Thursday, October 17, 2013

The Most Touching Ballads By The Most Haunting Voice You Will Ever Hear

Compared to its population, Canada is blessed with a disproportionate great number of talented performance artists - and Sarah McLachlan is one of the best examples.
Maybe they are inspired by the endless expanses of the Great North and the blandness of the Toronto sprawl; maybe it is the English and French cultures creating unique sparks as they reluctantly merge; maybe it is living in Vancouver, one of the most ephemerally beautiful cities of the world, set on the ridge of the Pacific ring of fire; or maybe it is the eternal adolescence of the Canadian psyche or the freshly disillusioned naiveté of a nation of great poets and dreamers in the shadow of the bordering militaristic giant. Who knows.

Sarah McLachlan is a great Singer - and this is her very best album! I have Fumbling Towards Ecstasy (together with all her albums) since my university years - God bless the Due South TV Series that exposed me to her absolutely haunting voice! I have been playing it numerous times over the years, one could not get tired of this collection. The pieces are all gems, from start to finish! The music speaks directly to the soul, such poetic lyrics are so hard to find any more.

And, I promise you, Sarah's voice will haunt you forever.

It's A Brand New PostApocalyptic Dawn

I am old enough to have played the original game when it first came out in 1997. I was a great fan of the series that followed and, thus, was very eager to get my hands on this latest installment. In a short sentence: Fallout 3  is a dream come true.

It is a cRPG game in which the player can alternate between the First and Third person perspective roaming a world comparable in size with Oblivion. The action has moved from Vault 13 and Southern California to Vault 101 and Washington, D.C. and the story brakes away from the previous bloodlines. However, the atmosphere of the original has been maintained and its scents sharpened: veterans will find it fitting like and old glove - whereas the new gamers are in store for a bag of pleasant surprises.

The graphics are wonderful, the guns detailed and the environments highly interactive. Short of a screenshot, imagine what would HalfLife-2 would look if released today. And similar to HL2Fallout 3  does not require an...übercomputer to run smoothly. Once you see a NPC move though, you understand where the corners were cut.

Character customization is carried out in great style using the new and improved PIP-BOY at the beginning. You exit the vault and the harsh reality of a world that barely survived annihilation slaps you on the face. Adapt or perish.

The main storyline is there to be followed but Fallout 3 offers the greatest number of alternative choices I have ever encountered in a game! There is always a great number of paths to follow in order to achieve any goal - but every choice comes with a consequences tag. This is common feature of most classic cRPGs but in Fallout 3  I saw it implemented like never before. If nothing else, this sends replayability through the roof.

Side-quests offer little besides distraction and experience points (XP) to be spend on character improvement. XP are gained solely by completing quests, emerging victorious from fights, finding locations, picking locks and hacking terminals - and they are not limited by the action they were earned. Levelling up is based on 7 basic attributes [Strength, Perception, Endurance, Charisma, Intelligence, Agility & Luck - acronym?;)] that, in turn, affect your (13) specific skills. Since levelling
up is capped at Level-20, the game designers wanted to encourage replaying the game. On the other hand, it also means that your character will never realize its full potential (in case you are wondering why I withheld a star from fun, that's the second half of it).

The game is violent and gory but well within tasteful limits. Not so with the language - but it is tradeoff with realism. In a radioactive world, Sunday-school niceties are bound to go out the window.
What deserves a special mention is V.A.T.S. (:Vault-Tec Assisted Targeting System) which opens new vistas in cRPG design. It is an ingenious system which lets you pause the game and target specific body parts of your opponents. The success of your attack still depends on your skills but the end effect is cinematic and amazing (remember the movie Swordfish?).

After the nuclear summer of 2008 (with all the LimitedInstallation-defective EA releases), this seems like a postapocalyptic dawn indeed! Bethesda decided to listen to the gaming community and did not cripple this beautiful game with any idiotic DRM scheme. Inputting a serial number and a DVD-check is more than reasonable.
The publishers of Fallout 3  understand that there is a fine balance between "protecting the product" and..."insulting your own customers". And they obviously view respect as the two way street that it is - and for this they deserve our support: buy this game, today.

Voting with our wallets is the only argument the gaming industry cannot afford to ignore. And it is about time to cast some well deserved positive votes.

In The Valley Of Colours And Kings

After Zuma's success, a number of clones appeared - but the Luxor series is the one that actually improved on some aspects of the concept. As the series progressed, Luxor games became more and more self-reliant. With Luxor 4: Quest for the Afterlife the franchise flexes its own muscles.

A series of coloured balls (with the number of different colours increasing every few levels) gets pushed and you have to match them in sets of three or more in order to remove them - and prevent them from reaching the end zone. Instead of having the "shooter" in the centre, it is located at the bottom and it slides left and right. This makes for some quite difficult shots (especially when obstructed by the advancing row of balls) and raises the difficulty of the game.
On the other hand, the power-ups are more powerful, at the end of every round a number of coins and gems drop and "catching" them add lives to your paddle. It seems pretty straight-forward yet it can become highly...addictive!

