The MCU has taken a lot of it's inspiration specifically from the Ultimate line of comics. Thor's Stormbreaker, Spider-Man being in high school again, and Tony Stark's personality. Tony Stark has always been snarky, witty, and a pretty swollen ego, but a lot of the mainline comics' Tony Stark's rough edges have been sanded down. Stark was one of the founding members of the Illuminati, working for Kang the Conqueror, shooting Hulk into space, lots of his actions in both Civil War storylines, and not to mention his stint as Superior Iron Man, exploiting people and lots of other dubious actions.
My question is, have we lost something? Are the rough edges what make Iron Man so compelling in the comics? Has the MCU's more palatable Iron Man worse or just different? What about other comic characters who've lost nuance like Wolverine in every movie besides Logan?
Further, how do we go about adapting these characters from these thousands of issues to hours of film? Is it even possible? Is the loss of some nuance a necessary evil?
Might be useful to include some examples of what Ultimate Iron Man did and how he was different from mainline Tony. – noahspud2 years ago
I think that the rough edges in 616's Iron Man positioned him as more of an antagonist in many popular storylines. I think that the MCU definitely made conscious attempts to water down his actions, even in the Civil War storyline. Whereas in the Ultimate line of comics, he was definitely still snarky and narcissistic, but didn't make as many huge mistakes as 616 Tony, who's contributions to making the 'Thor' android lead to the death of Goliath in 'Civil War', who literally took Peter Parker in to Avengers tower and then sent a squad of villains after him who very nearly killed him. In the Ultimate Universe, Peter looks up to Tony, and I feel that the MCU very much ran with this idea, especially after Robert Downey Junior had endeared this character to so many people through the Iron Man and Avengers Films. I think that for this topic, it's worth considering the loss of the original characters' personality, and the replacement of something new — but not necessarily less palatable or less nuanced. I think that nuance depends greatly on the writer, director, and actor concerned with whatever iteration of Stark is present, whether in comics or film — such as with Logan, which you referenced. Adapting characters with nuance is definitely possible. It's all about going into the character with confidence, in my opinion. – Patrick2 years ago
Mobile games have a tendency to aim for the flashiest possible branding in a seemingly desperate attempt to attract players in an over-saturated market, to the degree that the gaming sections of app stores tend to be an almost intimidating array of bright colors and rip-off characters, and names that look like they were chosen from a random mix of a few words. Terms like "Space," "Strategy," "Fight," "RPG," "King," and/or their synonyms are interspersed with colons, leading many of these games to be indistinguishable from one another for someone who hasn't played them.
What are the branding styles these different developers seem to prefer, and are they effective? More specifically, what are the patterns within mobile game naming conventions, and is originality a worthwhile sacrifice for search engine optimization?
Though not limited to the discussion of naming conventions, this article would mainly discuss other forms of branding and marketing in relation to naming.
Through the ever growing search for new source material in television and film, many have turned to mining from the stories lying dormant in video games. With a previously established plot, characters and fanbase, video-games have come to provide a steady map for writers and directors to follow in trying to make a show or film with increased odds of success. In a way, such adaptations are almost adjacent to bringing one's favorite book series to life on the screen, just from a different angle. In recent years, however, this trend seems to have gained steam. Afterall, it seems as though each day a new streaming service pops up out of nowhere–along with a new and sudden need for stories to fill them. Netflix's "Arcane: League of Legends" based on League of Legends by Riot Games. Three separate movies (2001, 2003, and 2018) inspired by Core Design's Tomb Raider. HBO's acclaimed hit "The Last of Us," sprouted from Sony Interactive Entertainment's game by the same name. These are just a few examples from the past couple years, and it is unlikely they will be the last.
As with any adaptation, though, one has to ask whether the original source material is being accurately represented. How true can one stay to the story of a video game when the story is determined with each person playing it? Do video games lend themselves better or movies or tv series? Are certain gaming formats easier to adapt than others? What makes a game especially well suited for translation to the screen? This article could be taken in a number of different directions, such as focussing on the validity of one adaptation, or trends that seem to exist across many. Overall, though, I just felt there have been many comparisons between book and film adaptations, and that video games might be the next contender to enter this ring of debate and analysis.
there is an increase in film and television over the years because of what different generations view as important . Nowadays it's about keeping up with the trends and more beliefs in the importance of solidarity and "self-care" – FANLOVE2 years ago
I think we might have something really special with the The Last of Us show but, in general, the original source is second plan as the goal is to make money with the trends. – allan reis2 years ago
Within the last two years we have received two horror video game inspired TV adaptations, one that was a smash hit, and one that flew under the radar. Neither of these shows stuck 100% to the source material so what made The Last of Us succeed and Resident Evil fail?
