This past weekend's college football match between Vanderbilt and Missouri wasn't much of a football game. Missouri trounced Vanderbilt 41-0. There was never a contest to be had here, and Missouri had comfortably covered the 14-point spread by halftime -- then went on to cover it by a factor of 3. This otherwise un-noteworthy game did, however, make headlines. That is because this game saw another breaking of the glass ceiling for women in football. In this game, Sarah Fuller became the first woman to play football for a Power 5 conference.

Sarah Fuller is a senior goalkeeper for Vanderbilt's soccer team -- a team that has performed much better than the football team, going 8-4 and sweeping the SEC tournament. She was recruited onto the football team as a place-kicker after COVID-19 contact-tracing forced much of Vanderbilt's special teams roster into quarantine.

Sarah Fuller kickoff for Vanderbilt to start the second half,
and became the first woman to play in a Power 5 football conference game.

Vanderbilt's offense couldn't do anything all day, so sadly, Sarah never got a chance to kick a field goal or extra point. Her only play in the game was the second half kickoff, which she squibbed to the sideline for no return. She didn't get to score any points, but she did play.

Her kick was the only Vanderbilt highlight worth sharing, and it was shared on social media by the school and by multiple sports media outlet, where it was subject to lewd comments and ridicule by pathetic men -- because of course it was. Men criticized the kick for being squibbed for only 35 yards, completely failing to recognize the context in which the kick was made. The team was coming back from halftime, down 21-0. It is not uncommon for a team to squib a kickoff in such a situation in order to prevent a return for touchdown. It was a (for lack of a better word) "workman-like" kick.

Besides, even if the distance wasn't impressive, her placement of the ball was. It landed within a few yards of the sideline without going out of bounds. This is probably exactly where the coaches wanted her to put the ball. A ball so close to the sideline might discourage the returner from attempting to field it in the hopes it would go out of bounds, result in a penalty, and give the team even better field position. If unfielded, the ball would be live, and could be recovered by the kicking team. I would not be surprised if this was a designed kick with the hopes of tricking Missouri into giving up a turnover and put some spark into Vanderbilt's offense. Unfortunately, the kick bounced and was downed by a Missouri blocker, leaving Vanderbilt with no chance to recover the ball. All the men criticizing Sarah's "weak" kick, possibly only served to highlight their own weak knowledge of the sport of football.

And that was it. One play, and now Sarah Fuller's name is forever enshrined in college football history.

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I'm about to do something that has become a rather unpopular thing on the internet -- especially among liberal and progressive-minded people such as myself. I'm about to explain why I consider Rey to have been a "Mary Sue" in Star Wars: the Force Awakens.

I'm not doing this because I want to hate on the movies for the sake of hating them. I'm also not trying to hate on Daisy Ridley, and Daisy, if you read this, I want you to know that I think you did a fantastic job with the material that was given to you. I'm being critical because I want the movies to be better than they are. I have very high standards and expectations when it comes to Star Wars, and I feel that Disney's efforts so far have been sub-par. So much so that I often find myself using phrases like ... sigh ... "to the prequels' credit". I hate having to say that. It makes my skin crawl every time. I'm at a point, however, in which I find myself pointing out merits in the prequels as a point of contrast against flaws that I perceive in Disney's Star Wars films, as if one set isn't better or worse than the other; but rather, that they are just ... different.

I don't hate Rey. I am critical because I want these characters to be better.

So even though this is kind of old news that's been beaten to death for over two years, let's talk about Rey for a moment. And regardless of which side of this issue you fall on, I hope that you read the following with an open mind. And if you disagree, then that's fine. I'm not going to fight you over it.

"Mary Sue" is a subjective qualifier

Let's start with some background. The definition that I use for a Mary Sue is:

A fictional character (often appearing in fan fiction) who is primarily a vehicle for wish-fullfillment (usually being a self-insert stand-in for the author), and who is unjustifiably-competent in multiple fields -- if not everything.

Typically, these characters are good at everything they do. They get along with other established characters exceedingly well (sometimes even being romantically pursued by one or more of the canonical characters). They have few (if any) flaws. They are an idealized character who is essentially a "perfect" character within the fiction. They are also -- pretty much by definition -- characters who are added to a fictional setting long after its initial establishment.

The term "Mary Sue" is derived
from Star Trek fan fiction.

The term originated in Star Trek fan fiction, having been coined in 1973 after the publication of a parody story "A Trekkie's Tale" in the fan magazine Menagerie. This particular story (written by Paula Smith) was about a 15-year-old female character named Mary Sue, and it satirized the unrealistic nature of many characters in other fan fiction stories. Lieutenant Sue was the youngest Lieutenant in Starfleet and was an expert in virtually everything she did. She was "the best and the brightest" of Starfleet.

