Thursday, April 24, 2014

Project 1: The Spirit of Lapu-Lapu

Hello! I hope you guys like this because I really didn't think of a plan B.

So here’s how this image came about…The country I chose to focus on is the Philippines. One of the first things I learned when I started my research was stuff about the Battle of Mactan (April 27, 1521). Essentially, The Battle of Mactan was a significant event in Philippine history, when the Philippine natives put up a successful resistance against Spanish colonization. The hero of this battle was, without question, the Mactan ruler Lapu-lapu. Not only did he defeat the Spaniards, he is also responsible for the death of Magellan! Needless to say, the excitement of this event is what ultimately led me to choose the Philippines.

As I continued my research, I learned that it was on the same date, 44 years later, that Miguel Lopez de Legazpi of Spain, stormed the Philippine province of Cebu, effectively overtaking the island for Spain. Kind of ironic…right? Before he successfully took over Cebu, Legzapi’s men made a prior attack that was quickly dispatch by Cebu king Rajah Tupas’ army. However, on April 27, 1565, Legzapi returned. His men left their ships and boarded smaller boats. Initially the natives were going to fight back. But as Legzapi’s boats approached the shore, they used their firearms against the Filipinos of Cebu, who where only armed with shields and lances. Of course the people of Cebu where no match, so everyone who hadn't already evacuated, ran up a hill into the fields. At least according to Legzapi’s personal accounts of the incident… And Rajah Tupas surrendered to Spain shortly thereafter.

So any way, since I wanted to actually do something visual (and I am really into video games) the thought occurred to me that going in a 3D graphic design direction was my only option. I was sort of inspired by the likes of Red Dead Redemption and Assassin's Creed.  They’re both "open world" role playing narratives, focusing on the life and adventures of a specific character as they navigate through/ try to survive in a historical setting. Since the essay has to be a first person narrative, I though it only fitting that I make a still image as a sort of “screen shot” in this fictitious game based on historical events. And have my essay be the frame work/narrative of my main character. If this were a real video game, imagine it happening in two arcs. The first arch would be played through as Lapu-Lapu; the objective being to defeat Spain, and the big finish would be defeating Magellan at the Battle of Mactan. Then the second arc would be a time-skip. You’d play as a native of Cebu (i.e. the fictional character who has to voice our essay), having to defeat Legzapi twice as the overall objective. In the game, once you've reached the second arc, you’d be able to call upon the spirit of Lapu-Lapu to help you to victory. Conceivably, in a fictional video game retelling of these events, you could change the outcome. But if you were to fail, Cebu would fall to Spanish colonization…

Well I hope all of that made sense. The image I tried to depict was the second coming of Legzapi. His ships with a few small boats can be seen in the distance. The Cebu people are lined up on the shore apprehensively awaiting their fate; and there are some hills and greenery in the background. Most importantly a ghostly Lapu-Lapu stands behind the people. And with that, I leave you, 

                                            The Spirit of Lapu-Lapu
If the link works, you can click the title to see it bigger. 

7 comments:

  1. I think your idea of turning the historic event into a video game is unique, and is a modern way to inform people about it since almost everyone our age group has played a video game at some point. I also commend you for actually creating your project!
    These were my thoughts after looking at your screenshot: I first wondered why you chose to make the sky so dark and stormy. Because usually when I think of the Philippines, especially the island of Cebu, all I can think about is clear skies and waters. And then I noticed the transparency, of the large figure of Lapu-Lapu, which I guessed showed that he was a spirit. So, ultimately I was left thinking that the mystical spirit and the second coming of Legzapi puts a dark aura on the normally sunny island.
    It sounds like your narrative will be dramatic and action packed. I think you chose a great event to focus on.

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  2. Thanks, I had a lot of fun making it. And yes, initially I did have the sky very bright and clear. That is, as you pointed out, what one usually envisions when thinking of the Philippines. However, when I looked at my image, with a clear blue sky and bright water, there was no real sense encroaching "badness". In fact, it sort of looked too happy. So I kept darkening the sky, making it a bit cloudy, trying to create a darker, drearier, more uncertain aura. Like Cebu was suddenly thrust into an inescapable night.

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  3. I agree with Jennifer--really interesting project! I also particularly like the video game format as contemporary and relevant and visually engaging. I wish I could try the actual game! (Btw, are you aware that the Art department offers a video game design class?) A great feature is the dual subject option, Lapu Lapu, then the native Cebuano, and the viewer/player's ability to "experience" colonialism. Very interesting! Look forward to the paper.

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    1. I didn't know about the video game design class, but now I am very interested! I really want to get better at this form of media, since it's only been a hobby of mine up until now.

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  4. This is such a cool idea! When we were first given this project I pretty much only thought about it terms of traditional mediums, so it's awesome to see others expanding beyond that. I definitely wouldn't have considered designing a video game, but like Jennifer and Professor Marquez said, I think it works really well for what we're doing, especially with the two 'arcs' you've chosen.

    My one question is related to when the game would be considered 'complete' in terms of gameplay. You mentioned that, conceivably, the outcome of Cebu could be changed since it's a video game. So if the player did manage to change history by defeating the Spanish colonists, would you address it by including a new theoretical timeline that the player could explore (sort of like in the new Wolfenstein game)? Or would the game simply end after the final battle? This question isn't super relevant to our project itself since your plan seems to cover all of the qualifications pretty dead-on, it's more of a personal curiosity because I think your idea is really interesting.

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    1. I grappled with this concept for a while myself. The last thought I had about it, was that the game should not only have its overlaying plot, but also side missions to complete for achievements (like "Bully" or something). There are somethings you must to do in order to advance in the game, and other's that exist merely for the trophies. Conceivably, if you defeat the Spanish and win the game, you're free to wander around exploring Cebu whilst completing all the side missions you may have missed along the way. Since life for the character's stays pre-colonial, in this case, you'd be allowed such an opportunity.

      However, on the other hand, if you were to lose to the Spanish, It would be more like a "Heavy Rain" [nobody could figure the mystery] type situation. You'd just get a lot of death, character epilogues and an insatiable need to try again. Part of me was thinking it shouldn't be so open ended in the first place. Maybe it should just be as blunt as "Heavenly Sword". They get colonized, so start with the colonization, and have the whole game be one long exposition. But in real life, the open endedness creates replay value, and I liked that idea way more.

      I hope that's a satisfactory answer. I really had to think hard about that one.

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    2. Yeah, I definitely agree that open-world gameplay would be the best approach! And I really like your idea of including side missions too, since I personally like venturing beyond the main storyline whenever I play games. As for the 'bad end' situation you described, I don't know much about "Heavy Rain" (other than that video with the Shaun glitch...), but I like the one you proposed -- I know some games end with a 'You are dead, try again' kind of message and then sends the player back to the save before the final battle, so yours seems like it would provide a more concrete sense of finality as well as emphasize the open-endedness of the game since there isn't just one end. Thanks for sharing!

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