Favorite Moments: ‘My Slam Will Jam On’

We all have our favorite moments in movies, books, and games, moments that stay with us long after the story is over. This column is my attempt to examine my favorite moments and see why they stick with me.

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The video

Why It’s Great

The 90’s were a magical time for cinema. From that era, we got such classics as ‘Terminator 2: Judgement Day,’ ‘Jurassic Park,’ ‘The Matrix,’ ‘Toy Story,’ and the juggernaut that was ‘Titanic’… and then we got ‘Space Jam’, which features Michael Jordon teaming up with the Loony Tunes to save them from being kidnapped by aliens by playing basketball.

Uhh… Yeah.

However, from this unlikely tale came a title song that has gone on to become a low-key, but steady internet legend, a song that can be mixed with anything. I myself only recently became aware of its existence, through one of the most unexpected mashups I’ve ever heard. It shouldn’t work; there’s no logical way a song about outer space basketball and doomed teenage romance on a sinking ship should work… but, incredibly, it does. I have no idea why, but… gosh dangit, this is one catchy song, and it is my sacred duty to expose it to as many people as possible so they, too, can weep at its glory.

What we can learn from ‘Spider-Man’ (2000 video game)

Everyone who ever grew up playing video games has a favorite, a treasure that they enjoy coming back to year after year, even when the game is outdated and forgotten by the gaming public at large. Having gone from playing The Oregon Trail’ on black and green apple computers in grade school, to experiencing the power of the PS3, there are many games I count as personal favorites, but when it comes to superhero games, there’s only one choice for me: ‘Spider-Man’ for the Playstation 1. In the 19 years since it came out, I continue to pop it into whatever Sony console I have at the time (hooray for backwards compatibility!) and give it a go every now and then, and every time I’m delighted that it still holds up. Yes, the graphics are outdated, the camera and controls a little wonky, but it’s a fun, colorful, light-hearted game that offers so much for Spidey fans, including an often hilarious ‘What if?’ mode that tweaks little things in the game, including giving having one of the bosses be voiced by a little kid.

If I had to take only one superhero game with me to a deserted island for the rest of my life, ‘Spider-Man’ would be the one packed inside my bags. But enough nostalgia-gushing. Let’s see what writers can learn from Spidey’s successful leap into the third dimension.

If the situation is right, consider bringing all your A-list characters together in one story

Doc Ock. Venom. Carnage, Mysterio. Scorpion. The Rhino. Captain America. The Punisher. Daredevil, Black Cat. ‘Spider-Man’ didn’t hold anything back when it came to filling out the roster of Spidey’s foes and friends, giving each one at least a satisfying cameo, or a pivotal role in the game. The sheer weight of all these characters – with their backstories, history, and personal grudges against Spider-Man – shows that that Activision and Neversoft held nothing back when it came to bringing in familiar faces for fans and newcomers alike.

In our own stories, it’s tempting to hold back when starting out with multi-part epics, and not put all our most prominent, heavy-hitting villains and allies in the first story, either from a desire not to have the plot be overstuffed, or not wanting to use up all our best characters at once. Both are valid concerns, but ‘Spider-Man’ proves that you can have multiple A-list characters: Only a few (Doctor Octopus, Venom, and Carnage) have prominent roles, but everyone else still has their moment to shine, even if only just a cameo – the important part being that those one-off appearances does impact the plot, and Spidey’s journey, and aren’t just there for fan-service.

Have both the villains and the good guys come after your hero

Like all good stories, ‘Spider-Man’ raises the stakes for our hero by having not only all the bad guys of New York City going after him, but the good guys as well: The police, thinking that Spidey’s the one behind the heist that starts the game, unleash everything they have to catch him (including the world’s most relentless helicopter). Even heroes like The Punisher and Daredevil aren’t sure if Spidey is innocent or not. Thus, not only does Spider-Man have to stop Doc Ock’s diabolical plan to rule the world, but also have to clear his name at the same time.

In our own stories, it’s typical for the hero to have to take on more powerful villains, but having him or her have to take on the good guys adds an extra layer of danger and moral complication. As the hero, our protagonist can’t just kill the forces of good, as this would make his or her situation even worse, forcing them to be creative when it comes to incapacitating good guys without killing or harming them. Our audiences enjoy seeing that creativity at work.

