Friday, April 30, 2010

IT CAME FROM NETFLIX! Predator

IT CAME FROM NETFLIX! Predator — Blue Ink Alchemy

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

[audio:http://www.blueinkalchemy.com/uploads/predator.mp3]
Monster movies. People just love monster movies. Back in the 30s, the monsters were mostly human in appearance, with Dracula and The Mummy setting the stage for what came after. The 50s saw the type of monsters growing into the more surreal, with The Creature From The Black Lagoon, Them! and It Came From Beneath the Sea just to name a few. A lot of these films relied on models and rubber suits, and most of the memorable ones involved Ray Harryhausen. As special effects techniques progressed, the monsters became more complex, like Geiger's xenomorph from 1979's Alien. While the 80s were more concerned about action flicks with big manly stars, one film from the decade not only brought back the monster movie but had a bit of fun at other action flicks' expense. It's called Predator and is, among other things, a movie about a monster FROM SPACE!
Courtesy Amercent Films
Arnold Schwarzenegger, long before his ascent to governor of California, is 'Dutch,' the leader of an elite "rescue squad" sent into a South American jungle to rescue a cabinet minister. His team is accompanied by his former squadmate and current CIA operative Dillion, played by the equally manly Carl Weathers. Along the way to the enemy encampment they find a lost team of Dillion's that had been brutally, almost ritualistically murdered and skinned. They find the enemy camp and blow it to smithereens, which to my mind makes it difficult to ensure a successful rescue, and find out the mission was a set-up. On their way back, though, the members of the team start dropping dead one at a time, and it turns out that these professional hunters are themselves being hunted by a single, alien being with advanced technology, a high level of cunning and an undying love for the hunt - the eponymous Predator. One of the things Predator has going for it is relative simplicity. It moves from action movie to horror to science-fiction monster fight pretty smoothly, and doesn't waste time with extraneous plot or elaborate character development. I'd be lying if I said the film was well-written, though. The lines were clichéd twenty years ago and are even more so now, and they're delivered with such machismo-fueled ham-handedness that you can almost smell the bacon sizzling. Jesse Ventura (hey, another governor!) and Sonny Landham are particularly guilty of chewing the scenery in this flick. Some of the best moments in the movie come when nothing's being said at all, and we read the characters' expressions rather than hear them rattle off another self-congratulatory one-liner, which for Arnold is par for the course.
Courtesy Amercent Films
"Dillon, are you sure this vest doesn't make me look fat?"
When Predator was being made, studio execs clearly were viewing the success of The Terminator, Platoon, and Aliens with envious eyes. They wanted another big loud macho gun-heavy action flick, and asked director John McTiernan for exactly that. His reaction is well-documented, as he crafted a five minute scene of the cast doing nothing but shooting guns at practically nothing. He got the impression that the producers' and audience's fascination with guns bordered on the pornographic, and so delivered this more than slightly sexualized depiction of large, well-toned men unloading their weapons in a swelteringly hot environment. The fact that they hit nothing at all underscores the impotence of such diversionary film-making, and about the only thing that survives the masculine ejaculatory fusillade is the lampshade McTiernan hung on the whole idea. All of that talk of hot man-love segues me neatly into the next glaring thing I see about this film that had me laughing the whole time I was watching it. There's a huge undercurrent of homo-eroticism that is pretty hilarious even if it's unintentional. You have several large men in an intimate situation often shown slapping hands, shooting guns and showing an odd amount of concern for one another, with long looks exchanged between each other as sweat slides down their skin. Considering this is meant to be a manly movie, the sort of flick that would arm-wrestle 300 in the back room at a bar (which may or may not be lit by candles), and "perfectly straight" guys are meant to be whooping and hollering at the screen, it wouldn't surprise me if a lot of this film's devoted fan-base either indulge in the sort of self-denying homophobic 'humor' that typifies most random Xbox Live people I've encountered, or want to protect the institution of marriage from those 'insidious' gays. And I also wouldn't be surprised if they were too dumb to notice.
Courtesy Amercent Films
Looks to me like the Predator's wondering what Dutch uses to exfoliate.
Despite the nits I've picked about this flick, it doesn't detract from the fact that as a monster movie, Predator does the job. The creature, a towering and truly alien hunter, is effective and exists as another example of Stan Winston's genius, may he rest in peace. The slow reveal of the predator's methods and technology build tension and suspense, and the final confrontation between it and Arnold do make for some decent action. It's a shame that the suspense is undercut by lousy line-reading, but the gradual and unhurried pace of the build-up towards the end still persists as an example of relatively good story-telling in a genre that usually looks at story as a vestigial growth meant to string the audience along from one gunfight to the next. Predator isn't a bad movie, by any stretch of the word. It's just so unintentionally hilarious, especially in retrospect. As much as the special effects hold up despite its age, the writing and implications of certain scenes are just raucous in comparison. What's telling to me is that McTiernan went on after this to direct Die Hard which is not only one of my favorite action films of all time but is also what I'd call a 'thinking man's' action flick. Predator by comparison doesn't require much thought at all, but it's still diverting and plenty of fun. It's good to have on your Netflix queue if you have a summer weekend coming up and are looking for something to watch on a lazy sunny afternoon. From a guy's perspective, it's definitely best enjoyed with other guys, preferably in a dark basement with a cool beer at hand while you watch large, well-toned men unload their hot barrels. ...I mean, while you watch muscle-bound action heroes in close, intimate shots of their bodies sweating and slowly removing their clothes... ...that is to say, while leaning back to enjoy the back-and-forth action between... 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.
Blue Ink Alchemy

Thursday, April 29, 2010

A Confession Re: Frontalot

A Confession Re: Frontalot — Blue Ink Alchemy

Courtesy Wikipedia
Okay. Here's my nerd card. I'm turning it in. I was aware of MC Frontalot before last week. I knew there was something called 'nerdcore hip hop' but since I don't, in general, listen to hip hop as a whole, I was only aware of it and its artists on the level of intellectual curiosity. I appreciated the fact that folks not unlike myself were using the style to write songs about things other than pimpin' one's ho's and squeezin' one's gats 'til their clips be empty. Then Rachel told us about the best night she ever had in her entire life. I took her suggestion, tried out some of Front's tunes, and now I hang my head in shame for not being a fan of his before now. This is a revelation not unlike the one I had when Portal made me aware of Jonathan Coulton, who is now working on getting some of his songs into Rock Band. I for one look forward to singing "Code Monkey" and "Re: Your Brains" next time we have a get-together with more than three people. Anyway, Front's music does something that I really appreciate when it comes to hip hop - he eschews the usual trappings of swearing and themes related to cops, drugs and loose women, focusing his clean, intelligent rhymes on gaming, science fiction, blogging and other nerd-friendly topics. Two things about this statement: I'm not implying that rappers are unintelligent as a rule, and I know Front occasionally gets pissed about stuff. Like people blogging about their dogs. I'll fully admit that Front isn't going to appeal to everybody. He's focused on a demographic that's familiar with the differences between console generations, the nuances of Havok physics, the debate between Next Generation & Deep Space Nine fans and the reasons why neo-conservative picketers calling themselves 'teabaggers' is so hilarious. Then again, chances are, you fit this demographic if you're a regular visitor of this blog (which, hopefully, isn't the kind Front'd hate on). Here's what I'm on about.
Are you smiling? Are you laughing? You better be. It's a frakkin' nerd's world, after all.

