Peter’s Rule of the Ridiculous

Black Lagoon is an anime series following the adventures of a crew of modern-day gangsters/guns for hire/pirates, and one very out-of-place Japanese salaryman, as they  battle mob bosses, mercenaries and maniacs. Meanwhile, God Hand is a PS2 brawler about a guy who protects the supernatural power of  the titular limb from hordes of mohawked punks, whip-wielding women, and demons who range from corpulent to alluring to plain monstrous. Other than violence, what on earth could these have in common?

 

The answer is, they are both powered by the same core concept, what I call Peter’s Rule of the Ridiculous: if you’re going to tell a story that is ludicrous, over-the-top or plain silly, not only must you be aware of that, you’d better make very sure that the audience knows you’re aware of that.

 

Note that the Rule of the Ridiculous is not the same as “so bad it’s good”, although it is related to that long and honourable dramatic tradition, hamming it up. “So bad it’s good” is unintentional on the creators’ part, whereas self-awareness is the whole point of the Rule of the Ridiculous. Meanwhile, hamming it up is what happens when the actors, not the writers/directors/creators, are the ones who embrace the ridiculousness.

 

How does the rule apply to Black Lagoon and God Hand? Both take genres that, by definition, stretch believability – action films for Black Lagoon; video games in general, beat ‘em ups more specifically for God Hand – and drag them through the realm of self-parody. Action movies presented us with zombie pirates, whip-wielding Nazi-fighting archaeologists, and martini-quaffing, laser-defying, hit men; games often rely on endowing us with similar Macho McToughguy powers. Black Lagoon’s characters are even more overpowered, but it doesn’t stop there. Its heroes yell, “We’re being chased by an unstoppable killer robot from the future!” and in one episode, go up against an army of supervillains toting not just pistols, not just rifles,  not just swords, but every way to die known to man: flamethrower, chainsaw, minigun, even a kukri-on-a-rope. God Hand, meanwhile, will never have you looking at fight scenes the same way again after the first time you kick a demon in the groin, knock him flat, stomp on his head, and then launch his buddies into the sky, accompanied by an in-game laugh track.

 

In contrast, I can think of a couple of franchises that would have been improved had they run with the Rule of the Ridiculous:

 

  • Exhibit #1 is Warhammer 40,000, where IN THE GRIM DARKNESS OF THE FAR FUTURE, THERE IS ONLY WAR. And that war includes ten-foot tall superhuman space marines, barely-literate space orcs orks, space elves, space dark elves, 50-metre (150-foot) tall mecha piloted by machine-worshippers, demon-summoning cultists, rifts that can swallow up whole space fleets, and somehow managing to survive in all this, human grunts and tankmen led by sword-waving commissars.

 

  • Exhibit #2 is the Mobile Suit Gundam anime franchise, which – in the entries I’ve seen – tends to follow a formula. Whiny teenaged heroes miraculously stumble into command of superweapons! Teenaged heroes repeatedly fight off hordes of enemies! Teenaged heroes barely take a scratch even when fighting veteran soldiers!

 

Are these universes inherently more unbelievable than those of Black Lagoon or God Hand? No. The problem is, they’re presented in so po-faced a fashion that my mind balks at accepting them. And from there, it’s only a short step to dwelling on their flaws. But in God Hand, and in Black Lagoon once it warms up to the Rule, suspension of disbelief never has the chance to become an issue – I’m too busy laughing, exclaiming, “Holy–!” or otherwise being dragged along for the ride.

 

And that’s the beauty of the Rule of the Ridiculous. It takes unpromising or hackneyed raw material, and transforms it into sheer glee, almost like a Philosopher’s Stone for storytellers. It makes Black Lagoon and God Hand memorable rather than generic. It lets creators achieve the cult classic status associated with “so bad it’s good” while skipping the “bad” part. And it can be as simple as exaggerating genre conventions instead of simply playing them straight. Of course, all this is easier said than done. But when the rewards are so great, and the risks (remember, we start with uninspiring source material) so marginal, well, wouldn’t failure to embrace the ham just be a recipe for… ridicule?

