Archive for the ‘Other’ Category


I’m pretty sure that I’m almost done with my first place through.  I’m a soldier, no special biotics for me, but I haven’t gotten bored and I’m looking forward to going through again once more before passing the game along.

As a sequel, they avoided the usual problems.  The story is still good and a natural follow up from the first one.  They didn’t dumb down the main character to make him weak so that he could build up again.  Sure, you have the same options as far as learning new skills just like a brand new character, but I never felt like Shepherd was some newbie.   As far as controls and the world, they kept the best things, removed some of the annoyances, but stayed true to what the game was.  A lot of games either take no chances and make the same game twice, or go too far making something new and lose the essence of the game.  Mass Effect 2 remains a space opera story with a first-person shooter / RPG hybrid.  It’s pretty, polished, and a lot of fun.  Mass Effect 2 is a worthy member of an RPG lineage that started back with Baldur’s Gate and company some fifteen years ago (yeah, it’s been that long).

That said, I am starting to take umberage at these Day 1 DLC releases.  I understand the reasoning, but making me download content on the first day is just annoying.  Mass Effect has at least done it fairly well by making most of it free with the initial purchase of the game, but require purchase for anyone borrowing the game.  That’s a little less egregious  than what Dragon Age pulled with $10 expansions out practically before the game was.

Mothership Zeta is the fifth and final official DLC expansion for Fallout 3.  Fallout: New Vegas is currently being produced by Obsidion, so there is more fallout on the way, but this must just be Fallout 3′s last hurrah, officially speaking.

Sadly, this expansion was a disappointing follow up to the exceptional Point Lookout.  Instead of having half a dozen significant quests, a healthy world to explore, and a dozen separate freeform quests to enjoy, Mothership Zeta traps you on a single alien space craft and hopes you’ll be happy with some new weapons.

That isn’t so say the new spaceship area isn’t cool.  It is.  Graphically, it’s a treat to walk down the polished chrome interior and blast small green-headed aliens away using blaster rifles.  As gameplay though?  It’s just not there.  Fallout 3 is and always has been a role playing game, not a first person shooter.  As entertaining as combat is in Fallout 3 it’s just can’t pretend to be Halo, it can’t even manage to be Mass Effect.  It’s Fallout and they really should have gone back to the core of Fallout for this expansion.

Positives: new guns, interesting interior, a pretty fun boss fight.

Negatives: too small, too linear, not enough ‘lore’, too much repetitive combat, bland characters.

Having finished all the expansions and all of the main game quests, there’s just not that much to bring me back to Fallout universe.  There are a few small things I might try and a couple of areas I never explored, but this is the end…or is it?  Fallout: New Vegas isn’t a sequel and it’s still a few years off, but it’s probably time to start looking at unofficial mods.  The Fallout team did a good job giving the community a ton of weapons and textures to modify, Mothership Zeta included.  I have no doubt the fans will create some very fun and in depth expansion.  By now someone has probably gone off and tried to remake Fallout 1 & 2 (which I’m playing in my spare time by the way.)

For anyone on the fence, Mothership Zeta isn’t quite as bad as Operation Anchorage and it is the last official DLC, at least so far.  It’s expensive for such a small return ($10), but for a Fallout fan…there’s always ways to get more caps, eh?

For months, Batman: Arkham Asylum loomed on my gaming radar always falling short of my interest.  As much as I love Batman, superhero video games are by and large awful, especially those that come during the movie season.  I fully expected Arkham Asylum to be some lame merchandising attempt not worth the time or effort.

In retrospect I should have been paying more attention. Instead of trying to create a Christopher Bale clone they made their own batman, with their own joker, their own harley, their own Arkham Asylum, and their own game.   I should have known Rocksteady got Paul Dini on board to write the story, (He’s the brain behind many of the best Batman: The Animated Series episodes.) or when Mark Hamill and Kevin Conroy (voices of The Joker and Batman respectively from the animated series) signed on as well.  I should have known when they showed off their own version of Arkham or their own design of the bat mobile, or when they demoed a game that wowed everyone.

