Thursday, March 13, 2008

GTA IV versus Iron Man

A very interesting article just surfaced over at Next Generation. According to the article, at least one analyst has proposed that the launch of GTA IV will eat into the ticket sales of the Iron Man movie when it opens a few days later.

Ostensibly, this is due to the fact that both products are targeting the same demographic: The young male gamer. And this would not be an isolated event, as earlier in September, Hollywood executives blamed the release of Halo 3 for poor ticket sales during that same period.

I guess one could probably see a correlation between the two, though not necessarily a causation. And it is not a stretch of the imagination that if a person is presented with two equally excellent choices that some would choose one over the other.

But let me tell you how this situation would affect me personally. And I think that it will... quite profoundly. Once GTA IV is released, I'm going to play the shit out of that game. And then when Iron Man opens, I'm going to take a break from my hours-long vigil and watch it. And then I'm going to go back and play some more GTA. And if Iron Man turns out to be as excellent as I hope it to be, I'll probably go and catch it again that same weekend. And maybe a third time.

Food, sleep and toilet breaks are not mandatory.

Sunday, March 09, 2008

Thebes

I finally had a chance to play Thebes, by Queen Games yesterday at SOG. I've been wanting to play this for a good while now, and I'm glad I finally had the chance.

In the game, players control archaeologists who travels around the western world gathering knowledge, equipment and assistant. All these preparatory work will then allow players to gain better success when they finally travel to five different archaeological sites to dig for artifacts. Players score victory points based on the number of artifacts found (valued anywhere from 1 to 7). Players can also score VPs based on exhibitions they might put up, conferences they conduct, and if they have the highest amount of specialised knowledge. VPs are calculated at the end of the game.

One interesting mechanic that must be pointed out at this moment is the resources that players use to gather knowledge and organise digs. Each action (travelling, researching, digging) requires a number of weeks to complete, but there is an overall cap on how much time there is available in total. In the 4-player game I played, there were only a 104 weeks available to complete as many tasks as possible. But do not think that you have the luxury of time, as most tasks require multiple weeks to complete, not counting travelling time. For example, one could spend 3 weeks traveling from London to Vienna and then another 3 to gather general knowledge; equipment and cards are marked with the location they are available. Players move from one location to another and make one action, and then move their marker forward on the time track. In order to balance the usage of time between players (preventing one to use up all 52 weeks in a year), turn order is determined by whoever is last on the time track.

Players have to balance between gathering more knowledge to increase their chances to pick up more items, and being the first at a site to pillage and ravage it. Once they have the ability to dig at a particular site, the number of pieces they can draw out of a bag is determined by their knowledge level, plus assistants and equipment. But not all the pieces are valuable; a large number are blank pieces representing dirt and sand. What is most intriguing is that as you dig at a site, the valuable pieces are claimed by the player, but the blank pieces are thrown back into the bag. So in other words, the more a player digs, the more the returns are constantly diminishing. In my game, one player completely ravaged Egypt which left the rest of us with only 4 sites remaining to fight over.

Some people might not like the game for the luck level involved; The rewards on digging is sometimes hard to determine, and the cards for knowledge and equipment can be quite random. In a spate of good luck, I was able to secure a car and multiple conference cards in the same location. But therein lies the key to the game: managing luck and reducing its effects on your strategy. Balancing between spending time researching and time digging is a pressing concern, and balancing between getting to the right site first and increasing your returns on the dig is also key.

I found this game to be wholly enjoyable, as I am not bothered by the luck factor. In fact, I think it helps build the theme of the game very effectively. It's not easy going for archaeological expeditions, and even the greatest knowledge does not guarantee that one returns with the prizes to show for it.

Always Open to Gaming

I just hosted my last SOG for the forseeable future, and I now leave the group to very capable hands to continue in my stead. As some might already know, I will be re-locating to Australia, and I ought to be gone within the month.

SOG has been a constant in my life for the past two years, and I've been at its helm for 23 sessions; There was that one time I was absent when I traveled to the States. SOG has been my one highlight, the one thing I look forward to every month, and the one thing that keeps me going.

I cannot overstate how much each session means to me, and how much effort I take to make sure everyone who games with me is enjoying themselves. When I would go around, making sure I knew everyone on a first name basis, you would know how important this was to me. And my closest friends would know what little weight I put into remembering peoples' names and faces in any other situation. But SOG... That was different. It was my creation, my endeavour, the first time I was the creator, and not just another consumer.

And the thought that I won't be in that room, playing with people whom I've grown to consider friends, pains me. I'm sitting here, in my chair, and I'm ready to tear. I feel a strain in my chest, an ache where my heart is. And I'm struggling to find the words to describe my sense of loss.

Friday, February 29, 2008

Iron Man



I have such a man-crush on Iron Man. And by extension, Robert Downey Jr.

There here is a brand new trailer for Iron Man. Enjoy.

Thursday, February 28, 2008

For the Love

There's a new online game that's captured my interest. And the more I read about it, the more excited I become.

The game, Love (as in For the Love of Game Development), is designed entirely by one person, Eskil Steenberg, and I think he has demonstrated a very unique vision for this game. This was displayed at GDC, and reported on by Kotaku, and Rock, Paper, Shotgun.

Part FPS, part MMO, and part adventure, this game will allow gamers to both create and explore the world around them. And what makes Love so compelling is the art style. It creates such a rich canvas that makes the gamer want to wander around, and become part of the environment.

One of the key ideas for the game is that is a not a massively multiplayer game; it is a moderately multiplayer one. Gamers interact intimately with a small, close-knit group; Friends who you would take with you on an adventure.

Moreover, gamers are given the tools and the freedom to create and modify the world that they are in. One could build walls to defend their cities, or dig tunnels. I'm not sure what are the limits to this freedom, but it all sounds so intriguing.

Art + interaction + creation = a winning solution to me.

Wednesday, February 20, 2008

An Ode to FAB: The Bulge

Sweet, sweet FAB: The Bulge.
How I have waited for you;
Long into the night have I teared into my pillow.

You arrived on my doorstep,
But there was no welcome waiting.
The postman took you away, and there was one more joyless night.

The sun arose this morn,
with the promise of new life.
At the post office I received you, which made me late for work.

Original bad poetry by me; Photos taken at my desk

Oomphatico's

The whole lot of us had dinner last night at Oomphatico's, and it was a very pleasant experience. I think that overall, it is a very nice restaurant, and definitely worth another visit.

Decor
The decor and overall layout of the place is very nice. If I had to use adjectives to describe the overall feel, it would be lush and whimsical. The room was brightly and warmly lit with ceiling and wall mounted lights. The walls were colourful with very pretty wallpaper. Tables and chairs were well spaced so one would not feel cramped. The furniture was very comfortable with thick cushioned arm chairs, in a myriad of colours and tones. There's a chic casualness about the place, without being pretentious, and it gives the guest a very relaxed atmosphere to dine in. Most of all, just sitting there is a delightful experience.

Service
Service was excellent, with plenty of friendly staff to attend to our needs. We didn't have to wait long to be served, and the staff were very attentive. One lady (I assume she was either the boss or the service manager) made sure to go around each table and chat with the guests, which made me feel very welcome. In addition, the staff were more than willing to do separate bills for each person around the table, so we didn't have to wrangle with who had to pay who at the end of dinner. Two thumbs up.

