Agatha the Irredeemable

Final (for now) thoughts on Agatha All Along. Spoilers for the entire series.

Agatha All Along ended a couple of weeks ago, and I’ve spent the time since then trying to figure out what exactly I thought of it.

My initial reaction was that I was a little disappointed. Midway through the season, it seemed like they suddenly decided they weren’t content to do another televised MCU installment, and they wanted to be putting out stuff for Emmy reels and best-of compilations. But I initially felt as if they’d managed to make all the plot threads fit together, but without the end result meaning much of anything.

The last two episodes were genuinely surprising. For WandaVision, the big “reveals” had been mostly figured out by fans of the comics early on in the season, so that series was a case of watching stuff we already knew was going to happen, but in a way that was so satisfying and fun that nobody really cared. I’d assumed that Agatha All Along was going to do the same, presenting some not-particularly challenging mysteries and let us all have fun pretending to be surprised. “Oh, she’s still under Wanda’s spell!” “Oh, that’s Wanda’s son Billy Kaplan/Wiccan!” “Oh, she’s the Marvel embodiment of Death!” “Her sudden outbursts are foreshadowing things that will happen later in the series!” I was perfectly satisfied with this level of engagement, only to get a double rug-pull in the last two episodes.

I hadn’t suspected at all that the Witches’ Road was Billy’s creation. I did expect that we’d meet a Great and Powerful Oz type character at the end, who had some connection to Rio, but hadn’t even considered the possibility that the entire premise of WandaVision was playing out again on a smaller scale. And it seemed kind of obvious that Agatha was lying about the road, and her experience with it in particular. But I’d thought it was going to be a simple case of undeserved bravado, claiming she’d been on it when she hadn’t. Or we’d see the rumor play out, where her previous trip on the road had presented a choice between the power she wanted (the Darkhold?) and her son. It never once occurred to me that the final episode would take agency back from Billy Kaplan and make the title of the series make sense! It was a really clever layering of surprises: he subconsciously created the road just like Wanda first created the Hex, but in the end, the instigator of the whole thing really was Agatha all along.

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Mid-season of the Witch

Agatha All Along revealed a bunch of stuff we already knew, and it was surprisingly good

Up until episode 6 of Agatha All Along, I’d been enjoying it a lot, if not exactly loving it. I couldn’t help but compare it to WandaVision, which I loved for being so aggressively meta and having each episode feeling like a dense puzzle box. But if Agatha All Along had tried to be as gimmick-driven, it would’ve come across as an uninspired retread.

So I think the show runners used the extended gag of the first episode for all that it was worth, and then wisely set off in a new direction and allowed this series to be its own thing. Instead of each episode being themed to a different era of sitcom, each episode has been an escape room themed to a different decade. They’re still packed with easter eggs and references the MCU hyper-fans crave, but the episodes have felt a little more straightforward as a result.

Which feels odd to type, when I think back on stuff like battling fire demons with prog rock, or an extended Evil Dead slumber party with Agatha hanging from the ceiling and backwards spider-walking. This is still some spectacle-driven television, high-budget even if not quite high enough budget to avoid cutting away right as someone turns over Elizabeth Olsen’s body. And all the elements of horror-comedy are there. The series deserves a ton of credit for sticking to its dark and weird tone without watering everything down. But for whatever reason, it hasn’t felt as cohesive; I haven’t gotten a larger sense of this is what the series is all about.

Until episode 6, which jumped back in time to tell the Teen/Billy’s story from the start. And which was so well done that it’s retroactively made the entire series better. There weren’t any incredibly surprising reveals1My fiancé predicted the one returning character from WandaVision in another bit of stunt-casting, but I hadn’t seen it coming at all., but it all fit together perfectly, and it answered questions that I didn’t even know I had. There was way too much I liked about this episode for another “one thing I liked,” so here’s a bunch of barely-organized observations (with spoilers).

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    My fiancé predicted the one returning character from WandaVision in another bit of stunt-casting, but I hadn’t seen it coming at all.

One Thing I Like About Agatha All Along and also a bonus thing

Even in the middle of super hero fatigue, the WandaVision spin-off insists that it has a reason to exist.

I could tell that I had hit my over-saturation point with promotional material for Agatha All Along when I was watching an interview with Aubrey Plaza. The interviewer mentioned Patti Lupone, and I said — out loud, even though I was alone in the room at the time — “Oh, what are you going to say? That they lived together? That they were roommates? Oh, what fun! What an unlikely pair, huh? I bet there are some zany stories that came as a result of that, I tell you!”

