Month: March 2010 (page 1 of 7)

About Amateurs

Bard

The word “amateur” has a bad connotation. You might look at an art’s student attempt to recreate the Mona Lisa, or a mod for Half-Life designed to make it look like Wolfenstien 3-D, or an Uwe Boll film and say “Ew, that’s completely amateur.” By that, you’re likely to mean “poorly designed, conceived or executed, and in those cases you might be right, though I for one would give props to the mod designers for using a flexible open-source shooter engine to hearken back to those bygone days where your arsenal wasn’t limited to two weapons and your health didn’t come back automatically if you just stood around a corner making sure your shoelaces were tied.

(Okay, all right, that’s the last time I’ll rag on Halo’s gameplay, I promise. It’s really the fans’ fault I hate it so.)

The real meaning of amateur, though, is based in its direct French translation – “lover of”. An amateur is someone who does something for the sheer love of it, not necessarily for the money. Now, I want to get paid for what I do as much as this shouty beard-faced fellow, but the fact that I’m not yet isn’t going to stop me from doing it. It’s just something I need to do on my own time until I can find a way to fool the monolithic corporate world at large into believing that what I do enhances productivity or shifts paradigms or some other such bullshit.

That’s part of the reason why this isn’t getting posted until almost 4 PM, and why it’s so short. That and I do have a day job that keeps me in the category of “struggling amateur” instead of shifting me to “starving amateur.”

Survival’s Requiem

This week’s Escapist, “Bump In The Night,” is all about survival horror. Here is the article I pitched them for the issue, all about one of the best games of the genre I never played until I got married.


I think there are certain elements of true horror in games that, like in the film industry, have been left aside for torture porn and jump-out scares. Few games that carry the horror moniker truly get inside the head of the player and compel them to struggle to survive, let alone prevail, and instead toss handfuls of gore and jarring images at the screen. A game that understood the meaning of horror and holds up despite the passing of one console generation to another is a humble title for the GameCube – Eternal Darkness: Sanity’s Requiem.

Courtesy Silicon Knights

Instead of cribbing notes from more modern sources of horror such as Eli Roth or James Wan, Eternal Darkness reaches back to some of the more foundational writings of the genre, particularly H.P. Lovecraft and Edgar Allen Poe. The game, in fact, quotes Poe in the beginning, as we are introduced to Alexandra Roivas, a young woman whose grandfather Edward was murdered in his Rhode Island home. As the investigators have few answers, Alex begins looking around the mansion herself, and stumbles across a secret room containing, among other things, the “Tome of Eternal Darkness.” Upon opening this ghastly book, Alex is transported into the life of centurion Pious Augustus, who in 26 B.C. discovers one of three artifacts representing the essence of a powerful and old god-like being called an Ancient. As the player, you choose which Ancient corrupts Pious, setting up a conflict between the creature using the now-undying centurion as a proxy, and several characters throughout time including Alex who must stop the Ancient from ushering in a terrible age of eternal darkness.

Courtesy Silicon Knights
Several generations of the Roivas family

Eternal Darkness has a minimal UI, keeping the screen from being too cluttered as you explore the game’s four locations at various points throughout history. Your life, “magick” and sanity meters only appeared when they were being affected. The player quickly begins to associate the different colors of the meters – red, blue and green, respectively – with the three Ancients and their minions, and must quickly learn how each affects the other. Ulyaoth, whose purview is over the soul, powers his minions through magick but is vulnerable to physical confrontation. Chattur’gha rules the body, making his pawns potent in a direct scrape but susceptible to mental assault. Xel’lotath reigns supreme in the realm of the mind and pushes the boundaries of one’s perceptions of reality through her servants, but must succumb to magickal assaults. Each has a color, a distinct personality and a unique appearance, but all three of them hate the neutral yet powerful fourth Ancient, Mantorok, whom the player’s characters come to represent whether they want to or not.

The spell-casting system of “magick” is one of the unique features of the game. Instead of giving the players direct instructions on how to use the runes discovered in various places and times, the player must experiment with the runes in what amounts to sentence construction. Basic spells involve three runes: the name of an Ancient which sets the spell’s “alignment”, a “verb” that describes what the player wants to do – summon, absorb, etc – and a “noun” that instructs the spell as to its target. Enhancement or “power” runes can expand a spell to five or seven runes, but the important part of the spell is its alignment. Trying to attack a minion of Xel’lotath with a physical spell isn’t going to work as well as the opposite. However, a spell aligned with Ulyaoth will do the trick nicely. Remembering this sort of thing on the fly as undead minions lumber towards you can make for a harrowing experience in and of itself. There’s also an option to discover the right rune to represent Mantorok.

