Postscript

Media, Culture, Technology

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Sleeping with Thedas

As a company, Canadian-based game developer BioWare has been famous for its attempts at inclusivity of minority characters in its video games. Through the years, most notably in its two most famous properties, the Mass Effect and Dragon Age series, BioWare’s concern with inclusivity has been centered largely around that of minorities on the sexuality and gender spectrums. These attempts at inclusivity have been earned the studio commendations for their progressivity and forward-thinking, as well as appreciation from fans for targeting a somewhat atypical triple-A gaming audience—that is, people who are not heterosexual, cisgender men. Perhaps the most prominent example of BioWare’s efforts at representation is its most recent major publication, Dragon Age: Inquisition.

Of the three major Dragon Age titles published so far, Inquisition, released in November of 2014, is undoubtedly the most inclusive when it comes to gender and sexuality. While Dragon Age: Origins (2009) and Dragon Age II (2011) featured multiple straight and bisexual characters, Inquisition is the first of the three to feature not only gay and lesbian characters, but also a character who falls outside of the traditional male-female binary on the gender spectrum. For all that is laudable about its effort at greater inclusivity, however, Inquisition is not without its representational problems, and indeed the game’s approach to gender and sexuality has not met with unanimous praise from players. The game’s mixed reception in this regard is telling, for ultimately it stems from a problematic aspect of Inquisition‘s design: despite BioWare’s attempt to construct a universe equally inclusive of all sexualities and genders, their inclusivity comes across as  more of an artificial construct, forced into the game, rather than a naturally occurring, organically integrated component.

Before examining the game’s reception in more detail, it is important to understand how BioWare and the Dragon Age franchise in particular came to develop such a positive reputation for inclusivity, and how the inclusion of romance has both created and escalated the attention drawn to the issue of representation in BioWare’s games. Historically, the company’s games have been popular with fans because they allowed players to initiate romantic relationships with certain characters in the games—a feature that was first included in Baldur’s Gate 2 (2002). However, as David Gaider, Lead Writer for a number of BioWare games, has explained, until the release of Jade Empire (2005), BioWare’s character romance options had remained strictly heterosexual. Even after romances for players and characters of the same gender were included, it wasn’t until the Mass Effect and Dragon Age franchises (which are BioWare’s most famous) that the company began gaining attention and publicity for their bisexual characters. To date, almost no other franchises have included “romance options” in the same manner that BioWare has, with a focus on the characters and emotions instead of romance as an achievement or merely a quasi-cosmetic option, as it is in such RPGs as Bethesda’s The Elder Scrolls V: Skyrim (2011). Through BioWare’s character romances, the player is allowed to learn more about what makes the romanced character unique within the context of the game’s universe, which allows for a unique mode of immersion.

Mass Effect romance

The Mass Effect player character, Shepard, and one of the bisexual romance options, Liara T’Soni, in Mass Effect 3.

Yet another layer of complexity is added to this feature when queer characters become involved—not only for the gameplay, but also for the developer and their fans. Like any traditional role playing game, the Dragon Age universe contains a significant amount of world building, and through the character romance system that BioWare created, they were able to construct an entire queer-inclusive social hierarchy, which the player learns about through dialogue and information in books scattered throughout the game world. The sheer size and intricacy of Thedas, the fictitious continent in which Dragon Age takes place, lends itself well to world building of every variety, and the inclusion of queer lore in the universe is done so in a credible, believable manner, which appeals to fans on many levels. Journalist David Silver, writing for VentureBeatcites Inquisition’s characters, namely Sera (an elven rogue) and the Iron Bull (a qunari warrior), as being realistic and flawed, having “their own struggles, their own desires, their own motivations and backstory.” In other words, BioWare’s queer characters are presented as characters, rather than as tokens offered for the sake of being politically correct.

Because the integration of queer characters has been done so prominently in the Dragon Age franchise, as the franchise has developed, so has BioWare’s inclusiveness. What began as two bisexual characters, Leliana and Zevran, in Origins was raised to four (that is, every romance option) in Dragon Age 2. And in Inquisition, BioWare presented its most diverse cast of potential characters—and potential romance options—yet. Of them, four are straight (Cullen Rutherford, Solas, Blackwall, and Cassandra Pentaghast), one gay (Dorian Pavus), one lesbian (Sera), and three bisexual (Iron Bull, Josephine Montilyet, and Lace Harding). Among these romance options in Inquisition, six are characters who can accompany the player character, the Inquisitor, as party members when exploring and fighting in various parts of Fereldan and Orlais, the two countries in Thedas where the game is set. Two of the remaining three, Cullen and Josephine, act as advisors to the Inquisitor, while Harding is an Inquisition foot soldier and scout, and can only be interacted with at specific intervals during the game. The presentation of queer characters as both party members and romance options ensures that they play an active role in the game, at least so far as the player chooses to interact with them outside of story segments where they prominently affect the plot.

In addition to including more (and a greater variety of) queer characters than Origins and Dragon Age 2, Inquisition did a number of other things better than its predecessors. The greater variety of queer minority characters has been lauded by numerous critics, including GLAAD, which recognized Inquisition with a special award at its 26th Annual GLAAD Media Awards. Another aspect that Inquisition improved on was Dragon Age 2’s “player-sexual” characters. Though arguably Dragon Age 2 was inclusive because of its high number of presumably bi- or pansexual characters, as all four of its non-downloadable content romance options were available to a player character of either sex, this also created a conundrum for players who wished to see greater development with characters’ own sexualities and stories. As game scholar Stephen Greer, writing on Dragon Age 2explains, “While a ‘sexuality blind’ approach to game design may free creators from the burden of attempting to create an extended range of…characters and narrative variations…it also affirms a separation of the cultural politics of design choices from those of the wider world….[S]uch positioning also articulates a preference for models of inclusivity that preserve and privilege the status quo.” Though opinions differed, as the Dragon Age community is fairly expansive and diverse, many players expressed similar opinions, and were grateful for the change in Inquisition. Making every romance option “player-sexual” arguably deprived the characters of some autonomy, which Inquisition addressed and strove to fix. Inquisition’s romance options were all different and the characters had different sexualities, which gave them more of a sexual identity than their predecessors in Dragon Age 2.

Dragon-Age-Inquisition-Cassandra

One of Dragon Age: Inquisition’s heterosexual romance options, Cassandra Pentaghast, is also a fearsome warrior under oath of the Seeker order.