For extra points, this trope can also apply to villain protagonists. If your protagonist isn’t trying to redeem themselves, they can go to war with both good and bad guys; if they’re trying to redeem themselves, they have to struggle against their corrupt nature to try and do what’s right, ensuring even more drama.

Consider giving your villain a code of honor

Of all of Spidey’s villains to appear in-game, it’s Venom – in my opinion – who fares the best. Unlike Doc Ock, Carnage, Rhino, or Mysterio, who just want to get Spider-Man out of the way so he won’t interfere with their plan, Venom isn’t out to conquer the world, but to bring Spidey to justice for (supposedly) stealing Doc Ock’s machine. Yet, after Venom learns that Spidey is innocent, he immediately joins forces with him to find out who really caused the heist.

In our own stories, villains with a sense of honor – and even a willingness to team up with protagonists if the need arises – are far more compelling and interesting than those who are just cruel, evil, and have no redeeming traits. While he’s clearly not a nice guy, Venom’s contrasts make him fascinating to follow, especially his sense of humor: I never fail to chuckle at seeing him surfing the internet and asking for Captain America’s autograph.

Consider a sudden genre change at the climax of your story

Compared to many superhero games of the past nineteen years, ‘Spider-Man’ is a lighthearted tale. Yes, it has the occasional serious moment (Black Cat being impaled by Rhino’s horn certainly takes the cake), but by and large it’s a kid-friendly game that anyone can enjoy.

That is, until the final level.

Back when I first played ‘Spider-Man’, I was wondering who the inevitable final boss would be. Doc Ock was an obvious choice. If not him, then Carnage. To my surprise, both were defeated, but the game wasn’t over. Then I saw who the real final boss was: Monster-Ock, a combination of Doctor Octopus and the bloodthirsty personality of the Carnage symboite, who chases after you in darkened tunnels while howling at the top of its lungs.

Like any kid of the late 90’s, I did what any other kid in that situation would do: Have crippling nightmares for life.

Okay, not really. But the final level of ‘Spider-Man’ is such a radical departure from the rest of the game. There’s no jokes from Spidey, no quippy one-liners, and no humor. It’s a segment out of a horror game where you have to outrun an unbeatable foe. There’s no one to help you, no one coming to save you as you fight to outrun this screaming, multi-toothed, skinless-looking monster that will cave your face in if it catches you, and all the while trying to escape an underwater base before it explodes.

Awesome, right? And what makes it so memorable is because it’s so unexpected. First-time players expect an epic boss fight against one of Spidey’s legendary villains, with him finally winning the day and swinging off into the sunset with a witty joke. Instead, he has to run for his life, so scared that he doesn’t even try to be humorous. In our own stories, such shifts in tone shows the audience that things have gotten serious; the stakes are at their highest, the danger has never been more immense, and failure will bring catastrophic consequences. Doing such a shift can be difficult, and if done wrong, it can ruin the immersion. But when pulled off correctly, it can create moments our audience will remember for years to come. To this day, the ‘fight’ against Monster-Ock remains one of my favorite boss encounters in any video game, and is a great ending to a great game.

The Takeaway:

If the conditions are right, putting in all your A-list characters in one story is a surefire way to please fans who want to see their favorite characters team up, and having your hero having to not only face off against their most powerful villains, but against other good guys, will make the stakes higher than ever, especially if one of those villains has a code of honor that they follow religiously. And to cap off such a story, consider making a genre shift at the very end to catch your audience off guard and surprise them with something they didn’t expect, like horror.

Favorite Moments: ‘Captain… Help…’

We all have our favorite moments in movies, books, and games, moments that stay with us long after the story is over. This column is my attempt to examine my favorite moments and see why they stick with me.

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The Movie

‘Star Trek: First Contact’ (1996)

The Scene

(skip to 1:35 for the moment in question)

Why It’s Great

As a child of the 90’s, I was privileged to see a lot of great TV shows growing up: ‘The Simpsons,’ ‘M*A*S*H’ reruns, ‘Dinosaurs!’ and almost every Nickelodeon cartoon and game show constantly played on the family television, but it’s ‘Star Trek: The Next Generation’ that’s stayed with me well into adulthood. Picard, Riker, Data, Worf, and all the Enterprise crewmembers others were as much a part of my childhood as Luke Skywalker, Darth Vader, and Indiana Jones. I watched as the Enterprise and her crew as they explored the cosmos, negotiated peace with hostiles species, got into firstfights and phaser shootouts… and also turned into children.

