Thursday, May 23, 2019

[Three Hexes] The Exodus

Campaign: The Night of Horrors saw the city walls fall and the Necromancer's unliving pour within, killing and destroying all that they could find. The great warrior Gojun of Palandrin, forewarned by the Goddess of the tragedy, organized a rear guard that held off the ravaging hordes long enough for a great caravan of refugees to flee. Now, cut off from the Inner Kingdom by the unliving, the exodus of refugees seek to find either a new home or a way to get back to safety, pursued by the hordes and Namouti the Necromancer seeking to add to her Army.

Starting Location (0000): The caravan of refugees includes craftsmen, merchants, city leaders and laborers, all with belongings as well as their own baggage of prejudices, problems and expectations to lay before the feet of Gojun. A governing council attempts to navigate the many differences and needs of the refugees, while growing more desperate for scouts are needed to look ahead for safe paths, scavengers who can find desperately needed supplies, guardians who fight to stave off attacks by the Necromancer's pursuing forces, or adventurers to seek assistance, whether it be artifacts or allies, to help! The refugees have mired themselves in the Dank Fens and the attacks by lizardfolk, alarmed at the perceived invasion of humans, are starting to take their toll, as are the attacks by the skeletons of the Necromancer, led by the Great Black Wraith!



Three Hexes
(Hex scale is 24 miles)

Location 1 (0100): Shrine of the Trident - In ancient times, the The Trident of Skain was buried in these hills and a shrine constructed over it for those who joined the cult which guarded it. This mystical weapon may be strong enough to destroy Namouti the Necromancer if heroes can be found to fulfill the quests to open the Golden Sepulcher. What the cult has forgotten is the terrible price that the Trident exacts from its wielder in exchange for the power that it possesses.

Location 2 (0101): The Ruins of Christop - It is not hard to find the long lost city whose bones jut from the sides of the lightly forested hills, although the goblin and orc tribes that have surrounded it may make it hard to approach. It is a tempting destination for the caravan, as there is enough rubble and wood to build shelter and begin construction anew! The ghosts that inhabit the hills reenact their long forgotten horror on moonless nights, and the surrounding tribes know that those spirits will steal souls of those they find within the city limits.

Location 3 (0102): Foyge - The welcoming village of Foyge, full of dwarfs who mine beneath the huge pines, is a welcome respite for the caravan, providing food, shelter and a rest from the depredations of any of the Necromancer's forces. Clerics and paladins of good will find that their spells and powers are strangely muted, although they can't quite understand why; conversely, those who may follow darker paths will find their abilities slightly increased. The deepest tunnels of the mines harbor a dark secret that will cost the caravan a great deal, for the vampires that control the dwarfs live here and await the fresh blood that has willingly come to their doorstep!



With this setting, I'm doing something different - there is no homebase! Rather, the homebase moves with the PCs.

Now this is obviously inspired by Battlestar Galactica, but I also played a similar scenario in a LARP back in the early 1990s in Indianapolis - it was called M.Y.T.H. (Make Yourself The Hero) and it was great fun! I can honestly say that I've ran a LARP in a real cave system (4 rooms) and it taught me a lot about light sources and the difficulties of combat in such an environment!

This map may feel a bit like a railroad, but remember that the main goal is to get the campaign started and keep the players moving! Of course the refugees want to settle down somewhere, anywhere, but is it safe? Is it possible? As you expand on this campaign, you can present more red herrings or possible solutions - hopefully each with a choice of "is the grass green enough here or should we go there?" 

If I keep thinking about this, I'm going to want to run this campaign myself!

"Three Hexes" are simple campaign starters to show that you don't need to do a lot to have interesting settings for people to play in. Feel free to use these in your game, campaign or as ways to spur on your own creativity and imagination!

I've purposefully left a lot of detail out because these are supposed to spur on your imagination! The scale is what I would use in my own world, but if something else suits you better, then go for it. I may have the features moved about on the hexes for clarity, if they don't suit you, move them!

Creative Commons License
Three Hexes by Michael "Chgowiz" Shorten (chgowiz@gmail.com) is licensed under a Creative Commons Attribution 4.0 International License.

The Long War

Painting black always seems to take the longest, right up until I start painting orange... Anyway, first black highlight is done and the second has been started (outside edges and air intakes). Once I finish that I just have the corner and point highlights for it.



