Welcome to my blog. Here you'll find analysis/reviews of movies, tv shows, and books. And also some original short fiction.
Here are some highlights.
Movie Analysis
Ever wondered what was up with No-Face from Spirited Away?
An in-depth, topical look at how Credence Barebone from Fantastic Beasts and Where to Find Them, born of a difficult and repressed environment, is being pulled by various parties in his society for their own ends.
Studio Ghibli's From Up on Poppy Hill is about a time of great change in postwar Japan and how the characters choose to navigate that change without entirely losing their connection to the past.
Short Fiction
Sputnik's Passage. Just a short existential story about everybody's favorite satellite.
Night Driving. Because sometimes you catch an odd, wistful feeling on half-empty roads at night and can't shake it.
Misc
And for a bonus here's a Mega Man X vgm cover of Storm Eagle's stage music I recorded. And some very amateurish instrumental rock music I composed back in the day.
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Hi! I recently came across your blog and really enjoyed reading your thoughts on Spirited Away ā they were super insightful and clearly written, which really helped me understand the film better.
I was wondering what you think of
āTo what extent does Hayao Miyazakiās Spirited Away use fantasy and the manipulation of time and space to explore identity as an evolving construct shaped by memory, emotional reconciliation, and the journey from childhood to maturity, and how does the creator use medium-specific techniques to portray the tension between escapism and emotional truth?ā
Would love to hear your perspective, especially since your writing shows such a strong grasp of the filmās deeper themes. :)
Thanks in advance, and hope youāre having a great day!
That's a very fancy question. Almost sounds like a homework question. :P I don't think I can cover every aspect of it but I'll take a quick crack at what I think I can answer. Because reading it did make me realize something about how the movie functions, so thank you for the question. I'm specifically interested in speaking of the genre-specific techniques of fantasy rather than the medium-specific techniques of animation.
There are dual narratives occurring in Spirited Away--a grounded narrative and a fantastical narrative.
The beginning of the movie shows us the beginning of Chihiro's grounded story: Chihiro, a 10-year-old girl, is moving. That's a scary time when one feels unsettled. Doubts about if one will like a new place, a new house, a new school, whether they will make any friends or be ostracized, unfinished business or friendships left behind in the old place (having a favorite teacher can feel meaningless when you are learning that life means you sometimes have to leave favorite persons behind), etc. The list of doubts goes on and on for a child who doesn't have adult problems like paying the bills to worry about. A child's social life is almost their world entire. It really gets the butterflies going in the stomach.
Chihiro's a well-behaved child. She certainly doesn't lash out strongly at her parents. But it's possible she feels a sense of inner betrayal from the people who are supposed to make her feel safe and happy (now, granted, parents can become problematic helicopter parents if they shield their kids from all surprises in life, but I digress). They are introducing her to the uncomfortable feeling of uncertainty now through this move, perhaps the first major shakeup of her young life. She'll have doubts about her place in the world. Perhaps in her old life Chihiro was a girl whose best friend was Mindy, or whose favorite teacher was Ms. Tanaka, or whose favorite cubby for her personal effects was the lower left one, or whose favorite tree in the park was the leaning one. But now she is unmoored. Who is she if those things from her old life cannot be used to define her anymore? This ties very well into how the antagonist Yubaba takes people's names, changing our protagonist to Sen for the majority of the film as she struggles with that question.
This is the central growth arc of the entire movie--Chihiro accepting this move and that life will throw the unexpected at you. That change is the only constant. In the English-language version, she definitively succeeds and at the end of the movie has become more emotionally mature or resilient. She can live with and move past the unsettled feeling that life will present her at times. Because she conquers herself, she does not need to become some rebellious or sulky adolescent at the end of the movie taking things out on her poor parents, who, after all, are just making the best decision for the whole family. She will approach her new home in earnest, instead of looking for things to dislike about it. There will be no trouble adjusting.
I find that the fantasical narrative of the movie supports the grounded narrative. How? By utilizing the fear of the unknown, which unlocks a similar psychosomatic sensation to feeling unsettled during a big move or other life change, in both Chihiro and us the viewers.
