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11 months ago

The Heroine's Journey: Lucy MacLean

The Heroine's Journey: Lucy MacLean

“The feminine journey is a journey in which the hero gathers the courage to face death and endure the transformation toward being reborn as a complete being in charge of her own life.” — 45 Master Characters

In her book 45 Master Characters, Victoria Schmidt outlines the steps and phases in the Feminine Journey as seen in many traditional stories such as myths and fairy tales. Unlike The Hero’s Journey, which focuses on the external, The Heroine’s Journey is about inner exploration. In the following analysis, I will examine Lucy MacLean’s journey so far in Fallout (2024). I believe it will be interesting to identify at what stage she is by the end of S1 which will give us an idea of what likely awaits her in S2. Note: This analysis is written for fun. It is my own reading of the character and her journey. You’re welcome to have your own. Spoilers ahead!

The Heroine's Journey: Lucy MacLean

Schmidt’s Heroine’s Journey has nine stages:

ACT 1 Containment: 1. The Illusion of the Perfect World

2. The Betrayal or Realisation 3. The Awakening or Preparing for the Journey

ACT 2 Transformation:

4. The Descent – Passing the Gates of Judgement

5. The Eye of the Storm

6. Death – All Is Lost

ACT 3 Emergence:

7. Support

8. Rebirth – The Moment of Truth

9. Full Circle – The Return to the Perfect World

ACT 1

The Illusion of Perfect World

In the first episode, we meet Lucy content in Vault 33. We are shown a whole montage of her perfect life in her perfect shelter. It’s designed to protect her. Outside is dangerous but in her bubble, she is safe and sound. But is this good enough? Despite her obvious naivety, we get a sense she is after something else. In her first scene, she applies for marriage, which is telling of her being on the threshold of adolescence and adulthood. Now, if marriage is really what she is after, or if it is something she relies on to fit in the community she lives in, is up for debate. The thing is, the heroine knows deep down that her little world is not perfect. And she subconsciously seeks freedom so she can exercise her growth. Perhaps the prospect of marriage is the closest to freedom she has known in the vault. Or perhaps it is the thrill of meeting someone from outside her containment. In any case, she wants change; her shelter has turned into a cage.

2. The Betrayal or Realization

Here comes the moment when Lucy’s perfect world is shattered. On her wedding night, right after the consummation of marriage (the symbolic passing to adulthood), she is betrayed by her husband. This is the so-called “inciting incident”. He turns out to be a raider from the surface. Now, not only is she betrayed by him personally, but she is betrayed by her idea of the outside world. He is her first conscious contact with the world outside the vault. And it is a far cry from what she has believed in. Not only that but the danger has breached the walls of her shelter; she can’t ignore it. It turns out that her perfect world and the system she has lived in are broken. Her attempt at freedom ends with her husband’s hands around her neck. The history and ethics lessons have done little to prepare her for this. So a part of her begins to wonder what actually lies out there. To top it off, her father, who is an Overseer and the biggest authority by her glass bubble’s standards, is drugged and taken hostage before her own eyes. She encounters the villain for the first time in the face of Moldaver. With her convictions shattered and her dad gone, she must make a choice. 3. The Awakening, or Preparing for the Journey

Lucy’s world is in ruins, metaphorically and literally. The others’ refusal to send a search party only reinforces the idea that her world has let her down. This is her awakening. She decides to take the active road and do something about it herself, hoping to rebuild what was lost. From the story’s perspective, she has to find her dad. But as screenwriter Robertson-Dworet puts it: “As much as she leaves to find her father in the pilot, she also wants to fuckin' know what's out that door.” Moldaver also remarks in the final episode that Lucy’s curiosity greatly motivates her to leave the vault. Given the raiders’ attack and with no established authority to prohibit her from doing so, she ventures to do just that. With the help of Norm and Chet, she gathers tools and prepares for the journey. What she isn’t aware of but will soon find out is that no material tools will help her with what’s waiting outside. She has yet to learn to trust herself and her qualities which will ultimately help her. It’s time for the trial by fire.

ACT 2

4. The Descent – Passing the Gates of Judgement

The descent may not be a literal one. In Lucy’s case, it’s ascent. She looks behind her as the door is closed and locked. There is no way back, only ahead. Often, the descent is about passing the gates of the Underworld. One of the first shots outside the vault shows us bones and a skull on the ground. The Wasteland is very much portrayed as the Underworld with its own set of rules.