And I felt bad, because they seem like fine people, and it’s not their fault that YouTube and Instagram have spent years honing in on my interests to such a degree that I’m now getting practically nothing besides ads for and interviews about the series, all the time, on every possible channel. And it’s not their fault that Disney is so eager to promote the series. But what it does is really drive home the inescapable fact that the show is product.

As is every piece of commercial art. It feels like a weirdly Generation X fixation to always look for the exact point when “art” becomes “commerce,” when the reality is that they’ve always been inseparably entangled. It’s just especially noticeable with something like Agatha All Along, which is not only a spin-off series, but part of a 14-year-old, multi-billion dollar multimedia franchise. The MCU has programming slots to fill, whether or not you’ve got a groundbreaking new idea to fill it with.

That all sounds like a cynical, damning-with-faint-praise set-up, but the truth is that I’ve been enjoying Agatha All Along, and I’m pleasantly surprised. I loved WandaVision, and it’s still one of my favorite television series of all time, so I was predisposed to like the spin-off, but I was also predisposed to hold it to an impossibly high standard. From what I’ve seen so far — at the time I’m writing this, I’ve seen the first three episodes — it’s not particularly groundbreaking, but it is engaging and clever TV with a bunch of outstanding actors. Which as I understood it, was the whole point of the MCU on television.

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Ouhrrr! Werewolves of Malibu

A begrudging appreciation for the original Werewolf By Night comic series

When I first got into The Sandman back in 1988, it was the first I became aware of the long tradition of horror comics that inspired it. And I realized that I especially had this nerd-cultural blind spot for the history of EC Comics, and its later successors like Creepy and Eerie in the mid-1960s.

The stories quickly become formulaic and predictable — often a few pages of setup ended with the exact same reveal of a character saying “For you see, I am a ghoul!/vampire!/werewolf!/zombie!” But the art was often phenomenal, with artists like Jack Davis doing incredible black-and-white line work. Reading those helped me better appreciate why series like Swamp Thing were such a big deal: they finally combined longer-form horror storytelling with the kind of highly-stylized artwork that had been overshadowed by super heroes, and brought it all to the mainstream.

It wasn’t until Marvel announced the Moon Knight series that I became aware of the horror-inspired side of the Marvel universe, running in The Tomb of Dracula and Werewolf By Night in particular. It’s fascinating, because while you can trace a direct line from early horror comics through DC’s anthologies all the way up to Swamp Thing; the Marvel side feels like something entirely different. At least with these two series, they’re 100% Marvel super-hero comics that happen to feature a werewolf and a vampire, heavily influenced by the Comics Code Authority and what creators are allowed to show.

Werewolf By Night is the much more interesting one to me, since it is the “no, but”ingest piece of collaborative storytelling I’ve seen since the Star Wars sequels.

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What If… Nothing Was Different?

Thoughts on the new “What If…?” app and other immersive experiences for the Vision Pro, and revisiting some old assumptions about interactive storytelling

Today I went through1Watched? Played? :shudder: Experienced? The lack of useful verbs is still a problem when trying to talk about interactive entertainment the new What If…? app from Marvel and ILM for the Vision Pro. It’s an interesting and extremely well-made mash-up of the animated series, some light minigames, and the “immersive” format that Apple is pushing with the visionOS platform.

I think it’s currently one of the best examples of what the platform is capable of.

People more cynical than me could probably dismiss it as just another VR experience, just like they insisted that the Vision Pro is just a fancy VR headset and Apple doesn’t want you to say that! I still think that the differences are subtle, but significant. You could absolutely bring the What If app to another mixed-reality headset, and you could even bring it to a pure VR headset without losing much. But I believe it would feel like an inferior port.

It’s designed to fit in perfectly with how (I think) Apple is positioning their headset. In particular: it’s a seated, “lean back” experience, feeling more like an animated series with interactive elements than a simplified game with extended cut-scenes. It also uses gesture controls as its only interface, having you grab infinity stones, fling objects around, fire magic bolts, hold shields, and open portals using only your hands. (Tying it into Doctor Strange and having your guide be Sorcerer Supreme Wong was an inspired choice).

