Opening Cinematic: Spectrals

INT. HOUSE – DAY

Open on sunlight trickling through curtains, a gentle breeze rustling the fabric. DANIEL (28) walks over to the curtains and thrusts them open. Sunlight pours into his bedroom and he gazes out into the farming community he lives in. The houses in the town are small, wooden shacks. It is early morning and many villagers are already awake, tilling the soil of their own fields. Daniel smiles weakly at this sight, before turning back into the darkness of his own room.

CUT TO

EXT. SMALL TOWN – DAY

Daniel closes the door to his own home and walks down a dirt pathway on a hill in his mountain community. He is wearing a mining uniform, with leather straps and long-sleeves; very unlike the denim and comfortable clothing the farmers are wearing. The sun is just barely rising above the mountain ranges. Daniel continues his descent before suddenly pausing, and looking back over his shoulder at his own home.

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One of Them

Kent sat by Caroline’s bedside, stroking her blonde hair, coarse as the straw mattress upon which she slept. The creases in his face were exaggerated by the morning sun, its orange light splitting through the windows which had long before been boarded up. He gathered another handful of her hair and ran his fingers through it as she slept, as she shivered without end. His mouth was curled into a frown, as it had been all morning since he had awoken. His aching muscles felt like they’d been pulled into a grimace ever since she first started showing symptoms. She hadn’t been getting any better the past few days, not even with the medicine. He stopped stroking her hair and grabbed the damp cloth from the wash-basin at the foot of his chair, wiping away the sweat on her fevered forehead. Replacing the cloth to the cool water of the basin, he removed the bloody bandages from her forearm and looked at her wound. Over a week and the infection still hadn’t died down. Pus festered around the lesion and it smelt of rot. Maybe Charles’ medicine couldn’t help her. No, it had to. Kent tossed the blood-stained rags across the room and re-wrapped her arm with some rags next to the water basin, making sure to tie them tight.

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A Snake Called Obsession

Let me tell you something, man.

People say that obsession is extreme dedication, that it’s love and devotion on a huge scale. No no no no no. Obsession is a fucking snake. I’ve seen it.

And you’ll see it, too. Next time you think about that new video game you bought, or that new album you started listening to, or that smoking hot chick who sits across from you in Ethics. The next time you think about any of those things, just look carefully around you, and you’ll see it. You’ll see it coiling around, surrounding you like a never-ending storm. And you wait for the tail to come and for that giant goddamn snake to just end. But it doesn’t. It just keeps going and going, until it’s completely surrounded you on all sides, until all you can see are it’s fucking scales and all you can feel is dark and cold, like being buried in snow.

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Sympathy for the Devil: The Appeal of Satan as a Hero in Paradise Lost

When one considers the idea of a hero in the classical sense, images of Odysseus or Aeneas immediately come to mind. These heroes are considered such because of their bravery in the face of adversity, their will for self-sacrifice, and willingness to work for a greater good. However, one would not normally consider Satan to be a hero; on the contrary, in religious theology, Satan is “a personification of the force of evil itself” (Russell 23). How could one even possibly conceive Satan as a heroic character? John Milton’s epic Paradise Lost, however, displays Satan in a heroic light, depicting the Biblical story of the Fall of Man from the perspective of Satan as a protagonist. Though evil, Satan possesses many heroic qualities and it is primarily due to his own fatal flaw that he ultimately becomes the twisted, malevolent figure he is understood to be today, suggesting that everyone is susceptible to corruption even when one believes one is doing the right thing.

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James Tiptree Jr. Imitation Exercise: And From A Black Ocean, He Called To Me

James Tiptree, Jr.’s writing style can be summed up in the following phrase: to the point. Tiptree does not waste her time with airy words and flowing descriptions, preferring to cut to the meat of the matter. Few words are wasted on figurative language; it’s merely used as a device to set up the rest of the story. Rather than spend a lot of time focusing on the descriptive language, Tiptree chooses her words carefully to depict visceral, “human” actions and emotions that really cut deep into the human experience and forces me to question the flowery writing conceptions I’ve been drilled into appreciating since a young age.

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Ludonarrative Dissonance in Modern Gaming

Woah, that’s a pretty wordy title. Let’s see if we can condense and contextualize it.

When we play video games, we experience the gameplay (ludology) and the story (narratology) attempting to entertain and immerse us in the game’s universe (no, this won’t be a talk about hyperreality and immersion, but it is related). Developers want us to be immersed in the games they create; they want us to continue playing the game so we praise it and help the developer to sell more units. It really is as utilitarian as it seems. When we cannot immerse ourselves, we aren’t entertained by the game, and we either sell the game back to a retailer, tell our friends not to buy the game, or both. This is something developers attempt to work against. However, due to the sole fact that the game is, in fact, a “game” and not reality, the gameplay often comes into conflict with the story the game is attempting to tell. This, when gameplay and story contradict one another, is ludonarrative dissonance.

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Entry Log 409-5b

The bell in the upper-left quadrant of the glass-and-steel door rings. I pass through the threshold. There are five life-forms inside the place of business. I identify one whom is standing up. Male, 39. All others are sitting and facing away from him. Conjecture: he must be the leader. Are they afraid of him? He wields a metal object in his hand, actively dismembering the hair on their head. Identifying: object appears to be a pair of scissors. Primary use: cutting. Human functions are quite foreign; no database entry on “hair cut.”

Greeting: “Salutations, human.”

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We Play: How YouTube is Creating an Interactive Community

Gaming has, quite obviously, evolved in recent years. Whereas in its earliest, arcade years, video games were about obtain the highest scores, games are now about “the experience.” Games try to incorporate you into their worlds, have you empathize with their characters, and positively change you as a person. Above all, though, games try to be fun or interesting, if not both. Regardless of the game’s goals, if you enjoy playing it, you’ll want to share it. In the past, you’d have to invite a friend over and either swap the controller every few turns or play a multiplayer game. Nowadays, modern consoles, like the Playstation 4, have “Share” functions that allow you to post a screenshot or video to the Internet. Video games are best when the experience of play, whether single-player or multiplayer, is shared. And this is best shown through the interactive community of YouTube.

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The Hyperreality of Assassin’s Creed

A common element of gaming is immersion. Developers attempt to engage us in the experience of the game, bridging the gap between reality and the virtual experience. A game is considered successfully immersive if the game world becomes real in the mind’s eye of the player. Mass Effect brings us into an intragalactic adventure, while Grand Theft Auto V shows us around a fictionalized Los Angeles. The developers want us to be a part of the world they’ve crafted, so we feel agency in continuing to play and affect the events of the game. There is one game series, however, that bridges the gap between reality and virtuality in a far different way, one series which understands that it is a simulacrum of reality without attempting to create a new reality: Assassin’s Creed.

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Bad Story Exercise: The Lone Rider of Mysterra: Chapter the Ninth

Brenton, the last in the line of the ancient kings, stood before the Warlock Lord, seated on his black throne, in the vast antechamber. Blade in hand, he slowly strode towards the figure clad in black, his boots clacking on the floor, stopping before the stairs leading up to his dark seat. The towering black marble pillars vaulted above them, opening to the inky sky, a sky devoid of the comfort of light. The only light source stemmed from the Warlock Lord, as he wielded a greatsword which flickered with crimson flame.

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