Sunday, April 26, 2009

The Token Sunday Post

I'm still not particularly talkative at the moment, so here you go - the next Question of the Week:

#2) All things considered, do you honestly like school?
A: "sure"
I: "Yup."
A: "no"
T: "it gives me something to do and not be bored out of my mind... though... without school... i could still survive"
S: "yep"
S: "one time in science class I put a bunsen burner that was still on in a desk and left"
L: "yah i guess"
S: "not really"
C: "yes"
J: "i'd say for the most part yes"
R: "yah"
L: "ya cause where the hell would u bein life without it u woulnd't meet ne people at and you wouldn't have a life"
K: "hmm... sorta I guess. being home all the time sux. but I would like to be outa it"
E: "ja, and I'll like it more if I can get it for free again"
R: "Yes"
J: "I can't stand school, but after graduating from university I seem to be addicted to doing homework"
P: "yes"
N: "i like seein my friends, but i hate classes and getin up early"
T: "hated it with a passion when I went. Wish I was back there now I'm gone"

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I will mention two things, however. Goodbye Lenin was a fantastic movie, very well done, and completely fascinated me. Bullit, while the story was loose, had a great atmosphere. Also, I could not believe how blown away I was by the car chase. You just don't see that kind of action any more in the age of fast, shaky-cam cuts and CGI. It definitely deserves to be ranked as one of the best automotive pursuits in cinematography.
-Cril

Rob Dougan - I'm Not Driving Anymore (Instrumental)

Thursday, April 23, 2009

Public Service Announcement

Right now, there is not a single fibre in my body that craves any kind of socializing. No, it wasn't anything you said and it wasn't anything you did. I just simply don't care to describe how my day went or talk about the weather or discuss that TV show or illustrate my current train of thought. I am just completely lacking in desire for any extra-curricular, face-to-face conversation.

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That is all.
-Cril

Link Park - Session

Sunday, April 19, 2009

Call and Answer

When I went home last weekend I nabbed a CD I had burned some time ago that was full of miscellaneous documents. I forget why exactly I decided I needed to bring it back with me, but here it is. Old school assignments, chat logs, a .txt file full of quotations that had struck my fancy over the years, and other odds and ends. And then I stumbled on a bit of a treat - many, many moons ago (this particular file was created on June 30th, 2003), I'd ask a single question to my all my friends via MSN Messenger. A Question of the Week, if you will.

I forget why I started it - if I recall correctly, it was a partly to get to know better a girl I secretly liked. And even though nothing ever happened between said girl and I, I kept at it for 75 consecutive weeks. Looking at the list of answers and the corresponding names, I don't think there's a single person here that I'm still in touch with. It's actually kinda neat - you can watch the number of participants dwindle near the end as I fell away from my friends. I only had two people answering for the last twenty-eight weeks.

Anyways. I was thinking I'd start posting them just for kicks. I think another reason I did it in the first place was get a bit more exposure to other people's train of thought, and reading through still proves to be fascinating. So, without further ramblings, here's WEEK ONE!

#1) Do you fear death?
I: "Enough to try to avoid it."
R: "yah"
J: "i have no idea what its like so i dont know what to fear"
S: "hell no"
T: "Meh... I don't fear it as much as not want it to happen... I'm not scared of dying, yet I still want to do a lot while I'm still above ground"
L: "sure"
S: "i fear the boredom of eternity AFTER i die... but i don't fear death"
A: "Nope"
A: "most of the time no...but sumtimes yes"
S: "ok, then yeah"
C: "no"
L: "umm who doens't"
K: "of course not"
E: "not now, but I will if it gets any closer"
R: "Yes"
J: "I will face it with a smile"
P: "I don't fear either, but I do fear what will happen after I die"
N: "um... well, i dunno, cuz i dont wanna die, cuz i've got so much to live for and look forward too, but it would be a bonus to get to go to heaven already"
T: "nope. Death is where life truley begins"

I'll probably post one question every week - I might even do it mid-week, to double my posting rate at little-to-no extra effort. Feel free to chime in your answers, if so inclined.