First off, I want to get one thing straight: whether or not a character is a "Mary Sue" is a subjective opinion. Whether or not any individual reader or viewer considers a given character as a "Mary Sue" is going to depend greatly upon where that individual draws the line between "justifiably-competent" and "unjustifiably-competent". That line will vary from person to person, and from fictional universe to fictional universe. I draw that line at a much different place for Star Wars than I do for Star Trek. In addition, this line is not always a hard or clear-cut line. It might be very fuzzy. The fuzziness of the line will also vary from person-to-person and from fictional-universe-to-fictional-universe. It's all on a continuum. Even within a single fictional universe, one character may be " more Mary Sue-ish" than another character.

Identifying a character as a Mary Sue also does not necessarily mean that the work of fiction (or even the character) is inherently bad.

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The Orville

Discovery isn't the only Star Trek show on TV this fall -- at least, in spirit anyway. September saw the premiere of Seth McFarlane's Trek-clone The Orville. Orville stumbled out of the gates at first with a premiere episode that I really didn't like. But it's been slowly getting better -- or at least, less bad, with each of the first few episodes being substantially better (though still not entirely effective) than the premiere.

A lot of this has to do with a shift in the show's tone. The show was advertised and marketed as a comedy (basically, a televised version of Galaxy Quest), and I went into the first episode with a comedic mindset, and that premiere episode definitely went out of its way to try to tell jokes. That was a problem because the jokes (and by extension the show) just wasn't funny. The focus on comedy and gags also detracted from the serious drama, which was poorly-written, sloppily-executed, and which revolved around a dumb sci-fi MacGuffin. Further, much of the comedy involved stupid pop culture references which are going to quickly become dated; thus, hurting the show's lasting re-watchability if it ever becomes good enough to warrant rewatching.

If you think Star Trek needs more dick and fart jokes --
or more dogs licking their balls in the background, then The Orville is for you.

The problem is that MacFarlane just isn't that good at writing jokes. It pains me to say this because I was a huge fan of Family Guy when it first premiered, and I'll still defend the quality of those first two seasons. But MacFarlane seems to be completely arrogant in his own joke-writing ability, while simultaneously completely dismissive of the audience's ability to grasp the jokes that he seems to think are much more complex and clever than they actually are. Most of these jokes boil down to being fart or sex jokes, and very few work on more than the most juvenile and immature of levels. Perhaps the best example of this is a joke in which the Captain Mercer puts a distress call on the viewscreen. The distressed scientist has a dog in the background who spends the entire conversation licking his balls. It was mildly funny due to its relative subtlety. Yeah, I guess that probably happened occasionally to Captain Archer in Enterprise. Ha ha. But then as soon as the conversation was over, the viewscreen flicks off, and the navigator and helmsman say "Hey, did you see that dog licking his balls?" What little subtlety is gone; joke ruined!

It's like McFarlane thinks he has to remind the audience that there was a joke, and that you should have been laughing, even though the joke wasn't that funny to begin with. This is the same problem that I've always had with laugh tracks in sitcoms: all they do is remind me that the jokes aren't funny. Except McFarlane doesn't use a laugh track, he writes the "hey, there was a joke here. Did you get the joke?" into the script!

"Command Performance" had humor more appropriate for its sci-fi set-up and relationship drama.

The next two episodes, however, seemed to plant their feet more firmly in the territory of genuine sci-fi concepts and character drama, and the show was stronger for it. The execution, however, is kind of hit-or-miss...

[More]

Middle Earth: Shadow of Mordor - game title

Shadow of Mordor was a game that almost sold me on the next gen consoles. I knew I was going to need a PS4 for Bloodborne, and I was very tempted to buy one early so that I could play Mordor. The central game mechanic of orc NPCs fighting amongst each other in order to become Sauron's personal favorite sounded like an interesting mechanic for organic story-telling. It was a concept that sounded like something truly deserving of the name "next gen". The biggest thing that held me back was the fact that the game was also available on last-gen consoles, so I figured it probably wasn't pushing any serious boundaries of game design.

Bat-Assassin's Creed: Arkham Middle Earth

The basic gameplay is highly derivative of Assassin's Creed and the Batman Arkham games. It ports both of these feature sets more or less as competently as those original games, including the same perks and problems. The free running feature suffers from the same lack of control that plague's Assassin's Creed, in that it's sometimes hard to predict exactly where the character will land, and he loves to climb up a wall if you run too close to it. Is it really that hard to allocate a dedicated "climb" or "jump" button?! In Mordor's defense, every button on the controller is mapped to something, so at least it has an excuse (unlike Assassin's Creed with its redundant jump button).

