The Biggest Announcements from the Nintendo E3 Panel

Nintendo’s E3 panel sent fans through a doozy. Packed full with announcements, Nintendo provided both good news and bad news for excited fans, particularly those of Legend of Zelda and Animal Crossing.

During the panel, Nintendo announced a full sequel to 2017’s Legend of Zelda: Breath of the Wild, which came as a surprise to many. There’s not much on the new game beyond the teaser trailer, but it appears to take on a much darker tone than the original, exciting many. Some have excitedly compared the teased darkness to the darker tones of Legend of Zelda: Majora’s Mask, which still stands both as one of the highest rated Zelda games, and one of the most popular.

Banjo-Kazooie was also announced to join the Smash Ultimate game, alongside another hero from Dragon Quest. The DQ hero will be released sometime this summer, while Banjo will come out sometime in the fall.

A teaser for Luigi’s Mansion 3 was released, awing audiences with amazing graphics and revealing a gooey Luigi doppelganger named Gooigi. Gooigi will be available through the co-op playthrough of the game. It’s an interesting turn for the franchise, one that will be sure not to disappoint.

The release date for the adorable remake of Legend of Zelda: Link’s Awakening was announced to be September 20th. Combining Legend of Zelda and Super Mario, the game has adorable graphics, and will have the option where you can build your own challenging dungeons to play through.

A new trailer for Fire Emblem: Three Houses was released, revealing more of what the storyline is actually about. The new game will take a sharp turn from the older Fire Emblem games, with four different routes that players can choose, and will hopefully see more success than Fire Emblem: Fates. The game is set to be released July 26, months in advanced of the previously set date.

The long-awaited Animal Crossing had its date pushed back to March 20 of next year, disappointing fans that had been eagerly awaiting the game’s release on the Switch. Despite this, the graphics look lovely, and will have many updated features that the previous Animal Crossing game didn’t have.

Last but not least, Nintendo announced the edition of Pokemon plus support for their new games Pokemon: Sword and Pokemon: Shield. Although it is not much of an announcement, the E3 panel comes just a week after the Nintendo Direct reveal of the new Pokemon world, including the reveal of new Galo region pokemon. The game is set to drop November 15.

No One Wants to Play with a Sore Loser

Playing video games, and games in general, can lead to hours of extreme fun. That is, if you’re not playing with a sore loser.

What is a sore loser? A sore loser is someone who has a nasty competitive streak with anything game related. They can’t just relax and have fun, they have to win, or they won’t stop playing until they do. When they don’t win, they throw a fit and ruin the whole atmosphere. And that’s just if there’s only one person with a competitive streak.

The reason I’m talking about this can all be traced to my winter break from school and two of my younger cousins. I had had problems with these cousins before, as they have a tendency to antagonize each other to the point where it gets out of hand. This antagonizing behavior transfers rather miserably over to video games.

You see, the older brother (who is seven years older than his brother, mind you), has a Nintendo switch, with games such as Mario Party and Super Smash Bros. Fun games, right? Not with them. They are incredibly competitive, especially with each other, bickering and making nasty comments towards each other. They can’t play a game for the sake of having fun. It got to the point where I couldn’t play with them all that much, because their behavior dragged down the rest of the group and make the game stressful. They had to win, and when the younger one got second place in something, he would whine about being a loser that no one liked. Just about myself and all older cousins have called the two out for their behavior, but that didn’t seem to change anything.

Anecdote aside, I think it’s safe to say that no one likes playing video games with overly-competitive people. They make the situation tense, and it doesn’t get any better when they win/don’t win. They suck the life out of playing the video game, and then wonder why no one wants to play with them.

Now, let me just say that it doesn’t hurt to be competitive. Just about anyone can be competitive, which can add to the fun (no one wants to play with someone who doesn’t care enough to try, either). But it’s important to understand that the best way to make that competitiveness work is to understand when a game is just a game, and you won’t lose anything from it (unless you’re winning 10,000 dollars). Overly-competitive people just don’t know how to do that.

Things to Note From Rockstar’s Work Conditions

I would have written earlier about this, but was away from my computer and couldn’t get to it. But about a week ago, it was discovered that in order to make Red Dead Redemption 2, programmers and other staff had to work 100 hour weeks over a three week period in order to finish the game. This caused a swift backlash on the Internet about the conditions, with everything from news journals to podcasts criticizing what Rockstar had done. Co-founder and VP Dan Houser argued that these overtime shifts were “optional” to employees in defense of the habits, saying that these people opted-in overtime to finish the newest game.

