Go Set A Watchman Review

Like countless other children, I read and watched To Kill A Mockingbird in a grade school classroom. I could spend hours writing about how it introduced me to the concept of racism, illustrated the importance of compassion, the complexities of its theming, and Gregory Peck’s phenomenal performance as Atticus Finch. You probably know all of that already, though; Go Set A Watchman has been a bestseller since its release, and for good reason. Be it for Harper Lee’s legacy in the literary world, talk of the scandalous publishing circumstances, or the morbid curiosity in regards to a fallen hero, readers are interested in going back to Maycomb. The reunion is bitter, but worth the trip.

SPOILERS

Before getting into this, one thing above all else needs to be understood: Contrary to what might’ve been marketed to you, Go Set A Watchman is not a sequel. It started as an early draft that eventually led to a famous novel. It featured a 26 year-old Jean Louise Finch coming home to visit, finding out how messed up everything is, and dealing with it while accompanied by flashbacks to her supposedly idyllic childhood. Those flashbacks – and advice from Lee’s editor – are the foundations of To Kill A Mockingbird. Any transition from first draft to book is fraught with changes, and Harper Lee’s work is no exception; the continuity errors and lack of editing are obvious. Tom Robinson was acquitted (the iconic trial is only mentioned in passing) in this version, which makes one wonder if this story can even be considered canon. Jem is dead and Dill is likely traveling through post-World War II Europe, thus depriving her of  some much-needed friends/confidants. The cast is limited to only a handful, and even fewer get any kind of development. Rather than a fully fleshed-out novel, it comes off as a character study strung together with a series of anecdotes.

It seems fine at first. Scout has grown into a confident, successful young woman. Not only can she afford to live in New York and visit Atticus annually, but approaches her hometown’s seemingly old-fashioned traditions with open contempt. She has a passive-aggressive war with her Aunt Alexandra (who serves as the embodiment of Maycomb’s values as opposed to a fully-realized character), and considers her Uncle Jack as eccentric bookworm. With her peers gone, the narrative focuses on Scout’s relationship with Henry Clinton, her not-quite fiance and Atticus’s protege. It’s a charming story until Scout finds out about their participation in the local Citizens’ Council. Rather than taking a step back and trying to figure out what’s going on, she immediately assumes the worst and spends the latter half of the book having a meltdown.

This is nothing new for her. We get to see Scout’s childhood and coming of age via flashbacks, and they all foreshadow her problem. She tends to believe whatever she sees or is told without question, makes assumptions, lets her issues build up, and either gets caught or has to be bailed out of trouble by her companions. These passages blend often comedy and tragedy; we get a glimpse of a clueless Atticus turning to Calpurnia for help with Scout’s first period, which is a reminder of how Mrs. Finch is long dead. Scout also gets French kissed on the playground, thinks she’s gotten pregnant, secretly harbors the guilt for months, culminating in a half-baked suicide attempt. Not to mention insecurities with her appearance,  which nearly ruin her experience at school dance, and how it leads to her near-expulsion. With stories like these, it’s not surprising why To Kill A Mockingbird became its own thing.

Scout’s misunderstandings and awkward stubbornness are endearing when she’s a kid, but not so much when she’s 26. When attending a coffee luncheon with her former classmates, she spends the entire time musing how they have nothing in common and how she despises Maycomb’s expectations of women. She never makes an attempt to see them as actual people instead of walking cliches.There are over 100 pages between her finding about Atticus and confronting him about it, and she spends them either reminiscing about her childhood, dismissing other people, or inwardly fuming. The narration explains it immediately: Scout worshiped her father, but never realized it. It’s one thing to respect your parent, but holding him up as an idealized bastion of moral perfection is not good for you. Parents are flawed just like you, and you won’t always agree with them. Scout’s near mental breakdown and falling out with her family shows how bad such a character flaw can get.

“She was extravagant with her pity, and complacent in her snug world.”

Surprisingly, Atticus is written more sympathetically. Make no mistake: His view of African Americans is offensively patronizing at the very least. To modern audiences, his anti-integration stance is disgusting. By no means is he the frothing, manic, lynch-happy racist Scout thinks he’s become (she compares him to Hitler in one eye roll-inducing moment during her lengthy, bitter speech), but his brand of bigotry is more subtle. Unlike his daughter, he argues his side calmly; he hates what happened with Brown v. Board of Education and its relation to the 10th Amendment, and loathes the idea of NAACP affecting Maycomb. His heritage is deeply intertwined with the town; of course he’d want to protect its values and keep things unchanged for as long as possible, even if (to us, anyway)  they are horrifying. It’s no coincidence that Atticus is 72 and crippled with arthritis; he, like the town, embodies beliefs that are on the verge of death. He’s not necessarily evil, but merely a product of his time.

