Showing posts with label media. Show all posts
Showing posts with label media. Show all posts

Sunday, 11 November 2018

Media Reviews: Demons of the Punjab

Forward: It has been honestly years since I last posted something on this site. I want to thank everyone who has been curious despite the inactivity, and with some recent vigor this might change. Time to bring back something that was once a ritual for me with a review.

  For most of my life I've always found science fiction to be one of the most magical of genres. From the medieval space adventures of Star Wars to the FTL-less explorations of space of Leviathan Wakes. Hard or soft, plausible or magical, whether Star Trek has been a wagon train to the stars or Stargate with more space ships, science fiction has had a rather unique position in the cultural sphere.

This is what particularly hit me with tonight's Doctor Who episode Demons of the Punjab.

  First off, I can already imagine some might see political commentary in this episode. I've kind of had my head in American politics for a while and I can see the episode's mention of "angry men on the radio" speaking of something seen in divides on both sides of the Atlantic Ocean. This is something the latest season of Doctor Who has been doing though I personally though find this is one of the strongest series to date. Despite the messages laid within we've had some a very compelling and emotionally gripping stories.

It goes without saying, if you have not seen the episode then I'm going to be dropping a few spoilers.

Sample 1: So far the series has been in plenty of remote locations. But this has its advantages. [BBC, 2018]

  This episode is set in Lahore as the Partition of India gets underway. It's 1947. The separation of Pakistan from India after tension between Hindus and Muslims reaches a boiling point. The British Empire is waning, only just starting to recover from the Second World War while memories of famine remain fresh on local minds. But a lot of these tectonic shifts are largely in the background for the episode - the partition is explored by the Doctor's Pakistani-British companion Yaz discovering her grandmother's husband was a Hindu, and the division this creates with her grandfather's younger brother, a staunch Indian patriot. About halfway through the episode, it is brought up that this younger brother has his head deep in the revolutionary words spoken over the radio. He doesn't say any creative slurs (which has been all too easy in modern political discourse), but he does make it clear his vision for his country does not include his Muslim neighbors. Not only that, but while angry radio voices are mentioned, it isn't argued if these voices are right or wrong in what they say.

Fear and anger can spur people to do terrible things. As we find out.

  Science Fiction, for me, is at its best when its story is three things: Mindful of the past, thinking of the future, and observant of the present. Some of my favourite stories in science fiction use the past or the future to hold a mirror up to the present. The Partition of India was not pleasant, there was a lot of unrest with the establishment of these two nations. Lives were lost, blood was shed along the new border, but Demons of the Punjab never shows this. Not even at the climax when history's course reveals itself do we see a life lost on screen. The unrest is invisible yet its effects are a driving force of the plot. When we discover it was not the visiting aliens who killed a local holy man, but a man who believes he is doing what is right. Two thirds of the way through, the demons in the title are implied to not be the visiting aliens, but human beings who would make their neighbors to be monsters to build their vision of a brighter future.

  Having grown up in a household with rich thoughts on the wars, what comes to mind for me when Yaz's grandfather tries to talk sense into his brother are accounts in the Great War where soldiers of both sides came to realise the enemy weren't so different from themselves. This is something at the forefront of my mind, especially as on this particular celebration as the London ceremony was graced by the president of Germany. At the ground level, whatever your leanings be they spiritual, social or otherwise, the ones who think or sit differently likely have the same problems you do. Others may disagree with your ideas, but that does not make them something to remove.

  The story is not all about political division and the atrocities which can be committed in the name of a righteous vision. At first it seems like the "demons" of the episode are the aliens. Which the Doctor describes as an ancient race who have molded themselves into the perfect assassins (which makes them peers of the Weeping Angels and the Carrionites). Turns out these assassins reformed after finding themselves on the verge of extinction. what is left now wander time and space collecting imprints of people who have died alone. They didn't come because Earth was special or that they had an interest in someone important. Yet they were very civil once their true nature was revealed, which just goes to show that a dreaded reputation does not mean you are dealing with heartless monsters. On the day the participating nations of two devastating wars take time to remember the fallen, it warms the heart to see a group who would trek across space and time to do the same for everyone who has ever lived or shall live. Not just soldiers or those in service, but everyone who departs out of reach of those who care about them.

Sample 2: Not all which is alien are monsters. Not all monsters are alien. [BBC, 2018]

  The eleventh of November is a time to remember those who gave their lives to protect their homes and their families. Risking everything but getting caught up in the maelstrom of war. The catalyst was a war to end all wars that ended nothing. The soldiers who fought in it do not choose who to fight, and the ones they are set up to oppose are probably no different from they are when you strip away ideology or higher-level principles.

Demons of the Punjab held a mirror to what we're doing to ourselves right now, but it was also a welcoming tribute to those who gave their lives to protect those they cared about or those who helped the unfortunate, who in their final moments had no one beside them. Offering a light that maybe we are not alone in this remembrance. However your Sunday has been, remember this as a day of remembrance of all the fallen for all the nations.

Image Sources


Tuesday, 3 March 2015

Fantastic Voyage: Further Research

    I decided that what I had for my market research may not have been enough. So I decided ot do some extra research and stumbled across a test run by the Wichita State University's (WSU) Software Useability Research Laboratory. In 2011 (unfortunately a few years before Advanced Warfare would come out, Activision is indeed doing a lot to cover up how popular the game is staristically) they did a group test in order to find out gaming trends.