However, when some employees (granted permission by the company to clear the air) took to Reddit for Q&A, that clearly wasn’t the case. A QA tester from the Rockstar Lincoln studio in the UK clarified that the public doesn’t often hear of the working conditions as a result of employees signing a NDA (non-disclosure agreement), preventing them from taking issues to the public.

He also clarified that the overtime shifts aren’t really optional but expected, as they have to make up an overtime shift if they for whatever reason can’t do an initial one. As for weekends, they have to make it up as a “double” weekend if they miss out on working one. The QA tester does clarify that they are paid for their overtime. He does establish the difference between a typical work shift and an overtime shift, the main difference being about 2 1/2- 3 hours longer. The overtime shifts are usually implemented near the end of the creation of a video game, in order to have it released by the proper date they planned for. While that doesn’t alleviate the issue of exploitation, it does explain that the overtime hours aren’t the norm.

Now, in the midst of this controversy, I noticed that some freelance artists, programmers, ans video game designers took to Twitter and other forums to explain their story. They didn’t center their stories around Rockstar, but rather their experiences as contract workers for other companies. What they explained was rather interesting.

Just about 100% of the time, the people were explaining that they voluntarily took on the hours, for fear of being dropped from their contracts. Despite some being told by their own employers that they don’t need to work so hard, they still overworked, trying to be as productive as possible and thus more valuable. All of these cases end in a nasty case of burn out.

What is burn out? By dictionary terms, it means to completely ruin one’s health or energy through overworking for a long period of time. People will permanently disfigure themselves, or place themselves into life-threatening situations that way, all because they wouldn’t let their body rest. Ever heard of people dying at their desks in Japan from working too much? Yeah, that’s an extreme form of burn out.

As I mentioned earlier, the thing to note in both of these areas is that the overtime is promoted as voluntary or optional in terms of the legal working contract. But workers argue that the “optional” overtime was actually expected, or perceived to be expected, thus feeling the pressure to take up the overtime. It’s a dangerous expectation that can easily result in the damaged health of an employee.

Returning to the World I Knew Before

I don’t know if I’ve indicated before, but I have a long history of being a huge nerd.

Or rather, a geek (yes, there is a difference). I wasn’t the techy “build your own computer and digs math” type, which would have classified me as a nerd (by stereotypical standards). No, I have always preferred pop culture and literature, preferring to spend my time playing games and dabbling in a bit of anime. But the biggest highlight of being a geek was going to conventions.

The two biggest conventions I went to were Wondercon, which functions as a mini-Comic Con, situated in Anaheim, and Anime Expo, the largest Anime convention in North America. I went to these conventions every year from when I was thirteen until I went to college, when scheduling began interfering. It got to a point where I kind of got sick of them.

But in college, things changed. For some reason, I had it in my head that I should “grow out” of my geekiness, or at least keep it more private. Perhaps it was because I looked around and saw all the other geeks around me at school made me uncomfortable. They were just too stereo-typically geeky. That’s not to say that some of my high school friends weren’t, but these guys just fit the bill too well.

The disassociation might also have been partially influenced by the fact that I never fit the bit for someone who was geeky. Yeah, I wear glasses and at one point cut my hair short and dressed less-than-pleasantly, but I’m not talking about that. I’m talking about my face, my figure. I looked more like the kind of person geeks and nerds would wish would be into the same stuff as them. And this isn’t out of an inflation of my own ego. I’ve had enough creepy experiences to know exactly what position I was in. I look more like I belong in a Starbucks.

This was a factor that had always plagued my adolescent years. Especially during the height of gamer gate, where you could get called a fake gamer or fake nerd for just about breathing the “wrong way”. They never judged the people that looked like (stereotypical) geeks and nerds. They judged the people that didn’t.

It didn’t help that my Mom and sister would make fun of me for being a geek. My sister has become more involved in the culture herself in recent years, which has lightened her take on it, but my Mom would always roll her eyes. She still thinks I’m into things that I’m not (i.e: she thinks everything I watch is anime for some reason). She didn’t stop me from being a part of geek culture, but she didn’t much like the fact that I was so into it, either.

So for most of my college years, I kind of kept things under wrap. I stopped investing myself in geek culture for the most part, although I couldn’t help having my closest friends know what I was into. Everything was going fine.