When we as viewers or readers enter a fantasy world, we don't quite know what to expect. We have to learn the rules of the new fantasy world. By navigating that unknown world, we too get an unsettled feeling as we witness day turn to night and strange spirits start to move about the bathhouse. They're visually spooky. We don't know what their deal is, whether they are dangerous or friends, if you die here do you die in the real world, are we stuck here forever, etc. The unknown creates in us an unsettled feeling that mirrors Chihiro's own unsettled feeling, in both her grounded (I have to move) and fantasical (holy cow my parents are pigs now how do I get them back!?) narratives. This is especially true for Western audiences unfamiliar with Shintoism or other aspects of Japanese folklore such as the very idea of being spirited away to another realm to learn some lesson.
Nominally her parent's fantastical reconciliation is with learning not to take food from the spirit world without asking. Bad manners. But I'd argue this might actually be a stand-in for Chihiro's more grounded problem with her parents, which, again, is that they are choosing to uproot the family. They are exposing Chihiro's anxious, immature self to uncertainty. That's their real breach of trust, rather than decorum, for her. That's why the three of them are locked in the limbo of the bathhouse spirit world as she decides what to do with them all. Will their family dynamics remain healthy, or will they be thrown into chaos for the next few years?
There's a strong narrative consonance between these dual narratives from that psychosomatic overlap. That's why a new fantasy world with freaky spirits was the perfect choice for replicating that unsettled feeling from the move. Examples of other media that utilize a similar grounded/fantastical or inner world approach but fail are Zack Snyder's Sucker Punch (2011) and the anime Black Rock Shooter. They lack the same gripping connection between their dual worlds.
As for memory, which was also mentioned in your question, I suppose the interesting choice the creator makes is that Chihiro does not spend much time in the movie recalling the past, or even aspects of the home she is leaving behind. The one prominent example I can think of is near the end, when Chihiro recalls falling into a river when she was young. When she remembers the name of this Kohaku River, that restores Haku's name to him. Other than that, she is very much preoccupied with dealing with plot hurdles in the present, or being anxious about the future.
Some gifs and captions of the stair scene to finish off the thematic talk:
Moving is literally scary. In this case it's not the unknown. It's the simple primal fear of heights that creates the unsettled feeling in the pit of one's stomach.
These stairs are part of the bridge between childhood and adulthood; they aren't ever going to be child-sized and comfortable to walk.
Ready or not, all there is to do is to stumble, or take a leap of faith, and it's definitely gonna hurt.
Ok I'm still playing Neopets in 2025 cuz I'm lame cool as shit and I just gotta ask, are there any customizations with piles of clothes on the floor or overflowing hampers? Something like this but moreso: items.jellyneo.net/item/59570/
Where is the background where I yell at my neopet to clean their room!?
If they ever made a beat 'em up/side scroller with the Bear characters, Mikey's ammunition would totally be forks. Melee, thrown, whatever. Too close for forks, I'm switchin' to hands. Scott Pilgrim aesthetic.
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Boy oh boy when you open up a Bear episode and it's an hour long you know you're in for a treat, the best the creators think they've got, and this delivered. Just banger after banger.
The hiding-out talk in the kitchen between Carmy and Bob Odenkirk's character was masterful, one of the best in the series. Good writing surprises you while staying believable. That Mikey and Lee actually got on good terms after the fork incident was a believable surprise to me. Some people are intense but can actually patch things up easily. So much pain bubbling under the surface for most of the convo but ultimately it got Carmy some much needed closure. From freaking Lee of all people.
Richie and Frank both sharing their insecurities with each other was great. The under-the-table scene was wholesome and magical. Yeah, they probably should've limited the number of characters under there for intimacy. But it's still one of the visuals of the entire series that will stand out the most with me, along with that damn dinner table with the thrown fork.
Let me tell you, I was struggling with whether to end this meme with Shinji, Carmy, or Cousin.
And even that scene at the end with Richie and Tiff dancing together. The reaction shot of her is so quick but just the emotions that play over her face. And him letting her hide her face in his chest. So good.