A third aspect that Dragon Age: Inquisition improved on was including characters, especially romanceable characters, of different genders. In previous games, there had been an equal number of male and female romance options for players to pursue, and for the most part, there had been a balance in sexualities of these characters—two straight and two bisexual in Origins, with all four being bisexual in Dragon Age 2—making it easy for player characters of any sex and sexuality to pursue a romance. In Inquisition, however, in addition to including a greater variety of sexualities, there are more potential romance options for a straight female Inquisitor than there are for a straight male, which confronted a long-standing concern in the video game industry that games are not marketed toward minority players (i.e. anyone who is not young, heterosexual, cisgender and male).

Dragon Age lead writer David Gaider addresses this in a conference talk he gave regarding the turn away from sexism and sexuality in BioWare’s games. According to Gaider, minority players “…play our games….but it’s not because anyone invited them to play. In fact, in a lot of cases, it’s clear that they play despite it being made plainly obvious to them that they’re not the intended audience.”  He continues on to ask his viewers what would happen if developers decided to acknowledge what he calls an “untapped audience,” and to answer this this question points to Inquisition, which had not yet been published at the time of the talk. It is cases like this that have given BioWare its reputation for being inclusive, because they as a developer have taken active steps to combat the latent sexism in the industry by ensuring that their audience is not just straight, cis men.

In addition to their inclusions of romance options for minority players, BioWare also included the second transgender character in the Dragon Age franchise, Cremisius “Krem” Acclassi. The player learns through dialogue that he is biologically female, though he identifies as male. Although Krem is not a playable character or a romance option, he is a fairly significant character, whom players have expressed an active interest in, and his inclusion was a statement of BioWare’s trans-inclusivity, which has helped attract queer players to the game. Through targeting a fanbase of female and queer players as Inquisition did, BioWare was able to reach out to their minority audience through the game, and make the statement that they, as a company, valued their fans, and took every step necessary to make sure that they felt as included (or even more included) than their straight male audience did.

Perhaps the most positive result of the greater diversity of sexualities in Inquisition is the ability for players of all types to express themselves more freely through the character romance system. While romances are not necessary for the game’s central plot or quests, the fact that the optionspecifically the option for queer romance exists is an achievement for BioWare in inclusivity. Creating background and side characters, and even major characters as queer is one thing, but allowing the player to play as a queer character and choose their Inquisitor’s sexuality reframes the video game as a privileged medium for the safe expression of (and experimentation with) sexuality.

Although BioWare’s achievements in this regard deserve praise, there is still much that can be improved on for the future of the Dragon Age franchise. Inquisition is frequently cited as being one of, if not the most inclusive game(s) on the market, but it is not difficult to earn that achievement if most other game developers are not actively competing for it. While BioWare’s inclusivity is certainly a step forward, it is only one of many steps needed to make the gaming industry a place that can be dubbed inclusive.

One of the largest points of contention regarding Inquisition’s queer characters was Dorian’s personal quest which, according to some members of the BioWare community, was akin to the stereotypical “gay” stories featured in most other media. In this quest, the Inquisitor learns of a plot by Dorian’s father, magister Halward Pavus, to allegedly abduct his son and bring him back to Tevinter, his home country. After informing Dorian of this plot, the mage suggests that the Inquisitor accompany him, and the two travel to meet Halward, whose true intentions were simply to talk to his son and express his thoughts and feelings about Dorian’s sexuality and the rift it caused between them. Although this meeting turns out to be harmless, the Inquisitor learns numerous details about Dorian’s past, including that his father attempted to change his sexuality through a magic ritual. As one fan put it on the BioWare forums, “I’m a little disappointed that his personal mission was solely based on him being gay,” and many other commenters in the thread expressed the same opinion.

Although Sera has received much less attention, despite being the only other strictly gay character in the franchise thus far, there are stereotypical elements to her, as well. At one point, if the Inquisitor has a strong friendship with her, she will reveal that she feels as if she never fit in with other elves and was brought up by humans, which only adds to the common “misunderstood, angry lesbian” trope that has become all too popular in media representing the queer community. As Jillian, a blogger for FemHypeargues, “Sera comes off more like the widespread cocktail of self-righteous anger and incoherent babbling that make up your token lesbian character than an actual human being.” Jillian also highlights some of Sera’s arguably transphobic dialogue and questions why, if BioWare is meant to be such an inclusive company, they included so much dialogue related to the policing of genitalia?

sera-2

Sera is Dragon Age: Inquisition’s sole lesbian romance option.

In addition to the story’s two gay characters being stereotyped, BioWare’s inclusion doesn’t quite extend to all sexualities. One of the largest examples of this is in the character of Cole, who is a spirit-like party companion who cannot be romanced by the Inquisitor. Arguably, this lack of romantic interest from Cole could be grounds for representation of asexual and aromantic individuals, whose orientations are too often skimmed over by the media and belittled to the point that many believe that these are not valid sexualities with which to identify. However, any hope of asexual/aromantic representation in Cole’s character was snuffed in the downloadable-content ending to the game, Trespasser. Late in the main story of Inquisition, the Inquisitor has the option to either make Cole more “spirit-like” or more “human,” which will affect how others view him for the remainder of the game. If they choose to make him more human, an interaction between him and Maryden, the game’s tavern bard, will occur in which he kisses her cheek and remarks that her songs make people happy. Up until the release of Trespasser, many fans had been happily projecting Cole as asexual and/or aromantic, a conclusion which made sense given his apparent lack of romantic and sexual interest in any other characters. However, during Trespasser, a more human Cole even exchanges the following dialogue with Dorian:

DORIAN. You have a lady friend?
COLE. Well, I am human now.

Kyra S., another writer for FemHype, observed that this dialogue made her feel as though she was “clearly not human.”  “I want to be happy for Cole,” she explained, “but I kind of feel like Bioware is taking a shot at me. I know I shouldn’t expect representation but the fact that it’s Cole saying it makes it particularly cruel.” Until this dialogue was revealed, BioWare’s attempts at inclusivity had, on the surface, looked incredibly positive. Through Cole, they had apparently targeted a portion of their fans who still receive little to no attention from most media texts, and it had workeduntil Trespasser. The ignorance contained in their creation of yet another needless romantic subplot was, this time, a reflection of the lack of attention that the asexual and aromantic community receives every day. Though probably not their intent, BioWare successfully alienated a portion of its players by essentially stating that they did not care about their sexuality or romantic orientation.