But then, I started to miss the geek world. I started to miss being involved in the newest game, and missed going to conventions. I missed being a geek. I wasn’t going to suddenly stop dressing decent, but I didn’t want to let go of something I actually enjoyed. It was a big part of my life, and it was something cool to do. I got to see artists I follow in person, discover new artists, and find new things that I didn’t know before in geek culture.

So I’ve decided to come back. My Dad says he can get us into Comic Con, and I am planning on going to Anime Expo, so I guess that’s a good start to breaking back in. While I don’t have much time to be “full geek” (I have school and work), I do plan on enjoying the things I once did.

You Can’t Rely on Old Media for Depictions of the West

Recently, Rockstar has announced that Red Dead Redemption 2, the sequel to its instant classic of Red Dead Redemption, will add black cowboys, portraying a more realistic perspective of how the Wild West would have been.

However, like all things with time period games, there are those who dissent to having these characters added. Fortunately, it’s not nearly on the same scale as some other games, but it still exists. One argument of the dissent that stuck out to me was the idea of how historically “inaccurate” it was to have black cowboys. These arguments are based off of old Hollywood and TV portrayals of the West, somehow justifying their arguments. If P.O.Cs were not portrayed then, then therefore they simply weren’t actually present, right?

Wrong. Let me give a little insight on the actual realm of the West. The West, with its notoriety for being a “lawless wasteland”, was much more racially open than the rest of the United States. A former part of land owned and controlled by Spain (and later Mexico), the wide and mostly unpopulated expanse had plenty or room for the proliferation of Vaqueros, or the precursor to cowboys.

The Vaquero lifestyle was mostly used by Mexicans and some Natives, who gained influence from the Spanish ranchers on the Missions. However, when the land was won over by the US in the Mexican-American War, the Vaquero stopped being a purely Hispanic profession. Caucasian and later black cowboys began making an appearance on the scene, taking up the Vaquero (later renamed cowboy) lifestyle to live a “free rancher” life.

Black cowboys initially started as slaves tending to their masters’ cattle ranches while they were away at war in Texas, although there were some that escaped West before incorporation into the US to escape their former masters. In this, black Vaqueros gained the skills that would make them invaluable to the cattle industry, allowing them to prosper following the end of the Civil War. As many as 1 in 4 cowboys were Black, travelling throughout the West to help ranchers herd their cattle.

Now, this didn’t make the West some racial paradise, as discrimination against Latinos, Blacks, Native Americans, and later Asians (who came in to help build train tracks that would help connect the Continental US) was still a common phenomenon. But it allowed more freedom than other parts of the US.

Now, with all that in mind, how does this relate to old media? Well, if you’ve watched any spaghetti Western film or TV, you’ll easily notice that the diverse history of the West simply does not exist. If there’s a Native, they’re violent savages killing the poor white woman for fun. The Asians are portrayed as dirty, cheap, and lying. There’s not even a mention of Blacks or Hispanics.

No, the Western shows and films represent and idealized White version of the West, one which claims the cowboy as purely American made, despite its Hispanic origins. It’s about the finding the Classic love in the Wild and Gritty West, centered around White actors in a purely whitewashed realm.

Even as late into the 1990’s, media surrounding the West was heavily geared towards portraying it as white dominant, with only a few outliers that portrayed otherwise. It was only in recent years with Django Unchained, Hateful Eight and Magnificent Seven that the whites-only narrative has fallen back, showing another, previously unacknowledged side of diversity in the Wild West.

Old Media has a particular representation for portraying false narratives, and is unreliable for arguments trying to prove historical accuracy. Media changes stories and narratives all the time for entertainment, especially in older films and TV shows.

The Downfall of Telltale Games

Now, I am a few days late to this whole drama, but that has let me get a glimpse of a little extra content.

Last week, Telltale games declared that it was going to be shutting down, laying off most of its staff (who were expecting an eventual closure, but not so sudden). Official reports argue that a failed round of funding (the last backer abruptly pulled out) caused the shut down. The company is only staying open in order to finish the Minecraft: Story Mode for Netflix, then is shutting down permanently. This puts a halt to the much anticipated final season of Walking Dead and trashes the production for a Stranger Things game.

While officially, financial problems led to the closure, this development was a long time coming. Telltale games exploded onto the mainstream scene with the insanely popular first season of Walking Dead, released in 2012. Every gamer who was played that game, with streams for the first chapter popping up. As the game had promised that the endings would change based on your actions, people were trying to get the best ending possible. The first season was pretty good at making it seem like it changed based off actions, as well.