I don't think this is the place for an opinion piece, but you could still approach the topic from the perspective of the overall necessity of adaptations or the art of adaptation. Something more objective but focused. I hope that helps. – Leo Panasyuk2 years ago
Analog Horror refers to the genre of horror created with the aesthetic of Analog technology, that is to say shot on video, "found footage".
Within the subgenre there exists quite a number of breakthrough hits such as "Backrooms" "Local 58" and "The Mandela Catalogue"
What draws people to this genre and what can be said about the genre tropes and themes? What is the appeal and is there a lesson that can be garnered from the creation of these works?
Good start, but you might want to delve a bit more into what analog horror is, or how your examples achieve it. If you don't know what found footage is (and I, for one, only have a vague idea), you might be a bit confused. – Stephanie M.2 years ago
I was just thinking of leading a topic for this subject too. I think the evolution of analog horror is fascinating, its origins (I think) layered from many concepts and ideas from YouTube. I think constantly about what makes this niche sub genre scary, and what draws people in. This would be a great topic, especially to see where it’s grown from. – eaonhurley2 years ago
Movies of all genres and decades have had probably the biggest impact on the video game industry. Developers have always cited their favourite films and inspiration (Escape From New York inspired the Metal Gear Series, for example, or the works of John Woo inspiring the Max Payne series). Perhaps the biggest influences are the Action movies of the 1980s. Rambo, Commando, Predator, Running Man, Total Recall, and countless others. This genre has helped lead to some of the most visually and interactively appealing games in the industry. But what is the full extent of the connection? And how many games trace their roots to the big screen?
Contra is a big example of a game influenced by 1980s action movies. The game's box art features two characters that look like Stallone and Schwarzenegger. – Sean Gadus2 years ago
I think it could be a great article. From my point of view, I see action movies with a high influence specially on the gameplay and cameras, on how we, as players, situate ourselves inside the game, how we feel the atmosphere, like games as GTA does, for example. Hand to hand combates, cinematic gameplays. One excellent example is the Madagascar gameplay on Uncharted 4. – allan reis2 years ago
Bloodborne, the 2014 game from FromSoftware is a game ripe for exploration. One element worth delving into is the nature of femininity within the world.
The ways in which the player is force to confront the cruelty in which women and female coded NPCs are treated with regards to the game's world. Elements such as the "blessings" of the old ones force the player to view the horror of a world where women are specifically targeted for cruelty.
The nature of the blood within the universe is also worth exploring with regards to origins of the blood and the people born of it.
I love Bloodborne and would love to claim this article to write, but I haven't played it in a while and the only three female characters I remember are Iosefka, Eileen, and Lady Maria and I wouldn't know where to start in terms of talking about their "grotesqueness." However, the obvious connection with women and blood (you know what I mean) could be an interesting avenue to take for the prospective author. – LeoPanasyuk2 years ago
Bloodborne is my favourite game and I think this topic is really worth exploring. One key character who would be great to write about is Arianna and how she *spoiler* literally gives birth to an old one if you follow up her quest line — players are then faced with the choice of whether to kill her. Lady Maria would be an excellent choice for discussion, as well as Vicar Amelia. – Patrick2 years ago
LOVE this topic!! I am so keen to read this article when it has been done. It would be really cool as well to consider ideas of feminine suffering and pain and the fetishisation of this in media. – Zoe Odessa2 years ago
In 2005, actor Christian Bale starred in two interesting, if very different films: David Ayer's "Harsh Times" and Christopher Nolan's "Batman Begins." Though both films are practically diametrically opposed, they do share some interesting similarities in regards to the characters Bale plays.
Both characters are specially-trained warriors who return to a less-than-familiar home to then try and use the skills they honed in foreign lands fighting foreign enemies to find a new purpose. The similarities don't end there, though, as both characters are plagued by past traumas that manifest themselves in disturbing visions and hallucinations.
This article would be a study of those characters (Bruce Wayne/Batman in "Batman Begins" and Jim Davis in "Harsh Times" and just how their skills, experiences, and relationships shape them into the people they are.
Many people argue that the purpose of The Hunger Games is to discuss the topics of fascism and capitalism, but many ignore the deeper meaning of the issues presented in both the novels and the movies. It's the entertainment value of the unfortunate chosen who are forced to kill themselves than those of the capital enjoy. They are advertised and marketed to an extreme extent, as well as dressed up and dined as a means to create a personal connection from the audience to the participants. While it's argued that this is to signify the class differences due to wealth and poverty, this really shows the threats and problems that occur with the interpersonal enjoyment of reality tv and entertainment through the enjoyment of both beauty and violence shown in this series.