In other news... ART!

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This one was done as a request: "a woman standing on a corner, hugging herself in a strong wind. She should be wearing a red dress and the sky behind her should be yellowish sunsetty. She should be wearing shades. Her hair should be dark and she should have pale skin. Perhaps a lamp post behind her. Buildings are not necessary."

I took some liberties, particularly with the skin and hair colour, but I think it worked out. Almost looks vector-y, even though it was all done with ye fine brushes on the tablet.

What else... Braid is an incredibly gorgeous game, but is devilishly hard. It requires the same mind-blowing, thinking-outside-of-the-box analysis like Portal did. It's pretty brutal, I'm not sure if I'll keep playing it or not.

There are a few more episodes left in this season of The Office, woo! The weather is sunny and (gasp!) warm, and you can the start of green things coming out of the ground. There's snow in the forecast later in the week, of course.

Today I did all my laundry and bedding, read a book, did some taxes, and went out for dinner. Huzzah. I don't think I've spent any significant time gaming this weekend, which is rather odd. Nothing seems to strike my fancy at the moment. Hmph.
-Cril

Listen
Listen
There's a lot you're liable to be missin'
Sing it
Swing it
Any old way and any old time

The hurdy-gurdies, the birdies, the cop on the beat
The candy maker, the baker, the man on the street
The city charmer, the farmer, the man in the moon
All sing Elmer's Tune

Glenn Miller Orchestra - Elmer's Tune

Tuesday, April 14, 2009

Departing Hence

Fair warning - I wrote this, erm, "post" on paper while in the process of returning from Easter Weekend. It's more of a stream-of-conciousness thing and contains a lot of pointless drivel. There are no transcripts or notes or summaries. Proceed at your own risk.







Wednesday, April 08, 2009

Prince of Persia Review (of sorts)

(Note: The following is another long-winded and useless review of game you probably don't care for and don't really want to waste time reading about. There's a few quick and random thoughts at the end though. Just look for the squishy brain. Yeah, you heard me)

Okay, I need a disclaimer before I start this. I have never played another Prince of Persia game all the way through before. I tried Two Thrones, but gave up on it after a few hours, mainly due to similar aspects of Prince of Persia. That being said, it may be a specific type of game/genre for some people more than others.

For some reason, in Canada, the new Prince of Persia on PC sells for $30 at retail. I'm not sure why this is - my best guess is that the studio that produced it (Ubisoft Montreal) is Canadian-based, and therefore... Worked some kinda Canuck magic to get a good price for fellow Canadians. But only the ones who game on the PC.

There is a COMPLETE lack of DRM, which quite frankly is awesome. My brother bought the game shortly after its release on the two above perks (no DRM and good price), and I briefly watched him play it. It looked good. But it wasn't the kind of game I typically spend money on, so I held off. My bro actually lent the game to me (yaaaay no DRM!) so that I could try it. And so I did, playing it from start to finish. I was rather... Underwhelmed.

You see, in essence Prince of Persia is a parkour/free running kind of game. Use all sorts of funky acrobatic moves that look hella cool to get from A to B. Break out a big sword and funky claw gauntlet thing to smack your enemies around with. Lots of "I'm a rogue!" type badassery. This felt very familiar to the experience I've had with Two Thrones.

But the problem lies in the fact that the entire game plays like a giant quick time event. Press x, wait until precise moment to hit y, and follow up quickly with z. Shuffle the formula and repeat ad nauseum. Ok, fine, I get that. With the moves the character is performing, it makes sense that there's a structure to movements used to get from a to b. The problem lies in that getting from a to b involves anything but free running. The entire level (and game, for that matter) is structured as a series of x, y, or z points that must be approached as x, y, z. There is one way to get from this point to the next. There's is nothing inbetween you and the final climax aside from hundreds of segments that can only be passed by exactly what the developer has in mind. There is no experimenting or creative solutions or unique outcomes. You do your determined moves in a specific order at the right time, and that's all there is to it.