However, people quickly realized in the second season that this was not the case. Major events occurred no matter what, taking away the purpose of trying to find different outcomes. Another problem as well was the fact that the only character that remained consistent was Clementine (and later the child), while all other characters seemingly disappeared. Even the spin-off game was a dead end, with none of the characters making it into the actual game. This made it so there was too many characters to get invested in, turning people off.

This also ruined interest in Game of Thrones and Batman, two games that were reportedly good, but too long and unchanging for people to really be invested in. It only goes downhill from there, as Telltale keeps releasing more and more games, none of which had anywhere near the same popularity as the first season of Walking Dead. As a result, the company was merely digging itself into its own grave.

But, it didn’t let that on to its employees. In fact, the company had just hired people weeks before they had the massive layoff, with people even moving across the country in order to come and work. As a result, a massive class-action lawsuit has been filed against the company, as with the sudden layoff with an almost immediate cut-off of benefits, they have violated California labor laws. Some argue that in suing a bankrupt company, they are wasting their time, but it’s important to solidify that these laws apply to gaming companies, who might otherwise think they’re exempt.

The Saturation Complex of Geek Culture

I had mentioned in a post earlier that there is a prevailing idea that misconstrues how geek culture came to be. I can’t really say where this came about, although I strongly suspect that films and TV shows of the 1970s and 1980s paired with gendered conceptions surrounding geek culture are to blame. Whatever the cause, it has fueled this conception, leading to a sort of alienation complex as the geek community shifts and changes.

As a result, there is this saturated version of history, which relies on the idea that women and minorities have not been a part of geek culture until very recently (as in, within the last decade). As a result, there has developed a constant push against women and minorities joining in on geek culture, with particular “tests” placed against women in order to test if they’re “qualified” to partake in the geek community. These blockades grow increasingly pointless as geek culture continues to gain popularity, and yet for some reason persists. Perhaps I can explain why.

You see, it all starts at the source of geek culture: Science Fiction (Sci-Fi). In the saturated version of geek history, the first Sci-Fi author was Jules Vernes, best known for his book Twenty Thousand Leagues Under the Sea. As a result, this causes men who believe this start to think that women and other minorities have no real right to enter and write about Sci-Fi.

However, if you make one quick Google search, you’ll find that this version is incorrect. While Jules Verne was one of the earlier Sci-Fi writers, the real first Sci-Fi author was Mary Shelley, who published Frankenstein in 1818, a whopping fifty years before Jules Verne. This makes the Sci-Fi genre not a “boys only” club, but a club founded by women.

Shelley wasn’t the last female Sci-Fi author, either. Well-known ones include Octavia E. Butler, Margaret Atwood, Ursula K. Le Guin, and Suzanne Collins. Sci-Fi has never been a “boys only” club, although it is often pushed to appear that way.

Comics, by contrast, didn’t really diversify until recently. In its early days, the comic industry was very much “boys only”, mostly outright refusing to hire women and other minorities. This isn’t unusual, however; the entertainment industry as a whole was that way.  That isn’t to say that women and minorities weren’t in those realms, but it was very difficult to break in, particularly from the 1920’s-1970’s. This realm makes it a whole lot easier to promote the saturated history. Since women and other minorities were barred, it was easy to say that they didn’t belong and exist in the space. Despite the fact that the majority of comic readers in the present era greatly outweighs the “traditional” readership (white men), there is still this stigma that pushes women and minorities away.

The same goes for the video game industry. Women and minorities were mostly barred in the early days (as they were discouraged and stigmatized from getting STEM degrees in college), meaning that they couldn’t break in until more recently. This has created a frictional environment that extends beyond game development and into game playing, leading to online harassment and common claims of not being a “real gamer” to anyone that doesn’t fit the geek stereotype. To be honest, the “fake gamer” argument is ridiculous: if you play games, you’re a gamer. You don’t have to be best of the best, but if you play video games as a hobby, then you qualify.

The reason there is such a push back against diversity entering geek culture mostly stems from a victim complex among the “traditional” geeks. Despite the fact that geek culture has been gaining continuous popularity over the last two-three decades (exploding after the premiers of Walking Dead and Game of Thrones), the news for some reason has not hit the geek community. Or, rather, it has not processed.