Blue Ink Alchemy

A Confession Re: Frontalot

A Confession Re: Frontalot — Blue Ink Alchemy

Courtesy Wikipedia
Okay. Here's my nerd card. I'm turning it in. I was aware of MC Frontalot before last week. I knew there was something called 'nerdcore hip hop' but since I don't, in general, listen to hip hop as a whole, I was only aware of it and its artists on the level of intellectual curiosity. I appreciated the fact that folks not unlike myself were using the style to write songs about things other than pimpin' one's ho's and squeezin' one's gats 'til their clips be empty. Then Rachel told us about the best night she ever had in her entire life. I took her suggestion, tried out some of Front's tunes, and now I hang my head in shame for not being a fan of his before now. This is a revelation not unlike the one I had when Portal made me aware of Jonathan Coulton, who is now working on getting some of his songs into Rock Band. I for one look forward to singing "Code Monkey" and "Re: Your Brains" next time we have a get-together with more than three people. Anyway, Front's music does something that I really appreciate when it comes to hip hop - he eschews the usual trappings of swearing and themes related to cops, drugs and loose women, focusing his clean, intelligent rhymes on gaming, science fiction, blogging and other nerd-friendly topics. Two things about this statement: I'm not implying that rappers are unintelligent as a rule, and I know Front occasionally gets pissed about stuff. Like people blogging about their dogs. I'll fully admit that Front isn't going to appeal to everybody. He's focused on a demographic that's familiar with the differences between console generations, the nuances of Havok physics, the debate between Next Generation & Deep Space Nine fans and the reasons why neo-conservative picketers calling themselves 'teabaggers' is so hilarious. Then again, chances are, you fit this demographic if you're a regular visitor of this blog (which, hopefully, isn't the kind Front'd hate on). Here's what I'm on about.
Are you smiling? Are you laughing? You better be. It's a frakkin' nerd's world, after all.

Blue Ink Alchemy

A Confession Re: Frontalot

A Confession Re: Frontalot — Blue Ink Alchemy

Courtesy Wikipedia
Okay. Here's my nerd card. I'm turning it in. I was aware of MC Frontalot before last week. I knew there was something called 'nerdcore hip hop' but since I don't, in general, listen to hip hop as a whole, I was only aware of it and its artists on the level of intellectual curiosity. I appreciated the fact that folks not unlike myself were using the style to write songs about things other than pimpin' one's ho's and squeezin' one's gats 'til their clips be empty. Then Rachel told us about the best night she ever had in her entire life. I took her suggestion, tried out some of Front's tunes, and now I hang my head in shame for not being a fan of his before now. This is a revelation not unlike the one I had when Portal made me aware of Jonathan Coulton, who is now working on getting some of his songs into Rock Band. I for one look forward to singing "Code Monkey" and "Re: Your Brains" next time we have a get-together with more than three people. Anyway, Front's music does something that I really appreciate when it comes to hip hop - he eschews the usual trappings of swearing and themes related to cops, drugs and loose women, focusing his clean, intelligent rhymes on gaming, science fiction, blogging and other nerd-friendly topics. Two things about this statement: I'm not implying that rappers are unintelligent as a rule, and I know Front occasionally gets pissed about stuff. Like people blogging about their dogs. I'll fully admit that Front isn't going to appeal to everybody. He's focused on a demographic that's familiar with the differences between console generations, the nuances of Havok physics, the debate between Next Generation & Deep Space Nine fans and the reasons why neo-conservative picketers calling themselves 'teabaggers' is so hilarious. Then again, chances are, you fit this demographic if you're a regular visitor of this blog (which, hopefully, isn't the kind Front'd hate on). Here's what I'm on about.
Are you smiling? Are you laughing? You better be. It's a frakkin' nerd's world, after all.

Blue Ink Alchemy

Wednesday, April 28, 2010

Game Review: Portal

Game Review: Portal — Blue Ink Alchemy

Aperture Science Forms FORM-27991563-888: Testchamber Facility After-Action Report Per your instructions, I have begun to compile the observed and recorded data recovered following the successful completion of testing executed for and by test subject code-named "Chell." While the repairs to the Aperture Science Computer-Aided Enrichment Center may take some time, it is with the utmost confidence that I open this report by saying that that Aperture Science's Pro-active Operational Realization Testing And Logistics - PORTAL - was, in your words, a huge success.
Courtesy Valve
The operational and ultimate tactical functionality of the Aperture Science Hand-held Portal Device was brought to a highly satisfactory conclusion by "Chell" after her re-activation from her designated relaxation vault. From there she was instructed to proceed through the Aperture Science Computer-Aided Enrichment Center by the administrative system. From the point of this observer, the Genetic Lifeform and Disk Operating System at the heart of this facility - GLaDOS - issued clear and concise directions to this test subject just as with the others that came before. Aside: It may be advisable in future testing environments to monitor the overall output of the GLaDOS Sarcasm Sphere, as it seemed to generate 127.5% of the expected outright fabrication necessary to maintain a dynamic testing environment.
Courtesy Valve
The successful implementation of the Aperture Science Hand-held Portal Device cannot be overstated. The elements of success here are equal parts the brilliant design of the device itself and the instruction on its use through both the intuitive layout of the testchambers and the instruction of GLaDOS. With these elements, the test subject was able to navigate a variety of ever-escalating testchamber environments, from straightforward corridors with simple obstacles to complex platform series carrying penalties up to and including total body disintegration. No tools were provided to assist the test subject save for environmental objects such as storage cubes. The succesful navigation of a given testchamber ultimately came down to the intelligence of the test subject and their grasp of the device's functionality. While this has been a risk in the past, as user error has contributed to more test subject terminations than any other factor, test subject "Chell" has proven a worthy investment for Aperture Science. It should also be noted that the Weighted Companion Cube was incinerated in record time by the test subject. It seems that the test subject did not become quite as attached to the Weighted Companion Cube as previous test subjects, despite the Weighted Companion Cube's endless patience and unwavering support. Aside: the test subject also did not react to the incineration as if the Weighted Companion Cube were screaming in agony while being burned alive as others have. Recommend more research.
Courtesy Valve
Turret systems within the Aperture Science Computer-Aided Enrichment Center may bear notice as a potential flaw in security. Once the test subject was able to master some of the nuances of the Aperture Science Hand-held Portal Device, the turrets were capable of being dispatched in a variety of ways. While it is the policy of Aperture Science to encourge the ingenuity of its test subjects, it is recommended to post more rocket turrets throughout the Enrichment Center, as a possible fail-safe deterrent from further catastrophic damage. Personal emphasis: It would be harder for a test subject to cause catastrophic damage when they're a smear on the wall. Smears we can clean. Cascading ruptures in space-time are a bit messier. Noteworthy is the upgraded personality systems of the turrets. Not once did a turret react with anger or frustration towards the test subject. Indeed, the programming of the system throughout the Enrichment Center further reinforced the idea of positive feedback and encouragement, prompting the test subject to continue the testing in the face of overwhelming odds, potential gross bodily harm and extreme pessimism. "Chell" in particular was able to persist in creative thinking and spontaneous bursts of quick reactions allowing for the 'additional' testing as mentioned in my previous report (see "Aperture Science Computer-Aided Enrichment Center Damage Causes, Inventory and Projected Repair Time").
Courtesy Valve
[Conclusion:] Please attach to test subject "Chell"'s Personnel File as further evidence to reinforce the note made by yourself - HUGE SUCCESS. [After-Action Report Addendum:] 'Stuff I Liked' included the unique design of the testchambers, the requisite use of brain-power to overcome obstacles and the undercurrent of tragedy surrounding the empty rooms once occupied by (albeit unreliable and ultimately irresponsible) Aperture Science employees. [After-Action Report Addendum Addendum:] 'Stuff I Didn't Like' [[ERROR 601 FILE NOT FOUND]] [After-Action Report Conclusion Addendum:] 'Stuff I Loved' ranges from the GLaDOS sense of humor to the length of the testing procedure, and includes the music used throughout the Enrichment Center. Recommend third-party contributor 'Jonathan Coulton' be honored in some way should he be among the people still alive. [Final Thought:] It is a pleasure and honor to work within the Aperture Science Computer-Aided Enrichment Center despite having to do so within the confines of [[ERROR 187 FINAL THOUGHT REDACTED]] [Final Thought PS:] If this were a video game I'd recommend everybody buy it. [Final Thought PPS:] I further recommend cake be served immediately. *** ALCHEMY SPHERE OUTPUT ENDS
Orange Box Reviews: 100% complete.

