ok this is like some meta horror because there’s like absolutely no info about this show so the entire first episode it’s like “oh god what if it’s a horror genre and bad shit happens” like literally the most accurate mental state possible for the story since the first episode is about them travelling to a lost village which is an urban legend and YOU JUST DON’T KNOW MAN

tfw asunas a real character whose experiences in real life inform her actions in aincrad

but “letting down people you care about”

is that what that flashback was supposed to convey?

it’s easy to say stuff like “don’t give up!” without a whole lot of specificity

like if you’re an artist, do you not give up on single projects, or your pursuits as a whole?

it’s certainly true that learning to finish things is good, but it’s also not terrible to “give up” as much as possible, to try out as many ideas as possible

because you’re not really “giving up” on all of those ideas, you’re seeing how they interact with all the other ideas, and sometimes this produces more complex and detailed ideas

idk

it occurred to me that i probably produce more content in the form of throwaway comments and arguments than blog posts gg

http://www.tedmed.com/talks/show?id=528918

so, this post has two parts

  1. “we enter medicine with mental health on par with our peers”
  2. what comes before suicide?

i truly doubt “we enter medicine with mental health on par with our peers.” it may be true on average, or it may be true that any deviation from the mean is counteracted by med school admissions stigmatizing mental health in the first place. of course, that’s also assuming it’s not exacerbated by such a thing. still a pretty sweeping assumption

the more pressing point, what comes before suicide? this has been on my mind a lot lately. suicide is easy to pay attention to because it’s physical. but what exactly happens with untreated mental health problems? what of my mental health is even left, and what has been totally destroyed beyond repair? oftentimes i think that the outrage surrounding suicide is founded in an ignorance of the extremely crippling state of mental health that would precede it, that the person would be trapped in for the rest of their lives if they didn’t commit suicide. the scene is cast as life vs no life rather than an already heavily deteriorated state of health vs euthanasia.

It probably isn’t fair to do this, but I make a lot of my critique about Starbound based on comparison with Terraria. Actually, it’s probably fair in the context of capitalism and competition.

What’s good about Starbound? Where does it stand out? Especially compared to Terraria, I would say that what’s unique about Starbound is the feeling that each world you go to will be a different one, the spirit of exploration.

Or at least, that was the case back when each planet had a limited amount of exciting loot to be found. With the introduction of an actual progression system through a quest line and resource procurement (and the removal of any randomized loot worth caring about), each planet has essentially been reduced to a rock with resources in it. This is not a design choice that is conducive to the exploration of a large universe. By making progression linear and non-random in this manner, you set out a path for the player that consists of progressively more inhospitable rocks, which are only distinguishable from each other by the power levels of their inhabitants.

Starbound never had what Terraria had, with each world demanding investment from the player and rewarding it by continually evolving with player progress. Without that, you even lose some of the base-building typically associated with sandbox games. This brings us to both my weaker critique and my hopes for the future. You are in possession of mobile base, your ship. This sits perfectly well with the theme of exploration. You can’t customize it at all, but you can build a colony on a planet, populate it with NPCs, and set up permanent teleporters to return to your colony whenever you want, effectively making it an extension of your ship. This is actually well-executed enough in my opinion to overlook the wasted potential of the ship itself. Maybe it serves as reminder of the utilitarianism of space travel, I suggest as I fly through the stars in a ship fashioned after a coal locomotive.

What I would like to see developed from this is some sort of incentive to actually construct outposts on planets of different biomes and levels. This could even salvage the linear resource-based progression system by having biome-specific resources on top of level-specific resources. You’ve got automated defense systems; why not have automated resource-collecting systems as well? (I’ve actually already constructed a few of these in the form of fluid converters which can generate massive amounts of fuel on ocean planets.) You instantly multiply the incentive to explore, introduce more incentive to invest in outposts, and make the universe feel more like the web that the starmap portrays it to be, rather than a line of rocks to be plundered.

And you know, maybe that was the plan all along and they haven’t gotten there yet. It’s certainly not out of the question at this point. There’s still something to be said about a lack of content to actually spend resources on, but that’s not for a lack of good decisions.

I normally don’t enjoy reading manga that blatantly celebrates capitalism and class hierarchy (i.e. that’s why I swerved from Shokugeki no Soma, and I say blatantly because in some fashion all shonen manga have some struggle between ideals and reality), but there are some interesting points about Ichiba Kurogane wa Kasegitai (based on my first impressions, at least), and they can be compared and contrasted to those of Gin no Saji, which is easily one of my favorites.

http://bato.to/comic/_/comics/ichiba-kurogane-wa-kasegitai-r15937

http://bato.to/comic/_/comics/silver-spoon-r496

Ichiba Kurogane possesses the special ability to see value (the ability to make money, lol) in everyone he meets. The ability to see value in everyone isn’t uncommon in shonen manga, but it represents an ideology that embraces capitalism while opposing the sort of hierarchical class system that capitalism tends to construct, represented by Gakuenzono Academy where even entering a school building costs money.

Contrast this to the worldview of Yuugo Hachiken in Gin no Saji, who goes to an agricultural school in the countryside to escape the impersonal meritocracy of urban capitalism, only to find that it still applies to both the livestock and the farmers. His struggle is most apparent in his naming and raising of pigs to be consumed, forming a very personal attachment to what others keep at an arm’s, or possibly a fork’s, length.

It’s suggested that both characters will end up making job finding or talent agencies as a compromise between these ideologies, but in Gin no Saji, the success of such an enterprise would represent a resolution to the conflict, whereas in Ichiba Kurogane wa Kasegitai, the conflict has yet to be explored, so it may develop as a method of exploring it.

The only person yet to challenge Kurogane’s ideology has been a downtrodden restauranteur-aspirant. The character represents the ideology of those betrayed by the promise of meritocracy, the unsuccessful who worked their hardest to be successful, but it’s not really explored what would have happened if Kurogane hadn’t been there to provide them with a lucky break. Furthermore, he’s already met and befriended what appears to be the highest level of the institution, i.e. the class president, so I don’t suspect that his worldview will be challenged very much through struggle. As is common with shonen manga, I suspect that it will go the route of providing challenges of various depth through a variety of characters yet to be introduced, most likely through the to-be-established job finding agency. I don’t have particularly high hopes, but it will be interesting to see how it develops, assuming it doesn’t get axed by the capitalist world it so celebrates.

Here, I wrote an ogiue-maniax-esque post.

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