Unfortunately, the rest of the cast didn’t get the same attention. Calpurnia, now withered and confined to a rocking chair, shows up for one incredibly sad and guilt-ridden scene. Aunt Alexandra only shows a hint of depth when Scout makes her cry during their final argument, which makes their interpersonal spats look juvenile in retrospect. Henry seems primed for character growth; he’s the scion of one of Maycomb’s “trash” families, worked his way out of poverty, and done well under Atticus’s wing. He admits that he’s just going along with the Citizens’ Council because he’s trying to live according to others’ expectations, and is desperately afraid of being shamed by the community and losing everything he’s worked for. It would’ve made for an interesting arc, but Henry slips into irrelevance soon after the reveal.

Uncle Jack, however, steals every scene he’s in; he’s savvy enough to understand that a confrontation is inevitable and tries to stealth-mentor Scout via exposition and literary quotations. She ends up so angry and confused that he has to physically intervene and slap her just to keep her from walking out on them forever. He then has to spell out Scout’s personal failings – and a major theme of the novel – because she’s too dense to understand them. The fact that he considered Scout and Jem to be the children he never had – and the revelation that he was in love with their mother – is practically tacked on as an afterthought. Uncle Jack’s lack of character development is unfortunate, because his sarcasm and eccentric personality makes him such a great contrast to the straitlaced Atticus:

“”Listen, girl. You’ve got to shake off a twenty-year-old habit and shake it off fast. You will begin now. Do you think Atticus is going to hurl a thunderbolt at you?”

“After what I said to him? After the-”

Dr. Finch jabbed the floor with his his walking stick. “Jean Louise, have you ever met your father?”

No. She had not. She was terrified.

“I think you’ll have a surprise coming,” said her uncle.”

There’s a scene in which Scout, desperate for something welcoming and familiar, returns to her childhood home. It’s been replaced with an ice cream shop, and it takes only a few pages before she vomits up her vanilla and realizes that everything has irrecoverably changed. While I doubt Go Set A Watchman will provoke such an extreme reaction from its readers, there’s no denying what it means for To Kill A Mockingbird. It’s easy to dismiss this novel for its lack of proper editing, continuity errors, and questionable background, but its messages are worth considering. Just like Scout, we’ve spent decades worshiping Atticus Finch as a figure of ultimate moral integrity. It’s so easy to forget that perspectives and values change over time, and not everyone will be on the right side of history. Our heroes aren’t as great as we thought…and it’s not necessarily a bad thing. They are not perfect, but they are human. Maybe it’s more interesting that way.

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Xenoblade Chronicles 3D Review

Oh, I want to get away…

Once upon a time, two titans clashed in the middle of an ocean. The Bionis and the Mechonis – the deities of natural and mechanical life respectively – fought until they were locked in an eternal stalemate. Both figuratively and literally; both beings died before they could win the battle, and their enormous corpses petrified together. Rather than crumbling under the ravages of time, their bodies formed a new world. Whole civilizations grew and flourished on these fallen gods, but the modern world hasn’t forgotten the ancient conflict. The human race is fighting a losing war against the Mechon, a seemingly unstoppable horde of killing machines. With death already on their doorstep, the ever-dwindling colonies of survivors desperately need a savior.

They’ll have to settle with Shulk.

He’s not a hero. He lacks both the physical capabilities of a soldier and wisdom of his elders. He’d rather spend his days doing research than going on adventures. That’s what makes him more believable than most game characters; he’s a naive bystander that gets swept up in a war, suffers, survives, and gradually becomes a hero. He’s far more interesting a protagonist than his friend Reyn, who acts like a stereotypical thickheaded, temperamental warrior. What starts as a fairly creative story is dragged down by the cliches typical of the RPG genre. Shulk is somehow chosen to wield the Monado, a legendary sword capable of slaying Mechon. His background is hazy at best, which leads to a few predictable plot twists. He’s trying to avenge the destruction of his home town, but eventually gets drawn into something much bigger. Revenge is hardly an original motive, but the game does well in getting you emotionally involved; the heroes seem real and sympathetic, and the villains are sadistic and powerful. While the story is long – even the most straightforward playthroughs take dozens of hours to finish – the decent pacing and character development keep things interesting.

