Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Saturday, September 09, 2023

To Infinity and Beyond


Well, I bought an Xbox. And Starfield. Basically, I've decided to write off the rest of the month of September (at least). Wish me luck!

[Very early thoughts: It's definitely overwhelming to begin. I'm a semi-Bethesda veteran -- yes to Skyrim, Oblivion, and Morrowind, but no Fallout -- and I'm not sure if that experience is truly helping me. There's little question the game overwhelms with menus and options. Already, the ship-based portions of the game are far more involved than I anticipated (contrast a game like Mass Effect, where your ship is basically a glorified fast travel nexus). Planetside traveling is extremely difficult to navigate because the local area maps are truly terrible. But the scope of the game already feels breath-taking, and it does feel like the sort of game where once you get past a somewhat-stiff learning curve, it will be worth your while. I'm excited!]

Monday, August 17, 2020

Final Fantasy VII Remake: Review

My current time suck activity is the remake of Final Fantasy VII. The original was one of my favorite games as a kid, and like many in my generation I was ecstatic to hear it was getting a new version. Yet for some reason -- and I couldn't tell you what it was -- I held off getting it upon release. Even after I bought, I had to delay a few days because the disc was defective (I returned it and downloaded it from the online store instead). But now I'm finally waist-deep in the game (I just completed the battle at the Sector 7 pillar), and I'm very much enjoying it.

For those of you who don't know, the new game only covers a small fraction of the 1997 game -- the part that takes place in the giant metropolis of Midgar. This is only the first disc in the original, and it was a controversial decision when it was first announced -- is this just a cash grab to stretch out sequel after sequel? Or is it, as the creators insisted, a necessary step if Midgar was to be given its full color and splendor?

The answer, in my view, turns out to be some of both. There's no question that, as many others have noted, there's a decent amount of filler in the game in order to make it into a full-sized game. That being said, Midgar was always a location that screamed for more detail, and this game offers it. Now I want even more -- a complete open-world game set in Midgar, where I can visit every corner of every sector on the plate and in the slums.

Of course, that would be a different game than Final Fantasy VII, which is iconic as a relatively linear JRPG. So what do we make of the game we have?

  • It is beautiful. That's one of the first things you notice -- it is just a visually stunning game.
  • There's significantly more depth given to the main characters as characters. One thing I noticed in particular was that the age of the characters really seems more noticeable. Canonically, most of the story characters in the game are in their very early twenties. As an adolescent, that makes them adults, and one views them as basically confident, have-it-all-together heroes. Now, playing as a thirty-something, it's really obvious how they're basically kids. Cloud is awkward around women because he's 21 years old. Aerith is girlish and spritely because she's a girl.
  • On the other hand, there are virtually no memorable side quests, tertiary characters, or events that occur outside the main storyline of the game. That's a shame, since JRPG's should shine on the story side. I think the overall weakness of the side quest game, in particular, is what yields complaints about the game being padded. But the fact is there's nothing in here that comes anywhere close to, say, the gut-punch that is Witcher III's "Black Pearl" side quest.
  • The combat is a blast, and really seems to marry the best parts of a traditional turn-based system with the live action demanded by a modern game. It reminds me quite a bit of Final Fantasy XII (and it probably could have benefited from FFXII's "gambit" system).
  • The one serious drawback of the combat is the inability to swap materia (magic) mid-fight. Particularly for difficult boss battles, a proper materia layout is crucial -- yet there's no way to know what it should be until you get into battle. The functional effect is that you start a fight, assess your enemies weaknesses, die, and then swap out your materia as appropriate on the reload. But there should be a better way. Let your characters use a charge to change their materia, or use assess when you can see enemies on the map but before you engage ... something.
  • Voice acting settles a bunch of controversies -- for example, I'd been pronouncing "mako" wrong my whole life (I rhymed it with "may", but it actually rhymes with "mah"). The big choice, though, was "Aerith" over "Aeris". This makes sense on one level -- the fans who'd rebel if "Aerith" wasn't chosen are, I suspect, somewhat rowdier than the one's who'd rebel if "Aeris" wasn't picked -- but it still just sounds like everyone has a lisp when pronouncing her name.
  • I don't know if Don Corneo was modeled expressly on Jeff Ross, but that's my backstory and I'm sticking to it.

Tuesday, February 11, 2020

Happy Birthday (Media Quotation Edition!)

It's my birthday (my actual birthday, not the blog's birthday). I'm an alarming-number of years old today, and have the creaky knees to prove it.

In celebration, I give you this article on how the Trump administration's Executive Order on antisemitism may or may not affect free speech on campus. I'm quoted extensively in it.

(I also got myself Breath of the Wild as a self-present. So far it's pretty good!)

Wednesday, October 10, 2018

Assassin's Creed: Odyssey Initial(?) Thoughts

I've been playing AC: Odyssey over the past few days (I am a big fan of the series). And what a time it has been! I actually don't know if these are my "initial" thoughts, because I have only a very weak sense of how far I've actually gotten into what appears to be a gigantic game (for orientation, I've just finished Perikles' initial set of requests in Athens).

But anyway, here are my scattered comments (some very mild spoilers might appear):

* It's been said before, but this game owes a huge debt to Witcher III. That's a compliment -- Witcher III is one of my favorite games of all time, and I've often gone into game stores and asked "what's a game that's kind of like Witcher III"? Odyssey is more than "kind of like Witcher III"; it is precariously close to a reskin (right down to the musical cues).

Again, that's a good thing.

* I'm playing as Kassandra, and I find her to be super-likable. I think they really did a great job with her. Word is that she's the better voice-acted of the two protagonist choices, and from clips I've seen of Alexios, I'd agree. That said, when you encounter Alexios as Kassandra, he basically sounds like a half-literate cave-person (that's due to specific elements of his background, not bad acting); and I'd be genuinely curious to hear half-literate cave-Kassandra as well.

* I'm enjoying the entire storyline, but the Cult of Kosmos questline in particular is so far a blast. It's also fun to be playing this while enrolled in a political theory program -- while AC games are always basically "murder your way through history", there's something especially tickling to have a buddy who's studying Kleon and be able to be like "oh, you work on Kleon? I just slaughtered somebody for him in my game!"

* Is the map (I can't believe I'm saying this) too big? I don't know, but we might be getting close. One major problem is that there aren't quite enough fast travel points for my taste. The easiest fix would be to make towns and cities fast travel locations (in addition to the usual synchronization points). As it is, it can take a long time to get places.

* I'm not wild about timed quests (they stress me out), and in particular too many of them force you to return to quest-giver when you're done -- which is a problem when you've strayed halfway across the world. I get it from an immersion perspective -- what, a reward magically appears in your pocket? -- but (particularly given the aforementioned issue of a giant map coupled with sparse fast travel points) it's often just not worth it to slog back out to some middle of nowhere cabin in the woods just to report you've killed five sharks somewhere. Suggestion: Quests received at message boards should also be redeemable at any message board around the world.

* While I've been harping on the map, I do want to say that the "exploration mode" works, and works surprisingly well. Just a touch of extra work without ever feeling overwhelmed. Definitely a good call.

* Some gameplay mechanics feel a bit under-explained. Even now, I'm not entirely sure what attacks I should dodge (and how) versus which I should parry. The result is that combat is pretty button-mashy.

* There's something a bit weird and sad about having a million different types of gear built into the game, of which 99.9% will never be used because why would you replace your legendary outfit? Even rare equipment is pretty much pointless as a category, and what is the purpose of a Level 20 common sword?

* Sadly, the naval experience -- which had been a strength of the series since its introduction in AC3 -- is probably the weakest aspect of the game here. Naval combat isn't particularly interesting, and serves mostly as a hassle that interrupts the even greater hassle of having to sail halfway across the planet to get to your next objective.

