What better day than May 5 to post part five?
Let me know what you think! And in case you forgot, you can get the whole book on Kindle here.
What better day than May 5 to post part five?
Let me know what you think! And in case you forgot, you can get the whole book on Kindle here.

Have you heard? Feminists and superhero fans have been getting anxious about the relative lack of promotion for the upcoming Wonder Woman film, starring Gal Gadot and directed by Patty Jenkins. They are concerned that it is going to suffer the same fate as recent DC Comics films have, and be cast as second-rate superheroes in comparison to Marvel’s string of successes.
I’ve been following the fortunes of the Wonder Woman film for a while now, and I also noticed this lack of publicity. It registered with me because it fit into a pattern I’ve seen before.
My favorite movie of all time, Jane Got a Gun, was another film whose marketing campaign I watched closely. The Weinstein Co.’s promotional efforts for it were abysmal–I think I saw one trailer for it, and it made the movie look like an action/adventure flick when in fact it was a romantic drama. (Even the title is kind of misleading. They should have called it Jane Ballard.)
Jane Got a Gun had an infamously turmoil-filled production, and apparently the Weinstein Co. based its decision on the film’s history, rather than the finished product. (It’s usually a mistake to focus on process over results.) As such, they didn’t put much effort into promoting it, and didn’t hold advance screenings for critics. As a result, few people heard of it, and it fared poorly at the box office.
This isn’t the only recent example of a film getting hamstrung by bad marketing. Ghost in the Shell was a big-budget sci-fi picture with a strong story, and it flopped badly at the U.S. box office.
Unlike the case of Jane, the studio could never be accused of not spending resources promoting Ghost. Paramount even bought a Super Bowl ad for it. But it was hit with an intense negative buzz, in which people accused it of “whitewashing” because of the decision to cast Scarlett Johansson as the lead character, Major Killian.
This accusation is obviously nonsense to anyone who bothers to watch the film. Major Killian is a cyborg–a human brain housed in a machine. True, she was originally a Japanese woman, but the entire premise of the film is that her mind and consciousness are transferred to an artificial body.
And yet the accusation of whitewashing persisted, and undoubtedly contributed to negative press surrounding the film. Which is too bad, because while it was not a great film, it was certainly one of the better sci-fi movies I’ve seen in recent years. It was far better than the highly-successful blockbuster The Force Awakens, for example.
This is why what’s happening with Wonder Woman doesn’t surprise me too much. I have, as they say, seen this movie before. But like Ian Fleming wrote, “Once is happenstance, twice is coincidence, the third time it’s enemy action.” At this point, I have to think this is part of some pattern.
So what’s the common thread?
While they are all very different films, Jane Got a Gun, Ghost in the Shell and Wonder Woman do have a few shared characteristics. Most obviously, they all feature female protagonists. They also are all categorized as action films. (Although Jane probably shouldn’t have been).
Is Hollywood deliberately sabotaging female-led action films? That seems crazy, since the easiest way for studios to prevent such films from succeeding would be to… not make them in the first place.
Let us, like Woodward and Bernstein before us, “follow the money”.
One thing to look at is the studios producing the movies: Warner Bros. is handling Wonder Woman, because they own DC Comics. As I mentioned earlier, DC has been in competition with Marvel on superhero movies, and they have been losing.
Marvel is owned by Disney, which acquired it in 2009.
It so happens Disney also originally had a deal with Dreamworks to release Ghost in the Shell, but it was terminated in 2016, and the movie was released through Paramount instead.
Jane Got a Gun is the clear outlier here–the Weinstein Co. isn’t on anything like the same scale as Disney, Warner Bros. et al. Also, Jane was rated “R” whereas the rest of these are “PG-13”. So, presumably it had a much smaller marketing budget at the outset.
The key point is that all three of these movies are released by companies that aren’t Disney.
This is most significant for Wonder Woman, because of the ongoing DC/Marvel battle, which is really a proxy war between Warner Bros. and Disney. And Disney has been winning it.
Part of the reason I brought up The Force Awakens to contrast with Ghost in the Shell was because it got way more positive press despite being an inferior film. But of course, Force Awakens was made by Lucasfilm, which since 2012 is owned by… Disney.
The upshot is that I think Disney is way better at promoting their movies than most of the other studios are. Even when Disney has something sub-par, they can generate enough positive buzz about it to get people to buy tickets.
It’s important to understand what promotion really entails. It’s more than just advertisements on television and the internet. It’s more even than tie-ins, and red carpet events, and sending the cast and crew on talk shows.
It has to do with how PR firms work. They feed stories to industry journalists to create a buzz around their clients’ products. (Read this marvelous essay by Paul Graham for an in-depth description of this process.)
My impression is that Disney–or perhaps the PR firm they hired–does a vastly better job of promotion compared to the other studios. They have a much higher success at generating positive buzz for whatever they are releasing next.
Now, to some extent, there is bound to be a “crowding-out” effect. If Disney can internally do better PR, or if they can pay more to get it, it leaves less room for other non-Disney productions to get good PR.