Food
The food overall was of a good quality, with many interesting items on the menu. You really need to give the menu a good once-over to fully understand the kinds of items available to delight your palate. I had a very delicious pizza topped with mushrooms, bacon, greens and egg, and a very yummy juice of pineapple, mint, ginger and lime. The risottos were quite yummy, the salads looked fantastic, the Thai green curry was flavourful and the pancake lasagna was very good. The sandwich was a bit of a mixed bag because the bread may have been over toasted, but the fillings were ample and fresh. We didn't have any dessert or coffee after, so I hope to go back to try it soon. And we barely scratched the surface of the menu; there were so many different items on it. And we also didn't have a chance to sample the breakfast menu.

Overall
I think the restaurant is definitely worth a visit, and I will be going back there again; I'd really like to sample the rest of the menu. Guests will feel very comfortable there, and will be delighted by the food. It's a great place for a relaxed Sunday morning lunch, or an afternoon coffee, or a casual date. I highly recommend Oomphatico's, and I hope everyone will give it a try soon.

Monday, February 18, 2008

Photos from our wedding solemnisation



Photos from our wedding solemnisation, held on 11 November 2007.

Wednesday, February 13, 2008

You shouldn't be doing anything else.

Picture taken from VG Cats

Happy Valentine's Day

Well, this here is Audrea's gift for Valentine's this year: A Toblerone Gold 'Jumbo'. This baby measures just under a metre, and weighs in at a whopping 4.5kg.

Thursday, January 31, 2008

Sunday, January 27, 2008

It's cold out there

I've never been to a place quite so cold before. This has been, and continues to be, an eye opening experience. I'm currently sitting in my room in Shanghai, overlooking the Huangpu River, typing on the computer which came with the room. The tv is turned on to HBO, I'm dressed in sweats, and it's near time to sleep. I've had a long tiring evening walking about Nanjing Road.

It snowed earlier this afternoon as I stepped out of the airport; I have never seen something so delicate and so annoying at the same time. I've been dressed in 4-5 layers each time I walk outdoors, with gloves on my hands and a beanie on my head. I've felt my nostrils freeze over, and my fingers grow numb from the chill. But it was far far colder back in Beijing.

I had an interesting dinner tonight. My colleague and I walked to Huanghe Road which apparently known as a food street. We ordered a claypot chicken stew, which comes heaped with chicken chunks and veges in a thick sauce. And to accompany the stew, we can pick up all sort of raw veges, noodles and random food bits which you then dump into the stew to cook, like some sort of funny steamboat. It was a good good way to fill the stomach on a cold cold night.

Wednesday, January 23, 2008

AT-43

I don't often get excited about a game that's been released for a while. Usually, if a game doesn't grab me from the get-go, it's hard to get me interested again. But AT-43 is an exception, and there's a very very good reason for this:

Gorillas in power armour, with giant laser cannons strapped to their backs. Bloody frickin' genius!

AT-43 is a miniatures strategy game, along the lines of Warhammer 40k, or Warmachine. But I have been fairly ambivalent towards it; I'm generally not a fan of miniatures games. Most games in this genre require assembly and painting which I do not enjoy. But AT-43 comes fully pre-assembled and pre-painted.

Opinions have been positive overall, but I'm still undecided if I should dive into it. Cost is always an issue, and I'm not sure how popular the game is. But the miniatures look super sweet, and I'm having good feelings about it. Good feelings in my special places.

Friday, January 18, 2008

Super Mario Meets Halo


Wow! This is, like, 15 different kinds of awesome. Super Mario and Halo? I'm sold! Sign me up! I've got a fight to finish!

Tuesday, January 15, 2008

Monday, January 14, 2008

New Year Resolutions

1) Watch more movies
I've always enjoyed watching film, and it's one of my most favorite hobbies. Back in Australia, I'd take every opportunity to go to the movies, even if I had to go on my own. Especially if I had to go on my own; I've found that enjoying a good film was a very personal experience. Since I've been back, I haven't seen as many movies as I'd like. And I hope to remedy that in 2008. I saw Dan in Real Life on my own on Sunday morning and it made me remember how much I enjoy going to the movies.

2) Lose weight, and reach my target of 85kg
I've always had a problem with losing weight: Laziness. And to a lesser extent, boredom. I start an activity, and very shortly after I'd become too uninterested to continue. I tried to start Taekwando, but I stopped going after a month. I've been walking, jogging, cycling and swimming but I'd end those fairly shortly. I've been to the gym and that hasn't been effective either. I never see things through to the end because it becomes too tedious, too bothersome and too uninteresting. This is something I need to change.

Thursday, January 10, 2008

The State of Gaming

Sony PS3
There are a number of interesting things happening on this platform, and the PS3 will be the console to watch this year. Home seems like a very interesting concept, and I'd like to see if this take off at all. LittleBigPlanet also has some solid buzz around it. A few other key games could really make 2008 the year for PS3 (e.g. Metal Gear Solid 4, Final Fantasy XIII).

Nintendo Wii
My initial excitement for the Wii has waned in the past couple months, and due mostly to the slow trickle of games being released for it. In addition, aside from the quality first party games, the third party games have mostly been disappointing. I am still very keen to get some hands-on time with Wii Sports and Wii Fit, as well as put some quality gaming time into Metroid Prime 3, Super Paper Mario, Mario Galaxy and Mario Strikers. I'm also looking forward to Super Smash Bros. Brawl, and the eventual Mario Kart.

Microsoft Xbox360
I have to wonder about the lineup that's coming up for the 360. There aren't too many that I'm excited about; definitely not on the same level as 2007. Last year was phenomenal for the 360, and I'm not entirely confident that 2008 would be about to match it. I just hope this console hasn't jumped the shark already. I'm am looking forward toward Too Human though.

Portables
DS will still remain my primary portable console. The games still appeal to me, and there's a few that are on my wish list. I anxious to play the new Advance Wars, as well as Professor Layton, and Crystal Chronicles. On the PSP, there's Patapon, but aside from that nothing much really captures my interest.

PC
I've been thinking of seriously playing a MMO, especially The Lord of the Ring Online.

Miscellaneous Videogames
On games with multi-platform launches, I'm looking forward to Fallout 3, TNA Wrestling, and Burnout Paradise.

Boardgaming
My time spent on boardgames has reduced by quite drastic amount, despite my deep love for it. I think this is due to buyer fatigue; For a while, I was buying games which never ended up on the table. I also felt that 2007 didn't have many games that interested me, especially on the Euro side. I am becoming increasingly interested by wargames, and I think 2008 will be the year where I move further down this path of gaming. I'm currently waiting on FAB: The Bulge, as well as A Victory Lost. I'm also interested in Silent War, Hannibal: Rome Vs Carthage, and Rommel in the Desert.

Beyond Games
I have been thinking of pursing a Master's Degree for the longest time. Up until recently, there was no doubt that I wanted to continue pursuing my research interest in International Relations. But recently I have been contemplating doing my Master's in media and culture, and particularly focusing on video games. I would very much like to be critically thinking about video games, its existence as an art form, and its impact on popular culture. I have been reading books on this subject (Game On, Gamer Theory, Trigger Happy).

Sunday, January 06, 2008

Mass Effect II

About 3 minutes ago, I completed Mass Effect, clocking in around 27 hours on the game. It was an arduous task, but it was one that I enjoyed and relished. The game does have some flaws, and some areas lack the polish I would expect of a game with such a high profile. But I am quite satisfied by the game, and I feel that overall, I would recommend it.