And if you try to break the determined order of operations, it just doesn't work. Instead of making the jump from x to y, you want to try x to (slightly out of the way and part of another path) q? Too bad, you die. Yes, even if you obviously would have survived. You magically "fall to your death" five feet from the surface of the platform

Yeah, I suppose this theory could be applied to a lot of other games, but it is so NOT transparent in Prince of Persia. Heck, the game even lines up/orients your jumps towards the next part of the maneuver. Helpful, sure. But the complete lack of choice or control is so painfully obvious.

The combat suffers from a similar problem. As combat should be, yes you need to deploy your maneuvers appropriately and at the right time. The formula should work here like magic. The problem is that in combat you generally have a handful of options to approach a situation. You can take cover or go in with the heavy weapons or stay mobile and make smaller attacks. But likes jumps, whenever you interact with the enemy there's really only one way to proceed. Your attack was blocked, what do you do? Jump back? Try and follow up with a quick strike? No, you block. And only block.

Sounds, reasonable, sure. But in the boss fights this is ten times worse. Because if you block, they'll follow up with a special move that requires a specific action. Grabbed on the neck? Use your hand button. Quick flurry of strikes? Pound your attack button. Is he flying through the air to crush you? Press jump to dodge. Special magical gooey grabby power? Use your companion's page burst. All in a row. That's right - you block and then you'll go through at least three of these right after eachother. In such a bizarre order that it makes no physical sense in regards to the arena. Near the wall? Don't worry, you'll be teleported to the center so you can be jumped on. Okay, you dodged that and are quite a distance from your foe. Don't worry, poof! You're not two feet from him so he can perform his rapid strikes. And considering how many times you need to go through this like clockwork, it's actually quicker to just take the hit first if you want to move on with combat.

But, okay. You want to stick it out and get familiar with the moves so that you can look so awesome as you parry and counter-attack all these rapid moves. But that's it - you look good. One way you break a specific boss attack is to hit the right key that results in you punching the guy in the face three times before throwing him across the stage. But ho ho ho, what fun! It's all for show, good sport, because this maneuver does ZERO DAMAGE. Why the hell even bother?!

The way that death in this game is setup, you always get rescued by your AI partner, and resume where the game left off. If you botched a series of jumps/maneuvers, you start the string again. Not bad actually - I think it's a rather innovative approach. I really dig this out-of-the-box thinking in game design. No constant saving and reloading, no long and tedious cut scenes for your death. Wait five seconds for the quick animation, and try again. Not bad at all.

Except for combat. Because when you die here and get 'revived' or 'saved', the enemy immediately regains half of the health you just dealt him. On paper this sounds pretty good - being an efficient combatant lets you defeat your enemies sooner, and makes you stay on your toes to faithfully complete all those (useless) quick time combo breakers. But in practice, it is the most infuriating thing ever to see your efforts gone to waste because you just got confronted with one of the moves that does not have a constant 'block' action. You can tell by the animation/setting of most other attacks what you'll need to do. These stay the same - get confronted with x, counter with y. But there's a few where you get confronted with x and counter with x, y, or z within two seconds of it showing which one you need.

Argh, it's late and I need to wrap this up. So here's super abbrev. mode. Your companion is an intriguing aspect, carried out rather well by slick animations and good integration to your maneuvers and attacks. Her special 'power plates' are more 'x to y' sequences like any other jump, except with lots of swirly effects.

They essentially revolve around you piggy-backing on her in some manner to get to the next point of interest. This sounds fine, but sometimes she drops you off out of landing distance of the next secure landing spot. As in, you grab on, she flies you around with her special powers, and drops you off to fall to your death. Unless you use her double-jump assist thing to make it the rest of the distance. That's right - she drops you off short, which requires you to use her again to avoid death.

The one plate that causes you to fly and avoid objects is particularly retarded. When you're flying something you usually have the control to get to any given point. But here you're on rails, with the exception of the ability to move ~3m in any direction. You don't know which way you'll end up flying, but somewhere along the lines you need to avoid obstacles. This is really difficult when you don't know or have control over where you're going. It's near impossible to anticipate.