First I should note about this data that the WSU's population pool was:
  • 341 people
  • 73.9% male, 26.1% female
  • ranged between 18 and 51 years old
  • 80% were students (73% full time, 7% part-time)
  • 73% white, 11% Asian or Pacific Islander, 3% African/American
The vast majority of the poll showed the following indicators that relate to my direction (the full data is in the bibliography below):
  • 75% played violent video games
  • ~70-75% classified themselves as "expert" or "frequent" gamers
  • Over 60% game on a PC while 32% game on a console
  • Out of those who were polled:
    • 177 currently or have owned an Xbox 360
    • 58 currently or have owned an Xbox
    • 118 currently or have owned an Playstation 3
    • 106 currently or have owned an Playstation 2
Figure 1: A poll of 314 that asked what their favourite video game series was. (Phan, 2011)
     It was an interesting discovery that so many of those polled in the test rated the Starcraft franchise their favourite game (Starcraft 2 was released in 2010 compared to CoD Ghosts, Black Ops 2, Modern Warfare and Halo 4 which came out after the test was run). When asked about what video games they had purchased with in the last year there was a very interesting trend with five of the top 10:
Figure 2: A poll of 314 people asking which games they had most recently purchased over the past year. (Phan, 2011)
    Save for Portal, all five of these franchises are shooters or violent games (Call of Duty and Battlefield only doing it recently) that feature some element of "used future"-style science fiction in-line with the style of Aliens, Blade Runner or The Matrix. I considered looking into Starcraft and Deus Ex as they both feature the two aesthetic elements I am going for: Industrial used future, and Giger-esque biomechanics. The evolution of video games, especially triple-A titles such as Battlefield, Starcraft, Call of Duty and Deus Ex means that as tiem goes on, games become much more cinematic, with the most recent Call of Duty games especially giving an atmospheric scope and general feel of the typical summer blockbuster.

    When looking at the broader scope, such as video game sales, the trend, while slightly different, the battle between CoD, Battlefield and Halo is not, and pretty-much line up with statistics from mid-2012:
Figure 3: List of the top 10 highet-selling first person shooters. (D'Angelo, 2012)
    Deus Ex or Starcraft might not be on this list, but the trend picked up on the survey was still very apparent: Call of Duty is the most popular, followed by Battlefield and by Halo in that order. I decided to look into the success of Starcraft to see how successful it is in the public eye as there is one thing these four games - Starcraft, Battlefield, Halo and CoD - all have in common: Their emphasis on multiplayer make them popular platforms for competetive gaming such as online multiplayer and e-sports tournaments.

Figure 4: Annual financial output of e-sports tournaments between 1998 and 2014 (Escaravage, 2015)
    Looking at e-sports tournament prize handouts between 1998 and 2014 (Escaravage, 2015), last year Starcraft was a much, much more profitable Esports arena than Call of Duty, Halo and Battlefield combined. The profitability can be a potential measure of it's popularity and the scope of it's audience - a more popular game is more likely to draw more investors who will be more willing to take a risk and offer a larger payout. Granted with tournament games it's the mechanics that primarily matter as CoD and Halo were practically neck and neck in winning opportunities last year. In 2013 Statistic Brain published that the Starcraft franchise (Star Craft, Brood War and Wings of Liberty) had, by 2013, sold 14.1 million copies over their lifespans, which would theoretically put it above Battlefield 3 on the above list by VGchartz (granted if we went by title, Starcraft 2 would not even be on the list and Starcraft and Brood War, which combined sold 9.5 million copies would be under Halo 3). Because the statistics for Blizzard Entertainment were from 2013, it is hard ot say how much the expansions Heart of the Swarm and the upcoming Light of the Void would affect the game sales.

    However the sales revenue is perhaps another factor to consider: Combined, making Blizzard Entertainment $679million, the two game iterations would have surpassed the amount of money that Black Ops 2 had made on the day of release.

     Despite StarCraft 2s lack of success in the sales charts, there is little escaping the suggestion that these three shooters and Starcraft are all popular games that appeal to students, tech-heads and competetive gamers alike.

    I may have lost track on my target audience age range and to compensate I discovered a narticle by the Guardian that, while looking mainly at the numbers of female gamers in the UK, can potentially be used to gauge the average. As accordingot an initial paragraph, "Based on interviews with 4,000 UK residents, the research asserts that women now account for 52% of the gaming audience, up from 49% three years ago." Although the article uses the phrase "the stereotype of the teenage boy playing alone in his bedroom is well and truly dead." women are only a statistical majority (ot of 4000 polled) by a factor of 2%. (Stuart, 2014). The unisex results are one of the things I am interested in 

Figure 5: Despite a kink, the data appears conclusive that even with the rise of mobile gaming, it is
still the younger generations who are more at home playing video games. (Stuart, 2014)

    By the graph's account, 8-17 year olds (which is late primary to seconday school age) make up the highest single age-group-based gamer proportion of the poll, with 25 to 34 year olds coming a closesecond and 35-44 year olds coming in third. Even if they are the lead share of the polled gamer audience by 4%, they are the age group who are most likely to play a game in the span of six months. The article later states however that 54% of that number state the smartphone was their platform of choice, followed by the computer at 51% of the audience (The fact these two make the grand total 104% makes me believe these are preference rankings). Out of the 4000 polled, only 18% considered action, adventure or shooter as their favourite genre while 33% considered trivia, word or puzzle games their favourite. Shooters and action/adventure still came in second, with RPGs or strategy games making up only 10% of the polledp opulation's favourite genre. (Stuart, 2014)

Bibliography
Image References