[Hackaday] Go Back In Time With A Laser Cut Wood 3D Printer Kit

Go Back in Time with a Laser Cut Wood 3D Printer Kit

Interview: Jeff Ronne, Tron Deadly Discs

Greetings and welcome to my hopefully new feature, interview episodes! First up is Jeff Ronne, who was the programmer for Tron Deadly Discs from M Network. I really enjoyed talking with him and I am grateful to him for his time. He's an interesting guy and also one of the few programmers at that time who programmed games for multiple systems. If you have any comments, you can email them to me at 2600gamebygame@comcast.net, or leave them on the Facebook or Twitter pages. Thanks so much for listening!


Jeff Ronne on Quora
Takeover on Intellivision Lives
Tron Deadly Discs on Intellivision Lives
Tron Deadly Discs episode

Storium Basics: Card Spending And Refresh

Welcome back - today, as we continue discussing the basics of Storium, I'm going to spend a little time on the concept of Refresh.

First, though, a bit about card spending: As you play Strength and Weakness cards, you'll notice they become unavailable for selection on future plays. Even once you reach the end of a scene, you'll find you won't have the cards that you already spent available to play again.

This is how Storium manages helping you tell the ups and downs of a character's tale. As you spend Strengths and Weaknesses, they become unavailable for use. You don't get any of them back until you've spent all of them. That is, you have to spend all your Strengths and all your Weaknesses before you get any of them back.

This is another reason I've said it is best to not play Storium tactically—the system is geared towards storytelling, and in storytelling, characters have ups and downs. This is actually really cool for developing a character arc, but that's somewhat beyond the basics - for more on that, see the links below.

So, say that you've spent all your Strengths and all your Weaknesses...now, it's time to Refresh.

At the beginning of the next scene, you'll get to Refresh your cards. When you click the button to do so (which replaces your button for writing a move), you are presented with a list of all the Strengths and all the Weaknesses that you've played in the game so far. You select some of each, and those become your new hand of Strength and Weakness cards. Simple as that!

Note that the number of cards you get to refresh is determined by settings for the individual games

But though it's a simple concept, don't just rush through.

This is your opportunity to define what is important in your character's story now. That may not match up with what was important in the beginning. Refreshes are a great way to show how your character has changed, or to show what elements of your character are stable. Pick the cards you want to focus on for the next chunk of the story.

Take some time to really think it over - what is important now? What do you want to say about your character now? Who is your character now? That's what a Refresh is about - not who you've been, but who you are now. Who you are going to be as the story moves forward from this point.

So...sure, who you are now might be just who you were in the past - you might just pick your starting Strength and Weakness, maybe something closely related to them too, and call it a day. But maybe things you've revealed about yourself since then have become more important. Maybe your Toughness was central to your character at the beginning, but since then, you've become focused on Leadership and Empathy, like I mentioned last time.

This is the point where you get to show that...so take some time to think it through.

And remember: As with character creation, pick cards you want to play...not just cards you're willing to play. Just like at the start of the game, you want to pick things that excite you about using them. These cards are the things you will have in your hand, so they're the things you will have to play before you can Refresh again. So make them things that you want to play, not just things that you grudgingly put in your hand again.

For more on Refresh, see the below posts - but please be aware that since I wrote some of these, the Refresh rules did change somewhat. The philosophy still applies, but some of the mechanics will sometimes be a bit different. In particular, I believe you can now pretty easily choose to get rid of your starting Strength / Weakness in a Refresh because - if I'm recalling correctly - you can now choose any card multiple times in a Refresh. In the old days, that wasn't the case, so you'll see references here for how it will take multiple Refreshes to get a starting card out of your hand.

Similarly, these were written before custom card settings were a thing.

Still, I believe the philosophies discussed here can be helpful:

Top 7 Interesting Facts, Tips, You Need To Know About Assassin's Creed Odyssey | Pro-GamersArena



Assassin's Creed Odyssey has at long last arrived, And this one additionally is cherished by gamers and if the surveys are any sign, you'll likely need to play it. In spite of being another progressive passage in Ubisoft's about yearly arrangement, Assassin's Creed Odyssey has figured out how to bring enough new frameworks and stuff to befuddle new and veteran players. 