Shulk’s inexperience isn’t just for narrative purposes. He embarks on his quest woefully unskilled, armed with only a handful of awkward slashes and stabs. Finesse and variety are sacrificed for practicality; the combat mechanics focus on teamwork, positioning, and ability buffs. Some attacks deal more damage when he approaches from behind his opponent, while some enemies can’t even be hurt unless they’ve been inflicted with status effects. Battles take place in real-time, and attacks need to be recharged after each use. It’s not so bad early on, but many of the later fights require you to constantly manage your party’s tactics. The controls lend themselves well to the New 3DS’s button mapping, but surprisingly lack touch screen menus; the top screen is needlessly cluttered with information that could’ve been displayed  in other ways. It’s tempting to blindly mash your way through and pray your random commands work, but you’ll just get everyone slaughtered. As you rack up critical hits, you’ll build up a gauge that can be used to either trigger high-damage chain attacks or revive fallen party members. Shulk can occasionally see oncoming attacks and let his friends decide on moves, but it’s inconsistent at best. Since the AI is rarely reliable in terms of advanced strategies, you’ll have to divide your time between keeping everyone alive and dishing out damage. While it seems overwhelmingly complex at first glance, the essentials are easy to learn.

It’s not all about fighting, though. Xenoblade Chronicles was designed around exploration, and it shows. Shulk’s quest spans two continents, taking on over 400 optional side-quests and killing creatures along the way. There are no random battles; just several areas teeming with monsters that don’t necessarily have to be attacked. The game tells you how strong they are, so you can go in or back off accordingly. While most RPGs favor linear designs, this world practically begs you to go off the beaten path. Not only are there tons of nooks and crannies hidden everywhere, but the game rewards you with experience points and other bonuses for your curiosity. There’s almost no downside to getting hurt in battle; health is plentiful, and you’ll re-spawn close by if you die. There’s even an ability to warp to any landmark you’ve previously visited, which eliminates countless hours of backtracking. It’s especially handy if you’ve accidentally passed an area or need a certain item for a side-quest. These tasks are usually menial, but are essential for developing the huge assortment of skill trees, equipment, character affinities, and everything else that factors into combat system. Fair warning, though: You need to find a balance between storyline progression and going off on your own. If you focus too much on exploring, the pacing will slow to a crawl, the characters will be over-leveled, and you’ll likely burn yourself out.

Xenoblade 3D is indeed a massive game, both in terms of gameplay content and sheer scale. You won’t understand just how big and open-ended it is until you see Gaur Plain for the first time. The green fields and hills seem to go forever, and the silhouettes of the Bionis and Mechonis loom distantly in the drifting clouds. It gives you a sense of how utterly small you are, and how much there is left to see. Since there are so many creatures with widely varying strengths roaming around, the world feels more like a cohesive, living whole instead of a pre-structured journey. It’s no wonder the game can only be played on the New 3DS; it would’ve been impossible for the older handhelds to process these kinds of visuals consistently. That doesn’t mean they’re perfect, though. The Wii version of Xenoblade was absolutely gorgeous at a distance, but suffered from poor texturing and bland facial designs up close. These issues are more prominent on a handheld; even with its impressive frame rate and 3D effects, the New 3DS can’t match the splendor of a console and television screen. Everything just seems a little fuzzier and faded, which lessen the overall experience. That being said, this is still one of the best-looking games on the system. Monster Hunter 4 Ultimate might be more colorful and look smoother, but Xenoblade 3D trumps it in terms of draw distance and size.

The downgrade wasn’t limited to graphics, either. The Japanese voice acting was removed entirely, but the localized cast does an admirable job at bringing the characters to life. Phrases like, “Now it’s Reyn time!” or “I’m really feeling it!” are grating in their repetition, but the thick English accents are endearing and memorable. That goes double for the hammy villains; their “MUH-NA-DO BOY” nickname for Shulk is both sinister and unintentionally hilarious. The soundtrack is back in all its glory, too; if the visuals don’t stun you, the superb audio certainly will. You Will Know Our Names, Mechanical Rhythm, the Gaur Plain theme, and other instrumental tracks add so much emotion and atmosphere. It’s tempting to wander into an area, put your system down, and just listen to the music. If you want to enjoy the songs without the adventure, you’ll have to unlock them in the newly-added Jukebox. It’s pretty gimmicky – you have to either rack up tokens via StreetPass or buy a Shulk amiibo – but it’s well worth the effort. Combined with some good headphones, you’re in for one of the greatest soundtracks in recent memory.

