Tuesday, November 23, 2010
These Gears Laugh at Monkey Wrenches
Sunday, September 26, 2010
What a Wretched Pile of Steaming Poo
I'm a fan of the more cut-and-dried "heroes" who make it very clear on which side they stand. That said, I recognize the storytelling-goldmine that is a more nuanced character. A little bit of personal turmoil or second thoughts are good places to draw the audience deeper into the narrative (if it's done well, of course).
Quentin (I asked, he's fine if I call him that) creates bland characters who curse more than a drunken Irish sailor who just broke a toe and was then shat upon by a seagull and then interact with those nearby using only their most base, predictable, and boring instincts. Then(!) he has the audacity to present these characters as some sort of commentary on the human condition or some such bullshit. I fully confess to not really paying attention anymore.
Then, I started seeing some ads for "Inglorious Basterds" and I had hoped that I could see in Quentin what so many have fawned over--talent. I like Brad Pitt and the main Nazi guy. They generally amuse me. I don't like Nazis. I don't mind violence. So far, so good. The clincher: people I trust told me it was good. Shit. Maybe I've been wrong all these years.
NOPE! Two-and-a-half hours. TWO-AND-A-HALF HOURS! Nothing happened. Nothing fucking happened for the whole goddamn movie. The characters I'd hoped to like turned out to be as smarmy as every other lead I've seen in a QT movie. The characters I'd started to like--the ones who made the occasional impression of emotion--ended up being as lifeless (and doomed) as I'd first feared.
The violence is grotesque and shows that the characters for whom I'm supposed to root are at least as bad as those they hunt. It's not even used as juxtaposition. If we saw what the Nazis were doing, and then saw the retaliation, maybe that could add some counterpoint. If the idea of becoming a monster in order to defeat one were explored, that could've been interesting.
Nazi leadership was portrayed as a bunch of overly-dramatic nincompoops who can scarcely pass each other in the hallway because they've got such hard-ons for the movie-within-a-movie that is at the core of what they'd call--a label applied in poor taste--the plot. It's like a cross between "The Birdcage" and a History Channel special. Except with a lot more Nathan Lane than black-and-white-footage.
We get a close-up view of Brad Pitt carving a swastika into a German soldier's forehead. We get a full-frame view of Hitler's face reduced to mush as one of our supposed good guys looses an entire clip of whatever-that-machine-gun-is-that-looks-a-lot-like-a-Thompson. That same supposed good guy gives us a wonderfully gruesome idea of what happens when a Louisville Slugger and cranium meet at high velocity. Several times. We see close-ups of scalpings.
"Inglorious Basterds" is a snuff film. QT either has some serious pent-up rage at the Nazi regime from 65+ years ago or he suspects the Jews are a stupendously violent group of people. Neither's rational (or true, I suspect). There's not a compelling argument that this movie was to tell a story. There's not a compelling argument that this movie was to show a place in time. There's not a compelling argument that this movie was to bring us into the mind of someone from the past.
I'm uncomfortable with a movie (and director) that sets a tale in this era and makes the Nazi colonel of the SS the most interesting and human character.
"Inglorious Basterds" is not even a little good. I don't have a redeeming quality to discuss. If I were to rate the movie on a five-point scale using my fingers, I'd punch it in the face.
Wednesday, September 22, 2010
From the Beginning, You Know the End
I don't think it had a subtitle yet, but it also didn't really have a focus. That's a really long video in which nothing really happens. The world they show is huge! Rolling hills and a cool vehicle. Not much, looking back, but there's a kernel. Keep in mind that this video came out in an era when the most impressive gaming environment came from Super Mario 64 and the best shooter on a console was GoldenEye 007. I have fond memories of both, and I'm certain I was still playing GoldenEye around the time Halo started to matter.
Halo had another year to refine itself and became a launch title for Microsoft's Xbox in November, 2001. It hit big. The first I'd ever heard of the game was from a friend in high school who insisted I play. And play we did. I was enthralled. Halo: Combat Evolved was a beautiful (at the time) first-person shooter with good voice acting, a solid story, and an absolutely terrifying enemy. There are some levels in that game that work their way under your skin with ruthless timing--long, foreboding tunnels where nothing happens punctuated by frantic battles in close quarters where there is neither enough cover nor ammunition to guarantee survival.
Halo: CE was the first console-based game to really compete with what had already existed on computers for ages: compelling games with striking graphics. Xbox was about as powerful as many desktops at the time and game developers used that power to, for the first time, horn in on "real" gaming.
Halo has an awesome ending. Huge battle, witty dialogue, and victory. Very, very cool. The sequel was announced. I am so there!
It's worth mentioning that Halo: CE and Halo 2 are running on exactly the same hardware. The differences you see are all coding wizardry.
