Subverting Expectations: The Megathread - Or How Baby Dick Creators ‘Sort of Forgot’ What an Anti-Climax Is

It really depends on the media in question. In terms of Star Wars (probably the most obvious example), it never really felt like Rian loved Star Wars. You can't subvert expectations if it's clear you didn't like what was there before in the first place because then it just looks like you're trying to replace it with your own vision.
 
I read on some conspiracy website out there that the reason movie studios are making audience-hating, non-profitable wokecrap is because that, thanks to the current banking/economic system, corporations own all of the money. They own so much that money is no longer an issue for them, so they make propaganda that brainwashes/demoralizes their enemies. I'd scoff at this theory, but it's hard to deny that there may be a grain of truth to it. There's so much income disparity between the top and the bottom, between the corporations and the average Millennial/Gen Zer, that media producers really could have deep enough pockets to act like they're running their companies to the ground, but just keep going with no signs of stopping.
While not necessarily outright propoganda, it's very much correct that decades of educating people to consoo (and lack of competition) means that every blockbuster film will break even no matter how badly it treats the audience. Stuff like Cuties hurting Netflix might mean there is a change for the better, but it's too early to say for sure.
 
In regards to video games, how badly did The Last of Us 2's subverting fare, compared to the other big examples of subversion gone wrong like GoT and TLJ? In TLOU2's case, it also didn't help that Neil Druckmann wrote the storyline like that, just to destroy previously established characters, to push his own set of characters and agendas.

And given how people are pushing for TLOU2 to win GOTY, will subverting expectations become more and more common place in video game storylines?
 
I read on some conspiracy website out there that the reason movie studios are making audience-hating, non-profitable wokecrap is because that, thanks to the current banking/economic system, corporations own all of the money. They own so much that money is no longer an issue for them, so they make propaganda that brainwashes/demoralizes their enemies. I'd scoff at this theory, but it's hard to deny that there may be a grain of truth to it. There's so much income disparity between the top and the bottom, between the corporations and the average Millennial/Gen Zer, that media producers really could have deep enough pockets to act like they're running their companies to the ground, but just keep going with no signs of stopping.
There's definitely that line of thought, but I'd argue that in entertainment it usually results in just hiring cheap writers and putting in the minimal work to produce product to consoom, the minimal work being "enough flashy shit to keep people interested." It's probably more of a thing in other industries like consumer goods. Look at Gillette, they lost a fuckton of money from their ridiculous ad campaign last year, but it doesn't matter one bit since Gillette is just one division within Proctor & Gamble who owns an insane amount of brands and literally work in cartels with other giant corporations they compete with.
 
People forget that when you are doing subverting of expectations, there need to be a payoff.
Speaking of star wars, I think KOTOR did a nice job with. Characters comment on how weird it was, that someone who have just became a padawan got a mission to save the galaxy.
Then it came forth that you were Darth Revan but brainwashed. That I found to be a good subvering.
 
In regards to video games, how badly did The Last of Us 2's subverting fare, compared to the other big examples of subversion gone wrong like GoT and TLJ? In TLOU2's case, it also didn't help that Neil Druckmann wrote the storyline like that, just to destroy previously established characters, to push his own set of characters and agendas.

And given how people are pushing for TLOU2 to win GOTY, will subverting expectations become more and more common place in video game storylines?
The big issue with TLOU2 is not so much that it's anticlimactic, it's that said subversion doesn't even tie in with its own emotional core.

Revenge stories are objectively usually reliant on the catharsis of watching Person A inflict payback on Person B. This game, on the other hand, tries to deconstruct that with the cautionary tale of how you're the villain in someone else's story. Now there's nothing wrong with trying to subvert revenge stories. Kill Bill does an excellent job, IMO, of deconstructing revenge story tropes. In fact, Vol. 1 even establishes Beatrix's plan not exactly being ingenious right away by showing her first killing going somewhat wrong: she chose to do it when the target's daughter was getting home from school and acted out of impulse, furthermore she did it in front of her daughter. So already one "warning" has been established about the campaign, that it's not exactly going to be smooth sailing all the way. Throughout parts 1 and 2, she ends up in situations like being buried alive and shot full of rock salt. But she makes it to Bill at the end anyway and instead of the showdown people were probably expecting, it's an emotionally driven, intelligent and well thought out scene where we learn about Bill and his MO, how he interacts with certain people and the bigger emotional core of the story between both Beatrix and Bill. Furthermore, Bill is not set up as a moustache twirler but a genuinely charming and chill dude that just happens to be evil.