Instead of I was off doing my own things, assuming it was another piece of crap super hero game.  Only a few days ago when the reviews started to come in did I take notice.  ’Best Superhero game ever’, ‘A Batman game done right’, ‘A game of the year’.  My curiosity was peaked.  After watching Mark Hamill’s inimical Joker laugh in the trailer I had to pick the game up.

No complaints.  Not one.  They did a damn good job and managed to make something that deserves its part of the Batman Universe.  It has a story and it’s a good one.  The voice acting is predictably top-notch.  The visuals are stunning and creative.  They took bits and pieces of the comics, the tv shows, the movies and combined them into something that works very well.  Most of all they respected the universe while expanding it in their own way.  They didn’t try to retcon character histories or remake Arkham Asylum into something new.  They didn’t dabble with the Batman origin story in some unnecessary way or try to pull the Joker away from what he is.  They worked with the established story and setting and let it fill out the world they created on their own.  Everything from Iceberg Lounge posters on the wall to the chattering joker teeth toys, they spent an incredible amount of time making things ‘right.”

And best of all, they made a fun game too.  They made use batman’s detective work with the puzzles and pacing.  They made the enemies intelligent enough to require strategy.  They worked with batman’s tools to make them useful, but not overpowering (or underwhelming).   Exploring Arkham is a joy, the plot queues keep the player on track, and the combat/puzzles keep the player engaged. They really did everything right.

No one should be on the fence with this one.  It’s out for the Xbox360, Playstation 3, and the computer so there’s not much of an excuse for missing it unless you’ve got a Wii and nothing else.  (There’s always Wii bowling, right?)

I was so positive that Arkham Asylum would be trash.  I’m happy to say that’s it is not in the slightest.

I just finished playing through the fourth DLC expansion for Fallout 3.

Point Lookout takes place in on a new map area accessible from a ferry that leaves near from the Capitol Wasteland.  It’s a swampy area that has the remains of an old tourist boardwalk, some old southern mansions, and thick swamps filled with mutated ‘natives.’

As a loyal Fallout fan I have and will continue to play pretty much everything they put out, but this expansion is easily the best of the bunch.

To give a quick summary: the first expansion was Operation: Anchorage.  It had some neat scenery, but it was extremely linear, had relatively little plot, and provided almost no backstory.  The attempt was to put the player in sort of this invasion cinamatic, but it didn’t come together well.  The Fallout Engine, as great as it is, is just not big enough to really set that kind of a scene.  Fallout will never be Call of Duty (or Vice Versa).  If they had put in some more color it might have worked better, but it was just too short and too straightforward to be that great.

The second expansion was The Pitt.  It had a new area beyond the main map.  (An old ruined Pittsburgh.)  The area was very cool looking and the story was interesting, but it was also too short for the world they had setup.  I wanted to explore pittsburgh and really immerse myself in this new area.  Instead, two or three missions and I had wiped out the bad guys.  There was nothing to keep me there and, once again, no story to follow.  It was a better expansion than anchorage, but still lacking.

Broken Steel had a small map expansion, but it was mostly a story expansion.  It continued the Lone Wanderers war against the Enclave.  Mission wise it was pretty cool and the new weapons were very fun.  (Heavy Incinerator…best!).  The final battle is pretty great and almost captured that epic feel that they attempted with Operation Anchorage.  It still felt a bit tacked on, the lone wanderer doesn’t launch wars, that’s not what fallout is about, but it was a welcome addition to the universe.  As always, I kept hoping they would flesh out the back story more even if it was the near-past.  Still, I enjoyed Broken Steel a lot.

This latest one, well, it’s hit the spot.  It starts off with a boat ride on an old Steamboat, which is great.