Related Article: Assassin's Creed Review, Gameplay.

There's a considerable measure to do in this one, and not every last bit of it is simple. While Assassin's Creed Odyssey pursues a sensible trouble bend, there are as yet a couple of things you can do to help streamline your 50 or more hour trek through Greece.  

So here Pro-GamersArena has compiled the top 7 Interesting Facts, Tips, you need to know about Assassin's Creed Odyssey before playing.


1. You better Choose Exploration mode instead of Guided mode. (Tip)


In Origins, the rash of unattractive, covering map symbols had been diminished by a lot, yet in Odyssey, it's gone altogether. Rather, the amusement offers you a decision comfortable start: would you like to play in "Exploration" mode or "Guided" mode? Guided mode is the Assassin's Creed maps as you've constantly known them, while Exploration strips away relatively every symbol, leaving a wonderful, clear guide reasonable for well known guide exercises like route. Rather, delineate are supplanted with bearings: the scoundrel camp is on the eastern bank of Kephallonia; the Spartan post is north of Mount Geranaia. Which appears to be extremely fascinating and extraordinary while playing. 

Antiquated Greece is huge. Each method of transportation has a type of auto-run highlight that truly proves to be useful. On horseback or by walking, squeezing Z will get your character running so you can grasp your hands off the console, while Space Bar does likewise for water crafts. Steeds, specifically, are reasonable for this: hold Z for a minute and after that press E, and your steed will auto-pursue streets to explore directly to a guide marker. In any case, it doesn't imply that you depend on that as I would prescribe you to utilize it just when fundamental however I am certain that you will scarcely utilize the alternative as you wouldn't wanna miss anything of excellent Greece. 


2. You get to choose to play as one of two characters. (Fact)


Ubisoft Quebec's last game in the arrangement, Assassin's Creed Syndicate, let players control a couple of twins, Jacob and Evie Frye. You're ready to control a male or female legend in Odyssey, however you won't skip between them as the story pulls you forward. Rather, you play as either Alexios or Kassandra toward the begin till the end. While there are some inconspicuous contrasts in their exhibitions and how the voice on-screen characters convey their lines, you don't have to struggle with the decision from any waiting feeling of FOMO. 

"Everything is open for the two characters," says innovative chief Jonathan Dumont. "It's considerably more of a recognizable proof for you, for how to relate and associate with your character. That is the reason you have the decision." Unlike Jacob and Evie, who inclined toward battle or stealth, players can shape their character as they see fit. On the off chance that you need Kassandra to crush faces in with a club or have her adhere to the shadows, it's your call.

Regardless of who you ultimately choose, your role in the world is the same.


3. Use Sparta Kick to punt high-level enemies off anything tall (Tip).


Now and then, you will confront foes which are extremely intense or hard to execute as the foe may have an Elite modifier or a harmed hatchet or some damn thing that can truly make it difficult to slaughter them. I'll cut and wound them all I need, however my individual assaults simply don't do much harm. The best activity here: kick them off a cliff. Oh Yeah !!!  

That's how you do it !!!
One of the main capacities I opened was the Sparta Kick, an "legendary kick" that indulgences adversaries in reverse. Above all, the Sparta Kick is amazingly fulfilling to utilize. When, I was in a contributed fight a marble quarry when an abnormal state, world class Spartan officer came smashing down on me. Urgent, I kept running up the laborers' platform, wavering hazardously over the abyss of the open quarry pit. At the point when the leader ascended to slaughter me, I kicked him off. Sword: 300 harm. Kick: 600 harm. Falling a few hundred feet to his demise: 20,000 harm. 

Get Assassin's Creed Odyssey at a discounted price from Amazon.




4. Use fire to damage more.


There's an extremely forceful fire framework affecting everything in Odyssey which I will recommend you to use, as adding fire to your assaults is an insightful move. As it not just include consuming harm that stacks after some time but at the same time it's excellent group control. A few foes break and run when they're hit with flame, so in case you're amidst a significant battle, lighting everybody ablaze can disperse the horde a bit. 