What Kill Bill does right is that it still manages to remember its own emotional core values and stick to them, and furthermore, it still manages to be climactic. And it still manages to get away with things like Bill's death being an emotional scene, or even one other subversion: Vol. 2 showing Beatrix knowing the much talked about "Five Point Palm Death Punch" that is used to kill Bill rather than the obvious "shooting in the head" or slicing his head off.

What TLOU2 seems to forget is that if you want to make a story about the cycle of violence or the pointlessness of revenge, there still needs to be something of emotional payoff. So it's already shot itself in the foot by trying to make us sympathize with somebody who is legitimately a terrible person. Then Ellie goes and kills a bunch of people to get to Abby. But then the game shows her failing to kill Abby TWICE.

First off, I actually think the game would actually have managed to found a way to make this work if it didn't have us play as Abby. If the whole thing was just Ellie. Because before Joel even dies, she finds out some pretty unsavoury things that he did, and his sudden death forces her to put that all into perspective. She's now realized completely that this is a world where anything can happen and people have gotten a lot more savage as a result. But then you give us an ending where she just decides to backpedal for no fucking reason AT ALL. Oh, right, she lost her fingers, I guess?

Secondly, why Abby of all people? Her father deserved to fucking die. He was an actual child rapist and a cannibal tribalist. The game seems to imply too that she knows this but doesn't fucking care. Oh right, message I guess.

Here's a tip: if good writing and good characterization render your message pointless, it's a pretty fucking shit message.
 
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What TLOU2 seems to forget is that if you want to make a story about the cycle of violence or the pointlessness of revenge, there still needs to be something of emotional payoff. So it's already shot itself in the foot by trying to make us sympathize with somebody who is legitimately a terrible person. Then Ellie goes and kills a bunch of people to get to Abby. But then the game shows her failing to kill Abby TWICE.

The other big part about that is that in one of the Abby vs. Ellie fights, where you are playing as Abby, Ellie can kill you, but you can't do the same when you're playing as Ellie in the final fight. It goes to show how forced and ham-fisted Neil Druckmann wanted to do with the story.
 
Here's a tip: if good writing and good characterization render your message pointless, it's a pretty fucking shit message.
There's a big difference between delivering a surprise in a pleasing way that is still consistent with the characters and ultimately better than what you had thought you wanted and what this greasy little pervert Schmuckmann did. What he did was basically say "that thing you like is shit, and you're shit for liking it, fuck you," then spitting in your face and destroying it in front of you.
 
It really depends on the media in question. In terms of Star Wars (probably the most obvious example), it never really felt like Rian loved Star Wars. You can't subvert expectations if it's clear you didn't like what was there before in the first place because then it just looks like you're trying to replace it with your own vision.

Medium like Memento or Metal Gear Solid 2 work in subverting expectations because they were intricately-designed works that used their mode of telling a story as a means of tricking people or surprising people while making a good story. "Subverting expectations" shouldn't equate to "turning characters into jokes and retards". That's what Tim Miller (Terminator: Dark Fate), Neil Druckmann and Rian Johnson essentially believe.
 
Medium like Memento or Metal Gear Solid 2 work in subverting expectations because they were intricately-designed works that used their mode of telling a story as a means of tricking people or surprising people while making a good story. "Subverting expectations" shouldn't equate to "turning characters into jokes and retards". That's what Tim Miller (Terminator: Dark Fate), Neil Druckmann and Rian Johnson essentially believe.
Hell, you would think Hollywood would have learned its lesson from Alien 3 and the "genius" decision to kill Hicks and Newt off in the opening scene, thus rendering literally everything that happened in Aliens to be completely pointless.
 