The Heroine's Journey: Lucy MacLean

From here on, the real journey begins. The heroine faces the consequences of her life-changing decision in the form of tests that will determine her worth. She might be advised to return to her perfect world, as Dr. Siggi Wilzig does after she lights the bonfire. After she refuses, he tells her that she will have to adapt and become a "different animal altogether," summarising the point of this stage of transformation in her journey. 

She will then try to use the tools she has at her disposal—literal and metaphorical—but they won’t work. With each encounter, she will lose weapons or belongings until she is left with nothing of the things she thought would help her. Think of the filtered water Lucy loses or how her dart doesn’t work against the Ghoul. She begins to look progressively worse as her jumpsuit gets dirtier and bloodier. She even loses her trigger finger. 

The heroine may also face societal prejudice. Lucy is stunned by people’s opinions about Vault dwellers and Vault ideals in general. She is being proven again and again that her sensibilities, HR manuals, and ethics don’t work in the Wastes. 

The heroine has to rely on her courage and instincts. She must let go of all control and surrender herself to the descent. After being stripped of everything, she must face her demons. Lucy strives to always do the right thing, but she needs to embrace the fact the fact that the right thing doesn’t always come in a neat little package. The world is more than right and wrong.

I believe the scene that best illustrates the first time Lucy actively trusts her instincts and by doing so, survives on her own, is Super Duper Mart. She uses threats, uses a makeshift weapon, holds a hostage (it’s a robot but still, it’s a big step for her), and most significantly, for the first time, murders another to ensure her own survival. Even though Martha had no humanity left, her murder is important in Lucy’s journey because her death becomes synonymous with doing the right thing, not for a cause or the greater good, but for Lucy herself. 

She emerges victorious with her bloodied face and tank top, and this is the most disheveled state in which we have seen her. By helping out the Ghoul, she is the victor not only in terms of survival but also in terms of morality. She shows him that she is morally superior to him. She’s successfully beaten her demons this time without losing sight of her golden rule.  Still, it has taken a lot out of her to survive. The heroine feels weary, reminiscing about easier times. She seeks to find the familiar comfort she once had and may consequently settle for something she doesn’t really want. 

5. The Eye of the Storm

After this mini-climax, the heroine evaluates and comes to terms with what just happened. She concludes that she handled things well. Having survived the danger, she gains a false sense of security. In Lucy’s journey, this stage coincides with her meeting Max and their experience in Vault 4. 

Finally, Lucy finds a person she can trust. The world feels a tad bit better with someone by her side. At the same time, she dreams of going back to her own perfect little world. It’s so lucky that they end up in another vault!

The Heroine's Journey: Lucy MacLean

While Max discovers the joys of living a simple life, it’s interesting to observe Lucy’s behavior. Although she feels safe for a moment, she starts noticing the people and things around her. She’s become more perceptive than before. Try as she might, she can’t go back to her old ways due to her experience on the surface. She wants to feel safe, she wants to sleep with Max; she wants life to be simple again. But she can’t help but look twice over her shoulder. She feels uneasy and grows suspicious of everything around her. It’s the newly found survivor in her screaming at her to get out. 

Eventually, Lucy learns that she has made the wrong assumptions about Vault 4 because of her ignorance and her raw instincts. They leave the vault unscathed, with Lucy fantasizing about a future with her and Max living together back in her perfect world. Soon they find the head but are forced to separate. Lucy gets the head, the kiss, and the promise that Max will find her in Vault 33. It looks like the journey is nearing its end. But it’s only the beginning. 

6. Death – All Is Lost

The heroine believes that her journey will soon be over, but it is time for her to face her biggest fear yet. Lucy delivers the head and finds her dad, thinking they can safely go back to how things were. Then, all of a sudden, her world is spun on its axis once more. 