Another area in which people took issue with Inquisition was, surprisingly, in its romantic dialogue options. Players generally have no issue with the options which lead to an actual romantic relationship with one of the characters, but there is a baffling gray area contained in the romantic options with characters an Inquisitor cannot romancefor example, a female Inquisitor can flirt with both Dorian and Cassandra, despite neither of them being romantically or sexually attracted to women. It is only after this occurs multiple times that the character in question will attempt to set the Inquisitor straight and explain that they are not attracted to the player’s character.

The purpose of including these “flirt” options is unclear to many, and in some instances it even feels unfair to the characters being flirted with. For instance, a female Inquisitor can flirt with Dorian (who, to be fair, does enjoy flirting as a rule), but after the quest in which he encounters his father, he admits to the Inquisitor that he is gay and not interested in women. As a result, if the player chooses, the Inquisitor can accuse Dorian of having “led her on,” which seems like a potentially hurtful thing to say to a man who just had either a touching reunion with his father or a violent parting of ways, depending on the choices made during the scene. In a similar vein, the player can also inquire about Krem’s gender by either talking with him or to his boss, Iron Bull; the player can then ask a series of questions, or refer to Krem as a woman, which comes across as an extremely transphobic choice in a game where the developer has actively framed their game in terms of inclusivity. On the one hand, it can be argued that these choices add an element of unfortunate reality to the game; but on the other, having the player character play a queer-phobic person in the game is incredibly problematic. At the very least, it doesn’t promote the “equality” that BioWare is so concerned with achieving.

With all of these factorsboth positive and negativein mind, can Dragon Age: Inquisition really be considered a game equally inclusive of all sexualities, romantic orientations, and genders? The answer, undoubtedly, is no it cannot. With so many different types of people in the world, one could argue that it is even impossible to satisfy everyone with just one game, as the inclusion of so many different identities would surely raise issue with at least one person, even if the majority has given its approval. In spite of the game’s failings, though, it is important to remember that BioWare is still doing more as a company to combat majority privilege and include as many minority groups as they can.

In one incident, which has become something of an infamous internet spectacle, a  gamer, stating that he spoke for all “straight male gamers”whom he dubbed the target audience of video gamescalled out BioWare on their message boards for the company’s inclusion of so many bisexual characters in Dragon Age: Origins and Dragon Age 2. In response, lead writer David Gaider essentially told him to find another company who actually felt it necessary to listen to his complaints. Gaider wrote, “The romances in the game are not for ‘the straight male gamer.’ They’re for everyone. We have a lot of fans, many of whom are neither straight nor male, and they deserve no less attention.” He later received a reply from the same individual who attempted to clarify his point, but Gaider’s conclusion made it perfectly clear that BioWare was ready and willing to listen to all of its fans, not merely the straight, cisgender male ones. “The person who says that the only way to please them is to restrict options for others is, if you ask me, the one who deserves it least,” Gaider wrote. “And that’s my opinion, expressed as politely as possible” (for a full transcript of the exchange, check out Krissie Pearce’s piece on No More Lost). His response is telling; many other game developers would not express such a vested interest in ensuring that all of their players are happy, and it is this intent that sets BioWare apart from the rest of the gaming community.

That said, BioWare’s games still have a long way to go before they are truly inclusive. As it stands  now, using Inquisition as an example, the company’s inclusivity feels like more of an intentional construct rather than something organic. In other words, the writing of the story and characters did not naturally result in a diverse cast in terms of gender and sexuality; rather, the diversity wasin part, it seemsartificially imposed. This creates a tension between BioWare’s need to include characters of all sexualities and genders and their commitment to the art of storytelling. In fact, it can even hinder storytelling if the goal of inclusivity is paid more attention to than the development of the story itself. There can be no mistaking that Inquisition has a good story and has intrigued many gamers, and that its inclusivity is groundbreaking for an industry which has paid too little heed to gamers who fall outside of the straight, cis male category. In the future, however, the key to creating more successful, inclusive games will be, paradoxically, finding a balance between telling an organic, epic story and being inclusive.

You’re Gonna Have a Bad Time

Warning: This post contains spoilers.

The simulation of morality is nothing new. Much of moral philosophy for instance, relies on thought experiments such as the Heinz Dilemma, the Trolley Problem, and the Ticking Bomb Scenario in order to better explain, discuss, and grapple with various moral and ethical conflicts. We may even think of moral simulation as being as old as religion itself, which often uses parables and the promise of moral judgment upon death to exemplify and promote righteous behavior. In simulations such as these, we can better understand how we have come to understand what constitutes as right or wrong, as well as judge the morality of our own actions and beliefs. More recently, moral simulation has spread beyond the realms of philosophy and religion, addressing the secular mainstream and even finding itself as a type of commodity in the form of video games.

Morality and systems used to simulate and measure it have become important features of many popular role playing game series, including FalloutMass Effect, and Fable. In a lot of these cases, players are awarded points based upon their actions, with these points determining where they fall on some form of moral spectrum. Depending on where they fall on said spectrum, they will receive different types of powers, appearance modifications, and—perhaps most importantly—different narrative endings. In all of the franchises I have mentioned, as well as most other big budget, studio produced games, multiple playthroughs are allowed so that players can start from scratch and try an entirely different approach to morality. Perhaps on one playthrough the player will behave heroically in order to experience the “good” content of the narrative and gameplay, while on another playthrough, they will behave villainously in order to experience the “evil” content.

Games such as these have become an important object of analysis in videogame scholarship, particularly through the lens of scientific, psychological studies. Daniel Shafer for instance, conducted a study on morality and enjoyment in such games, analyzing the reactions of test subjects to determine whether or not there was a correlation between the concepts. He found that those who acted morally and those who acted immorally enjoyed the game equally, but also that those who acted morally tended to connect and empathize with the characters on the screen, while those who acted immorally distanced themselves from their actions. Marina Krcmar and Drew P. Cingel preformed a similar study, but rather than question subjects after gameplay, they attempted to gauge player reasoning as the choices were made, using what they refer to as a “think-aloud protocol.” This study was aimed less at whether or not moral/immoral choices were made or the effects of those choices, and more on why and how players made moral decisions. In general, the authors noted that those behaving morally in games seemed to draw on personal experiences outside the game, which contradicts the idea that game play takes place in a special cognitive space separated off from the real world (what other game scholars sometimes posit as “the magic circle”).