Many times these power plates require you to take a very roundabout route to essentially get across the 6m gap in front of you. No joke, you launch off one power plate and go down, fly between the supports of a bridge, through some windows, and you get dropped off directly across from where you started. Seriously.

Unlocking levels of the map by finding x amount of 'light seeds' was not enjoyable. It felt tacked on, to make you go retread ground you've already covered. I swear, it almost doubled the length of the game and it wasn't enjoyable. Just let me get on with the game already.

Sometimes the AI companion broke, causing you to stand awkwardly at a two-person action switch for a few seconds, until she magically appeared by your side after a few seconds. Also, it was frustrating how you had to carry her across the vines every time. Does she not have working hands?

Adequate story and setting. The characters, voiced in wonderfully stereotypical and mundane styles, seemed like they were reading lines. The writing was rather predictable, I was never really on the edge of my seat or wondering what would happened next. But the cast of villains was unique, and the history of the world was intriguing.

Gravity. Where was it? It only ever made an appearance after you butchered a jump. For a free running game it was surprisingly absent. I get the idea that you need to take liberties to make such an action game look awesome. Big jumps and flips and wall runs. But seriously, crawling along the roof? Can someone please explain that to me? It looked cool the first time, and then was just retarded.

The game's strongest point, by far, was the visuals. WOWZA. It just oozed with style. The semi-cell shading was excellent, and the swirly art direction was fantastic. Yeah, the gameplay drove me nuts, but it was so appealing to watch. It almost looked like a storybook. The dark, slime-like "corruption" was fantastic, and all the evil bosses were visually fantastic. It was the one thing that kept me going on through the game.

The final battle in the POV of the big boss was genius, that was pretty neat. The long walk through the corridor with your dead companion was really heart wrenching, and the only redeeming aspect of the storytelling. I didn't even care for the ending that much.

Annnnd, that pretty much concludes it. It may very well be that I didn't like Prince of Persia not so much because the gameplay was flawed and shallow, but because that's the genre. It'd be like me criticizing a traditional RPG for being slow and not having a first-person view.

Unfortunately, Ubisoft, I don't think I'll buy your game. It just isn't my thing. I really respect you for the unique gameplay mechanics of no-death and not including DRM with your game and the good price. But... I just can't spend money on something I ultimately didn't enjoy. But I guess it's okay, I guess you already said a big "SCREW YOU" to PC gamers by not giving us the downloadable add on, which no doubts ties up ends to the cliffhanger-centric ending.

---

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A few random thoughts before bed, starting with a puddle o' brain, via Twitter request.

I was $38 over budget last month. Plus $12 for a sibling's birthday gift and I have approximately $0 left for the month of April. Yay. I gotta find a way to cut down my spending - I haven't been within budget since before Christmas. I don't need these things.

I don't like being lied to my face, especially when it's in effort to humour or somehow comfort me. The person obviously meant well, and it's probably something that isn't an issue to a lot of people. But not for me - don't tell me something that is so obviously lacking in truth just so that I can build up a false sense of well-being.

Good Radio Lab this week, it was rather touching. Don't listen to it for the context of the content, but rather for what the message is. The Moth was really solid as well. This American Life wasn't bad either.

Looks like the internet is on the fritz again. It died not five minutes from me finishing this post, and I had to go downstairs and reset the modem. I guess that's the sign that I should be in bed.
-Cril

There's so many people who can talk and talk and talk
And just say nothing or nearly nothing
I have used up all the scale I know and at the end I've come
To nothing or nearly nothing

Bet.E & Stef - One Note Samba

Sunday, April 05, 2009

Vague and Aloof

I did eight sketches this weekend. This was mostly due to the fact that I listened to three two-hour broadcasts over Saturday and Sunday. So I just drew and drew and surfed the web and clipped my nails and drew some more. This puts me about ~15 sketches ahead of the game so far, which should come in handy when I go down to the Maker Faire in May.