The “traditional” geeks seem to be in denial about just how popular geek culture is, moaning and groaning how they are such victims and such a minority, while at the same time fighting against anyone that doesn’t fit their own characteristics and pushing them away. They like to act like they’re still the kids that get severely bullied, although just about any kid with a computer nowadays has access to video games and anime. It’s a bizarre complex that sticks out like a sore thumb.

How Fandoms Go from Fab to Drab

Fandoms, which are a subculture centered around supporting or following a certain piece of media, are everywhere in Geek culture. Just about every TV show, movie, book series, and more has a fandom, some small, some tremendously big, and many in-between. If something extremely popular is released, usually its fandom explodes for a few months, or even a few years, before mysteriously collapsing and disappearing. If you’ve ever seen this occur, then you have just witnessed a fandom going from fab to drab.

How does this occur? Fandoms have normal lifespans, with the very small ones usually dying out fairly quickly after the piece is released (known as “going dead” in fandom terminology). Medium and large ones that continue in their drab phase can live a long time-I’m talking about decades of survival (Star Wars, Star Trek, Back to the Future). This is all a part of a natural cycle.

However, Fandoms that go from fab to drab have a relatively short and volatile lifespan, which can lead to fall-backs and resurgences, all before their eventual collapse. This usually comes as a result of several factors.

The first is the development is what’s known as toxicity. Every fandom has a few bad eggs. But when there’s enough of them, all attacking people and bullying people over differing ships and opinions, then the fandom gets labelled as “toxic”, both by people outside of the fandom and the few remaining clear-headed people still in the fandom. Fandom is supposed to be about a community coming together, not tearing each other apart. This is an issue that can occur in just about any large fandom, as major groups (particularly shaped around “ships”, or couples that people root for) belittle minor groups, essentially bullying them out of the fandom.

The toxicity does not stop at people in the fandom, either. I remember the days of Superwholock (The combination fandom of Supernatural, Dr. Who, and Sherlock) when the fandom would attack any outsider that questioned them or criticized them, building up their own reputation as toxic. The same thing happened to the Undertale fandom, leading to its demise within only a year of the game being released.

Which leads me to my next point: Hatred towards the fandom. When a fandom is toxic, it not only builds up a bad reputation, but cuts its own supply off of newcomers. When people are discouraged or turned off from joining the fandom, even the largest one will eventually fall. Every fandom needs newcomers to survive; too few or none at all will kill just about any one of them (Superwholock was an interestingly unique case, but in order to explain it in full detail I would need to talk about it separately).

When fandoms are faced with these two issues, they become increasingly volatile, lashing out against others and fully consuming themselves in their toxicity, which only furthers the problem. They solidify their own fate, even if they don’t know it.

Fandoms that once start fab, welcoming all others and becoming a large fandom that bonds over a certain media, can either quickly or slowly turn drab, turning against itself and ruining itself as others watch on. It’s an interesting and prevalent cycle that normally only happens to the biggest and trendiest fandom of the time, providing a serious lesson to others about growing too big too quickly.

A History of the Mouse that Roared

On November 18 of this year, Mickey Mouse turns 90 years old. This mascot of Walt Disney Studios has had a long history, changing from his original form to his current squat and recognizable version. I thought I might provide a little history on this famous mouse, commemorating all that he has contributed to the Walt Disney brand.

Mickey Mouse’s story doesn’t start with himself, however. It starts with a cute little rabbit. This was Oswald the Lucky Rabbit, created in 1927 by Walt Disney when Disney Brothers Studio was just another part of Universal’s animation branch. He was an instant hit, and a star of Universal’s animation sector. However, when Disney met with Universal to negotiate another contract in 1928, he found himself in a position where all his employees had been hired away and the rights to Oswald had been ripped from him. He had been offered to become an employee for a lower salary, but had refused, leaving with loyal animator Ub Iwerks to find a replacement for Oswald.

They made a new character, a mouse, who originally went by the name of Mortimer. But the name didn’t last, and by the time of his debut, he was Mickey.

Now, Mickey wasn’t an immediate hit like Oswald. In fact, his first two shorts drew almost no attention. However, Disney made a big break with the release of Steamboat Willie, the first animation to have synchronized music and sound, on November 18 1928. Within a matter of months, a line of animated shorts appeared, and by the end of the year Mickey Mouse was a national fad. Walt Disney began lining up Mickey Mouse merchandise, and within two years the Mickey Mouse Club was up and running.