Perhaps the most consistently discussed aspect of morality discussed by scholars and critics with respect to video games is violence. From games such as the Grand Theft Auto series, which allow for wanton destruction, murder, theft, and vehicular manslaughter, to the recently released Hatred, which is essentially a mass-shooting/genocide simulator, violence in gaming has come under a lot of fire from the media. There have been debates as to whether or not there is a correlation between violent games and violent behavior, as well as how these games are distributed and rated. While a lot of the discussion starts with particularly extreme cases such as the games listed above, debates surrounding violence in gaming have spread to other game franchises, including games that include moral choices.

Fallout-New-Vegas

Violence as it turns out, is an incredibly consistent feature in gaming, which in some ways has a lot to do with what computers are capable of rendering and reacting to. As blogger Chris Franklin explains, the majority of modern games are some form of spatial simulation, which is a system that is vast in its ability to render different images, places, and objects, but limited in the sense of what actions can be taken by the player. In general, spatial simulation presents a scenario in which a player is faced with a threat, which they must eliminate. Whether Mario is hopping onto the head of a Goomba in Super Mario Bros., Sonic is spin-dashing through a wave of robots in Sonic the Hedgehog, or Master Chief is gunning down waves of aliens in Halo, combat becomes synonymous with gameplay.

While this is not to say that playing or creating violent games is immoral, violence nevertheless complicates and perhaps even pollutes games centered on moral decisions. Commander Shepard, the protagonist of BioWare’s Mass Effect series, is still forced to kill others, whether or not you have decided to play as good or evil, and the killing of henchmen has no bearing on the game’s ultimate moral judgment of the character or your playthrough. In some cases killing is judged as morally correct, as in Fallout: New Vegas, which awards a player in-game points called Karma if he or she chooses to murder an immoral character. As Matthew Charles of Geek and Sundry points out, morality is often either too simple or shallow, with most moral judgments being limited to specifics moments in the game’s narrative during which only a few extreme options are available.

This is perhaps why Toby Fox’s Undertale, an independently developed computer role-playing game in which a player can defeat every enemy without resorting to violence, made such a splash upon its release in September of 2015. Playing as a child who has fallen into an underground world filled with monsters, the player must guide the protagonist through the mysterious new land in order to find his or her way home. On the way, the player will be confronted by plethora of different monsters, ranging from adorable to comical to terrifying. Unlike most RPGs, however, each monster can be spared if the player can dodge the creature’s attacks long enough to calm it down, either by talking, flirting, dancing, joking, or performing a number of other options that vary based on which monster is attacking you. Dodging occurs during a bullet-hell game, while talking, flirting, etc. are chosen via a set of dialogue options given when clicking the “ACT” button.

While a single playthrough of the game is relatively short in comparison to other role-playing games, the amount of content within the game is dense, as each choice you make might influence later dialogue or events. The three main ways to play the game are the “pacifist” style, in which you do as the game recommends and kill no one, the “genocide” style, in which you kill every fightable creature in the game, and the “neutral” style, in which you kill some but not all enemies. Depending on which path you take through the game, the world, characters, and even the general tone of the narrative changes drastically.

Undertale sets itself apart from other games in a lot of ways, but for this post I will attempt to restrict my analysis to how it operates as a game of moral choice in relation to other games that take morality into account. Even from a quick glance, one might already spot some major differences between Undertale and some of the previously mentioned games. There are no moral red and blue sliders in the game to depict where you fall on an ethical spectrum; there are few dialogue options, none of which carry any moral weight; and though it is later revealed that your EXP. stands for “execution points” and that your LV. is actually your “level of violence,” a player beginning the game would have no clue that these acronyms, which normally mean “experience points” and “level,” are displaying anything similar to morality points.

Something else we might note is that although other games seem to take a utilitarian approach to morality—displaying good as being the most beneficial for all and crimes such as murder being justified if they lead to favorable outcomes—Undertale favors a more Kantian approach, showing that killing is always wrong no matter what the situation is and that your enemies must not be treated as a means to an end, but as ends themselves. Perhaps the most powerful feature of morality in Undertale that sets it apart from other role playing games and moral simulations, is that moral judgment is not directed at a character in the story, but instead at the person who is actually playing the game.

In most games, players have the ability to separate themselves from the actions they are carrying out on screen, but I would like to argue that key features of Undertale are designed to make this disengagement more difficult. To be clear, this is not a psychological analysis such as the studies I mentioned at the beginning of this post. While I would love to test some of my theories on players, I do not have the time or the resources to attempt any scientific research. Instead, I will be providing a reading using the games mechanics as my text in order to present my case. In what follows, I will discuss the ambiguity of the game’s protagonist, how the player is addressed through dialogue, and ultimately how basic game mechanics are manipulated to both remove the player’s power and provide commentary on gaming in general.

To begin my analysis, I will start as the game does, by presenting the game’s “nameless” protagonist, pictured below:

Frisk

As you can see, between the pixel design of the character and the unisex features, it’s hard to say what the sex or gender of this character is. The game’s dialogue also supports this ambiguity, as the protagonist is only ever referred to using the name chosen by the player, and the pronouns you, your, they, their, and them. Later it is revealed that the name you have chosen for the character is actually the name of the first child to fall into the underground world, and that your character’s true name is Frisk, however even that name is genderless. Furthermore, the sexuality of the character is presented as ambiguous, with the game allowing you to flirt with characters of any sex, sexuality, or gender; at various points of the game, you also have the opportunity to take both men and women on dates. Even Frisk’s race is arguably somewhat ambiguous, as due to the graphics and the somewhat unrealistic use of yellow, the character’s ethnic identity can be debated.

One possible reason for Frisk’s ambiguity might be that it allows the player to project him- or herself onto them. A blogger for FemHype going by the penname Nightmare points out, “even if there is no character customization besides picking a name for the human, the game does a great job of making them feel like your avatar with the help of some simple, but smart tricks in the design.” Though one might argue that if the goal of the game were to allow players to project themselves onto Frisk, then further, specific customization should have been used (as it is in many RPGs), I—like Nightmare—would argue that using ambiguity works better than customization for the sake of projection, as customization might lead to what I call an “anti-avatar.” In games such as Mass Effect or Fable for instance, players might opt to make separate, distinct characters rather than creating avatars to represent themselves. They could play as a character that is stronger, smarter, older, younger, a different sex, a different race, or who has any number of different features. Rather than placing themselves in the story, they  distance themselves through the use of a character of their own creation. An ambiguous but still relatable character such as Frisk makes the process of distancing oneself harder, as the game provides no means by which to  imagine him/her as a distinct, separate entity.

