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.