Rifftrax

By Shamus Posted Thursday Apr 17, 2008

Filed under: Nerd Culture 27 comments

Word has gotten around, but in case you don’t follow this sort of thing: Rifftrax is run by the former writers and stars of Mystery Science Theater 3000. MST3K was a strange show in that an episode became funnier after repeated viewings. Part of this is the nature of the humor. The more familiar you are with the movie, the funnier you’ll find the jokes arrayed against it. Because of this, I’d always thought the show would have been even better if they could have somehow secured the rights to lampoon big-budget films. I know this was impossible, but that doesn’t change the fact that it would have been ideal.

But with Rifftrax they’ve found a way around it. They just sell an audio file. (Sans DRM! Yay freedom.) You get the movie via Netflix (or whatever) and carefully sync up the audio and the movie and play them together. I was thinking of putting it on a boombox and taking it into the theater, but apparently this is frowned upon.

I understand it’s a bit annoying to get the timing synced up at the start, but the result is something to the effect of MST3K, only better.

Not satisfied with besting their former glory, they went on to bring in guest riffers. Weird Al, Court Jester of Pop, joins in for Jurassic Park. James Lileks, connoisseur of antique culture, helps out with Spider-Man 3. Neil Patrick “Please stop calling me Doogie” Harris is the guest on Willy Wonka & the Chocolate Factory.

The free samples are worth a look, allowing you to sample the work – as the name suggests – for free.

Reading over this post, I’m struck by how much I sound like a shill. This is just normal fanboy ranting and should not be confused with a paid endorsement.

 


 

New Theme: Lawful Good

By Shamus Posted Thursday Apr 17, 2008

Filed under: Projects 64 comments

I’ve made Lawful Good the default theme. The old white / black themes are still available (look at the top of the sidebar on the front page, just under the big 20-sider) if you just have to switch back. It’s changed a bit since I rolled it out a couple weeks ago. The goal is to eventually get rid of the Black / White themes and replace them with Lawful Good / Evil themes.

Every time I change the theme I get mostly negative responses. Either the site themes have been getting worse since the inception of the site, or this is one of those issues which only generates negative feedback. I suppose I could just stop messing with it.

At any rate, appearance aside, the thing should at least be readable now. Let me know if it malfunctions.

 


 

The Sims: A Transient Addiction

By Shamus Posted Wednesday Apr 16, 2008

Filed under: Game Reviews 67 comments

The experience of playing the Sims seems to follow a very predictable arc for certain people: Brief infatuation leading to a few weeks of intense mania, followed by an abrupt abandonment of the title. It’s like chickenpox: You get it, it gets worse, then it clears up and you are thereafter immune to the thing. There are a few people who contract the lifelong version of the affliction, where they must struggle to keep the symptoms under control to make the living of daily life possible, but among my friends the game burned brightly and died quickly.

The Sims
The game seems to be designed to achieve this effect in people. At the outset of the game caring for your little Sim happy requires your full attention. Just keeping it fed, clean, and employed is an exercise in strategy and planning ahead. As you progress, the Sim acquires items that make filling those daily needs easier. The more you accomplish, the less there is for you to do. By the time your Sim has made it to the top of their occupational ladder, they have become self-sufficient and you’ve effectively put yourself out of a job. There’s nothing really left for you to do but watch.

In most other games you begin with one or two simple, base activities, and as you master them more are introduced, until you’re juggling any number of distinct tasks. In the Sims this process is inverted. You’re thrown into the deep end, and your job is to offload things until there’s no game left to play. The point of the game is to render your input superfluous. I never bothered with the sequel, because I didn’t see how I could ever play the game again. I don’t care what the graphics look like or how many lamps & wallpapers they add or what new hamster wheels they offer for the Sims to run in. These are all just different routes to the same destination, and I’ve been there.

But this isn’t true of all players. Continue reading ⟩⟩ “The Sims: A Transient Addiction”

 


 

Four-Five-One

By Shamus Posted Wednesday Apr 16, 2008

Filed under: Video Games 23 comments

Something I’ve noticed:

  • In System Shock, the very first keypad-controlled door you encounter has an access code of 451.
  • In System Shock 2, the first keypad-controlled door you encounter has the access code of 45100.
  • In Deus Ex, the first keypad (for the little com station just outside of UNATCO headquarters) is 0451.
  • In Deus Ex – Invisible War, the game was simplified so that you no longer entered keycodes. (One of many concessions made on behalf of console players, alas.) But you begin the game in room 451 of Tarsus Academy.