Halo 2 came out November, 2004 and was about as cool as its predecessor. I didn't bond as tightly this time around. The writing and voices that I liked were still present, but there was a spark missing. Trying too many new things? The story was too confusing I guess. Lots of moving parts. Alliances made and broken, but the player only knows that through implication. Successful in that I was probably as confused as Master Chief was, but that's not really praise.
The ending was brilliant though! Lots of people didn't like it. Lots of people didn't like it. It was a cliffhanger. Bungie, the developer, insists that wasn't the original plan. They needed to ship and were forced to choose between a completed story without polish or a truncated one with a glimmering sheen. I think they chose wisely.
Halo 2 suffered from unfortunate timing though. Almost exactly a year after Halo 2's launch, Microsoft released the Xbox 360. Where gamers had three years to devour the first game, the sequel had scarcely one. For those unfamiliar, games of the previous generation often stop mattering once they're successfully associated with "previous".
Naturally, when Halo 3 was released in September 2007, people were excited. It helped that Bungie and Microsoft marketed hard. The Halo 3 ads were some of the most ambitious and engaging things I've ever seen. The first was the 60-second teaser. Premiered during a Super Bowl, if memory serves. Shortly before release, we saw some gameplay. We'd expected those. "Believe"ing was a bonus.
The "Believe" ads stand out in my head even now, three or four years removed from them. Seeing them (research for this post) still takes me back to that place of unbridled excitement. We have "Museum", "Enemy Weapon", "Hunted", and "Gravesite". Microsoft commissioned a diorama to represent the final battle with the Covenant; it was 1200 square feet and nine feet tall! You can still see it here. Finally, Neill Blomkamp (of "District 9" fame) released three live-action shorts set in the Halo universe. They were later cut together and dubbed "Landfall".
Halo 3 was a good game. The bar was set and Bungie's popularity reached a nerd critical mass where they could release pretty much anything they wanted and be successful. The next installment was Halo 3: ODST and surprised gamers in several ways. Master Chief wasn't in this one. You were an Orbital Drop Shock Trooper--Marines dropped from space into active battlefields to break the enemy. The ODST motto: "Jumping feet first into hell isn't your job; making sure it's crowded when you get there is." We get a glimpse into this mindset with another remarkable video.
Now we have Halo: Reach. I am Noble 6 of Noble Team. The FNG. Reach is a human colony. The single most important, heavily fortified planet humanity can call home other than Earth. Anything spooky and powerful starts there. The Covenant, the bad guys, finds the planet and breaks the defenses. With the fall of Reach, it's only a matter of time until humanity follows--until the Covenant find Earth. All we have are losing battles, but we continue fighting. We fight because the alternative is extinction. We fight because if the inevitable is delayed only moments, those are moments of freedom.
This is Reach. "From the beginning, you know the end." There are no happy endings here. You fight and claw and struggle because the alternatives aren't on the table. This game is what happens after ten years of honing one's craft. Everything feels right.
For a decade, Bungie has set the standard time and again with their releases. Some games do some things better than Halo, but none come together as neatly. They are among precious few developers who continue pushing the medium forward. Too many find a formula that works--that sells the most copies. Bungie found a world. They built a universe on imagination, hope, music and writing. It's that universe that I find engaging. It's that universe that I look forward to.
Halo: Reach is Bungie's swan song; it's the last Halo game they're making. The property belongs to Microsoft. Games will still be made, I'm sure, but I worry. There's more to this than code and physics and bitmapping. There's the world. I worry that'll be lost. Time will tell.
For now, Reach is a fantastic game. It feels like Halo: CE did eons ago, but it, too, has grown up.
Monday, August 30, 2010
Mondays.
Monday, June 28, 2010
Take That, Jesus Diaz!
Well, I’ve had my iPhone4 for a couple of days now and I love it! I have two years to sing its praises. There are some, though, who are similarly enthused aginast the iPhone. Some protest because they just bought an EVO 4G. Some don’t like anything Apple does. Then there are some who just seem to miss the point. This essay is in response to a particular member of the latter group.
Gizmodo.com is scarcely a reliable source of information. To the skeptical reader (me), much of what they post feels...let’s say “borrowed” from other sources. They’ve done some sketchy things in the past that’ve earned them a solid spot on the second-and-a-half tier of Internet news.
Most recently, they sort of stole the iPhone4 from an Apple employee. Okay, they only subsidized someone else’s theft of said phone from said employee. After that, they took it apart, posted photos and videos online, and then hid behind journalistic rights when Apple got pissed. Curiously, Giz didn’t get a review unit. It’s okay though, they let the users post their own review in a hive-mind, cluster-fuck style. Lame.
Even more recently--yes, even more recent than “most”--Giz published an article describing the iPhone4’s flaws and design “failures” entitled “Fragile Beauty.”
