Showing posts with label Metroid. Show all posts
Showing posts with label Metroid. Show all posts

Saturday, May 4, 2013

An Account of Queen Alice's Meeting With The Young Adventurer

This is but one of many stories told to children by their village elders involving The Young Adventurer or Queen Alice or both or variations thereupon. As with all such stories, the details differ from version to version, although the fundamental structure is found in all of its forms. The accuracy with which the events chronicled within are described is of course suspect and a matter for debate. Readers are encouraged to formulate their own opinions on the Authenticity and Truthfulness of this particular account.
 
Join me atop the Sacred Rock, for here the All Thing resides.



Then the Young Adventurer ascended the mountain and came upon the Law Stone, which stood within an open meadow. Atop the Stone sat Queen Alice, thrice-exalted usurper and Lady of the Green, her legs folded in the manner of a Lotus, her head adorned with a Crown of deep red flowers. In front of her lay a succession of objects, perfectly arranged in a row. It was known by all that Queen Alice was to be consulted at this juncture, and so the Young Adventurer approached her forthwith.

“My Lady, I have journeyed long and travelled far and I must now seek your counsel. I wish to partake of your wisdom and experience so that I may deepen my knowledge of the Way of the Sword and Shield.”

“You needn't try and explain yourself so,” replied the Queen “For I know your true purpose. You approach me clad in green, or violet, or crimson, or blue or in cold metal or in a mighty helm of brilliant flame. You shall carry on doing so, and you will do so in the hereafter and times long passed. Your intent is surely clear enough; it's your meaning I don't follow.”

“I require training in the martial arts,” the Young Adventurer said “Or, barring that, some formidable tool of honour and power that will aid me on my quest. Is that not the purpose of this assortment of items between us?”

“What you see in front of you is what you wish to see” Queen Alice said “Or perhaps,” she hastily added “What you expect to see. I appear to you in this manner because I am expected to and am thus invoked, though I appear in this form because it rather suits me. We have met this way before and we shall continue to meet this way time and time again until the world grows dark and the land grows cold.”

Confused, the Young Adventurer countered “I see what I see in front of me because it is there and it was there before I climbed this summit. How can it be otherwise?”

Alice responded “What you see are half-truths; between us stands an impenetrable wall of nothingness. You bear witness to the simulacra of meaning and virtue.”

“Is a Thing Not-A-Thing? What I desire and what I am presented with have no correlation, as you are right now effectively demonstrating.”

“A Thing ca'n't be without its symbol.” Alice gestured to her collection of objects “I could give you this this canoe (which is the world) this book (which is the link in the chain), this ball (which is the aspect of thunder and lightning), this skateboard (which is the door and the eye), this cobra (which is the voice of the dragon) or this wheel (which is the tower) and each would be useless to you stripped of their subject. Furthermore I daresay they mayn’t even exist if you wished it.”

The Young Adventurer was now thoroughly confused, and asked of Queen Alice “What is the purpose of all these riddles and symbols? This is getting me nowhere! I've come all this way and I should like to have some answers to all of this.”

“They get you nowhere because you choose not to follow them, of course,” said Alice. “The secrets of which you speak and seek are spelled out before you; answers written in words carved out of summer's clear sky. Pick a path and follow it, for it shall lead you towards divinity.”

The Young Adventurer was growing angry and proceeded to criticize Queen Alice “Will you not give me what I seek, or are you simply incapable of giving it? Is a Queen not a Queen if I wish her not to be? For in you I see the simulacrum of a regent. Does a Queen not sit on a throne and preside over her land and people? Pray, tell me: Where do you rule and who are your subjects?” The Young Adventurer said this, for it seemed Queen Alice possessed none of these Things, then added one final question: “What Are You?”

“Is the answer to your question not already clear? Do the words not appear before you, though you are unwilling to read them?” Alice replied “I am the Queen without a throne, for my throne is the field of scented rushes. I am the Queen without a queendom for my queendom is the Earth, the Ocean, the Sky and the space beyond and between. I am ruler of everything and nobody. I am the third of two Queens of Dreaming and have no predecessor or heir for my apotheosis was my will. I am Woman-Become-Goddess and Goddess-Become-Woman. I am the form to which you must aspire.”

To this the Young Adventurer had no response, so Queen Alice thus continued “Do you not see some reflection of yourself in me? Is that not this reason you have come yearning for my company and guidance at this moment in time?” Alice paused for a moment, than continued “You seek wisdom and meaning. These are not Things I can give you, but things which you must discover yourself and absorb into your aspect. But you also seek knowledge of topics with which I have a particular experience. Such knowledge is the beginning of a path, so this I will tell you.”