Mickey Mouse in his original form was more round, which limited the amount of movement that he had in animation. However, in 1935 animator Fred Moore gave him a more pear-shaped body, pupils, white gloves and a shorter snout, making him more dynamic and cute. This appearance made its big appearance in the Sorcerer’s Apprentice, a musical short that appeared in 1936’s Fantasia.

By the end of the 1930’s, Mickey Mouse had been in dozens of shorts, having starred in countless adventures. His popularity would continue throughout the 1940’s and into the early 1950’s, when major motion films such as Bambi and Sleeping Beauty began to take audiences by storm. With the rise of the “Golden Age” of Disney films came the fall of the popularity of Mickey Mouse. Starting in 1953, Mickey Mouse would be entirely out of commission until 1983, with the release of Mickey’s Christmas Carol.

Despite this decline, Mickey Mouse is still one of the most recognizable animated characters of the 20th and 21st centuries, still maintaining a whopping 40 percent of merchandise sales, and still appearing in popular video games such as Kingdom Hearts. He is the face of Walt Disney, and more generally Disney itself, maintaining a permanent presence. He is a small mouse with the voice of a lion, making himself known wherever he goes.

The Negative Effects of the “Pure” Trend

I can say that the “pure” trend, a trend where people look for anything and everything to try and argue that some form of media is “problematic” in the efforts of finding the “purest” media, started around 2014. It initially started as a way to avoid promoting people who did shady things, but then evolved and grew much worse, leading to people who follow the trend trying to exaggerate non-real issues in order to say why and otherwise piece of good media was actually awful. The “pure” trend is unnecessarily nasty, attempting to ruin actually good or progressive media.

The most recent case of this was Brooklyn 99Brooklyn 99, which was marked for its genuinely funny humor (and social progressiveness), came under attack for being centered around a police force, which “media purists” argued made the show awful. They discouraged people from watching it, arguing that because it was about cops, it was promoting police brutality (what?). Fortunately, their attempts actually backfired, with people calling them out for trying to ruin a good show.

Unfortunately, this wasn’t the case for a few other examples, particularly Dream Daddy. The game, which is a male dating sim where you have the option of dating many fathers. It was diverse and cute, and it was harmless. However, “purists” jumped on the fact that there was an unused ending for one dad, a priest, where he ran a cult, saying that that ending was homophobic. They extended that assumption to say that the whole game was homophobic, and that the creators, a group called Game Grumps (known for their Youtube channel) were terrible people that deserved to be permanently boycotted. While the game’s popularity did resurface quickly, it took an initial hit, fading to the shadows as the “purists” continued to blast the game.

If you couldn’t tell by the examples, the “purity” trend doesn’t center around conservative Christian values. It’s rather based from the social justice warrior values, the radicalized form of progressiveness. In these values they look to ruin everything to find the most perfect media, which assumes that human beings can be perfect, and any flaws they might have ruin their image for life. These people jump on the idea that someone’s problematic past (in the case that they changed and became better people) makes them unable of redemption, which only reinforces the idea that people can’t change. It completely ignores people’s human nature and variance, placing them in an unachievable position of having to be perfect, always. It’s simply unrealistic and damaging.

How Ancient Greece and Rome get Ignored in the World of Pop Culture

I’m going to put this out here before I go into anything else: I love studying ancient Rome. Ancient Greece is interesting, too, but there is just something about Rome’s quirkiness that is a whole other realm of entertaining. Like no Greek has made their horse a senator, and no Greek ruler has ever made all the aristocracy sit during his performances, which went for hours on end. Even if you went into labor during one, you either had to give birth there or wait until the concert was done (good old emperor Nero, right?). The absurdity of ancient Rome is just endlessly entertaining.

This interest, however (plus studying ancient Greek society and politics for classes), has made me a stickler for detail and historical accuracy. Which is something that doesn’t exist in Hollywood. Or really most forms of media. Ever. Ancient Rome and Greece (particularly Sparta) seem to get constantly portrayed as nations completely consumed by war (which isn’t too far off for Rome, but war never actually happened on the peninsula), with soldiers and generals being the stars. How both are portrayed ignores both the complexity of either society, but also greatly sets up the idea that both were only the super-machismo men that we imagine today. Which is expected, as every culture gets simplified to focus on the more “interesting” aspect of warfare. But I thought I would expand other interesting parts about these cultures that are either sorely left out of media, or not elaborated enough.