The real critique begins in the third paragraph, "Your industrial design sucks because, despite your sheer beauty, your blazing speed, and having the best software in any smartphone today, Jon Ive and his team didn’t completely follow their beloved Dieter Rams‘ guidelines for good design." Translation: “Your phone sucks except for all the awesome stuff.” The emphasis on "completely" is theirs. There’s a lot of article left; I’m sure Giz’s justifications will become more clear.
I agree with the next paragraph that good design is defined by durability, both physical and temporal. A well-designed object can’t be easily scratched or otherwise damaged. It should “arrive to the future and feel at home and natural.”
I can think of few other devices that more closely follow these principles than the iPhone. Actually, I can’t think of any devices. Perhaps the greatest evidence is that the one thing that most-consistently foreshadows an Apple product’s entry into obsolescence is the next Apple product.
The iPhone isn’t easily scratched or shattered. It took Giz several purposeful drops to get the shatter they wanted. Others have complained about shattered screens after only dropping them a foot or so. Dropping a car from 12 inches will shake pieces loose, why should a phone, that's designed to live its life in a case or pocket, be more durable?
This teaches me that my tech gurus are idiots. They get a device that fits very comfortably in a pocket with more processing power than desktops from the early 2000s, with a richer software environment than any competitor, and deeper tech support than any other industry, and they complain that it breaks when dropped on pavement.
Well, no shit.
Farther down the article, we learn that the reason we “never” see items made of glass is because it--the glass--can break. Even allowing some leeway for the hyperbole that is “never,” the assertion bothers me. Generally, the harder something is, the more easily it cracks or shatters. On the other hand, making something truly shatter-proof would yield a surface similar to cellophane. Also, it would scratch.
I imagine this is an issue that plagues material engineers all day long. The best we, the user, can hope for is a nice middle-ground. From what I can tell, the iPhone4 has that balance: it won’t scratch or shatter easily, but both can happen.
Giz emphasizes their point with the questionable statement, “The fact is that, at the end of the day, dropping the phone while handling it is something that everyone will suffer sooner or later.” Again with the hyperbole!
Wait! We have an anonymous expert who can fully explain the problem? Maybe this is real journalism, after all.
At least Giz offers some alternative materials to glass. After all, it’s silly to critique without offering a solution. “Steel, aluminum, ceramics, teflon-coated materials, even wood” could be used on the back face. Since Giz’s main problems with the glass thus far have been scratching, cracking, and being slippery, I’m not sure what these materials are supposed to do.
Oh, it’s explained in the next paragraph. These materials all “age more gracefully.” I’m not sure that’s true. Steel and aluminum can scratch and scuff and get ugly, even if the surfaces aren’t polished. Ceramics are famously prone to chipping. “Teflon-coated materials” is uselessly vague, but would probably still scratch. Also, I’ve heard that Teflon is kinda slippery. Wood? Don’t be stupid.
A more legitimate critique is the antenna issue. If the lower-left corner of the phone is covered by a conductive material like, say, a hand, then the cellular signal noticeably degrades. I’ve seen this degradation on my phone.
Fortunately, I’m right-handed.
Apple’s officially offered a solution: hold the phone differently. Okay, Mr. Jobs. Part of the issue, Giz contends, and a seemingly-partial source of ire, is that the people affected by the poor signal are “holding the phone exactly like Apple shows in their ads and webpages.” Exactly? Hyperbole...and nitpicky, I know.
Don’t tell me! Is it possible that some of the promotional images are not raw, candid photographs of users have the time of their lives? Could I be overusing sarcasm? I think so.
The implication that the affected users now favor their left hands because that’s what they saw online is silly. That happens because, for whatever reason, some people use their left hand to make calls.
While Apple’s solution pleases me with its tone, I agree that it doesn’t address the underlying issue. It would be better if the device had been engineered in such a way that this wasn’t a problem at all. Since this is and issue--one of which I’m sure Apple was aware--and they released anyway, I’m gonna guess that the engineering- and design-based solutions are really hard.
Did anyone notice that Apple released a case (of sorts) along with the phone? They’ve never released a case before and this one supposedly fixes the signal issue. Giz doesn’t see this as a real solution because the flaw still exists. Users have three choices: hold it differently, buy a case, or lose signal quality.
While not perfect, these are reasonable options.
“Good design is unobtrusive. It can’t limit the user expression, much less obligate him to act in a certain way.” In principle, I agree, but the design and “obligation” are not obtrusive. Non-ideal, perhaps, but that’s as far as I can go.
In an astonishing abuse of the rhetorical-question-to-prove-a-point structure, they have the following:
"Jon Ive, do you think Dieter Rams would have asked people to place his T 1000 world receiver in a certain place of the house to have clear reception? Do you think he would have asked consumers to hold his Braun T3 pocket radio in a certain way to listen to the Beatles with perfect sound quality?"