The Young Adventurer raised no objection to this, for the quest must continue, thus there was no objection that could be raised. “Talk with me then about The Path.”

“There is not one Path, but many paths. The road and the destination can remain the same, but should the trees change colour or the cobblestones be re-layed, the path will likewise change.”

“Surely The Path remains the same? The Road still stretches across the same piece of land and it still ends up at the same place.”

“A road is only a Thing if you perceive it to be such. A road becomes a path when a Master perceives it to be one. Or perhaps rather, the path is the way to become a Master, but only a Master can recognise it as such. Either or both. The path is the Endeavour.”

Queen Alice knew this puzzled the Young Adventurer, for she had seen a vision of it doing so before the words left her lips, so she shared a story. This was that story.

“It is a truth that in the days when I walked alongside my foster-father I was a warrior, much as you are presently. A Warrior Queen assumes her mantle through combat, and I am coronated through the slaying of the High King: I slew him once in the Hills of Erin upon the raven’s wings, once in the House of False Love, once in the Mead Halls of the Gods and again atop the City of Fire. I likewise felled him amongst the Missing-Birds of Aetherius and in Darkness and in Sadness and then in the Dreaming, which is all places and all moments. The clashing of our swords echoes back to the dawn of time and forward to the End of All Things.”

Alice continued “My infinite victories win me only my self, which is nothing, yet everything. This is true inasmuch as it happened, I exist, and therefore this must have happened. But it is also a truth that in those days I wore the Storm Crown and thus did righteously slay the High King, for he knew not Love, and had I not the world would become Poison and I should cease to be.”

“So one becomes a Master by finding a path, following that path, and slaying he who resides at the end of the path.” The Young Adventurer offered.

“It is a truth that heaven may be reached by violence,” Alice responded “But I slay kings with Love myself. They are not such disparate forces, you know. The House falls for it promises Love where there is none. A real Master knows the value and power in this.”

“What more must a Master know?”

“That a Master is not a Master until The Name is both spoken and forgotten. Only then can Masters recognise themselves and attain liberation, wisdom and power, which are the same. I am Alice and I am Not, but I Am. This is the true purpose of the path, for the path is the Endeavour. One needn't worry so much about the end of a road, it's the walking that's important. After all, one ca'n't go around slaying kings all the time, now can one? Bearing the Sun Crown I travel where I may; my processional train the daylight of summer itself.”

“But the warmth of a summer's day can turn just as quickly to the fury of thunderstorm...” the Young Adventurer almost hesitated to point out.

Queen Alice smiled warmly and said “I was born in both and exist in both. Always and forever.” for she was not at all ashamed to admit this.

The Young Adventurer thought about that for a time, and then asked Queen Alice “Pray, My Lady. Please tell me about The Dreaming.”

“The Dreaming is part of everyone and everything, and everyone and everything is also part of The Dreaming. It is shared between all, yet it is also the domain that no two people may ever truly share. It is above and beyond and deep within. It existed long before this moment and shall carry on forever after it.”

“But which dreamt it, then? Whose dream?”

“The Dream is the Dreamer, and the Dreamer the Dream.”

“But,” the Young Adventurer cried out “If I am nothing but a Dream than nothing I do shall ever amount to anything and I have wasted all these many hours!”

“Hush now,” Alice spoke softly and gently “There's no need for that sort of talk. For the true mark of a Master is learning the secret and one true purpose of The Dreaming: A Dream may Dream as Dreamers do. The Dream remains and is reborn again. Eternally.”

While this wasn't entirely comforting, the Young Adventurer said nothing, but continued to listen to Queen Alice with rapt attention, so she went on. “We all leave our mark on The Dreaming, don't you see? It is always around us and we always feel its presence, though we may not be able to reach back to it. A Master may do so, for a Master walks both in the land of the Dreamtime and in that of the Waking Dream. That is the true purpose of the path.”

After some thought, the Young Adventurer finally spoke, saying this: “I believe what you say is a truth, though I also believe I mayn't see it quite the same way. But I shall heed these things you have told me, for I must continue my quest.” Queen Alice knew this would be the answer, for she had foreseen it far into the future.

“Come now,” she said, her elfin sun-smile once again crossing her lips “Sit with me for a time upon the meadow of flowers. Cast your gaze to the valleys in bloom, the river which flows ever on to the sea and the mountains of snow from whose summits you can touch the sky. Meditate on these Words I have given you, for hidden within them is the secret of the Endeavour.”