Throughout it all, though, Picard was the character who left the greatest impression with me. He was the champion of reason and diplomacy, yet not afraid to get into a fight if he needed to. He was firm, but fair, and to my young eyes he was the leader who always did what was right.

Then came 1996’s ‘First Contact,’ and in a film filled with action, horror, shootouts, and scary Borg monsters, the thing that stuck with me the most was the shock of seeing Picard shot an infected Enterprise crewmember begging for help. As a young kid, that blew my mind: Picard was the good guy! He wouldn’t kill his own crew! And yet, he had just killed one!

To a pre-teen like me, this was the moment where I realized that the right thing to do isn’t always the nicest. In the cartoons and kids shows I watched, the heroes always saved innocent people from the bad guys. To see one of those heroes kill an innocent person – even if it was an act of mercy – made me realize that sometimes the good guys must do things that are morally questionable, even if there’s no malicious intent. It was a big step forward in realizing that things aren’t always black and white, and a big step in realizing that writing stories where things aren’t clear cut are a great tool for creating moral delimas that stay with audiences long after the story is over.

What we can learn from ‘The Northern Incident’

 

Is there such a thing as a perfect horror story? A few months ago, I took a look at one of the best written examples, and today I want a look at one of the best animated examples: A 2011 animation titled, ‘The Northern Incident’ that freaked me out the first time I saw it, and has remained with me ever since as one of the scariest horror shorts I’ve ever seen… up until the last minute. But before we get to that minute, let’s take a look at what this short does so well.

In a horror story, the more remote and more isolated your setting, the better

In the grand tradition of horror stories being set in remote, hard-to-reach locations, ‘The Northern Incident’ takes place at a cabin in the remote, snow-covered forest far from civilization. In a nice twist, though, the cabin’s just close enough that the man has access to a television and a phone so he can call for help… but when the phone line is cut, he might as well be on a different planet. He has a way back to civilization, but no way to get there without freezing to death. There’s nothing worse, after all, than being in sight of safety, but being unable to get to it.

Consider making your audience hear your monster more than they see it

It might be a cliche, but keeping the monster/threat in a horror story out of sight is one of the best things writers can do. Without knowing what the threat looks like, audiences are forced to use their imagination to create the threat, coming up with horrors more terrifying than anything any writer or concept artist could create. Before they’re fully revealed, all we know about the monsters in ‘The Northern Incident’ is that they’re roughly human-sized, intelligent, and can move with astonishing speed.

While ‘The Northern Incident’ follows this trope perfectly, it masterfully uses another aspect to enhance it: Using sound to show where the creatures are. We hear them knocking at the cabin’s door, walls, ceiling, and even driving a car. It’s one thing to see a terrifying monster, but it’s even more terrifying to know that it’s close by, but only being able to hear it.

Consider making your monster smart and sadistic

While the unseen and the unknown is terrifying, it becomes even more frightening when your audience realizes that the monster isn’t some mindless beast, but something that’s smart. The creatures in ‘The Northern Incident’ are smart enough to know how to hotwire and drive a car, as well as knowing how to disable a phone, but there’s a more subtle horror that’s not easily noticeable at first: The creatures toy with the man. They want to make him afraid, and are holding back on killing him (or whatever they plan to do) to try and drive him mad. They’re sadists, and there are few things as frightening as having your characters deal with something that’s human, smart, and loves inflicting misery on others.

Be very careful revealing that your monster is a joke character

Years ago, my father made an observation that’s stuck with me ever since: ‘The closer you get to perfection, the more obvious a flaw becomes.’ ‘The Northern Incident,’ regrettably, becomes a perfect example of this saying. The first 90% of the story is a masterpiece of pacing, animation, sound design, and horror. Then, in the final minute, we finally see what has been stalking the man and his dog… Furries.