Blue Ink Alchemy

Tuesday, April 27, 2010

Twelve Fifty

Twelve Fifty — Blue Ink Alchemy

Bard
1250 was rough. I'm not referring to the year, although the Naple's Plague certainly wasn't a picnic for everybody. Instead, last night I sat down and raised my per-day goal from 1000 words to 1250. Now, maybe it was because I spent the first hour or so after getting home installing Oblivion on the main PC so my wife can play it eventually, or maybe it was due to the lingering lethargy of a dreary Monday full of mundanity and blandness, but for some reason, hitting that 1250 mark last night was a lot more difficult than any of the 1000-word goals I made and exceeded last week. The reason I chose 1250 as a better per-day goal is simple. I've projected this little novel of mine to top out at around 125,000 words, and 1250 is 1% of that total. I'd like to try and estimate when I'm going to finish this thing, and tracking my progress as I pursue this daily goal should help me do that. I've also got a review of Portal to put together, as well as Assassin's Creed II now that I've finished it, and I need to find time to watch either Adaptation. or The Taking of Pelham 123 before Friday unless I want to toss together a ICFN post about Predator focusing on things other than the gratuitous gun porn and how impressive Clicky McCrabface still looks. And I have an apartment to pack. But I'll get at least 1250 a day, by God. I was thinking last night, at one point, "Oh, maybe I can stop at a grand." But I saw that idea for the slippery slope that it was and curbstomped it. Because tomorrow it'd be "Oh, 750 is enough for tonight, time for more Mass Effect." The next day would have me thinking "I'll stop at 500, the cat needs some attention." So on and so forth until I'm wondering why I've spent decades suffering from ignominy and a lack of respectability among my published friends and why those damn kids won't get the hell off of my lawn. So just because it was difficult does not mean I'm giving up, dammit. Tonight will see me writing another 1250, at least. The more I can do, the better. Of course, there's the fact hanging over me that finishing this word count is just the beginning. There's the revising, getting proofreads done by willing subjects friends, and begging an agent for attention. But one step at a time. One word at a time. Until I hit twelve fifty tonight, then it's game time.
Blue Ink Alchemy

Monday, April 26, 2010

Thoughts on Blogging

Thoughts on Blogging — Blue Ink Alchemy

The Thinker
Today's one of those days where I just have to admit: "Yeah, I got nothin'." I know there are some out there who believe that there's no point in putting up a blog post if it's not going to be about anything significant. I try to post every day, but I don't operate under the impression that everything I say is going to carry deep meaning. Not every brick that drops out of the sphincter of my mind is going to be a golden one. Mostly I do it to maintain some sort of readership/following. So if you're still here, thanks for putting up with me. I know I can be a pain. The only thing of true significance concerning this rather dreary Monday is the fact that I'm going to be increasing my daily word goal in the Project to 1250. If I can get at least that many in per day, with that amount being 1% of my total projected word count, I can reasonably predict when I might finish, set a deadline and adjust my pace accordingly. Thankfully, I don't think this general miasma under which I'm operating today will extend to how things will be this evening. I'll change into comfortable clothes, pour myself a drink and try to get a bit further in the current scene. I want to make sure things gel properly. Open forum time, folks. Those of you who are bloggers - what do you do when you feel you've nothing to blog about? Do you mine your site stats for search terms? Do you put down a stream of consciousness exercise? Do you just not bother? Your thoughts, give them to me.
Blue Ink Alchemy

Thoughts on Blogging

Thoughts on Blogging — Blue Ink Alchemy

The Thinker
Today's one of those days where I just have to admit: "Yeah, I got nothin'." I know there are some out there who believe that there's no point in putting up a blog post if it's not going to be about anything significant. But I don't operate under the impression that everything I say is going to carry deep meaning. Not every brick that drops out of the sphincter of my mind is going to be a golden one. The only thing of true significance concerning this rather dreary Monday is the fact that I'm going to be increasing my daily word goal in the Project to 1250. If I can get at least that many in per day, with that amount being 1% of my total projected word count, I can reasonably predict when I might finish, set a deadline and adjust my pace accordingly. Thankfully, I don't think this general miasma under which I'm operating today will extend to how things will be this evening. I'll change into comfortable clothes, pour myself a drink and try to get a bit further in the current scene. I want to make sure things gel properly. Open forum time, folks. Those of you who are bloggers - what do you do when you feel you've nothing to blog about? Do you mine your site stats for search terms? Do you put down a stream of consciousness exercise? Do you just not bother? Your thoughts, give them to me.
Blue Ink Alchemy

Sunday, April 25, 2010

Game Review: Team Fortress 2

Game Review: Team Fortress 2 — Blue Ink Alchemy

In the interest of full disclosure, I must admit that I never played the original Team Fortress (now dubbed Team Fortress Classic). I don't know if I ever had enough friends who also played that could have helped me assemble a decent team. But the appeal of the idea was never lost on me, and with the advent of Team Fortress 2, as part of the Orange Box, the burning coal of an idea concerning team-based class-focused competitive shooter action has been refined to the point of diamond pearlescence.
Courtesy Valve
With an aesthetic that's one part The Incredibles and one part Sam Peckinpah, Team Fortress 2 introduces us to rival companies Reliable Excavation & Demolition (RED) and Builders League United (BLU). These companies employ a variety of mercenaries in an attempt to secure various construction sites. Some of them are the sources of a valuable resources and others are the secret location of some sensitive documents. Whatever the reason for the spit of land in question to be fought over, RED & BLU reveal themselves to be dedicated to defeating each other to the point of people blowing each other into juicy chunky bits in the name of their employer's victory. It'd be a somewhat chilling commentary on the cutthroat nature of business and the brutality intelligence agencies are capable of perpetuating, if the game wasn't so hilariously over-the-top and presented like an animated 60s Bond film with more explosions and less voluptuous women. The focus here is on the co-operative nature of team game play, and so the aesthetic is designed to ensure that any players class, current weapon and team affiliation are easy to determine at a glance. Because sometimes a glance is all you get before parts of your body are flying in all directions. In a similar mode of thought, the maps of the game are not interested in being visually intricate in the manner of some Halo environments, nor are they the dingy corridors or dank caverns of Gears of War. While most of them tend to be somewhat arid and unadorned by vegetation, they're also easy to navigate and provide not only open areas for large skirmishes but various ways for players interested in using stealth to get into positions while those laying traps have plenty of spots from which to choose. Speaking of which, the classes bear particular mention, in that the phrase "something for everybody" has never been more true in a gaming sense.
Courtesy Valve
Awesome comes in a variety of flavors.
The nine classes are broken into three broad categories: Offensive, Defensive and Support. Offensive classes are all about taking the fight to the enemy. The Scout is concerned with speed first and foremost, getting right into an opponents face and either blasting them with a sawed-off shotgun or beating them into a pulp with a bat. The Soldier uses a rocket launcher at range, a shotgun close-up, and a shovel when maggots just get too close to the guy's war face. The final offensive class is the Pyro, who not only pushes back enemies with their flamethrower but can also light invisible spies on fire just as much as everybody else. Defensive classes, on the other hand, are designed to make sure that getting close to them is a bad idea. When it comes to blowing things up, the Demoman is unmatched, using either standard grenades from a launcher to blast oncoming threats or sticky ones to lay traps for unwary intruders. Fans of flying bullets and a metric fuckton of health need look no further than the Heavy, whose multi-barreled companion Sascha mows down the opposition as the player takes on the role of mobile wall of enemy deterrent. The Engineer is more of a stationary defender, building sentry guns of ever-escalating power and complexity in order to dissuade anybody from the other time from getting close. Finally, the Support classes are those that fall into neither offensive nor defensive roles exclusively, but exhibit flexibility in their specialization. Paramiliary units wouldn't last long without a Medic, and this class is just as much at home supporting an offensive push as standing behind the Heavy to ensure there's no shortage of gatling-flavored death for all comers. The Sniper can perch either over an area where his shots will clear the way for an offensive push or back by the friendly objective to create a place full of would-be infiltrators. Last but certainly not least is the Spy, the gentlemanly backstabber who must carefully choose when and where to reveal themselves regardless of whether they're sneaking into an enemy base, pouncing on the stragglers in an assault or sabotaging a nest of defenses. If you're at all interested in shooting stuff with or at other people, chances are one of these classes will be up whatever alley happens to be yours.
Courtesy Valve
"One of you ate my sandvich! I know it! I MAKE YOU CRY SOME MORE!"
Given its emphasis on co-operative play, Team Fortress 2 is one of those games best played with people you know. This can be a group of friends or an organization like a clan or guild, but either way, my experience has been that randomly joined games are nowhere near as fun as those played with folks with whom you're familiar. Given the pervasiveness of verbal abuse and elitism among on-line game players, especially on Xbox Live, joining a random game of Team Fortress 2 might just turn some people off of the concept. Mastering any one of the game's classes takes practice, and doing so in an environment where you're being reminded of how much you suck can be quite a deterrent. Then again, that could just be my opinion, given that somewhere along the line I turned into a big fluffy care bear. Regardless, if you can find a bunch of people playing on the same platform, seeing a plan come together in Team Fortress 2 can be a fun and rewarding experience. If nothing else, the way in which the game is presented makes it notable, unique and downright awesome. The gameplay itself might not be for everyone, but I'd be surprised if there was someone out there who didn't appreciate the time, effort and sheer amount of fun represented by the various Meet the Team videos. It's difficult to find anything overtly critical to say about an online shooter focused on co-op play that's balanced between the disparate roles people might wish to play, and I've yet to play the Steam version that includes updates with unlockable weapons and costume changes. So, instead, here's that picture of the Sniper again, because if I do dive back into Steam to play Team Fortress 2 in the near future, you'll likely find me donning a hat decorated with 'gator teeth and keeping my eyes peeled for those pesky Spies.
Courtesy Valve
It's a good job, mate.
Stuff I Liked: Balanced classes in co-operative setting under the pretty peerless direction of Valve. Stuff I Didn't Like: Again, it's a personal thing, but some of the people in random games who trash-talk new players just for being new & inexperienced really rubbed me the wrong way. Stuff I Loved Love: The aesthetic, spirit and mentality of this game and its ongoing production makes me strongly inclined to give it another go as soon as I can afford to download it via Steam. Bottom Line: Well, I just said I'm going to find a way to get it on Steam, which is probably about as definitive a recommendation as I can muster. I don't want to discourage Xbox owners from playing, either, and if you find a few of you are on a server hosted by Xbox Live, drop me a line. I just might show up.
Orange Box Reviews: 80% complete.