Anime review from my archives: Fate/stay night

FATE/STAY NIGHT


Long ago, three sorcerers created a plot coupon, which they dubbed the Holy Grail. It is powerful enough to grant any wish — but to claim it, one must compete against six other sorcerers, each contestant, or “Master”, summoning a mythological hero (“Servant”) to be his or her champion.  Now, in one Japanese city, the fifth such bout is about to begin, and a young man, Emiya Shirou is about to be caught up…

 

Frustration is not seeing an unredeemably bad book, or anime, or game. No, to be truly maddening, it must display some kind of potential, or promise that it could have been something great, and then throw it away. Fate/stay night exemplifies this. It has an extremely cool premise. It has a handful of excellent characters, most notably the prickly, haughty, and brilliant sorceress Rin Tohsaka and her Servant, the sarcastic Archer. It has decent music, and the most striking visual effect I have ever seen in anime (a wasteland littered with thousands of swords, gigantic gears turning in the background).

 

Unfortunately, the good characters, including all those with any depth, are soon either marginalised or outright killed off. Instead, the focus is on an infuriating main character, who goes beyond “generic milquetoast young male hero” to “idiot who prattles about being the ‘protector of justice’, and insists on rushing into every fight, even though this puts his friends in even greater danger, as they now have to work around him.” Even though he becomes slightly less annoying in the second half of the series, he would still have been enough to sink the whole show by himself. Unfortunately, he’s not the only thing wrong. His two starting female companions are just as bad: one is a servile doormat who waits on him hand and foot, the other is an annoying, shrill shrew. They, too, are eventually marginalised, but this is too little, too late.

 

It’s not just the characters that are deficient. The plotting is similarly atrocious. After the show introduces the premise to us, it settles into a routine that others have compared to Dragonball: “villain-of-the-month appears; seemingly invincible VOTM calls out the name of a visually spectacular special attack, and beats back protagonists; as all hope seems lost, protagonists counter with an even flashier deus ex machina, and defeat VOTM; protagaonists ‘relax’ in a bad romantic comedy episode, at the end of which the next VOTM appears; repeat.” Minor characters walk in and out with little rhyme or reason, beyond giving effect to the VOTM plotting, and aren’t really developed even where they are interesting enough to merit it; one turns out, with no foreshadowing, to be the ultimate villain, out to destroy the world for the sheer hell of it!

 

Even the action scenes stop becoming “cheesily entertaining” and just become stupid after a while, courtesy of the show’s reliance on deus ex machinae, shouted attack names, and overused stock footage of characters shouting and swinging their swords, followed by bright lights. You know it’s bad when you cheer and laugh every time the villain lands a blow on the hero! Finally, the Protagonist Powers manage to sabotage one of the series’ redeeming moments, by cheapening to worthlessness the sacrifice that one character makes.

 

All in all, Fate/stay night stands as an ignominious example of how not to treat a good premise: had, say, Roger Zelazny done it, this could have been a masterpiece. Instead, it is the worst series I have ever watched to completion, a poor-to-mediocre show made watchable only by the occasional brilliant moment, idea, or glimpse of a good character — and one can get those by simply reading spoilers on Wikipedia or fansites.

 

You can buy Fate/stay night on Amazon here (though I’m not sure why you’d want to).

 

I hope you enjoyed this post! To quickly find this post, and my other reviews, click the “reviews” tab at the top of this page.

“The golden age of science fiction is when you’re 12”: when do you have the most fun with a hobby?

There is a saying, attributed to one Peter Graham, that “the golden age of science fiction is when you’re 12”.

 

Now, assuming “12” is a metaphor for “when you first discover it”, I can understand the argument. I discovered most of my favourite anime in the first couple of years after I came to the hobby: Cowboy Bebop, Crest of the Stars, Ghost in the Shell: Stand Alone Complex, Legend of the Galactic Heroes, etc. I suspect this is due to my relatively narrow tastes in anime – in other words, it didn’t take me long to come close to exhausting the pool of anime that are to my liking.

 

But it’s not true when it comes to the games I’ve played. Oh, I whiled away endless hours playing games when I was a kid. And I was willing to spend more hours on any one game than I am now: the two that first spring to mind are Civilization II, which I played and modded ad infinitum, and the original X-Com, which I never bothered to finish because I was having so much fun stomping around on Earth, but there are undoubtedly many, many others. From an “amount of free time” perspective, any time you don’t have to hold down a job will be your golden age.