Giz asserts that the answer is “no,” but I’m not convinced. Let’s say I really wanted to use both radios in my lead-lined room inside a Faraday cage. Dieter might recommend I rethink that. If there are specific and predictable circumstances under which a device will not operate, it is not inappropriate for a manufacturer to recommend the consumer avoid those circumstances.
For the same reason I don’t bother warming my CDs in a microwave oven or I wait to make toast until before or after my shower, I have no problem simply avoiding the lower-left corner of my phone. Until I get one of those bumpers. Then, that corner is mine.
Perhaps it’s a personal failing that I’m not more up in arms over this. If I drop a call because I’m holding the phone wrongly, then I’ll say “damn,” call back, apologize to the other person, and go from there. If my phone breaks because I dropped it from any height, I’ll scream “MOTHER-FUCKER!” and then bring it to the Apple Store.
It’s foolish for users to expect a hammer-and-nail sort of intuitive functionality, adamantium-grade durability, with an Apple aesthetic. Apple has released a phone that’s more powerful, prettier, and more durable than any of its competitors. It’s not perfect though, so keep it tucked away in a safe place and grasp it carefully.
Friday, June 25, 2010
Don't Confuse Her With the Facts!
Tuesday, June 8, 2010
Cults, Religions, and Connotations
The article is about Ms. McKenzie’s son’s study abroad trip where he marveled at the apparent lack of stress Denmark, in particular, enjoyed. It’s a second-hand retelling of subjective experiences, so there’s the massive grain of salt to consider.
The essay ends with a mother’s prediction that, in short, this was an important experience that will inspire her son to seek a slower life focused more on relationships and rose-smelling than “individual-achievement-at-all-costs.” It’s really a pretty sweet essay from a proud mom.
The interesting part comes in the comments. When I first started writing this, all the comments I saw were empirical and explained several reasons Denmark may be the way it is. Size, homogeneity, and economics are not insignificant factors. After that, the trolls took over.
My favorite comment is posted by “Chandragupta” and follows:
"I am an immigrant to the USA, I believe in God ( but not the God defined by religions including my own, Hinduism)and yet I am quite content and full of hygge. I experimented with atheism and agnosticism. Christianity and Islam never had an appeal, in fact the two cults insult God more than any other cult. The OP writer's son will learn to love the USA if he lives in a foreign country long enough. Is not the grass always greener across the big pond?"
Hygge, by the way, is defined in the essay as “coziness” or “tranquility” and pronounced hoo-guh. The author didn’t provide emphasis.
I was shocked by the anger I felt when Chandragupta dismissed Christianity and Islam not only as cults, but also as the most insulting cults. I feel that’s not fair, but couldn’t say why. The first definition of a cult from Dictionary.com is “a particular system of religious worship, esp. with reference to its rites and ceremonies.” Damn. Maybe he’s right.
The sixth definition is also interesting: “a religion or sect considered to be false, unorthodox, or extremist, with members often living outside of conventional society under the direction of a charismatic leader.”
The first definition is so inclusive that it’s essentially useless. By that definition, any system of beliefs that has both rites and ceremonies is a cult. Christianity is a cult. Buddhism is a cult. With only a little extrapolation, Supreme Court Justices would be cult leaders! And lawyers their thralls?
The sixth comes closer by hinting at the effects of beliefs and how the believers can be affected. There’s the small problem of who gets to decide legitimacy. I don’t think we can count on the papacy to parse that out.
A cult must be a group with some religious overtones. Usually, there’s a charismatic leader, core beliefs, and rituals. There’s probably other stuff that could be included in the mix, too. The more important part is the nature of those beliefs and how they’re presented.
Let’s imagine a continuum with “Cult” on one end and “Religion” on the other. The main operating variables, as I see them, are the openness of the beliefs, and the primary goal behind those beliefs. Scientology, for example, edges toward the Cult end because their beliefs are closely guarded even from adherents. To learn the really important stuff, a person must remain committed for a certain period of time and pay the church to get the next set of materials. Islamists (Islamistism? The Bad Guys?) are also on that end of the continuum because, while their beliefs are perfectly clear, their goal is to harm others.
Christianity, Islam, and Judaism (among many others) are toward the Religion end because the beliefs are clear to all, and the primary goal is to protect the in-group. There is also encouragement to exercise free will and curiosity that is often quashed in more cultish systems.
“Cult” is a potent word that defies clear description. We’ll know it when we see it, right? It’s easy to dismiss a group of people by placing them in a cultish out-group, but that doesn’t necessarily mean their views don’t have merit.
I’d love to know more about what Chandragupta does believe, even though he’s clearly in one of those silly cults.