Courtesy Silicon Knights

On a story level, the common threads woven between the disparate lives of the dozen or so characters in Eternal Darkness drew them and the player into the dire and seemingly hopeless web of machinations of the Ancients. Well-written stories for each character coupled with excellent voice acting showed us mortal beings who found themselves struggling to maintain their sanity in the face of horrors from beyond the stars. And the insanity was not limited to the game’s side of the screen, because every so often, the game would quite directly remind the player that they are not entirely in control of what is happening to them with the use of the game’s infamous Insanity Effects. This innovation was so singular that Nintendo patented it.

Gamers often maintain a distance between themselves and the content of the game with the knowledge that they, ultimately, are in control of the events unfolding on the screen. Eternal Darkness broke through that barrier directly into the fear center of players’ brains. In addition to horrifying visions the characters see, witnessing a character’s head explode upon attempting to cast a healing spell or finding them walking across the ceiling when previously they were on the floor, the game occasionally poked holes through the fourth wall, by turning down the volume complete with a generic TV volume meter (a move guaranteed to blast out your eardrums if you were unprepared and tried turning up your TV in response), turning off the screen entirely or giving a false GameCube error screen. It’s not entirely uncommon for the player to echo the character’s panicked cry of “THIS ISN’T HAPPENING!”

Courtesy Silicon Knights
Ellia, one of the game’s dozen characters.

Since Eternal Darkness, there have been few games that really got into the head of a player. Silent Hill 2 is often touted for the same sort of atmosphere and storytelling as Eternal Darkness, but when it comes to this sort of immersive survival horror gameplay, the list is pretty short. Survival is, after all, more than just fighting off wave after wave of zombies. Who are we when we emerge on the other side of such an experience? How do those events change us? Good survival horror should address those questions as well as “how many zombies can you kill in three minutes?” or “how many different ways can you kill zombies?” Killing zombies will always be fun in games, but few games balance that fun with sheer terror, let alone madness.

Horror is about more than just gore. Games, as a storytelling medium, should ideally be about more than complicated physics engines and shameless sex appeal. Horror games, then, should aspire to rise above the slavering hordes of the undead chasing down a trashy blonde with big tits. Alex Roivas may be an attractive blonde, but she’s also smart, not a marathon runner, and pretty reasonable and stable, at least when she first arrives at Edward’s mansion. Like James Sunderland of Silent Hill 2, she is pretty much alone in a haunted place slowly losing her grip on her sanity as she delves deeper and deeper into the mad secrets of the Tome of Eternal Darkness. We’re taken right along with her on this downward spiral, rather than observing from a distance. We want to maintain her stability because it’s the stability of our experience as well, and we want her to survive because we want to see how it ends. If that isn’t immersive storytelling, I don’t know what is.

Eternal Darkness doesn’t just set us up against slavering hordes of the undead with a selection of blunt, sharp and loud objects to fend them off. It sets up a situation that pulls is in, drives us forward and leaves us wondering how we made it through to the other side. The game becomes more than a mere simulation and serves as a medium for the invocation of primal fear. So few games since have tapped into that sort of emotional and psychological response because marketing trends seem to indicate that this sort of experience, singular and powerful as it may be, isn’t what the majority of gamers are looking for. The wide-spread critical acclaim of Eternal Darkness and its die-hard fans can’t compare to the masses clamoring for the next Halo game, at least in terms of spending power. Shooting or bludgeoning zombies over and over in various arenas is simpler than setting up a situation where facing a single creature can be a pants-wetting experience, and while it might be unfair to call the fans of the former sort of game “simple”, the evidence seems to speak for itself. As much as I will admit to enjoying blasting legions of shambling corpses, there are times when my brain cries out for something more, some immersive storytelling, an experience that means something. Eternal Darkness fits that bill perfectly, and when my brain starts making those noises I’m likely to play it again. The uninitiated player would hopefully find it to be a unique and unforgettable experience … if they survive.

Rigmarole – It’s Actually A Word!

The rigmarole to which I’m referring is getting taxes filed. Normally, I’m the kind of guy to file using the Interweb. However, this past year was different because I got myself hitched. Since the (un)fortunate woman who’s become my bride isn’t from this country, there are quite a few hoops that need to be jumped through, or set on fire, to get everything sorted.