* Overall, though, this is a very strong entry into the series -- right up there with some of the all-time best. Great job from Ubisoft -- keep it up!

Monday, September 17, 2018

Marvel's Spider-Man! Initial Thoughts

I've been playing Marvel's Spider-Man for the past few days, and it is blast. Some quick thoughts:

  • While the web-swinging dynamic remains a little opaque to me -- I rely on button-mashing more than I'd like, and precise landings on small platforms is a skill I've yet to master -- swinging around New York is still an exhilarating experience.
  • It also helps that it is New York. Not "Gotham", not "Bew Bork". Spider-Man as a character really is tied to a sense of place (for good reason -- as one wag put it, if Spider-Man lived in, say, Greensboro, he'd be restricted to fighting crime in a 3-block radius downtown) and the game is perhaps the best representation of a real-life city that I've ever experienced.
  • The combat system, which emphasizes getting and staying in the air, represents an actually fresh take on the fun but somewhat-worn Arkham/Assassin's Creed/Shadow of Mordor beat-em-up model. Still kind of button-mashy, but I feel like I've gotten the hang of it and am dying a lot less frequently than I did in the early going.
  • The game mostly looks beautiful -- occasionally I saw some rough textures on some cut-scene characters (Mr. Li, to be precise), but overall it is very sharp.
  • J. Jonah Jameson is now a right-wing talk radio host, which is a good spin on his character. One of the most interesting parts of his portrayal is that his (expressed) beef with Spider-Man is basically that his presence as a Superhero is directly responsible for criminals escalating into supervillain-ery. Why do I find that interesting? Because it's, more or less, the posture the Christian Bale-era Batman films took towards that character, to much critical admiration.
  • While there is plenty of similarities to the Arkham games, the tone is so different (understandably, Spider-Man and Batman are very different characters). In particular, this game has a brightness and cheeriness to it that Arkham could never have sustained. Ironic, given that Bruce Wayne is a billionaire and Peter Parker is teetering on the edge of homelessness (and Peter can see your dead parents, Bruce, and raise you a dead uncle, so don't even try to play that card).
Anyway, the game is a ton of fun, and I highly recommend it.

Tuesday, April 10, 2018

David's Personal Top Ten Video Games

This is something I've been wanting to do for a long time. It is a personal list, reflecting the games that have stuck with me the most over the years. I'm not enough of a gamer to claim it is anything comprehensive, and it has a strong bias to the sorts of genres that I like. Nonetheless, I'd stack these games against any that have been made in my lifetime.

Anyway, without further adieu ....

Honorable Mentions:

Portal 2: How can a game with virtually no “dialogue” (if that means conversations between two characters) have some of the best spoken lines in all video game history? I have both the original and a capella versions of the Turret Opera on my iTunes (yes, I have “Still Alive” as well).

Railroad Tycoon II: A brilliant simulator that makes you actually feel like a turn-of-the-century robber baron (by far, the game is most fun to play when set in the late 19th century). If every man goes through his “trains!” phase, this was mine. As in real life, I am not good at playing the stock market.

Horizon: Zero Dawn: Robot dinosaurs! Incredibly, Horizon: Zero Dawn takes a core concept that sounds like word association from an over-caffeinated twelve-year boy and makes an entirely serious game about it—and it works. It works so well, in fact, that I loved it despite the fact that the plot and entire world-building background centers around my single greatest phobia (no, not that—being alive for the extinction of humanity).

10. Sid Meier’s Gettysburg: I find it odd that very few games have sought to replicate Gettysburg’s spin on an RTS—focusing combat around regiments rather than individual units and prioritizing morale over raw numbers. But the thing I like best about Gettysburg—and sadly it’s mostly unique too—is in how it concentrates on controlling territory (and terrain). Many RTS games, for me, might as well have a blank screen over 80% of the map between my base and my opponent’s base. You build up your force, and then try to swarm your opponent before he or she swarms you. But in Gettysburg, the goal of missions is not “wipe out your opposition”. It’s to capture and hold a ridge, or dig in and hold an exposed farmhouse.

My only critiques are that I want this game to be bigger. I want it to encompass dozens of maps spanning the entirety of the Civil War. I want to be able memorize even more obscure Union and Confederate generals and wonder if they really were “mediocre” or if that was just a game balance decision. The random battle generator is okay, but this game screams for user-created expansions which I’ve never been able to find.

9. Crimson Skies: A pulpy fun flight simulator taking place in an alternate history 1930s where America has fractured and Zeppelin travel rules the day. The game doesn’t hesitate to lean into its concept (phrases like “broad” and “floozy” abound), and it does a great job world-building in a relatively short period of time. Somehow, I could meet an enemy “ace” for the first time in the middle of a mission and yet still feel like we had a history of epic dogfights together of which this was only the latest. Meanwhile, each of the locations the game takes you to (Hawaii, the Pacific Northwest, Hollywood, the Rocky Mountains, and New York City) are a blast and a half.

A sequel, High Road to Revenge, was released on Xbox and leaned a little too hard into the arcade-y elements (power-ups, automatic evasive maneuvers with the press of a button, and so on). But the original PC game was just right—planes flew exactly like how someone who knows nothing about planes thinks planes fly, which is just perfect. You felt like an ace pilot because of your skill (even though behind the hood the game is really holding your hand). Piloting a gyrocopter through half-built New York City skyscrapers, or a prototype single-engine through the Hollywood "O", is great. Doing it to evade local security, then doing a loop and turning both guns on them -- well, that's the cat's meow.

8. Mass Effect (Trilogy and Andromeda): As far as I’m concerned, the definitive space opera (even muscling out Halo). Fabulous voice acting (listening to Martin Sheen play evil Jed Bartlett is one of the great joys of my life) and memorable plot lines pair with a morality system that at least inches away from “basically decent person or utter asshole.” The universe feels genuinely alive, like there’s an ecosystem and civilization that you’re very much a part of, but also moves in your absence.

I can’t really separate out the core trilogy games from one another (each sequel seemed to simultaneously step slightly forward and back), which is not I think an uncommon position. What may be more uncommon is that I think Andromeda stands right in there with the core series. Yes, it was disappointing that it took us to a brand new galaxy and only gave us two new species (while eliminating many of the more backgrounded Milky Way aliens). But I was much more disappointed that there will be no DLC or sequels to continue the story and tie up loose ends.

7. N and N++: There can’t be any serious controversy that N is the greatest Flash game ever made. While Flash demands simplicity, N is not so much simple as it is elegant. It is the perfect balance of speed and control, thoughtfulness and twitch-trigger reflexes, serene relaxation and butt-clenching tension. Once you master the floaty physics and the unique enemy styles, you will truly feel like a ninja—stripped to its core essence and deprived of all the usual but unnecessary bells and whistles. A virtually unlimited supply of levels guarantees you endless gameplay.

And so it is unsurprising that N was one of the rare flash games that made a successful jump to a full true game (in the form of N++), one that has a strong claim on being the greatest platformer ever made. The developers were wise not to disturb the basic formula: run, jump, and slide around a level, dodge obstacles and traps that will kill you instantly, reach the exit. Repeat ad infinitum. But N++ adds just a splash of additional flavors and spices into the mix. A perfect trip-trance soundtrack that sets the mood perfectly (and may single-handedly stave off keyboard-smashing frustration). A few new enemy types that deepen the game without ruining its austere grace. And perhaps most importantly, it adds a bunch of extra, semi-secret challenges (which can be used to unlock still more levels) waiting for the very best-of-best players.

Of all the games on this list, I might be in absolute terms “best” at N++ (there are a non-trivial number of levels in the game where I have a top 100 or even top 10 score on the global leaderboards). And yet there is not the slightest chance that I will ever perfect this game, or even come close to it. Nor is there any chance I will become permanently sick of it. A simple concept, executed brilliantly. The perfect N++ level is also the perfect description of the game.

