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Offline An4ximandros

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All right, this is my first try at something like this, so I expect mistakes to occur. Thankfully, I can always clarify on following posts and/or edits.

This is an attempt at explaining the symbolism and/or philosophical themes I have perceived while playing the Blue Planet Saga (So far) As well as making a review (of sorts) of my experience with it.

Introduction

Well... Blue Planet. What can I say to start digging this Iceberg? It is a massive, (nowadays) community effort to create the sequel Freespace needs.
It might not be the one it deserves, but waiting on the nigh improbable hope that Volition would somehow make the true sequel to Freespace is foolish.
So fans, ever stubborn in their hope of Freespace 3, made their own... for the second time.

Blue Planet was a strange experience at the time I first played. To begin, Age of Aquarius was a simple Space Opera. You end up in subspace shenanigan-omaly and end up in another universe. A clichéd premise, but I rolled with it.

Afterwards, it becomes the story of how one pilot, Samuel Bei, was contacted by aliens since birth to become the chosen one and restore balance to the force cosmos; after an increase in soap cheese by a factor of ten following the 'death and rebirth' of Sam, the story culminates on the (awe worthy, audio-wise) speech by the Vishnans about enlightenment.

A forgettable story, whose most poignant point was Samuel merging with the aliens. Not because it was deep or meaningful, but because I had never seen something like that before. The music, the voice acting, the setting, the ships, the background... It all added to this moment, making it almost magical. I had told to myself that even if Blue Planet was nothing more than a cheese opera, it was going to be an amusing one at the very least.

And then the ending sequence unfolded before my eyes. After all I had gone through... that ending felt like a kick in the groin followed by a swift slap to the face.
The whole story had built on me an expectation that the ending would unfold in a very... Star Trek-ish fashion. And then this happened:
Everything I thought I understood about Blue Planet was shattered in about four minutes.

This was the one moment that left me hooked to Blue Planet. I wanted more. And War in Heaven (P1) was there for me...

PS: Thanks to QD for that video.
EDIT: Modified the subject of the thread to reflect its final incarnation.
Plus grammatical corrections here and there.
Disclaimer: The second part shall be significantly longer than the first.
« Last Edit: October 27, 2013, 06:58:30 pm by An4ximandros »

 

Offline An4ximandros

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War in Heaven - Acts 1 & 2 (Aka: Part 1):

War in Heaven was for me, the pivot that turned me from 'casual fan' to 'HLP Lurker/Future Community Member.'
I still lurking the forums constantly for news about BP. A few months later I decided to venture out to see the rest of HLP.
Soon afterwards, registered and made my presence official.
Because I wanted to share my thoughts about Blue Planet. I wanted to see what other people had pieced together and what other things I could glean from the 'dev' posts.
But I didn't know how to do that, so it was all a long wait until today (Yesterday, if you wish to get technical.)

The campaign started off with a bang and, despite the critical disadvantage of no voice acting, managed to enrapture me with a single mission: 'Artemis Station'
Even though it was not a playable level, it hooked me instantly with an excellent introduction and a well done delivery of the antagonist.
This was not Adm. Douchy McPunk Morrison. This was Admiral Chiwetel Steele, commander and mastermind of the Artemis assault.
From that into, I gathered that Steele was going to be the main adversary of the campaign. And bloody 'el, was I right!

The second mission introduced me to Noemi Laporte, the so called 'Ubuntu Ideal.' Switching to Noemi was... difficult.
I think it was mostly because of the constant chattering that was left unvoiced; Noemi had too much to say and too little screen time to actually say it.
The dialogue window was 1) all the way up to the Left-Top corner of the screen and 2) it all came at the same time as some intense fighting sections did.
As a result, I was constantly fighting with two pieces of myself: The one that was into the story and 'role-playing' as Noemi, and the one that was playing a videogame.
This became a nightmare in later sections, particularly: Saturn, but I get ahead of myself.

For all the praise AoA's infamous 'Forced Entry' had recieved, WiH upped the game-play ante all the way.
Missions were harder, you had no squad members, enemies were smarter, etc.
This made it difficult, but rewarding, to progress in the story. Then came 'Darkest Hour.'
This was another near magical moment for me. The music (of which the battle track is no longer used because of unfortunate legal stuff), the difficulty, the urgency, it all made me feel like this was it.
This was the final battle... and it came after about five missions. Of course, this being Blue Planet, my expectations were subverted again. Simms, who was nothing more than an annoyance that I could not even understand why Laporte would fall for, came with her squad and frigate and 'saved my life.'
After this I lightened up to that character and began to accept the martian firehead behavior. But there were bigger problems, Steele just showed up and was going to kill us... then more backup arrived, and the mission was salvaged.
Or so I though, because the moment Brie told Noemi to open fleet chat, I actually became depressed.
I was so into the whole mission, that like the characters themselves, I was broken by the reports.
Steele had won, he just let me live. I was at an all time low... and it was going to get worse.

Next mission the rescue Op came. The Op that I replayed at least five times trying to save the Navajas. And lost them each time.
In the end, this mission was too good for me, and I lost to one of the fighter pilots in an overpowering vessel. (The Atalanta, I think?)
Surprisingly, the campaign continued afterwards, letting me carry on with the fact that I had failed as a pilot and as a squad mate.