I enabled stats on my Flickr account yesterday, after being perplexed by an image that has some ~4000 hits. And the reason? Yahoo image search for 'Left 4 Dead'. See the third image on the second row? Does it look familiar? Kind've odd how that managed so rank so high. It's not even the finished/winning contest entry (which, by the way, I still have not received the prizes from). Aside from that one image, though, the stats pretty much confirm that my photostream is indeed unremarkable.

At least the stats are a lot more fun at work. I can't believe how awesome Google Analytics is - there's so much information there to take in. I often find myself messing around and looking at the figures out of sheer curiosity and amusement, but I generally manage to pull something useful out of it. There's a lot of opportunities to be exploited if you can look in the right place.

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Battlestar Galactica is over, Heroes and Lost suck to much to watch, and The Office just finished the season. That leaves me with Reaper, which is up for cancellation. Which would probably be too bad, it's a pretty clever show. But I wouldn't be too broken up about it, I'm almost considering not watching the show anymore anyways. I'm just not really enjoying TV at all. Mind you, I'm not enjoying a fistful of other things that I usually rely on to amuse myself. But that's another can of worms. It's probably the reason that I went on a decently-sized walk Friday night, rather than staying home to do something else. My speed for the 'evening out' averaged 1.18m/s, which is quite frankly pretty pathetic. But it's not like I was trying to go somewhere.
-Cril

His manner is vague and aloof
You would think there was nobody shyer
But his voice has been heard on the roof
When he was curled up by the fire

Andrew Lloyd Webber - Mr. Mistoffelees

Wednesday, April 01, 2009

Regretting the hypothetical

Have you ever made a difficult decision to change some part of your life and the way you perceive the world? Something happens, and you say to yourself "I don't need this." Then you work hard to change your mindset on this specific aspect of your life so it won't bother you anymore. So that a few miles down on the road you don't think about it, it isn't an issue, and quite frankly... You simply couldn't be bothered to care. It takes a lot of effort and determination, but further along the line you can take some appreciation and even the tiniest bit of confidence in the fact that you've fundamentally changed something that was once rooted in your day-to-day life. You've fought with the soil and thick dirt beneath your fingernails, and pull the weed out in its entirety. You study this foreign object in your hands, stand up, discard it to the side, and walk away to wash up.

Except you (apparently) missed a part.

Because in walks someone who embraced this part so fully and so well into their life, you can only imagine the extent of the positive effect. If you want to run with the whole weed analogy further, it's like the roots have just kept on growing and wrapped and curled their way around that person. Not in a restrictive or suffocating manner... But more of a coat of armour, something to keep them warm at night and their mind at peace in the conflict.

And all of the sudden, your determination and new-found confidence in this fresh outlook start to crumble. Well, not so much crumble as... Wobble. It's like you've made this massive, massive tower and they've effortlessly removed the brick right in the middle. Just enough loss of structural integrity to cause the entire building to sway gently in the breeze. And as the wind persists the swaying becomes more pronounced, until the whole shebang comes down in a terrific display.

Ok, enough with the shoddy metaphors and similes. The point is this you think you have a secure and sound foundation in your mode of rationalization, and all it takes is one person who wholeheartedly embraces what you decided to go without. It's really breath-taking how completely unnerving, uncomfortable and relentlessly easy it is for you to fall back and lose all assurance in yourself and the hard work you've done. Did you have it all wrong? Was it all a waste of time and oh-so-much effort? What would it be like if you would've done the same as this person, who has so casually/unknowingly broken everything? Could it have fix all your problems? What have you done?

It's just so hard to be around them, and that... thing they carry and display through everything they do.

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Yeah, you wish there were specifics. But this one's in between me and the top shelf where my journal sits.
-Cril

Do I have time?
A man of my calibre
Stood in the street like a sleepwalking teenager
No.
And I dealt with this years ago
I took a hammer to every memento
But image on, image like beads on a rosary
Pulled through my head as the music takes hold
And the second it hits, I can work till I break
But I love the bones of you, that I will never escape

And it's you, and it's May
And we're sleeping through the day
And I'm five years ago
And three thousand miles away

Elbow & the BBC Orchestra - Bones of You