6. Final Fantasy IX: The question was never whether a Final Fantasy game would make this list, only which one. I’ve long had a soft-spot for FFIX, which I feel is often overlooked inside the series (in part because even on release it seemed players were already looking ahead to the Playstation 2). Yet it’s hard to find fault in Final Fantasy IX as an emblem of a straight-forward JRPG. It has a moving story, fun gameplay, beautiful music, loads of quests to do and places to explore, a fabulous supporting cast (Vivi might be my favorite Final Fantasy character ever written), and a lead character you don’t want to punch (*cough* Final Fantasy X).

Final Fantasy IX is often described as “nostalgic”, and despite the fact that it was only the second game in the series I had ever played, I got that feeling instantly. Try listening to the soundtrack for “Frontier Village Dali” without feeling a little melancholic. You don’t even have to have played. But I recommend that you do.

For the record, my ranking of Final Fantasy games that I’ve played goes: IX, VII, XII, XV, X, XIII.

5. Assassin’s Creed: Brotherhood: One difficulty in judging games within a series is how to compare an earlier game which still had some rough edges but represented a quantum leap forward versus a later game which didn’t do anything super-novel but tweaked the formula to perfection. That, in a nutshell, is the difference between Assassin’s Creed II and Assassin’s Creed: Brotherhood. Now, for me, this is an easy call for idiosyncratic reasons—I played AC:B before AC II, and so I experienced the former as both the perfected model and the quantum leap forward as compared to the original game. But I respect that for those who played the series in order, this is a harder call.

What should be easy for anyone is to agree that together, Assassin’s Creed II and Assassin’s Creed: Brotherhood represented the AC series reaching its full potential. Ezio continues to be the best protagonist the series has seen to date. Renaissance Italy likewise is the ideal setting for both AC’s vertical and horizontal platforming elements and its shadowy-conspiracy/secret-history plotline. As a franchise, Assassin’s Creed really launched the parkour/open-world exploration genre, and Brotherhood was the first game where every single element of what that genre could be came together. Other more recent games have been tons of fun (Black Flag and Syndicate are I think highlights), but these two games are the reason this series is so iconic.

4. Might and Magic VI: The same problem posed by AC2 versus Brotherhood emerges with Might and Magic VI and VII—except here, I did play them in order. Like the previous entry, I do think that VII ultimately improves upon the formula set out in Might and Magic VI. It’s more versatile, has more replay value, a touch more balanced (and that’s not getting into ArcoMage) … all in all, probably a better technical game.

But Might and Magic VI is for me iconic—it may well be the first RPG I’ve ever truly loved (and given the way this list is stacked in that direction, that’s saying a lot). Virtually all the things that characterize what I love in games today, it had in at least skeletal form. Open world exploration? Check: It was the first game where I felt like I was a true pathfinder—meticulously crawling over every corner of the map to find each obscure bandit’s cave and goblin fortress. To this day I still have the lay of the land in Enroth basically memorized. Overly detailed worldbuilding text to read? Absolutely: my obsessive-streak came out in reading every single artifact description, conversational option, and quest backgrounder (it is canon that Enroth, and the entire planet it resides upon, was blown up in a magical explosion—a fact I’m still resentful towards 3DO for long after it disappeared into bankruptcy). Slight genre-bending? The splash of Sci-Fi onto the fantasy setting was delightful to discover for someone who had never played any of the prior entries in the series. And some of the music—well, the White Cap theme is a thing of beauty, and on my computer “Adagio in G Minor for Strings and Organ” is still listed as “Church Dungeon Music.”

3. Heroes of Might and Magic III: If comparing earlier, more revolutionary games against newer more polished ones presents a problem in the Assassin’s Creed and Might and Magic series, it presents no trouble at all in Heroes of Might & Magic. That’s because the third installation in the series both represented a huge jump forward from what came before and is unquestionably the best entry in the overall sequence.

Sure, some of the expansions are a bit goofy, but they still work—sharpshooters and enchanters are massively overpowered, but they’re generally used in missions that would otherwise be impossible. But the main campaign is fabulous—a surprisingly intricate and interwoven plot that bridges Might and Magic VI and VII compliments outstanding strategy gameplay. And that doesn’t even get into the acre of standalone maps provided, plus countless more available on the web thanks to a map editor so intuitive, even I can use it (I’m terrible with map editors).

As a result of all of this, Heroes III is maybe the only game on this list that can compete with N++ regarding infinite replayability. This is fortunate, because—given the fact that Heroes III was a full-budget release and was not supposed to be “simple”—it ages incredibly well. Even the graphics hold up (no need for that remastered remake—which doesn’t even include the expansions!).

2. Witcher III: As you may have noticed, this list has a strong bias towards RPGs. My preference is toward “Western” RPGs (which have a go-anywhere/do-anything exploration mentality) compared to “Japanese” RPGs (which are more linear and story-driven), but Witcher III does an incredible job of synthesizing the best of both. It has a huge open world to explore, one that feels alive and dynamic—but there is also an incredibly rich story filled with deep, well-written characters (of which Geralt—the player character—is but one).

Gameplay-wise, Witcher III really hits the perfect balance. I simultaneously felt like the biggest bad-ass in the room, but also like a single slip in concentration or bit of overconfidence and my corpse would unceremoniously end up at the bottom of whatever cave I was in. But Witcher III particularly stands out in how it subverts certain common RPG tropes. You are a hero, but you’re not particularly well-liked. You’re a powerful warrior, but you’re still ultimately treated as a pawn in larger political machinations. Your interventions do not always save the day, and sometimes don’t even make things better. If a mission starts with a villager worrying that their beloved has gone missing, nine times out of ten that person has been devoured by a monster well before you ever get there. While many games claim to place the hero in difficult moral dilemmas, Witcher III is a rare case of following through (some games might give you the choice to let a trio of witches eat a group of kids whom you recently played hide-and-seek with, but few make it so that might actually be the more moral of the options in front of you). There’s even a quest where you help a knight rescue a lady in distress from a curse, then lecture him that he’s not entitled to her romantic attention as a reward (talk about a timely intervention in the video game genre!). Over and over again, the game reinforces the message that being really powerful and doing “the right thing” isn’t enough to fix a fundamentally broken system.

Most impressive is the emotional impact that Witcher III dishes out. Sometimes this is a result of rich character development that pays off over the course of the entire game (as in “The Last Wish” quest). But sometimes it shows up in even relatively minor sidequests—the epilogue of the “Black Pearl” quest was one of the more brutal emotional gut-punches I’ve experienced in a video game. Ultimately, this was a game where one always felt like each character was a person—they were imperfect, they had their own interests, hopes, dreams, strengths and foibles, and while you were a little better with a sword and gifted with some preternatural abilities, you were still only one player in a much bigger narrative. As a result, Witcher III might well be, in my estimation, the perfect RPG.

Oh, and Gwent is ludicrously addictive. Let’s not forget that.

1. TIE Fighter: I don’t think this list has a particularly “modern” bias. Still, there’s something impressive about the number one game on this list also being the oldest by some measure. TIE Fighter originally came out in 1994, and the definitive Collector’s Edition was released in 1995. It is, to this day, one of the best games ever made. And that’s not a retrospective assessment. Star Wars: Tie Fighter holds up even played right now.

For starters, it is one of the few elements of the Star Wars universe to get the Empire right. I’m not saying that the Empire is the real protagonist of the series. I am saying that they wouldn’t view themselves as evil—as much as naming spacecraft “Executor” and “Death Star” might suggest otherwise. TIE Fighter is quite self-assured in presenting you as being a force for law and order in the galaxy, battling not just seditious rebels but pirates, smugglers, and other anarchic forces that threaten to tear civilized life apart.