Another possible reading for Frisk’s ambiguity that should also be mentioned is a comes from the actual terms you, your, they, their, and them. Though these words are used colloquially to refer to someone without using male or female pronouns, they refer grammatically to a group of multiple people. This is an important note to make, because in the genocide path, Frisk is shown to have been manipulated by an evil spirit the entire time, a spirit who perhaps quite tellingly has the name you have chosen. An alternative reading might be that they and you are actually referring to the duo that is Frisk and the person playing. In interpretation such as this, the player may be able to distance themselves from Frisk, but they are nonetheless being held accountable for the actions carried out by the character.

In either reading, the use of they allows the characters in Undertale to directly address the player through dialogue. When Toriel, the first friendly monster you encounter in the game, explains to Frisk that “you need not harm monsters” to progress, she is explaining that fact to the player in order to warn them that this game does not require killing. If you ignore her advice, other characters throughout the game will continue to comment on your misdeeds, either chastising you for your choices or suggesting alternatives. By continuing to address the player in this manner, the player is actively being blamed for his or her misdeeds. The characters continue to reaffirm that this is the “wrong” way to play the game, and so, in the same way that players cannot hide behind their characters, they cannot claim innocence through ignorance. They have plenty of chances to realize that what they are doing is wrong.

What is more, dialogue changes and adapts based on what it is that the player has specifically done and how they do it, which personalizes character dialogue, tailoring it to a specific player. Some monsters for instance, have specific relationships with other characters, and will make different comments based on how the player havs treated them. Undyne, a warrior who mentored one of the first bosses you must face, will either specifically chastise you for killing that character or befriend you if you showed kindness towards him. Even certain randomly appearing enemies have personal connections, such as Snow Drake, whose father can be found grieving in a pub if the player chooses to kill said enemy. Certain characters will also get special dialogue if you kill them after they have chosen to spare you. Perhaps most notably, if a player is preforming a pacifist run, they will unlock special side quests such as dates that bring them closer to the characters they have spared, while alternatively a player on the genocide path, will run into characters who hate and fear them, with areas that are normally populated by civilians becoming emptied out as it becomes apparent that they are fleeing you.

Above all the other characters however, no one’s commentary is more biting, more thorough than that of the character Sans. In a game full of nuanced characters, Sans might just be Undertale’s most complex character. At first glance he would appear to be a lazy, eternally smiling skeleton with a love of cheesy jokes and bad puns. As the character continues throughout the game however, it becomes apparent that there is more to this character than meets the eye. He continues to meet with your character, alluding to future events, and later it is revealed that despite his goofy, lethargic attitude, he has actually been protecting Frisk the entire game. More so than any other character (with the exception of Flowey, the game’s antagonist in pacifist and neutral runs), Sans seems to know he is in the game. He frequently breaks the fourth wall by winking at the player during bad jokes, he refers to scene transitions as “’shortcuts’ to other places,” and if a player winds up fighting him as a result of a genocide run, he begins to make use of the game’s functions to fight you, such as attacking your cursor and eventually refusing to take his turn in combat.

sans

Sans is pivotal to understanding the game’s moral judgment of the player at the climax. This is clearest in a scene that occurs right before the player reaches the throne room, the area in which they can exit the underground world and end the game. In this scene, Frisk and the player encounter Sans who stands in a hallway to block their path. It is here that he reveals that EXP. and LV. stand for “Execution Points” and “Level of Violence.” Depending on how high your EXP. And LV. are, he will issue different judgments upon your character, ranging from the pacifist score of 0, in which he offers a sort of congratulatory speech and a warning for the necessary boss fight coming next; to slightly higher scores in which he asks you to consider your actions; to the highest scores around 19-20 in which he chastises you, shooting down any excuses the player might be thinking of, such as “self-defense” or “not knowing it was wrong.” In a genocide run of the game, Sans forgoes this judgment speech, electing to kill you instead, becoming a replacement final boss and what is likely the most challenging fight in the entire game. In a neutral ending of the game, he will call your phone after your escape from the underground and leave you a message. Similar to his judgment before your escape, the speech he gives is a reflection on your actions, this time specifically regarding the state of the boss characters depending on whether you chose to execute or befriend them. Depending on who you have spared, the after effects of your quest could range anywhere from an uneasy peace after the king’s death to a coming war as certain characters have become angry with your actions.

Sans’s speeches help to clue the player in to the game’s metanarrative, which seems to be a commentary on how video games are played and how certain play styles might effect a game’s narrative if taken into account. In the real world, your actions have consequences. People do not just disappear when you kill them, and anyone, even someone you perceive to be violent or cruel, still has loved ones and is situated socially within the world. There are of course other games that show repercussions for misdeeds, but in most cases these occur within the narrative as consequences for a character’s actions rather than the player’s. Undertale however, by directly mentioning features such as stat values, is directly commenting on how the game is being played rather than constructing a narrative where Frisk is either a hero or villain.

Further sharpening the judgment through metanarrative is the fact that, due to the nature of Undertale’s save function, it is impossible to completely erase one’s actions without deleting and reinstalling the game. Though the game allows players to save at their leisure, and to revert to previous saves, markers are placed within the games code after certain events, regardless of whether or not the player saves. In this way, the game never forgets what a player did on a previous playthrough. For instance, upon my first playthrough of the game, I accidentaly killed Toriel. Wanting to undo this action, I reverted as I would in any other game to retry the encounter. However upon doing so, the game changed. Toriel commented that I was looking at her “like you have seen a ghost,” and during the fight I had the option of telling her that I saw her die, although Frisk will avoid telling her even if you choose that option (Undertale). What is more, after successfully sparing Toriel, and moving on to the next area, I encountered Flowey, a sociopathic flower who later becomes the secret final boss of the game on a pacifist or neutral run. Upon meeting Flowey he stated, “Don’t act so cocky. I know what you did. You murdered her,” going on to mention that he knew I used “SAVE” to gain the powers of a “God.” As with referencing stats, this constructs a metanarrative around the player’s play style, leading to a continuity in which all of one’s mistakes and varying choices are equally real within the game’s world.