So far, I had actually disliked Simms and had developed little more than a bitter respect for her character. But it was after the Dating Simm (and the briefing after the most grueling mission
I had played so far [guess which one]), that I learned and started to be accepting of the person that was being presented to me. I came to a peace with the NoSi Romance, and started to like her comments when they came up.

Afterwards, I reached 'Deals in Shadows' and... broke-down again. Sergei Gwylim had broken me. And the moment the chance showed up, I was going to break him.
I was affected far more by the destruction of a shuttle (back then, escape pod) in a videogame than by almost every single movie I had watched in my life.
But it was not over yet, now was my chance to make Steele pay for his devilish dealings. Now I had a chance to make a difference. The Carthage had to be destroyed.

It was another 'magic' moment, routing the Carthage to Saturn, the 2nd & 3rd were going to keep the Tevs busy. I was going to be there and burn it down. Vengeance was going to be mine.
I did not care I had missed about half the dialogue of the mission while dog-fighting. I was here for one thing only: The Carthage.

And then... Steele won.
He expected it all. I was hating him so much, I became as obsessed as the characters had with the idea of hitting him back in some way.
But my reward was an ambush.

Simms went back to being her closed, offensive self after that failiure. And I had gone back to hating her character because of it.
And as the Indus drifted into the Sun, the Fedayeen arrived in the first miraculous rescue cliché that I actually applauded, and was followed suit by the ending sequence.

War in Heaven - Act 3:

Well... this one has for a long time proven difficult to summarize. After some though, however, I have come to the conclusion that the only path I can take is through. Sorry it took so long.

Tenebra I can describe with a single word: Frustration.
Frustration against against complexity, against new ideas, etc. It took me a long time to even get past the first mission.
Even following guides I had much trouble playing, to the point I got sick of it and just cheated to kill the stragglers at the end because of all the times I had to replay and got no skip button.
I had even more trouble on the next mission where I had to hack things and escape.
After a ridiculous amount of rage quits, I managed to finish the mission, one I never want to redo in my entire life. I though the worst was over after the next mission with the Custos, which was pretty darn fun. I was wrong.
When I got to Neptune, the rage was reborn. The fact I had to keep tabs on so many bloody things at once turned that mission from an interesting concept into a hate-play. Oh forgot the turrets, Oh forgot the AWACS, Oh forgot the freighters, Oh forgot the AAAs.

By the time I actually did disable the Carthage, I had amassed such hatred I went through a transcendence. I didn't order its destruction, I was beyond it.
It was a strange experience. I didn't give a damn about anything anymore, not all the times I died, not the feelings I had when I first played WiH. I was void of all at that point.

And after a nicely done Tower Defence mission, I went through Universal Truth. At ~11 PM. Half Asleep. After having eaten a heavy meal. You can guess the wonder that did for my sleep that day,
and the following week really. There is nothing I can add to what I have said before: The mission made me **** myself (figurative) and left me disturbed. Without any need whatsoever for some gory bull****. It was just done so well with abstractions, I was shocked to learn there were spider pics in the mod folders!

Now, onto the main dish... tomorrow. (Valve Time)
« Last Edit: January 08, 2014, 10:47:34 am by An4ximandros »

 

Offline An4ximandros

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Reserved for the main dish of this thread.

 

Offline Luis Dias

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"A forgettable story" <- was that a typo?

I am hopeful for this thread, it shows promise. However keep in mind that the focus of the thread is the symbolic / philosophical aspects of BP and you are about to use the first two parts describing how you subjectively perceived BP from a cliché-analysis narrative pov...

 

Offline AdmiralRalwood

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"A forgettable story" <- was that a typo?
I dunno, plot of AoA felt pretty cliché until the twist ending. When I played it, I was more impressed with the voice acting and gameplay than the plot.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 

Offline QuakeIV

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Yeah, I agree.  Frankly you have to be pretty clever to see all of whats going on if all you have seen is AoA.

Without all of the context available, its actually a pretty weird/lame plot until the epic ending.

e:  Though you have a point, it doesn't have much to do with symbolism.
« Last Edit: October 27, 2013, 06:11:59 pm by QuakeIV »

 

Offline redsniper

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The Carthage had to be destroyed.

I see... what you did here...
"Think about nice things not unhappy things.
The future makes happy, if you make it yourself.
No war; think about happy things."   -WouterSmitssm

Hard Light Productions:
"...this conversation is pointlessly confrontational."

 

Offline Kolgena

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That rescue op is meant to be a brick wall in difficulty: the dev commentary specifically talks about how the mission was supposed to be crazy hard. Don't feel bad that you couldn't beat it :P
http://www.youtube.com/watch?v=-2sm0U7TdLg

 
The Carthage had to be destroyed.

I see... what you did here...
Carthago delenda est.  =D
"Courage is the complement of fear.  A fearless man cannot be courageous.  He is also a fool." -- Robert Heinlein

 

Offline General Battuta

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Main dish! Main dish!

 

Offline An4ximandros

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Argh! Now I actually have to get off my arse and finish this, battuta! :lol:

Now where did I save those drafts...

  

Offline Luis Dias

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Ahem, so you are still doing this?