Deus Ex Invisible War – Room 451
In the second Deus Ex game, you begin the game in room 451 of Tarsus Academy.
These games are loosely related, in that they had many of the same developers and designers over the years, even as the company behind the games changed. So I suspect this is something done intentionally and not just a random numeric fluke. But I still don’t get it. Is there something special about the number 451 that I’m missing? Is this somehow a reference to Fahrenheit 451 that I’m not seeing?

For those that played Bioshock – did this number appear anywhere in the opening scenes of the game? Does the number 451 pop up in the opening scenes / tutorials of any other games?

Interesting.

UPDATE: Zerotime comes up with the goods in the comments below. 451 was originally a Fahrenheit 451 nod, and is now perpetuated for its own sake.

 


 

Ubuntu: Faster, Stronger, Better

By Shamus Posted Tuesday Apr 15, 2008

Filed under: Personal 58 comments

ubuntu.jpg
Linux has come a long way.

In 2003 my wife switched to Linux for a year. She’d been using Windows 98 and was reinstalling the OS about once every four months to recover from some cataclysmic internal failure on the part of the Windows. This was just how things went for her – about the time she had everything working again, the system would implode and she’d have to start all over.

When it came time to upgrade her computer, she balked at the idea of giving her tormentors in Redmond more money. It felt like leasing a jail cell. We got a no-OS computer and she put Linux (Red Hat) on it.

The beginning was rough. I would usually find her toiling over some long list of terminal commands and altering – waddya call ’em – RPM files or somesuch? I dunno. They were these files you used to install programs, but which always needed a little tweaking first. She installed stuff. Compiled stuff. Read stuff. She spent a lot of time on it. She was getting faster as she learned, but it was clear that there was a certain terminal-window overhead to a lot of mundane activities. If you make a mistake in Windows you can crash a program or get a stupid dialog. If you make a mistake in a Linux terminal window you can create problems that will take you an hour to unravel and solve.

It was frustrating because it was clear that a lot of this stuff could be better automated. It could be easier to use. A lot of the stuff she was doing wasn’t stuff that required a human brain to do. It just involved making many adjustments to config files and the like. The stuff she was doing was annoying, time consuming, and required a high degree of knowledge even to perform basic tasks. It felt like she was trying to earn her pilot’s license in the hopes that she could someday build paper airplanes.

She sought help in various message boards, which were inhabited by the classic Linux fanboys: Guys who scorn the unwashed who attempt to join their ranks, and yet moan about the Microsoft monopoly and can’t understand why more people don’t switch. When she wasn’t ignored she was told to RTFM. On the rare occasions where documentation was actually available, it was either written for people who had never seen a keyboard before, or for Richard Stallman. Imagine you are learning English. You have two books. The first is Dick and Jane and the Big Ball. The second is Supra-segmental features and characteristics of intonation within the Indo-European family of languages. Inasmuch as it existed at all, Linux “help” was a wading pool where a sign saying “sink-or-swim” had been posted in lieu of a lifeguard. A wading pool which quickly and without warning would drop off into the crushing depths, leading you down to where eyeless creatures devour one another in the lightless abyss.

It was a lot of work, and she began to realize that she’d just replaced the time lost reinstalling Windows with screwing around in terminal windows in Linux and looking things up. Her computer wasn’t ultimately any less of a hassle to use than before, it was just uglier and it didn’t run any games. She switched back. We bought a copy of XP and concluded that Linux wasn’t quite ready for regular people just yet.

A couple of months ago she tried again. Continue reading ⟩⟩ “Ubuntu: Faster, Stronger, Better”

 


 

JC Denton: Not Just a Tough Guy

By Shamus Posted Monday Apr 14, 2008

Filed under: Game Reviews 35 comments

comic_deus_ex.jpg
I regret including JC Denton in the list of wooden heroes in my post on The Tough Guy. Several people chimed in with defense for the character, and they are right: Whatever his faults, Agent Denton doesn’t really deserve to be lumped in with the likes of Hawaiian Shirt Guy and Masterchief. While his “secret agent” persona always held him at arm’s length for me, he was not a terrible character. Jonas Wà¦ver at Narcissism Incorporated sums up my feelings towards JC perfectly. He was a fine character, he just didn’t fit me when I tried him on.