When it comes to Sparta, what you might imagine is the movie 300, or any other films centered around the culture. Sparta is often portrayed as the epitome of super-machismo, with sexy men with ripped bodies in scant uniforms, while the women are often left at home in the traditional Greek tunic. This basis isn’t unfounded. Sparta was known as the “warrior kingdom”, with children training from a young age to be strong warriors and advanced athletes. Yes, I said children. Women were also trained to be fit (although to a lesser extent than guys), and had some of the most rights of all Greek women. Because men had to train to become a “real” Spartan at 30, and people were expected to marry around 18 (late relative to Greece), women had to have quite a bit of freedom, and were expected to maintain athleticism and a healthy diet to raise strong children. They could perform in sporting events, and had the rights to property, making Sparta unlike the rest of ancient Greece.

This difference in culture often attracted criticism by other ancient Greeks, especially by Athenians, who saw Spartan men as “controlled by women”, despite the intense training in athleticism and warfare that Spartan men had to go through. Sparta is often pictured also as an independent piece that focused itself around Persia. This also ignores the massive around of political influence that Sparta had in Greece, with alliances and “sibling-hood” that made up the area called Peloponnese, which would eventually bring the downfall of Athens (no kidding, the Spartans trash the Athenians in the Peloponnesian War). While Persia was an issue, Athens was a bigger issue (but we can’t show them being destroying the birthplace of democracy, can we?).

As for Rome, it often gets shoehorned as purely militaristic, or centered around the time of the rise of Caesar and Cleopatra (one of history’s most famous romances). And for some reason, Rome seems to always be directly under attack, at periods of time when direct invasion of the city just didn’t happen. In fact, most of the peninsula was never invaded until the collapse of Western Rome, brought into the Roman empire through alliances (except for Sicily). The main problems the city of Rome itself faced wasn’t invasion, but fires. Lots of fires.

Plus, after a certain point, Rome stopped trying to spread its empire, and focused on trying to maintain it. At its height, Rome was the largest empire in human history before Britain in the 1800s, extending from the base of Scotland all the way out to Western India. Which also adds another point. The Roman Empire was insanely diverse, with people of many races having the potential to be considered aristocracy (Rome had to maintain hierarchy in the further regions, in order to keep civilizations under control). Others could even rise the rank through military to be considered Roman wealthy, and were allowed to move throughout the empire. It’s important to mention, however, that while there while there was great social mobility, that Rome also brutally suppressed the groups it controlled, wanting to enforce the “Roman way” (another fact left out). There are even artworks in Rome dedicated to various successful suppression campaigns. But who cares about showing how an empire functions? People want to see the expansion and victory.

Also, when the media portrays Rome, it portrays Julius Caesar and Octavian Augustus, the dictator and first emperor, respectively. Their periods were interesting times, however, as it was the change of Rome from a Republic to and Empire, paired alongside the fall of Egypt with the tragedy Cleopatra. However, this ignores some of the biggest military conquests, which happened under emperors like Hadrian, Marcus Aurelius, and others, with the latter being considered one of the “big five” of the best emperors of the empire. The only issue that comes with portraying it is, there’s no easy drama to create with great emperors. There was plenty of drama in Rome’s shift to play off of; Marcus Aurelius and Hadrian didn’t really have that level of drama.

Lastly, the media tends to entirely misconstrue Cleopatra. While she was Egyptian, the story we have of her was documented by the Romans, who changed her image from the powerful and intelligent pharaoh responsible for the prospering of Egypt to a simple seductress that corrupted both Julius Caesar and Mark Anthony. Her love story with them is very commonly known through Western pop culture, with the tragic end of her committing suicide alongside Mark Anthony’s corpse rather than following Octavian Augustus to Rome. But the portrayal often ignores all her achievements, militarily and culturally. Cleopatra is responsible for the revitalization of Egyptian being used in the court, which had fallen out of practice during the Ptolemy period (established under Alexander the Great). She also caused the Egyptian economy to prosper, and revitalize the Egyptian military. She had a major amount of political influence in the Mediterranean, which the Romans vied for, making her a major threat. She spent her reign working towards protecting her empire, causing her to turn to Julius Caesar in the first place, and utilize his growing power to keep Egypt separate. And after his murder, she turned to Mark Anthony.