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Medium like Memento or Metal Gear Solid 2 work in subverting expectations because they were intricately-designed works that used their mode of telling a story as a means of tricking people or surprising people while making a good story. "Subverting expectations" shouldn't equate to "turning characters into jokes and retards". That's what Tim Miller (Terminator: Dark Fate), Neil Druckmann and Rian Johnson essentially believe.
I think the issue with subverting expectations for these people is that they are doing these sorts of deconstructions without understanding why people liked the original source material or had no clear concrete plan in mind. I think Johnson is a good example of this cause he didn't understand why people loved Empire Strikes Back on top of having no clear plan for his Star Wars movie so he went bananas with no one tardwrangling him properly.
 
Secondly, why Abby of all people? Her father deserved to fucking die. He was an actual child rapist and a cannibal tribalist. The game seems to imply too that she knows this but doesn't fucking care. Oh right, message I guess.
Abby's dad was the scientist who was going to kill Ellie and try to find a cure from her body, not the cannibal dude. Still, the point remains the same because notes in the first game state that the Fireflies have done this several times and never found a cure, so they're basically just serial killers.
 
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Hell, you would think Hollywood would have learned its lesson from Alien 3 and the "genius" decision to kill Hicks and Newt off in the opening scene, thus rendering literally everything that happened in Aliens to be completely pointless.

Ugh, more "hurr durr they killed Hicks and Newt" sperging.

Actually, Alien 3 wasn't trying to "subvert expectations" or anything. It was pretty much meant to be a tragedy and the intended finale for the Alien saga. Newt was going to die right off the bat no matter what and IIRC, the original plan was for Hicks to survive the initial crash and then die later on in the movie.

Problem was the film went through a bunch of different rewrites and some of the earliest teasers that came out in America were based on William Gibson's script where the aliens came to Earth and it was going to be a shoot 'em up similar to Aliens. I think a lot of people were going into Alien 3 thinking it would be like Aliens

Aliens was a masterpiece and my favorite in the franchise, but I still like Alien 3 and consider it a good end to the series.

At the very least, Alien 3 was a hell of a lot better than the craptastic fourth film Whedon did or all those AVP movies
 
Ugh, more "hurr durr they killed Hicks and Newt" sperging.

Actually, Alien 3 wasn't trying to "subvert expectations" or anything. It was pretty much meant to be a tragedy and the intended finale for the Alien saga. Newt was going to die right off the bat no matter what and IIRC, the original plan was for Hicks to survive the initial crash and then die later on in the movie.

Problem was the film went through a bunch of different rewrites and some of the earliest teasers that came out in America were based on William Gibson's script where the aliens came to Earth and it was going to be a shoot 'em up similar to Aliens. I think a lot of people were going into Alien 3 thinking it would be like Aliens

Aliens was a masterpiece and my favorite in the franchise, but I still like Alien 3 and consider it a good end to the series.

At the very least, Alien 3 was a hell of a lot better than the craptastic fourth film Whedon did or all those AVP movies
Problem was, Hicks and Newt dying was a result of those kajillion rewrites and was a last minute addition as well, which is why Michael Biehn got so pissed off by it and demanded he be paid his full promised salary for it.

Nobody is denying it's a tragic movie but it's unfortunately also a shitty movie. If takes the pussy route of re-negging on the world building and expansion of Aliens and tries to make it a claustrophobic horror movie in the same vein as the first Alien, but also makes the mistake of setting it in an environment full of large, wide open spaces where the xenomorph is so easily outrunnable.

Oh, and someone should have told Sigourney to fuck off if she seriously thought her "no guns" rule wouldn't look stupid.

And being better than Alien Resurrection isn't something that's hard to do at all.
 
In regards to video games, how badly did The Last of Us 2's subverting fare, compared to the other big examples of subversion gone wrong like GoT and TLJ? In TLOU2's case, it also didn't help that Neil Druckmann wrote the storyline like that, just to destroy previously established characters, to push his own set of characters and agendas.