Blue Ink Alchemy

Saturday, April 24, 2010

Let's Talk Avengers

Let's Talk Avengers — Blue Ink Alchemy

Courtesy Marvel
Iron Man 2 is right around the corner, promising more lead-ins for the upcoming Avengers titles and the eventual movie that'll draw them all together. I know MovieBob has already discussed the subject, but here's my brief and nerdy pair of cents on the subject.

The Incredible Hulk

Say what you like about Ang Lee's revision of the Hulk, Louis Letterier took it upon himself to bring the concept into the Marvel film universe and did so rather effectively in my opinion. Ed Norton, one of my favorite leading men, inhabited Bruce Banner with a soulful desire to be more than just a monster, a man struggling to bring a terrible and powerful curse under control and bend the creature within to his will. Beyond the stinger at the end of the film, if Bruce were to be tapped for the Avengers he'd likely see it as an opportunity to salvage something heroic from the inherently chaotic and destructive nature of the Hulk. Much like the nuclear bomb was conceived as a way to quickly end conflicts and indirectly save as many lives as it destroyed if not more, SHIELD might look upon the Hulk as a super-powered localized tactical weapon, which could lead to friction between Nick Fury and Bruce should Mr. Jackson's character view the not-so-jolly green giant as an expendable asset rather than a valuable individual.

Thor

After Iron Man 2, Chris Hemsworth (Kirk's dad from last year's Star Trek relaunch (which kicked ass and I don't care who says otherwise, it was a lot of fun and felt adventurous and new instead of a tired retread in my opinion, so there)) will star as the Viking god of thunder in May of 2011. Kenneth Branagh, aka "The Shakespeare Guy" is directing, and I think he's really going to convey the bombast and slightly hammy charm of Asgard as well as helping Thor project a bit of humanity. With Anthony Hopkins, Stellan Skarsgård and Colm Feore involved, I suspect there's going to be plenty of powerhouse scenes to be had. What's going to be interesting to me, beyond the ties to the other films leading to the Avengers, is the character of Loki, played by relative newcomer Tom Hiddleston. Will he be a cool, calculating chessmaster using the passions and aims of the Asgardians to his own ends, or will he be a charismatic mischief-maker channeling John DeLancie's character of Q? We'll have to wait a year to find out. Also, Natalie Portman's going to be in it, so yeah, I'll be there.

Captain America

The full title of this entry is actually The First Avenger: Captain America and is said to be an origin story of the patriotic everyman dressed in blue and carrying a shield. Chris Evans is taking the lead in this Joe Johnston entry. I like Evans - his Human Torch made me smile more often than not, and I thought he did a more than passable job in Push. I think he's the right choice for Steve Rogers, a guy who really wants to make a difference in the war-torn world of the 1940s but isn't quite up to the task until he's given the Super-Soldier serum. And Joe Johnston also feels right for the project. He directed The Rocketeer and Hidalgo, and seems more than capable of capturing a pulpy sense of adventure while giving the audience heroes that feel three-dimensional and are worth caring about. I've high hopes for this one. In other Cap news, Hugo Weaving is rumored to be the Red Skull. I'll just leave it at that, with a big smile on my face.

Other Avengers

Iron Man 2 will see the introduction of War Machine (I love Don Cheadle) and Black Widow (Scarlett Johansson as a red-head in a black bodysuit = WANT), both of whom have been Avengers at one point or another. Black Widow has had an on-again off-again thing with both Tony Stark and Clint Barton at one time or another. Clint Barton, by the way, is the Avenger known as Hawkeye, one of the more underrated members of the team in my opinion. Sure, he can be a bit arrogant from time to time, but no more or less so than Tony, and he believes in both heroism in general and the rightness of the Avengers in particular. Beyond that, no major hints have been dropped and Marvel is being very careful about guarding what's to come, thus building up fanboy anticipation, to say nothing of wild mass guessing. Regardless, it's hard to believe that Iron Man 2 is only 2 weeks away. Seriously, I have no reason to believe that it won't do anything less than kicking plenty, and I mean plenty of ass.

Blue Ink Alchemy

Let's Talk Avengers

Let's Talk Avengers — Blue Ink Alchemy

Courtesy Marvel
Iron Man 2 is right around the corner, promising more lead-ins for the upcoming Avengers titles and the eventual movie that'll draw them all together. I know MovieBob has already discussed the subject, but here's my brief and nerdy pair of cents on the subject.

The Incredible Hulk

Say what you like about Ang Lee's revision of the Hulk, Louis Letterier took it upon himself to bring the concept into the Marvel film universe and did so rather effectively in my opinion. Ed Norton, one of my favorite leading men, inhabited Bruce Banner with a soulful desire to be more than just a monster, a man struggling to bring a terrible and powerful curse under control and bend the creature within to his will. Beyond the stinger at the end of the film, if Bruce were to be tapped for the Avengers he'd likely see it as an opportunity to salvage something heroic from the inherently chaotic and destructive nature of the Hulk. Much like the nuclear bomb was conceived as a way to quickly end conflicts and indirectly save as many lives as it destroyed if not more, SHIELD might look upon the Hulk as a super-powered localized tactical weapon, which could lead to friction between Nick Fury and Bruce should Mr. Jackson's character view the not-so-jolly green giant as an expendable asset rather than a valuable individual.

Thor

After Iron Man 2, Chris Hemsworth (Kirk's dad from last year's Star Trek relaunch (which kicked ass and I don't care who says otherwise, it was a lot of fun and felt adventurous and new instead of a tired retread in my opinion, so there)) will star as the Viking god of thunder in May of 2011. Kenneth Branagh, aka "The Shakespeare Guy" is directing, and I think he's really going to convey the bombast and slightly hammy charm of Asgard as well as helping Thor project a bit of humanity. With Anthony Hopkins, Stellan Skarsgård and Colm Feore involved, I suspect there's going to be plenty of powerhouse scenes to be had. What's going to be interesting to me, beyond the ties to the other films leading to the Avengers, is the character of Loki, played by relative newcomer Tom Hiddleston. Will he be a cool, calculating chessmaster using the passions and aims of the Asgardians to his own ends, or will he be a charismatic mischief-maker channeling John DeLancie's character of Q? We'll have to wait a year to find out. Also, Natalie Portman's going to be in it, so yeah, I'll be there.