Let’s start with something often overlooked in TIE Fighter: the music. It’s probably the only context that the phrase “kick-ass MIDI soundtrack” makes sense. But that’s not even the half of it. The iMuse system dynamically and seamlessly arranges the musical cues to reflect what’s going on around you in the mission—you can literally follow important mission updates (e.g., a wingman being shot down, or reinforcements arriving) simply by the way the melody shifts. I’m not sure I’ve ever encountered anything quite like it since. To this day, the number that accompanies an incoming enemy capital ship fills me with exhilarated dread.

Gameplay-wise, TIE Fighter is almost shockingly rich. The core mission requirements are challenging, but by no means out of reach. But embedded in each level are a series of secondary and secret bonus objectives. These unlock a parallel plot of the Emperor’s Secret Order—but always present a brutal risk/reward calculus. That’s not unrelated to the fact that you’re often flying, well, TIE fighters (not noted for their durability)—but the challenge extends well beyond physical peril. TIE Fighter actually gives you an “invincibility” option if you want it, and yet even with it on some of the later missions and bonus objectives will strain every piloting skill you’ve ever developed.

Most importantly, the secret objectives usually are more involved than “blow up everything in sight.” They reward initiative and exploration. Maybe your primary mission objective is to destroy a rebel space station. But just before it goes down, you spot an escape shuttle fleeing the station. Take it out? Maybe—but maybe the occupants are VIPs best taken alive. So you switch to ion cannons and disable it for capture. Yet that extra time you just spent has given the rebels enough breathing room to summon reinforcements—now an enemy cruiser is bearing down on you. Take out its missile launchers and clear path for bombers while praying that your own Star Destroyer will arrive soon to back you up. All on the fly. All while dogfighting starfighters, dodging mines, giving your wingmen orders … it’s insanely, beautifully chaotic.

Did I mention this is all happening in 1995? 90% of games released today don’t have that kind of depth or spontaneity. In terms of playability, replayability, and just plain fun, TIE Fighter stands alone, and unchallenged.

Monday, December 12, 2016

David's Multimedia Blitz Reviews

I've been consuming a variety of media over the past few weeks. Here are assorted thoughts on them(potentially mild spoilers).

Fantastic Beasts and Where to Find Them
  • Entertaining -- not mindblowing, but I didn't expect it to be.
  • Hard to keep track of all the different beasts, which seemed to enter and exit the story at will.
  • Speaking of, what was up with the other son of the newspaper magnate? That storyline seemed to get dropped, hard.
  • I know that "scrappy investigator is pushed aside by superiors, keeps up her work, is vindicated in the end" is a classic storyline. And I know that the "vindicated in the end" part is supposed to heal all wounds. But was it just me, or was the President of the American wizarding community kind of an unredeemed bitch throughout?
Civilization VI
  • Definitely some improvements to the classic formula.
  • Still ends up feeling mighty repetitive; a lot of turns of just hitting "enter" and waiting for everyone else to go.
  • There is something undeniably delightful about declaring a colonial war on England, though.
Westworld
  • A very good show that thinks it's great. That's less of an insult than it seems--maybe if it didn't aspire to be great, it wouldn't even be very good.
  • I keep on saying "The Dollhouse vibe is obvious, but there's also a definitive streak of Portal 2." This, I fear, vastly overestimates the number of people who watched Dollhouse (though you should!).
  • I know that we're supposed to view Felix and (by the end) Ford as the good guys, but in the midst of our fuzzies let's not forget they may have set off an extinction-level event for humanity.
Shameless
  • Best season of this show in awhile (which I continue to think is one of the best on television, period).
  • The show has always been pretty explicit about Lip's natural gifts. But it has more subtly been consistent about Fiona having a real knack for business and sales as well. She makes some bad self-sabotaging decisions, of course, but it's not out-of-nowhere that she has real skills too.
  • I'm going to miss Svetlana as an integral part of the cast.
Timeless
  • Getting too formulaic.
Agents of S.H.I.E.L.D.
  • Getting too convoluted.
Rayman Legends
  • Awesome side-scrolling platformers never go out of style.
Brooklyn Nine-Nine
  • Still the funniest show on television right now.
  • Stephanie Beatriz could order me to kill a man and I'd probably do it if she smiled at me.
The Good Place
  • Kristen Bell stars as a woman who was an asshole in life but accidentally makes it into "The Good Place" after death. I like to think of this as the direct sequel to House of Lies.
  • D'Arcy Carden is a treasure as Janet. It even makes me forgive her name being "D'Arcy" (which would be bad enough if she was born with it, but no, she changed it from "Darcy". By all rights everyone should hate her).

Sunday, May 31, 2015

Assassin's Creed: Rogue Review

Last night, I beat Assassin's Creed: Rogue. As an entry in the Assassin's Creed franchise, it's above-average (literally -- I'd slot it into my overall rankings at #4, ahead of Revelations but behind Black Flag. Obviously, it's the best entry in the franchise from this past year (ugh, Unity). It's far less glitchy, the controls are smoother, it didn't eliminate the "whistle" functionality (wtf, Unity?). But what really impressed me most was that, even though Rogue was in some ways an afterthought on a last-gen console (it's for the XBox 360 and PS3, not their successors), it in many ways tried to do a bunch of genuinely new things for the series that I think were all successes.

Rogue is set in between Assassin's Creed 3 and 4, right in the middle of the French and Indian War. Most reviews I've read have focused on the game "bridging" those two stories, which honestly I did not think it did a fantastic job of. More interesting was that this is the first game to really unabashedly put you through it from the perspective of the Templars. And the game hit exactly the right pitch here. In true Tie Fighter fashion, the Templars don't see themselves as the bad guys. From their vantage, the Templars are a force for order and peace against the violent chaos of the assassins. The main protagonist moves from the Assassins to the Templars for morally understandable reasons, but the game quite properly never leaves the gray area by presenting the Assassins as irredeemably corrupt monsters. By game's end, I wasn't convinced the Templars were the good guys of the series -- but I didn't view them as cartoon villains either.

Gameplay-wise, Rogue is mostly like Black Flag with its sailing around and piracy (excuse me, "privateering"). That's still fun, though maybe a little less so than it used to be. The main innovations Rogue offers are mostly on the land, and both make sense given the Templar-side focus of the game. The first is the "stalking" mechanism, borrowed from the multiplayer of previous games. Basically, scattered throughout the world are assassin's lurking in their usual spots (hay bales, vegetation, ledges) looking to ambush you. As you get closer to them, whispers start to pick up and you have to start searching to see if you can spot them before they spot you. It's a great way to make you feel hunted without making running through the world a chore (again, looking at you Unity). And there's no greater sense of accomplishment than spotting an assassin ready to pounce, quietly sneaking up the scaffolding behind her, and slitting her throat before she knows you're there.

The second interception is a clever play on the standard-issue assassination missions from games past. Of course, you're not an assassin now, so what's your new job? Intercepting assassinations. You get a target to protect and have to hunt down several assassins (usually about a half-dozen or so) before they take out your man. Again, it lends itself to a great, secret-service style energy as you frantically scan the crowd looking for that guy whose leaning against the wall just a bit too casually -- get him before he gets your man.

All that said, the game certainly isn't perfect. Most of it's drawbacks can be boiled down to its relatively small length. That means that the inevitable "turn on your friends" narrative doesn't pack the emotional punch it should, because you barely had a chance to interact with those guys in the first place. It also means that you never have to visit most of the relatively expansive world (comprised of three regions: New York, the North Atlantic, and the Hudson River Valley). I'm a natural explorer in these games, so I tended to travel around on my own initiative to gather collectibles. But it's true that the game will never take you to most of its places on its own -- even on side quests (of which there are relatively few).

