X-Men 97
© Walt Disney Corporation, Marvel Animation.

This wave of nostalgic reboots is becoming so overwhelmingly exhausting. I almost avoided watching X-Men '97 out of principle. I can barely remember the last TV show or movie that I watched, or last video game that I played, that wasn't based on a '90's or '80's IP. At least Shogun and Three-Body Problem are based on novels, instead of movies and TV shows that I watched in elementary school.

I'm glad I did watch X-Men '97 though. It's pretty damn good. It's also depressing though. It's a reminder of how little has changed in 30 years, and how, in some ways, things have gotten worse. There was a hopeful optimism in the '90's. But now, properties like X-Men and Star Trek are reminding us of how fragile our progress is. How quickly and easily it can all be undone.

The X-Men are just as powerful and poignant as they were in the '80's and '90's, and the metaphors still work depressingly well. I had hoped we'd be past this by now. Maybe we never will be.

Despite being a little more bleak in tone, X-Men '97 is both a pitch-perfect continuation of the X-Men: Animated Series for children, and also a new experience for a more mature audience. This show is move violent, more graphic, and people die! But it's not excessive or obscene. It's not Game Of Thrones, and I would have no problem letting any comic book-reading child watch it.

It's also bonkers! The stories here go to crazy places, and do crazy things -- crazy even for comic books. But just as with the original show, these stories (as crazy as they are) are faithfully adapted from the comic book source material -- some of the craziest comic book source material.

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Disco Elysium - title

It's kind of hard to play a lot of video games while holding an infant child. It's certainly possible, but I had to accept that I was going to be less precise in my inputs whether I was holding a PlayStation controller or a keyboard and mouse. It seemed like a perfect time to try out a game that only requires a mouse to play -- a perfect time to finally try out Disco Elysium!

Disco Elysium is a unique and experimental RPG that straddles the line between RPG, point-and-click adventure, and walking sim. Most RPGs have combat of varying degrees of complexity in order to give all the various character stats and progression systems something to do. Disco Elysium completely eschews those conventions. I think I fired a gun maybe three times in my entire play time with the game (across a campaign and a half that I played prior to reviewing), and one of those gunshots was against a corpse hanging from a tree. Oh and I roundhouse kicked a a racist beefcake (you know, in order to establish my own racial superiority). Not exactly Call of Duty over here.

It may not require the twitch reflexes that many "gamer bros" expect every game to have, but games like this have been a godsend for those of us who only have one free hand to hold a mouse, because the other arm is holding a sleeping infant. It also happens to be a really good game.

I maybe fired a gun thrice, and roundhouse kicked a racist once, in 40+ hours of gameplay.

Inner dialogue

Instead of channeling character stats into gauntlets of filler combat encounters as a way of accumulating experience to improve those stats for the next combat encounters, Disco Elysium channels all of its character attributes into conversation trees. But these conversations aren't just with the other characters who I interview as part of the murder mystery plot. These conversations are also with the character's own inner monologue.

You see, the skills in Disco Elysium aren't like the skills of most other RPGs. They don't determine the character's physical strength, or agility, or skill with various weapons, or a blanket "charisma" attribute that determines if people believe your lies or are swayed by your arguments. No, instead, all of the skills of Disco Elysium represent elements of the protagonist's personality and psyche. Those skills will even pop up during dialogue and allow the character to have arguments or conversations with his own inner monologue. Each skill is like a voice in the protagonist's head, telling him what to do, or how to interpret the events he encounters. Each skill is sort of a character in its own right.

The character's skills talk to him, giving the player insight into the game world and current circumstances,
and also (sometimes flawed) advice about how to proceed.

I'm reminded of the psychosis voices of Hellblade: Senua's Sacrifice, with each voice shouting over the others trying to tell Senua what to do or telling her that she's worthless and can't do anything right. Except in Disco Elysium, the player can actually have conversations with those voices. You can talk back to them.

These skills will pop up from time to time as interjections during conversations to make observations about what is happening or to recommend specific courses or action or responses. It's also a great way of delivering exposition and ensuring that the player knows any relevant details that the character should know. But they aren't always completely reliable. Sometimes blindly following the advice of these skills can land you in trouble.

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In the last post, I talked about how the COVID-19 pandemic affected me personally -- which [thankfully] was not much. This time, I want to present some of my thoughts and opinions on the response to the pandemic from a policy and societal perspective, as well as what I perceive to be the lessons that we (as a society) should have learned.

Some of the most essential workers in our economy are the ones who are paid the least. Health care workers, delivery persons, postal workers, grocery clerks, warehouse workers, restaurant workers, and so forth were the people who had to keep going to work because our economy and lifestyles would grind to a complete halt without them. The median wages among employed individuals in the United States is around $49k per year. Yet according to Salary.com, the average salary for a professional truck driver is only around $42k. Contract or gig drivers (such as Amazon couriers) make far, far less.

Restaurant and grocery store workers also make far less than delivery drivers, often earning minimum wage (or less than minimum wage if you also make tips). Those who maybe kept their jobs, but were reliant on tips were especially hurt during the lockdowns, due to a lack of business and in-person contact.

Low-paid delivery persons and fast food workers were essential,
and had to keep working while the rest of us stayed home and safe.

And then there's the healthcare workers, who were literally putting their lives on the line every day, helping to take care of sick people and possibly exposing themselves to infection on a daily basis. Registered nurses (usually employed in hospitals) make decent pay, but the majority of support staff in private clinics are not necessarily registered nurses. This includes receptionists, phlebotomist, clerical staff, and other assistants. As of 2018, medical support staff earned an average of less than $40k per year!