She learns about her mother’s fate and about what her father did to Shady Sands. And perhaps most jarring to her is that her father really believes that he’s done the right thing by dropping a bomb over a thriving city. Lucy’s role model turns out to be a fraud. The ideals she has lived and fought for, too. And it’s Moldaver, the villain, who seems to be on the right side of the story, despite her murdering her fellow people. It looks like the world isn’t simply divided into right and wrong after all. This is the ultimate betrayal that leaves the heroine’s thoughts in inner turmoil. She feels humiliated and confused. All this time, she’s lived in a perfectly constructed lie. The events build up to her mercy killing her own mother, which is exactly what the Ghoul did to Roger in front of her. Purnell says: "She's learned from him. She has turned into him." She faces the death of her old self.

Schmidt notes that few female protagonists make it past the stage of their “death”. Some of them die in the literal sense, some go back to their old lives defeated, and others fall into a spiral of depression. I believe this is Lucy’s final stage in S1. What will become of her in S2? Let’s speculate!

ACT 3 Emergence:

7. Support

The Heroine's Journey: Lucy MacLean

The heroine’s journey is about building bridges between the individual and the group. Her inner awakening leads to her being more open to the help of others and helping them in turn. She isn’t afraid of betrayal anymore because, at the end of the day, she has herself.

In Lucy’s final scenes in S1, we actually see the beginning of this stage with the Ghoul offering her to travel with him and find out more about the past. She leaves Max behind and goes with the Ghoul. According to Schmidt, it’s during this stage that the protagonist will accept herself as she is and go on to share her knowledge with others. She will define her own world without an external authority. Her journey of self-discovery will guide the others around her to make amends with their own problems. 

We have already seen the Ghoul’s influence on Lucy. In S2, I believe we’ll see how Lucy affects the Ghoul for the better by balancing his sharp edges. But before that, she will need his help to get herself up on her feet so that she can be reborn and come full circle in a new perfect world. Thanks for reading and I'd love to hear your thoughts!


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8 months ago

First is release order, second is a sort of "story order" (Where the overarching plot becomes more apparent as you go), third is difficulty order (based on suggested level). These are the three most popular orders I see online but my main source is Reddit (Derogatory) so I wanna see what Tumblr says.

Fallout fans pls reblog for larger sample size!!!


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8 months ago

Fallout London is happening TOMORROW??

I'm definitely gonna play it BUT I'm not at my computer till the end of the week. I'm gonna try and keep myself relatively spoiler free until then.

I really hope it's good (by which I mainly mean well-written). I vaguely remember them saying that the themes are more geared at analysing British politics more than American (They specifically mentioned class but given the factions they've revealed I imagine there's also gonna be commentary on crime/gangs and British conceptions of Democracy).

My main concern is that they're gonna go overboard with the nationalism and British-isms. The dog is a bulldog named Churchill. Rule Brittania plays on the radio (I think it's the establishment radio that plays it so it might actually add to the critique of Britain). The main craftable consumable is tea. It's giving me We Happy Few vibes and not in a good way.

Idk what exactly I'm doing build-wise yet, probably gonna go for melee since they've said there'll be sections encouraging it. Apparently there are skill checks so I'm not super worried about putting a ton of points in Charisma as with Vanilla 4 (and new perk tree should mean no local leader!)

I might talk about it here once I'm done, might not. We'll see!


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6 months ago

I'm reaching the conclusion that I only really like 2 of the Fallout 3 DLCs and even then I don't think Point Lookout is as good as people say. I don't like the subhuman hillbillies or the shallow stupid tribals (both the optics of their presentation but also Fallout 3's horrendous bullet sponge issue). I don't care that much about Desmond when the great game stuff kinda ends as it gets started (especially when Dean Domino is a similar idea done better) and the final confrontation is super weak. It's really held up by the atmosphere.

The Pitt is my favourite but even that isn't perfect given it's final choice. It's a better moral dilemma than most of what Fallout 3 offers but not much seems to meaningfully change if you put Werner in charge, especially given that he's in this more for the power play and less for slave abolition. It really comes down to what party you trust more than anything to do with the slavery OR the baby kidnapping. I also wish they had the guts to keep your items the whole time Dead Money style - have you leave everything in the capital wasteland instead of at the gates. That way the ending doesn't become ridiculously easy on high levels and you don't have four guys take down someone in power armor with plastic batons.

