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Archive for January, 2009

Where the heck did that come from?

Sunday, January 18th, 2009

So I went into town this morning to have brunch with friends at the Lotus Heart. Before going I checked the weather forecast – fine and warm most of the day, thunderstorm in the evening. Pshaw! says I, it’s a nice day out and they never get the forecast right anyway. So I went into town in shorts and shirt.

Over brunch the subject of the weather came up, and I was met with disbelief when I revealed that I really like storms and bad weather, and hoped that the promised thunderstorm would strike. As they say, be careful what you wish for :-) .

After brunch I went to my office and worked until about 4pm, then decided to walk home. As I was walking I could see this mighty cloud head in the distance. It was very black, and lightening strikes regularly lashed out of it. It was decidedly V-shaped, and so looked like the sort of thing you’d expect to see over Mt. Doom. As I got closer to home the storm did too. It hit me hard when I still had about thirty minutes left to walk. The day went from fine and warm to near-zero visibility and blasting freezing hail in about sixty seconds flat. Within seconds I was drenched to the skin, and I got a massive ice cream headache from the sudden dump of cold on my head, and the hailstones were so big and hard that I was actually wincing in pain as they thudded into my head and ears. I had no raincoat or anything, but the only stuff I was worried about was my book and my cellphone, so I wrapped them in a couple of plastic bags that I got off a dairy owner.

At one stage a nice stranger offered to drive me home, but I declined because a) I was having too good a time and b) the roads looked so dicey that I thought I was much safer walking. Some roads were covered in hail and cars were sliding about on it, while others were awash with water and the cars were throwing up great sheets of freezing sleet. At one stage I had to wade through freezing knee-deep water for about ten minutes and my feet went numb.

Ah, summer in Christchurch :-) .

Towering Sponge Cake of Creamy Doom

Saturday, January 10th, 2009

Tonight I was emptying out a junk draw (last opened in around 2001 according to the documents found therein) in order to fill it with different junk, when I came across these photos. Yes, it’s the dreaded Towering Sponge Cake of Creamy Doom that Clare and I made for Matthew for his birthday in 1998.

Legend and Anniversary

Saturday, January 10th, 2009

Way back when I had a PlayStation 2, the first game I played through from start to finish was Tomb Raider: the Angel of Darkness, the sixth in the series of games. Of course I had heard of the games previously, but had never played one. I loved it utterly. Sure it was kind of buggy, Lara was hard to control, and the camera angle changed on you in weird and unhelpful ways. But I figured that that was just par for the course, and it didn’t detract much from my enjoyment. Subsequently I have found that Angel of Darkness was reviled high and low for just these problems, and is widely considered the worst of the games. The developers did such a lousy job that they were fired, and a different crowd hired to write the next games in the series.

The month I got my Xbox360 just happened to be the month that the latest in the series, Underworld, was released, so I rushed out and bought it and the two other titles between Angel of Darkness and Underworld. The games are called Legend and Anniversary.

Legend is a terrific game, full of sly humour. At one stage Lara explores a failed King Arthur theme park. This was built on the site where King Arthur was supposed to have actually been buried, and failed commercially shortly thereafter. As you explore this broken down ruin of someone’s dream of riches, you come across gloriously tacky bits of theme park. Like for example there is a hall where very poorly animated manikins act out various parts of the Arthur legend, complete with appallingly bad faux-medieval dialogue (“And veryily he wenteth forth and smoteth his enemy”). It’s wonderfully funny and a great send up of the tackiness of modern life. And in a final delicious irony, King Arthur turns out to be buried beneath the site after all.

There’s another sequence so funny that I was laughing so much that I was having trouble controlling Lara. After interesting and fun tomb raids in Bolivia and Peru, Lara organizes a meet-up with a member of the Yakuza in Tokyo to negotiate the purchase of an artifact. The meet is at a swanky penthouse party. So you (or rather Lara – the boundary gets a bit blurry) turn up at the party in a little black dress with a handbag and high heels. And it’s just so wrong! No gun, no grenades, no grappling hook. And you’re not even wearing boots, so even the sound of your footfalls is wrong. You can’t run, due to those annoying high heels. You feel naked, exposed, awkward. Gah! You wander round, wondering what the smeg you’re supposed to do without all your gear. Then the Yakuza dude shows up, and (being a bit of a baddie), he has a posse of machine-gun-toting thugs with him. He orders them to kill you, and there’s a hilarious cut-scene in which Lara dives behind the bar. Safe for a while, the high heels get kicked off, the dress gets split up the sides, and the guns come out of the handbag. Hooray! She’s back! After taking out the thugs, you spend the rest of the segment running, jumping, swinging about Tokyo – in the shredded remains of a party dress! Priceless.