The premise of the game, and the story it tell are both very engaging, and thoroughly enjoyable. The game world is very well realised, with a high level of detail in almost every aspect. With so much back story, and background material, it really helps players to immerse themselves into the game. Additionally, the narrative of the game is very well paced, and each new twist surprises you as much as it does the protagonist as it is revealed.

However, there are several things that get on my nerves:

1) Elevators
The game uses elevators to transition players from one level to the next, and essentially masking the time spent waiting for the new levels to load. But depending on the size of the level being loaded, this can take a while. It's not as bad as some others have described, but it makes me wish the developers had just stuck with a generic game loading screen, rather than being stuck in an elevator.

2) Inventory
Again, the inventory is not as disastrous as some may have described, but it could be a whole lot better. As you pick up items (weapons and upgrades only), there is no discernible order in which these items are arranged. Items are divided into simple groups (i.e. shotguns are placed together, as are assault rifles, pistols, and sniper rifles). But within those groups, they are almost placed randomly. And everything is displayed in a list format, so players would have to scroll up and down looking for the suitable item. Upgrades are arranged in an even worse format.

3) Enemy AI
The enemies in the game either a) run straight up to you, and stick to you, making it far too difficult to shoot, or b) stand in the same spot whilst I pick them off with a sniper rifle. It makes for fairly unexciting game play; Midway into the game, I figured out their patterns of behavior, and the game difficulty went exponentially downwards from there.

4) General Game play
It doesn't help that as a shooter, it is not as well refined as others on the market (Call of Duty 4, Halo, etc). There is a lack of polish in the shooting aspects of the game. While one can make the argument that Mass Effect is not really a shooter, and should not be treated as such, but the core game play really still needs just a little bit more work. I wish that the game play could have been designed to be more methodical and strategic; Maybe less of a shooter, and more turn-based, for example.

5) Textures
There is where the game really shows its lack of refinement: On many occasions, you can see textures loading onto the screen and characters, even as you are interacting with them. This really breaks the immersion that the narrative helps to create. Even in the midst of a critical in-game conversation, one can see the texture mapping onto character models, as is the background textures. It's really quite distracting.

6) Dialogue options
The dialogue system is vaunted to be revolutionary, cutting edge, and give players the option to manipulate the way a conversation between character progresses. While this system works on most levels, I've found it really annoying that at certain junctures, no matter which dialogue option I pick for my character, the response elicited remains the same. I felt that this cuts down on the open-endedness that was key to the Mass Effect experience. I understand the need to direct players in a certain direction, for the sake of the narrative. But this sort of trickery doesn't sit well with me.

Despite my gripes, Mass Effect is by no means a terrible game. In fact, I think that it is a very good game, and one that needs to be played to be experienced. The main storyline clocks in about 20 hours, so as RPGs go, it's not really that long. And what I've played through, I've really enjoyed. Interaction with the non-player characters is very enjoyable, as is exploring the farthest reaches of the galaxy. One really gets a feel of being in an epic saga. And one would be remiss if one did not get a chance to experience Mass Effect.

Wednesday, January 02, 2008

Rising - Yoshida Brothers



A heck of a way to revolutionize a traditional music instrument. Enjoy.

Monday, December 24, 2007

Happy 20th Birthday, Megaman!

This week marks the 20th anniversary of Megaman, so here's wishing the blue arm-cannon hero a happy 20th! I hope the years ahead will be kind to you; the last couple games you starred in were pretty rough.

Platformers.net has written an article re-collecting your past achievements, so enjoy this trip down memory lane, MegaMan. And here's wishing you a happy 20th birthday once again.

Monday, December 17, 2007

Saturday, December 15, 2007

Geeky Game Art

I'm not sure if it's because PC/Video games are becoming more accepted or more mainstream. But it seems as though there is a greater growth in game inspired art being created nowadays. It heartening to see 1) gamers who break the stereotypical mold of a greasy coach potato, and 2) more and more talented people becoming a part of the gamer community.

Atomictoy has a series of geeky art pieces on the website, alongside other items. So do go and check it out, and see what the site offers. I attach here a piece of art from the website, inspired by the game, Beautiful Katamari.

Friday, December 14, 2007

Assassin's Creed

There have been a number of reviews online for Ubisoft's Assassin's Creed. And those reviews have been very mixed, ranging from glowing love sonnets to a somewhat more muted response.

There are two main criticisms of the game, which are that 1) the controls are overly simplistic, and that 2) the game is repetitive and gets old real quick.

Simplistic Controls
The criticisms in this area refer largely to the control of movement and combat, which are the primary aspects of the game. For example, the game is designed to be large and open ended, and movement is very free-form. All players need to do is hold down the desired direction and the run button, and Altair (the game's protagonist) will run down streets, scale walls and jump across roofs. Combat, another focus of the game, is also similarly simple, essentially boiling down to timed one button sequences. While Altair has a number of combat options open to him (grabbing an enemy, countering an enemy's attempt at grabbing him), most times the most effective option is to simply hold back, wait for an enemy to strike and only use the counter-blow button.

So while the criticism that controls in the game are simple, I feel that this helps to increase the experience of the game, rather than detract from it. Without having to wrestle with the control, and removing the need to memorise complex button sequences, players spend more time being immersed in the game. For example, when Altair is fleeing from the city guards, I don't spend time thinking, "up, up, down down, left, right, left right, A, B, start". I'm thinking, "I need to get away. I need to be safe. Where can I go?". I spend time surveying the road ahead of me, identifying the most effective escape route, and I just move. Movement becomes much more intuitive. In reality, one does not spend time thinking, "OK, I need to walk. Let's lift up the left leg first, plant it down then the right". One just moves; and this is the feeling in the game.

Similar comparisons can be made for combat. Altair is often faced by multiple enemies, and players can now spend more time being situationally aware, and thinking about position and spotting opportunities to strike.

Repetitive Gameplay
Another criticism is that the game becomes repetitive very quickly, as the number of tasks Altair is required to perform is very small. And in such a large open world, that limited number of tasks stands in even starker contrast. Altair's primary objective is to eliminate nine targets, and finding information needed to locate the afore-mentioned nine. Such information can be sought through eavesdropping, pickpocketing, intimidation, and a small number of random tasks (i.e. chasing down a set number of flags, and assassinating a secondary target). And that is all Altair needs to do... nine times over.

I can understand the repetitive nature of tasks can limit one's enjoyment of the game. There's really not many different things to do. But for me personally, each task does feel different each time I perform it, regardless of how many times I've done it before. And that's for a very simple reason: The city (or cities, to be exact. Three cities, specifically). What Ubisoft has done in this game is to create three extremely detailed cities (Jerusalem, Acre & Damascus). And not only are they very detailed, they feel like living, breathing cities, with crowds of people, markets, beggars, lepers, drunks, and preachers. And as you bring Altair through the city, it really becomes an experience, and one that is distinctively different from each city. And this is what makes each task so different from each other, even though you're doing the same thing. Pickpocketing in Damascus just feels different from pickpocketing in Acre, and therein lies the variety that one seeks.

In closing, I just want to say that I've enjoyed what I've played so far. I'm about halfway into the game, having invested about 7hrs. It's not a long game by any stretch, but the experience has been very immersive and enjoyable.