Broken Steel and Anchorage are both fun turn-your-brain off corridor shooters in the Fallout Engine. Steel might be the preferred one just because of the scale of everything but the new enemies are some of the worst bullet sponges I've seen in a game maybe. Writing wise they are both awfully shallow

I see why people enjoy Mothership Zeta's quirky cast of characters but I cannot get past the gameplay. Textbook definition of a hallway shooter, and a bad one at that. Hundreds of identical and uninteresting bullet sponges that ends with the clunkiest execution of spaceship combat possible. I'm only planning to replay it once to see if it's more tolerable in early levels before the scaling kicks in.


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6 months ago

I always thought it was weird that Hancock's drug addiction (or at least dependency) was never addressed.

And honestly I just look to fanon to finish Danse's character arc and I forget that isnt canon

Although why do you say that Cait's backstory was fetishized? And why was Nick Valentine's quest messed up?

YOU FOOL, YOU'VE OPENED A DOOR YOU CANNOT CLOSE

I GUESS IT'S TIME FOR...

THE CAIT BREAKDOWN

(TRIGGER WARNINGS FOR S/A, ADDICTION, AND ABUSE)

Firstly, some ground rules. This is directed at a Certain Kind of Contrarian, the kind of person who thinks characters are free-thinking entities with free will, who seemingly thinks they pop up fully formed out of the ground with no liberties taken by a writer. I need to preface this because these people always show up when discussing these kinds of characters.

We need to look at Cait in a Doyist lens. She is not a real person. Everything she does and went through was decided by her creators. It is a waste of time to justify something by saying well, this happens in real life, people go through this, people do this, because those actions and people are real. Cait is based in reality, but she herself is a puppet being pulled around with other puppets.

It can be viable to consider Cait in a Watsonian lens, but ultimately, we won't get anywhere picking her apart like that. Doing so would be taking her at face value, when Cait has a lot more going on behind the curtains. The Person and the Character Cait is, they're very different. One is a Person, the other is what decides that Person's personality, history, everything. Character comes first. You cannot defend Character by pointing at Person and saying that the Person exists in a world where anything is possible. Character comes first. Yes, Person exists, but Character defines it, and with Cait, we are discussing her Character.

We need to talk about the decisions made about Cait's Character, 'cause oh boy, ol' Beth really made some, didn't they?

FUCK UP 1: BETHESDA DOESN'T KNOW HOW TO HANDLE ADDICTION

Cait's Psycho use starts after killing her parents, and at some point, she becomes addicted. Later, as it starts negatively affecting her, even causing her cough up blood, she no longer views it as worth the high. Why did Cait start using, though?

Well, look at everything she had gone through. We'll get to how poorly her backstory itself is handled, and how lackadaisically Bethesda throws various traumas at her with all the grace and care of a small child throwing rocks at cars on the highway, but for now, we're focusing on the Psycho use.

Cait uses to cope with her trauma, that much is obvious. That's usually why characters and IRL people turn to substances. The issue here is how Bethesda treats both the use, and the...fuck, is it fair to call that fucking chair recovery?

The chair. That Fucking Chair.

I wanted an option to say nope, we're not doing this to you, we're leaving. But...no. The actual solution to Cait's 20+ years of trauma was to lock her in an interrogation chair and have her tortured for a few minutes.

Okay. Let's discuss this.

Cait used Psycho seemingly as a way to both punish herself and never think about the shit she went through. Psycho makes the user aggressive, so it stands to reason, also cruel and capable of using that aggression. Perhaps Psycho influenced her feelings at any moment, allowing her to not care about killing her parents, or about her slavery. Either way, Cait is already being hurt, and it very much is self-harm.

So, the solution, the thing to help Cait, get her on the first step to recovery from both her trauma and her addiction, is to hurt her. Punish her. It very much reads like punishment, you are locked into a chair. She sits there whimpering in pain. Now, this makes sense for Vault Tec and their experiment with this vault.

But...as the end of Cait's arc?

We're getting into some potentially controversial territory, but...it's proven, time and time again, that compassion and sufficient resources are the best, and pretty much the only, way for an addict to recover. It isn't enough to just stop using, get off it. You have to address the circumstances that lead to the addiction. Yes, some people will choose not to stop using, they'll choose to remain addicted and never attempt to get help for their issues. But that doesn't mean the ones who want to shouldn't get the opportunity. And those opportunities need to be compassionate.