I think you're brushing aside the elements of Fascism present in the series. The commodification of a death battle into must-see tv for the capital isn't too out of line with the fascistic mindset. The valuation of might, the subjugation of the lesser. All on TV is something ideologues are attracted to. – Sunni Rashad7 months ago
The gaming community, from twitch streamers to youtube let's players, is synonymous with video games at large. This has had a number of effects, both on the way that games are made (with features like 'streamer mode' which substitute copyrighted songs so that streamers don't get copyright strikes) and the way games are marketed (with big streamers becoming just as important to get good reviews from as critics). This article would discuss these effects, and more, that streaming has had on the video game industry. Both in terms of the positive and negative sides – and perhaps what this may mean for the future of video games.
I think an interesting point to discuss in the article is the accessibility that streaming provides. For example, someone who may not have the ability to afford the latest console, game, DLC, etc. can watch someone play it for free (more or less) and still enjoy it, even if they're not the one playing it. – LeoPanasyuk2 years ago
You may want to mention how this contributes to a game's popularity. Millions of people have watched Let's Plays of, say, Undertale or Detroit: Become Human, but how many have actually bought and played those games? Likewise, a Let's Play can also damage a game's reputation or lock players into the idea that they can or should only play it a particular way, all of which might be worth exploring. – Petar2 years ago
Harry Potter is a beloved series all over the world, and whether you've seen it or not, everyone has heard of it. While the author J.K. Rowling has come into some heavy fire from the media for her transphobia and racial stereotyping over the past few years, the Harry Potter franchise still stands in our hearts. Can art be separated from the creator? Do benefits for transgender and racialized youth outweigh the original intentions of the author? What are the connotations of new creations set in the universe J.K. Rowling imagined? Should they be supported?
I believe that a really constructive way to bridge this topic is to provide different forms of media and or people that also face the difficulty of separation from creator and product. This could be things like the creator of Attack on Titan and the show itself, or Marilyn Manson and his music. While not relevant to the topic of Harry Potter or J.K. Rowling, this idea could be something worth noting in order to create critical thinking for readers. – bluestarshine2 years ago
One point I often see raised is that JK is quite literally still benefitting from people talking about, reading, and buying content in the Harry Potter franchise. So even if you can separate it in your mind, it's not really separated in the real world. Even if you acknowledge her wrongs and have your opinions, each time you buy a new copy of one of her books you do imply support for her, and directly fund her and her cause. You can even argue just talking about the franchise implies support and aids her, though this is a little tenuous. This is in contrast to older creators where it is possible to have more separation. If you read HP Lovecraft's work, for example, he isn't going to use that public support or the money you spend to further racist causes because he's dead. You of course don't have to agree with this take on the topic, it's just one I've seen around in discussions of it, and I think it makes an interesting point. – AnnieEM2 years ago
Analyze the accuracy of TV and movies that are about policing. A lot of these shows/movies display place work as light-hearted and fun. Some examples are Brooklyn 99 and ride along. Even though both are clearly comedies, impressionable viewers might think differently about policing.
Certainly there are comedies that portray the police as a “light-hearted and fun” profession. But there are also dramas and thrillers that portray it as brutal and corrupt. Depending on the genre, a movie may portray a profession under different lights. The question is: Is accuracy the goal of a movie that portrays a profession or is it the telling of a story under certain genre principles? I think that handling viewer perception is a different issue that falls under an “education” problem that is out of the hands of movie producers or directors. Or it could be a discussion about artistic responsibilities and their impact in society. – T. Palomino2 years ago
They certainly do. Different perspectives are pushed out, and you go through those perspectives while watching the film. Therefore, even unrealistic circumstances which happen in the movie can be interpreted as very real or vise versa. – AchuB2 years ago
I divide police TV series into two categories. Shows that use the police universe as a source of occupation/physical setting to tell a story about a specific character or multiple characters (I.e Blue Bloods) they do touch on what it is like to be in Law enforcement but are not an accurate or real representation of the work that Police Officers undertake. Then I see the premium police (dramas) series like NYPD Blue, Homicide on the Street, Prime Suspect (UK) and the like to be a real insight into the work, the police force/department as an organisation and the nuance of everyday police work. – NatalieB2 years ago
I like this topic, but I think you could go deeper. Certainly these shows could make viewers feel that policing is a more lighthearted and fun profession than it actually is, and that deserves analysis. But at the same time...what should police comedies, and darker/edgier police procedurals, do in response to this, if anything? How can, or should, shows like Brooklyn 99 balance comedy and reality? Considering how police are viewed right now, and what officers and their families go through, what should police shows in any genre look like (should they go for comic relief, or stick closer to reality)? Consider these and any other questions you might come up with. – Stephanie M.2 years ago
I like this topic very much and think you are on to a great idea here but expanding on the concept would be much more helpful. referencing more shows and particular parts would go a long way – Josephrogers132 years ago
I definitely see where this is coming from and I think in today's socio-political climate it's necessary to produce shows that portray police and other such authority figures in a more critical light. Not something that's realistic (more or less) like The Wire or something more stylized like True Detective, but something that can force a conversation about what modern policing has become (militarization, over-policing communities of colour in response to non-violent protests, etc.) – LeoPanasyuk2 years ago
Disney's Frozen burst into our theaters and onto our small screens in 2013, and no one has "let it go" since. The film became a franchise, with rumors of a third installment coming in 2023 or later. But Frozen is not the only wintry tale media consumers love. "Winter tales" can be found across mediums, from TV series like Game of Thrones whose tagline is "Winter is Coming," to a plethora of books with titles like The Snow Child, WinterFrost, and Girls Made of Snow and Glass. Many of today's super-powered or "chosen one" protagonists also have winter-related powers; Queen Elsa might be the most obvious, but there is also Jack Frost from Rise of the Guardians, as well as Freya from Snow White and the Huntsman.