I'm glad we didn't get any blowups this episode. The characters deserve some unmitigated happiness. Dammit, so do the viewers.
While I enjoyed the end point of the Al-Anon woman's monologue (chaotic brother saying he did water the plants, as well as Carmy empathizing with someone else in the group), I thought it took way too much runtime for it to get there. I know the directors/showrunner like these longtakes to give an actor an opportunity to really sink into a monologue, but it seemed like the director was trying to replicate the longtake monologue Carmy had in one of these same meetings from an earlier season, and it just seemed like a weaker echo.
Not an acting criticism either as I thought the actress did a good job.
The Frank Lloyd Wright house/museum montage didn't work for me either. It just seemed boring. I get that it's good for Carmy to have a life outside of the restaurant business, and that everyone needs inspiration, or to be searching for a sense of place or rootedness. But the shots just seemed unconnected and therefore didn't land for me. Marcus experiencing Copenhagen in an earlier season landed much better for me, perhaps because he was in a new environment, learning, getting out of his comfort zone. Perhaps it would've been better to focus on learning about one Frank Lloyd Wright building or feature in particular and how that one thing spoke to Carmy and why.
I'm not entirely sure how to feel about the writers bringing back old faces to give viewers a jolt of excitement. From the Ever crew to Luca in this episode... I mean, excellent writing would mean writers can give excitement and surprise from the main crew of characters. There isn't a need to reach for an old face. (Remember that the Ever crew and Luca were once new faces.) It can be... a writing/showrunning crutch. I'll have to see how they're utilized over the rest of the season before I can definitively say that's what's happening here.
After sabotaging everyone with the ever-changing menu, Carmy has finally come to his senses. And all it took was leaving him with no real choice because of the farmers' orders. It was the most obvious self-sabotage, which every viewer saw coming from the earlier seasons. When you're working with many line chefs/servers who are not used to the gourmet scene, it just never made much sense to start off with that modus operandi. Carmy probably could've built his team up to the challenge of a changing menu, had he started off with a set menu in the first place.
This reaction came out somewhat negative. I'm still enjoying the show overall despite my quibbles with this episode.
1-dimensionality of Claire Dunlap (The Bear season 4 spoilers)
A romantic relationship for Carmy isn't a bad thing for a show like the Bear. It doesn't have to be all restaurant for Carmy. The themes of the show are also about how to work through trauma. And being able to have a healthy romantic relationship can also feed that theme.
They just did a bad job writing it with Claire, who's just so perfect and all the other characters will tell you about how perfect she is too. They should've written a character who feels realistic. The writers cooked her up in a lab, not kitchen, to be the peace for Carmy.
And therein lies the problem. We don't say that Jimmy represents Charity for Carmy. Or that Luca represents Grace. Or Marcus Fidelity. That's because they're their own grounded people not defined by Carmy, not so easy to be boiled down to one thing. Claire is not like that. Claire very much is constructed for Carmy.
They're pots of soup with depth of flavor. Claire is just stock. She needs more to be a meal. Yeah, sorry for the cooking metaphor. I thought it fitting, considering the terrain.
As it stands it doesn't feel like she has anything going on in her own life outside of the hospital and Carmy. She was created for his story arc (specifically about how his trauma prevents him from thriving in a normal relationship with a well-adjusted person), not for one of her own. Hell, even scenes about her dealing with her residency and own life's problems, having other potential suitors but not pursuing them because of her hangups with Carmy, could've helped make her feel like her own realized, separate character. Marcus had his grandmother, his pastry-chef-development. Syd has her dilemma with the two restaurants, her relationship with her father. But Claire feels like her own island with only tenuous links to this world.
The writers tried to rectify that this season with Claire interacting with the non-Carmy characters more. They even gave her the bigĀ hospital comfort scene with Syd. But it's obvious the writers did that to rescue Claire's character too. Another character with links to SydĀ comforting Syd instead would've resonated so much more. Similar to her being helpful with the kid under the table at the wedding situation. Look how helpful she is swooping in! The writers want us to love her. But it's flaws and imperfections that make people get attached to characters. Wabi-sabi.