The first time I saw ‘The Northern Incident’, I was shocked at the ending, and not in a good way. All the horror, the tension, and the scares were forgotten as I realized that all of it had been the setup for a joke, retroactively ruining everything that had come before.

For years, I’ve thought about why I find the ending to ‘The Northern Incident’ to be such a disappointment; other films effectively blend horror and comedy, so why does this one fail? I think it’s because the tone isn’t consistent with what comes before. By the end of the short, we – the audience – have been conditioned to expect a serious horror story, and the revelation that the man was attacked by furries retroactively makes us realize that everything that came before was a lie to throw us off guard. Had there been more comedic elements earlier, or hints about the creature’s true identity, the ending would have been easier to accept. As it is, it’s proof that while out-of-nowhere endings are memorable, they should at least fit with the tone of what came before.

The Takeaway

When doing a horror story, set it in a location far away from help (or have it so that characters can see help, but can’t get to it) and consider keeping the intelligent and sadistic monster hidden, with the audience hearing it instead of seeing it. When it comes time to do the ending, it’s okay to try something different, but keep the tone of it consistent with what came before.

Favorite Moments: The saga of Dervorin, the… ringbearer?

We all have our favorite moments in movies, books, and games, moments that stay with us long after the story is over. This column is my attempt to examine my favorite moments and see why they stick with me.

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The game

‘War in Middle Earth’

The video

(Skip to 27:35 to reach the relevant part of the video)

Why it’s great

Stop me if you’ve heard this before: In the land of Middle-Earth, the Dark Lord Sauron seeks to reclaim his Ring, which will give him the power to enslave the world. After the Ring is found by Frodo and his friends, they head for Rivendell, only for Frodo, Sam, and Merry to be cut down by Ringwraiths, leaving Pippin to be the Ringbearer.

Wait, what?

Afterwords, Pippin eventually makes his way to the city of Minas Tirith, where he personally commands the defense of the city, but during one of the seemingly endless assaults, Pippin falls in battle, leaving only heroic Dervorin to take up the ring, at which point he bravely sets out to reach Mt. Doom with 881 of Gondor’s finest infantry. But the quest runs into disaster when all of Dervorin’s troops are mowed down by 500 trolls; now alone, Dervorin continues on, sneaking through the mountains of Mordor before finally reaching Mt. Doom and chucking the Ring in, defeating Sauron and saving Middle-Earth!

Okay, so that’s not how The Lord of the Rings played out. But thanks to the computer game, ‘War in Middle Earth’, we have this curiously compelling tale of what might had happened in the tale to save Arda. Aside from the obvious deviation of having all the hobbits die – save Pippin – we get a story where it isn’t some legendary or heroic figure who takes the Ring to Mt. Doom, but some random guy most Tolkien readers have never heard of. I don’t blame any of them either; Dervorin appears only briefly in ‘The Return of the King,’ where he leads 300 men to the defense of Minas Tirith… and that’s all he contributes to the story. We don’t even know if he dies or not, which makes him an odd choice to entrust the fate of all Middle Earth to.

So why do I like this video so much? There’s the novelty factor of seeing a beloved tale being changed so drastically that it’s almost entirely new, of seeing favorite characters take on new roles and getting into interesting situations (like Gimli somehow evading 492 trolls by himself in the wilderness), but what captivates me the most is Dervorin himself. In a film, he would be an unnamed extra, someone in the background who doesn’t draw attention to himself. In battle, he would be one of the countless mooks who’s only purpose is to provide cannon fodder for the enemies, and to die to emphasize how dangerous the battle is. In every aspect, Dervorin is a nobody, an unimportant character who doesn’t have the luxury of plot armor to keep him alive.

Now, imagine what it must be like to be one of this unnamed, unimportant background characters, and suddenly be entrusted with the fate of the world.

When he gets the ring, Dervorin goes from being a nobody to being the most important person alive in Middle Earth. If he fails, Middle Earth is doomed. He’s the ultimate underdog, and we suddenly become invested in his survival, eager to see if he triumphs. And aside from the aforementioned skirmish with all those trolls, Dervorin somehow manages to pull it off, making his way to Mt. Doom all by himself, and managing to throw the ring in, all while apparently being immune to its corruption. That makes him awesome, and a fantastic example of an underdog rising to the occasion and saving the day.