A TORTURE CHAIR IS NOT COMPASSIONATE.

It reads as a scare tactic. Don't do drugs, kiddies, or else you'll get so bad, you'll have to be locked into a chair and get tubes and needles attached to you, and be tortured for a few minutes. Jesus H Christ.

You know what makes this even worse? The blatant condemnation and mockery of actual recovery. The AA meeting in the overseer's room, in that vault? Bethesda makes a joke of it! Cait calls it bullshit! Motherfucker, AA meetings are one of, if not the, most effective ways to keep someone off a substance! It gives people a community, an echo chamber reminding them how bad their circumstances were and how much better they are without their substance. AA meetings are crucial for addicts, and Bethesda mocks it, criticizes it as stupid, and then portrays torture as the solution. They do this with their addicted character. You are supposed hear Cait call it stupid, ineffective, a waste of time. That is so fucking irresponsible.

Here's the obvious answer as to how Cait's addiction should have been handled; Cait herself either mentions wanting to come off it, or the Sole Survivor intervenes and suggests she stop using. From there, the Sole Survivor acts as a sponsor, or just a friend keeping an eye on her. Y'know, how substance recovery actually works?

Yes, it's not that easy IRL, and it doesn't have to be in game, she can relapse, even. But whatever happens, you cannot address a trauma-based drug addiction with more trauma being the cure. Holy shit, dude.

FUCK UP 2: BETHESDA STUCK EVERY TRAUMA TAIL ON THIS DONKEY

Cait's backstory is bloated with every kind of trauma, and it reads as very...last minute?

Actually look at it. She was grotesquely abused for 18 years, sold into slavery for a few more years, killed her parents, got a drug addiction, and then basically enslaved in a fighting pit for a few more years as a means of a suicide attempt, and then she gets traumatized when she gets clean because, again, that chair literally tortures her.

Starting at the beginning...why did her parents wait until she was 18 to sell her? Would the slavers not take kids? Did her parents not want her being raped underage, for some reason? Why 18, specifically?

Because Bethesda are cowards, and I mean that. They wanted all the abuse and trauma for Cait they could get, but...child rape? That was a little far for them.

Rule 1 of writing dark shit: If you, at any point, feel like you've gone too far, back the fuck up. Don't start walking left instead of forward. Bethesda wanted her nightmare upbringing, but child rape bothered them. So, they just had her sold at 18, but that's incredibly contrived. Hey, Beth? If it bothered you, you shouldn't have gone near it. Skirting the topic is a cowardly writer's way out. Shit or get off the pot.

Now, you can write a character with this much trauma. You just have to actually handle it.

Cait should be way more unhinged. You should be able to look at her, speak to her once, and figure out oh, this woman has been through hell. Instead, Cait is surprisingly well-adjusted. She's a little rude and doesn't care much for good-guy morality.

Here's where those Contrarians come in, saying "People don't have to act like their trauma!" They don't. But those are real people. Cait was made, and she was made with a normal personality and a horrifically detailed nightmare origin story. It isn't that Cait just powered through and got out okay despite all odds, it's that Bethesda didn't fully think about how her trauma would actually affect her.

If anyone played Silent Hill 2, remember Angela Orosco? She was also incredibly abused and mistreated all her life, and actually, her story is remarkably similar to Cait's in every way. And Angela, she acts like a person who's been traumatized at every single turn. Watching Angela is heartbreaking even if you don't know what she's gone through, because you can tell there was something.

Cait's backstory could be significantly pared down. Again, the dialogue and 4 affinities talk system butcher the character arc, but Cait suffered the most, I think. She tells you about all of her trauma at once, in her second affinity. Second. Other characters talk about their most intense/emotional shit at the final talk, but because Cait's third talk needs to start Benign Intervention, and her final talk needs to be about being clean now, they have to rush through her trauma at the second one.

For Cait, I think it'd be better to pare down the trauma, but it could work to just...move her opening up about it to the final talk. That makes the most sense, her explaining how she got that way.

Also, why was it Cait that got all of this?

No, really, why was Cait selected to be the trauma donkey de jour?

She's one of 3 female companions. Piper and Curie's trauma is both their dads died. Cait's trauma is endless rape, beating, drug addictions, slavery, and fights to the death. She sticks out. It's like the other girls got nothing so Cait got everything.