Getting into the wider analysis landscape, I will certainly concede that there's a lot of misogyny in society and female characters are far more likely to get writing criticisms of all sorts, including Mary Sue accusations. But I don't think that's where I'm coming from.
A romantic subplot could've added more to the show had the love interest been more interesting. It was unrealized potential.
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Someone made this comment on another website defending AI art: "it is a tool. Only the result is important, not the path. The biggest trait of artist is knowing when to stop, when the art is finished, and his satisfaction with the piece is showing the level of his talent and artistic intelligence. The attempts which artist throws into trash, the way he knows what looks and feels good, his taste, is actually what makes a great artist. Not the type of brushes he“s using."
It rankled me so I responded with this:
The path is important. If you look at art progress pics it shows a certain human determination to push through when one's skills are not there yet, to slowly hone one's skills over the years until they are finally capable of the vision an artist has in their head. That's very human and it's what AI artists lack in their art.
Taste is an important part of an artist's mind or heart, but when it comes to an AI artist I'd hesitate to call it talent on their part. They are not the artist themselves. They are not the ones who are making the brushstrokes. If anything they are more similar to patrons of Renaissance Italy, only they are commissioning AI instead of a human being. Yes, the taste and commissions of those rich patrons were a vital part of the art scene, but they were not the artists themselves making it happen. In the same sense, it is the AI that is actually creating the art, not the AI "artist."
I have taste which feeds into my appreciation of art, but I am content with that. I would not say that that taste makes me an artist. Because I don't put in a prompt and pretend that I am the creator, slapping my name on a piece I didn't work for. It was the churn of computer processors and memory that labored for AI art.
There's a huge difference between a real artist scrapping ten pieces of artwork that don't meet their standards and an AI artist "scrapping" a hundred pieces of artwork that don't meet their "standards." There's nothing to the AI artist scrapping artwork. They're not killing their darlings. The scrapped pieces of work are nothing personal to them, they feel absolutely no ownership of these failures.
Never failed; never tried. The AI artist has never dared to sit with failure.
Still can't get over how Rhaenyra flew the coop to Dragonstone. It was the easiest mistake to avoid. Stay influential in King's Landing, schmooze all the lords and ladies you need in your corner. Who cares if others spread rumors, they ain't gonna do anything while Viserys is still alive.
Plus she should've developed a real relationship with Aegon long before she left. Make sure you're his favorite person in the world at least while he's growing up. Candy bribes and piggyback rides could have averted the war.
Watch the sun blazing
As it rises above all
With its light to guide
Tall, majestic mound
Shadowing its area
To those who test it
Author's Note: Remembered I had these old poems on my hard drive. I wrote these bad boys for 7th grade English. Not bad for a 12-year-old, if I do say so myself.
The Tale of the Princess Kaguya thoughts (spoilers)
Among Takahata's finest works. This film starts slow but pulls you in as it runs. It has a soft pastel palette evocative of watercolors. The shots are extremely calming, though perhaps not as technically enthralling as, say, Hayao Miyazaki's animationsāsome shots are drawn with a beautiful roughness that you would not find in his works. I consider this a must watch for anime fans, especially those interested in Japanese folklore, as this film is based on perhaps the most well-known folk tale of Japan.
It tells the tale of a girl descended from the moon, who is found in a bamboo stalk and fills the lives of a bamboo cutter and his wife with joy. The beginning of the filmāwhen the girl is a babyāis not as strong as the rest of the work, so I'd advise people to at least watch until they get past that part. It is worth the ride, which starts very unassumingly but builds slowly into something utterly enchanting. Princess Kaguya is happy in her earthly life at first though her foster parents aren't rich, nor do they possess nice things. She loves to run around in the fields with the other kids (especially Sutemaru) and play with the wildlife. She is content to work with her hands. The rustic life really is the one for her.
But one day her father, in a misguided attempt to make her happy as well as do service to her celestial origins, decides Princess Kaguya should live the life of a noble.
