
WARNING: The following post discusses key story points in Avatar. They are not “spoilers” per se, because everyone has already seen this movie (if not literally, then figuratively).
Avatar’s story is the one thing that has elicited a near-universal “meh” from the entire world. We’ve all heard it before: hero infiltrates enemy, learns the enemy is his friend and his friends are the enemy, helps former enemy fight former friend, and said fight is a standard progression of hero almost succeeds, then he fails, but then he miraculously succeeds. Archetypes like this aren’t a bad thing; after all, we humans have been telling this same basic story for thousands of years, keeping it fresh with minor variations (i.e. Avatar’s transhuman motifs), and it’s always interesting if not particularly groundbreaking. But with all the love and attention Avatar’s visuals got over the alleged 14 years James Cameron worked on them, the script is admittedly less polished. That’s probably one of the big reasons why Avatar didn’t win Best Picture at the Academy Awards.
There are many little things which Cameron could have done to twist the Hero’s Journey archetype — perhaps Jake Sully should have betrayed the Na’vi willingly before feeling remorse later on, for example — or simply cleaning up some of the dialogue and filling some plot holes would have sufficed. But perhaps the best thing Cameron could have done to Avatar is to make one simple removal, changing nothing else. This one removal would make Avatar’s criticisms of the War on Terror, racism, technology, and destruction of the environment immensely more powerful.
Following the scene after Hometree’s destruction, when we see slow-motion shots of Jake and Grace being wrestled out of the avatar links, Grace shouting “you murderer!” at Parker, fade to black. Roll credits.
Okay, that may be a “simple” cut, but it’s pretty major. Still, it would have made Avatar a much better film. Hit the jump for why:
Continue reading ‘How One Simple Cut Could Have Made Avatar’s Story Excellent and Let It Win Best Picture’
Mass Effect 3 as Automatic Performance Art by the Collective Unconscious
A large group of devoted Mass Effect fans absolutely detested the ending to the game’s third, final installment. The outrage became so frenzied that developer BioWare announced that they were going to change it. This news has led to further frenzied outrage from game developers fearing that their artistic integrity will no longer be respected, critics decrying it as the death of games-as-art, and other general quasi-enlightened indignation.
The simple answer to all this is that video games are inherently a collaboration between author and audience. The more holistic answer is twofold:
The first point is a uniquely metamodern observation: it neither rejects nor accepts the validity of authorial intent, but makes it contingent upon its relationship to the audience’s interpretation. The second point is something that has been well-established since the dadaist and surrealist movements (but obviously not widely-understood). The result is that Mass Effect is not a mere series of video games. It is performance art, being unwittingly performed both by BioWare and their fans.
VAGUE SPOILERS FOR MASS EFFECT 3 FOLLOW
Continue reading ‘Mass Effect 3 as Automatic Performance Art by the Collective Unconscious’