 

Yet many of my favourite games, or the games I would consider ‘the greatest’ or in some way the best, or those that had the biggest impact on me, are ones that I only played in the last 3-4 years: Fallout 3, Star Control 2/The Ur-Quan Masters, Okami, etc. And I think coming to them with a grown-up’s eyes is a major reason why. For now I have had the benefit of years and years of reading books and playing games and absorbing stories. And now, I can better recognise originality. I can now dissect games well enough to see how they bring together individual building blocks, analyse them in terms of theme and character arc and worldbuilding. In other words, I can appreciate games on more layers than I could when I was younger.

 

Perhaps, then, the golden age of science fiction, or gaming, or anime, or movies or TV or any hobby, is when you’re sufficiently well-versed to understand why you like it.

Cowboy Bebop: How to flesh out characters in a single sublime moment

Characterisation is vital to a good story. And storytellers can enlighten us about characters and their relationships over hundreds of pages, in elaborate flashbacks, in grand, dramatic revelations.

 

But sometimes, a single eloquent moment can tell us as much as all the above.

 

My case in point here is the third episode of Cowboy Bebop, “Honky Tonk Women”. When we first see our two heroes in this episode, the freebooting bounty hunters Spike and Jet, they’re making their way into an orbiting casino:

 

Jet: “They’ll kick us out if you win too much.”

Spike: “Thanks, Mom, but if you didn’t want me to win, you shouldn’t have brought me here.”

 

Of course, trouble eventually starts. And when Jet sees that Spike is in the midst of the ensuing brawl, he lets out the groan of a frustrated parent: “Oh, Spiiike…”, followed soon enough by, “I told you not to win too much!”

 

And from those few lines, we can deduce so much about the characters and their relationship. We can infer Spike is hot-tempered, prone to getting the two of them into trouble. We can infer Jet is the responsible one. And, best of all, we can infer that the two of them know each other well enough for Jet to automatically assume that the trouble was Spike’s fault for not listening to his advice. It’s these touches that make Bebop, all these years later, still the best anime I’ve ever seen.

Hurrah for a Porco Rosso sequel

I was recently quite thrilled when I stumbled across the news, apparently dating from August, that Hayao Miyazaki is working on a sequel to Porco Rosso. The sequel is entitled Porco Rosso: The Last Sortie and is apparently set during the Spanish Civil War.

 

Now, I am not a big Miyazaki fan, although Princess Mononoke made a huge impression on me when I watched it. However, I liked the original Porco Rosso, partly for its pulpy dieselpunk setting and partly because of the cheerful absurdity of a talking pig flying a plane. So I will definitely look into the sequel. But I do wonder how it will address the ending of the original…

Crest of the Stars / Banner of the Stars: A space opera of the (trans)human heart

Crest of the Stars and its sequels (Banner of the Stars I – III) are some of my favourite anime of all time. Based on a series of novels (Seikai no Monshou and Seikai no Senki, by Hiroyuki Morioka), they succeed on so many levels. They tell a tale of conflict within the heart, against a backdrop that combines an epic clash of empires with an imaginative exploration of what humanity’s descendants may look like.

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Tytania, Legend of the Galactic Heroes, and a focus on factions

Lately, I’ve resumed watching Tytania, a space opera anime about the conflict between the four dukes of the Tytania clan on the one hand, and happy-go-lucky, Irresponsible Captain Tylor-esque rebel Fan Hyulick on the other. The two sides are parallel protagonists rather than protagonist/antagonist; each gets its own point of view and plenty of screentime. Tytania’s distant forebear, Legend of the Galactic Heroes, follows a similar structure: on one hand, ambitious young Imperial nobleman Reinhard von Lohengramm; on the other, Yang Wen-li, champion of democracy and arch-slacker extraordinaire.

But…

Normally, I love what a talented storyteller can do with multiple points of view. But in the case of both Tytania and LOGH, I wish they’d stuck to only showing us the respective Imperial side in each anime. In the case of LOGH, this is pretty simple: I find the Imperial characters, and their story arcs, far more interesting than their foes. In the case of Tytania, though, that’s only part of it.

Tytania, you see, features a lot of in-fighting between nominal allies. For the four dukes, defeating the rebel is as much about winning glory as it is about neutralising a threat. So they backstab and sabotage one another, in between more prosaic squabbles about whose idiot brother punched whom first. That is a subject matter I’d like to see much more of, in anime, games (I would love to try the board game Republic of Rome sometime), and other media. I can always find plenty of stories about rebels and evil empires; stories about competition within the imperial elite are a rarer beast. And that is why I wish Tytania had focused more on the latter and less on the former.