That can be said for the game as a whole. It’s a testament to the quality of the original Xenoblade Chronicles that a technically inferior port is arguably the best RPG on the 3DS. Its visuals aren’t perfect, but they’re still impressive. The game’s design was ahead of time; no other handheld title gives you the kind of freedom and sense of exploration seen here. The sheer scope, scale, and complexity of this adventure might be intimidating, but that’s not necessarily a bad thing. Rather than limiting you to a strict path, it encourages you to find your own pace and rewards curiosity. With hundreds of side-quests, it’s so easy to ditch the lengthy story and go hiking for a few hours. Shulk’s cliched revenge isn’t nearly as important or compelling as the journey he undertakes to achieve it. Thanks to the New 3DS, you’ll be able to experience each amazing moment at a time, all in the palm of your hand.

When was the last time you got lost?

Stardust Review

Tristan Thorn is in over his head. He’s a made a promise to Victoria Forester, the supposed love of his life: He will venture forth into the world and bring her back a fallen star. Such a promise is normally nothing more than romantic and poetic gesture (Victoria obviously never took him seriously), but this boy meant it literally. You could blame it on Stardust’s fairy tale setting, the sheltered life in the village, or sheer teenage stupidity. Regardless, Tristan packs up his things and journeys into the strange and magical world of Faerie, fully expecting to fulfill his ridiculous vow. Needless to say, things don’t go exactly as planned.

SPOILERS

The story starts off strong with the introduction of Wall. It’s got the usual assortment of townsfolk going about their daily lives. Working on the farm, getting drinks at the tavern, a little romance, the whole bit. What keeps it from being a quaint (if cliched) village in 19th Century England, however, it also serves as a gateway into the realm of Faerie. The image of a tiny opening in an ancient wall – and the temptation of the idyllic meadow beyond it –  makes the setting seem more mysterious and otherworldly. You’ve got to wonder if the citizens of Wall realize they’re living on the border of a magical realm. It could be a case of selective obliviousness; Mr. Bromios is practically taken for granted as the innkeeper and bartender, despite his striking appearance and lack of aging. Then again, Dunstan – the primary character in the first couple of chapters – is shown to be rather gullible. It’s interesting to see how magic works from the perspective of a normal person; he doesn’t even realize he’s been enchanted and seduced, while the readers can only watch from the sidelines and hope nothing bad happens to him. He’s a little wiser after the 17-year time skip, though Tristan seems to inherited his father’s old traits.

What struck me most about the book wasn’t the subject matter, but the brevity of it. I’ll admit that I’m not the most well-versed in fantasy; I’ve a couple of Gaiman’s other works, slogged through the Wheel of Time and gotten my fill of Tolkien, but nothing else. I was expecting some incredibly long-winded descriptions of everything, but Tristan’s adventure starts just over 50 pages in and ends 200 pages later. The pacing remains steady and brisk throughout the novel; locations seem to be more for the sake of moving the narrative along, and nothing else. While I can appreciate this approach – the characters deserve more focus anyway – it just comes off as a series of missed opportunities. Who wouldn’t want to see more surreal days in Wall, or dive into the political intrigue of Stormhold’s succession crisis? There are little glimpses of Faerie’s amazing world – the ghostly brothers acting like a pseudo-Greek chorus is pretty hilarious – but there could’ve been so much more.

The secondary plot of Primus and Septimus trying to outwit and kill each other for the throne is interesting enough to merit its own series, but it ends abruptly to keep the narrative focused on Tristan and Yvaine. They’re fine as a couple, though anyone could’ve predicted they’d end up together. Their character development ties into the novel’s themes of duty, desire, and sacrifice; Tristan initially sees Yvaine as merely an object needed to fulfill his promise, but gradually becomes less self-centered and realizes his mistakes. His brief, tear-jerking return to Victoria demonstrates how much he’s matured. Yvaine only stays with Tristan because he saved her life, but eventually grows to love him; she becomes Stormhold’s immortal ruler and Tristan’s widow, never returning to the sky. It’s bittersweet, but fitting. Septimus wanted Primus dead, yet he is obligated to avenge his murder; he attempts to uphold his family’s honor via underhanded means, and suffers a karmic death for it. Even The Witch-Queen and Semele are bound by the rules governing their magic, no matter how much of it they throw around. Lady Una’s triumphant use of these rules at the end is one of the novel’s highest points.

But it’s not enough, though. Unless you’re going into this looking for a brief adult fairy tale (it was originally conceived as a story book), Stardust will leave you wanting more. More depth, descriptions, everything. In the “about the book” section, Gaiman even calls it, “the sequel to a book I haven’t written.” It boils the plot down to the essentials: a handful of characters, their motivations and growth, and the consequences of their actions. Its complex theming and magical setting keep it just interesting enough to finish. Stardust’s most creative ideas, much like the eponymous stars, shine brilliantly for a moment before fading back into the text. Maybe that was the idea all along.