Hitting somebody with a flaming sword, while cool, won't consequently set them ablaze. There's a fire development detail that is unique in relation to foe to foe and may even rely upon what sorts of shield they're wearing. It takes a couple of hits of fire to extremely set somebody consuming. On the off chance that you need to benefit from your searing assaults, search for inscriptions or rewards that expansion "fire development." The higher your fire development detail is, the quicker you'll set your objectives ablaze.





5. Islands Of Adventure (Fact)


Our hands-on experience occurred on a couple of islands, Delos and Mykonos. It included a little more than twelve unique missions, led on a shockingly convoluted questline. It took around five hours to see that storyline through to culmination. "We needed to reflect what it might feel want to be on the odyssey of Odysseus, where he goes on islands and he doesn't realize what he will discover," Dumont says. Ubisoft Quebec needed players to experience an assortment of littler, local storylines amid their voyages, while additionally conveying a bigger scale experience.




6. Try to stay neutral in the war to get the best loot (Tip).


Odyssey happens amid the Peloponnesian War when Athens and Sparta were super, duper distraught at one another and were extremely exceptionally impolite about it. To trigger a fight, you need to irritate the parity of intensity by taking out the locale's national pioneer. The pioneer is intensely monitored by the entirety of his watchmen and extremely rich, and a toe-to-toe battle will be outlandish. Rather, you need to relax him up by executing his lieutenants, taking his cash, and consuming his armed force's provisions. When you cause enough mayhem, the attacking group, regardless of whether its Sparta or Athens, will begin a fight. 

There are constantly opposite sides to each fight, it is possible that you can be an aggressor or a protector, here additionally you're allowed to join the assaulting or safeguarding side. The main contrast is that the assailants will have a significantly harder fight and much better plunder granted for progress. It doesn't make a difference which side you pick, however regardless of whether you've been killing Athenians throughout the day to blend up inconvenience, you can offer the Athenians help in the fight with the end goal to acquire some benefit. 



7. Take Help Of  Ikaros (Your pet Eagle) to scout and spot enemies (Tip).


In Assassin's Creed Odyssey too you have an extremely helpful and brilliant pet Eagle named Ikaros, and utilizing him as a scout will be commonplace to any individual who played Origins. Send Ikaros up and glance through his eyes to stamp adversaries, spot money boxes, alert flames, caught creatures, detainees, and so on. Having a constant guide of a camp makes it much simpler to sneak in, for a certain something. For another, spotting foes ahead of time can fill you in as to whether any of them have rewards or capacities that would be useful for your group. Additionally, utilize Ikaros to investigate adversary skippers and authorities. They'll more often than not have a type of direction reward pertinent to your ship, and all the more critically, they're probably going to be genuine rats in a battle. In the event that you detect a decent applicant with Ikaros, you can make arrangements to take them alive. 

Ikaros' spotting is additionally valuable in underground natural hollows and tombs, however you can't utilize him underground. Rather, utilize him before you enter the surrender and have him fly over the highest point of the mountain. He can in any case spot things underground (Told you, he's a significant hawk), and the guide markers will enable you to discover your approach to heaps of plunder in the befuddling labyrinth underground.





The Imitation Of Motoko

SPOLIER ALERT: Plot details for Ghost In The Shell new and old follow.




America's Ghost In The Shell film would be an otherwise forgotten reboot, like Robocop or Total Recall, were it not for the controversy around its casting. Ghost In The Shell, like the recent Ghostbusters remake, will be remembered more for the discussion around its casting, than for anything in the film itself. Not that the remake merits such discussion, but as far as live-action anime adaptations go, it's an important milestone.


The greatest enemy of this film is time. The original Ghost In The Shell anime movie came out in 1995. At that time, the idea of cybernetic bodies, sentient A.I., and manipulated memories still seemed shocking and prophetic, but now, after movies and shows like The Matrix, Westworld, and Ex Machina, anime like Macross Plus, Tehxnolyze, Serial Experiments Lain, and Psycho Pass, and video games like Persona 3, Metal Gear Solid 2, and Final Fantasy VII, these same ideas, presented in such a standard, deflated fashion, seem stale and oudated to a modern audience. Metal Gear Solid creator Hideo Kojima made this point in an essay for Rolling Stone, "In 2017, one cannot simply whisper, "The net is vast and infinite" and hope for the same impact that such as statement had 22 years ago when it was uttered by Motoko Kusanagi to such great effect. In 1995, the internet was a mysterious, brave new frontier; today, it's a known quantity. Smartphones are glued to our hands and we are constantly connected. For us, the net doesn't feel vast or infinite."