From there, it drops you off into a new map area and lets you go to town.  There’s a full wilderness to explore, a half a dozen side quests, a short but fairly satisfying main quest, and a whole load of little touches that make the world fun to be in.  I don’t want to drop too much, but going into the different hotel rooms was a blast.  That alone was worth the price of admission.  As always, I keep wishing they’d explore the history of the world or even the present.  The various stories are all one-offs with no lingering consequence or relation.  I keep hoping to find a town as big as Balmora in Morrowind, or Cheydinhal in Oblivion, something big enough that I get to interact with nearly everyone and actually figure out the town.

Alas, that’s not be yet, but this expansion got close.   As always the visuals are nearly perfect.  The sea side resort town has a sort of freshly abandoned vibe that quickly deteriorates as you near the desolate (and decidedly spooky swamp area).  Add in the swamp folk and a pair of old abandoned southern mansions and there’s plenty to work with.

Mothership Zeta (the 5th expansion) comes out in another month.  I’m not sure how I feel about aliens in the universe, but if they can keep up the good work of Point Lookout it should be fun to play.

I downloaded and played The Pitt this weekend. It’s the second downloadable expansion for Fallout 3, following the short but ambitious Operation Anchorage.

Let me say, I am disappointed. The Pitt follows a slave rebellion in the burned out husk of Pittsburgh. That’s a vague but promising start. Three hours later I was master of the pit and the slave rebellion was over.

I’m a more aesthetic gamer than most. I can appreciate the game that burns bright and fast, but I expect the game to meet a certain level. Sadly, this expansion was infinitely forgottable. The story, as I’ve already aluded, was over quickly. It was a standard ‘free the slaves or help the slavers’ vignette, similar to a number of missions in the original Fallout 3. The download promised a morally vague world, but the macguffin thrown in and only realized at the very end, held far too little impact. Granted, as an experienced player with a maximimum level adventurer I didn’t expect a massive amount of challenge, I also didn’t expect it to be so thoroughly easy as well. Two or three quick jaunts through the burned out husk of Pittsburgh was not enough to inspire in me any particular morale confusion.

Visually, Fallout 3 has always been gorgeous. Pittsburgh, however, was somewhat of a disappointment. The bridge was well realized and there was some new artwork in the city, but most of it was the same burnt out remains as always, with some added rust and the firey skeleton of a steel mill. The art work, while interesting, was less impressive that Operation Anchorage or the original Fallout.

Without much of a story, or visuals, the download just fell flat. The characters were only vaguelly memorable, but again, there was so little back story, so little time spent with them, that none of the characters came particularly to life. It is a complaint that could go to Fallout 3 in general, but it had enough other merits to recommend it. I wanted to like The Pitt, I really did, but aside from a few cool weapons and a rather exciting gladiator contest there just was enough to interest me.

I hope the third download adventure, coming soon, will be much more exciting!

I wrote an article about the Kindle way back when. There’s a new one coming out and it’s not really that much better.

Gizmodo has an article here.

Too slow, too small, too expensive.

$489? Make it $150 and I’ll start to look at it. It should at least be competitive with an ipod, which can hold significantly more (and play musics, music etc etc. Why can’t the kindle combine all of these features?)

No panning, no zooming, no scrolling. Bah? The bigger screen is really nice and the textbook deals could make it great for students (maybe…a big maybe), but these half-hearted readers are just not enough to make way for a digital revolution in books.

As soon as they can halve the price, get it to at least 20 GBs of space, and add at least one non-reader functionality (music, video, file storage, wireless, email, web browser, etc etc), it’s just not enough.

IMHO as always.

Here’s a video.

Note: This piece was written by my friend, Krystin Barnett. This article is a review of a play she saw at Yale Repertory Theatre in New Haven, Connecticut.

Jane Austen once wrote that play-acting is dangerous: all of those volatile, human emotions, let loose on a little stage. I’ve found that plays, while perhaps not dangerous in the modern sense, still have the ability to make the audience uncomfortable, and often don’t hesitate to do so. There’s something disconcerting about having scenes reflective of real life acted out by real people – well, actors – on that stage. Something disconcerting, but also intriguing.