Captain America

The full title of this entry is actually The First Avenger: Captain America and is said to be an origin story of the patriotic everyman dressed in blue and carrying a shield. Chris Evans is taking the lead in this Joe Johnston entry. I like Evans - his Human Torch made me smile more often than not, and I thought he did a more than passable job in Push. I think he's the right choice for Steve Rogers, a guy who really wants to make a difference in the war-torn world of the 1940s but isn't quite up to the task until he's given the Super-Soldier serum. And Joe Johnston also feels right for the project. He directed The Rocketeer and Hidalgo, and seems more than capable of capturing a pulpy sense of adventure while giving the audience heroes that feel three-dimensional and are worth caring about. I've high hopes for this one. In other Cap news, Hugo Weaving is rumored to be the Red Skull. I'll just leave it at that, with a big smile on my face.

Other Avengers

Iron Man 2 will see the introduction of War Machine (I love Don Cheadle) and Black Widow (Scarlett Johansson as a red-head in a black bodysuit = WANT), both of whom have been Avengers at one point or another. Black Widow has had an on-again off-again thing with both Tony Stark and Clint Barton at one time or another. Clint Barton, by the way, is the Avenger known as Hawkeye, one of the more underrated members of the team in my opinion. Sure, he can be a bit arrogant from time to time, but no more or less so than Tony, and he believes in both heroism in general and the rightness of the Avengers in particular. Beyond that, no major hints have been dropped and Marvel is being very careful about guarding what's to come, thus building up fanboy anticipation, to say nothing of wild mass guessing. Regardless, it's hard to believe that Iron Man 2 is only 2 weeks away. Seriously, I have no reason to believe that it won't do anything less than kicking plenty, and I mean plenty of ass.

Blue Ink Alchemy

Friday, April 23, 2010

IT CAME FROM NETFLIX! The Fifth Element

IT CAME FROM NETFLIX! The Fifth Element — Blue Ink Alchemy

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

[audio:http://www.blueinkalchemy.com/uploads/fifth_e.mp3]
Originality is a rare commodity in movies these days. Adaptations, remakes and wholly derivative works clog the cinemas and jostle one another in cajoling you for your money. There was a time when an original spectacle didn't have to count on a phrase like "You have to see it in 3-D to get the most out of it." I'm speaking here of films like Metropolis, Blade Runner and Akira, films with such singular and original visions that they blew minds when they first debuted, and in some ways still remain fresh by the light of modern screens. This is not to say The Fifth Element ascends to that sort of cinematic pantheon, but it does provide some stunningly unique visuals that speak to the ambition, passion and imagination of its creator. And it's a blast to watch.
Courtesy Gaumont
Our story begins in 1914, where an archaeologist in Egypt uncovers an ancient tomb where a desperate battle was once waged. Every 5,000 years, a great and powerful evil force crosses into our universe from parts unknown bent on wiping out all life - at least on Earth, it doesn't seem to make any other pit stops. Anyway, the archaeologist translates the ancient depiction to tell us that the only way to defeat this evil is with the four elements - air, fire, earth and water - gathered around a mysterious fifth, an 'ultimate warrior'. No sooner are we given this exposition than the imposing but benevolent Mondoshawan aliens arrive, revealing that the four elemental stones and the warrior (in a sort of statue stasis thing) were right under the archaeologist's nose, and now must be removed from Earth due to the oncoming World War. It's when the movie time-skips ahead 300 years that director Luc Besson completely assaults our eye sockets in a way most would probably thank him for. New York City, 2263. Reports are coming to Earth of a giant ball of fire impervious to damage and on a collision course. With help from a terrestrial priest, the Mondoshawan contact Earth with the intent to return the five elements to battle the incoming evil, but they are intercepted by vicious thug-like and extremely unpleasant aliens called Mangalores. All that is left is the hand of the Mondoshawan's passenger, and through super-science, Earth technicians reconstruct the ultimate warrior, revealing it to be a beautiful if waifish humanoid who promptly escapes. Korben Dallas, played by Bruce Willis as a mix between Butch from 'Pulp Fiction' and a futuristic John McClane, is a retired space fighter pilot and special ops soldier making a living as a cab driver when the warrior, 'Leeloo', drops literally into his lap. Korben and Leeloo end up working with the priest to retrieve the elemental stones, which are also sought by malevolent arms dealer Zorg, who employed the Mangalores but isn't really the most scrupulous of business partners. He likes to blow things up, especially people who disappoint him.
Courtesy Gaumont
I'm starting to think there's no role Gary Oldman can't absolutely nail.
What we have here is indeed a mish-mash of elements. Mysticism, cyberpunk, blazing sci-fi gunplay and some generous portions of ham are all mixed up in a very colorful and boisterous way. This is a film crafted and directed with a bit of abandon, a touch of whimsy that clearly has roots in the genesis of the story, which director Luc Besson wrote when he was a teenager. When it comes to cinematography, set design and special effects, this movie not only delivers but holds up despite the way in which graphics have marched on. The aliens not only feel real, given that they're not composed entirely of pixels, but they also seem... well, alien. To some, the entire film might feel that way. Some people might not be able to allow the visuals to overcome some of the way the elements of the film don't blend as smoothly as they could. Others might feel it's a tad long in the tooth, from the first scene in Egypt to sequences like Leeloo learning about war. And I'm sure that while I found Chris Tucker's extremely flamboyant intergalactic DJ "RUBY RHOD!" to be hilarious more often than not, some might get rubbed entirely the wrong way by him. Other characters may feel one-note, underdeveloped or just outright insufferable. Broken into individual elements, there's a lot in The Fifth Element that has no right whatsoever to work as well as it does in the final equation. It's an over-the-top and completely off-the-wall sci-fi pantomime, which might put it in the "Pass" column for some people.
Courtesy Gaumont
No, no, no, Leeloo, I said 'Pass'. Not 'Multi-Pass'.
However, to others (including myself), that's part of its charm. Much like Flash Gordon, the sense of camp and self-awareness that permeates The Fifth Element keeps it from being taken too seriously. And when viewed merely as a feast for the eyes and two hours of escapist fantasy fun, rather than a treatise on The Power of Love or a would-be usurper of the Star Wars juggernaut, the film reveals a sense of humor not just about itself, but the genre in general. It's light-hearted, surprisingly quotable and unafraid to make some of its set pieces, costumes and characters downright ridiculous in the name of having a little fun. The Fifth Element is ultimately harmless, diverting and enjoyable if you can forgive some of the rougher patches in the storytelling in terms of scene length and characterization. It doesn't make apologies for itself in that regard, however. It's completely committed to delivering this campy, colorful and rather unique vision of the future, which in my opinion is a nice change from the many variations on dystopia that seem to have come to dominate a large portion of the genre. There are plenty of great moments to carry a viewer from one scene to another, and many stand out in retrospect, from Zorg introducing his multi-use BFG to the Mangalores to the show-stopping Diva performance. Fans of science fiction, unique costuming, great make-up work and actors having an all-out blast with their roles could do a hell of a lot worse than The Fifth Element. Throw it on your Netflix queue and give it a look. Some might say it's "So bad it's good" and others claim it's "So cool it's awesome." Personally, I'm one of those balls-out weirdos who happen to think it's BOTH. 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.
Blue Ink Alchemy

Thursday, April 22, 2010

Esprit de Corps

Esprit de Corps — Blue Ink Alchemy

Chess
I was raised playing games like Chess, Battleship, Squad Leader, Risk and War of the Ring. I still love playing tabletop strategy games with my dad. It keeps my mind sharp, it's quality time with a parent, and a great opportunity to talk smack at someone I deeply love and respect. Especially when a Xanatos Gambit of mine pays off and he's left staring at the board uttering curses out of earshot of my mother. Competition among peers is a good thing. Iron sharpening iron, pushing oneself to become better at a chosen passion, blah blah achievement blah blah brotherhood blee. It's true for video games as much as it is for those played among people with whom you share eye contact and can harass while they get up to grab a fresh beer. I used to love player versus player online as much as I do at the card table. But as time went on, I found myself slowly becoming more and more dissatisfied with PvP in general and online PvP in particular, to the point that nowadays the only competitive game-playing I do is with my dad on the rare occasion we get to sit down together. Most of my video-game playing has become something I do just with myself, which could be descriptions of many of my daily activities, some of which I won't mention here for family-friendly reasons. What happened? How did I fall out of love with PvP? When did I become such a despicable care bear? There's only one way to find out.