This is why the Ghost In The Shell television show, Stand Alone Complex, succeeded in keeping the series fresh. Instead of retreading old ground, it explored all the elements of society and humanity that would be affected by advanced cyborgs and sentient A.I. The American adaptation breaks no new ground in delving into the implications of a future we're already halfway towards. It's instead a washed out version of a more ambitious and striking film. We all know the famous scene of the garbage man who learns that his memories of a wife and daughter were implanted by the Puppetmaster. The film took its time to establish his memories and took its time in revealing them. After the initial shock of learning this man had no family, there's another, subtler shock of knowing how vulnerable cyberbrains are to hacking. In the remake, the scene is played by rote, but the garbage man isn't established as well prior, so we have less sympathy for him. Also, due the film's new priorities in direction, we don't think much about the implications of it.

Now, this isn't say one couldn't feasibly remake Ghost In The Shell. After all, while the original film has aged better than other anime classics like Akira or Perfect Blue, it isn't without room for improvement. The two major flaws of the original Ghost In The Shell are character development and the lack of Internet. Characters aren't fleshed out in the original film because that film was more about ideas than characters. We're more interested in the possibilities of Ghost In The Shell than in any of the individuals who inhabit it. The film also failed to see the supremacy of the Internet, which as absorbed so much of man's modern life. Lain, with its Net obsessed plots, feels far more relevant to our social media smartphone age. Even The Matrix, which took Ghost In The Shell as an inspiration, delved into the allures of virtual reality.

The American remake fails in both of these areas. Being a paint-by-numbers rehash of the original film, it decides not to take advantage of all we know about the Internet, smartphones, and social media. So it already feels dated-on-arrival. The other members of Section 9, outside of Motoko, Batou, and Aramaki, are given little more than cameo roles, with some like Togusa being near unrecognizable. Again, this isn't a far cry from the original, except that the remake is now a Bourne Identity knock-off, with Motoko trying to discover the truth about her past. This, again, doesn't work, because Motoko's past isn't why people like Ghost In The Shell, and Motoko's character is too poorly written and acted in the remake to make us care.

One would expect Scarlett Johansson to fit naturally into this role, having played Black Widow in the Marvel movies. She would just need to mime that performance here, as it had the right amount of iciness, humor, and camaraderie befitting Major Kusanagi. For some reason or another, her performance is dull and uninspired. The intent here may been to mimic Motoko's doll-like demeanor in the original film, but such a performance in live-action requires a subtlety and intrigue clearly out of ScarJo's range. Ghost In The Shell also runs a great deal on sex appeal, the original manga creator does hentai now (sadly none of it of the Major). Needless to say, ScarJo is the right actress for the job. Her sexiness, however, is undercut by the skin suit, which looked really hot in the anime, but looks really silly in live-action.

While we're on the subject, of ScarJo, we may as well get to the casting controversy that has dogged this film since its announcement. Many accuse the remake of whitewashing, saying that the role of Motoko Kusanagi should've gone to a Japanese-American actress. On the surface, this makes sense, given that Ghost In The Shell is a Japanese story set in Japan. Yet the remake is an American film, so the casting of someone of Japanese descent isn't necessary. It is common thing to take foreign stories and adapt them to your own culture. Throne Of Blood is based off of Macbeth, but Kurosawa didn't cast Scottish actors and set it in feudal Japan. Ponyo is based off of The Little Mermaid, yet is set in a Japanese coastal town and not Denmark. The British novel Fingersmith set in Victorian Britain was adapted in South Korea as The Handmaiden, set in Japan-occupied Korea. Bollywood has also remade god knows how many Western films and recast them with Indians. The West has also done this before with Japanese films. America remade The Seven Samurai as The Magnificent Seven, while Italy remade Yojimbo as A Fistful Of Dollars.

Now it could be argued that America has a more racially diverse population than either Japan, India, or South Korea, and thus, more of an obligation to be diverse wherever possible. Unlike The Magnificent Seven, there is little distinctly "American" about Ghost In The Shell, thus not casting a Japanese woman carries less justification. In any case, even if this remake had a more "American" context, "American" doesn't equal "white." So it behooves us to show that the Japanese are also a part of America, whenever their culture is concerned.