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    Watched? Played? :shudder: Experienced? The lack of useful verbs is still a problem when trying to talk about interactive entertainment

One Thing I Like About The Marvels

The Marvels is full of moments that remind you it’s essentially the polar opposite of Captain America: Civil War

The Marvels is undeniably a little bit of a mess. It’s abundantly clear that there were too many ideas that people got attached to, and the filmmakers tried to cram everything into it. In addition to what was undoubtedly tons of edits due to studio interference and so on, the result is that moments don’t land as well as they could have, and the movie ends up feeling both overstuffed and slight.1I also feel like there was a continuity error more glaring than I’d ever expect from an MCU installment: I’d swear that Kamala goes from wearing the Ms Marvel costume her mother made for her at the end of the series, to wearing a T-shirt and flannel, with no explanation for the change. I don’t care all that much, but I bring it up because I never ever notice that kind of thing, which makes me think it must have been glaring.

But I honestly don’t believe it matters a bit, because there’s more than enough charm and fun to carry the whole thing through.

The thing I kept thinking of throughout the movie was, oddly, Donald Glover’s story about his meeting Billy Dee Williams to try and get some ideas on how to approach the role of Lando Calrissian: after all the setup and research and questions, Williams’s response was simply, “Just be charming.”

I think it’s tough for post-Endgame audiences to appreciate just how much of the MCU was built on simply that mantra: just be charming and accessible. While looking for images from The Marvels, I couldn’t avoid seeing a review snippet that complained that the MCU was floundering now that it has lost all of its “heavy hitters.” I realize I need to remember that the franchise is over 10 years old at this point, so people might not remember, but I still can’t get over anyone suggesting that Iron-Man and Thor were “heavy hitters.” People need to realize that this entire franchise was built off the B- and C-listers. And the franchise was started by treating Iron-Man as a romantic comedy with also robot suits, with the overriding idea being “just be charming.”

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    I also feel like there was a continuity error more glaring than I’d ever expect from an MCU installment: I’d swear that Kamala goes from wearing the Ms Marvel costume her mother made for her at the end of the series, to wearing a T-shirt and flannel, with no explanation for the change. I don’t care all that much, but I bring it up because I never ever notice that kind of thing, which makes me think it must have been glaring.

One Thing I Like About Spider-Man: Across the Spider-Verse

I liked that the movie had the confidence to slow down and be quiet

I’ll come out as a grouch right of the bat: I didn’t like Spider-Man: Across the Spider-Verse nearly as much as the first movie.1To be clear, when I say “the first movie,” I mean Into the Spider-Verse, and not that one with the naked guy running in profile.

That’s to be expected, though: Into the Spider-Verse was a once-in-a-generation masterpiece. It seemed to come out of nowhere and not just do every single thing right, but to be so relentlessly imaginative that it tricked you into believing that anything was possible.

And the moments when Across the Spider-Verse works best are truly astonishing. It is near-flawless technically and artistically, seemingly designed and art directed with the overriding rule being that absolutely nothing would be dismissed because it was too difficult, or because it didn’t fit.

It builds on that feeling of confidence that made the first movie so exciting: mixing and matching art and animation styles not just between universes, but between characters and even between shots in the same scene. You can see the sketch marks and guide lines on some characters, the crisp lines on others, and more than one is made from paper or newsprint2And for two completely different story reasons!. When it’s working, the movie captures that feeling of “anything goes” experimentation from comic books, but applied to animation.3The various comic book-style captions from the “editor” explaining throwaway gags or blink-and-you’ll-miss-it references were an especially nice touch.

But still I was a bit disappointed simply because I could see the seams in this one. Into the Spider-Verse was relentlessly inventive but also felt “tight,” as if every detail and every stray idea was in the movie for a reason. Plus it never insulted the audience’s (or at least my) intelligence: you pretty much figured out things at the same time as the characters did, and there were no overly drawn-out revelations, or twists meant to blow your mind that you’d seen coming a mile away. Across the Spider-Verse was frustrating at points, because I was either wanting it to hurry up and get to the point already, or because I was wanting it to just calm down and be quiet for a second.

So much of it was manic. I felt like the first movie was able to throw everything together and make it all work, while the second often felt over-stuffed to me. It often seemed like the team knew they had made a masterpiece, and were now desperately trying not just to recapture lightning in a bottle, but to stretch it out into a franchise, Peter Jackson-style, even if it didn’t fit the story.