And so he uses gold nuggets he finds in bamboo stalks to build her a mansion in the city worthy of a princess. He finds a tutor attendant to teach Princess Kaguya the ways of a noblewoman, but she is not a serious student at first. Her father blindly keeps her in these lessons on how to be ladylike and beautiful, and the longer she is on this path, the unhappier she becomes. It gets even worse when marriage proposals start rearing their ugly heads when news of her beauty spreads. Men declare their love for her even though they have never met her or seen her before, hidden as she always is behind a screen. They bring her beautiful objects to win her heart and hand in marriage, but these objects are as fake as their love for her.
This film, at least the way I interpreted it, is at times a blistering critique of old Japanese court customs, where princesses were hidden from sight from suitors, and made to pluck their eyebrows and paint their teeth black. Even on an occasion celebrating her acquiring a new name, she is kept alone and away from the party, not allowed to partake in the fun.
One of my favorite aspects of the movie was the little details. For example, having your robes look picture-perfect as you sit and bow seems to be an important thing, so there's this attendant to Princess Kaguya who's always smiling and fixes peoples robes when they sit; the tutor attendant, too, fixes Kaguya's robes at a choice time. It sounds like nothing but it tickled my funny bone. That's Takahata's gentle sense of humor for you.
Anyway, watch this film for its different art style, to remind yourself that sometimes a simple life is best, and that being a princess ain't all it's cracked up to be. Overall 8/10.
Great Expectations by Charles Dickens review (spoilers)
For some odd reason none of my high school teachers assigned me Dickens, and I avoided the Dickens course in college, owing to the fact that I had no idea what to expect from him. All I really knew of him was what had percolated into pop culture; more direct knowledge was little, since I had somehow managed to avoid watching most TV and movie adaptations during my lifetime, and so this is my first Dickens novel.
He certainly isn't stuffy like other Victorian writers can be. It's easy to see why he was the preeminent Victorian writer, why he's acclaimed by both popular and critical opinion. From page one I was instantly enthralled by his powers of narration. This is truly a yarn spun. The rhythm of his words, his way with words--well, this book seems perfect for reading aloud. The stakes are there; yet, there is a lot of wit and humor in the narration which propels it forward. You understand Pip's fears and motivations so totally. It's easy to care about the characters, who are all so wonderfully drawn and memorable, even the side characters. It's easy to see them in your head as well as visualize every place or thing that's happening in the story, especially Miss Havisham and Satis House. Dickens has such wonderful powers of description. When he establishes setting it just seems so easy to him. Pip has his flaws and mistakes (not visiting Joe and Biddy!) but you still sympathize with him in most ways. In fact you sympathize with basically everyone. I suppose I know what the term Dickensian means now.
This is the type of storytelling where every element is interlinked. If a character is introduced, you can be sure they will be involved in some fashion later on no matter how minor they may seem initially. Of course, I also know now why people always mention the whole serialization aspect of Dickens and how he was paid by the word or whatever. Some of it might be wordiness or going into a character's thoughts way too much, but more of it was that Dickens certainly could've condensed the narrative if he wanted to. Like, I got way too many words on Mr. Wopsle and Mr. Pumpelchook. They were annoying as hell (as they were designed to be, I know). I thought of knocking a bit off the rating for this reason, but I suppose I can't.
It's quite skillful how much ground is covered, taking Pip from childhood to a young adulthood full of hopes and dreams and expectations and then to a more weathered adulthood at the end, giving him as well as Estella valuable perspective. You really feel like you've lived through a life with all its ups and downs, the soaring heights and hopes, the aching wants and disappointments. You feel the relationships so acutely--the friendship of Herbert, the distance of Estella, the good heart and devotion of Joeā¦. Just a well-spun yarn with no loose ends. My only unfulfilled wish was for Estella and Magwitch to have met each other. 5/5 stars.
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Ode to Online Roleplaying (Charmander 31's Pokemon Chat)
In the years prior to the new millennium, in the earlier days of the web, those evocative 90s where the internet was not yet ubiquitous in every home, there was a movement, an art form. It built itself in Yahoo chats, and spread to embedded free chatrooms on a few websites chosen seemingly at random for destiny. It was online roleplaying.
