Sacrificing Peter; or Why the Amazing Spider-Man may not be so Amazing

I’m a fan of superheroics. Whether it has been Superman, Captain America, Batman, Green Lantern; I’ve always had a soft spot for those sorts of stories. Yet, despite my ever changing tastes there has always been one character that will always stick with me…

Peter Parker.

Parker 3

Let’s rewind a little bit…

Growing up, school was always rough for me. By the time I had reached middle school being picked on had become routine, and the question had become whether or not I was going to get beat up in the process. I didn’t have many friends, and the fact that I was into video games, computing, and Star Wars sure didn’t help my case any. Most days ended with me getting home and wondering if I should ever go back to that place.

I dreamed of escape. I prayed for some way to fight back. I hoped for a way to make it all end.

It was about that time that I ran into Peter.

To this day, I can’t remember what exact series of events led me to stumble into Spider-man’s adventures, but it was just what I needed at the time.

Here was a story about a kid in high school, not too unlike myself. He was picked on, beat up, and could talk to girls just about as well as I could. (Which was not at all.) He was completely powerless until one day when some spider bit him. Then everything changed…

Parker 4

It was complete and utter wish fulfillment for me. I saw myself in Peter Parker and took hope that if this nerdy guy can make it, albeit with superpowers, maybe I could get through this as well.

I firmly believe that Peter Parker is one of the reasons I made it through those rough years. Many, many years later now, I can still look back and read those comics and feel that connection to the character.

It’s probably why I was so shocked to see Peter as a skateboarding hipster in the newer film, The Amazing Spider-man.

My initial reaction was that my own nostalgia was getting in the way, but the more I thought about it, the more it got to me. This Peter was cool, a social outcast, maybe; but cool nonetheless. This Peter saves a nerd from getting beat up in the film, a role classically reserved for Peter himself. This Peter could charm Gwen Stacy.

Parker 5

Everything had seemingly flipped upside down.

The Amazing Spider-man was a good action movie and did well enough that the sequel is coming out this summer. Yet, I can’t shake the feeling that it doesn’t feel like a Spider-man movie.

The CG may be better, and Andrew Garfield’s body build looks better in the suit than Toby Maguire’s did, and the fight scenes may be a heck of a lot cooler; but there’s something missing.

What made Peter Parker so wonderful for so many of us was that he was just some kid thrown into unimaginable situations. He had the same problems that we all had; being picked on, school, girl trouble, plus the added stress of super-heroics and all the problems that caused.

Parker 1

In this new film, Peter might has well have been destined for fights and tights. His parents were scientists and if the trailer for the sequel is to be believed, it’s implied that his father is responsible for many of Spider-man’s classic foes.

This cheapens his hero’s journey and takes away something that made him so amazing (pun intended.)

It is not heroic to fix your father’s mistakes, nor to solve your own. What makes Peter great is that he was an average kid, with un-average powers, that decided to put life and limb on the line for others for no other reason than he believed it was the right thing to do.

It is the fact that Peter is just, “one of us,” that makes his choice to don the mask truly incredible. He’s not just another guy in tights fighting super villains. He’s our “friendly neighborhood Spider-man!” For better or for worse, the new film seemingly loses that amidst the spectacle.

Parker 6

It’s ironic that my last post here on the Playground was about the dangers of nostalgia and how it can effect our experiences; and one could argue that I need to listen to myself on this one. The difference here is that unlike other “re-interpretations” [see Transformers] that keep the spirit of the original, The Amazing Spider-man completely changes the core of the main character.

This is not the Peter Parker who inspired me to survive. This is not the nerd who had to be set up on a date with the prettiest girl in school by his aunt, because he was too busy with science projects. This “new” Peter is hip and trendy and coming from a totally different place. He’s the outsider, the underappreciated genius, the teen with the charming smile. Growing up, I would say I want to be this Peter; yet I look to the classic interpretation and know I am him.

