Filters

By Shamus Posted Friday May 19, 2006

Filed under: Anime 7 comments

I live a pretty sheltered life when it comes to anime-watching.

Start with the entire universe of anime, right in Japan. Now there is way too much coming out at once to even begin to get a handle on it all. But I don’t have to. The funsubbers watch a lot of it, but they usually only translate the stuff they like. This helps the show get some attention among non-Japanese speaking fans, and arguably creates a demand for it elsewhere. So, only shows which are very popular in Japan or which have an anticipated demand will end up getting translated, dubbed, and released in my country.

I’m sure that process filters out a lot of the dreck and a lot of the more esoteric titles. But what’s left is still quite a bit. Hardcore anime fans watch it, and sort it into what sucks and what’s watchable. From that list, avid fans like Steven watch them and in turn subject them to another round of reviews.

And then lightweights like me come along and cherry-pick the best titles to watch. At this point I’m watching a sub-section of a part of a fragment of a portion of all english anime, which is in itself a small chunk of all anime.

It’s possible that there is another layer of even more casual and picky viewers who watch a fraction of the titles covered by people like me, but probably not. I’m pretty sure I’m at the end of the food chain here.

Sometimes I break ranks and dive into some anime without reviewing it first, and the results are rarely satisfying.

For the curious, my current queue is:

  1. Someday’s dreamers: This is a great series, although its taking forever to get through these three discs. I’m only watching it with my wife, and she just started a part-time job. One disc left, and since others have reviewed the series before me, I’m confident the ending will leave me happy.
  2. Last Exile: Not yet started. This is in the queue thanks to suggestions from several readers here. (Thanks)
  3. The World of Narue: Just went into the queue tonight, based on what I read over at Chizumatic. Sounds like another good title for the wife and I.
 


 

One Hundred Million Characters, Part 2

By Shamus Posted Friday May 19, 2006

Filed under: Tabletop Games 22 comments

Based on the comments in the previous post, it seems like many players generate their characters using the following method:

  1. Roll 4d6
  2. Discard the lowest number
  3. Add the remaining three together
  4. Wait until the DM isn’t looking
  5. Write down whatever numbers you want.
  6. Make sure one of them is a 9, just to keep yourself “honest”.

If you could graph these numbers, I bet they would form a very nice curve that peaks around 15.5. People are very predictable when generating “random” numbers.

But let’s look at a few more graphs of character score distributions. Just because. First, the standard character distribution. Roll 4d6 and discard the lowest. It produces the now-familiar curve.

D&D Character probability graph

We’ve seen that. Now, what would it look like if we just roll only three dice and just add them up?

D&D Character probability graph

That really brings the averages down quite a bit. The process of rolling an extra die and discarding the lowest moves scores upwards by about two full points. What if we went the other way, and rolled two extra dice, keeping only the three highest?

D&D Character probability graph

Adding an extra die moves scores up by a point. Now, try rolling twelve six-sided die, and then divide the result by four. This is basically like doing the three dice method above, except we are doing it four times and averaging the results.

D&D Character probability graph

It produces characters pretty much the same as the three-dice method, but the curve is much steeper. The odds against getting a weak or strong character are astronomical. Everyone is going to be more or less the same this way. I know there isn’t a nine-sided die, but what if there was? Let’s roll up our characters using 2d9.

D&D Character probability graph

That produces a very broad curve. In contrast to the one before it, this would give us tremendous variety in character scores. We could have even more variety by rolling a single 18-sided die for each of our stats.

D&D Character probability graph

This produces the broadest distribution so far, which is probably pretty realistic. It also means the average is right around 9, which is “below average” for a human being. We could correct this by rolling 2d18 and discarding the lower, but I think you get the idea by now.

Ok, I’m done with this for now.

 


 

Ping

By Shamus Posted Thursday May 18, 2006

Filed under: Links 6 comments

Here is another reason I’m glad I moved to Hosting Matters a couple of days ago. Any hosting company that would take the time to help a blogging customer sort out trackback problems is a good one in my book.

 


 

Un-Unreal

By Shamus Posted Thursday May 18, 2006

Filed under: Game Reviews 10 comments

Cinneris has a post about the original Unreal Tournament versus UT2003 and UT2004. I was surprised to read this:

[…] and to this day more people play UT99 than play UT2003 or UT2004.

Wow. I didn’t know that.

When the new UT2003 came out I grabbed it right away. I’d been a hardcore fan of the original. When I played UT2003 I was crushed. It wasn’t the same game at all. This wasn’t just fanboy nitpicking. This wasn’t just a reluctance to embrace a little change. This was more or less a whole different game.

There were two main games for online deathmatch: Quake and UT. One was not better than the other. They enjoyed a little Mac Vs. PC-style rivalry, but neither one truly dominated the market or eclipsed the other. They were just two very different games. So it was a real shock then UT2003 came out and I found it was more or less Quake. What the heck?

Cinneris mentions the double-jump as a major fan irritant. It is a bit too Mario for the world of deathmatch. But my main gripes are multitude, and lie elsewhere.

  • In UT, the default weapon (the weapon you start with as you appear in the game) had some punch to it. In Quake, the starting weapon is a “machine gun” that might – if the target sits still – be able to eventually tickle someone to death.
  • In UT, levels were tighter and running speeds were lower. Characters were proportioned more or less like normal people. In Quake, levels can be large and open, everyone runs at high speeds, and characters are kind of squat and bulky.
  • In UT, weapons and items look like physical items laying around the level. In Quake, they are more iconic: Weapons hover and spin like floating powerups in a Mario game.
  • Quake comparatively less damage. Weapons felt weaker, particularly the lower-level weapons. Individual projectiles did less damage, but weapons shot faster so there was more stuff flying around. This is sometimes called having “spammy” weapons, because it proliferates the number of projectiles flying around the world. Players end up just hosing everything down. In UT, the weapons were more uniform, and the gap between the best weapons and the worst weapons was much narrower. Weapons also had a lot more puch.