I still remember entering the Chars31 chatroom with a Charizard nickname and being confounded at what was going on. The people in the chat talked of anything they wanted to. They used asterisks and other symbols such as greater than and less than signs or dashes as action keys to signify when they were performing an action, like so:
Charizard: *stomps his way over to ETW and thrashes his tail around*
These were the days before every PC game had an online multiplayer component. The consoles of that generation, the SNES, the Genesis, the Playstation, and N64, also did not allow you to go online. There was the DreamCast with Phantasy Star Online, of course, but on the whole, it was not a common thing yet. People who played Doom on their PCs together, or WarCraft and StarCraft and Diablo, had to do so over unreliable and slow dial-up modems, which disconnected from the internet if a household phone rang or was picked up. These were called landlines, and they may not even exist anymore in 30 years.
This is one reason why online textual roleplaying came to popularity. It is why it was so short in its lifespan. It died out as every PC game soon developed multiplayer, and high speed broadband connections made gaming easier, faster, and more convenient. Still, anyone who does battle or hangs out in an online virtual world, be it textual or 2D or 3D, augmented or virtual reality or what-have-you, should understand why people roleplayed in chatrooms: It was simply fun. They owe a debt to those who came before them.
It is my belief that never again will textual roleplaying attain such popularity. I believe it because I have searched for it, something like it. There was roleplaying in Neopets guilds when that site had its day, but now that siteās body is old, decrepit, and twisted, and most guilds gather dust. I have tried to find it in IRC rooms, but these rooms do not have the constantly active community that Chars31 and Ace Digimon had. It will never again be, because gaming is too advanced nowadays for people to return to a simpler, more primitive way.
For this reminiscence, I leave the best and most fascinating element of online roleplaying for last: fighting. There are many forms of fighting, but I was not renowned for my prowess in that arena, so I can only speak of the styles I am familiar with. The three I know are called T1, T2, and AA. In my day, T2 was the most popular form, as I saw it. T1 is a slower, turn-based form that is more technical. T2 and AA are similar in that they are speed-based fighting systems. They reward the fighters with the faster typing speed. AA, or Advanced Auto, is the simpler, more noobish style. Its requirements are defined as 4-4-4. Basically, in that style, every action you take in a fight must consist of at least four words. T2 has the same basic premise, but its requirements are 7-10-7 (meaning 7 words required for attack, 10 words for connect, and 7 words for dodge, mechanics which will be explained momentarily), so it was meant for intermediate and expert fighters only. There are six basic types of actions in online textual roleplaying as I remember. They will be demonstrated by imaginary characters Shootist and ETW below. They are:
1. movement ā having your character move from one place in the virtual environment to another
⢠ETW: *I run and jump the chasm to the other side of the cliff*
2. dodging ā dodging another playerās attacks. This can be achieved if the response is typed out and entered into the chat before a connection is made
⢠Shootist: *I roll quickly to my right, dodging the earth-based attack*
3. charging ā charging up a spell or otherwise prepping an attack
⢠ETW: *I bring my hands together and begin chanting a spell in elvish words of old*
4. attack ā as the name states, attacking someone else
⢠Shootist: *I draw the hammer back on my revolver and pull the trigger, aiming for ETW*
5. connection ā a technical aspect of fighting, this is the secondary part of an attack, where it is confirmed to hit
⢠From the previous example in (4) ā Shootist: *The bullet connects, ripping a big hole right in the heart of ETW*
6. counter ā this combines negating an opponentās attack with an attack of oneās own
⢠From the previous example in (4) ā ETW: *My forcefield stops the bullet inches from my chest and I then launch it back towards Shootist*
On a technical note, important fights, and even some impromptu fights, often had judges drawn from neutral members also in the chat at the time the fight takes place. They can judge any action by one character invalid if it contains too many typos (thus making it too hard to understand for the other fighter), does not follow the logic of the fight, gives a character too much invincibility (god mode), or is simply too vague. An example of the last one: *My fist smashes through his face* Did the fist simply hit him hard, or did it literally crumple his face? This may have been deemed invalid by a judge because of vagueness.