However, there's good reason to believe that ScarJo was cast for more economic reasons than racial ones. Anime is still something of a niche medium, and few outside of it know Ghost In The Shell. To sell science-fiction on film these days, star power is needed. Do you think anyone would've gone to see Minority Report if it didn't have Tom Cruise? Would as many people have turned out for Looper if Joseph Gordon-Levitt and Bruce Willis weren't in the starring roles? ScarJo is a sexy action star with a history of sci-fi roles, so it made sense from that perspective. I've no doubt that there are plenty of capable Japanese-American actresses working in Hollywood today, but would they attract the same numbers to the box office? With a niche anime product like Ghost In The Shell, Paramount Pictures wouldn't take the risk. Maybe they should have, maybe they should've worked harder to court Asian-American audiences, but one can't help but understand the underlying calculus.

I would not refer to Ghost In The Shell as a case of whitewashing, especially when you consider the subject matter. Ghost In The Shell is set in a more globalist future, where you could get a Caucasian named Kusanagi or a Japanese named Killian. The director of the original film, Oshii Mamoru, echoed this sentiment in an email to IGN, "The Major is a cyborg and her physical form is an entirely assumed one. The name 'Motoko Kusanagi' and her current body are not her original name and body, so there's no basis for saying that an Asian actress must portray her. Even if her original body (presuming such a thing existed) were a Japanese one, that would still apply." However, a lack of diversity is still an issue in Hollywood, and let's not pretend that whitewashing of Asians still isn't a problem. The film 21 based on the true story of Asian-Americans who made millions off of casinos by counting cards, cast white actors in the leading roles. This is a gross disservice to history that misleads audiences about the basis of the story. The film The Last Airbender cast Aang, Katara, and Sokka as white, even though in the original cartoon, Aang refrenced either Chinese or Tibetan origin, while Katara and Sokka refrenced Inuit origin. The solution is two-fold: get more Asian-Americans involved in the film industry, and criticize whitewashing whenever we see it. We might not always agree, but debate on these matters is preferable to silence.

That being said, Paramount and Dreamworks should've stuck by the new casting and moved on. Instead, they tried to appease the critics, and reshape ScarJo as a Japanese woman. The first shade of this came with reports that the studios considered digitally altering ScarJo's eyes to make her look more Asian. In a word, yellowface, but gratefully this never materialized. The filmmakers did something far worse, when they revealed that ScarJo's Major was originally a Japanese woman put into a Caucasian cyborg body. This half-hearted attempt at appeasing Asian-American critics feels more like a slap in the face with a wet fish than an olive branch. As Japanese-American actress Ai Yoshihara told The Hollywood Reporter, "Major's backstory is white people trying to justify the casting" (Sun). Further, the film missed out on a great opportunity. The concept of switching races by technological means is a titillating one. Rachel Dolezal aside, if we get to the point where racial skins can be put off and on like clothes, it raises a number of difficult questions about the idea of race itself, and how both society and the individual would approach. Of course, no such questions are explored in this schlock, because apparently Americans are too stupid for such things.

Many have praised the special effects in this film, which is warranted. The special effects, for the most part, are serviceable, with highlights being the robo-geishas and the lively city. And yet it fails to be awe-inspiring. The original anime film thrived on detailed realism, while this one often devolves into the realm of video game cutscenes. The city, even, is miniscule in comparison to the metropolis of Blade Runner 2049. Indeed, I thought a great deal about Denis Villenue's worthy sequel throughout my viewing of this oatmeal. They were both released in the same year, and deal with many of the same themes: the disappearing boundary between man and machine, the unreliablity of memory, and the persistence of inhumanity amidst technological abundance. The difference is that Blade Runner 2049 treats these concepts with the nuance, depth, and ambiguity they deserve. In any case, star power saved neither film from losing money at the box office, but only one will be remembered by future generations.