And given how people are pushing for TLOU2 to win GOTY, will subverting expectations become more and more common place in video game storylines?
Outside playing as Abby the Last of Us 2 didn't subvert anything. It played out pretty much how I expected it to. Last of Us 2 really shouldn't have followed up the characters from Last of Us really wasn't room to do anything fresh, unpredictable or interesting, add on top the god awful bloat/pacing didn't help
 
The big issue with TLOU2 is not so much that it's anticlimactic, it's that said subversion doesn't even tie in with its own emotional core.

Revenge stories are objectively usually reliant on the catharsis of watching Person A inflict payback on Person B. This game, on the other hand, tries to deconstruct that with the cautionary tale of how you're the villain in someone else's story. Now there's nothing wrong with trying to subvert revenge stories. Kill Bill does an excellent job, IMO, of deconstructing revenge story tropes. In fact, Vol. 1 even establishes Beatrix's plan not exactly being ingenious right away by showing her first killing going somewhat wrong: she chose to do it when the target's daughter was getting home from school and acted out of impulse, furthermore she did it in front of her daughter. So already one "warning" has been established about the campaign, that it's not exactly going to be smooth sailing all the way. Throughout parts 1 and 2, she ends up in situations like being buried alive and shot full of rock salt. But she makes it to Bill at the end anyway and instead of the showdown people were probably expecting, it's an emotionally driven, intelligent and well thought out scene where we learn about Bill and his MO, how he interacts with certain people and the bigger emotional core of the story between both Beatrix and Bill. Furthermore, Bill is not set up as a moustache twirler but a genuinely charming and chill dude that just happens to be evil.

What Kill Bill does right is that it still manages to remember its own emotional core values and stick to them, and furthermore, it still manages to be climactic. And it still manages to get away with things like Bill's death being an emotional scene, or even one other subversion: Vol. 2 showing Beatrix knowing the much talked about "Five Point Palm Death Punch" that is used to kill Bill rather than the obvious "shooting in the head" or slicing his head off.

What TLOU2 seems to forget is that if you want to make a story about the cycle of violence or the pointlessness of revenge, there still needs to be something of emotional payoff. So it's already shot itself in the foot by trying to make us sympathize with somebody who is legitimately a terrible person. Then Ellie goes and kills a bunch of people to get to Abby. But then the game shows her failing to kill Abby TWICE.

First off, I actually think the game would actually have managed to found a way to make this work if it didn't have us play as Abby. If the whole thing was just Ellie. Because before Joel even dies, she finds out some pretty unsavoury things that he did, and his sudden death forces her to put that all into perspective. She's now realized completely that this is a world where anything can happen and people have gotten a lot more savage as a result. But then you give us an ending where she just decides to backpedal for no fucking reason AT ALL. Oh, right, she lost her fingers, I guess?

Secondly, why Abby of all people? Her father deserved to fucking die. He was an actual child rapist and a cannibal tribalist. The game seems to imply too that she knows this but doesn't fucking care. Oh right, message I guess.

Here's a tip: if good writing and good characterization render your message pointless, it's a pretty fucking shit message.
Another great example that subverts the revenge story is Witcher 2. The premise of the game is that Geralt is framed for the murder of King Foltest and he hunts after the true killer, either out of desire for revenge, justice, or the truth (this being an RPG, it all depends on the player, but the goal remains the same). At the end of the game, you encounter the murderer, Letho, who proceeds to explain his motivations, and at this point it becomes clear that the whole thing isn't as it seems.

Letho tells you that he was sent by the Nilfgaardians to kill King Foltest. It had nothing to do with Geralt; Geralt just happened to be in the wrong place at the wrong time. Furthermore, Letho states that he committed the murder under Nilfgaard's promise that they would help restore the branch of his Witcher school. There's also the fact that Geralt and Letho were allies prior to Geralt losing his memory, and Letho even helped Yennifer, Geralt's love interest, when Geralt was presumed dead.