The biggest disappointment, really, is that Rogue didn't get the time and attention it deserved. Rogue had the potential for true greatness, but was stuck in Unity's shadow and so didn't get to spread its wings as wide as it should have. Given the disaster that was Unity, this is a major disappointment. It makes you wonder what could have been.

Sunday, December 14, 2014

Ranking Assassin's Creed

Assassin's Creed is one of my favorite video game series of all time. It is probably the only series which I constantly preorder, I believe starting from Revalations. I've also played all the console games except Liberation and Rogue (the latter I want to get, but I already switched from a 360 to an Xbox One and it's hard to motivate myself to revert [Update: I've now played Rogue and would slot it in as the #4 game on this list, between Revelations and Black Flag]). In any event, those titles won't be on the list. But that still gives us seven games to rank in order. And who doesn't love ranking?

Enough with the preface! Let's begin:

7. Assassin's Creed: Unity

I thought very hard about whether I'm underrating this because I'm playing (and being frustrated by) it right now. But I honestly don't think I am. What clinched Unity's bottom ranking for me is that I largely haven't experienced all the technical glitches that plagued the game's release, and I still have found it inordinately annoying (in fact, the technical glitches worked to my benefit -- Ubisoft promised all of us Season Pass holders a free copy of Far Cry 4 as penance! Advantage, David). First of all, the multiplatform elements (computer, iPhone, etc.) are nothing short of infuriating. They're not fun, they break immersion, basically, they turn what was normally a nice set of mini-game diversions into a giant chore. And if we restrict ourselves to the game proper? Major problems there too.

A lot of basic gameplay mechanics seem to have been eliminated -- what happened to the "whistle" function? And what's there often doesn't seem to work: I gather I'm supposed to attract guards by having them see me and provoking them to give chase, but that basically never works (particularly if you want to stay in stealth). The "cover" system is a disaster under the best of circumstances -- the percentage of cases where "press A to enter cover" has actually succeeded in doing so is well under 50 -- but it borders on farcical once you find out that you can't round a corner while hiding. You need to get up, wander around aimlessly in plain site for awhile, probably accidentally hide behind the same corner you started in at least once ... it's jaw-dropping. And while I feel like I've said this for every AC game, I could swear that the controls are stickier and less responsive this time around.

To be sure, it isn't all bad. Arno is an average protagonist -- worse than Ezio or Edward, better than Altair or the wretched Connor. I genuinely enjoy the Helix Rift mini-games. Also, I recognize that -- as someone who never plays multiplayer -- Unity may not appeal to my style of gaming (and I do appreciate that they allow the co-op missions to be done single player, so I don't feel like I'm missing out just because I lack gamer friends). But even some of Unity's supposed strengths don't work for me. A lot has been said about the incredible detail that was put into Paris and, in particular, the sheer number of NPCs wandering (or rioting) throughout the city that makes it feel alive. And while I can appreciate that on an aesthetic level, on a gameplay level the main function of all those crowds is to make it really annoying to get from place to place. This is compounded by the decision to have certain common classes of enemy always recognize you, so you're always one step away from being dragged into a fight. And the combat is a drag: I mocked Middle-Earth: Shadow of Mordor as "Assassin's Earth: Shadow of Arkham", but Unity only wished it had that games' combat system. In particular, the sharpshooters are wildly overpowered; often times it seems my combat choices are "be sniped while engaging in a sword fight" or "be sniped while running away."

Of all the games in the series, this one might be the only one I've affirmatively not enjoyed. And that makes it the easy choice to place on the bottom of the list.

6. Assassin's Creed

This was a very tough game to rank. Objectively speaking, the original Assassin's Creed had a lot of problems. An unlikeable protagonist. Repetitive mission design. Repetitive level design. You get the idea. If you had me play the original Assassin's Creed and Unity right now, I'd probably enjoy Unity more. There's just so much development we've become accustomed to in this series that the original game lacked. There's a reason it's been described as "proof of concept."

But what a concept it was. When Assassin's Creed came out, there was nothing like it. It was a true open-world, go-anywhere-do-anything game like nothing I'd ever seen. And the way it was located in this neat alternative-history-cum=sci-fi setting was awesome. In a sense, there isn't much to say about Assassin's Creed because it just set the stage for its successors to outshine it. Which they did -- but still, what a stage it was.

5. Assassin's Creed 3

We all knew that Ezio couldn't last forever, but what a comedown from him to Connor. AC3 had a lot of potential, and I give it credit for genuinely trying to be new. The frontier-forest setting didn't really work for me -- it felt empty instead of open (what's the big difference between one tree and another?). Like the space in between the towns in the original game, I didn't really get the purpose of the AC3 frontier. And the oh-so-trendy crafting dynamic was wildly overdone. The American Revolution setting didn't live up to its potential, but that's more the fault of the surrounding elements -- I still think it was a good setting for the game. One problem with moving the series to the colonies is that 18th century America lacked the grand, sweeping architecture of Renaissance Europe. For a series so dependent on verticality and exploration of crumbling churches, this was a dramatic shift and one I personally didn't like.

There's one thing that saves AC3 from falling further down the list, and that was its introduction of naval combat. That was a blast, and forgives a lot of sins. It's no accident that the sequel was naval-focused, nor is it any accident that the sequel was brilliant. In a sense, Assassin's Creed 3 was a lot like the original: a lot of innovation (and an obnoxious protagonist) that maybe didn't work perfectly on its own merits, but definitely shone a path towards something great.

4. Assassin's Creed 2: Revelations

As far as I'm concerned, the top 3 and bottom 3 Assassin's Creed games are indisputable, which means it is likewise indisputable that Revalations is very obviously in the middle. The only one of the Ezio games which was not great, which is to say, it was still very good. People who were complaining about how the series had lost its edge in Revelations got a bitter shock when AC3 came out. In any event, I liked this game. It provided a satisfying resolution to Ezio's story arc (and he remains the only protagonist in the series I actually cared about). The gameplay was not particularly innovative, but since it was based off the near-perfect system developed in AC2 and Brotherhood who cares? We got an early warning of Ubisoft's trend-obsession with that wretched tower defense minigame, which was really the only truly foul note in the game, and Constantinople was clearly inferior to Italy as a setting. But other than that, it was pretty straightforward: fun protagonist, fun story, fun gameplay = fun game.

3. Assassin's Creed 4: Black Flag

This was Ubisoft learning from its mistakes (and its triumphs). It took the best element of its predecessor (the naval combat) and made a whole game out of it. It also remembered that we don't want whining brooders as our protagonist and instead gave us Captain Jack Sparrow Edward Kenway, who was a lot of fun. Certainly, Black Flag was the most different AC game to come out across the series' history. The naval orientation was like nothing that came before, and it became immediately clear that yes it could support an entire game. The game took full advantage of its shipboard dynamics and really made them work beautifully. Building up my pirate fleet was a great joy, as was storming forts. I actually felt like a sea captain. Oh, and I should also say that the modern-era story in Black Flag Was arguably the strongest yet in the series.

Because so much of the open Caribbean map was water and small islands, the game's cities did sometimes feel a little small. That didn't really impact my enjoyment, but it did certainly cabin the gameplay a bit (and Black Flag was noticeably weaker when it did take you ashore). But still, pirate ship! Cannon fire! Ghost ships! If only I could have gotten my crew to stop singing those damn shanties....

2. Assassin's Creed 2 and 1. Assassin's Creed: Brotherhood

I don't put these two together out of laziness. I think these two are obviously the pinnacle of the series, but I have an irreparable bias. The debate over whether AC2 or Brotherhood is better is primarily philosophical, depending on whether you favor the game that introduced all the best elements of the series and demonstrated how wonderfully they could work, or the sequel which tweaked, fine-tuned, and sanded down what few rough edges remained to produce a truly perfect (albeit by necessity less original) experience. My problem is that I played Brotherhood before AC2, meaning that for me Brotherhood was the best of both worlds: it was novel and innovative while also being fully rounded and improved. So for me, it's obviously the best of the series. If I had played them in order, would I still think so? I don't know -- I go back and forth between Might & Magic VI and VII along precisely these lines.