By incorporating references to the SAVE feature and the player’s alternate choices, Undertale not only forces judgement on the player by showing his or her involvement in the game; it also forces the player to contemplate the power he or she has in other games by taking that power away. This de-powering also occurs in other ways—for instance, in turning off the game during the final boss fight with Flowey. The boss fight begins with Flowey gaining control over the game, literally taking it away from the player and causing the game to “crash.” Upon reloading the game, it will appear to glitch, showing a fractured image, and leading to the title screen, which now presents a save file titled “Flowey” and a character level of “9999.” Clicking the file will lead the player to a blank screen containing only Frisk, who, if directed forward, will find a save point. Attempting to use the save file, the file will erase, with Flowey appearing and letting out a menacing laugh and explaining that your previous save file is indeed gone, but that you can continue to return to this point in time to watch yourself “die over and over again.” A fight begins that breaks from the standard conventions of what the player has come to expect from the game. There are no turns and movement is not restricted to a box. The game appears to “glitch” as it flashes to previous segments of the fight and makes use of static to switch the screen. Even the art style of the game changes.By removing your powers—such as turning off the game, saving, or even applying the skills you have previously learned—it forces you as player to understand the immense power you normally have over a game world.

In most games, you have god-like control over time due to saving, reloading, resetting, and even just your ability to walk away. Undertale may put blocks on that power, but that power ultimately remains. By constructing a metanarrative that includes the player, however, and by putting the player’s actions in the spotlight by forcing projection and by subverting traditional game mechanics, Undertale is able to cast judgment on the player. In doing so, it proves to be a more complex and thought-provoking moral simulation than other games. Here, a moral lesson is not given through judging or evaluating a character’s actions, but by an internal understanding of one’s own role in enacting violence. Furthermore, by causing one to consider the power players have over a game world, it provides a commentary on the role of power in general. Even after a pacifist run, upon reloading the game, the player is greeted by Flowey, who after being spared has become an ally. He congratulates the player on the happy ending, but warns that the characters of Undertale are still in danger, not from an in-game threat, but from the player. He claims if you reset the game, you will undo all the accomplishments and victories you fought so hard for. As it turns out, even power used for good must be given up eventually if those affected by that power are to thrive.

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For me, taking and editing photos is a therapeutic experience. After a long day of class, creation and conversation, I take comfort in the thought that at the click of a button I can capture a canvas worth manipulating later. Best of all, the canvas is never blank; it comes ready-made with shapes and forms and structures to work around and within. Especially when editing photos taken at night, when the drama between light and dark is heightened by limited illumination from street and window lights, I enjoy using the composition that already exists as a guideline for where to fade completely to black and where to allow color and light to remain.

With this photo set, I actually aimed to alleviate the tension between seen and unseen elements, either by emphasizing clean lines or showcasing gradual transitions between light and dark. I hope that when a viewer observes these photos, he or she does not feel compelled to strain to see details that are hidden by darkness, but can instead view each image holistically, a testament to editing that successfully naturalized (at times, unnatural-looking) transition zones.

The word “natural” here is confusing. Wouldn’t it be most natural to leave the photos exactly as they were when taken?

Even if the objective answer to that question is “yes,” addressing it leads me to an interesting realization about my own work: my editing was/is intended to make these images—and the world—conform, above all, to my own sense of normalcy. It’s the opposite of world-building; it’s reducing the picture of what already exists into more palatable pieces, where elements, like theatrical props, can be strategically illuminated or shrouded to achieve their maximum aesthetic potential—and I have control of the lights. This is all, of course, illusory, but nevertheless therapeutic.

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In public settings, dim, artificially-lit places are usually associated with illicit activity, secrecy, and the frightening unknown. Shadows become real-life homes for imagined fears; dark spaces where terrors become validated just by remaining undiscoverable. However, through photographing within dimly-lit enclosed domestic spaces, I’ve noticed that while these similar lighting conditions retain the ability to obscure and warp visual elements, they often take on unexpectedly positive visual representations, evocative of solitude, introspection, and comfort.

In this photo series, through a muted color scheme, emphasis on negative space, and attention to where elements fall within linear structures, I hope to convey the therapeutic effect of shadowy areas inside naturally-lit indoor spaces. To show that when faced willingly from within a zone of security, the dark is more transcendent than it is terrifying.

Meaning That Matters: George Miller’s Mad Max: Fury Road

Mad Max: Fury Road is the best political film of 2015. The pleasure I take in saying that is more immense than I can explain coherently. My father raised me, cinematically speaking, on the masterpieces of the 1970s—All the President’s Men, One Flew over the Cuckoo’s Nest, Dog Day Afternoon—and if nothing else, what is apparent in those films is a steadfast political atmosphere. Today, for better or worse, the films we see on screen are politically noncommittal. One either has to dig for any political subtext, or it exists as middle ground between two more devoted extremes. George Miller, the veteran filmmaker (of the previous Mad Max films, as well as both Happy Feet—fun fact), directs Fury Road, whether he admits it or not, fully aware of the feminist charge that electrifies the entire film.

The film begins with the eponymous hero, Max (Tom Hardy). He provides us with expository detail, and as soon as we understand the post-apocalyptic context, he is appropriately done away with—captured, branded, and turned into a human blood bag, used to energize the War Boys, who do the bidding of the savage patriarch Immortan Joe (Hugh Keays-Byrne). The narrative push of the film—entirely predicated upon the road/chase genre—is that Imperator Furiosa (Charlize Theron), an elite soldier, assists Joe’s wives in escaping to the paradisiacal “Green Place.” Joe and his War Boys promptly follow them: Joe values above all else the wives and their fertility. It is a combination of Road Runner & Wile E. Coyote cartoons with the Western civilization’s eternal yearning for Eden.

The society constructed in the film is the exaggerated extreme (though not without its truth) of the 1% vs. the 99%. Joe and his enslaved wives, along with other fraternal figures, control an apparent endless flow of water, which they eek out to the rest of society infrequently. What is continuously amusing is the vehicular quality that the patriarch has. Cars, engines, chrome—these are the things that the War Boys cherish and worship. Displays of machismo are what they live for: any particularly valiant or courageous or stupid act is preceded by spraying their mouths chrome and calling out, “Witness me!”

