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March 31, 2010
Evony gives up
The lawyers for Evony have dropped their Australian libel-tourism suit against Bruce Everiss. In accordance with Australian law, they will have to pay his legal fees. In light of Evony's advertising strategy, it seems only natural to celebrate this news with a picture of some boobies:
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Labels: video games
March 30, 2010
Obligatory PAX post
Like several thousand gamers, I spent the past weekend at PAX East. It was great to finally meet a bunch of the people I regularly communicate with on Twitter, Wave, and other places. There really are too many to be named, so I won't even try, but if I introduced myself to you at any point during the weekend it was because I felt it was a genuine pleasure to meet you, and I hope to see you again soon. Unfortunately, with the press of people and the absurdly long lines for some panels, I wasn't able to hook up with everyone I knew who was there. Hopefully the next iteration of the Expo will handle the lines a bit better.
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Labels: PAX, video games
March 23, 2010
How native-like is a cold-denatured structure?
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Labels: peer-reviewed research
March 22, 2010
Dynamics conservation in the Ras superfamily
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March 18, 2010
Even more lab courtesy haiku
Alert your labmates
if your prep will require all
the lab's baffled flasks.
Refill or reorder
reagents before you empty
the goddamn bottle.
Touching toxins, gloves
go on. Touching telephones,
take those nasty things off.
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Labels: science, very bad poetry
March 16, 2010
Capsule: Star Fox Adventures
Final Status: Complete.
Put this on your box: It's Star Fox without anything that you liked about Star Fox!
Most intriguing idea: Translating a sci-fi dogfighting character to a magical adventure setting. (It says intriguing there, folks, not good.)
Best design decision: The surprisingly smooth inventory/command system.
Worst design decision: The first-person targeting reticle's aggressive recentering behavior.
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Labels: capsule comment, video games
March 10, 2010
Camp
The ultimate Camp statement: it's good because it's awful. ...Of course, one can't always say that.
—Susan Sontag, "Notes on 'Camp'"
This game is so bad, it's not just become good. It's pretty close to perfect.
—Jim Sterling, review of Deadly Premonition
Jim Sterling gave Deadly Premonition a score of 10 points out of a possible 10, easily the highest score the game received among major gaming review sites. In his review, he makes it plain that this game does not deserve that score in any "objective" sense. The graphics are dated, the gameplay is limited, and its systems pay too much attention to irrelevant details. This is to say nothing of its absurd plot and characters. In comparison to almost any other game, Deadly Premonition is awful, but within the bounds of a certain kind of sensibility, that does not preclude it from also being good. Sontag identifies that sensibility as Camp, and it's an idea worth thinking about in connection to games.
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February 28, 2010
One-button war
In comparison to systems like Pong or Pac-Man, modern games tend to be extremely complicated. An XBox 360 controller has 16 unique inputs, and many of the games for the system shift the meaning of those inputs contextually to multiply the possible ways a player can communicate intention to the game. But the complexity of controllers is a response to increasingly byzantine game systems, of which there are few better examples than the typical real-time strategy game, with its array of resources, buildings, and units. So it's refreshing to play a game that provides some RTS flavor without the need for a poster-sized command summary. Pax Britannica, from my friend Matthew Gallant and the other guys at No Fun Games, offers four-player deathmatch RTS using just one button.
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Labels: video games
February 25, 2010
Prion diseases: protein is enough
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Labels: biochemistry, peer-reviewed research
February 23, 2010
The sea of broken dreams
During the initial hype cycle for BioShock 2, the game had the subtitle "Sea of Dreams". The player can find a recording in Siren Alley that ties this name into Dr. Sofia Lamb's view of Rapture itself. The world's brightest and most creative minds were drawn to Ryan's underwater would-be utopia, each trying to remodel its world to fit their own desires. BioShock drew much of its power from depicting the ways those dreams could grow out of control and become malignant obsessions. The sequel, in contrast, builds its world from the dreams that died. In many ways, the subject of BioShock 2 is failure.
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Labels: Bioshock, game critique, video games
February 20, 2010
Why I used to love Santa Destroy
In Suda 51's No More Heroes, I loved the city of Santa Destroy. That's a controversial position, because Santa Destroy bored almost everyone else to tears — the excision of the city from the sequel, Desperate Struggle, was met with almost unanimous praise. Judged strictly by its impact on the gameplay, the town had few redeeming features, and there's not much point in disputing that. But Santa Destroy had value to No More Heroes in other ways. In excising it, the sequel lost something.
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Labels: No More Heroes, video game design, video games
February 17, 2010
What price eternity?
In 1951, Henrietta Lacks died of an incredibly fast-growing and invasive uterine cancer. She is still alive today, making vital contributions to our understanding of cancer and cellular biology. How a dead, uneducated black woman continues to live and provide valuable scientific insights, and why her children and grandchildren have not benefited from her legacy, is the subject of Rebecca Skloot's new book, The Immortal Life of Henrietta Lacks (which you can buy from Amazon here).
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Labels: bioethics, books, science book review
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