Winter permeates the arts, no matter the season. Yet what is it about this season, out of four, that captures the imagination of writers, filmmakers, and other artists? Analyze a few prevalent winter tales across mediums, looking for commonalities among characters, character arcs, plot threads, powers, and more. Could the other three seasons garner this kind of attention, and if yes, what would it take to make that happen? Are artists, authors, and others who craft "winter tales" trying to make a statement about their art, themselves, or humanity through winter? If yes, what is it? Discuss.
Maybe write more about your thoughts? Answer some of the questions you ask? – Thorn2 years ago
The writings on winter here may include analysis of well-known as well as lesser known poems and songs on winter. Winter is an interesting topic for writing, even to those living in hotter places like mine. – Anvar Sadhath2 years ago
The contemporary popularity of the present tense in narrative storytelling has been critiqued by authors such as Philip Pullman, who have argued a preference for the tone associated with the past tense. Popularised by figures such as Jane Austen, the past tense can be used to achieve a 'classic' tone in narrative writing; today, however, authors are freely experimenting with tense.
This article will address how, in today's world, the aspiring author make sense of tense. Is it a matter of personal preference, or do choices of tense play into more complex sociocultural aesthetics? If tense matters, how important is it to take a stance on the subject? Is tense a purely relativist construct, its validity being subject predominantly to the whims of the author?
I've got to say, and it might just be a matter of personal preference, but there are better ways to inform us that the article is going to address something, better than saying it just like that. It's too rigid and academic – Yusra Usmani2 years ago
I actually really like this topic. You could do cross literary analysis over different genres and compare fiction and non-fiction. Past tense what we're used to most of the time, yes, but I've started to see a rise in present tense. Tense flow and how tense can effect the tone of a story can be analyzed as well.
– Ara2 years ago
Half of Americans say they enjoy true crime and women are more likely than men to really dive in. Lately, it’s as of every other show on all streaming platforms is another deep dive into a true crime murder mystery. True crime series have become a staple in entertainment but why? What is our obsession with death and the events that surround it? Do we truly believe this could help solve cold cases or is there something much more primal laying beneath the surface?
We often think of Satire as being a "modern" invention. Or, at least, that is what our minds usually jump to. For instance, the satirical Chandler Bing from Friends, who constantly uses second-degree humor to articulate his points or arguments.
By analyzing Satirical works from earlier periods of our history, we might be able to understand Satire better. A good place to start could be Jane Collier's An Essay on the Art of Ingeniously Tormenting! It gives advice to people in positions of power on how to torment their servants, companions, or even husbands, better. In short, what we nowadays would call emotional abuse.
Is there power in writing Satire? Is it more effective than using first-degree?
With the rise of virtual influencers like Lil Miquela and Bermuda, brands are increasingly turning to computer-generated characters to promote their products on social media. These virtual avatars are popular with younger generations who are more likely to trust and engage with them than traditional human influencers. However, there are ethical concerns surrounding the use of virtual influencers, such as transparency and authenticity. This article will explore the pros and cons of virtual influencers, and examine what their increasing popularity means for the future of advertising and influencer marketing.
Can it or can it not? Or can aspects be objectively bad for a film? Or is it all subjective? This is a neverending debate to some or an easy yes or no for others.