At the same time, Letho's actions have reignited war and undermined the political structures of the land. By the game's end, everything is already falling into chaos, so he shares at least partial blame for the sorry state of everything by the time Witcher 3 rolls around, even if he was an unwilling participant.

More critically, the game gives you the option of whether or not you still want to kill Letho. Some people don't want to after learning everything about him, while others feel he still has to die after everything he's done. The game treats both actions as perfectly valid. Furthermore, since it's a role-playing game, all the stuff Letho tells Geralt he by extension tells you, the player, and you react accordingly.

TLOU2 doesn't provide any sort of justification for Ellie to let Abby go and instead opts for a nonsensical ending where she just stops short of getting her revenge. Where Geralt might be willing to let Letho go in the face of everything he's learned, Ellie just does it because the plot and themes demand it. It's not as if Ellie learned about everything Abby's gone through either. The ending puts her out of sync with the story and the majority of players who want to see Abby dead for completely justifiable reasons.
 
The big issue with TLOU2 is not so much that it's anticlimactic, it's that said subversion doesn't even tie in with its own emotional core.

Revenge stories are objectively usually reliant on the catharsis of watching Person A inflict payback on Person B. This game, on the other hand, tries to deconstruct that with the cautionary tale of how you're the villain in someone else's story. Now there's nothing wrong with trying to subvert revenge stories. Kill Bill does an excellent job, IMO, of deconstructing revenge story tropes. In fact, Vol. 1 even establishes Beatrix's plan not exactly being ingenious right away by showing her first killing going somewhat wrong: she chose to do it when the target's daughter was getting home from school and acted out of impulse, furthermore she did it in front of her daughter. So already one "warning" has been established about the campaign, that it's not exactly going to be smooth sailing all the way. Throughout parts 1 and 2, she ends up in situations like being buried alive and shot full of rock salt. But she makes it to Bill at the end anyway and instead of the showdown people were probably expecting, it's an emotionally driven, intelligent and well thought out scene where we learn about Bill and his MO, how he interacts with certain people and the bigger emotional core of the story between both Beatrix and Bill. Furthermore, Bill is not set up as a moustache twirler but a genuinely charming and chill dude that just happens to be evil.

What Kill Bill does right is that it still manages to remember its own emotional core values and stick to them, and furthermore, it still manages to be climactic. And it still manages to get away with things like Bill's death being an emotional scene, or even one other subversion: Vol. 2 showing Beatrix knowing the much talked about "Five Point Palm Death Punch" that is used to kill Bill rather than the obvious "shooting in the head" or slicing his head off.

What TLOU2 seems to forget is that if you want to make a story about the cycle of violence or the pointlessness of revenge, there still needs to be something of emotional payoff. So it's already shot itself in the foot by trying to make us sympathize with somebody who is legitimately a terrible person. Then Ellie goes and kills a bunch of people to get to Abby. But then the game shows her failing to kill Abby TWICE.

First off, I actually think the game would actually have managed to found a way to make this work if it didn't have us play as Abby. If the whole thing was just Ellie. Because before Joel even dies, she finds out some pretty unsavoury things that he did, and his sudden death forces her to put that all into perspective. She's now realized completely that this is a world where anything can happen and people have gotten a lot more savage as a result. But then you give us an ending where she just decides to backpedal for no fucking reason AT ALL. Oh, right, she lost her fingers, I guess?

Secondly, why Abby of all people? Her father deserved to fucking die. He was an actual child rapist and a cannibal tribalist. The game seems to imply too that she knows this but doesn't fucking care. Oh right, message I guess.

Here's a tip: if good writing and good characterization render your message pointless, it's a pretty fucking shit message.
I don't feel like TLOU 2 was a subversion in any respect. Or that it was so juvenile that it failed on its face. Most people knew Joel would die, that was expected. The subversion, I guess, is trying to make players accept Abby and the shitty message of the game.