So I'll just group them together as the clear one/two. Ezio was a great protagonist; he was suave and funny and didn't take himself too seriously. Really, he ranks as one of my favorites across any video game series. The gameplay was well-nigh perfect, combining puzzle/exploration in crumbling ruins with stealth/combat to brilliant effect. The alternative history shone, helped along by great antagonists in the form of the Borgias. Really, these games are what sold me (and, I dare say, the world) that this was a series that had staying power. I've yet to meet anyone who did not think these games were amongst the best they've ever played.

Wednesday, November 19, 2014

VGHS: A Review

The series finale of Video Game High School came out this week. I've watched every episode of all three seasons, and enjoyed them all. But with the series' conclusion, I've been thinking about it as a comprehensive whole. Would I recommend it? If you're a fan of video games, absolutely. If you're not ... maybe. It is an interesting show in a lot of ways, in that it is considerably better than its constituent elements.

Let's start with something quite obvious, though. VGHS is a web series, and viewing it as vehicle primarily distributed through YouTube, it is incredible. The production values are TV-quality -- low-grade, camp TV, but still. I could write a review of VGHS taking all of that into account, and it would be gushing. But I don't get the sense that VGHS wants to be judged as King of the Little League. I'm treating it as a television show because I think that's the league it wants to play in. In a sense, the highest compliment I can pay VGHS is that I never felt the need to grade it on a curve.

Okay, that being said, let's start with the plot. It's nothing special -- indeed, in some ways it is entirely unoriginal. Other than the arc I just completed, and the overarching "boy meets girl" thing across the entire series, I don't know if I remember any of the specific happenstances in any of the episodes. With the semi-exception of one late-Season 3 entry, none of them had any serious ambition or tried to break new ground (and that one episode, incidentally, was a rare instance where one of the weaker cast members really managed to shine).

The acting is much the same. Of the core main cast, only Johanna Braddy (Jenny Matrix) could be characterized as a good actress. This makes sense, as she's the only one who has a serious acting career (I nearly flipped out when she made an appearance on Shameless). Ellary Porterfield (Ki Swan) is decent, but Josh Blaylock (BrianD), Jimmy Wong (Ted Wong), and Brian Firenzi (The Law) are mediocre at best. Blaylock plays leading man Brian as every sad-sack semi-unpopular-but-not-dweebish high school kid that starred in a 90s teen movie (he even kind of looks like Joseph Gordon-Levitt in Ten Things I Hate About You), and adds nothing to the archetype. Jimmy Wong is awkward and wooden as Ted, and only the former is arguably part of his character. And Firenzi plays an maniacal jerk who lacks any of the qualities which make maniacal jerks interesting.

The supporting cast often was better. Sometimes that's because they were able to get a bunch of high-profile actors to make appearances, ranging from brief (Joel McHale as the President) to substantial (Cynthia Watros got main cast billing as Jenny Matrix's mother/coach). But even some of the more obscure names shone -- the breakout character of the series, for me, was Harley Morenstein as VGHS Dean Ernie Calhoun. Morenstein's prior claim to fame was the YouTube series Epic Meal Time, but every one of his appearances was a thing of beauty.

The excellent supporting cast also points to one of VGHS' greatest strengths and missed opportunities. It does a very good job of building its world. One caught glimpses of a whole bunch of characters and cliques and back stories attending the high school, all of which held great promise as vehicles for storytelling. The best shows that have this element -- think Parks and Rec or Community -- do a great job of exploring their environs: one understands that their main cast truly inhabits a larger world whose denizens themselves are rounded individuals with their own interests, talents, and personal desires. VGHS had the superstructure to pull something like that off, but it never quite got there -- when we did venture out and meet some of the other students, too often they felt like 2-D cardboard cutouts who existed to serve the main plot. Indeed, my desire to explore more of VGHS' internal workings was part of the reason why the Napalm High story arc fell somewhat flat for me -- it drew the focus away from the core of the show and instead cast the lens on an external player whose place in the overall ecosystem was never fully made clear.

All of this sounds pretty negative, and I said at the top that I really did enjoy the show. Why? VGHS -- a good but not great show -- reminds me a lot of a good but not great video game. The best video games are serious enterprises -- they believe that there is deeper meaning to their work and invite their players to explore that meaning in a robust, even literary, fashion. But there are plenty of perfectly decent games that abjure that type of seriousness in favor of just placing you in an interesting environment and letting you have fun. And that's what VGHS does. It presents an interesting world-concept -- where video games are serious business of the kind that could support an entire network of academies -- and just lets its characters play around inside. As serious as the characters take video games, the show doesn't take itself seriously at all. And for all of the cliched teen-angst romance that drives much of the plot, this is fundamentally a happy show. People do cool things! They play games! They get live inside those games! We can see that they're getting to have fun, and so we have fun with them.

I wrote a review of a restaurant the other day, a hole-in-the-wall place in Oakland that we stopped in for breakfast when the place we were actually trying to eat at had a 1 hour wait. The food was good but nothing special -- objectively, a 3/5. But the place was infused with an incredible happy energy. The owner -- a 55 year old Korean woman -- greeted every customer with a fist bump (not optional) and everybody there just seemed to be cheerfully munching on classic greasy diner fare. We loved it. We loved the feeling. So I gave it four stars instead of three, because isn't just getting to feel happy worth a star?

VGHS doesn't have the best acting, or the most innovative plot. It doesn't do everything it could have with the world it created. But is a happy show, and it makes you happy watching it. That's worth quite a bit, in my book.

6.5/10.

Saturday, October 25, 2014

A Night of Disappointments

Last night, Jill and I saw the finale of Project Runway Season 13. That was not the disappointment -- this was a good season and all four of the finalists were very likeable. I felt bad for Kini, who I thought was a little underappreciated by the judges all season, but based on the final collections I agreed that Amanda and Sean were the clear top two. And I also agreed with how the judges described the choice between them. Sean was more editorial, creative, novel, and high-fashion. Amanda, by contrast, has a very clear and authentic brand that she is creating. One thing I love about Amanda is how genuine she seems to be -- as a person and as a designer. A lot of times when a designer presents a clear point of view, it can feel concocted or performative rather than organic. With Amanda, it is very clear that she designs this way because this is who she is, which is part of the reason why I enjoy her designs (and respect the hell out of her) even though it isn't actually really my aesthetic.

So either one would have made a deserving winner. As I said, this was not the disappointment.

Following Project Runway, the natural thing to do was to watch Project Runway: Threads. I was genuinely excited for this show -- Project Runway! With adorable kids! Hell, we'd already seen this exact formula work great with Masterchef Junior! What could possibly go wrong?

Well, for starters, the show doesn't follow the Project Runway model. It's not one season-long competition, it's a series of self-contained episodes featuring three new kids each week. Which means I don't have time to get to know any of them, or care about any of them. The presence of their parents as "assistants" adds a lovely dimension of additional awkwardness (and giving the winner of the first challenge the right to use her opponents' mom as a helper couldn't possibly backfire). But all of that perhaps could have been forgiven were it not for the host: Vanessa Simmons. I don't know if I've ever grown to hate a television personality as quickly as her. Seriously -- it took about a sentence, two at the most. Even Zanna Roberts Rassi lasted longer. She's infantalizing and patronizing and just generally horrible. And the real victim here is Christian Siriano, who I think really could excel at hosting a show like this were it not just an all-around catastrophe.