We were told when we last went to the local IRS office that we needed to provide a little letter from Social Security saying that she’s not eligible for one of their special numbers. So today after I slept in to try and shake off some residual lethargy and soreness from this weekend, we headed out to the closest Social Security office, located in Norristown. We waited for about half an hour before the woman who saw us provided the letter without much prompting – we pretty much just had to tell her my wife’s a foreigner.

So we headed back to the IRS office, where we were informed we didn’t need the letter we’d just spent a good hour of our afternoon acquiring. Still, all of our forms were in order and there were no problems with my wife’s Canadian passport, so the federal return was filed without much fanfare.

Now I need to tackle the state return. And if there’s any bit of financial paperwork more convoluted and tedious than a federal tax return, it’s a Pennsylvania state tax return.

I’m actually kind of looking forward to being back at work tomorrow.

IT CAME FROM NETFLIX! Pokémon 3

This week’s IT CAME FROM NETFLIX! brought to you by a generous donation by Rachel Kraft. Thank you for your support!

Logo courtesy Netflix.  No logos were harmed in the creation of this banner.

[audio:http://www.blueinkalchemy.com/uploads/pokemon.mp3]

I went into this knowing I’m probably not the right audience for the film. I’m not an adolescent and my brain is, as far as I can tell, relatively intact and undamaged. However, attempting to do criticism of any medium in which you get paid for it will mean that, from time to time, you have to undertake an endeavour that isn’t up your alley. So me reviewing Pokémon 3: The Movie is a bit like seeing Yahtzee take on a real-time strategy game or JPRG for Zero Punctuation. It just isn’t going to end well.

Courtesy Nintendo/KidsWB

I used to be a pretty big animé fan, but I never really got into the whole Pokémon scene. My tastes in the genre tend to lean more towards the artsy Miyazaki films and the rather adult escapism of series such as Cowboy Bebop, Rurouni Kenshin, Macross Plus, Record of Lodoss War and Death Note. So the art style of the film didn’t bother me as much as it might some others. However, this film is meant to draw in and entertain youngsters fully enthralled by the Pokémon series of games, or those that are just distracted by bright colors and “catchy” tunes. Though I doubt most of them understand why Brock’s so interested in getting laid.

Courtesy Nintendo/KidsWB

This exercise in adaptating the long-running Nintendo franchise in animé format opens with the short Pikachu & Pichu, in which the titular Pokémon get involved in a city-street caper. Surprisingly, at least to me, I found this wasn’t half-bad once I got past the nature of the character designs and methods of communication. This little romp would be decent in exemplifying wordless storytelling if it weren’t for the insipid narration. This is probably adaptation decay to make sure ignorant large American children understand what’s going on since subtlety is likely lost on their squishy over-stimulated brains. The music and style seem to be something in keeping with Charlie Chaplain or Laurel & Hardy (if they were rather cute ‘monsters’) but the knowledge that the narrator’s going to chime in to point out the obvious at any moment waters down any potential enjoyment for an American viewer over the age of 6. My favorite part was a little in-joke Brock makes on the unchanging nature of most animé characters’ costumes.

Courtesy Nintendo/KidsWB

The movie proper begins by introducing us to Professor Spencer Hale and his daughter, Molly. They’re shown as being happy which means that something awful’s going to happen and, within about five minutes, Spencer’s been sucked into a pocket dimension by a type of Pokémon known as the Unown. Molly, understandably upset by her dad’s disappearance, stumbles onto the means to summon the Unown and they start granting her wishes, including creating a facsimile of a legendary Pokémon called Entei who basically serves Molly as a surrogate dad. Into this situation wander Ash, Brock and Misty who are joined by Professor Oak and Ash’s mom, since Spencer was one of Oak’s top students. Entei appears before the group and makes off with Ash’s mother since Molly also wished for a mommy. Naturally, Ash doesn’t take his mom’s abduction lying down and heads off to rescue her. Upon seeing the trainers climing the crystal palace of dreams created by the Unown, two things happen. Molly decides she wants to be a Pokémon trainer too, setting off a series of matches with Brock and Misty; and Ash’s mom snaps out of the hypnosis that yanked her into the dream in the first place. The confrontation escalates, more Pokémon battles are waged, and since this is a kid’s movie everything resolves happily and plenty of Pokémon are seen so the kids who go home can spend more time pursuing them in whichever Pokémon game came out most recently.