As I have said in previous posts, I am glad we are getting more Spider-man stories. Nerd culture is better for it, and they always make for a good summer blockbuster. It’s just unfortunate that we had to sacrifice Peter Parker to make that happen.

 Parker 7

 

Cloaks and Daggers – Catharsis Through Digital Storytelling

Catharsis: the act or process of releasing a strong emotion; especially by expressing it in an art form

 

Sometimes you just need to feel something…anything really.

Sorrow.

Joy.

Happiness.

Rage.

 

So, sometimes I just put in a game…

——————–

I didn’t know how long we had been traveling together.  We had met in the desert, and though we said very little to each other, we both agreed that the company was nice.  Most of the world had fallen into ruin, and rumor was that there weren’t many of us left.  I guess that is why we stuck together.

Maybe we just didn’t want to be lonely…

We had kept heading towards the mountain; remembering the legends of the hope that resided on its distant peak.  He never had to say he was going there too.  Of course he was going there, where else was there left for any of us to go?  That question seemed to haunt us both.  Neither of us had a good answer, and so we had chosen to continue traveling despite our reservations.

Fear hadn’t gotten the best of us yet…

The desert was only the beginning.  From there, an abandoned tower gave us a moment of respite and reflection, but that was short lived as best.  Our pilgrimage took us through a cavern of beasts such as the eye had never seen; both terrifying and awe inspiring all the same.  Yet, still we travelled on and still we watched over each other.  Many a moment came when one of us might have died and left this world were it not for the other.  Through the silence and the stoic looks, something had developed between us.

A bond, perhaps? Brotherhood, then?

It is a dangerous thing to allow yourself to have such thoughts; it breeds recklessness.

For many different reasons…

As we reached the snow line, we had stumbled upon the ruins of a fallen city.  It had seemed that the ancients had hoped to live in the light of the mountain, but the mountain had rejected them for their arrogance.  My fellow traveller decided to step ahead, to scout the area and determine our next move.

He disappeared into the snow, as I continued to search through the rubble; hoping to find some new piece of information about who we were and where we were going.  He was always the more adventurous type, but I was fine with that.  It was what made us work.

When I looked back up, I saw him coming back towards me, smiling as best one could being covered in snow.  I guess, for that same reason, he wasn’t able to see the look of horror on my face as I saw what was coming behind him.  One of the creatures that we had thought we had left behind in the caverns was rising overhead.

I screamed.

I screamed over and over again.  I called out his name.  Tried to warn him in any way I could, but through the harsh wind of the snow storm I knew nothing I could do would get through.  All I had to do was get him to turn around, to see what was coming up behind him, and I know we would make it.  We had made it through worse things, there was no way we weren’t going to get through this…So I kept screaming, trying to reach out to him.

Until, still with a smile on his face, the beast took him…

Tears filled my eyes.  I felt myself still screaming, but I no longer heard anything coming out.  Regardless of my own safety, I ran out, hoping that something was left, that he was left.  It was a stupid thing to do.  There were more creatures in waiting, and where I thought there was just one, there were now five.

I didn’t want to move, but I knew I had to.  I saw an opening in the ruins, a safe haven, and so I ran.  I heard the monsters behind me, heard their ominous howl and heard in it their desire to destroy all who came near.  Nonetheless, I made it to the entrance and I stopped…and allowed myself to weep.

There was no hope on this mountain…

—————-

What makes certain games magical are the stories that come out of them, and the emotions that it can draw out of the player. This is one of my stories that grew out of my experience with Journey on the PS3. What makes the game so intriguing is that though there is a small narrative thread that goes through the whole game; the majority of the story is pieced together and created by the player during one’s play through.  Everything that happened, the emotions I felt, were all because of my actions and how I responded to the world I was given.

Journey and games like it don’t have an atypical narrative; they have one that you help create along the way via the player’s interaction within the world.  It is in that creation that the story becomes all the more personal to the player and more memorable in the telling. This type of process is more commonly called “emergent gameplay,” or “player driven storytelling.”