The College Days

Courtesy Valve
"The exam can wait. These CTs and their damn tripmines are going DOWN."
There was a time when my evenings in college were spent studying being responsible writing letters to my mom sitting in the dark playing Counter-Strike. For hours on end I'd mince into the maps, pick out my favorite weapons from whichever side I'd chosen, and proceed to rampage from one place to another trying to edge out a win. It was especially fun when more than one of us in the apartment were playing on the same game, because shouted obscenities from the other room would make me grin. And when I saw the big shape of a flatmate coming around the corner at me, I knew I was in trouble, but I was still laughing about it even as I took my licks. Even before that, in a more innocent time, the tight-knit community of the BBS is was really turned me on to online multi-player. Trade Wars taught me never to be logged out for too long if I could help it, because sooner or later somebody was going to blow up my hard-earned ship to try and get to the creamy commodity center inside. This feeling was invoked lately in my trial of Alien Assault Traders, where I spent an evening gawking at my screen because when I wasn't looking, somebody blew up my damn planet. More accurately, they scoured my base from orbit (with me inside) and set up their own. Revenge shall be mine... Anyway, that's how I got my start with this sort of thing, back when the games and I were a bit more innocent, I suppose.

How Halo Changed Things

Courtesy NerdyShirts
NerdyShirts actually makes teabagging look kinda cute.
At first, Halo seemed like a great thing. Either playing co-op with a friend split-screen or on a private server run by a co-worker, I was reminded of those heady days at Bloosmburg. There was friendly competition, the occasional jibe when being at the business end of a killing spree, the whole bit. Then, one day, I tried out the online random game-joining multi-player. Now, maybe this is my fault for not researching or joining any clans. Maybe I didn't get enough practice switching between the two weapons Master Chief can carry at any one time. Maybe I was spoiled by single-player campaigns where attacks that actually got past the Spartan's armor just caused me to duck behind something solid until my health regenerated, because AI baddies never seemed savvy enough to flush me out with a grenade. But it seemed that whenever I signed into a random Halo MP game, I'd be at it for all of two minutes before I'd be clubbed, teabagged and verbally taunted by someone who sounded like a rat on helium squeaking at me from the bottom of a well about how I'd been 'pwned'. As trendy as it might be to hate on Halo these days, I think this was what turned me off to most PvP, at least when it came to shooters. There are folks out there who play this game professionally. It's their job to improve their skills, find the best perches to drop grenades on someone, master the art of vehicular homicide (with Warthogs in the game of course) and make their teabagging appear to have all the grace and poise of an ice dancing routine (not a big stretch). More power to them, I say. If I could make a living playing video games all day, you can bet your teabag I'd do it in a heartbeat. And again, maybe this is due to joining random games instead of finding a clan or something, but I'd try not to be mean about it. I mean, laughing a bit at a particularly nasty kill is one thing, especially when you can laugh at your own when your buddy gets his revenge. Being the butt of homophobic rape jokes for hours on end is quite another. It just gets really old really fast. Where's the incentive to play in order to improve my skills if all the other players are just going to tell me how much I suck? And if they're already at that level of skill, how much further along will they be when I finally get to said level? Maybe I'm just a soft, mewling big girl's blouse of a gamer for saying this, but all of the fun of an experience is drained away when I spend half of my time watching a respawn timer count down while watching a teenager defile my corpse and listening to his brand of humor spew into my ear without any recourse on my part other than trying to best him (an effort which almost always fails) or ragequitting.

WoW's Ubiquitous Grind Machine

Courtesy Blizzard
Considering what an RP nerd I am, it's no surprise that I almost always played World of Warcraft on RP servers. Even there, you can find PvP. Given that role-playing is a largely social undertaking, and it's best done with a group of like-minded individuals, it follows that some of one's friends from the community would share an interest in PvP. However, since WoW is an MMORPG, any undertaking in it outside of purely social interaction means one thing, and one thing only. Grinding. Now, when I say 'grinding', I don't mean killing thousands of rats over and over again, though that certainly is the case when it comes to building experience. In the case of PvP, at least in World of Warcraft, grinding means going into battlegrounds repeatedly, trying to build up badges and reputation to purchase better equipment, and ascending to the point where you and a handful of trusted friends - between one and four - can enter the arena and leave the battlegrounds behind. But once you get into the arena, you must again climb a ladder of points and reputation to ensure that your opponents do not outstrip you in terms of equipment. There's also the chance that entering the arena will reveal that you've been "doing it wrong" for quite a while. Battlegrounds tend to be more forgiving in terms of people not knowing how best to play their class. Arenas, on the other hand, have a much narrower margin for error, and every loss is a costly one. While one's arena partners tend to be more forgiving, provided you're not jumping into a random one, there's still the matter of the gap between you and the shiny new pair of shoes you need to increase your resilience rating widening because you got snared and blasted into oblivion when you really should have known better. It's less immediately enraging than getting teabagged by an adolescent, but more disheartening because you're getting teabagged by the system. It was a feeling, a salty sweaty taste in my mouth, that I couldn't shake. I tried Warhammer Online, Aion, Star Trek Online, and in each case, I felt I was staring down a long dark corridor of PvP grinding with no end in sight and the server's hungry grues waiting to devour my free time, my hard-earned cash and my will to live. Yes, yes, I know, boo hoo, stupid whiny care bear, let's move on.

The Across-The-Table Factor

Courtesy Kennon James
Some things are just better with beer ale.
I think part of the problem I ran into was the inability to see the people with whom I was playing. I don't know a lot of the people I meet online personally. Folks in a WoW guild I can kind of get to know but I'm still never sure how they'll behave under pressure in a competitive situation, or how they'll react to me when I inevitably mess up. It's even worse jumping into random online shooter game sessions. It's a shame, too, because some of the best experiences I've had playing with others have been in competitive situations. Games of Munchkin, Chrononauts, Puerto Rico and the other aforementioned board games quickly become tirades of "I can't believe you did that!" speeches framed with raucous laughter. Even something like poker or blackjack can have this esprit de corps, this feeling of competition among peers. It's something that I've found lacking in a lot of PvP experiences.

There's Hope. I Think.

Courtesy Valve
"Hmm... looks like he's going to try this multi-player malarkey again."
I think really have been doing something wrong. My enjoyment, or more pointedly the lack thereof, in a lot of these situations really comes down to me not finding a good group of people with whom to play. I haven't been thinking about getting into situations where I'm in a game with people I know who'll have my back when things go rotten. At least, I wasn't. But I've refocused my thoughts on this from "what's wrong with other people" to "what am I doing wrong?" The answer, as far as I can tell, is not being discriminatory in whom I spend time with in a multiplayer/PvP environment. It's why I'm looking to get an Alien Assault Traders server going on this domain. And judging by the number of hits I got the last time I discussed Trade Wars, I think some of the people who'd join it would be people I know. Having my base scoured from the surface of a planet I created will be a lot less difficult to swallow when I can call, Tweet or otherwise directly harangue the friend in question with promises of revenge worthy of Shatner in Wrath of Khan. The same could be said for Team Fortress 2. In a game where teamwork and supporting one another is emphasized so heavily, joining a random game and trying to depend on a stranger seems counter-intuitive. Most of people I know who play do so on the PC, meaning I'd be unable to join them since my copy of the Orange Box is for a console. Still, Steam has sales from time to time and if I can snag the game during one, I'm sure I can find people I know well enough from the Escapist or another walk of life whom I can trust to keep too many Spies from stabbing me while I'm trying to line up a shot on a particularly troublesome Heavy. In spite of some negative reviews regarding it, I've been asked by a friend to try out Borderlands. Provided I can hang with said friend on a regular basis during the game, it might not be so bad. I'm trepidatious given my previous experience, but I figure it's worth a shot if I'm playing with people I know. Finally, I'm sure I'll be playing an MMORPG again at some point. But I'm not going to be playing one by myself. I'm returning to my stance of finding one my wife and I can agree upon and I'm sticking to it. Because if there's anybody on this planet from whom I should be able to endure some smack talk, it'd be my blushing bride. At least she's easier on the eyes than my dad.
Blue Ink Alchemy