Now, I can’t pretend that I don’t understand how this movie got made. Nor can I pretend that I don’t get its appeal. Heck, seeing Ash riding Charizard around made me smile a little, because even at my age the idea of riding a fire-breathing dragon into battle is pretty damn cool. However, the thing that got to me about Pokémon 3: The Movie is how safe it felt. To me, at least, there was never really any sense of danger or tension. There was the knowledge in the back of my mind that even if Molly wished for a neutron bomb or to wipeout the firstborn or a new Dan Brown book – you know, some sort of apocalyptic event that’d destroy humanity – Ash and company would emerge on the other end unscathed because there are more episodes of their TV series to produce along with video games, action figures, plushies, bed dressings and toaster cozies. When you have a cute mascot of a lucrative franchise, you don’t want to feed it to a wood chipper just to see if it’s still the same color coming out the other end. Well, Nintendo doesn’t, at least. But I’m somewhat curious.

Courtesy Nintendo/KidsWB

Anyway, my point is that this movie, for all of its various forms of what might be considered monsters, has no teeth. There might be some narrative nuance with Entei sacrificing itself to grant Molly’s wishes for peace when the Unown spin out of control but I must again consider a form of adaptation decay at work because the voice acting just felt flat and uninteresting. None of the principle characters seemed all that concerned with what was going on outside of stock reaction noises. And if they don’t care about what’s going on, the audience won’t either. A grown up audience, that is, won’t care. Kids are far more likely to be invested in the characters since they’re more focused on the pictures in motion than the writing or acting or motivation or passion behind the figures. This isn’t really the fault of the writers or actors, though, more the fault of the material itself. There’s only so much you can do with something this generic when aimed at a narrow age group. At least kids can see a cautionary tale with the moral “Never summon anything bigger than your head.”

Imagine a peice of toast. Functional in that it will sustain you, but bland. It’d be livened up with some butter or jam or peanut butter or cinnamon or something. But it’s possible to ruin toast, by burning it or dropping it butter-side down or having the dog snatch it from your plate when you’re not looking. Pokémon 3: The Movie isn’t ruined or burnt but it’s not tasty or sweet, either. It exists mostly for its own sake and to further drive the sales of games and merchandise to impressionable young kids. If you do have young kids and they’re into Pokémon, this is likely to get added to the Instant selections they can watch over and over again while you do important things like make dinner, tidy up the house, balance your budget or break out the gimp. If you’re an adult without spawn, this animé will pass you by and be forgotten almost as soon as you finish watching it, meaning I really can’t recommend it. In your case, may I humbly recommend something a bit more adult, especially if you can watch it in the original Japanese. Your mileage may vary, but for my money, a much better adult animé experience can be had watching a little 1995 flick called Ninja Scroll.

Josh Loomis can’t always make it to the local megaplex, and thus must turn to alternative forms of cinematic entertainment. There might not be overpriced soda pop & over-buttered popcorn, and it’s unclear if this week’s film came in the mail or was delivered via the dark & mysterious tubes of the Internet. Only one thing is certain… IT CAME FROM NETFLIX.

Recovery All Around

Ubuntu, Courtesy feeblemind.org

I’m still a little sore and feeling somewhat post-op after yesterday’s wisdom tooth extraction, but two side effects have emerged. One is the occasional nosebleed, but I haven’t had one since yesterday (or last night, I think) and the other is these fucking hiccups.

Seriously, hiccups annoy me. It makes it difficult for me to maintain the line of a conversation and sometimes even a train of thought because of these irregular and somewhat random spasms down in my diaphragm. I’ve tried holding my breath and drinking water, as well as this cure and so far have only had mixed results. On to a spoonful of sugar, I guess.

Anyway, my computers seem to be faring better. A little Systems Restore magic on the main desktop got him working again, and I’m currently working around the various little bugs that emerged from upgrading the Ubuntu version on my laptop.

I love Ubuntu, by the way. It’s a great introduction to Linux. The OS is flexible, the community’s friendly & responsive, stuff looks pretty damn good on it and if I can get Wine working again, I might even be able to run games on it. Like, modern ones. I doubt it has the graphical oomph for, say, Aion, but it might be worth a try.

With these problems fixed and updates underway, I figured I could finally get around to recording this week’s ICFN, even if it means using the sub-standard microphone on the webcam. But guess what happened as soon as I settled in to do that.

The fucking hiccups came back.

So, tomorrow, maybe. For now I’m going to stop stressing and do something relaxing, like write, or shoot Collectors in the face with a shotgun. Maybe download Perfect Dark on the XBLA. I hear it’s “a stupid good time.”

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