And of course, none of this has anything to do with the actual quality of the movie in question. (Indeed, I often wonder just how many movie reviews are influenced more by the PR campaign surrounding the film than by the film itself.)
In my review of The Force Awakens, I concluded by saying:
“[W]hy do so many people like The Force Awakens? I don’t know–maybe it’s the same reason so many people like Donald Trump: both are loud, in-your-face, and have so much money backing them that they won’t go away.”
The comparison actually runs a bit deeper than that. Trump, whatever else you want to say about him, is great at promotion. He is like a one-man PR firm in terms of his ability to draw an audience for whatever he is peddling.
Disney, or whoever is handling PR and marketing for their movies, has a similar level of promotional skill. And the other movie studios are unable to match it.
I think there is also something of an escalation going on, in that the more Disney hypes their releases, the more the other studios are then going to be expected to do to hype theirs. Expectations for marketing campaigns get higher and higher, and when studios fail to meet them, people don’t go to see their movies.
Let me know what you think! And, by the way, you can get the whole book on Kindle here.
Longest one yet–I was afraid I was going to hit YouTube’s 15 minute limit.
Let me know what you think! And, by the way, you can get the whole book on Kindle here.
[Last week Beamdog released an enhanced edition of Planescape: Torment for modern desktops and tablets. In honor of this occasion (and hopefully to drive more people to play it) I decided to post a full-length review of the game, which I’ve somehow never done despite going on about my love for it all these years. Be warned: some spoilers ahead!]
What always strikes me first about Planescape: Torment every time I start a new game is how weird it is. Your character –called “the Nameless One”–wakes up in a mortuary, apparently as an amnesiac zombie, and is greeted by a floating skull who proceeds to read a message written on the Nameless One’s back.
And that’s just the opening few minutes of what’s at least a 20- to 30-hour game. It doesn’t get less weird after that. You meet a whole host of bizarre characters: a chaste succubus, a living suit of armor, a man who is eternally on fire, a living cube with crossbows… the list goes on. And that doesn’t even address the weird setting–an indescribable world of twisting labyrinths and cities that shift both in physical space and across different planes of reality.
All in all, it’s a strange and disturbing universe that the Nameless One must traverse in order to complete his quest.
And yet, for all the outré creatures and situations you encounter, it always remains possible to relate, even if it’s only in some twisted way, to the humanity of the characters. That is the first piece of genius that points to the heart of Torment’s brilliance: though it is surreal, it is also real on an emotional level–more real, in fact, than many other games that strive for super-realistic graphics and gameplay.

There is a heart to Torment‘s characters, and a logic to its locales and events, because they are all connected by a unifying theme: their relationship to the Nameless One, and how his actions impact all of this is the thread that weaves all these fantastical elements together into a coherent whole.
The fundamental feature of all video games is interactivity. What differentiates games from other art forms is that the intended audience is meant to actively engage with the game. It is not merely a passive experience, but one in which the audience is meant to take some action which in turn advances them towards a goal.
In games with narrative–what we might call “dramatic games”–the player’s actions are supposed to advance the story. By performing an action, the player sees what happens next. In more sophisticated games, the player has some choice of what actions to perform, and these affect the course of the larger story.
The full potential of this storytelling style is seldom realized in most dramatic games. Generally, most stick with the tried-and-true formula of the player advancing a straightforward narrative by performing a set of actions. But in Torment, the concept of interactivity is wedded to the story of the game itself.
One of the central themes in Torment is the idea of “consensus reality”–the idea that by agreeing to believe in something, it becomes effectively “real”. This is also tied to the game’s famous recurring line: “What can change the Nature of a Man?” (In some endings, the Nameless One can argue that “whatever you believe can change the nature of a man, can.”)
With its relativistic approach to “reality” (that is, the reality of the game world) Torment acknowledges a little-noted but integral truth of gaming: that the game-reality is subject to the manipulations of the player. In other words, since the player is interacting with the rest of a pre-programmed world, it is ultimately their “reality”, to shape as they see fit.
This is technically true of any game. When you play anything, from Pong to Minecraft to Fallout 4, you are interacting with a virtual world and manipulating it according to your desires. The difference is that Torment is implicitly aware of this, and it makes the player character’s relationship to the world mimic that of the player themselves.
It is this subtle, critical point that makes Torment an all-time classic that’s still being played nearly 20 years since its release.
Nearly everything that happens in the story, and every character who appears in the game, either has previously been or currently is affected by the Nameless One’s actions. The entire game-world is (or can become) a reflection of the Nameless One’s character, either in his current life or in previous ones.
The architect Louis Sullivan famously wrote that “form ever follows function.” He meant this not merely as an architectural philosophy, but as a wide-ranging principle of design.
I’d argue that good design in narrative isn’t so much a matter of form “following” function, but simply form and function being in harmony. In drama, you might decide the “form” (the medium/genre in which you will tell your story) before the “function” (the content/theme of your story), but they had better work well together. That’s why it’s tough to write an action movie that glorifies pacifism, for example.