I leave you now with a retelling of one of my missions: I was off to Acre, seeking to take the life of Garnier de Naplouse, a doctor stationed with the Knights Hospitaliers. From the information that I had gathered, it seemed like the good doctor has been experimenting on a number of people; for what purpose I am unsure of. I make my way to the fortress of the Hospitaliers, where he conducts his monstrous experiments, only to see him ordering guards to break the legs of one of his patients. The poor soul had tried to escape from the doctor, and now his fate seemed sealed. It seems that my mission to take the life of Garnier de Naplouse was a just one. I make my way silently into the fortress, and into the hospital where my prey resides. I stalk him from a distance, making sure my concealed blade was ever ready to strike. I closed in on him, silently, dangerously. But when he was mere inches away from me, one of his blasted patients, no doubt crazed from whatever horrific experiements done on him, shoved me out of the way; I was now discovered! Abandoning all hopes of a swift, silent kill, I made short work of the guards now alerted to my presence, and continued my pursuit of the target. My prey bravely put up a fight, showing he was move than capable with a sword, but his skill was no match for mine and I cut him down like the dog that he was.

Assassin's Creed is available on Xbox 360, and Playstation 3.

Wednesday, December 12, 2007

Webster's Word of the Year 2007

We all know Merriam-Webster, right? They occasionally publish dictionaries? Well, they recently had an online poll asking users which one word best describes Year 2007.

We've got a winner, ladies and gentlemen, and the 2007 Word of the Year is:

1. w00t (interjection)
expressing joy (it could be after a triumph, or for no reason at all); similar in use to the word "yay". (E.g w00t! I won the contest!)

A round of applause to geeks/nerds around the world; more are being subverted to our ways. Now they use our vocablulary, and soon they will all bow down to us.

But honestly... unless you're using "w00t" in the ironic sense, you really shouldn't. And if you think that "l33t" speak is still cool, you probably should be stabbed... multiple times.

PS. I liked "Blamestorm" myself. It means, amongst other things: a meeting in which mistakes are aired, fingers are pointed and much discomfort is had by all

Sunday, December 09, 2007

Kharma Kettle & Rhapsody

Located at the corner of Cluny Court sits a brand new cafe named Kharma Kettle and Rhapsody. The spot was previously occupied by a quiet French restaurant which has since given way to this upstart. I've been here on 2 occasions now, and I have to say it is definitely worth another visit soon again.

Decor
The cafe is fairly small, but I think they've done well in maximizing the available space for customers, with a seating capacity of about 25 persons. Two large tables occupy the centre, and a number of smaller tables line the wall. The furniture is a simple mix of marble tables, and old-style kitchen dining tables, which lends a very nice, homely feel to the cafe. The walls are decorated with simple wall paintings and caricatures, and a number of framed pictures. The cafe makes you feel like you're stepping into someone's country home kitchen.

Service
Service here was excellent, responsive and attentive. But I felt that whoever was in charge should try to maintain a stronger control and awareness of happenings. While each individual staff was excellent, I got the sense that they didn't communicate enough. Each staff constantly had to check with each other regarding any sort of enquiries I had, and I saw that other tables had a couple of mix ups in the orders. Overall, the service was still quite good, and just needs a little bit more tightening up.

Food
The menu selection is fairly simple and small, but I think that helps in keeping the quality up. Aside from a selection of sandwiches and salads, there are around 6-7 mains to choose from. These mains include baked salmon, pork vindaloo, a mushroom dish, sausages and Shepard's pie. I've tried the sausages and shepard's pie during my visits there, and those were very satisfying.

The sausages were a good portion of three large cuts, served with potato mash and sauerkraut. While this is a fairly common and basic, this dish was quite tasty; I would have preferred a different kind of sausage though. The Shepard's pie was even better, with generous servings of potato mash, minced beef, and baked in an excellent sauce as a base to the dish. The sandwiches served here are also excellent, with a good selection of breads and grilled perfectly.

Desserts here are quite interesting. They've got cakes and the like, different each day. But there's this thing called the Eton Mess, which is made of cream, strawberries, meringue pieces and marmalade. Yes... Marmalade. An odd concoction, to be sure, but apparently this is a traditional dessert served in Eton College on 4 June every year. And it is quite a tasty concoction, despite my initial hesitation.

Prices range around $10 for sandwiches, $13-$18 for mains, and $4-$6 for desserts. Coffees here are quite good too, and the hot chocolate is very rich, thick and satisfying. Incidentally, they also offer breakfast on weekends. Set menus are also available.

Summary
Overall, I think this cafe is well worth the price, and definitely worth a visit. The food is quite good, and there are a number of other things I could recommend from the menu. It is an excellent place for a quiet, satisfying lunch, and for some good quality comfort food.

Wednesday, December 05, 2007

Gerstmann...-gate?

One particular event has been setting the gaming community (particularly in the US) aflame for the past weekend. It was revealed on Friday, 30 November 2007, that long time editor of Gamespot, Mr Jeff Gerstmann was released from the company. It was alleged that his employment was terminated due to pressure from Eidos, which was currently advertising heavily in Gamespot to promote a new game called Kane & Lynch. Jeff Gerstmann had given the game a score of 6.0, and said that the game wasn't very good. Apparently Eidos was very unhappy with Gamespot, and Jeff, and pressured the company into letting him go. The rumour also goes that Jeff was only notified of his termination of employment when he turned up to work and found his office locked.

The problem here is twofold: 1) Gamespot is a financial entity and a business. Which means they have to maintain their revenue sources, of which advertising counts for a lot. It would be naive to assume that they do not have to manage relations with game publishers, where most of this advertising revenue comes from. 2) As a creator of content, Gamespot is in a position whereby credibility to readers is also of utmost importance. Editorial independence is key to maintaining a high readership, which would in turn make them even more attractive to advertisers. The problem for Gamespot is balancing one against another.

If the rumours are to be believed, then it would seem that Gamespot favoured one over the other in this instance, and capitulated to their funders. They have also since pulled the video review that Jeff Gerstmann made, although the print version is still available. They have also disabled the user submitted reviews after an initial backlash where users were submitting extremely low scores to the game as retaliation. Gamespot has also released a statement denying any wrong-doing on their part.

Having their credibiliy damaged is a hard blow to them. One problem with games journalism is the low revenue sources, or at least, the limited number of sources. As I have said before, their sources of funding comes either from readers (and by extension, subscriptions) and from advertisers. And as I also said before, it would be naive to think they do not court the game publishers for more and more advertising dollars.

As such, it is important for Gamespot to be able to deliver a large audience, and demonstrate that they have more clout than any other online or print magazine. And to be able to attract readers, who have such a wide selection of alternative sources, their credibility is paramount. To be percieved by the gaming public as a unbiased, independent source of reliable news is the cornerstone of their business. And as a journalistic enterprise, readers expect that level of professionalism, and this is what attracts more readers. However, this situation with Jeff Gerstmann, if to be believed, has just shown that Gamespot doesn't have that independence, will capitulate to external pressure, and will take measures against their own people who defy them and their investors. The fallout from this situation would be reduced numbers of readers, low confidence from external and internal parties, low morale amonst their staff, which would in turn translate to them becoming less attractive to future advertisers.

Mainstream news networks depend on the veracity and timeliness of their reports, and this applies doubly so to game journalism; it is such a small niche area with a large multitude of alternative sources. And I think that even if the rumours are untruthful, and that there was no wrong-doing on the part of Gamespot, their reputation has already been tainted, and it would take a long while before they can build back up the confidence that audiences have lost.

