started to resemble the modern Twelve’s Design.

Since picking the manuscript up again in 2016, I’ve written two drafts and am currently working on the third.

tl;dr This is about the fifth-ish draft.

7. Are you starting a new project (or draft), or continuing an existing one?

Continuing!

8. What is your favourite time to write in the day?

Late at night, but I also like bingeing at all hours of the day on weekends.

9. Where are you going to write?

At my desk and “standing desk” (a bookcase).

10. Computer or paper?

When I’m writing a new story, I do all my planning and outlining on paper. I also write the first draft on paper. Then, I transcribe everything to Word for editing.

With Twelve’s Design, I do almost everything on the computer. I even use Trello and Evernote for notes. The only things I don’t have on computer are the room/house blueprints I draw to help me visualize scenes and a map of the city the book takes place in with key locations marked.

11. How are you going to make time to write?

I’ll probably keep doing what I’ve been doing: blocking out a few hours every night to write/edit. I’m also thinking about doing a 24-hour writing marathon on November 1-3 as part of Extra Life, which I do something for every year.

12. Are you going to participate in local or online NaNoWriMo events?

I may not even officially register for NaNoWriMo. I never know how to count the words I’ve written/edited at the end of the month, so I usually participate in spirit.

13. Do you write from beginning to end or skip around?

I’m editing linearly for the most part, but when I planned and wrote the early drafts in 2009, I intentionally wrote Twelve’s Design as a collection of scenes that I eventually assembled in a linear order. Actually, I’m still moving them around!

Besides Twelve’s Design, I usually write linearly, but I skip around, too, if future scenes demand my attention.

14. Planner or pantser? (or plantser?)

Planner. Even if something changes when I’m mid-way through writing, I’ll usually pause to make a new plan. I often speed write the entire book or select scenes before I start writing.

15. What will be your go-to NaNoWriMo snack?

I wear Invisalign orthodontic appliances with rubber bands at the moment, so taking all that off to snack is a hassle. I’ve enjoyed tea lately though!

16. Choice of caffeine? (or no caffeine?)

Tea (mostly non-caffeinated)

17. Any rewards for milestone achievements? For finishing NaNoWriMo?

Hmm. Not really. I’m working until I finish this draft and can pass the story around to beta readers again. I’m nervous but also looking forward to hearing what people think.

18. Share a tip for other NaNo-ers!

I don’t know if anything I’m doing is correct or good or will ever amount to anything, but I still enjoy writing for fun… So, write for fun? Or don’t. I don’t know.

Also, always portray yourself as happy, inspirational, and confident! 😛

19. How are you feeling about NaNoWriMo?

I’m not nervous about NaNoWriMo itself. I’m more nervous about if I can finish this draft in time to meet my self-imposed deadline (December) and what it will look like in the end. This is the first draft where I’m writing a different ending from the one I envisioned in 2009. Will I like it? Will it be an improvement? I don’t know. I guess I’ll find out.

20. Share an aesthetic for your NaNoWriMo novel!

These are mostly just pretty pictures of the setting, but enjoy!
Twelve's Design Setting

Image Credits

Update

Twelve’s Design

So… almost two months have passed since my last update. I overbooked myself last month, but I’m back. I’ve almost finished Chapter 4 of Twelve’s Design and am transitioning into Chapter 5. Well, I’ve made the decision to break the book into more chapters, so Chapter 4 will become Chapters 5 and 6 and Chapter 5 will be Chapters 7 and 8. I’ll probably think of the book in terms of the old numbering scheme for a while longer though since my notes are organized that way. I hope more chapters will smooth out Chapter 5, which has a ton of stuff in it, and other messy chapters in the second half of the book. It does make me sad that Twelve’s Design will no longer have twelve chapters. I can live with either two groups of twelve chapters or three groups of six chapters though. >:D

OokiiSoraCon Web App

I hosted the OokiiSoraCon website for pre-convention testing purposes… somewhere on this domain. I’ll keep it secret for now because, while I did follow a security-minded tutorial to implement it, I don’t know how secure it really is. Now I’m squashing bugs and implementing requests as revealed by the members of the OokiiSoraCon staff that tested it. I question if an OokiiSoraCon video game will happen this year, but we’ll at least have THIS. You’ll have to come to the convention to find out what. 😛

The Writer’s Net

I’ve mostly finished implementing the React half of The Writer’s Net. All I have left to do is finish implementing the map. For some dumb reason, I decided to update my old code to the newest version of D3 while also refactoring it for use as a JavaScript module. So, adding it to the application hasn’t been as simple as importing it into the project and attaching the right connections. When I first started this React implementation of The Writer’s Net though, I had no idea how those connections would even work. Refactoring the code has helped solidify that. Now I just have to get it work!

The time I’ve spent learning the other technologies the NuCamp class has moved onto, however, has also slowed development. While I don’t exactly feel comfortable building mobile applications yet, I at least got familiar with React Native last month. Now we’re learning NodeJS, Express, and MongoDB for the backend logic and database portion of the JavaScript MERP stack. I have no idea what the best practices are for designing a database that stores redundant data intentionally, and it doesn’t look like the class will delve into it, so I guess I have more outside research to do to finish The Writer’s Net. I graduate mid-July, so we’ll see if I can at least have the application basically working by then.

Elysium

Something amazing and completely unexpected happened last month. I received an email from Matt and Adam Rovner, the co-writers of Elysium (2003)’s original script. They discovered the articles I wrote on the film and wanted to tell me what they know about its history. O.O Since then, we’ve run into multiple scheduling conflicts, but you can bet that when we get a meeting together, I’m writing another Elysium article. In the meantime, if you have any Elysium-related questions you must have answered, send me a Tweet @SilentFuzzle. 🙂