Anniversary is, so I gather, a reimplementation of the very first Tomb Raider game, released to coincide with the 10th anniversary of the series. I have never played the original game, so I can’t comment on how closely the reimplementation follows the original. Once again it is a terrific game, with some amazing and mind-blowing sequences, although it doesn’t have the same sense of humour as Legend.

I think the best bit in Anniversary comes towards the end of the Egypt section. You come out onto a ledge overlooking a large square room. The walls are very plain, and water fills the room to just below the ledge. About the only thing of interest are two small protrusions of stone sticking up above the water in the far left corner. So you jump into the water and dive down, and realize that the room actually contains two vast Egyptian-style statues. One is of Horus, the other Anubis. Each figure is sitting in the classic Pharaoh pose, and each statue would be over 100m high ‘in real life’. The two stone protrusions are the tips of Anubis’s ears breaking the surface. It’s amazingly eerie to swim around these vast statues. Eventually you find the mechanism to drain the room, and there’s a cut scene were these two vast figures seem to erupt out of the water. The figures are so utterly cool that they deserve to be real.

Although both games are great fun to play, they both reveal how far this sort of game still has to go: there are many, many times when subtle errors in the graphics reveal how simple the underlying physics engine is: grenades that bounce off empty space, Lara standing on what looks like empty space, bits of Lara vanishing into walls and ledges, being able to see into areas you shouldn’t because two walls don’t exactly meet up or a small polygon was missed by the designers.

It would be hard to say which game I enjoyed more: Legend is more humorous, Anniversary more atmospheric. Both games are very linear, in that there’s never much room for doubt as to where you are supposed to go next. It’s common these days to condemn such linearity, but I’m not convinced it’s a bad thing, as it means you almost never get stuck: you can nearly always see what you’re supposed to do, even if you haven’t figured out how yet.

I do, however, have one major gripe about Anniversary: the difficulty. In both games you can request an Easy, Normal, or Difficult game. I played both in Easy mode, but Anniversary was much, much harder. It’s not obvious how the easiness setting actually effects game play, except, one assumes, for the Boss Fights. Most of both games involve running and jumping and swinging and working out puzzles, but every now and then (especially towards the ends of levels), you enter a large roundish arena-like area and have fight with some hideous creature. I really dislike boss fights. For me they don’t add anything at all to the game, and are just massive inconveniences that have to be endured before you’re allowed to continue on with the fun stuff. This is the reason that I play in Easy mode – to try and make the boss fights easy. In Legend the boss fights were in the main easy. In Anniversary, some were very, very hard. Even with detailed help from the Internet on how to defeat the creatures it took me many long frustrating hours to get through the section. Furthermore, towards the end of the game there is an insanely hard sequence. It involves getting Lara to climb up the inside of a big square hole sunk into a pyramid. There is a pool of lava at the bottom, and so every failure results in hideous death. What makes the sequence hard is that the ledges and poles and grapple rings that you need to make use of to climb all retract into the walls on very short fuses. You have to get every jump pixel-perfect and there’s no room for the slightest error or poor old Lara plummets to yet another agonizing death in the lava pool. The sequence is so hard that I came very close to giving up and swearing off Tomb Raider forever. I made it through eventually, but only by pig-headed determination and lots of help from the Internet. The thing is, the sequence could easily be made easy, or at least easier, but changing the timings on the retracting components slightly, to give you more time to line up jumps and so forth. What do the designers think they gain by providing insanely hard sequences when the player has asked for an easy game? It’s exasperating.

But in the grand scheme of things it’s a minor quibble. Both games are amazingly good, and I’m very happy to have played them.

Now it’s on to the most recent game, Underworld, from which I hear that Boss Fights have been banished. Huzzah!

Amberwine

Wednesday, January 7th, 2009

So I was in my friendly neighbourhood Paperplus, looking through the Science Fiction and Fantasy section. I wasn’t planning to buy anything (ha!), but a book leapt out at me: Amberwine, by one KD Nielson. The reason why my eye was drawn to it was that it was obvious to me that it was a self-published book. The cover image is the sort of thing that your roleplaying group’s resident artist would come up with. She’s clearly got talent, but it’s equally clear that she’s not ready for the big time yet.

A quick check of the cover confirmed my suspicions: no publisher, no ISBN, no barcode. According to the front matter, the book was printed by a Christchurch printer, and the author lives in Christchurch. I wonder how he convinced local bookshops to stock his book?

The book was rather pricey (NZ$30 for a 280-page paperback), but I decided to buy a copy, partly to support Nielson in his brave endeavour, and partly to see whether self-publishing can produce good books.

So is it any good? Stay tuned…