Wednesday, November 28, 2007

Expendability

Beowulf

Did you know that Beowulf is an animated film? Meaning a cartoon? I sure didn't. Imagine my surprise as I sat there looking upon a screen full of animated characters. I honestly searched for my ticket stub to make sure I was sitting in the right cinema.

But I think it works, using animation to tell a fairly mature theme. This is not one for the kiddies, I can tell you that. By freeing the film from real-world physical limitations, this film is able to accomplish much more in portraying a fantastical world. And it helps the audience to effectively suspend disbelief, which in turn would draw oneself further into the story.

Another uncanny thing about the movie is how realistic everything looks. Aside from a few tell-tale signs of animated movement, one could almost swear that one was watching a live-action film. Each frame is shot beautifully, and the quality of the scenes and characters must be seen to be believed. Look upon the face of any character, and you'd be fooled into thinking it was the real actor. Hrothgar, portrayed by Anthony Hopkins, looks frighteningly real.

The film also has a good story in it, and one can draw immense pleasure in the way it is told. I can't say for sure how closely the movie mirrors the myth of Beowulf; I've read the myth once before, but I can't remember much aside from some character names. And I think there are holes in the plot, but this may be inherent in to myth proper.

There are a number of things that leave me scratching my head, such as why Grendel would suddenly and viciously and continously attack the great hall of the king after years of peace. And why does the hearth fire turn blue when he appears? And whether Beowulf's illegitimate son was really a dragon, I can't say.

But all in all, this film was very enjoyable. The music is done very well, and match the tempo of the film excellently. Some scenes were truly exhilarating, and especially so in the final action sequence. The well-portrayed characters, which were also ably voice-acted, make it easy to identify with them. And scenes are carefully created, and there aren't any throwaway scenes; everything moves the plot forward. I also thought that the film is very well-paced. And I would heartily recommend this film.

Sunday, November 18, 2007

Mass Effect

Mass Effect, an upcoming game for the Xbox360, was initially banned, and then subsequently unbanned by the Media Development Authority of Singapore. I was quite angered by the news, when the ban was announced on 12 November 2007. I am not the best person to gauge the reactions of the local gaming community, but I think a good portion of people were similarly enraged. However, the ban was lifted a few days later and the game was given a rating of MA18 instead.

The initial ban was based off a singular scene containing sex between yourself, as the main protagonist, and a non-player character. I guess that after some re-evaluation, MDA has decided that this particular scene was not sufficient to uphold the ban; that scene is a very small part of the game, not entirely central to the main theme, and more importantly, is not presented in a gratuitous manner.

There are a number of things that we need to consider when we consider the issue. Firstly, we have to recognise that video games is only a medium, and the content that is available on this medium is not always targeted at minors. Secondly, video games are not always for children. This may seem like a re-iteration of my first point, but I want to stress on the video gaming demographic; gaming is done mostly be adults, aged 18-36, most are degree holders, hold professional/executive occupations, and a fairly significant proportion are female (35-45%). This is important when we consider the type of content delivered through video games, and the intended audience.

I do think that we should prevent undesirable content, espeically those with mature themes, from being accessed and consumed by minors. And as video games are not always designed for minors, we do have to monitor and control the type of video games that they consume. On the other hand, I've always believe that intended audiences should be able to access the types of media that was meant for them. If a film/book/video game was intended for adult audiences, and I am an adult, I should be able to consume it. However, therein lies the challenge: How do we, on one hand control access to media content to minors, while on the other hand ensure that intended audiences can access it freely, especially in the field of video games? And an unintended challenge is the popular opinion that video games are still for children, and either no action is taken to control their access to it, or conversely, reactions have been overly heavy-handed?

This leads to, in my opinion, 3 possible responses: Industry self regulation, Government Regulation, or outright Government Restriction.

Government Restriction is difficult to justify. Yes, there should be some controls on undesirable media. But who gets to decide on what is undesirable or not? And if there is a reasonable response to that question, who then decides on the appropriate response? Should the government be the sole decision makers on the prevention of products being consumed? And if so, should adults be subjected to those same restrictions?

Government regulation also shares these same challenges. If I wish to consume a particular form of media, as a legal and consenting adult, should the government act as a barrier to that? My personal opinion is that this should not be the case, but this opinion could be coloured by my desire to play my anticipated games. I would be angered by a prevention/restriction on video games, but I could easily say I wouldn't be troubled much if the same actions were taken against music or film. If there is to be government regulation, it needs to be fairly balanced across all media forms, and our responses to it has to be similarly balanced. One media form is never better, or more important that another. My personal opinion is that government regulation and restriction should be minimal in all forms of consumer media, and I would not want government controls over the music, film or video games that I, as a legal and consenting adult, choose to consume.

This leaves the option of industry self-regulation for video games, as it should be for all forms of media. But there lies other challenges for such self regulation. I refer specifically to the retail side of the industry, where consumers accesses the content. I believe that the retail side of the video games industry is key to self regulation, and helping to prevent undesirable content from being consumed by minors. However, this is difficult to implement and to enforce, especially in Singapore. Most video games here are sold through small retailers, where competition is high and profit margins are minimal. If a game is rated at MA18 (like Mass Effect, for example), there is no guarantee that the local retail shops would uphold that ruling, and only sell to the permissible audience. If only one retailer fails to uphold the ruling, other retailers stand only to lose their sales and business. There is no essentially no gain for any retailer to abide by these restrictions, and sales of mature games to minors will continue. And as I mentioned previously, the video game retail industry is highly competitive, so this only exacerbates the problem for the local gaming community; the retail side essentially cannot be counted on to uphold rulings, and makes self regulation almost impossible.

The local film industry is vastly different, as the major cinema operators have shown that they are effective gatekeepers, and preventing minors from consuming film of an undesirable nature. And self-regulation is easily in reach for this industry. One more thing we have to keep in mind is that films are largely rated by themselves. In other words, deciding whether a film is PG, MA18 or R, is mostly determined by the film industry themselves, and they have done a fairly good job at being critical about their own products. Combined with efforts from cinema operators, the film industry in general (from production to box office) has been very effective in self-regulation.

What is needed, in Singapore in particular, is for the video games industry to galvanise in the same manner. The development and publishing side of the industry has done a good job in providing information regarding each game's content, as well as a fairly well-balanced ratings system in the ESRB (Electronic Software Rating Board). In addition, new initiatives such as What They Play, a website designed to explain game ratings and suitable games to parents, should be continually and strongly supported by the industry, government and all gamers. But more work needs to be done on the retail side of the industry, to ensure that retailers are not losing business by their compliance with regulations, and that there would be repercussions for retailers who do.

Thursday, November 08, 2007

Obolo: Gourmet Cheesecakes - Patisseries - Desserts

Obolo: Gourmet Cheesecakes - Patisseries - Desserts

Audrea and I were walking along Joo Chiat Road just a few evenings ago, on our way to Parkway Parade. We were just strolling along, taking in the sights of the old town when we stumbled upon Obolo. It looked real nice from the outside, and wanting to take a break, decided to enter and sample their delights.

Anyone who knows me know I like a good cake, and I've been on a cake kick recently. I've tried a few places, like Canele, and Nectarie. And I always buy a few slices to share with the family. I'm a firm believer that you ought to get what you pay for, and good quality food comes at a price. And if an item is particularly well-made, then the cost is well deserved.