Wednesday, April 21, 2010

Game Review: Half-Life 2 Episode 2

Game Review: Half-Life 2 Episode 2 — Blue Ink Alchemy

After the success of the main game, Valve embarked upon an experiment in episodic gaming, the first portion of which I've already reviewed. The second was the keystone in the Orange Box release, and having played it, it's clear to see why it featured so prominently. The immersion and pacing that made the previous Half-Life titles so singular continues to fire on all cylinders, and while it's still somewhat short it's no less satisfying to play than the previous episode.
Courtesy Valve
If this Strider could speak, it'd likely say "OH SHI-"
Half-Life 2 Episode 2 begins literally where the first episode left us, in the wreckage of a train leaving City 17. Gordon and Alyx are now outside the city limits, in the wilderness surrounding the metropolis where they spent most of the last 2 games. The core of the Citadel, having reached critical mass at the end of Episode 1, is now channeling power into an ominous 'superportal' hovering over the city. The data that allows the aperture to remain open is crucial to preventing a further invasion by the villainous Combine, and Alyx has a copy of that data. To halt the Combine war effort and give humanity a chance, Gordon and Alyx must get the data to the old missile complex known as White Forest, where Black Mesa scientists may have finally gotten an edge on the Combine war machine. While Episode 1 focused on character development, the second installment takes on the themes of exploration and free-form battles. From crawling through the squick-inducing tunnels of the antlion hive to driving at entirely unsafe speeds through the forest in the Muscle Car, Episode 2 expands the world of Half-Life 2 far beyond City 17's limits. There are some moments of tranquility amongst the chaos of war, and when battles break out there is no one correct way to proceed. Setting traps, rushing in headlong and luring enemies into sniper-friendly locations are all viable options. Antlion workers appear for the first time, giving the insectoid race some long-range support, and then there are the Hunters.
Big Dog
Courtesy Valve
Is the Hunter a portent of things to come?
The battle involving both Hunters and Striders working together makes for a pulse-pounding experience, as the player rushes from one hotspot to the next to prevent the Combine from destroying all of the effort made by the Resistance to mount a reasonable counter-offensive, to say nothing of Gordon's friends. It's easily the most ambitious battle sequence Half-Life has featured in any of its titles, and it rivals any of the similar sequences of games in the Halo and Gears of War franchises in terms of scale, pacing, tactics and consequences. The best part of Half-Life 2 Episode 2, for me at least, are little things that expanded upon the story and added to that sense of immersion. The vortigaunts play a major role in the episode's events, we get the sense that humanity is definitely no longer taking the Combine occupation laying down and there is the triumphant return of D0g. It would have been even better if we knew what happened to Barney Calhoun following his escape from City 17 with his fellow Resistance members, or if Episode 2 had not ended as it did when it did. Which is not to say the ending is bad - it's actually pretty phenomenal. I just hope Valve will forgive us for throwing controllers and screaming in frustration because that's how it ended and we're still waiting for Episode 3???
Courtesy Valve
Good d0g.
As an aside: Is it just me, or did using a crossbow and a vintage muscle car make anybody else feel like Willem Dafoe in Daybreakers? Stuff I Liked: Valve's creativity is still center-stage, with the dialog, the area design, the intelligence of enemies, the Magnusson Devices, killing Hunters with their own flechettes... I could go on. Stuff I Didn't Like: DAMMIT VALVE, WHERE'S THE REST OF THE GODDAMN STORY? Stuff I Loved: Half-Life 2 and its episodes has some of the strongest characterization I've ever seen in a first-person shooter. I want to play more of these games, or just play the Orange Box titles over again, just to spend more time around them. Even the new guy, Magnusson, has an interesting personality, though it borders on the insufferable at times. Bottom Line: What do you mean, you don't own The Orange Box yet? Here, let me illustrate my point a bit more clearly, I just need to find my crowbar...
Orange Box Reviews: 60% complete.

Blue Ink Alchemy

Game Review: Half-Life 2 Episode 2

Game Review: Half-Life 2 Episode 2 — Blue Ink Alchemy

After the success of the main game, Valve embarked upon an experiment in episodic gaming, the first portion of which I've already reviewed. The second was the keystone in the Orange Box release, and having played it, it's clear to see why it featured so prominently. The immersion and pacing that made the previous Half-Life titles so singular continues to fire on all cylinders, and while it's still somewhat short it's no less satisfying to play than the previous episode.
Courtesy Valve
If this Strider could speak, it'd likely say "OH SHI-"
Half-Life 2 Episode 2 begins literally where the first episode left us, in the wreckage of a train leaving City 17. Gordon and Alyx are now outside the city limits, in the wilderness surrounding the metropolis where they spent most of the last 2 games. The core of the Citadel, having reached critical mass at the end of Episode 1, is now channeling power into an ominous 'superportal' hovering over the city. The data that allows the aperture to remain open is crucial to preventing a further invasion by the villainous Combine, and Alyx has a copy of that data. To halt the Combine war effort and give humanity a chance, Gordon and Alyx must get the data to the old missile complex known as White Forest, where Black Mesa scientists may have finally gotten an edge on the Combine war machine. While Episode 1 focused on character development, the second installment takes on the themes of exploration and free-form battles. From crawling through the squick-inducing tunnels of the antlion hive to driving at entirely unsafe speeds through the forest in the Muscle Car, Episode 2 expands the world of Half-Life 2 far beyond City 17's limits. There are some moments of tranquility amongst the chaos of war, and when battles break out there is no one correct way to proceed. Setting traps, rushing in headlong and luring enemies into sniper-friendly locations are all viable options. Antlion workers appear for the first time, giving the insectoid race some long-range support, and then there are the Hunters.
Big Dog
Courtesy Valve
Is the Hunter a portent of things to come?
The battle involving both Hunters and Striders working together makes for a pulse-pounding experience, as the player rushes from one hotspot to the next to prevent the Combine from destroying all of the effort made by the Resistance to mount a reasonable counter-offensive, to say nothing of Gordon's friends. It's easily the most ambitious battle sequence Half-Life has featured in any of its titles, and it rivals any of the similar sequences of games in the Halo and Gears of War franchises in terms of scale, pacing, tactics and consequences. The best part of Half-Life 2 Episode 2, for me at least, are little things that expanded upon the story and added to that sense of immersion. The vortigaunts play a major role in the episode's events, we get the sense that humanity is definitely no longer taking the Combine occupation laying down and there is the triumphant return of D0g. It would have been even better if we knew what happened to Barney Calhoun following his escape from City 17 with his fellow Resistance members, or if Episode 2 had not ended as it did when it did. Which is not to say the ending is bad - it's actually pretty phenomenal. I just hope Valve will forgive us for throwing controllers and screaming in frustration because that's how it ended and we're still waiting for Episode 3???
Courtesy Valve
Good d0g.
As an aside: Is it just me, or did using a crossbow and a vintage muscle car make anybody else feel like Willem Dafoe in Daybreakers? Stuff I Liked: Valve's creativity is still center-stage, with the dialog, the area design, the intelligence of enemies, the Magnusson Devices, killing Hunters with their own flechettes... I could go on. Stuff I Didn't Like: DAMMIT VALVE, WHERE'S THE REST OF THE GODDAMN STORY? Stuff I Loved: Half-Life 2 and its episodes has some of the strongest characterization I've ever seen in a first-person shooter. I want to play more of these games, or just play the Orange Box titles over again, just to spend more time around them. Even the new guy, Magnusson, has an interesting personality, though it borders on the insufferable at times. Bottom Line: What do you mean, you don't own The Orange Box yet? Here, let me illustrate my point a bit more clearly, I just need to find my crowbar...
Orange Box Reviews: 60% complete.