TLOU 2 didn't fail because Abby's revenge was twisted and unjustified. There are plenty of revenge stories out there that preach against revenge, either be it by senseless escalation into violence where it didn't need to be or protagonists giving themselves a purpose in the face of their loss. The fact that their revenge being correct is unimportant to them. Vengeance itself becomes the goal, and they manage to twist situations that are unrelated in order to keep their fire going because they'd just burn out otherwise. These sort of revenge tales have been explored a lot in media, typically through unreliable narrators (most notably Momento in which Guy Pierce is manipulating himself to commit revenge).

The problem, as you say, is we're playing as Abby. She will be viewed, no matter what, as a villain. It doesn't matter if she's shown playing catch with her dad or anything like that. The way she extracts her revenge is violent, brutal and disgusting. The audience is not going to accept her as a protagonist through the entire thing. If she'd simply shot Joel, it might have been a different story. But the way she tortured and brutalized him basically makes her likability zero. Its made even worse by the fact that her dad was some no-name antagonist who the audience has no attachment to.

This is two HUGE failures: 1) The audience, intrinsically, has no connection to Abby. Random mooks in games aren't there for us to feel attachment to. Abby's dad is one of probably hundreds players mowed down without a second thought in TLOU. This is a massive failure. 2) With no connection to Abby, the audience will innately view Abby's actions as unjust. They will reject her as the protagonist. This is an inevitability. When it is a character they've connected with vs. a character they're not connected with, they will always favor the character they've connected with.

These two failures render the audience unable to accept Abby as any sort of protagonist. It also invalidates the message about the cycle of revenge. I mean, the problem with cycles of revenge is that its fucking OLD. Its been done since Shakespeare and its been present in history. The biggest cycle of revenge in America are the Hatfields and the McCoys. We already know cycles of revenge are bad. But the game doesn't give us a reason to look at Ellie's revenge as anything but valid. Because of the failure of the game to make the audience accept Abby in any capacity, her revenge is viewed as brutal and illegitimate, while Ellie's is viewed as just and legitimate.

The problem is most certainly Druckfaggot forced Abby down people's throats for no reason. We should be exploring the all consuming rage that Ellie feels and she should get more brutal and destructive in her methods. She should completely murder Abby's friends, her living family, her lovers....until Ellie herself realizes she's enjoying the murder and the torture entirely too much. She's turning into the monster. Have the fungus begin stalking her mind. Have it be an ever present voice, telling her that the fungus is God's judgement for Humanity's violence, and that this is hell on Earth. Those immune to the fungus are the demons. You make choices throughout the game where Ellie can give into the violence, becoming darker and more monster-like. Have her embrace the brutality along with the player and lead her down a dark road. In the end, Ellie kills Abby, but her pain isn't satiated. She needs more. She eventually loses her mind, giving into her pain and bloodlust, becoming a boogeyman, something more dangerous than any monster.

The problem in TLOU 2, Cuckfaggot loves his creation entirely too much. He doesn't want his precious Abby to be used in such a manner. So it basically invalidates the entire game's message and utterly fucks its story.
There's a big difference between delivering a surprise in a pleasing way that is still consistent with the characters and ultimately better than what you had thought you wanted and what this greasy little pervert Schmuckmann did. What he did was basically say "that thing you like is shit, and you're shit for liking it, fuck you," then spitting in your face and destroying it in front of you.
Yes. He basically did this and said his character was better. There was a slight attempt at subversion, but even that failed because he wanted the audience to accept Abby, which it never would. Anyone who says they accept her is a lying faggot or a retarded motherfucker who has no idea how to tell a basic story.
 
Medium like Memento or Metal Gear Solid 2 work in subverting expectations because they were intricately-designed works that used their mode of telling a story as a means of tricking people or surprising people while making a good story. "Subverting expectations" shouldn't equate to "turning characters into jokes and retards". That's what Tim Miller (Terminator: Dark Fate), Neil Druckmann and Rian Johnson essentially believe.
Also worth noting that James Cameron was largely responsible for most of the batshit insane nonsense in Terminator: Dark Fart.
 
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