But this post is supposed to emphasize what I liked about the movie, and what I especially liked were the moments when it stopped the chase scenes and the constant one-liners and asides, and used all its artistic mastery not to overwhelm, but to just tell a story.

The beginning is excellent, deliberately deviating from the format of the first movie’s manic introductions (with a self-referential first line setting up exactly that) to re-introduce characters and introduce one of the main themes of the movie: that these stories are about characters defined by tragedy. It worked wonderfully and was one of the highlights of the entire movie, combining art and music and melodrama and humor in a way that only this series has been able to pull off.

There’s a lengthy scene with Miles and his mother that had me in tears, just because it was such a fearlessly earnest (but not quite maudlin) description of how much a mother can love her son, and the inevitable sadness that comes from realizing that letting a child reach their full potential means losing a huge part of them.

But my favorite scene in the movie is one fairly late in the movie, when (mild spoiler) Gwen returns to her home and has an extended conversation with her father. The scene itself is well performed by the actors, although I don’t think it’s quite as powerful as the one between Rio and Miles. But what makes it so remarkable is that every single aspect of the scene goes towards expressing all the emotion contained in the scene. The backgrounds gain and lose detail. The characters shift between more and less sketchy, full clarity to black shadow, as their moods change. The entire color palette of the scene changes with the characters’ emotional state.

It feels as experimental as the pinnacle of the most inventive Warner Bros shorts, but all in the context of a feature film, and all for a purpose.

I guess that it’s good that I didn’t like Across the Spider-Verse quite as much — and to be clear, it’s like the difference between a B+ and an A++ — because Into the Spider-Verse was almost too perfect in execution. Since these movies are so technically proficient and seemingly capable of absolutely anything, it’s nice to be reminded that there are real, talented, artists behind it all, trying to express something real and personal.

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    To be clear, when I say “the first movie,” I mean Into the Spider-Verse, and not that one with the naked guy running in profile.
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    And for two completely different story reasons!
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    The various comic book-style captions from the “editor” explaining throwaway gags or blink-and-you’ll-miss-it references were an especially nice touch.

One Thing I Like About Quantumania

Spoiler: It’s MODOFK.

Reading reviews about Ant-Man and The Wasp: Quantumania gives me the impression that a lot of critics have negative reviews pre-written, much like celebrity obituaries. Ironically, they complain about the corporate-driven sameness and lack of imagination in every installment, in a way that’s so repetitious and over-familiar that I’m getting deja vu that I’ve made this exact same complaint in previous blog posts about MCU projects.

Somehow, they never seem to mention that it’s corporate-driven content that keeps them submitting reviews for movies that they’re predisposed to dislike. Imagine going back to a pre-Siskel & Ebert/Pauline Kael world, where critics only had to write about things if they had an interesting observation to make!

To be fair: Quantumania does have plenty of signs of Creeping Marvel Fatigue. It never reaches the level of “why exactly does this movie exist, again?” that Eternals did, but it does lapse into the feeling that it’s going through the motions. They’re grand, sweeping, extremely expensive motions, granted, but still.

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One Thing I Love About Disneyland’s New Fireworks Show

“Wondrous Journeys” is the exceedingly rare case of a “nighttime spectacular” that feels like more than just spectacle

Concept art used in this post is from the Disney Parks Blog.

I love fireworks, and I’ve been going to Disney parks for around 50 years, but I’ve still only seen two fireworks shows that I’d call perfect. One was the show for Disneyland’s 50th anniversary, which used sound clips and songs from the various attractions to celebrate the history of the park itself.1The show used the announcer from the Disneyland Railroad announcing a Grand Circle Tour of the Magic Kingdom before setting off on a segment devoted to each land, which was a particularly brilliant touch.

The other was Illuminations: Reflections of Earth at Epcot, which used pyrotechnics to represent the dawn of creation and an LED-covered globe to tell an optimistic story about human civilization. From the pre-show music, to the opening narration blowing out the torches around the lake, to the spectacular conclusion, it’s still in my opinion the best show that Disney’s ever produced.

Almost all of the others I’ve seen have been fine but mostly forgettable. I get why people get misty-eyed over Wishes or Happily Ever After at the Magic Kingdom, but they’ve never made me “feel” anything. None of the songs or flames or projection effects really add anything to the experience; they feel more like they’re there only because they have to be. Disney can’t just launch off a bunch of fireworks and be done with it; people have paid money to see some real spectacle.