You shall learn to Dream with the dawning of the sun on a brighter day. Your path lies before you.

Friday, March 30, 2012

Elise Riggs: It’s Good To Be Back (Part I)

It's Tricky, It's Tricky...
She's got the nickname “Bombshell”, maybe because of her blonde hair and devastating good looks. What she should have it for, however, is the fact she exudes the energy of a bunker buster every time she walks into a room and channels that into every aspect of her life. She unabashedly, unashamedly lives her life to the fullest and does more in a week with hers than most of us do in an entire lifetime. She's Elise Riggs from EA Sports' beloved SSX series, and while she'll never be spoken of in the same sentence as Samus Aran, Chun-Li, Ms. Pac-Man or Commander Shepard, to me she'll always be one of the greatest video game heroines of all time, and maybe the greatest of them all.

Elise is a self-made woman; indeed, her bio in SSX 3 flatly states “nothing about Elise is accidental”. She's one of the best professional snowboarders in the games' world (not to mention one of the best professional surfers as well), and when she's not carving a barrel she spends her time as a model, clothing designer, actress, producer, director, businesswoman, rock climber, base jumper and professional Mexican seashell necklace vendor. She has the shrewd business leadership and sense of adventure of Scrooge McDuck and the athletic prowess of Kelly Slater and Tony Hawk and no matter how you slice it that should be a frighteningly awesome combination in anyone's book.

Some may criticize Elise by calling her narcissistic, conceited or arrogant, and her repeated exclamations of “Am I unbelievable or WHAT?”, “I am SO fine” and “Wouldn't you LOVE to be me?” during events would seem to support this accusation. However, despite her countless ventures and hobbies and her legendarily fierce competitive streak, Elise comes across as actually rather affable and self-effacing, her self-congratulation delivered completely tongue-in-cheek (thanks in no small part to her tremendous voice actor in SSX Tricky, Lucy Liu) and matched just as often by humble resignation and self-deprecating joking whenever she bails a trick or slams headlong into a rock outcropping (usually due to me fumbling with the controls). Elise is also on relatively friendly terms with the others in the SSX circuit, always looking out for her pals Kaori, JP, Alex and Skye. She's also longtime, inseparable best friends and riding partners with the infamously wild, goofy and slightly awkward retro '70s-afficionado and super nerd Eddie Wachowski: “You and me, we're gonna rule this race, baby!” and “You and me, right to the end!” they say to one another before events in SSX Tricky. Extremely confident and fully conscious of her abilities sure, but cliquey and snobbish Elise surely isn't.

Another thing that strikes me about Elise is that she's clearly a sexual person: Various character bios describe her as enjoying “carving up men's hearts” and her first appearance in SSX Tricky has her address the player with the vaguely sexual “This is gonna be very, very...interesting”. However, that said, she's also a person fully in control of her sexuality-She's sexy for no-one except herself: The men chase her because of how hot she is due to her natural athleticism and confidence, not how she's trying to be, how she's drawn or how she's posed (and many of them are probably at least subconsciously aware they'll never be as talented and capable as she is). One thing that really sets Elise apart from many other gaming leading ladies is that, despite her obviously being very sexy, EA Sports has always treated this aspect of her character, and her character in general, with extreme respect-Elise's sexuality has never been exploited or used as a crass way to market the series and neither she nor her female colleagues are shot through the male gaze in cutscenes. When her sexiness was turned up starting with SSX Tricky, she was given a flattering, yet still very stylish and practical alpine jacket and jeans ensemble. It exposed a tiny bit of her midriff, but this was still something one could reasonably expect a snowboarder to wear, especially during Spring riding. Besides, it was nothing compared to what her male counterparts got: Moby, for one, went completely shirtless to show off his super-ripped physique and full-body Union Jack tattoo.

The only minor blemish on EA Sports' record is when cheesecake artist extraordinaire Adam Warren was brought in to do the concept art and character models for SSX 3: Elise was given ludicrous proportions, put in some really suggestive and provocative poses and also seemed to have been de-aged. On top of that, one of the possible outfits she could wear was a slinky black bikini, which is not an entirely practical fashion choice for someone who lives the life of an extreme snowboarder. However, Warren at least had the comparative decency to do this to everyone in the cast, not just Elise and EA Sports thankfully backpedaled hard from this for the next sequel, SSX On Tour, where she was given a cute and stylish white sweater and cargo pants and all attempts to make her a sex object ceased with no further discussion. This trend has continued for all the subsequent games culminating in Elise showing up in 2012's series reboot in a full-body suit of protective alpine armour and gear, befitting her new role as an adventurer in Earth's harshest environments, which still manages to show off her really impressive (yet not unrealistic) build and musculature.

