January 31, 2011

Capsule: Katamari Forever

Status: Normal mode and vast majority of drive mode complete

Put this on your box: Katamari is too unique to be derivative of anything else, so we made it derivative of itself!

Most intriguing idea: That a Katamari game would benefit from HD graphics. (It says "intriguing, folks, not "correct")

Best design decision: Katamari Drive compensates for some of the older games' deficiencies.

Worst design decision: The Prince's jump, which proves that the Move is an improvement on something.

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January 27, 2011

Why HisH doesn't fire until it sees the whites of PRFAR's eyes

ResearchBlogging.orgThe enzyme imidazole glycerophosphate synthase (IGPS) can be a bit of a lump. If you bind just one substrate it doesn't do anything, even though its two active sites are separated by more than 30 Å. Only if the second substrate also binds does catalysis actually go at anything like a respectable rate. In a recent paper in Structure researchers from Yale report evidence that this change of pace results from a change in dynamics.

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January 19, 2011

The Text Blues: Silence is Leaden

A few days after the Christmas snowfall in Alabama, while we waited for the lasagna to finish cooking, we popped a copy of Epic Mickey into the Wii and I played a bit of it. I got past the first, easy battle and entered the hallway, where a cutscene began. My mother, who mostly plays Snood, wanted to know why Mickey wasn't speaking. "He's always talked," she noted, and for almost anyone alive that's true. Mickey started talking in 1929, just a year after his famous appearance in the sound-synched Steamboat Willie. Sound has been a famous part of Mickey's history, so it's alienating, especially to non-gamers, to run into an essentially silent version of the Mouse in Epic Mickey. I think the decision to eschew spoken dialogue is defensible, and even clever. However, I also feel that the way dialogue was handled didn't serve the game's aesthetic, because it replaced speech with text.

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