The Yale Repertory Theatre’s new season is just beginning, and first on the line-up is Sarah Ruhl’s Passion Play. As I want to assimilate to the cultural center of New Haven, I buy a ticket in advance, at the old-fashioned box office at the corner of York and Chapel streets.

“Okay, you’ll be in seat….7J. And it’s just the one ticket, then?” The lady behind the glass window asks me, peering imploringly through her glasses.

“Yes, thanks, just the one.” I just moved here, I want to add, in my own superficial defense, I haven’t exactly had the chance to find someone to fill seat 7K. But I just smile, hand over my $25, and leave with my one ticket, mentally noting Passion Play, Saturday, 7pm.

At 6:45 on Saturday I find my way to the University Theatre, bowing my head from the rain. The theatre is small, dimly lit, with an upper balcony overlooking the rounded stage. My seat is practically front and center, so I have an unobstructed view of the almost empty stage, decorated so far only with inexplicable, large wooden boxes. There is a wooden platform in the center of the set. As mostly older couples settle in their seats around me, I flip through the playbill. I notice how different it is from those handed out at other theatres, namely those of my undergraduate college’s theatre department. Less attention is paid to the actors than to the history of the theatre and, I realize with pleasure, the playwright. Sarah Ruhl is given a large, color headshot with a two page biography; she looks young for having such success. She had begun writing Passion Play about twelve years ago, after reading a short-story taking place in Oberammergau, Bavaria, which also became a setting in her play. Passion plays are, by definition, dramatic, theatrical representations of the life and death of Christ. Ruhl, in creating the production, took this concept and transcended it over three different time periods throughout history: 16th century Elizabethan England, 20th century Bavaria, and 1984 South Dakota. Passion Play not only encompasses the preservation of passion plays over centuries, but links the fates of the actors and townspeople caught up in the drama of putting on the show. In a broader scope, Ruhl aims to raise the questions surrounding the separation of church and state, something, she believes, has diminished in the decades since our Founding Fathers hoped to establish a united country. One thing in particular Ruhl says in her biography stands out: “To my mind, devotion is like a quality of light – how is it possible to legislate the quality of light? It would be like legislating the invisible moments that happen in a theatre.”

The hum of fifty conversations filling the small theatre suddenly dies; the lights flicker, and lively string music effectively kills any remaining non-scripted dialogue. The show’s begun.

For the first act, we’re in 1575 England, witnessing the townspeople’s preparation for the upcoming play, which is threatened to be shut down by Queen Elizabeth, who is seeking to control religious representation. A huge crucifix, complete with a handsome actor playing a handsome actor playing Jesus Christ, is rolled on and off the set. Besides that, the scene doesn’t change much, but through the truly captivating performances and dialogue, we’re taken through a number of places in the medieval town: from the Church, we’re the chorus director tries in vain to rid his choir of the “village idiot,” to the bedroom of the promiscuous young actress playing the Virgin Mary, to the butcher shop where the town’s Judas works, cleaning and filleting fish. Cleverly lightened with religious and political jokes that cross the boundaries of history, the stage is set for the upcoming second and third acts, during which we’re promised to be taken to Hitler’s Germany and Reagan’s America.

The running time for the show is 3.5 hours, with two fifteen minute intermissions between acts. I thought I’d be squirming in my seat after two hours, but I don’t even check my watch once. I do notice, however, that two of the older couples sitting in my vicinity don’t come back after the second act, which, as it happens, includes full-frontal male nudity. Besides this – ahem – contentious scene, the second act is stranger and more erratic than the first. Oberammergau, Bavaria: we’re allowed backstage of the 1934 theatre house as Hitler himself (played powerfully by a talented female equity actress, who also later plays Reagan), visits the set. Hitler’s presence silences the actors, who had been rehearsing, and they cower on the stage, as though waiting for a whip to lash their backs. After a drawn-out speech, Hitler turns to the audience with a hint of a smirk.

“How I love public speaking,” the actress says in her deep German voice, purring over the o in “love.” The audience chuckles collectively, and the rehearsal of the Oberammergau passion play continues, leading into the second intermission.

