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.

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.

A Series of Inciting Incidents Extra Life Article

Would you like to know why .hack//G.U. Trilogy infuriates me? Check out my latest Extra Life article to find out here.

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