Blue Ink Alchemy

Tuesday, April 20, 2010

Creating Atmosphere

Creating Atmosphere — Blue Ink Alchemy

Centralia, PA
There is no drama without tension, so the saying goes. And there are very few things that build tension than a well-crafted atmosphere. Considering how hectic my day's been, I could just end the post there and be on my merry way, but I feel it's necessary to elaborate for a variety of reasons. So, here goes. There's a part in the early stages of Vampire The Masquerade: Bloodlines where you must enter a supposedly haunted hotel and retrieve an item of importance to both the local baron and to the spectre inhabiting the building. The sequence of events that take place in that hotel can only be described as "harrowing." Between the music, sound design, lighting and use of the game engine, an atmosphere of sheer terror is built, infusing the scene with tension without a single shot needing to be fired and no dialog spoken above a whisper. To this day, the thought of going into that digital hotel gives me pause. The bit I played through last night in Half-Life 2 Episode 2 applies. The antlion hive is just downright creepy. Eternal Darkness is another good example of a game building atmosphere, as is Silent Hill 2, part of a series of games based on the real-life town of Centralia right here in Pennsylvania. I've driven through that town on more than one occasion, folks, and let me tell you the most sensible thing to do is just keep on driving. This sort of setting is also the inspiration for many of the works in the World of Darkness, and Storytellers would be well-advised to rely upon such sources. Conveying atmosphere in writing alone can be difficult. You have no way of relating the sight, sound or smell of something outside of words. And yet there are those who have proven themselves masters of printed palpable dread. Lovecraft, for example, and Stephen King to a lesser extent. Tolkien's descriptions of the balrog and Shelob can be chilling, to say nothing of the reaction of millions of fans at the appearance of Voldemort in the books of Harry Potter. Let's have a few more examples. Who scares you, as a writer? What do you think about when you want to convey a certain atmosphere? How do you channel dread, or fear, or despair into a written work? Go ahead and give me your thoughts. I'll be waiting. Watching.
Blue Ink Alchemy

Monday, April 19, 2010

What's In A Gun's Name?

What's In A Gun's Name? — Blue Ink Alchemy

Courtesy Terribleminds
So {insert title here}, Book 1 of the Acradea Cycle, is proceeding. It's in fits and starts a bit, but a little kick in the pants from Ye Olde Magickal Speaking Beardface should keep things chugging along. At least a thousand words a day is a decent goal. As my northern better half points out, I do that in my blog every day without breaking a sweat. But I'm coming to a point in the novel where I need to name something of relatively large importance. When I last discussed The Project at length, I mentioned "magical mass acceleration rifles." They're a weapon being developed by the magocracy in the Cities of Light for a few reasons that will come to light over the course of the story. But the new-fangled dealers of death need a shorthand name. Mass acceleration isn't a scientific theory as such in Acradea, and calling them "metal tubes with wooden stocks etched with runes and Wards to conjure the ammunition and move it down the barrel at lethal velocity" neither rolls off of the tongue nor abbreviates well. Considering these are the first "firearms" of this world, I'm inspired to look towards our own history of boomsticks. The weapons in Acradea do have a method of arming similar to those used back when matches or flint were used to strike the gunpowder. By pulling back on the hammer of one of these new-fangled weapons, the shot is conjured into the breach and arcane energy is passed from the storage runes to the hammer, acting as the weapon's primer. Then, pulling the trigger closes the circuit between the hammer and the Wards on the barrel, starting a very rapid sequence of off/on toggles on those Wards which accelerates the shot. While not magical in and of themselves, shots from these weapons are accelerated by magic to speeds exceeding that of sound, and are likely to have decent range and accuracy if used properly. When firearms began evolving as small arms, they were known by their firing mechanisms - matchlocks, wheellocks, flintlocks, etc. "Magelock" is an interesting choice but Privateer Press called dibs on that one. "Arcanelock" or "arcanolock" might work, or perhaps "wardlock." I'd like to try and settle on a name for them before I proceed with the current scene, as it's about to become very important to the plot. So, if you've any ideas or just want to kibitz about what I've mentioned, leave me a comment, won't you? As an aside, if you're hungry for inspiration, take a look at Chuck's photostream sometime. The man has got a great eye.
Courtesy Terribleminds
Seriously. That's what I'm talking about. EDIT: Some GREAT suggestions and background info in the comments. Thanks, everyone. Considering these weapons were originally designed to provide long-range protection to Guardians, who don't have many options in terms of doing damage at long distance compared to evokers who can shoot lightning and alchemists who can transmute air to fire, I'm thinking... "longpro" or some other portmanteau of those terms. Thoughts? EDIT 2: My Canadian better half said something surprisingly smart, to the effect that I'm over-complicating matters. The term 'firearm' might still work, especially if the look of the weapon when being shot has a resemblance to fire and it acts as an extension of the shooter's arm. I just want to avoid pissing of intelligent people who make arguments like the following:
Prior to the age of gunpowder, there's no such thing as "firing" a weapon, but there are all sorts of "historical" books and films that will have commanders instructing crossbowmen or longbowmen to "fire" at a target. It's a habit that's hard to avoid, but it always sets off a "this-guy-didn't-do-the-research" neuron in my brain.
EDIT 3: "Executor." It carries out the protection, or judgement, or execution of the mage holding it. And since it'll play a pivotal role in how the story unfolds, and the major complication that sets off the main story, perhaps I've finally come to my title - "Executor's Wound"...
Blue Ink Alchemy

What's In A Gun's Name?

What's In A Gun's Name? — Blue Ink Alchemy

Courtesy Terribleminds
So {insert title here}, Book 1 of the Acradea Cycle, is proceeding. It's in fits and starts a bit, but a little kick in the pants from Ye Olde Magickal Speaking Beardface should keep things chugging along. At least a thousand words a day is a decent goal. As my northern better half points out, I do that in my blog every day without breaking a sweat. But I'm coming to a point in the novel where I need to name something of relatively large importance. When I last discussed The Project at length, I mentioned "magical mass acceleration rifles." They're a weapon being developed by the magocracy in the Cities of Light for a few reasons that will come to light over the course of the story. But the new-fangled dealers of death need a shorthand name. Mass acceleration isn't a scientific theory as such in Acradea, and calling them "metal tubes with wooden stocks etched with runes and Wards to conjure the ammunition and move it down the barrel at lethal velocity" neither rolls off of the tongue nor abbreviates well. Considering these are the first "firearms" of this world, I'm inspired to look towards our own history of boomsticks. The weapons in Acradea do have a method of arming similar to those used back when matches or flint were used to strike the gunpowder. By pulling back on the hammer of one of these new-fangled weapons, the shot is conjured into the breach and arcane energy is passed from the storage runes to the hammer, acting as the weapon's primer. Then, pulling the trigger closes the circuit between the hammer and the Wards on the barrel, starting a very rapid sequence of off/on toggles on those Wards which accelerates the shot. While not magical in and of themselves, shots from these weapons are accelerated by magic to speeds exceeding that of sound, and are likely to have decent range and accuracy if used properly. When firearms began evolving as small arms, they were known by their firing mechanisms - matchlocks, wheellocks, flintlocks, etc. "Magelock" is an interesting choice but Privateer Press called dibs on that one. "Arcanelock" or "arcanolock" might work, or perhaps "wardlock." I'd like to try and settle on a name for them before I proceed with the current scene, as it's about to become very important to the plot. So, if you've any ideas or just want to kibitz about what I've mentioned, leave me a comment, won't you? As an aside, if you're hungry for inspiration, take a look at Chuck's photostream sometime. The man has got a great eye.
Courtesy Terribleminds
Seriously. That's what I'm talking about. EDIT: Some GREAT suggestions and background info in the comments. Thanks, everyone. Considering these weapons were originally designed to provide long-range protection to Guardians, who don't have many options in terms of doing damage at long distance compared to evokers who can shoot lightning and alchemists who can transmute air to fire, I'm thinking... "longpro" or some other portmanteau of those terms. Thoughts? EDIT 2: My Canadian better half said something surprisingly smart, to the effect that I'm over-complicating matters. The term 'firearm' might still work, especially if the look of the weapon when being shot has a resemblance to fire and it acts as an extension of the shooter's arm. I just want to avoid pissing of intelligent people who make arguments like the following:
Prior to the age of gunpowder, there's no such thing as "firing" a weapon, but there are all sorts of "historical" books and films that will have commanders instructing crossbowmen or longbowmen to "fire" at a target. It's a habit that's hard to avoid, but it always sets off a "this-guy-didn't-do-the-research" neuron in my brain.

Blue Ink Alchemy