12.10.2009

December [s]



Last weekend was Connie's shower. Since two thirds of the organizers were dudes, it was reasonably palatable for Ryan and the numerous male invitees.



Decorations were in abundance and we played a lightning round of baby taboo.



We bought a lot of food, but the highlight was Jes's fondant ducks that nobody wanted to destroy by eating.



Presents, yeah.



I did a quick shoot beforehand to make a 12x18 that guests could sign.



This evening the roomies and I got a tree.



Dragon Age is still quite entertaining, it's a vast game.

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4.20.2009

Unexpected surprises [s]



This past Friday I was honored with my first piece of original art. My old boss came over with his family for some steaks and wings, his wife brought along an awesome Japanese-style painting. (And I did in fact straighten the frame after taking the photo.)



This weekend involved a lengthy circuit of the county. Jes and I stopped by the animal shelter only to be disappointed by the overabundance of abandoned PB dogs (pit bulls) and purse dogs. I snagged some extra lumber for a weekend project, maybe Sunday during the f1, gp, and sbk events. Basically those beams will go up on the wall in the garage. The plywood will lay over them and be bolted on - rather than wood screwed - so that it's easy to remove and reattach. In this way, I can easily add and rearrange climbing grips that will go on the plywood.

I have to establish whether or not the plywood is appropriate for the job, and if this proves to not be the case it'll go over the exposed walls in the side room. The garage will accommodate a modest traversal section, which is a great first step. And apparently toproping is for noobs.



Another stop was Fry's. Awhile back I rigged some coax-rca connections because my audio signal was encountering interference between the tv and amp. Those will now have clean connections and maybe later I'll do shielded wires for each of the speakers. That'll depend highly on a clean coax-bare wire connector.



Red Alert 3 was knocked down to a bargain price, so grabbed a copy.
  • Good: Pretty good graphics with really cool water effects, and this one has a lot of water.
  • Bad: RA1 looked gritty next to its peers (Warcraft, etc.). RA2 looked grittier than RA1 thanks to better computers. RA3 kind of splits the middle, it's a bit cartoony.
  • Good: A third faction.
  • Bad: Mechs. This ain't Tiberian Sun.
  • Good: Tim Curry, Jenny McCarthy, George Takei, that guy from several Laws and Order are pretty funny.
  • Bad: They don't quite go over the top with the character portrayals, though the script and storyline would support it.

  • Good: The wonderful elements of the predecessors are there. Smooth action, fortifyable buildings, Kirovs.
  • Bad: That's cause EA bought the franchise. Look for Red Alert '09, then Red Alert '10, then...
  • Good: Cool threat level based techs and superweapons.
  • Bad: Not many alternatives to the Iron Curtain/Chronosphere.
  • Good: Everything is designed around co op play.
  • Bad: Opponent ai is still unfun, you're either almost dead or completely dominating. Where's rfq when you need him?




Today Jon picked up the Costco foamy I've been meaning to get. It'll be good for noobs and visitors.

Oh and the old patent app I worked on is finally listed.

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11.21.2008

Gears of War 2 [r]



Ty and I just finished Gears 2 with some help from Kevin. It was a two-sitting playthough thanks to a midweek cold.

As expected, the game mechanics are pretty much the same as the first, the graphics have improved, and Epic has added a few more toys. Some of the levels are visually and aesthetically quite impressive. The level design hasn't changed, it's linear except each area has a few dead end branches to make you waste time scouring them, or wonder if you missed something important.

The ai is coming along nicely, and that adds intrigue to what might otherwise be a shoot-duck-shoot adventure. On the subject of switching up the trench/barrier gunfight formula, Gears does something well. The go-to methods for preventing players from camping are to surround and/or charge. It's a crutch for adding difficulty when your pretty graphics don't let you send endless hordes.

The baddies in Gears do sometimes charge, and often flank - which is much different from having them pour in from every direction. This game presents a number of scenarios where the cover moves or disappears. The ars reviewer was all hyphy about this. It's okay but I'm glad they didn't overuse it.

What's really cool is the introduction of mortars. Fearing the vertical element you can still snipe, but not with complacency. It creates a distinct disincentive to be co-located with your buddy. There's just a whole new dimension when you can be surrounded by cover, but not safe. And it works the other way when you pick up a mortar tube.

Let's see... Epic realized that if there's going to be a trilogy, they need a story so that's been added (ahem, Halo). The in-game dialog is good and sometimes humorous (Marcus = Bender), the cutscene scripts are horrendous.

Great fun and a fantastic application of the media room.

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3.16.2008

Brawl [r]



Smash Brothers Brawl is pretty good. At first the game appears to be little different from the previous installment. The controls and mechanics are the same, in fact you can play with a GameCube controller. The canon of characters, moves, and levels has been preserved but with quite a few additions.



I imagine the first thing people look for is motion control, as it is synonymous with the Wii. There is none. And that is as much a relief as it is a disappointment. I dreaded the possibility of a difficult control scheme (and I don't doubt the developers experimented with more than a few) simply to exploit the Wii's trademark feature. I expected something simplistic like shaking the controller to perform an attack, as in Mario Universe. But the controls are 100% old school and that adds some approachability to the game.

Brawl highlights one major drawback to the nunchuk controller scheme; it's difficult to be consistent with the analog stick. The game requires momentary up/up-left/up-right/... thrusts but this is hard to do reliably since the nunchuk is detached. In contrast, the Cube controller is held and steadied with two hands so 'up' is always the same direction. A great many unnecessary falls can be attributed to this, but (for me) not enough to warrant using wired controllers.



The most important gameplay change is that they restored some of the flow that was lost between the original and the sequel. The original Smash Brothers featured slow, fluidic motion. In Melee the character movements became very jerky, perhaps because opponents' movement was very easy to anticipate in the previous game. But this diminished controllability - even a seasoned veteran could accidentally double tap the stick and run off a cliff. Brawl is somewhere between the two, less frustrating than the Cube version, less predictable than the N64 game.



True to the series, most of the game content is unlockable. I was gratified to find that characters, levels, soundtracks, and such could be opened just by playing multiplayer skirmishes. The new unlockable characters include Ike (Fire Emblem), Pit (Kid Icarus), Snake (Metal Gear Solid), and Sonic the Hedgehog (Sonic the Hedgehog). It's a refreshing contrast to the traditional cast of goofy Nintendo creations. If Smash Brothers were a five on the nostalgia-mometer and Melee were a seven, Brawl would be sending glass shards and mercury all over the place. Everything from the characters, items, and levels to soundtrack revivals and remixes is an acid trip to the past. Good memories (except for anything involving Luigi).

Game modes...
  • Versus: The fighting game staple. Humans or AIs, online or offline.
  • Classic: Haven't played it yet, I'm guessing this is either tournament style or a remake of Melee's platforming segment.
  • Subspace Emmissary: An entertaining solo or co-op platformer. Offers some brief and amusing cinemas, varied levels, and a Metroid-style world to explore.
  • Events: Lots of brief scenarios for one or two players. Some original content here, not just instances of normal gameplay.
  • Level Builder: Haven't tried it yet, but eager.


The visuals are a definite step up from the last game. Sure I'll always wish for the Wii to have hd and better hardware, but it'd be a crime to say the game looks anything short of first rate. The levels are colorful, active, and not nearly as treacherous as in Melee. There seems to be an enormous wealth of detail to every frame.

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