A brief history in the playbill tells us that Hitler used to practice his crowd raising gestures prior to his speeches, and is said to have once considered himself a great actor.

The third act moves swiftly, though by the clock is the longest. It covers not only 1969 but also 1984 South Dakota, USA. A small town is rehearsing once again, only this time Judas is a Vietnam soldier, set to leave for war in a few days time. His wife, playing Mary, learns this and tries to prepare, while Judas’s younger brother, playing Jesus, enjoys life in the Seventies. Years later, the soldier returns, shell-shocked and a stranger in the country he fought for. The town’s Passion play has ended, and Judas learns that he has been betrayed by both Jesus and Mary in his absence. The third act, given its setting and dialogue, is more relatable than the previous two and arguably the most powerful. The characters manage to find resolution through their various forms of faith, in each other, and the bonds developed in their town theatres.

The lights slowly spread over the audience, and the cast comes to the front of the stage to grasp hands and bow. When the lead actors take the center spot, we lift ourselves (creakily) from our seats to give a standing ovation. I look over at the middle-aged couple sitting next to me, clapping ardently and grinning. Then the woman leans to the right into her companion’s ear and says loudly over the applause,

“I wish Sarah Ruhl would come out here and take a bow – the writing was fantastic, huh?”

I found myself smiling; I couldn’t agree more with 7K

America, 200 years after a nuclear holocaust. Washington, D.C is a blasted wasteland, irradiated, barren, and home to a myriad of small groups trying to a carve a life out of the deserted ruins that once housed the most powerful government on earth. With a handful of old weapons and scattered junk, a lone wanderer explores the dystopian remnants of society that optimistically awaited the future of technology in search of his newly and mysteriously disappeared father. Will he find shelter amongst the scattered townships of the desert or die at the hands of a raider with nothing better to do?

Does this sound like a book synopsis?

It certainly could be, but it’s not. It happens to be my rough overview of Fallout 3, a computer game by Bethesda, known best for the Elder Scrolls games (which could be books in their own right.)

I’ve been playing Fallout for a little over a week now. I could review it as a video game and on those merits it’s safe to say that it’s fun, but for Servusamanu, I’d rather review it as a piece of literature.

Video games tend to have a bad reputation as a medium for story-telling. There’s only so much I can argue against that, but there are definite exceptions and Fallout 3 is one of them.

It’s a world, a huge world. The story is engrossing, but seeing a barren nuclear wasteland and getting to walk around is a haunting experience. Books can describe and movies can show, but only games let you explore. Running out of ammo in the middle of nowhere is frightening and dramatic. I can’t help, but come up with story ideas. Why is this school infested with raiders? Why are all these cars on fire? How many people have wandered into this wasteland and ran out of supplies? Could I start a new village here?

As a medium for ideas, computers games probably aren’t for everyone, and I can’t imagine anyone who already plays particularly needs an excuse to get or avoid Fallout 3, but if everything I write in the next few weeks has a dystopian bent, you’ll know why.

As I was going through my bookmarks, looking for things that I thought might be useful tools for writers, and I came across the notes I had scribbled down after reading The Cimarron Review. Published quarterly out of Oklahoma State University , each issue is approximately one hundred pages and features three or four short stories and about thirty or so poems. While a few stories have a slight supernatural or eerie bent, The Cimarron Review is mostly filled with stories of cultural exploration, conflicts with society, and “slice of life” vignettes. While my interests tend to lie more towards genre fiction, I’ve found it to be an excellent source of ideas. The Review also allows short story and poem submissions!

Subscription Information can be found here.

Everyone knows about Project Gutenberg, right?

No?

You should. Project Gutenberg is the oldest digital in existence…and has over 25,000 free books available. It’s mostly books that have fallen into public domain, but that happens to include authors such as Charles Dickens, Lewis Carroll, James Joyce, Daniel Defoe, and Mark Twain. If you enjoy e-books there’s no better place to get a hold of some free classics. I’m currently working on King Lear by Shakespeare. Enjoy!