So I had low expectations for the new fireworks show that Disneyland has for the studio’s 100th anniversary. For starters, it’s called Wondrous Journeys, which I had to go look up right before writing this post, because it’s exactly the kind of forgettable Magical Word Soup that Disney insists on using to name things. It also starts out following the predictable pattern: introduction from a narrator talking about the importance of wishes or dreams or imagination; an inoffensive pop song done in whatever style is popular on Disney Radio at the moment; and then a series of songs from Disney TV and movies all grouped by theme, from the hero’s “I wish” moments, to the “scary” bit, to the end.

But by the end of it, I was in tears, and I felt like I’d actually seen something new from Disney entertainment, for the first time in over a decade.

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    The show used the announcer from the Disneyland Railroad announcing a Grand Circle Tour of the Magic Kingdom before setting off on a segment devoted to each land, which was a particularly brilliant touch.

One Thing I Love About the She-Hulk Finale

She-Hulk literally delivers its mission statement directly to the camera, but still manages to leave all of its implications for the audience to figure out. Lots of spoilers for the series.

Here’s an example of how blatantly obvious you have to be about something before everyone will get it: the entire time Jennifer Walters spent addressing the mysterious KEVIN in the finale episode, I kept thinking that it was a missed opportunity that they didn’t put a baseball hat on top of him. In fact, KEVIN was clearly, blatantly, designed to look like he was wearing a baseball hat, and this is shown on-screen for long stretches of time, but I completely missed it.1I read a segment from an interview with Kevin Feige in which he said his only push-back to that entire sequence presenting him as an all-controlling AI content generator was that the concept art put a baseball hat on top of the robot, and he pushed for the less silly but still overwhelmingly obvious version used in the show. Which just cements my respect for him and makes me even more convinced he deserves his success. I love the idea of someone becoming obscenely wealthy and powerful just by getting it.

I mention that as a disclaimer that all of the things I think are subtle about She-Hulk are probably not subtle at all. But really, that’s the thing that’s impressed me the most about the series as a whole: it hasn’t ever been subtle about telling the audience exactly what it’s about, but all of the gags and guest appearances and stunt casting and lamp-shading in-jokes haven’t been just a layer of frivolous comedy, skipping along the top to keep it from being too strident or too serious. Instead, they’ve been like a stage magician throwing out one misdirection after another, leaving it until the big finish to show that they’ve been one step ahead the entire time.

The final episode spins last week’s downer of an ending into an over-the-top barrage of self-aware parodies and silly gags. I think it would’ve been completely successful even if it had just stayed on that level, defiantly asserting itself as a light-hearted comedy series proudly existing in the middle of a superhero action-movie juggernaut. When you’re part of a franchise that makes literally billions of dollars, mostly by iterating on a template that’s known to be successful, it’s bold to be able to say, “Nah, we just want to be goofy.”

I admit that while I’ve been enjoying the series a lot — even the episodes that seemed the most frivolous and least “necessary” — it’s been bugging me how often Jennifer Walters seemed to be getting sidelined in her own series. They even had her acknowledge that early on in a fourth-wall break about the audience wanting to see more of Wong, but at the time I just assumed that was a semi-apologetic bit of self-awareness. “We’re going to keep doing this, but we want you to at least know that we’re aware that it’s at the expense of the main character’s story.” The introduction of Titania as an archenemy seemed to be a huge anti-climax and a waste of a hugely charismatic actress. Side characters like Madisynn came in and seemed to steal all the attention away from the lead character. It felt like the series was swimming against the current of the Marvel Cinematic Universe, still managing to be silly and fun, but with all of its franchise obligations keeping it from being as solid as it could’ve been.

The finale says not just that they’re aware of it, but that it was the point all along. Jen’s dream of a gender-swapped version of The Incredible Hulk‘s credit sequence works fine as just a gag parody, and it also works within the fiction: the injustice of her being perceived as a savage monster just for responding in anger to criminal levels of abuse. But it also fits into the theme of the episode and the series as a whole, repeating the question that Jen has been asking outright all along: why can’t she have an identity of her own outside of just being a lady version of a male character?2I learned from Nerdist’s recap videos that there’s an additional layer there: the whole reason the character exists was in response to The Incredible Hulk TV series, and Marvel’s fear that the producers would try to create a female-led spin-off of their own, as they had with The Bionic Woman.

