Tag Archives: design

The 50/50 Fallacy [Yes, It’s Another Big Hero 6 Post]

So, as I said I probably would, I did end up seeing Big Hero 6 this past Tuesday. While I ended up enjoying it a fair amount the problem, if I can call it that and which the post I just linked to addresses, was in the back of my head the entire time. To reiterate it here, the idea that both a city and almost the entire cast of superhero team had to be altered to make it more relatable, presumably to a Western [read: American] audience.

As mentioned I did like it, but during and after the film I was struck by the fact that a balance, if that’s what the creators were truly going for, was never really attained. To start with, San Fransokyo.

Based off of the name one would assume that this would be equal parts American and Japanese city, a blend that encapsulated the best of both worlds. The actual design approach is laid bare when considering the words co-director Don Hall used when describing the setting [emphasis added]:

an alternate version of San Francisco.

“I love the Painted ladies. We gave them a Japanese makeover; we put a cafe on the bottom of one. They live above a coffee shop.”

“Where Hiro lives, it feels like the Haight. When you get to the downtown area, that’s when you get the most Tokyo-fied, that pure, layered, dense kind of feeling of the commercial district there. When you get out of there, it becomes more San Francisco with the Japanese aesthetic.”

To put this in more musical terms, this isn’t so much a mashup as it is a remix. The former is a blend of two or more parts with both being displayed prominently, the latter is a modified version of something, the original of which is typically easily identifiable. Continue reading

The Real Reason Assassin’s Creed Unity Has No Female Playable Characters

I don’t know a lot about video games nowadays, but I do know one thing: I love the Assassin’s Creed franchise. This may lie entirely in my simple love for stabbing and vaguely historically accurate settings, but I’m down with what they’ve got going on. In fact, I got thoroughly hyped for whatever game developer Ubisoft’s announcement was going to be at this year’s E3 without knowing almost anything about it.

Here’s the trailer they released:

The following tumblr post more or less sums up my reaction [after I finished gawking at the assassinations, of course]:

Continue reading

“Fully Clothed” ≠ “Well-Designed”

From November, when it was announced, until now right around its release the news outlets have been reporting on the new Ms. Marvel, particularly due to its protagonist being a Pakistani Muslim teenage girl [FYI it is also good]. With all this attention it’s inevitable that every facet of the character would be scrutinized, including what she’s wearing.

Over at the Washington Post they published an article titled “MS. MARVEL: Marvel Comics’ new focus on women ‘characters and creators’ aims to defy the ‘scantily clad’ cliche”. While it strangely refrains from addressing what Kamala Khan’s actual costume looks like, the sentiment is clear: comic books used to be a boys’ club and they’re seeking to change that. Marvel EIC Axel Alonso states that the female heroes headlining their new books-

“are not the big-breasted, scantily clad women that perhaps have become the comic-book cliché. They are women with rich interior lives, interesting careers and complicated families who are defined by many things—least of all their looks.”

It’s difficult to run from your past, any lion cub exiled from Pride Rock will tell you that. The main issue is that while Alonso [and I really do like the guy] uses the word “perhaps” the fact is that there are still costumes out there that would bar their wearers from entering the Vatican. Never fear, though, because this is the internet and on the internet someone always has a solution. Continue reading

My Personal Fears About Dota 2‘s Art Plagiarism Made Real

My first contact with anything Blizzard Entertainment-related was when a kid much older than I found a copy of WarCraft II: Tides of War on our aging PC in the Philippines. I found the fantasy story gripping, but as a child who drew far more than he wrote [a ratio clearly flipped on its head nowadays] it was the visuals that really grabbed me.

A few years later, on my family’s return to Canada, seeing WarCraft III in Best Buy fliers made my eyes widen in awe. These were many of the same races and units I was familiar with, but updated graphically. I spent many of my precious minutes on the internet perusing the game’s website just gawking at the units and buildings before I finally grabbed a copy of my own.

When World of WarCraft was announced I made plans to play it with my friends, though those were ultimately stymied by the subscription fee as well as my family’s move to Thailand. That didn’t stop me from absorbing as much about the game as I could, though. This was a world I was deeply familiar with but expanded to a greater scope than I could ever imagine. Continue reading

Fame Day: For Exposure

There are a number of Twitter pages I could have focused on today, from the subtly hilarious to the judiciously-minded, but none of those address a pretty hefty issue a lot of us young people find ourselves bumping into.

The page For Exposure, by comic artist and generally all-around cool guy Ryan Estrada, does.

GJFE Continue reading

Fame Day: Massoud Hassani

Anyone know what this alien-looking device is?

Any guesses?

That right there is the “Mine Kafon,” an ingenious device used to safely blow up land mines. Light enough to be blown around by the wind, the Mine Kafon is still heavy enough to touch off detonation when it comes into contact with a mine or pressure-activated explosive. While there’s some skill that goes into getting the weight right, the real beauty of it is it’s simplicity- anyone anywhere in the world could mass produce these. Definitely a blessing for areas emerging or dealing with long periods of conflict and militarization. Continue reading