There were clans in these days, people who banded together, usually under a leader. I even attempted to establish a small clan of my own. It was an unsuccessful wolf pack under the old Elemental name (an old wolf clan that had died out by that time). These clans and fighters often had their own cliques and factions, and these greater groupings led to wars and raids. Fighters would sometimes traverse the digital stretches of the internet to bring their war or impress their fighting philosophies and styles upon a certain hangout. It was quite similar to the kung-fu film trope of attacking other dojos and schools. This necessitated the appointment of a chat guardian, an extremely skilled fighter who could turn back enemy fighters trying to make trouble. Squall was such a guardian for Chars31. Sadly, he left the world of online roleplaying. I heard it was because he lost a fight against BlueLightningFlik, and it crushed his pride, but perhaps that was rumor. It is hard to verify, for even in their later days, fighters are prideful and each tells a biased account of their old deeds. Some always claim to be unbeaten. It could simply be that Squall IRL (in real life) had grown too old for the activity of online roleplaying.
I must apologize for my lack of further details, or if any details in this article are slightly off. As I have said before, I was not one of these great fighters. I was simply a side character who walked among giants, a footnote in the great history of online roleplaying. And my memory does not serve me well. Records of this age of gaming and community are ill-kept, and perhaps soon, even these inadequate chronicles will crumble and be forever lost to cyberspace. If you are looking for other resources to get a grasp of what online roleplaying was like, I suggest you look up the web archive to look at what theĀ Chars31Ā andĀ Ace DigimonĀ websites looked like. The Halls of Fame areĀ TripodĀ andĀ AngelfireĀ webpages you can find if you search for them. They are outdated listings that miss accomplishments from the later days of online roleplaying, but they do record the names of famous fighters, people who were fundamental to the online movement of roleplay. Some names even have a brief paragraph detailing their exploits and accomplishments. There is a Seifer on both lists, though I must stress that that is not me, but the original Seifer, as I did not do anything of note during my time as the character. Another site I wish I could recommend you, friend, isĀ historyofrp.proboards.com, where a few former fighters gathered from time to time to talk of their old deeds. Unfortunately, that forum seems to be in maintenance mode now, and only staff members can log in. It is an unfortunate loss. Still, try! Better yet, try some online roleplaying with your friends one day to see what itās like!
As for why I felt the need to record these thoughts, perhaps it was simply nostalgia. Or perhaps I thought it worth remembering. At the very least, I did not want this awesome world of a bygone era of the internet to disappear softly into the night without a trace. I leave you with a final thought, changed for my purposes from a film quote:
If they ever tell my story, let them say... I walked with giants. Men rise and fall like the winter wheat... but these names will never die. Let them say I lived in the time of DragonMasterAlex, first guardian of Chars31. Let them say... I lived in the time of Squall.
Author's Note: Initially I was going to write this in a realistic manner, but then I realized the best way to honor Chars31 was to write it in an epic fashion.
This post can also be found here with a bunch of comments underneath from people reminiscing: https://www.deviantart.com/dragonlizard89/art/Ode-to-Charmander-31-s-Pokemon-Chat-366005555
This is a rather uncommon gift we've been given as readers. Not a book, but a very long letter from Kafka to his father. A letter never read by the intended recipient. There's a lot of anguish, anxiety, and suffering to be found in what the letter broaches. A super in-depth look at the failings of their father-son relationship. Complex as only familial links can be. A relationship that at this stage could not be made right again. Really, this is the type of book that would be of interest mostly to Kafka scholars or those fans wishing to understand the writer better. And understand they will, because I think the father's gaslighting and double binds explain a lot of the bureaucratic nightmares that create anxiety so masterfully in Kafka's fiction. You can trace the origin readily. Without such a father, Kafka likely would've been an entirely different kind of writer. Or perhaps not a writer at all. The other reader who might find this work to be of interest would likely be someone who has father issues of their own. 5/5 stars.