Part of the problem was his outfit. I’d be playing the game, immersed, “in the zone”, or whatever you call it when you’re playing a videogame so hard you forget you’re doing it. Then a conversation would start, causing the view to switch to third person and show me my character. The effect was a sudden rift between myself and my in-game persona. Oh right. I’m that guy.

I felt ridiculous having these philosophical and political conversations while dressed as a Morpheus cosplayer. It always felt like the NPC’s were just humoring me, and the room was going to erupt into derisive laughter the moment my character stepped out the door. The outfit also put a terrible strain on versimilitude; it’s hard to imagine how I was able to sneak up on people and move unseen while wearing that enormous floppy coat. It would be like trying to creep up behind someone while dragging a tarp.

This is not to say Deus Ex was not a tremendous game. It’s a playground of incredible potential, and I returned to it many times before I at last felt I had exhausted its dialogs and and explored the breadth and depth of its countless locales. It had much in common with my beloved Thief and the revered System Shock. Lots of freedom in how to approach obstacles. Interesting choices. RPG character development. Large, branching plot. Hours of fulfilling of gameplay just to get to one of the endings. (I’d gladly trade in one of today’s eight-hour graphics demos for another 30-hour gem like Dues Ex.)

I would have preferred it if Denton was a bit more approachable to the average Joe, and his costume was unintentionally funny, but he wasn’t a cardboard cutout. He was a serviceable character riding atop a stellar game.

LATER: More here. (Don’t miss the Monty Python reference at the end. Heh.)

 


 

Roundtable:
The Tough Guy

By Shamus Posted Friday Apr 11, 2008

Filed under: Game Design 41 comments

This is part of the April ’08 roundtable discussion over at Man Bytes Blog. This month we’re talking about established themes in videogames. The ones we love or hate. As is my custom, I have chosen the latter.

Meet Slate Rockman, Ex-Navy SEAL. He’s haunted by demons in his past based on what happened to him in [insert name of timeperiod war here] but not in in such a way that it interferes with his ability to engage in additional violence right now. He’s amazingly good-looking but single because [he doesn’t have time for a woman in his life / his girlfriend was killed] and he shows only enough interest in females in order to make it clear that he’s a loner, but not like, gay or anything. He’s built like Hercules on ‘roids, even though he spends all of his time sitting around [in his cabin / on his boat] drowning his regrets in beer and brooding in a manly way. Despite his time in the military, he doesn’t seem to have any buddies and he’s inept at working with others. His prowess with a firearm is only surpassed by his flippant attitude towards danger. He’s a tough guy.

This is the standard-issue tough guy, although they come in many assorted flavors. What they have in common is that their characters are about as deep as the anti-glare finish on your monitor. I’ve met this guy, a dozen times. He didn’t impress me the first time around, and he’s done nothing but grate since then. If game developers could arrange it so that I never have to embody this dull, soulless shell of a character ever again, they would earn my profound and enduring gratitude.

Garret, from Thief.  Not a tough guy.  He is outmatched by town guards, and must rely on stealth to survive.  His skills are an emergent aspect of his character, not the whole.
Garret, from Thief. Not a tough guy. He is outmatched by town guards, and must rely on stealth to survive. His skills are an emergent aspect of his character, not the whole.
Videogames are often compared to movies for various reasons, although in the end they are different mediums with different requirements and limitations. I love watching movies where the main character is a tough guy, and I am bored to the point of anguish when they are the main character in a videogame. In a movie, we might experience adventure vicariously through the main character, but in a videogame we embody him, and he’s just not a fun guy to be. If I’m going to be playing an empty shell of a character, I’d just as soon have him keep his yap shut, like Matthew Cain from Quake 4, or Gordon Freeman from Half-Life. I’ll fill in the blanks myself.

And people do exactly this. Continue reading ⟩⟩ “Roundtable:
The Tough Guy”