Compared to the previous instalment of the series, Luxor 4 is graphically even more impressive, enriched as to the dropping bonuses (and...penalties) - yet it will seem somewhat easier to seasoned players of the series; nevertheless, it will fulfill the fans craving for more pharaohnic fun!

This is an example of what has come to be known as Casual Gaming: small, resource-light games that are fun for the whole family.
It would be a good idea to download the 60-min trial version from a casual games site, such as Reflexive and decide for yourself whether this is indeed your cup of tea. It wouldn't hurt to wait for the price to drop either: most casual games sell for no more than $10.

Another WindTrap, Disappointingly Holding No Water

To anyone familiar with the original DUNE universe, Frank Herbert's vision was so rich and majestic that as a reader I did not want the story to end. Well, at this point I very much wished it had.

Paul of Dune had everything going for it: an interesting timeline, a detailed setting and unresolved cliffhangers. Yet it manages to fail.
This book picks up the action just after the first book (and the movie) of the series (Dune) and before the second (Dune Messiah), a very interesting period of 12 years for which, so far, we only had hints and suggestive glimpses of. At the same time, a number of flashbacks flesh-out the details of the life of an adolescent Paul Atreides.
Wheels within wheels? No. Rather more like a lone, rusty wind-wheel turning in the soft breeze of decadent Kaitain. Let the good times roll...

According to Dorothy Parker, there are books "not to be tossed aside lightly, [but] thrown with great force". This is one of these books. My study coffee-table now has the indentation to prove it.

I received this book for free from the publisher and for over 6 weeks I tried to read it numerous times. I kept getting so discouraged that I was this close in giving up. The first 100 pages can be summarized in just one phrase: "Paul is devastated by the ongoing Jihad but it is inevitable and the lesser of many evils according to his prescience". Paul says it. Irulan makes notes about it. Alia has inner voices echoing it. OK, we get it, please move on!
Which prescience, one must note, apparently is a very fickle commodity as we keep hearing of it but never actually see it in action.

What has became of Paul, the leader of men and conqueror of worlds? That little man is the...Kwizats Haderach? That is what the Bene Gesserits were selectively mating people for, for thousands of years? That is what the Tleilaxu were trying to duplicate? Well, someone must tell both the the witches and genetic abominations that they are not missing much!
To keep the new emperor human is one thing; to make him dull and cruel, spineless and indecisive is quite another.

This is a book of science fiction so, yes, suspending one's disbelief is a requirement from page one. Nevertheless, a basic logical scaffolding is required for the whole world not to collapse. Taking over entire planets with only a handful of unruly Fremen and some Sardakaur fresh from switching their allegiance? Paul having delegated almost every important decision to...Korba and his Qizarete priests? Where has the unstoppable momentum of Paul gone? If he had lost steam so soon, there is just no way that his vision would materialize by others.
And just how did Fremen become so bloodthirsty and lost all sense of honor in a few weeks?

The young Paul stories fair a bit better but are cursed with the readers'...prescience of the Dune future: every new storyline must serpentine and eat its own tail before the end. After all, the Golden Path future has been set by Frank. And Writing is not a hereditary ability.

It feels like a bad batch of semuta to be sold anyway only, once more, to take advantage of the hardened addicts.

Sunday, October 13, 2013

Of All The Lairs In The World...

Evil Genius is a game that stays for you for a very long time - and is bound to find its way to your hard drive every time there is a new Bond film hype. After the deluge of the latest DRM-ruined games, I went looking through my gaming library for older gems to play. This is definitely one of them!

In a classic Ian Flemming's setting, you start in a desert tropical island where you are to design and build your secret lair. In a Sims tradition you do not control your minions directly, instead you control the Evil Mastermind behind everything that is brilliantly nefarious: a stocky Bloomfield-lookalike in a gray Mao/Nehru jacket and an insatiable mood to take over the world (the other choices are the heavy-accented seductress Alexis and efficient Shen Yu - but we all know how chauvinistic the world of self-indulgent espionage can be).

Besides the Evil Genius, you can (partially) control a couple of major Evil Henchmen/women. I said partially because once given an order they will take their sweet time to execute it - if ever. No wonder Bond always won in the end: the Evil nemesis had to do everything himself!

Including making ends meet. Yes, even the most evil of geniuses apparently cannot print money. Hence, the need to built hotel and vacation resorts - not only to hide but also to finance the plans to take over the world. From hotelier to World Dictator - everyone not born with a silver spoon in his mouth has to pay his dues I guess...

Nevertheless, the real fun of the game is designing your lair and setting up the traps! Since there seems to be an endless number of possible combinations this alone multiples the replayability of the game.
Plan carefully ahead and watch the invading Secret Agents be thrown helplessly from one trap directly to the next - and finally out of your lair (or into a body-freezer room). Until the Super Agents that is.

The Super Agents make the game almost impossible to win. Again, in a true Ian Flemming fashion, good should prevail - and should do so easily (funny that concept never seemed to caught on in real life...). Nevertheless, the game is not unbeatable - it just needs a lot of practice. (I needed more than half a dozen tries - and they were all fun!)

In these Middle-Age days of PC gaming, when the industry decided to go to the dark side, it is a good idea to unwind with a brilliant classic.