Moana movie poster

I saw Moana in theaters back in December. My girlfriend and I took our six-year-old to see it. I had meant to review it at the time, but it sort of slipped through the cracks of a busy holiday schedule. Well, now the movie is available for digital viewing and is going to be released on home video on March 7th. I'm already having to sit through it again, and will probably have to sit through it some more, and the six-year-old has been insisting on listening to the soundtrack in the car whenever we've driven anywhere over the past month or two. And you know what? I don't have a problem with it, because I really like this movie (and its soundtrack).

In the meantime, I've talked about this movie a lot. Everyone seems to like it, but I've found that I seem to like it for reasons other than the people who I've spoken to, which is why I decided to go ahead and write the review.

Most people seem to enjoy Moana for its progressive feminist messages. This is certainly true. She is the heir to her village's chiefdom, and this fact is taken completely for granted by the community. No one seems to question her ability to lead or her claim to authority based on her gender. Her ascendancy to authority (or a villain trying to prevent that ascendancy) isn't the central conflict of the movie. She isn't looking to marry in order to legitimize her claim, nor is anybody trying to marry her in order to usurp her throne. The idea of a woman being chief seems completely normalized in this society. There's no reason to believe that this village hasn't already had female chiefs (perhaps Moana's grandmother was a chief?), nor does anyone seem to think it would be unusual for the village to have a female chief in the future. The dispute between herself and her father are more ideological and practical, as she's drawn to the ocean by her desire to explore, while her father is committed to remaining on the island where it is presumably safe.

Moana - convincing Maui
Moana is an excellent female role model, though at the cost of Maui being reduced to a narcissistic jerk.

There's also no silly or forced romance subplot, which is a huge deviation from the norm for the Disney princess archetype (and Maui even jokes that Moana is a princess). There's no romantic or sexual tension between Moana and Maui, nor does Moana feel any pressure to find love in order to make herself whole or validate her authority as village chief. She is a completely independent person. It is a shame that her strength as a character has to come at the expense of Maui (a beloved figure in the mythology of Polynesia) being portrayed as narcissistic jerk for most of the movie. But he does redeem himself at the end and is still a likable character.

The feminist and female empowerment messages are all well and good. But I think that my favorite element of the movie is that there's no traditional villain. There's a few incidental antagonists, but no central villain who directly opposes the heroes throughout the movie. There's no Maleficent, no Scar, no Jafaar, no Prince Hans. The big bad monster at the end of the movie is the closest thing the film has to an overarching villain, but even that isn't so much a genuine villain, as it is simply a misunderstood force of nature (and a rather obvious metaphor for human-induced climate change and ecological destruction).

Moana - Te Ka
There is no true, singular villain. The big, bad monster at the end is more a misunderstood force of nature.

Moana's central conflicts are person versus self and person versus nature...

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Civilization VI - title

I really like Civilization VI! Of course, it has its share of nagging problems (some of which have been resolved already) - any game of this size and scope is likely to have issues at release. I've already been thinking of some ideas for how the game could be improved in expansions and DLC, and I'd like to spend a few posts to share some of those ideas with you now.

In my review of the game, I mentioned that oceans feel like they've regressed a bit since Beyond Earth: Rising Tide, in that they've returned to feeling like lifeless dead space on the map. Even though they're more important for Holy Sites and Campuses, mountains are also still mostly dead space on the map. They act as obstacles, and that's basically it. In expansions and DLC, I would like to see some of this space become more alive and useful. I'd like to spend this first suggestion post going over some ideas that I have for expanding the ocean mechanics, and for taking advantage of more of the map's dead space.

I have posted a link to this blog on Civfanatics at:
https://forums.civfanatics.com/threads/using-more-of-the-dead-space-in-the-map.610171/.
Feel free to discuss through the comments on this post, or via the linked forum topic!

Improve coastal cities

I'm very underwhelmed with coastal cities right now. Water tiles have very little utility. They provide small yield, can't have districts (other than a single harbor per city), and generally lack production. Coastal cities with lots of water are, thus, very unproductive and not really worth building. I think there's a couple ways to resolve this.

Harbors could provide a small amount of production. Or perhaps Harbors could act similarly to lighthouses from Civ V and provide production on sea resources. Or they could provide production on all adjacent sea tiles (so that placement is still important, and more of those empty sea tiles become useful and worth working, and you actually have to work them in order to get the benefit (as opposed to the Harbor just having an adjacency bonus). If we want to only use adjacency bonuses, then another alternative might be for Harbors to provide +1 production per adjacent coastal resource and +0.5 gold per adjacent water tile. That way, even cities that don't have clustered water resources can still have valuable locations for harbors.

Civilization VI - island city
Coastal and island cities lack production and have limited space to build districts.

Another way to improve coastal cities would be to have some more early policies that benefit coastal cities. Perhaps the Maritime Industries policy could be changed to "+1 production in coastal cities, and +1 production from Harbors". Alternatively, Maritime Industries could be similar to the Veterancy policy, and it could provide "+33% production towards Harbor districts and buildings for that district". Or we could have policies that do both! A new policy could be added that provides the bonus production for early naval units. Maybe there can even be a whole extra early-game civic (maybe called "Seafaring" or "Way-finding") that has some policies and buffs towards coastal and island civilizations.

The lack of production for coastal cities could also be offset by giving them more gold and/or food for growth (in order to support a specialist economy)...

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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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