Despite the minor hiccup with SSX 3, Elise has on the whole been treated much better than game heroines like Samus Aran or Lara Croft, both of whom started off in some form as immediate feminist icons but who have, over time, strayed somewhat from their legacy and ideals due to excessive and often blisteringly incompetent rewrites (sometimes with absolutely catastrophic results). EA Sports has never felt the need to give Elise a hilariously tortured backstory, for example, nor have they felt a burning obligation to give her an overbearing, upstaging male mentor or convoluted sexual tension with a love interest. Elise does what she does for the love of it, because it's interesting and important to her and because she's always looking to broaden her horizons. Since Elise and her sexuality have always been respected and never treated as an object of childish gawking and exploitation, she remains a formidable feminist role model 12 years after her creation. That resonates really strongly with me and makes it really easy for me to cheer for her each time a new SSX game is released

One of my favourite TV shows growing up was the PBS series Wishbone, about a talking Jack Russel terrier bibliophile who retold classic works of literature after being inspired by similar events in his daily life (...it was better than it sounds). Slightly looney premise aside, what I liked best about it was the character Sam Kepler (played by Christie Abbott) who was the best friend of Joe, Wishbone's owner and David, his next-door neighbour. Sam was a cheerful, outgoing and friendly tomboy who always had the backs of her two best friends. She was also a total ace: Hands-down the most athletically talented and versatile of the kids on the show (despite Joe's being a basketball enthusiast serving as the main crux for many an episode), she dominated at skateboarding, soccer, and even roller hockey. Sam's dad even owned a pizza parlor and she'd invite all her friends over to hang out there after school. It seemed like there wasn't anything Sam wasn't interested in and wouldn't lend her skills and talents to-When she wasn't showing off her sports skills or throwing pizza parties for her two best friends, she was leading them on all kinds of wild adventures, many of which proved to be fodder for the titular dog's overactive imagination. Why he wound up the star and not her remains a mystery to me, though she works incredibly well in a non-lead capacity. As a kid I really looked up to Sam and hoped someday I could be as effortlessly cool and have as many hobbies and interests as her.

I bring up Sam because she's a great metaphor for explaining why I dig Elise so much on a more personal level. Put bluntly, as someone who was a fan of Wishbone and has followed SSX since its inception, it's not inconceivable to me that someone kind of like Sam would grow up to become someone kind of like Elise. Both are unbelievably strong characters with a fierce sense of independence who are driven to succeed at anything they put their minds to, and they put their minds to a lot. Despite that, they both have time for those closest to them. There are some differences: Elise is an insane caricature, sure and Sam, while definitely a product of the 1990s, is at least somewhat more realistic, but their core personalities still seem similar enough to me that I feel this analogy works. And, just like Sam, Elise is someone I can deeply admire-I can only attempt to emulate some of her energy and sterling steel resolve. Elise also has the benefit of being a video game character: Someone we can, however briefly (and at times awkwardly) step into the shoes of.

In my analysis of Super Mario Bros. I made the argument that one of the reasons the game succeeds is because Shigeru Miyamoto designed Mario and Luigi to be very easy to relate to: Noble, humble working-class chaps tossed into a strange world and made to explore. By making the main characters people we can identify with, the boundary between the player and the game is blurred and it becomes easier to lose oneself in the immersion of the experience, which was the absolute most important part of Super Mario Bros. Elise works for me in much the same way, but with one crucial variable: Elise isn't just someone I can understand and relate to, but someone whose ideals I actively admire and who I consciously want to be like. In the same way some people look up to “badass” characters like Solid Snake or Nathan Drake, I look up to Elise: I want to be as strong, self-assured, self-reliant, independent, sexy, confident and successful in so many different and exciting things as she is. Being a sort of personal hero and role-model, Elise becomes more than just a cipher and is elevated in my eyes to the level of genuine escapism in a way that, contrary to a lot of mainstream and literature on the medium, I rarely feel with games: I can escape into her world, her life and live vicariously through her when I can't follow her example in real life. Combine this with the series' increasingly effortless and intuitive control scheme and tumbling mechanics engine and SSX, when it's at its best, becomes one of the most powerfully evocative video game experiences I can ever have.