By the end of the show, she’s not just re-writing her finale, but re-defining her whole character. She says outright that the finale was taking things in a weird direction, when it should’ve been about her being able to finally reconcile both of her identities. And that idea is plenty strong enough for a “legal comedy” (if that’s what you prefer to call it). But the finale also draws attention to how it’s spent the last nine episodes reconciling a character that’s been almost entirely defined by men, to one that can actually exist as a voice for women. Even the well-intentioned attempts to redefine or re-invent She-Hulk over the years have still resulted in her being an almost cartoonishly literal representation of “female empowerment.” This series says that instead of giving yet another version of the character that’s defined by how she reacts to sexism and anti-feminism, and how she reacts to the standard superhero cliches, why not just let her define herself?

The finale emphasizes that the audience has been focused on the wrong things all along. Instead of thinking of it as a superhero origin story that uses stolen blood and fight scenes as metaphors for a personal struggle, we should’ve recognized that all the “A plots” were just MCU connective tissue, vehicles for the real story about a woman who stops letting herself be defined by other people. It still works well as a story about a woman figuring out what it means to be a superhero, but I think it’s more interesting as a story about a woman figuring out what it means to be herself.

You can go back through the episodes and see how the stuff that might’ve seemed like meandering side-plots, or throwaway gags, or plot-lines that ended up fizzling out into disappointing anti-climaxes, were never the point in the first place. The first episode is about how women are taught that their anger and power are something they need to be ashamed of and keep under tight control. The second is about people trying to take advantage of her superhero status and exploit it for their own gain. Throughout, she’s trying to deal with the men who only want her as She-Hulk instead of Jen, before eventually being reminded that the problem is letting men define her self-worth. (I was especially happy that we never saw Josh in the finale; the victory wasn’t seeing him get his comeuppance, but in Jen’s finally realizing that he never actually mattered). Titania is set up to be her super-powered arch-nemesis, but instead ends up being an illustration of how powerful women are so frequently set up just to fight each other. And it might be a stretch, but I like the idea that Madisynn exists as an example of a big sloppy mess of a person who can enjoy herself without caring what anybody else thinks.

For a while it seemed like the series was in a weird position, where they were obligated to include fight scenes, even though the fight scenes didn’t fit thematically and were doomed to be anti-climactic when the main character is invulnerable. So I really liked that they gave Jen an obligatory “hallway fight” in which she’s fighting not against the incel bad guys, but against Marvel’s super secret strike force. The show confidently insists that the fights don’t matter, and the franchise tie-ins don’t matter, and then finds a way to include both, all on its own terms.

Since WandaVision was the first MCU TV series, Marvel’s already shown that they’re perfectly willing to indulge in some meta-storytelling. But I’d been assuming that She-Hulk‘s version was just meant to stay true to the comics and to keep the series feeling light and silly. There’s always a risk when you try to be too self-aware and break the fourth wall, that you’re dooming yourself to shallowness: if you’re coming right out and telling the audience what you’re doing, then you’re not leaving them with anything to interpret for themselves. So I’m really impressed that She-Hulk manages to have it both ways: keeping it fun and self-aware while also filling the series with valid-albeit-shallow “grrl power” messaging; but then also defying the template enough to invite you to go back and re-contextualize what the show’s been saying this whole time. This mediocre white man gives it a big thumbs up.

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    I read a segment from an interview with Kevin Feige in which he said his only push-back to that entire sequence presenting him as an all-controlling AI content generator was that the concept art put a baseball hat on top of the robot, and he pushed for the less silly but still overwhelmingly obvious version used in the show. Which just cements my respect for him and makes me even more convinced he deserves his success. I love the idea of someone becoming obscenely wealthy and powerful just by getting it.
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    I learned from Nerdist’s recap videos that there’s an additional layer there: the whole reason the character exists was in response to The Incredible Hulk TV series, and Marvel’s fear that the producers would try to create a female-led spin-off of their own, as they had with The Bionic Woman.

One Thing I Like About Werewolf By Night

Werewolf By Night wasn’t quite as bold as I’d been hoping for, but it pushed the limits of what you can do within the MCU

When I saw the trailer for Werewolf by Night, I thought that Marvel had finally abandoned the notion of making multi-billion dollar global entertainment product, and had become a boutique art house making stuff personally tailored just for me. It felt as personalized as a custom-recorded birthday card.