We get complaints about all the superhero films that come out nowadays, but little appreciation for how consistently decent they have become. In this decade alone, The Avengers, Captain America: Civil War, Logan, Wonder Woman, Black Panther, The Guardians Of The Galaxy, and Deadpool, rank among the most entertaining, imaginitive, and talked-about films of their respective years. Even the bad comic book films, like Suicide Squad or Iron Man 3, at least carry some visual resemblance to the source material. It took a lot of failures before we got to this point, and likewise, I think it'll take a long while before we can get consistently decent anime films.

Three major Western anime adaptations that come to mind are Dragonball Evolution, Speed Racer, and Death Note. Dragonball is such an off-the-wall anime with magic, aliens, androids, and super-powered fights, that a live-action adaptation would either look ridiculous or detached. The latter was the inevitable result, in a film that was little like the anime, had ugly special effects, and cliche-ridden plot that can't stand on its own. The film's writer, Ben Ramsay, even apologized to fans. I'd like to think that a proper live-action Dragon Ball would look like Kung-Fu Hustle. Speed Racer isn't much more engaging than its cheesy source, but the heavy amount of ice cream color CGI can certainly make it garish to viewers. The film has its fans, but the material is too extravagant to cull most anime fans to its side. Netflix's Death Note has camp value, for sure, with so much emo angst that I expected a cameo from Gerard Way. This film, like the live-action Ghost In The Shell, fails to utilize the core concepts within an American context. Further the rivalry between Light and L that was the meat of the original series is sloppily handled here. Lakeith Stanfield gives an interesting, though inconsistent performance as L, while Willem Dafoe steals the show as Ryuk. Death Note also suffered from a casting controversy, since Light Yagami, now Light Turner, is Caucasian. No controversy ensued over L being played by Lakeith Stanfield, because it wouldn't slice to accuse a black actor of "whitewashing" (even though it's kinda the same thing). Keep in mind that before the Netflix film, there already were several live-action Death Note movies from Japan with all-Japanese casts. In that context, is it really so bad for one Death Note film to have a Caucasian Light?

Now the Japanese have also made live-action anime films, and they suffer from the opposite problem that the American films do, they're too reverential. The characters all too often look "exactly" like the anime characters, which has the effect of making everyone look like cosplayers. This leads to another point of praise of the modern superhero film. The character costumes never look exactly as they do in the comics, which would be ridiculous. Instead the costumes are adapted to fit a live-action setting. The only great live-action anime films were Death Note: Light Up The New World and the Rurouni Kenshin Trilogy. Light Up The New World, still shamefully without Western release, tells a new story using the basic Death Note concepts. It does so with convincing special effects, inviting new characters who aren't cookie-cutters of the originals, and twists and turns worthy of David Fincher. The Rurouni Kenshin Trilogy is the gold standard of live-action anime, though much of that is due to the original setting, which fits perfectly within Japan's jidai-geki genre. It keeps true to the heart of the story, with over two hours of space to properly develop the characters, and impressive sword choreography. Honestly, anyone attempting to adapt anime into live-action should watch the Kenshin Trilogy.

Live-action anime adaptations need to fly somwhere between the worship of the Japanese and the sacrilege of America. Anime is more popular globally than its ever been, and it's inevitable that Hollywood's going to exploit that niche however it can. While we haven't quite reached the sweet spot, the American Ghost In The Shell is a step in the right direction. Whatever you think of the film, it deserves some credit for faithfully recreating scenes from the original film. Characters like The Major, Batou, and Aramaki look more or less like their anime counterparts. Kawaii Kenji's wedding chant from the original even reappears in the film's end credits. This is far more accomplished than either Dragonball Evolution or Death Note in being faithful to the anime. The filmmakers clearly enjoyed Ghost In The Shell and sincerely tried to adapt it.

Let's get back to that wedding chant. It is haunting and transcendent, but here, it feels woefully out of place. There is no marriage of woman and machine in this adaptation, and here lies the rub. It mimics the syle, but none of the substance. The original could border on the pretentious, but it at least carried some feeling of intellectual engagement. Nothing doing here, where you start to question if the lines were even read over more than once. One such line goes something like, "We are not our memories, but what we do." This line is so insipid because everything we do is shaped by our memories. The line should've been reshaped as, "Your life is less about your past, and more about what you do with it." The live-action Ghost In The Shell is enslaved to the memory of the anime. It replays old memories, but does nothing new with them, dwindling in its own nostalgia.