With that in mind, we decided to give Obolo a try, to see if their offerings justified their price, and if their products were up to par. And in this regard, I can give them a very well deserved, very firm "Meh".

Audrea and I settled down to a slice of their dark chocolate cake and were not overwhelmed at all. The cake had a very nice texture to it: crispy base, walnuts, dark chocolate mousse and dark chocolate sauce. But the flavour was a little bland, and far too milky and creamy, even for me; And God knows I like my cream. For a dark chocolate cake, there really wasn't much dark chocolate in it. Too sweet, too creamy, too milky, no bittersweet taste of a fine dark chocolate.

I took a number of other pieces home to sample: Tiramisu, Dome Exotique, Valencia, New York Cheesecake, and Strawberry Cream Cheesecake.

The Tiramisu, Valencia (chocolate mousse cake layered with orange creme), and the Strawberry Cream also weren't overwhelming, and not what I would expect at this price. And if I may say so, I felt that the cakes were fairly pedestrian, not outstanding at all.

But I did like the New York Cheesecake and Dome Exotique very much though. The New York Cheesecake was very rich, creamy and flavorful without being overly cloying. And the Dome Exotique was very very nice indeed. Consisting of a mango mousse, with a slight crisp outer shell, and a mango gelatine inside and dashed with rum on a biscuit base, the Exotique was an excellent balance of flavour and texture and flavour once again. The cake even just looks delicious.

So would I recommend this place? In a manner of speaking, yes. The cakes aren't terrible by any measure, and you could do far worse than Obolo. There are a couple of gems on their menu, and there are a number of things that are I'm tempted to try. They have another Dome cake which looks very good, as does a few of their other desserts (eg. their fruit tarts, and the Summer Berry Tiramisu). So I would probably give it a second shot. But if I'm not impressed on the second try, then I would say there's no real loss to you if you gave it a miss.

Wednesday, November 07, 2007

Two Tesla Coils Playing the Theme Music of Super Mario Bros.



This is some highly entertaining stuff. Two Tesla coils are assigned midi channels via a fiber optic link from a laptop, with the coils interpreting the signals with frickin' lighting bolts! There were no speakers involved, and the sounds are entirely from the coils themselves. Crazy stuff!

Monday, November 05, 2007

The Orange Box

I picked up a copy of The Orange Box for the Xbox360 about a week ago, and I've been playing the heck out of that thing. And I've really only touched 2/5 of that game, having only played Portal and Team Fortress 2. I haven't even begun Half-Life 2, and the two subsequent episodic expansions (unimaginatively named Episode 1 & 2). But that 2/5 of the package is well worth the full retail price of the game. I've been having such a blast, and staying up real late every night. For me, that's the best way to spend a day. Some would understand, but not many would.

Portal. Man, I've got only 2 things to say about that: 1) Portal is a Goddamn mind-bender and 2) THE CAKE IS A FUCKING LIE!! So if you ever get a chance to get your hands on Portal, give it a shot. It's well-worth it, even if you aren't a gamer.

The other thing I've been playing, like I just said, is Team Fortress 2. I was a huge fan of Team Fortress Classic, back when it was merely a mod for Half-Life in 1998. The sequel was supposed to been released since before 2000, but it has been in development for almost 7 years now. And I've got to say, those years have been put into good use. Check out some of these photos! Just the art direction would astound you.

And I have to say that I'm pretty good at the game, constantly getting decent scores each round. It's a team-based game, which I like. I find myself taking up mostly supporting roles, like the Medic. And even if I were to take an assault class like the Soldier or the Pyro, I'm mostly running defense and escort for my other team-mates whilst they grab the glory. It's my preferred role in games, and I guess, in life generally. But damned if I'm not having a ball . God, TF2 is so awesome.

Saturday, November 03, 2007

Lars and the Real Girl

I saw this movie yesterday, and it was a most excellent film. I strongly recommend all to catch it, and enjoy the sheer joy that is Lars.

I wrote a few words about it on my Facebook, but I feel compelled to elaborate on it.

The movie is excellent on two fronts; both the technical and artistic aspects are both very well done. The scenes are very well composed, and evocative, and the music compliments the film very well.

But more than that, the story is absolutely heart-warming, in a quirky, off the wall way. The story will simultaneously make you laugh out loud and tug at your heartstrings. The simplicity of the story, of a man trying to come to terms with the inability to communicate, and the growth that he makes, draws you in and never lets go. It makes you an intrinsic part of his personal journey, his personal struggle. And as you delve deeper into the film, you start to identify with his inadequacies, and you're constantly hoping that he'll be able to dig himself out, re-discover himself, and find the qualities that were inside of him in the first place.

The fortitude that he shows, and the care and patience shown to him by those around him, will re-energise you, and make you feel great hope in all things. Go watch this show.

Thursday, October 25, 2007

Portal: Still Alive

I would be remiss if I didn't post the ending credit song to Portal, because it is simply delightful. So please, do listen to the tune and enjoy. And if you know anything about Half-Life at all, this will make you smile even more.



This was a triumph
I’m making a note here: huge success
It’s hard to overstate my satisfaction
Aperture Science
We do what we must because we can
For the good of all of us
Except the ones who are dead
But there’s no sense crying over every mistake
You just keep on trying till you run out of cake
And the science gets done and you make a neat gun
For the people who are still alive

I’m not even angry
I’m being so sincere right now
Even though you broke my heart and killed me
And tore me to pieces
And threw every piece into a fire
As they burned it hurt because
I was so happy for you
Now these points of data make a beautiful line
And we’re out of beta, we’re releasing on time
So I’m glad I got burned, think of all the things we learned
For the people who are still alive

Go ahead and leave me
I think I’d prefer to stay inside
Maybe you’ll find someone else to help you
Maybe Black Mesa
That was a joke, ha ha, fat chance
Anyway this cake is great
It’s so delicious and moist
Look at me still talking when there’s science to do
When I look out there it makes me glad I’m not you
I’ve experiments to run, there is research to be done
On the people who are still alive

And believe me I am still alive
I’m doing science and I’m still alive
I feel fantastic and I’m still alive
And while you’re dying I’ll be still alive
And when you’re dead I will be still alive
Still alive
Still alive

The Orange Box is now available on PC and Xbox360.

Sunday, October 21, 2007

The relevance of art and humanities

I just needed to pen this down, lest I forget.

Fields like business, medicine, and computer science seem “practical” because they are predictably useful. We can know in advance how to reap immediate gain from them. By contrast, the humanities are unpredictably useful; we cannot know in advance how they might serve us. The arts and humanities help us understand what it means to be human, no matter the contingencies of profession, economics, or current affairs. They offer insights into human experience that we need when all else fails. This is the knowledge that helps us recover from heartbreak, to make sense of tragedy, to combat the arbitrariness. They are the works that rub up against us, that comfort and bother us. We need them when we least expect it.

Taken from the blog of Ian Bogost. Mr Bogost is a professor in Georgia Tech, a videogame researcher, critic and designer. The blurb above was presented at his plenary address delivered at the first South Interactive Entertainment & Game Expo.

Halo 3

Two more have finished the fight today. And though this feat has been accomplished by many others, I'm pleased to now count myself to be one of them. And though there were moments where we thought our resolve would falter, we were able to stand strong, and win the day. The experience was tense, gripping, and more often than not, nerve-wrecking. Every battle was its own story, a tale of bravery to be shared amongst comrades. I now recount a few of the more memorable moments for you...