Unlike other forms of entertainment, games don’t have to abide by a strict narrative construction.  Whereas films and novels have a set series of events that always play out the same way for the characters, many games give the player the ability to shape their own story and have it play out differently in each subsequent playthrough.  It is the experience and the player’s feelings that become the story in many of these cases. More simply put, the story/gameplay emerges out of the player’s actions, as well as the player’s emotional responses.

Note: The game is actually about survival + NSFW Language

Games like Rust and Day Z have no discernible story of their own outside of what the player base creates for them. The “story” of those games are the personal tales of the players and how they interacted with others while in that world. Of course, for every game of this nature there is a Last of Us or Bioshock: Infinite that has a very specific story to tell, and proceeds to follow a standard narrative path.  This is not a bad thing. It shows the depth and breadth of gaming as a medium for different styles of storytelling.

Even in a game with a more directed narrative, a genuine emotional catharsis can be achieved, if done well. The Last of Us is a fantastic example of this in the AAA space; and Thomas Was Alone shines in the indie arena. In one game it is the story of loss, redemption, and questionable morality; and the other is about small geometric cubes, friendship, and the nature of truth and sacrifice. Despite their differing styles and mechanics, by the end of both I had felt emotionally drained and had shed tears on multiple occasions.

To paraphrase Neil Gaiman, just because something isn’t “real” doesn’t mean it isn’t powerful.  Games can have the ability to reach into us and draw out emotions and responses that other mediums cannot; because we help craft the story.  By making the choices our own, by creating our stories within the world that has been handed to us or acting out or part in the greater narrative; we invest in the moment and engage in a way that no other form of entertainment can match.

To put it simpler; the more we put in, the more we get out.

So like I said…

…sometimes you just need to feel something.

To have a good cry.

To work out some anger.

To remember why we should care about others.

No matter what it is, try a game next time. You’d be surprised what you might get out of it.

As the kids say, “enjoy the feels,” everyone.

Suggested Play: Journey, The Unfinished Swan, Thomas was Alone, Brothers: A Tale of Two Sons, Dear Esther, and Gone Home

Friday Feature: Flower

Ecology

Agriculture

Sustainable Growth

Conservation

 

All of these have come to the forefront of the world conversation, and for good reason. So it is no surprise that contemplations on those things pop up in different forms of media. Sadly, we don’t have room for that large of a discussion today [though tomorrow is another conversation!] As such, I’m going to point you to a singular game that speaks to those topics, and adds its own voice to the conversation.

 

 

Flower is a game by thatgamecompany on the Playstation 3 and Playstation 4; the second in a set that includes fLow and Journey. The game functions on a simple mechanic; you are the wind. In each level you start out in front of a singular flower and proceed to move through it. As you blow through the fields you collect petals and leaves; creating a rainbow of color.

 

Each level has a natural pathway created by the flowers you fly through, and it feels completely natural as you use the controller’s built in motion controls to tilt, turn, and spiral through the fields. There are hidden aspects to the game that the crafty player will notice, but that’s the most “game-like” thing about it.

 

 

Flower is more about the experience. The music and visuals create an atmosphere that enwraps the player. It can be almost trance like when you are flying from field to field, your color trail behind you, as you spin through the air. It is truly one the most engrossing experiences a player can have in a game.

 

On top of all this is the simple message that the game conveys through its multi-hour story. The small narrative is parceled out bit by bit between each level and occasionally within as well. The individual stages are framed by a hub screen that is set in an unknown apartment in the city; but to explain as to why would give away one of the game’s sweeter secrets.

 

 

If the topic matter doesn’t engross you, the visuals will. If you have the ability to play through this game; do it. Set aside two-three hours, grab a glass of wine, and relax with Flower.

 

….time to make like a tree…

[sorry, couldn’t help myself]