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PULP & POPCORN

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Page 35<br />

Would I tell someone who hasn’t seen the film that that’s what I think it is<br />

about? No, because that coin doesn’t drop until the third act and until then, you have<br />

no idea that’s the point. That feeling of having that coin drop was part of the<br />

experience for me, and I’d hate to be the one to take that from someone else.<br />

In the case of Rogue One: A Star Wars Story, there are numerous things that are<br />

worth discussion that you can’t really bring up until people have seen the movie. I<br />

went to a press screening of the movie on the Disney lot so that I could write that<br />

early review I ran on the Pulp & Popcorn blog, but I also bought tickets so I could take<br />

my sons, Toshi and Allen, as well as my girlfriend, her adult son, and his girlfriend.<br />

We had a big family weekend that involved buying and decorating the Christmas tree<br />

and lots of hanging out and having fun, and the weekend culminated in all of us going<br />

to the Culver Arclight together to see the film. As we emerged from the theater, it<br />

was clear that Allen was a little shaken up by it. He’s eight years old now, and he’s<br />

precocious, constantly looking to demonstrate that he understands things like the<br />

grown-ups do. I asked him what he was reacting to, and he struggled to find the<br />

words. “I don’t think I’ve ever seen a movie before where everyone died, Daddy.<br />

Everyone. All the good guys. They all just died.” He kept shaking his head. “It’s a cool<br />

movie, but that’s really sad.”<br />

What strikes me about that is how, for the first time ever, there is weight to<br />

the war in Star Wars. We live in a culture that glorifies war and that treats it as a rite<br />

of passage to some extent. War-themed videogames are one of the biggest-selling<br />

genres, and my own kids are addicted to several of the online Ca! Of Duty modes.<br />

When Toshi recently bought Battlefield 1, I spent some time looking at the campaign<br />

mode, and there was something they did that I found really interesting as a choice. If<br />

you’re killed while playing the campaign, you don’t respawn as the same character.<br />

Instead, that character is dead, and you have to play as someone else, and each time<br />

you go down, that’s another headstone, another life memorialized, and the longer you<br />

play, the higher that body count gets to be, and you start to actually get a sense of the<br />

toll of each and every inch of territory that is won in a real war. Sure, it’s a game, and<br />

sure, it’s still only 1/10,000th of the real experience, but it is an attempt to underline<br />

the more sober side of what is being played as a game.

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