So we turned off Threads after about 20 minutes and went on the prowl for something else to watch. How about the remake of As You Like It Much Ado About Nothing*? This is a clash of the titans, pitting something I love (Joss Whedon) versus something I hate (Shakespeare). And Whedon was backed up by a few more of my favorite people in the world (Amy Acker! Fran Kranz! Nathan Fillion! Reed Diamond! Sean Maher!). So I came in optimistic. But once again, I didn't last long. I don't mind modern adaptations of Shakespeare plays (Ten Things I Hate About You is a favorite), but when they actually use the vernacular it drives me bananas -- especially when it is set in the modern day. It's jarring and confusing and makes me work to understand what's going on even on the most superficial level. We lost patience about 15 minutes in.

Next came Call the Midwife. A few folks had recommended this to us, and since all British shows are interchangeable to me I'm like "1950s Downton Abbey! Sure, sign me up!" Now, Call the Midwife gets some credit in that we made it through the entire episode. And Jill actually liked the show on its merits, so there's that too. But for me, none of the characters left any imprint whatsoever. There's the main nurse, whose entire personality and emotional range can be summed up as "somewhat shocked middle class". There's, um, the crazy nun. And some other nuns. And some other nurses. I did love the bilingual family in the first episode, but I can't imagine they'll be too recurrent. Other than that, I could not tell you anything about anyone, including the main character.

So finally, I decided to play some Shadow of Mordor. I had beaten the main quest before leaving for DC, but I figured I could still clean-up on some side quests. And I'd now like to supplement my flash review. Nothing I said there is false, per se, but this is a very short game. It can be beaten quickly, and without much effort, and after that there is not all that much to do. By the time you win the game, your ranger is ludicrously overpowered -- there really weren't any opportunities to engage in the back and forth rivalries with orc captain and warchiefs that made the middle of the game so fun. So basically, I'm left with an Xbox One and nothing to do on it, at least until Assassin's Creed comes out.

* While this mistake is itself illustrative, I will point out that As You Like It was one of the few plays I recall semi-enjoying during the death march through the Shakespeare canon that characterized my middle and high school English education. So if anything, I was spotting them a few extra points.

Monday, October 13, 2014

Monday Flash Reviews

Despite what the title implies, not the first of an ongoing series.

Middle-Earth: Shadow of Mordor: ... or as I like to call it: Assassin's Earth: Shadow of Arkham. At first glance, this is just a mashup of the Assassin's Creed and Batman games, only while slaughtering Orcs in Mordor. Is that really what I want in a game (answer: yes, more than anything)? But I'm in agreement with all the critics that the Nemesis system really elevates this title to another level. Getting taunted by a captain who's already killed you twice before ("I killed you before sonny. That's called a precedent!") makes it all the sweeter when you finally decapitate him in the rematch.

Homeland, Season 4: No Brody is just as wonderful as I imagined it. Now we can focus on Carrie and her continued narcissism and lack of self-awareness. "You let the station-chief out of your site in Islamabad, without knowing where he was? Now stay here, I'm going to exit the car and wander the streets for awhile. No, I'm not going to tell you where I'm going."

Brooklyn Nine-Nine, Season 2: Maybe a touch worse than the impeccable first season, which still makes it the best comedy on television. I may actually be in love with Stephanie Beatriz. Remember that time there was a whole subplot devoted to getting her to smile? She has a dazzling smile. Also, everyone else on the show is incredible too. Putting Boyle and Gina together was a deft way to get Boyle out of Diaz's romantic orbit, which was one of the few plot points starting to flag on me.

Gotham, Season 1: I'm really enjoying it so far. Jill is unconvinced. She thinks it's because I know more of the lore of the Batman universe, but I've never been a huge Batman fan (outside the aforementioned Arkham games). Still, I do know enough to recognize a lot of the characters (Gordon, the Penguin, the eventual Riddler). And that might help flesh out the universe, but I think underneath there is a solid (if standard-issue) gritty cop drama.

Sleepy Hollow, Season 2: Jill and I started off really enjoying the first season, but it progressively got duller and duller. Now we pretty much only watch it because it follows Gotham, and inertia is a tough foe to beat. Nothing so far in this season has really prompted us to resume paying close attention.

Wednesday, March 19, 2014

Distractions Roundup

A German restaurant in Minneapolis hosts German-themed WWII days! Oh, why did I move away (other than the SS officer down the block)?

Facebook advertising algorithm fail.

Ameinu's Third Narrative announces its Academic Advisory Council.

Cary Nelson has a truly superb review of Judith Butler's latest book promoting BDS and the dissolution of Israel. Though all of it is great, what resonates most with me is the observation that the abstract and ahistorical conception of justice Butler draws is not just unattainable, it's a model that the progressive left has rejected for decades -- led by people like Butler. She knows better, she just doesn't know better when it comes to Jews.

I thought this would kill my productivity. I was wrong. It was this that did me in.

Friday, January 31, 2014

Thursday, October 10, 2013

A War of All Against All

Some gamers usee Scribblenauts to answer the ultimate question: Who would win a fight (everybody edition)? The ultimate champion may be a surprise.

Tuesday, April 17, 2012

Cosplay for Killers

I'm a "fan" of the Assassin's Creed series on Facebook, which means their messages occasionally wander across my wall. Today, I saw one that I found interesting -- a plug for "the 1st Assassin's Creed Online Cosplay Contest."

Why do I find this odd? Well, to my lights at least, cosplay has always had the public image of being very geeky fanboy/girlish (I'm not saying I agree with this assessment, only that's how I've understood its public meaning). It's girls in anime costumes and guys with an obsession for Japanese RPGs. Assassin's Creed, by contrast, is much more of a macho man game; its advertising uses professional athletes*, incredible acrobatic feats, and, of course, the prospect of brutally dismembering half of Renaissance Italy.

Given that, I find it interesting that the game's official feed is promoting a cosplay event -- one would think they'd be more attentive to preserving the fragile egos of teen gamers for whom being associated with, ew, nerds is the last thing they want. But maybe I'm too cynical about Ubisoft. Or maybe I'm entirely misreading the cultural salience of cosplay. Thoughts?

* Funny story -- I was with my cousin when an ad for AC:Revelations came on. It showed a bunch of pro athletes in hoodies that mimicked the assassin garb, followed by "stats". The last state was for "Ezio Auditore", who, of course, is the protagonist of the series -- but my cousin just assumed he was another NBA player and was curious why he had never heard of this "Eezee-oh" guy.

Thursday, June 09, 2011

God of War III Review

Sure, it was released over a year ago. But I played it this week, and I want to talk about it now. Nobody ever said blogging needed to be timely. And besides -- anything to take my mind off bar review.

God of War III is an okay game. I mean that -- it was okay. It wasn't bad, but I certainly don't think it lives up to the massive critical acclaim and accolades it seemed to near-universally receive.

One of the better qualities of the game was the opportunity to really immerse yourself inside (and then summarily dismember) the Greek mythological corpus. You face a bunch of enemies, from generic skeleton warriors to Minotaurs, Medusas, and Sirens, to a variety of Gods and Titans. The death toll ends up including some of Greece's greatest hits: Poseidon, Hades, Helios, Hermes, Cronos, Gaia, and Zeus, among others. More or less, if you meet someone, eventually you'll kill them.

Yet the most lethal enemy of the game was not any of these deities. It was, instead, the double-jump button. I'd say at least half of my deaths were caused because I apparently did not hit the "x" button at the precisely right moment, turning what should have been a magnificent glide to the next platform into Kratos gingerly hopping off a cliff. The second most fatal element of the game? Confusing camera angles, which made it unclear what direction to jump or where to go. And number three -- still not in the realm of sentient beings -- is the inability to distinguish between background rendering and potential areas to jump to. There were several times where I thought I was jumping onto an arch, but instead merrily glided against a wall until I fell to my death. Oh, you mean it's that protruding ledge which is part of the game, and this one was mere artistry? I'm sorry -- I've been spoiled by Assassin's Creed and just assume a natural relationship between things I can touch and things I can interact with.