Not a Robot Ninja Girl

In all of these ways, UT2003 made itself more like Quake and less like its own predecessor. Take note that I am not knocking Quake. It is a very popular game and has many avid fans, but it is a different game. We now have two games that are more or less the same, the Quake franchise and the UT200x games.

(Many of these changes tilt the game on favor of the better player. In a match with only a few participants, killing someone causes them to respawn in a random location with the starting weapon. If the starting weapon is weak, they will be very vulnerable to being killed again. If there is a big gap between the best guns and the worst ones, then the player who was most recently killed has even more of an uphill battle trying to get back into the game. The result is that the loser keeps losing. In my own opinion, the Quake game is better for the hardcore public deathmatch, or a tournament, but UT seems a little more suited to a pick-up game between friends.)

This move doesn’t make sense from a business standpoint. The fact that so many people would rather play the seven-year-old original instead of moving to the one with the fancy pixels shows that the original has deep, lasting appeal. If these people were just being picky, they would have caved in and moved to the new game years ago. Making the upcoming UT2007 more like the original would entice all of the die-hards to put down the old game and give the new one a try. To wit: Epic could probably sell more games that way.

So this isn’t about money. I can only conclude the guys at Epic just like the Quake-style gameplay better.

Pity.

 


 

Read or Die: OP

By Shamus Posted Thursday May 18, 2006

Filed under: Anime 3 comments

I really disliked Read or Die, although I seem to be in the minority on this one. This is a popular series. One thing I will say about it though: The opening credits are outstanding.

The music is great. It captures the best of the Bond-movie vibe, and it really gets the show rolling. Najica Blitz Tactics tried the same thing, but the music wasn’t nearly as good. The ROD music is heavy on the bass guitar and strings, and goes easy on the horns. Najica goes for broke with the horns and the result is a bit grating.

The technical aspects of the art are impressive. In one shot, we see the city reflected on the side of a building. If you look closely at the the screencaps you can see that the windows are not perfectly coplanar, meaning they reflect at ever-so-slightly different angles. This looks impressive enough as a still picture, but the camera is moving in this shot and the results are wonderful. I imagine this is hard to pull off. In another shot, they do the classic “time lapse” view of a city intersection, where the cars rush past in a blur as the daytime shadows slide over the buildings. We see this all the time in live-action movies, but I don’t think I’ve ever seen it done with animation.

The art style is great as well. The characters are like the classic Bond / Avengers protagonists of old: Reserved. Cool. Stylish. It’s light on the action shots (although there are a few) and mostly focuses on showing them standing around in dramatic poses. It works. The first time I saw them, I was looking forward to meeting the characters and seeing them in action.

Finally, the big eye catcher in the opening is the naked girl with the writing all over her. This is unrelated to anything we see in the series. She doesn’t even seem to be any of the main characters. She’s just there for the same reason James Bond movies have all the curvy silhouettes in the titles: They are there because the animators know who their audience is. (It also makes it seem like the show is going to be very racy, but it isn’t. In terms of fan service, the show is very mild.)

Sadly, this OP shatters my long-held belief that any series with a good OP will in turn be good. There are plenty of shows with terrible OP’s that are good anyway, but this is the first show where I loved the intro and hated everything after it. This is the ultimate counter-example to the theory: It’s one of my favorite openings and one of my least favorite shows.

Steven left a comment here about ROD the TV series, saying:

[…] the OP promises much that the series doesn't deliver. (In fact, it shows a lot of action scenes which look like they're probably from the series, but don't turn out to be.)

This opening for the OVA has the same effect. It makes the show look and feel cooler than it really is. Very few of the images in my montage here are part of the series itself. The OP feels like it belongs to another, cooler show from which this one was derived. I think it oversells what it has, and might have been one of the reasons the show annoyed me so much. I kept expecting the show to live up to the excitement and intrigue promised in the opening, and it never came.

By contrast, the closing credits are quite boring. White text. Black background. Forgettable music. It’s just as well. They would have to come up with something pretty impressive to keep up with the opening credits.

For those who haven’t seen it, you can watch the Read or Die intro here.

 


 

My greatest plan

By Shamus Posted Thursday May 18, 2006

Filed under: Nerd Culture 13 comments


I’ve developed a brilliant concept for a superhero. My rise to fame is now inevitable. Work may halt on this blog while I build my merchandizing empire.

The hero is a throwback to the classic, bygone days of Golden Age comics. He’s big and brave and a true American. He wears red, white, and blue and always has time to fly over to the school, sign autographs and admonish the kids to “be good”.

He’s bulletproof, fireproof, he can fly, he’s super-strong, and he always carries a bottle of lighter fluid and his “Zippo of Justice”. He doesn’t fight super-villans. (Let’s face it: The other guys all have that game covered.) Instead, he hunts down spammers and sets them on fire. Once he’s roasted them alive, he kills their family and then impales their dog on a spike in front of the house as a warning to other spammers.

I’m calling him “The Broiler”. I’ve sent my idea off to Marvel along with some of my own concept art (note to self: Buy more red crayons) and now I’m just waiting to hear back from them.

I’m going to be rich!

 


 

Pat Robertson: Please Shut Up

By Shamus Posted Thursday May 18, 2006

Filed under: Rants 19 comments

UPDATE: Whew. I broke the first rule of blogging: Don’t Post Mad. Under the cold light of morning this seems a little… unhinged.

Ah well. Angry screed below the fold, but also pictures of robot ninja girls in panties.

Continue reading ⟩⟩ “Pat Robertson: Please Shut Up”