Middle Earth: Shadow of Mordor - investigating dead orc
The martial culture of the orcs means that when they find a dead comrade,
they assume he was murdered by an ambitious peer, leaving the player off-the-hook.

Stealth mechanics work pretty well; although the orcs are a bit oblivious to my movements through the game world. Sometimes, I can be moving right across their field of vision within 10 feet of them, but because I'm crouched or hanging off a wall, they just don't see me. Orcs don't care much about each other. Their martial culture means that when they find a fellow orc dead, they assume that he was killed due to his own stupidity, or in a brawl / duel with another orc. This removes the need to drag and dispose of bodies while also masking the fact that orcs don't look for the player when they find a dead body. There are examples of stealth games in which enemy guards don't notice or care about dead bodies that they find, and that's always immersion-breaking. Shadow of Mordor cleverly turns what could have been an immersion-breaking limitation of the A.I. into an appropriate element of the world and narrative. As long as they don't actually see you kill their fellow orc, you can rest assured that throwing an archer off a ledge won't alert any guards who pass below to your presence.

Combat mechanics are almost identical to Arkham Asylum, except you have an ethereal bow instead of all the gadgets or grappling hook. But it also blends some elements of Assassin's Creed insta-kills into the fighting mechanics as well. Fights are much more challenging than in Assassin's Creed because you can't insta-kill enemies when you parry them. Instead, you can stun them and then perform an execution or coup de grace, but you're not impervious during this time. You have to time your coup de graces appropriately in order to avoid being hit in the middle of slitting a prone orc's throat. There are insta-kill special attacks that behave a bit more like Assassin's Creed's counter kills, but you have to build up a combo streak before they become available.

Executing a coup de grace [LEFT] on a single orc in a mob requires split-second precise timing.
Or you can perform a combat execution [RIGHT] mid-combo if you get your hit streak high enough.

Attacks are fluid, controls are responsive, timing is tight, and you can counter or dodge out of any single attack or action. This all combines to give the player a tremendous sense of control as long as you are patient and deliberate in your button-pressing. The strict timing will severely punish you for button-mashing, which makes the combat challenging and satisfying throughout the game.

[More]

Years ago, back when I was much more into playing Madden NFL games than I am now (read: back when I was too young and naive to realize how much they sucked), I had proposed on the EA Forums that they should add the ability to create female player and / or coach models. I'd post a link to the forum topic(s), but I don't remember my login info to look them up. It's something that I'd still like to see as an option in future games, and with the recent news that the NFL may be hiring its first full-time female official, I thought now might be the time to bring up the topic again.

Sarah Thomas to become full-time NFL official
Sarah Thomas has reportedly been hired as the NFL's first female full-time official.

Sports games like Madden should have options to create female characters and (especially) coaches. Women play these games, and women do have an interest in football and other sports. But when they play Madden, they can't create themselves as a player or as a coach because the game doesn't allow them to. And when creating an avatar of yourself to play these games is one of the main selling points of features like Franchise, Superstar, and so on, then it seems unfair to prevent a large chunk of your audience from being able to play that feature as intended.

Madden 13 - J Grade on the sideline
I get to create myself as a coach.

After all, EA has a Game Face feature that allows you to scan your own face into various games. I was able to use this feature to create myself as a coach for my past Madden franchises. But my girlfriend or sister can't use this feature because there aren't any character models for female coaches (or players) in most major sports games. Unless she wants her head on a man's body...

As far as I know, the NFL doesn't have any rules actually prohibiting women from playing or coaching in the league. Yeah, sure, that's "Air Bud logic", but women are people, not dogs. So the fact that games like Madden don't even allow female characters to be created is actually not even representative of the actual rules. And from a more socially-progressive standpoint, having such a feature could help to make the game more accessible to female players, and possibly even encourage women to pursue playing or coaching the sport and breaking that respective glass ceiling. After all, seeing a digital version of herself competing with the male players might inspire young girls to pursue careers in football outside of sideline correspondents, cheerleaders, athletic trainers, analysts, or the other "off-field" jobs that they are currently restricted to.

Lingerie Football League all-star game
Perhaps my difficulty taking the Lingerie Football League seriously is an example of prejudice on my part,
but it is a thing, women do play it, and they supposedly take it very seriously.

I've heard people say that there just aren't any women who are interested in playing football. While it definitely seems to be true that there haven't been any women who have been ambitious enough to seriously try, I don't think it's necessarily true or fair to say that there isn't interest. Women do play football! There are, in fact, entire professional football leagues for women. I'm not sure how serious the Lingerie Football League is (I'm sorry, "Legends of Football League"). I don't know much about the league, so my assumption that it's mostly just sexual exploitation may be an example of the very prejudice that I'm hoping to confront. But the LFL is a thing that actually exists, and women do play in it. And from what I've heard, they take it very seriously...

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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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