Once, we were advancing on a squad of Brutes, hoping to catch them unawares. We move cautiously forward but to no avail. The largest of them all, hands clasped around the terrifying Gravity Hammer, spotted us. With a mighty roar, it charged down straight at us. Shaun bravely stood in its path, firing round after round into the oncoming beast, whilst I turned tail and ran the other way. The beast shrugged off the bullets like annoying insects, raised it's deadly hammer and delivered a killing blow. Shaun's body crumpled limply, and as the beast celebrated its victory, I walked right up and placed three bullets into the back of the monster's head.

There was another instance, where our paths were once again blocked by the Brutes, who were standing guard around the shield generator we needed to deactivate. Sergeant Major Johnson was unable to complete the task and our immediate assistance was needed. However, our foes were many and fearsome, and we didn't have much of a chance; till I spotted an opening. Hands nervously fumbling, I grabbed a Gravity Hammer, discarded by a recently defeated enemy. With a sliver of desperate hope, I charged forward without care for my own safety. The first blow stunned my adversary. And as it stood there, dazed and disorientated, I swung unerringly once more, sending the beast into the abyss.

And how can I forget about the time in which Shaun single-handedly fought off the unending hordes of the Flood; infected and reanimated bodies of friends and foes alike. Their relentless advance, and their horrifying countenance would weaken the knees of any man, but Shaun's aim was true, and his courage unyielding. And all that was left after the skirmish was a field littered with corpses, and the echo of the last bullet he fired.

Ah... It was a day well spent. And we shall be re-telling many stories in days to come, of how we came to finish the fight. And lived to fight other battles in other times.

Wednesday, October 17, 2007

Last Night on Earth


I had the opportunity to play The Last Night on Earth today, which is a newly released boardgame. The premise of the game revolves around players attempting to escape from zombies, whilst fulfilling required objectives. I had a blast playing this game, and I think it should be recommended to people who may have an interest in 1) a very thematic game and/or 2) zombies/horror genre.

There are a couple things that may hinder enjoyment of the game, but overall I think it is fairly well-designed.

Summary
The game is played on a play area that is put together with smaller modular boards. Players either play either as the human characters attempting to escape from certain death, or as the zombie hordes trying to inflict said certain death. The human characters have a limited number of turns to complete the objectives, ranging from killing a set number of zombies, to fueling a getaway truck. Zombies have to either try to kill off the human heroes, or try to delay them from completing their goals.

Components
The components are of extremely high quality, comprising of plastic models for the characters and zombies, and thick glossy cardboard for the character sheets, tokens and other game markers. The game also comes with a deck of cards for both zombie and human players, and these are of very high quality as well. Overall, the game looks very well-produced, and buyers will get a good deal from this purchase.

Rules
The rules are fairly simple, which leaves players more time to enjoy the game, and less time to ponder over fiddly rules. Human heroes get to move their characters, exchange items with fellow humans, and fight. Humans also get the option to search for items in lieu of moving, provided they are within a building or structure. Zombies get to pick up special cards, move and spawn zombies, and attack heroes.

Most of the rules are fairly streamlined. Human movement is based on one roll of a D6. Zombies move one space, unless there is a special card dictating otherwise. Fights are resolved between dice roll-offs between humans and zombies. Humans roll a basic of 2 dice, zombies get one; however zombies win all ties. Any special rules to fights are dictated by cards picked up by both sides. These cards modify fights either by adding dice or adding modifiers (e.g. rolls at 2+ automatically win fights).

Pluses
The game is very thematic, while also remaining fairly well-balanced between the both sides. Human players get a real sense of desperation when the zombie hordes closes in, whilst the zombies players are filled with an unnerving determination as their undead forces shamble forward.

Both sides have an equally good chance at winning the game, with the game swinging back and forth throughout the game. Zombie players start to feel a little triumphant as the board fills with their underlings, whilst human players may see a slight glimmer of hope as they start thinning out the enemies. I've only played this once, but I suspect that the endgame should be fairly close, and coming down to the wire.

Minuses
Some characters may be unbalanced, or at the very least, too well designed for their jobs. One character, Jake Cartwright, has the ability to draw two hero cards and discard one. This gives this character a huge advantage if the objective requires human players to search for specific items within the deck. In our game, Jake stayed in one spot for most of the game cycling through the deck while the rest of us kept the zombies of his back. While this may make some thematic sense, it doesn't lead to exciting gameplay, as that player sits back and continually draws cards.

Because the main rules of the game is fairly streamlined, and most of the rules exceptions comes in the form of the cards played, it creates the situation whereby contradicting rules are not fully explained, and players will need to resolve this using common sense. This could lead to situations where time is spent debating rules rather than playing. Thankfully, most cards are fairly well-written, but this problem is particularly apparent when dealing with the special event cards.

Overall
This game is very enjoyable, and with the right crowd, can be a downright blast to play. Best played as part of a Halloween event, or with a zombie movie playing in the background, this game will get your blood up! So if you have only a passing fancy for the zombie/horror genre, you should give this game a try. Recommended, and given my stamp of approval.

Friday, October 12, 2007

Portal - Flash Version


Portal is a really intriguing puzzle game (Xbox360, PC), and one that definitely deserves checking out. Bundled as part of Valve's The Orange Box, this game will bend your mind in more ways that you can understand. Cause and effect takes on a whole new meaning.

For those who don't have the requisite hardware to run the game, here's a flash version to give you a small taste of what Portal entails. Even in 2D, this version will give you brains a bit of a workout. Check it!

Portal: The Flash Version

Tuesday, October 09, 2007

Japanese Comedy Skit, feat Zombies and Video Games



A comedy spoof of playing Zombie shooting arcade games. I LOL-ed! Check it out!

Sunday, September 30, 2007

Bioshock

Before the month closes out, I thought I'd just pen down a few thoughts about Bioshock (Xbox360, PC). I haven't been playing this game as much as I want to, which we can all agree is a travesty. I haven't touched the game since last weekend, and as such, I'm filled with shame; The kind of shame that could cripple a man.

The game is very atmospheric, and it really sucks a player into suspending disbelief. You'd think, for a moment, that you really were walking about the dystopian underwater city of Rapture, set in the 1960s. The music, the sense of style. and the antiquated machines all contribute toward that total immersion.

And here, I draw special attention to the ambient sounds that form so much of the aural landscape. Eavesdropping on wayward conversations, hearing seawater flooding into the city, having the heavy bootstomps of the Big Daddy reveberate through your bones - These are just some of the subtle elements that highten the experience of the game to an undefinable degree.

"What was that?", I exclaim, swinging around violently, straining to hear the fading echoes of a woman's scream.

And as I journey through the city of Rapture (the setting of the game), so many elements help to bring the city to life. The visual style conveys almost a forlorn sense of abandonment, striving to re-capture a piece of its past glory. And gameplay elements such as picking up tape recordings of past inhabitants of the city paints a picture that is surreal, unfathomable, and at the same time, frightening. You begin to realise that the imagined utopia has been usurped by the deficiencies of humans.

What little I have seen of Bioshock has greatly impressed me. And I can't wait to continue on my journey into Rapture.

Friday, September 28, 2007

Blurring the lines between real and virtual



HP has just announced a fairly interesting device, one that seeks to blur the lines between the real world and the virtual world, and I think that this is a very innovative idea.

