B.A. in Journalism, minor in digital studies. Independent writer, online media producer, reporter.
Junior Contributor I
Published | Fate, Love, and Development in Re:ZeroMany people seem to have dropped Re:Zero due to hating the protagonist, Natsuki Subaru. He is overly headstrong, impulsive, selfish, and powerless – not the most common traits of a protagonist in action anime. But what people hate about Subaru the most is his greatest triumph of the anime, that is overcoming his pride and knowing when to ask to help and rely on others. He literally feels like a protagonist of his own game and even references his chronic reincarnation as returning to a "save point", and it takes him until the tail end of the series and much suffering and death to come around, past the point that many deemed him insufferable and stopped watching. Exploring and analyzing Subaru's character and the show's themes, along with a second analysis of the anime's effectiveness in conveying its messages, would be interesting to see in either justifying premature stoppage, or urging people to "suffer" through his journey.
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Autism to Artistic Integrity: Do Video Games Need Good Plotting? | |
Ditto. Don’t know why so many people dropped it. | The Anime Guide to Spring 2016 |
This is a large issue in the game even a year after. Getting stomped by dishonorable gangs of enemies or high level bots is still common, but I still play the game for the days when equal-level opponents are found and good sets are had. I’m curious to hear your thoughts on how Ubisoft’s continued support of the game has affected this or other aspects of the game in any way. | For Honor? Problems in the Rhetoric of Skill in Games |
Wonderful article. Really sums up the state of the games industry’s current culture of narrative. What do you think is the next major step or evolution in video game narratives?