What we can learn from: ‘Atlantic Rim’

 

There’s an old saying that there’s nothing new under the sun. Hollywood does its best to fulfill that saying by copying itself year after year, remaking movies, following whatever trend is hot, and generally retelling, recycling, repackaging, and telling the same stories decade after decade.

And then there are the ripoffs.

For years now, the Asylum has specialized in making a seemingly endless amount of ‘mockbusters’ designed to cash in on whatever hit movie is in theaters at the time. Typically made on an impossibly tiny budget and rushed into production, the end result is rarely good, but every so often you can get an amusing gem that manages to entertain despite its grade-Z production values.

‘Atlantic Rim’ is not one of those movies.

In the pantheon of Asylum films, ‘Atlantic Rim’ is strictly in the middle: It’s not horrible, but not great either, with scenes that don’t add anything to the story, plenty of mindless fighting, and three robots whacking a monster with giant robot melee weapons for what feels like fifteen minutes before realizing that it isn’t working. Still, there are a few good lessons to be found here, so let’s suit up in duct-tape covered wetsuits robot control suits and take a look.

Consider having your reckless character actually face consequences for his/her actions

Mech pilot Red Watters (yes, that’s his name) is your typical hot-blooded, reckless military maverick who is the best at what he does, but goes his own way without respecting the chain of command. However, unlike many other mavericks, Red is arrested after going on his initial mission in ‘Atlantic Rim,’ and destroying a lot of property and lives, earning him a trip to the brig instead of begrudging praise from those higher up on the command chain.

In our own stories, having a military maverick actually face consequences for their actions tells our audience that the characters in your story expect competence and don’t fool around. While it’s fine to bend the rules in fiction, it can be more surprising to see them strictly enforced.

Avoid having characters describe what just happened to other characters

Shortly after Red defeats the first monster, he happily tells Tracy and Jim what just happened, gleefully describing his exploits. While it’s logical to tell others what they couldn’t have seen, we, the audience, saw the events described, making the scene redundant and eating up screen time that could have been devoted to something more interesting.

When faced with needing to inform other characters in our own stories about events that have happened, the best option is to either have said characters be told off-screen, or saying something like, ‘It only took a few minutes for Carl to breathlessly tell the others about the dangers he had faced, and what they would be soon going up against.’

Consider poking fun at love-triangle cliches

Near the end of ‘Atlantic Rim’s second act, Red, Tracy, and Jim are celebrating and drinking in a bar (despite not having done anything to stop the latest monster attack), when Tracy and Jim nervously tell Red that they kissed each other, making us think that we’re going to be subjected to a late-game love triangle… only to have Red laugh and brush it off, revealing that he doesn’t care. Moments later, the three set off to save New York, and the love triangle is never seen or heard from again.

Love triangles may be among the most irritating story conventions to be found in fiction, especially where they aren’t wanted or needed, which makes ‘Atlantic Rim’ s take on the matter refreshing. Doing the same in our own works will tell our audiences that we know how annoying these triangles are, and that we aren’t going to subject them to one.

Consider having your missing thing be used as a weapon by the monster

Tell me if you’ve seen this before: A well-equipped group is searching for a monster (or in territory where there are monsters) and one of their distant vehicles or team members suddenly goes silent. It’s all too common for everyone else to suffer the same fate moments later, but I like how ‘Atlantic Rim’ handles this tripe: A submarine goes silent while hunting for an undersea monster, and the aircraft carrier in command of a naval fleet tries to get in touch with them, only for the submarine to be then thrown from the water into the carrier, sinking it.

Aside from the visceral thrill of seeing two huge vehicles slam into one another, having your monster/villain throw their prey back at those who are looking for him/her/it can be a great moment to show that the monster is more than just a dumb brute: By throwing their prey back, they can show intelligence by using it to destroy something else, demoralize others by taunting them, or humor, as if saying, ‘Oh, looking for this? Okay, here you go!’