Critics tend to highlight mostly negative aspects of a movie and tend to ignore that there are passionate filmmakers behind these films, while fans are generally too forgiving, or tend to not demand better and just want a good time.
So what makes a movie good or bad, or is it more important how it makes you feel?
This is always going to be a tricky subject. Narrowing the subject matter down more would be better for determining objective good or bad. For example, one could try to objectively qualify the writing of the movie's script, in terms of plot-holes, natural flow of dialogue, or connection strength to presented themes. All of these topics are tricky and still hard to objectively qualify on their own, but it's miles easier than trying to do that AND the various other fields of work that make the film, such as costume design, editing, shot composition, music, etc. – SunGuard152 years ago
There is rich potential in this if objectivity and subjectivity can be adequately explored; one possible starting point would be Karl Popper's 'three worlds' concept which points to the two concepts as separate rather than occupying two ends of the same continuum. Another way into it might be to look into the various flavours of objectivity available (e.g. absolute objectivity, intersubjective consensus). – Jack Walton2 years ago
I think this is a great topic to explore, as it is a never-ending debate among movie enthusiasts.In my opinion, there are definitely objective aspects that can make a movie "bad," such as poor acting, bad cinematography, and a weak plot. However, there are also subjective elements that can affect one's perception of a film, such as personal taste and emotional response. I believe it is important to strike a balance between objective analysis and subjective interpretation when reviewing a movie. While it's important to acknowledge the hard work that goes into making a film, it's equally important to objectively evaluate the technical and creative aspects of the film. I suggest exploring the opinions of both critics and fans in the article, as they often have different perspectives on what makes a movie good or bad. Additionally, it would be interesting to delve into the psychology of why people enjoy certain types of movies, and how that affects their perception of a film's quality. Overall, I think this topic has the potential to spark a thought-provoking conversation among movie lovers, and I look forward to reading the article once it is published. – sheldorzz2 years ago
This is a really great topic to explore and I think there are many different ways to approach this. I think structurally speaking, there are distinctions between a good and bad film, but ultimately how the film makes you feel is what you remember the most. There are many objective analytical techniques you can use to determine the quality of a film, but there are also ways in which you can give a more personal or creative take within a critical analysis, which makes this topic an interesting line to draw upon. – Fasteddieemily222 years ago
Examine the first season of HBO's House of the Dragon, comparatively with the first few seasons of Game of Thrones. Something that is dearly missed is the sense of humor and witty dialogue. There is no Tyrion-adjacent character, not nearly enough dialogue and japes and sardonic moments, or Bronn-esk side characters. By no means did the humor lessen the impact, popularity, and fairly book-accurate depictions of the Game of Thrones TV series (not including the final seasons). Why is House of the Dragon choosing to be so grim? is it taking itself too seriously? will this effect its success? I'd love Fire & Blood readers to potentially lean in on this topic as well. It's a very different style than the main SOIAF series, so does it warrant the TV adaption being so serious?
Books and magazines have been outlets for creative expression since printing presses made them viable options for creative production. Today, though, the magazine industry seems straddled over digital and print options—and after the editions are printed, they are slowly extinguished in a swirl of ephemeral media (print letters, circulars, magazines), while books re-circulate in libraries, used bookstores, and personal collections.
Is it fair and accurate to say that books hold more enduring value than magazines? If so, why do books hold their value more so than magazines? If a book held the exact same content as a magazine, would its life cycle be different? Is the fate of these publications dictated by their binding and paper type, or are there cultural undertones that determine if these media flourish?
There are surely many ways that one could approach this topic -- historically, materially, economically, reception studies, seriality studies, gender studies, etc. -- but for the sake of a Helpful Note, I will comment on only one dimension of the issue: for roughly the first two hundred years of the existence of "the novel" as a distinct literary genre, the vast majority of novels were originally published serially in magazines. I'm not sure if this factor simplifies or complicates your original query, but it offers tangible cases with which we might respond to your "If a book held the exact same content as a magazine" hypothetical, since the complete works of Charles Dickens (for example) can be described as being (more or less) identical to content that initially appeared in magazines. What this essentially tells us is that the "book-magazine dichotomy" began simply as a difference in media, whereby the connotations of them emblematizing key differences in content/form/genre came later. For me, this brings to mind two follow-up questions: 1) Would the novels of Dickens have been able to achieve the degree popularity of popularity they went on to enjoy if they had never been decoupled from the material vessel of magazine pages and republished as autonomous books? 2) Given that novels today are seldom published initially in magazines, what factors lead to the separation of content/form/genre that we now associate with the two variants of print media, and how has the concretization of those associations impacted our subsequent expectations and/or beliefs about each medium's limits and potential? – ProtoCanon2 years ago