This last flaw showed up again and again, to infinite frustration. Even where it wasn't deadly, it could be maddeningly as you tried to pick a path forward and got stuck in a room because you couldn't figure out where the game's invisible wall ended. And boss battles often required you to hit a particular, exact spot on the creature's body, without much of a hint as where that might be. I don't mind having to piece things out on my own, but it feels ridiculous to whack my blades against a fiend's body over and over again only to find that only this six-cubic inch area does any real damage. That being said, battles are often extremely immersive, and the Kronos fight in particular is massive in scope and beautifully rendered.

The games graphics are good but not eye-popping, and focus primarily on lovingly detailing each geyser of blood that comes out as you pull out a Centaur's entrails through its midsection. I don't have a problem with the over-the-top gore per se, but anyone who praises the game's verisimilitude is kidding themselves. This game has a shtick, and it focuses most of its processing power on providing the goriest entertainment available on Playstation. Shock value is the name of the game, here. That's true with the sex mini-game, which is almost deliberately gratuitous (though I enjoy getting to bang Aphrodite as much as any other dude). And it's also true with the relationship between Kratos and the various innocents whom he encounters and, mostly, butchers. I wasn't sure what I was even supposed to think about the civilian "servants of Olympus" -- was I supposed to kill them? Try to avoid killing them? Did they think I was an enemy or on their side? Occasionally I was forced to kill them because they were in my way, but mostly their presence seemed fuzzy. And that doesn't even get into what you do to the Poseidon Princess.

None of the characters seemed to have all that much depth to them. Their actions weren't dictated by logical reasoning, but rather by whatever will give an opportunity to fit in another bloody battle. Which reminds me -- Pro tip: Do not tell your erstwhile ally that he was "only a pawn", even if you think he's about to fall to his death so it won't matter anyway. Even if it's true, why not just keep up the charade? This all goes double if the ally in question has a knack for cheating death and whose entire life is centers around extracting bloody vengeance against all who have wronged him.

These are a lot of complaints, which I lay out only because the line on this game is "one of the best ever", and I think that's just clearly false. It's got fun, button mashing action, and it's set in a very cool mythological universe that's fun to explode. But it lacks in variety, and many of its key elements have been done better by other games. Hell, even the concluding "free humankind from divine direction" was already given to us by Final Fantasy XII (whose boss music instinctively started playing in my mind whenever a boss battle begun). It's a fun game, but to my mind, only above-average.

Monday, May 02, 2011

The Great Exhale

Osama bin Laden is dead. Yesterday, I said there was little to say. Today, a few scattered thoughts come below, of varying degrees of seriousness.

* * *

* Last night, everyone was rushing to make grand strategic pronouncements about the implications of killing Bin Laden. Is the War on Terror over? Can we leave Afghanistan (or Iraq) now? Will al-Qaeda strike back stronger than before? I feel like everyone needs to take a deep breath about this, because for most of these questions the only answer is: time will tell.

* Count me in the "pro-celebration" camp. I don't think it is unseemly to celebrate a great American victory, anymore than it was inappropriate to celebrate on V-J Day. Somebody claimed it was "unseemly" for Americans to be acting like we just won the World Cup. I kind of think that killing one of the great terrorist masterminds of the world is a little less frivolous a reason for celebration than winning a soccer match.

* Folks who don't believe Osama is really dead will henceforth be known as "deathers".

* While most folks (across the political spectrum) were on their best behavior last night, there were a few grump-o-sauruses. Spot the differences between the far-right message board nuts, and the Jihadi message board nuts!

* Poll-wise, the CW seems to be "remember George H.W. Bush, who had rocket-high approvals at this point in his presidency due to a major foreign policy victory (winning the Gulf War)." The point is that a bad economy can still take down an incumbent, even one flush with success. Very true, but I want to push back a little. First, I think this is a symbolically bigger deal even than the Gulf War, though maybe that's just a lack of perspective talking. But more importantly, something like this can overcome some polling inertia, starting Obama from a higher base. If the economy tanks, he's still toast. But if the economy is simply "meh", it might not be enough to budge Obama's numbers either way. If, as appears, the trend of the economy is going to be slow improvement going into 2012 -- not enough to set off celebrations, but enough to stem serious electoral bleeding -- this could be a major difference.

* Once I heard Bin Laden wasn't killed by a drone strike but through a human operation resulting in a firefight, I immediately started wondering which video game would make this into a mission first. Seems to fit the Rainbow 6 oeuvre best to me.

* One of the better one-liners I read: "The guy who killed Bin Laden is going to get laid way more than 72 times.

* Another thing folks pointed out -- Obama knew about the operation during the White House Correspondent's Dinner (but obviously didn't know how it would turn out). Cool as the other side of the pillow.

* Meet the guy who accidentally live-tweeted the Bin Laden operation.

* Hamas condemns Bin Laden killing, Palestinian Authority praises it.

* Rep. Peter King (R-NY), whom I typically dislike, was impressively magnanimous -- when being interviewed by CNN, the anchors started talking about how this was a great accomplishment for Robert Gates and Leon Panetta as well as President Obama. Which is true, but Rep. King observed that if this operation went wrong, nobody would be talking about Gates and Panetta, but the Commander in Chief. Which means that since it went right, same rules apply.

* So in the same spirit of bipartisanship, I'll leave you with the words of Mike Huckabee: "Welcome to Hell, Bin Laden."

Sunday, November 28, 2010

Friday, May 28, 2010

Post-Panel Roundup

Today was a successful day. Aside from moving most of my stuff out of my apartment to the building I'll (hopefully) be living in next year, I also had my first academic panel. And it was great! Most shocking was the fact that people -- by which I mean, random people, people who had no connection to any of us or any reason to show up -- came to the talk. And they were attentive! And they asked great questions! And everybody was really positive towards all the papers! It was wonderful.

* * *

Sometime at Alas, a Blog (I forget if it was during my guest-blogging stint or in the comments), somebody responded to my critique that their position on Israel/Palestine was completely disengaged from mainstream Jewish experience by saying she could solve that simply by talking with and forming coalitions with leftist, anti-Zionist Jewish groups. I argued then, and still believe, that due respect for the Jewish community is not demonstrated when you only talk with those members who already agree with you -- particularly when that subset represents a tiny fringe of the whole. I thought of that event in reading this piece in the Forward, which makes it sound like the Presbyterian Church is going out of its way to avoid mainstream Jewish groups in formulating its Israel policy. And to the extent it does talk to them, it talks down to them. The bottomless pit that is Christian arrogance towards Jews never ceases to astound me.

Interesting post about an American Jew in Damascus.

Studies suggest that video gamers have better control over themselves in their dreams. I actually have had this experience, though I wouldn't have thought to associate it with gaming.

Twenty-somethings are not idiots about Elena Kagan. Yay my generation!

Leon Wieseltier correctly notes that the Sheikh Jarrah settlers are effectively claiming a right of return akin to that of the Palestinians. Having already established that reconciliation between Israel and Palestine means that not everybody gets to go home again, I can hardly making an exemption for a particular, formerly Jewish neighborhood in Jerusalem.

I just can't get upset about the so-called Sestak-gate.

J Street disavows Marcy Winograd (see my prior post), but Democracy for America stands by her after she came out in favor of a single-state solution to the Israeli/Palestinian conflict and implied that Reps. Jane Harman (D-CA) and Henry Waxman (D-CA) were not loyal to America.

The Episcopalian Church slaps the wrist of its American branch for ordaining a lesbian bishop.