Since I consider myself one of the internet’s leading evangelists for The Beast Must Die!, I was getting hit with every single one of the right vibes. My only trepidation was that the trailer seemed to be pushing it directly into Universal Monsters territory, instead of making it a 1970s period piece.1Which would’ve been doubly appropriate considering that the Werewolf by Night comics are about as 1970s as you can get without a guest appearance by the Brady Kids. I was holding out hope, though, since the CBS Special Presentation-inspired opening, along with the narration, freeze frames, quick cuts, and fake film effects, all suggested that the movie might be kind of a mashup between 1930s-40s Universal and 1970s Castle Horror.

As it turned out, I was thinking too small. Werewolf by Night was stylistically better than either of those options, since it went for a mash-up of a bunch of different styles, instead of just a pastiche of a single one. There are stun batons, gramophones, and magic amulets, gothic architecture coexisting with art deco and brutalism. It ends up feeling timeless, as if it’s able to draw from a century of genre fiction instead of trying to emulate just one specific period.

It’s become popular to criticize the MCU for its feeling of same-ness — a criticism it often deserves, as genuinely novel concepts so frequently devolve into people flying around punching or shooting lasers at each other. So the current phase of the movies and series have impressed me by how much they’re willing to draw from Marvel’s scattershot library. Is it just super-heroes, or is it a horror story, or sci-fi, or fantasy, or legal sit-coms? The answer is yes.

Werewolf by Night often feels like it’s pushing at the boundaries of the MCU, trying to see how much it can get away with while still fitting into the universe. Unlike a lot of the other MCU entries, it’s most interesting not when it’s showing us a new interpretation of the familiar, but when it’s adding a flourish that’s completely new.2Or at least, new to me. I’m even more unfamiliar with the horror/monster side of the Marvel comics than with anything else. I didn’t even recognize Ted, for instance, until it was pointed out afterwards. The main character Jack transformed completely from a WASP-y, long-sideburned teen into a Mexican man with face paint to honor his heritage. A wind-up, talking corpse. A somber man playing a flaming tuba, for some reason.

So I was a bit disappointed to see it just turn into a bunch of fight scenes, and to see that after all the build-up to the appearance of the title character as being the most fearsome monster of them all, he ended up being only like the fourth most brutal and scary character in this movie alone. But that build-up had so much pure style that I’ll gladly give it a pass.

One thing I like in particular about Werewolf by Night is how brazen it was about simulating old-school filmmaking techniques with all of the tools that a MCU-budgeted film in 2022 has available. It does lay on the affectations so thick that it sometimes feels like it’s trying too hard — film grain, rough cuts, reel change markers, overall the kind of stuff you might expect to see in an After Effects tutorial. But I think it all balances out to a feeling of near-campy enthusiasm. Harriet Sansom Harris, who’s never been less than awesome in anything I’ve ever seen, goes gleefully over the top throughout, so it sometimes seems like the direction is just trying to keep up to her energy.

And it results in a couple of really neat flourishes. The red of the bloodstone every time it’s shown, with the added bonuses of colored lens flares in a black and white movie. But my favorite is in a sequence where the werewolf is ravaging some generic bad guys in a hallway. The action is all in silhouette against a blinding white doorway that’s slowly closing, with the only other light being the occasional flashes of stun batons. It doesn’t show any of the monster or the violence close-up — seemingly a stylistic choice to preserve the mystery instead of a technical limitation, since they don’t hesitate to show Ted in extreme detail. As the carnage goes on, blood is splashed against the camera lens, obscuring more and more of the view. By the time it’s over, you can only imagine what happened.

Was it a visual effect, or a practical one? I don’t actually know, and that’s what I like about it. I’m so used to CGI being omnipresent in these projects that I tend to assume everything is done in post-production, and I’ve gotten harder and harder to impress. However it was done, it was done with so much style and thought to its purpose instead of simply its spectacle, that I stopped caring about how it was done. Instead of zoning out during the fight scenes, like I typically do, I appreciated the point of the scene: to suggest a new monster that was so fearsome, they weren’t even allowed to show it to us.