Remember, these are the people who, during a pandemic, were considered "essential" workers who had to keep working (while everyone else stayed home) in order to keep a bare minimum economy running, and to allow the rest of us to continue to go about our daily lives. When shit hit the fan, we didn't look to lawyers, or corporate CEOs, or hedge fund managers, or brokers, or realtors, or movie stars, or athletes. Aside from doctors, we didn't need any of the traditionally highest-paid classes of workers. We needed truck drivers, postal workers, warehouse workers, grocery clerks, and food service workers, and of course medical staff. So I hope you remember this next time you hear someone say that these workers deserve higher pay, or that minimum wage should be increased.

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So what the heck happened to Picard's dog?! Number One was my favorite character in the premiere, but then he completely disappeared from the entire rest of the show and hasn't even been mentioned since. Were his inclusions in the premiere nothing more than reshoots that were thrown in at the last minute, after much of the rest of the show had been scripted and filmed?

Picard's home was broken into and Picard physically assaulted. The dog was nowhere to be seen. Guess he's not much of a guard dog, huh? I don't even think Picard bothered to ask if Number One was alive after the attack. For all he knew, the Romulan assassins murdered his dog. There's also no tearful "good bye" when Picard has to leave the planet on a potentially dangerous mission, or talk of who might take care of the dog if Picard doesn't return. On the upside, at least the writers didn't kill the dog as an excuse to turn Picard into "space John Wick", in the same fashion that the TNG movies used Picard as a "space John McClane".

Then again, bringing up an idea or character, only to completely drop it by the end of an episode with no real exploration of the concept or character seems to be the modus operandi of Star Trek: Picard.

I gave a lot of leeway to the premiere. I even said that I want to "delight of having just watched a new piece of Star Trek media that I didn't hate". Well that lack of hatred didn't last long. Each episode of Picard just got progressively worse and worse.

If not for the fact that I intended to write a full season review, I would have stopped watching the show by episode 4.

What happened to Picard's dog, Number One? He just disappears from the show after the first episode!

Just as I feared, Star Trek; Picard isn't about the rights of androids or the moral imperative to provide humanitarian relief to refugees (whether those refugees happen to be Romulans or ex-Borg). These things are dominant themes, but they aren't what the plot or story is actually about, nor does it ever become the ultimate message of the show. I think the overall message was supposed to be to not let your fear and prejudice turn you into a genocidal monster, but even that happens in a lazy, eleventh-hour "twist" that I thought made no sense. The actual plot is about conspiracies to cover up the existence of robot Lovecraft monsters from another dimension, and to stop androids from inevitably summoning them to kill all humans. Yep, that's Star Trek canon now. Go figure...

Picard facepalm

In the meantime, the episode-by-episode (and minute-to-minute) scripting is trying too hard to be like Firefly or any other grungy sci-fi series from the past 20 years. Now, I love Firefly. I also praise The Mandalorian for taking cues from Firefly. But The Mandalorian is set in the Star Wars universe, which was always a grungy universe that contained lovable rogues and scrappy survivors. Star Trek has never been that kind of universe. It's the antithesis of that kind of universe. If I wanted to watch a dark and gritty cowboy / ronin space adventure, then I'll watch The Mandalorian, or I'll go back and watch Firefly or Battlestar Galactica again. Or I'll check out The Expanse or Dark Matter or Altered Carbon or Westworld, or any one of a dozen other sci fi shows that have come and gone in the past 20 years and have borrowed heavily from that same aesthetic. Or I'll play Mass Effect 3, which Picard seems to have blatantly plagerized.

I don't watch Star Trek for that. I watch Star Trek for thought-out, uplifting, cerebral science fiction about an optimistic future that I hope humanity eventually achieves.

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My biggest concern going into this new Twilight Zone reboot was with the hour-long format of its premiere. The first episode, "The Comedian" (which was available on YouTube for free as a preview of the show to come), was a bit overlong and dragged considerably in the second half. It had made its point by about halfway through, we could all see where the episode was going, and it insisted on going on for another 20 minutes despite not really having anything left to say.

OK, yeah sure, in the past I've complained about shows like Fox's Cosmos reboot being too short. Commercials cutting Niel DeGrasse Tyson's Cosmos reboot to only 45-ish minutes was simply not enough time for Tyson to give more than an elementary overview of the grandeur of nature or science.

However, The Twilight Zone isn't an educational show about "all that is, or ever was, or ever will be"; it's an anthology of science fiction parables and allegories. Parables and allegories are usually short and simple stories intended to convey a moral or lesson or insight into the human condition. The Twilight Zone doesn't really need a full hour to tell its stories. The twists are easy enough to see coming. This isn't The Sixth Sense, or Fight Club, or American Psycho, or Se7en, or something similar that actually needs a two-hour runtime to build up suspense and intrigue and dot the entire runtime with clues for its twist ending.

The pilot episode "The Comedian" felt over-long.

I was happy to see that episodes later in the first season have variable runtimes. The second episode, "Nightmare at 30,000 Feet" (which is actually a totally different story than the "Nightmare at 20,000 Feet" classic that it is homaging with its title), is under 40 minutes, filled out its runtime better, and enjoyed much tighter overall pacing. The following episode, "Replay", clocked in at 45 minutes, and also enjoyed a much tighter script.

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A gamer's thoughts

Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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