Antithetical to that patriarchal, self-righteous calling of “Witness me!” is the graffiti’d “Who killed the world?” echoed by Furiosa and the Wives throughout the film. And this is echoed even more powerfully, in a scene that brings to mind the universe creation sequence in Terrence Malick’s The Tree of Life, by a nuclear dust storm that rages around Furiosa, Max (who gets strapped to the front of one of the War Boy’s cars), and her other pursuers. It is a great scene, masterfully handled that could be and should be studied by all other action filmmakers today. I remember reading a critique of modern action films that said that they now consist of incredibly large explosive sequences following each other; the result: desensitization. There’s no awe anymore, because it’s so monotone. Miller keeps the awe in, elevating the tragedy of the situation to transcendent levels. For a moment, we see, unfiltered, what it means to kill the world. It is beyond us, and it is horrifying.

The other striking quality about Fury Road is the silences Miller allows. When he wants to, Miller makes the action non-stop: we get extensive sequences of highly choreographed explosions and car chase gun shootouts, and just when we think it’s over, something even bigger, even more mind-blowing occurs. But Miller is adept at drama as well, and moments of quiet human tenderness keep Fury Road grounded. If superhero movies, for example, are predicated on a hopelessly unachievable everyman (or rather everyperson) desire to become greater than ourselves, to be super, then Fury Road’s human core is a return to a world where the value of life is still worth something on a fundamental level, and not because those with power determine it.

That’s the feminism of the film. The common misconception of feminism that is used to make it marketable is that it is the empowerment of women; therefore, films with strong female characters are referred to as feminist simply because a woman has agency. But feminism as a politico-social movement moves beyond that, and its true goal is the deconstruction of gender roles, and therefore patriarchy. Furiosa and the wives lead the film towards that goal. The masculinity glorified in the film is damaging, and any intelligent viewer will know this. A powerful moment comes when Joe’s son is delivered stillborn. Joe and the rest of the War Boys immediately glorify him, being a son. From day one, from birth, there is a rigid, violent, and non-negotiable male gender role enforced by this society that exists to perpetuate men just like Immortan Joe.

This is what “movies” should aspire to. The most pessimistic phrase one can say about movies is: “It’s just a movie.” And it is always used to excuse films for not doing enough; it is an excuse for the lackluster. Why can’t all big-budget blockbuster films be like Mad Max: Fury Road? Why can’t they all be technically sound, reliant on practical special effects and use CGI only if necessary or as a gloss? Why can’t they utilize the visual for storytelling in addition to spectacle? And, most importantly, why can’t we use the medium of film to say something, regardless of what it is? The best films, whether it’s Fury Road, or The Tree of Life, All the President’s Men, or Star Wars—we leave these films feeling profoundly changed, because we have experienced something that mattered: we have experienced that those who made these films have something to show us, something that has meaning. Not the backwash of opinions, diluted by a desire to please everyone. Fury Road is an angry, impassioned, uncompromising, eloquent film—made with meaning, and made by people who thought the meaning mattered.

Postscript: Mad Max: Fury Road was edited by Margaret Sixel, predominantly a documentary editor. The art of editing is under-recognized, as are the accomplishments in, and contributions to, the art of cinema by women, who have been making and working in films just as long as men.

Thoughts on Force Friday

A little over a month ago, a huge bomb went off in the Star Wars community, as merchandise for the newest film, Star Wars: The Force Awakens, hit stores a whopping three month in advance, an event lovingly called “Force Friday.” Shelves were flooded with action figures, board games, apparel, and even notebooks, all for a film that hadn’t even been released yet. Stranger still, is that Force Friday was a huge success. Crowds of people showed up, waiting in lines and saving spots, all to buy merchandise for characters, vehicles, and worlds they don’t even know much about. In fact, much of what was released hadn’t even been seen until that day. Being both a fascinated scholar and a huge nerd, I realized I’d have to investigate.

Much like Black Friday, stores opened at midnight with freshly stocked shelves and a hoard of shoppers lined up at the doors. Being located in Carlisle, far from urban shopping epicenters, I believed that going after class during the day would be adequate for both finding people to interview as a scholar and stuff to buy as a fan. On both counts I was wrong. I arrived at the local Target at the end of the day to find nearly empty shelves and almost no Star Wars shoppers. I had clearly underestimated the ravenous and dedicated nature of my people.

Still I did manage to get some opinions on the matter, both through my own experience and through conversations with other fans. Force Friday was an incredibly impressive feat to pull off in a marketing sense, and I honestly can’t think of many other franchises that could’ve executed a campaign of this magnitude without a hitch. Not to mention the majority of advertising was done via the Internet, with little to no television ads for it. Most of the shoppers I interviewed had learned about the event via YouTube.

As for Force Friday’s overall effect on the franchise as a whole; my feelings are a little more mixed. On the one hand, this event was incredibly inclusive, catering to both long time fans and newer, more casual ones. It also generated a lot of hype, and I know that I personally was excited to see all the new stuff for the film and to get my hands on some Legos once I got to Wal-Mart and found a set in my price range. It’s fun to speculate on what the role of these characters and items will be in the story. However on the other, I can’t help but worry a bit about how easy it is for marketers to sell Star Wars merchandise without fans even seeing the movie. In a way, it insures the film will be a success even if it winds up being awful. If all they made were trailers for example, then they would still be turning a profit even if no movies were ever released.

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Even with the best intentions however, assuming that Disney is really trying to make the best film they can, there’s still an issue I see developing. When speaking with fans, I had a chance to geek out and ask them what they thought the movie was going to be like. I heard some awesome theories as we exchanged ideas, and I can honestly say I hope some of our guesses were right. There lies the best and worst thing about Force Friday, however: making attachments and building up hope. The reason I feel fans are so ready to buy these early releases is that we are handed tons of material, but little to no rules on how to engage with it. For the months leading up to the film we get to tell this story ourselves, and we get to decide who characters like “Kylo Ren” (picture above) are, how events like “the battle of Jakku” will go, and even how the new ships operate and fly about. All the while, we’re making connections to facts and characters that might not be true, and our expectations are being set the impossible standards of our near infinite imaginations. We aren’t getting connected to a story, but instead to the things related to it, which means even at its best, people might wind up being somewhat let down when the movie doesn’t accomplish everything they had a chance to imagine.