The device renders real world images into digital landscapes, with images, sounds and textures. Overlaid on top these landscapes would be additional information, such as GPS markers which would in turn affect game play. So you could conceivably convert the real world environment into any game world, complete with goals/objectives/targets. Imagine visualising a street, rendered into any scenario you like (medieval, sci-fi, etc). And now imagine it being done in real-time, as you are walking down that same street. Imagine turning real life into a game! Turning the world into a virtual playground!

That idea blows my mind.

Each piece of technology that can continually blur the lines between real and virtual excites me, because it can affect the way in which we percieve the world. It's like seeing the world through rose-tinted glasses, if those glasses included targetting reticles.

I am doubtful about the technical aspects of this device, because I'm not so sure I want to be carrying a clumsy device in front of my face the whole time I'm walking somewhere. But imagine if these were far more portable, or existed as implants, and you could see them straight with your eye. The very nature of percieving would forever be changed.

Everything you percieve is entirely up to you. And you can once again view the world as a child would; a world that is full of wonder and discovery.

Link to the story

Wednesday, September 19, 2007

Talk like a Pirate!

Yarr! 'Tis be a most grand day, for it be the Internataional Talk Like a Pirate Day. Yarr! And all you land lubbers, and scurvy rats best be putting on your best pirate accent. Or ye be walking the plank, I tell ye! Gyarrr!

Yo-ho! Heave-to! Hoist my colours! Make sure those knots are sqaured off! We be sailing for sunset, and not even Davy Jones will be stopping me. Well, me hearties, feel the wind in your hair, taste the salt in the air! Yar!!

And fetch me a bottle of rum!

Friday, September 14, 2007

Appreciating Clouds

When was the last time you looked up and marveled at the clouds overhead? When did you last catch a glimpse of something, and it left you filled with wonder?

There are many things of infinite beauty around us at every moment, and it takes but a second to notice. And only a second before they are passed by as we hurry on with our everyday lives. Such passing, fleeting moments should be savoured, as each little thing enriches our lives.

When was the last time we looked up?

The Cloud Appreciation Society, I think, has got the right idea in mind. Capturing transient moments of beauty and taking the time to look up. We should always be admiring the beauty that surrounds us, and the jewel we walk upon. And always be thankful, joyful and delighted.

And I think we should spend less time with our heads hung low.

Friday, September 07, 2007

President Bush understands...



President Bush is truly able to see dangers around the corner, that we ourselves are unaware of. He may be able to save us once again.

We have to prepare ourselves, in the likely eventual zombie apocalypse. Damn you, Barry Lank! Do you not know what is at stake here? Our very freedoms are being threatened by zombies!

The Good Wife's Guide, circa 1955


Here are some tips on how to become good wife. Especially useful for prospective wives and mothers. Apparently, this is what it took to be a good wife in 1955.

Some choice tips:

Have dinner ready. Plan ahead, even the night before, to have a delicious meal ready, on time for his return. This is a way of letting him know that you've been thinking about him and are concerned about his needs. Most men are hungry when they come home and the prospect of a good meal is part of a warm welcome

Over the cooler months of the year you should prepare and light a fire for him to unwind by. Your husband will feel he has reached a haven of rest and order, and it will give you a life too. After all, catering for his comfort will provide you with immense personal satisfaction.

Greet him with a warm smile and show sincerity in your desire to please him.

Listen to him. You may have a dozen important things to tell him, but the moment of his arrival is not the time. Let him talk - remember, his topics of conversation are more important than yours.

Don't ask him questions about his actions or question his judgement or integrity. Remember, he is the master of the house and as such will always excercise his will with fairness and truthfulness. You have no right to question him.

A good wife always knows her place.

Wow. We've come a long way, baby.

Wednesday, September 05, 2007

30 Tips for Happiness

This really shouldn't have to be said, but I guess most people need a reminder sometimes. Happiness is something that we all need, and I dare say deserve, in our lives. But people get caught up sometimes, and forget about being happy.

So I'm linking to a page that provides 30 tips to being happy.

Some choice selections:

Think solutions. Instead of thinking about problems, move to the next step: how to solve it. When someone says to me, "Oh, this is so hard," or "Oh, I can't seem to do this," or "Man, we don't have any more of that," I just ask them, "Well, what's the solution?" If you develop solution-oriented thinking, you'll be much happier.

Notice small things. Along the same lines, try to notice when you feel good, or you're not suffering, or you are tasting something really delicious, or you feel something cold or hot, anything. Noticing the little things will help keep you focused on the present.

Treat yourself. Take a few minutes each day to give yourself a little treat, whether that's something like chocolate or berries, or a bubble bath, or walking barefoot in the grass, or taking a nap. Whatever it is, treat yourself. You deserve it.

Realize that you deserve it. You deserve happiness. That simple statement is actually profound for many people, as they don't believe they really deserve to be happy. It's often unconscious. If you feel that within yourself, you need to first realize that you deserve happiness. Repeat it if necessary.

The article was written by Leo Babuta.

Wednesday, August 29, 2007

My childhood imagination

I was at a friend's party over the weekend, and it was a fairly good time. We were at the Fairypoint Chalet in Changi Village, which had an excellent view. Sometime during the night, Adrian, Mark and myself set off to Changi Village to get some drinks and the like.

And whilst on our way back to the chalet, we walked past a couple of kids playing with some toy cars; the sorts with weapons and all (Crush Gears, if you must know). And they were playing happily with the requisite lasers, gunshots, explosion noises that children make (PEW! BANG! KA-PA-BOM!).

The level of immersion and imagination that these children had, with their toys, is something that I have lost over the years, as I become an older, wiser, grumpier, fatter, impatient old man. I can barely capture the magic of a simple toy in my hand, and the power of my mind's eye, and my imagination.

I had a number of toys when I was younger, as most children do. And each toy could entertain me for hours, if not days. I remember my GI Joe action figures (I only ever had two), who'd go on death-defying missions to save their non-existant counterparts. I had only one Ninja Turtle (Leonardo) and I could conjure up the images of the remaining turtles to battle the forces of Shredder, Krang, Bebop and Rocksteady. I had two M.A.S.K toys (Raven and Condor), and they would travel my imagined world to face off agents of V.E.N.O.M.

And when I didn't have toys available in my hand, my mind kept me equally occupied with creations of my own - Superheroes, fantasy warriors, a captain of a spaceship. There was no limit to my creativity and imagination. I should tell you of some of the characters I had fantasised about being.

And as I look upon the two children I walked past, I remember the days in which simple pleasures would suffice. Everything seemed bigger, more significant, and the adventures that I created for myself seems to become a matter of life and death. I had to save Leonardo from being swarmed by the Foot Soldiers. I had to defend Castle Greyskull from Skeletor. Their world, and mine, depended on me.

On some days, when I'm really, really quiet, I can still capture a bit of that magic that I thought was lost. And for those few fleeting moments, I remember what it was like to be a kid again.

Friday, August 03, 2007

I'm such a geek

Those closest to me know that there are big things going on in my life right now. I'm setting ourselves up for a great adventure, and I think it'll be a blast.

But I was doing some random surfing around, and I stumbled upon this:

When I finally have a kid, I'm so going to get it to wear this. It's a level 1 human!

I'm such a geek. And Audrea's gonna kill me...

The product above was taken from Jinx: Clothing for Gamers & Geeks