Her motives are seriously downplayed, as a result of her historical rewrite by the Romans, who didn’t like the fact that a woman had sole power over the empire. No, seriously, Rome was notorious for banning women from even entering the public sphere of influence, especially after getting married. Unlike Sparta, women were unable to own property, divorce their husbands, or even practice sports. The idea of one having such a massive amount of political power was unheard of to them. Cleopatra needed to be knocked down a few pegs in their minds.

The Gatekeepers of Nerdom: The Small but Obnoxious Minority

It doesn’t take a genius to tell that being nerdy is “cool”. It’s been this way for the last decade, with pop culture trends that were once considered “lame” exploding in popularity, and fandom merch being sold at practically every corner. Conventions are appearing all over the place, and old ones (Comicon, Wondercon, Anime Expo) are growing larger every year. In 2015, more than 150 million people in the United States play video games, with 42 percent of Americans playing video games regularly. The nerd is no longer a joke of a subculture.

But for some reason, the news didn’t seem to have spread to one small group, known as the “Gatekeepers of Nerdom”- a group of nerds who argue that nerds are incredibly oppressed, while at the same time zealously trying to disprove the nerdiness of others, particularly of women. They seem to believe that they’re still stuck in 1980, when nerds were the typical bully subject in films. They also seem to believe that girls won’t date them because they’re nerdy, even though they’re really just not getting dates because they harass every girl who shows signs of nerdiness, trying to disprove them wherever they can.

The Gatekeepers are a small group, but are obnoxiously loud on social media, appearing where no one asked them to. Trying to find the “real” nerds seem to be their righteous mission, making many hate them- making the group in turn see themselves as “greatly oppressed”. Acknowledging the ever-growing diversity of the nerdom in any pop culture media is considered to be “SJW bs” by them.

How do they persist? Well, the Gatekeepers seem to push this continuous cycle where they harass people, get made fun of for it, and imagine they’re oppressed, causing them to continue existing. There is also the issue of the purity complex, where minority groups in fandoms, video games, and other aspects will try and prove that they are the most “pure” of anyone else, who is fake because they aren’t. The purity complex is a toxic form of trying to prove realness, especially in the realm of nerd, where there is no real purity. The nerdom has grown so much that finding a “pure” version of a nerd is utterly impossible.

The fortunate thing is, at least, that no one takes the Gatekeepers seriously. How do you take them seriously, when they are viciously trying to “protect” a subculture like it’s still 1980? And their harassment is kind of hilarious in itself. They appear suddenly in your feed, ask a “trivia question” trying to prove that you’re not a real nerd, and get mad when you either answer it correctly or ignore them. They’re not much of a real foe. It is entertaining to watch someone interact with one of them, though.

What is Anime Expo?

For the first time in six years, I’ll be missing this years Anime Expo, known as AX, in Los Angeles. Though I’d never been all that invested in anime, I made a point to go every year, wanting to see artists I follow on social media or catch up on new and upcoming video games. It has much more to do than that, but that’s what I’ve always gone for.

AX was first inaugurated around 26 years ago, as the United States was diving into the “anime craze”. It was organized by the non-profit Society for the Promotion of Japanese Animation (SJPA), and it appears every year during early July. It is also the largest anime convention in North America, with over 100,000 people attending last year.

So what goes on at AX? Well, lots of things. Because of how large the convention is, AX has the luxury of being able to bring pop culture icons and anime artists out from Japan to visit for panels, or to promote their company on the main floor. The main floor is for “official” companies, ones who can promote new games (Monster Hunter), or promote their anime company (Funimation, Bushiroad), or their culture brand (Rilakkuma). You can also buy cosplay related items such as wigs, weapons, and costumes (although they run a bit pricey).

On the floor below the main floor, there’s what’s known as Artist’s Alley. Formerly in the back of the main floor, the alley has grown so much that they had to move it down to its own space. Here is where you can find artists selling anything from prints to stationery, either original or based off a certain anime/game. Here you can find artists you like or follow, or discover new art. Be prepared to spend a lot.

There is a gaming section too, but on the other side of the convention center. There is both the gaming room and a place to take pictures in cosplay, along with all the panels. In the game room, you can play virtual Japanese games, board games, or card games. There’s plenty to do, the only issue being that playing any popular games requires waiting for an uncertain amount of time.

There’s plenty of things to do at this convention, and its worth buying a four day pass (when its much cheaper, that is). Although I won’t be able to go this year, I know it will be bigger than ever.