When all else fails, throw your enemies into space

After what feels like 15 minutes of whacking the final monster with melee weapons, Red realizes that such tactics aren’t going to defeat it. So, what does he do? Ram the beast, fly it into the atmosphere, and eject it into outer space (where it explodes). It’s a simple but effective method, as hurling your enemy into outer space is a nearly foolproof way of getting rid of them for good. After all, space is really big, and once your enemy is thrown into it (presumably without any rockets, jet packs, or engines), they have nothing to grab onto, ensuring that they can’t come back.

The Takeaway:

When your story has an egomaniac military maverick, have them face serious consequences for their actions, while also avoiding love triangles, not having one character tell others what we’ve already seen, having the monster of the story use a missing object/individual as a weapon to showcase their intelligence, and then defeat that monster for good by hurling it into the void of space.

Favorite Moments: ‘When Death Troopers Try Going Through a Drive-Thru’

We all have our favorite moments in movies, books, and games, moments that stay with us long after the story is over. This column is my attempt to examine my favorite moments and see why they stick with me.

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The video

Why it’s great

Today’s video is another perfect example of fish-out-of-water comedy, by taking the Empire’s elite Death Troopers off the battlefield, and having one of them try to order fast food… and learning that his (her?) voice-scrambling helmet isn’t the best thing to wear when trying to talk with an ordinary person.

Another subtle nugget I didn’t notice at first when watching this video is that this is a great example of how even the most intimidating, faceless people in stories are still human underneath all their armor, complete with dreams, hobbies, and not liking certain foods. Keeping such things in mind can help us when we write henchmen or elite soldiers: They may be dangerous and dedicated to their cause, but there’s more to them than what organization they serve or what kind of armor they wear.

What we can learn from ‘Sarah Conner vs. Jason Vorhees’

Ever since his first appearance as a masked killer in the 1981 film ‘Friday the 13th Part 2,’ Jason Vorhees has become the poster child for slashers who take out horny teenagers as brutally (and creatively) as possible. Being such a staple of pop culture, it was inevitable that he’d eventually face off against other pop icons, the most famous being a fight against Freddy Kruger in 2003’s ‘Freddy vs Jason.’ But many of these fights have taken place in fan videos, featuring Michael Myers, Pennywise the Clown, Leatherface, and even Barney the Dinosaur. Today, we’re taking a look at what would happen if Jason Vorhees took on one of the toughest women in cinema: Sarah Conner from ‘Terminator 2: Judgement Day,’ courtesy of Youtube creators WTFLOL

Having a plausible explanation as to why two characters are fighting makes it easier to accept such a fight

When most pop culture characters fight, plot usually comes second to seeing them duking it out. But having a strong reason why two different characters from two different universes are fighting each other makes said fights easier to accept. ‘Conner vs. Jason’ has a particularly good one: Sarah, while en-route to foil Cyberdyne yet again, has car trouble and breaks down near Camp Crystal Lake. While searching for help, she comes across helpless campers being slaughtered by Jason, and rushes in to help. Not only is this a plausible way for the two to meet up, but it also helps us root for Sarah by showing how she doesn’t hesitate to help others in trouble, even if she doesn’t know them.

In our own stories, it’s a good idea to set up the fight in a way that feels logical. While it’s tempting to throw your two (or more) duelists together as quickly as possible, setting up why they’re fighting will make your story more believable, and tell your audience that you’ve thought this out beyond the standard, ‘Hey, wouldn’t it be awesome if ______ and ______ fought each other!?”

Consider limiting how much of your intercontinuity fight doesn’t revolve around the title characters fighting

Perhaps more than any other type of story, your audience knows exactly what they want when they see a duel film (watching the title characters fighting each other). They won’t be interested in anything else that doesn’t lead up or add to those moments. Thankfully, ‘Conner vs. Jason’ smartly limits those scenes to Sarah going to Crystal Lake, and the camp’s campers being killed off by Jason in quick order, knowing that audiences don’t have any interest in the campers being developed when they’re only going to be killed off.

In our own stories, while some buildup and setting the scene is always necessary, cutting out everything that isn’t necessary to set things up, or that doesn’t relate directly to two famous characters fighting is a good idea; our audience will thank us for getting to what they came to see in a quick and timely manner.