I’m not saying The Force Awakens is going to be a let down, and in all honesty, I am excited to see it. I also think building hype is both a valuable asset to filmmakers and a fun experience for fans. My concern is something that stretches a little farther out than Force Friday, or even the Star Wars franchise as a whole. A lot of these franchises, like Star Wars, Marvel, etc., start off with a lot of heart, and people have gotten incredibly attached to them as icons of pop culture. While I still think these titles have a lot of that potential left, my fear is that we as fans are so hungry for more, with our constant need to generate buzz, to look up cast lists, to watch and rewatch trailers, and to just constantly demand more, that we’re draining these things. Disney already has six Star Wars films planned out, and fans have already started speculating and writing articles about all of them. Marketers can be blamed for some of this, but we’re the ones who’ve developed a fan culture allowing marketers to do what they do. There is such a thing as too much of a good thing, and our impatience may be leading us closer and closer to the day when a new Star Wars movie becomes something that makes us sick to our stomachs.

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Every year Dickinsonians make a journey around the globe, whether it be for a semester or year, to continue working on their liberal arts education and cultivating a better global perspective. Lead by David Strand, Professor of Political Science and East Asian Studies, a group of juniors including myself managed to navigate the thousands-year-old city of London. Departing each day from our hotel in Bloomsbury we set out on daily adventures to places like St. Paul’s Cathedral and poet John Keats’ house in Hampstead. For someone studying photography, it is difficult to resist taking photos and coming across as an obvious tourist with their lens clicking at every possible opportunity. Fortunately, my self-imposed restraint created an opportunity. Rather than taking photographs of everything I saw, I had to look with earnest, selecting only a few objects or areas.

Walking around London there is something extraordinary on almost every corner, such as an incredibly fat pigeon or a tavern from the 16th century, but when you are trying to document the city you have to think about what images work with each other. Not much of Roman London (or “Londinium” as it was known then) remains save for the wall by the Tower of London, so I tried to find a balance between the cliché and candid originals. However, it is also perfectly fine to take photographs of the overshot landmarks, but it can also be interesting to portray them from a different perspective.

Instead of just clicking away, I suggest taking a moment to look around and find something unexpected, something no one is paying attention to. The Tube provided wonderful opportunities for candid portraits. The British tend to keep to themselves on the underground, but that silence and stillness helps isolate potential subjects, and while you might receive some weird looks for having your camera out, the results are worth the final product. Always be prepared for the unexpected, for you never know how the most mundane of moments can turn out to be extraordinary. I’ve left London behind for the eastern coast, but there is still more to see, and even more to be documented.

Shaping Sound, Shaping Minds

I have been a mighty admirer of the dance scene especially since I started dancing when I was young and haven’t stopped since. In my opinion, So You Think You Can Dance is one of the greatest television series that has been invented. They attract many talents who audition and get challenged by the show, not only in their genre, but in other genres too. The show first debuted in 2005 and is on their 12th season currently.

In particular, I’ve admired Nick Lazzarini and Travis Wall, the winner of season 1 and runner-up of season 2 respectively. They are both contemporary dancers and have since found fulfilling careers in the world of dance. Just recently in 2012, Wall and Lazzarini founded their own dance company Shaping Sound with Teddy Forance and Kyle Robinson. They have recruited wonderful talents who have helped make their national tours a reality.

The four founders had heard many of their dancer friends speak about the lack of opportunities and career prospects that they decided to build their own company. The four mainly choreograph and envision the production, while the members audition and strive to perfect their artistry. Their motto of “Dance Reimagined” is highly pertinent to this set of dancers because Wall has been growing his reputation of having creative choreographies that blossom into new boundaries of contemporary dance. In the past week, Wall won an Emmy for Outstanding Choreography.

Their first tour was last year and concluded their second this past February. It was with luck that they were in Philadelphia in that last stretch. Although it was on a Wednesday night, I had made up my mind months prior that I would not miss this concert. This was probably one of the best decisions I have made in my life. The passion, commitment, and energy that the dancers had on stage transcended to the audience, whether or not they were dancers themselves. Overall, the show was very well-thought out and the visuals were stunning. Each piece was performed to perfection and the audience could not have gotten more for their buck.

I have two favorite pieces from the show. The first was the “Sing Sing Sing” item before intermission. There is probably a 99% chance that every tap dancer has tapped to this song. It was a pleasant surprise that the company had such a classic tune in their line-up. However, they presented this as a jazz piece, which was a refreshing change from the more modern takes that preceded it. As the company’s main focus is contemporary, the pieces before were more interpretative and emotive. This item stood out because of the energy and entertainment value that was injected into it. The quick and clean execution of the steps built up an enormous ball of energy that exploded on stage and washed over the audience. They were one with each other and with the music. The passion they had for dance was eminent and infectious. I felt a surge of energy through my veins as they laid out their hearts for all to see. The audience managed to contain the joyfulness for the length of the piece, but erupted in applause and cheers at the end of the item. I will never forget that moment, where no matter your race, class, gender, age, or even dance knowledge, you feel part of a shared emotional experience. It was a uniting force and in that moment I knew that I made the right decision to be there.

Wall has been asked back to So You Think You Can Dance as a guest judge, choreographer, all-star cast member, and now team captain. As a new feature for the upcoming season, he is the mentor for the stage performers. It took the producers awhile, but Lazzarini too joined the all-star cast in season 11. Wall has grown his reputation as reinventing an approach to dance. His movements flow with the music and this connection is undeniable as he receives praise from the judges, public, and fellow peers. It was no surprise that he would choreograph to another classic, “Bohemian Rhapsody” by Queen. This was another one of my favorites of the night. It featured the guys of the company. At one point in the choreography, the guys stepped into a spotlight each. This lined them up horizontally across the stage as the lights flickered and highlighted each member to guide the viewer’s attention. The mastery of technique and expression of mischief was a tease for the audience. Lazzarini can be flamboyant, and his character definitely shone in this dance when he snapped his fingers back and forth, a much more simpler set of counts that was a pleasant addition to the technically difficult piece. The lighting and timing of the dancers and tech-people amalgamated perfectly and the audience was engaged through it. The visuals brought together personality, dance, and emotions. I could watch it many times over and still fall in love with it each time.

Shaping Sound‘s motto is “Dance Reimagined,” which they accomplished with ease. I have been so fortunate to have experienced their artistry. They were truly meticulous with the production to present wholesome and meaty performances, leaving no detail behind. The audience members buzzed excitedly after the show concluded and that was heartening to hear others acknowledge the brilliance of the production. As a dancer myself, I have been behind the scenes and on stage, which only fuels my knowledge and admiration that dancers are hard workers who constantly strive to better themselves. These are many qualities that I respect and hope to emulate. Dance is not just a leisure activity, but a lifestyle.

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