Cait is compared to Cassidy from New Vegas, but...why? Cassidy got off nice and easy compared to Cait. Everyone gets off easy compared to Cait. It's like she's the heaviest thing in the room, the odd one out because she's gone through significantly more and worse than anyone else. Can you seriously compare Cait to anyone in Fallout 4? MacCready lost his wife, Cait was raped for years on end. Hancock feels guilty for not doing more in his younger years to help people, Cait was constantly beaten and tortured by her parents for her entire life. Nick has some identity issues and body dysmorphia, Cait killed her parents and now is always attempting suicide via bare-knuckle combat for the same people who raped her.

It's like she was meant for a different game. I could easily see her in say, Wasteland 3, or the other Fallouts, which had much darker tones. Everyone else in 4 is lighter to slightly darker shades of grey, and then Cait is pitch black.

I especially find this suspicious, given that Cait is the addict character. No, it's not Hancock, because Hancock's addiction isn't addressed, it's just...seasoning, some texture thrown on top. His addiction doesn't matter, by the game's standards, you're not supposed to care about it. Cait, you are. She's the addict character.

It's like...weirdly implied that it's only incredibly fucked up stuff that makes you an addict. Like, there's a certain bar of trauma you have to have before you start using. First of all, incorrect, grossly so. Secondly, patronizing as shit. Thirdly, if you think like this, you shouldn't be allowed to write anything. Ever. Or vote, for that matter.

FUCK UP 3: THE IRISH SHIT

I will not bring up the accent, beyond that it, specifically, is pretty obnoxious. Katy Townsend, her voice actor, is Scottish, but...the accent is bad enough, I was sure she was American. Listening to this video, you can hear her natural speaking voice, and it's nowhere near Cait's thick, caricature Tough Irish Gal voice.

I have previously described Cait as a 'too many cooks in the kitchen' scenario. On one hand, she's a Trauma Donkey, as described in the last section. On another, she's a haha funny Irish lady love booze and fighting, ain't nothing better than getting pissed and picking a fight, am i right!

I have a theory that Cait was two separate characters that was merged into one. Fallout 4 tries to represent/dickride Massachusetts culture and history, and Massachusetts has double the national Irish population. New York and New Hampshire are more Irish, but Massachusetts is still very Irish. So, Beth made an Irish character, but then, like, Frank down the hall wanted his sadgirl babe, and they got stuck together.

There is no bigger clash than a historical cruel/tragic cartoon caricature and the darkest, most horrific character in a story, and it's the same person in Fallout 4. Again, Cait can be Irish. She cannot be a Tough Irish Gal, while being everything else that she is.

HOW IS THIS FETISHIZED?

I mean...look at it. I should preface that I've been writing for, like, three hours and am Quickly Losing Steam, so this conclusion is not likely to be great

I've also described Cait as getting sprayed down with a pain hose. Just drenched in every kind of suffering imaginable. It's not handled properly, it's not addressed properly, it's just kind of there for you to figure out on your own. Another thing I've called Cait is Whedonesque, for Joss Whedon loves makes strong female characters, making them tiny, not-like-other-girls waifs (Cait is very thin and skinny), and then putting them through trauma, making them cry. He's been accused of making strong women just to see them break.

I don't fully think that last part applies to Cait, but it gets close. Cait is one of three girls. She's the only masculine/androgynous, Piper and Curie are both rather feminine, even if in different flavors. Cait is all tomboy, and she's all trauma and addiction, and misery. She falls into the Whedon trope of "I can kick ass but I need someone to fix me". Cait is, very much, a fixer fantasy. She's broken and desperate and Sole is supposed to be the white knight on a shining horse to save her, fix her. That's why she makes a big deal about how they're the first person to ever be nice to her. It's a fantasy.

And finally, Cait has something in common with the two other ladies; Piper exists to serve a plucky, girl-next-door romance (she's the intended romance, even, the one you're expected to pick), and Curie is a french virgin maid fantasy. Y'know Lusty Argonian Maid? Literally Curie.

And that is at least half of why Cait's Character was made the way it was. It's to appeal to a fixer fantasy. Even if unintentional, that's what Cait's character adds up to. Compare to 500 Days of Summer, if the movie wasn't self-aware.


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