Consider having the nerd help save the day

Pity the poor nerd: this unfortunate character continues to be relentlessly mocked in pop culture, portrayed as being wimps, cowards, and having zero social skills. Yet, don’t underestimate them: while the nerd in ‘Conner vs. Jason’ first comes off as the stereotypical game-obsessed dweeb, he quickly comes through by using his smarts to tell Sarah about Jason’s only weakness, and risks his own life to lure Jason towards said weakness at great risk to himself (and saving Sarah in the process).

While it’s easy to use the nerd as an easy source of humor and comic relief, it’s much better to have them have hidden depths: Nerds may have a love of all things video games, movies, anime, and cartoons, but they’re still people with weaknesses and strengths, and showing those, whether it’s bravery, strength, or resourcefulness will help make them memorable.

Consider poking fun at a character’s mythology in your crossover fight

Little moments of humor can often be the most memorable parts of any story, and in a crossover fight – where drama and strict adherence to the rules of either universe are put aside for the sake of awesomeness – poking fun at both story’s mythologies can make funny moments even funnier: my favorite here comes when the nerd loudly yells about smoking and having lots of premarital sex with naked women, causing Jason to immediately ignore Sarah and head after the nerd. Another has the Terminator, after blowing Jason to pieces, saying his classic trademark about how he’ll be back. Is it cheesy? Yes, but it’s funny, and a good reminder on that we watch these crossovers to see how awesome they are; having some humor – even if it’s slightly out of character – only makes a fun experience even more enjoyable.

Avoid having someone come in and steal a victory at the end of a crossover fight

While having the Terminator suddenly show up to save the day at the end of the video is undeniably awesome (The Terminator vs Jason? Heck yeah!), it does have the unfortunate effect of making the whole ‘Sarah vs. Jason’ fight somewhat pointless, as neither of them determine the outcome. While it’s common for crossover fights to end in a draw (so as to not offend fans of either character by having them be defeated), having neither side winning, or having both off each other, having a third party arrive and end the fight by themselves feels like a cop out. Even Freddy vs Jason made this error by having one of the teens decapitate Freddy at the climax of the big fight, instead of Jason.

When writing our own crossover fights, having them end because of the results of the fighter’s efforts – instead of an outside force – will avoid the feeling of the fighters and the audience being cheated out of a fair match. If you must bring in a third party, foreshadow it before the fight, or at the very beginning (such as how Sarah Conner helps Pops during the Terminator vs Terminator duel in ‘Terminator: Genysis’), but still avoid it if you can.

An Alternate Universe version of ‘Sarah Conner vs. Jason Vorhees’ that learned from its mistakes

While en-route to take out a subdivision of Cyberdyne, Sarah Conner’s car breaks down outside Camp Crystal Lake. Setting out to search for help, she hears helpless campers being slaughtered and runs to help. While she’s too late to save everyone, she does save one nerd from Jason. The two quickly hatch a plan to lure Jason to the camp’s lake, eventually managing to get them there, thanks to the nerd’s smarts, and Sarah’s combat skills.

However, when trying to knock Jason into the water, Sarah – injured from her fight – runs out of ammo for her weapons. Using herself as a battering ram, she tackles Jason, managing to shove him into the water.

The nerd anxiously tries to decide whether he should jump in after Sarah to save her. Then she appears: Injured and bleeding badly, but alive. With Jason defeated and trapped at the bottom of the lake, the nerd helps her back to the camp’s main building to patch her up and call for help. Along the way, he asks if she’s interested in a date, to which she replies that he’d better not hold his breath.

Favorite Moments: Pancakes!

We all have our favorite moments in movies, books, and games, moments that stay with us long after the story is over. This column is my attempt to examine my favorite moments and see why they stick with me.

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The Movie

‘Cabin Fever’ (2002)

The Scene

Why it’s great

It’s a scene of a kid who wants pancakes, does karate moves, and then bites a guy while making wolf sounds, while his dad yells his name in slow motion. It’s so random, so out of place in a movie about a flesh-eating virus, and so bizarre that it breaks the time-space continuum and transcends the comprehension of mere mortals.

What? I need to write more? Well, it’s an example of how having a random scene that has nothing to do with the rest of the story can become the most memorable moment of that story, AKA, The Big Lipped Alligator Moment.

Now, if you’ll excuse me, I need to go satisfy a sudden hankering for pancakes.