In Torment, form and function complement one another perfectly: the gameplay involves the player making decisions that alter the world, and the story is about how the Nameless One’s decisions alter the world.
Of course, Torment’s story and dialogue are brilliant on their own merits, and even in another form (it was adapted into a book, after all), the writing hits all the right notes: witty, moving, disturbing, clever and deeply philosophical.
But what makes the lines so powerful, and the intensely introspective storyline so memorable, is the fact that the player is able to make the game their own through their choices. The player and the player character effectively merge, in a way that transcends (I used that word deliberately) the usual emotional distance between player and avatar.
It’s a difficult in any game to get players to really connect with the characters or the setting. They intellectually know it’s all just pixels drawn by a bunch of zeroes and ones. And besides, how much can in-game choices “matter”, if you can just reload and try again if it doesn’t work out?
What’s truly amazing is that Torment should theoretically be less accessible than the average game. The strange setting and characters, forbiddingly odd even by fantasy standards, adds another barrier to the player’s ability to relate to it.
And then there’s the fact that the player character’s “death” means even less than in typical games. He’s immortal; so it doesn’t matter if he gets killed in a fight; he just wakes up again afterwards. In theory, this should make every conflict less emotionally-charged than it otherwise would be.
The designers stacked the deck against themselves, and then overcame the odds to deliver one of the most emotionally compelling games of all time. And so Torment‘s weirdness is not a flaw, but a strength–it adds to its unique flavor.
Throughout this review, I’ve said relatively little about the specifics of the game itself. That’s because the game defies description–and I think that’s because it’s like a mosaic: I can’t explain why it’s beautiful by showing just one tile–you have to see the interconnected nature of the whole thing to understand it. The best I can do is describe the sense I got from looking at it.
If you like dramatic, narrative-driven video games and you like to think, give Planescape: Torment a try. You’ll never forget it.
You may have guessed I was building up to something bigger with all the poetry readings I’ve been posting lately. I also thought I’d try doing a recording of my novella, The Start of the Majestic World. Here is Chapter 1 of Part 1. If people like it, I may do more:
Let me know what you think! And, by the way, you can get the whole book on Kindle here.

So, Ghost in the Shell has been something of a disaster at the box office. Which is too bad, because as I said in my full review, it’s one of the better sci-fi movies I’ve seen in recent years.
A big problem has been heavy criticism of the decision to cast Scarlett Johansson as the main character. The argument is that they should have gotten a Japanese actress to play the role, since the character is Japanese.
[Warning–I’m about to spoil a few plot points, so proceed with caution.]
But the thing is, the whole premise of the movie is that a sinister robotics corporation took the brain of a woman named Motoko Kusanagi and placed it inside an artificial body. (And re-named her “Mira Killian”.) We only see Kusanagi’s human body in a brief flashback, and her features are difficult to discern in the scene. Johansson just plays the artificial machine body in which Kusanagi’s brain is housed.
And this serves a dramatic purpose in the film: in the scene where Kusanagi in her mechanical body is reunited with her mother, the fact that they no longer have any resemblance makes the scene very poignant. Even though she has her memories back, it underscores that something has been permanently taken away from them by the operation.
In addition, Johansson’s performance throughout the film was fine. So the whole controversy is really misguided–I suspect a lot of the people talking about it didn’t see the movie or even know the plot.
I don’t have much time to read these days. For this reason, I find audiobooks really convenient–I can listen to them while I’m doing something else. It’s a real time-saver.
So it occurred to me that I’m probably not the only person who doesn’t have time to read much. And that led me to realize maybe my readers would find it convenient to have audio versions of some of my really long posts.
While recording some of the poetry readings I’ve posted, I also recorded a reading of one of my recent posts on geopolitical and religious history. (The original post is here.)
And so now you can listen to me pontificating about various subjects while you are doing other things. It’s like having a little Ruined Chapel RSS feed running in your mind, as if a dystopian government had placed a propaganda chip in your brain.
Uh… bad analogy. Never mind. Anyway, try it out if you like.
It’s not a coincidence that Bannon got removed from the NSC and two days later, Trump orders missile strikes that Bannon and his “alt-right”/”America First” crowd oppose.
My question is: did Trump simply become outraged because he saw the pictures coming out of Syria, and decided he didn’t care what Bannon said? Or is this the result of Trump’s long-term dissatisfaction at the series of apparent failures spearheaded by Bannon?
Or is it that Trump is now listening more to his daughter Ivanka and her husband Jared Kushner than he is to Bannon? (Possibly as a result of said Bannon-led failures?)
There are a number of different explanations, all of which suggest that Trump is pretty impulsive and won’t hesitate to radically change his mind in short order.
But of course, that goes both ways. If Bannon can get thrown in the doghouse this easily, he can get pulled back out just as quickly. And that’s the main takeaway for me: Trump acts quickly–some would say decisively, others would say recklessly. Even his apparent friendly relations with Russia couldn’t quell his desire to take action in Syria. It must have really been important to him, because it meant reversing one of his core campaign positions, and losing a lot of his most zealous supporters.