  • 1
    Which would’ve been doubly appropriate considering that the Werewolf by Night comics are about as 1970s as you can get without a guest appearance by the Brady Kids.
  • 2
    Or at least, new to me. I’m even more unfamiliar with the horror/monster side of the Marvel comics than with anything else. I didn’t even recognize Ted, for instance, until it was pointed out afterwards.

I Don’t Know How I Feel About Dreamlight Valley

Disney’s new “kind of free-to-play but also not really” game is confusing the heck out of me and I can’t stop playing it

Disney Dreamlight Valley is like if you took Kingdom Hearts, removed all the traces of a Japanese RPG, and replaced them with The Sims and Animal Crossing. Or, if you want an unfairly uncharitable interpretation: if you made an IP-synergy game mashing up most of Disney’s characters, applied free-to-play mechanics, and then sold it as a retail product.

To be clear, it’s not actually a free-to-play game, and its mechanics don’t feel anywhere near that exploitative. It’s more like the Sims 4 model, where there’s an endless supply of purchasable content, except you can get much of it just by playing the game normally. Even though “normally” does often feel like doing fetch quests or variants on “collect these 3 things” or “cook these 3 things,” or waiting for timers to expire.

It’s odd, is my point, which might be entirely because I’ve largely been out of the whole “casual games” environment for the past several years. Maybe this is just how these types of games work now, and I’m unfairly equating the mechanics with the types of free-to-play games that I absolutely hate?

Whatever the case, the end result is that I’m absolutely hooked on it, even as I’m constantly wondering whether it’s “okay” for me to be hooked on it. I keep wondering whether I can just enjoy it in perpetuity until I get tired of it, like Animal Crossing, or whether the other shoe is going to drop at any moment, and I’ll find the seedy underside of the business model. I suspect that I’m either just paranoid, or too set in my ways, where you paid your 50-60 bucks and got the entire game until the sequel came along a few years later. I get nervous when I see any sign of the business model in the game design itself.

Which isn’t entirely fair, because Dreamlight Valley is charming as hell. I’ve played this kind of “let’s throw all of our IP together in one place” type game a few times before, from cheaper mobile games to more ambitious stuff like Kingdom Hearts and Disney Infinity, and the art direction and production value of Dreamlight Valley is some of the best yet. It feels aimed at a mid-range, widely accessible game engine, instead of being thrown together on the cheap. The characters and locations I’ve seen so far all stay close to their on-screen versions — without radical redesigns to give everything a common art direction — and I think it all works pretty well.

I’m also very happy that they’ve continued the trend of the Disney Animation Studios 3D character designs for humans that started around Tangled or Frozen, which allow for customization and skew towards cartoons, but are all inherently appealing. I can only dream of hitting the level of Daddiness that my in-game avatar pulls off effortlessly, even if I do still wish that the game had representation for people like me, i.e. those whose hair and beard are completely different colors.

It looks like they’re ready for a full suite of dozens of different characters, so they’re not all exhaustively animated, but each has a set of standard animations that’s still full of character. Merlin does his happy dance, Maui slaps his chest, Remy acts enraptured by what he’s smelling, and so on.

Also, for all my uneasiness at the systems and “compulsion loops” seemingly laid bare, the systems do all fit together in clever and frequently satisfying ways. I’m too much of a Gen Xer to ever be completely comfortable when Disney starts laying it on thick with the power Dreams and Magic and Imagination, but I still am extremely pleased to be playing a game where you level up by doing nice things for your friends. It’s just a really nice, comforting suspension of disbelief to be able to ignore the fact that you’re looking at a semi-randomly-generated list of craftable items, and instead tell yourself, “I’m going to take the time to make Mickey Mouse a vegetable casserole, because I know it’s his favorite.”

I’m playing the game on PC with Xbox Game Pass, which might be part of why I can’t quite get comfortable with it. I still don’t fully understand the business model of subscription services. At least with free-to-play games, I had a vague understanding that they were exploiting “whales” who contributed more money than the average player. I hate it, but at least I understand it. Playing a game like Dreamlight Valley — with its roped-off hallways suggesting near-infinite expansion packs and downloadable content in the future — might feel more relaxing if I’d paid for it up front.

At least for now, though, I’ll keep doing favors for Scrooge McDuck (more or less the Dreamlight Valley version of Tom Nook) and trying on different outfits and cooking meals for Mickey Mouse to take on picnics and do my best to ignore the feeling that the rug is going to get pulled out from under me.