What we can learn from ‘Jakku: First Wave’

Today, we’re taking a look at Star Wars, but not at one of the official movies, books, or games; we’re into the world of Star Wars fan films, and one that focuses on everyone’s favorite movie mooks: the stormtroopers. Unlike most fan films, though, this one is quite unique: There’s no laser blasts, no lightsabers, no force powers, or any of the other famous features of the galaxy far, far, away. Instead, it’s a psychological story that takes a look at three stormtroopers before entering the biggest battle of their lives. Let’s take a deeper look at what this short can teach us.

Consider having your story follow doomed characters just before their end

‘Jakku’ sets its tone instantly by telling us that everyone we’re about to see are going to die. That knowledge hangs heavy throughout the runtime as we watch the final minutes of the stormtrooper’s lives, knowing that they’re not going to make it through the battle to come.

In our own stories, focusing on the end of a character’s life – whether they know it or not – is an excellent way to get the audience’s attention. We’re used to our heroes charging into combat and making it out alive, sometimes without a scratch… but what about those who don’t have a chance? How do the underdogs, the faceless, nameless people who don’t have plot armor or aren’t main characters, face their end? I find that more fascinating than following someone who will survive because of their importance to the plot.

As I’ve written before, staring death in the face reveals who someone really is: Just how would you react to knowing that your end is about to occur in the next few minutes? Do you run? Hide? Face it head on? Incorporating such questions gives you the chance to see a character’s deepest self.

Consider making your story take place in one location

It may sound counter-intuitive – and even boring – to set your story in a single location. Who can make compelling stories about love and war, loss and betrayal in just one room? (or a cockpit, or a boat, or a car, etc.) Yet, such a thing is possible; ‘Jakku’ takes place entirely inside the hold of an AT-AT, and is captivating thanks the power of its story and the situation, instead of big, flashy visuals.

The advantage of doing a story set in a single location is that it forces you, the writer, to be creative with how you tell your story, as well as almost mandating that it becomes a character piece, as you won’t have access to big-budget special effects. Can you tell a sci-fi story in a single room? A post-apocalyptic drama? A historical period piece? No matter what tale you tell, it will be more intimate than the most sprawling, epic tale that goes to numerous exotic places. (and as a bonus, if you’re doing a movie, you’ll save a lot of money from only having to build one set)

Consider having your big, tough guy join the armed forces for a silly reason

The lone moment of humor in ‘Jakku’ is an effective one: The stoic, fearless trooper seems to fit the mold we’ve seen many times elsewhere: the tough guy who loves to fight and believes whole-heartily in his country. The patriot, so to speak, who joined the armed forces for the noblest of causes. But that’s not the case: he joined the Empire just because he wanted to wear stormtrooper armor.

Silly? Yes, but it’s amusing because we, the audience, expect the big, buff, military types to love their countries and wanting to serve it above everything else. Learning that they joined the armed forces for the silliest of reasons makes them more memorable by defying our expectations.

Consider focusing on why your characters fight

In my opinion, the one thing ‘Jakku’ does best is showing that these stromtroopers aren’t fanatical troopers who mindlessly follow orders and charge into battle without a second thought. They’re human, with different levels of fear and courage. One wants to avenge his younger brother, who died on the Death Star. The other wants to fight for the Empire’s ideals, and the last is there to prove to himself that he really can fight. This humanization helps us see the Empire not as an endless wave of white-coated redshirts who can’t shoot the broad side of a barn, but as people with different reasons for joining the Empire: Some selfish, some noble, and others who are just looking to try something new.

In your own works, exploring why characters fight and risk their lives makes the more human. It’s one thing to read about soldiers charging into battle, but knowing why they’re doing it (beyond being ordered to by their superiors) makes for more compelling storytelling. Knowing that someone is fighting to avenge a fallen family member or friend, or fighting dirty just to end a war so they can go home, or that they’re trying to prove to themselves that they’re brave makes the more compelling than gung-ho marines.

The Takeaway:

Doing a small scale story helps you focus on characters instead of distracting your audience with flashy visuals, and exploring why a small group of doomed people do what they do (such as fighting in a war) makes for compelling drama, even if their reasons for doing so are on the silly side.