Feeling better

By Shamus Posted Wednesday Sep 6, 2006

Filed under: Personal 8 comments

Way back at the end of May I mentioned that I broke my ribs. Then a couple of weeks later I left a cryptic comment in this post that things “didn’t go my way”. Since everyone was nice enough to put up with my complaints, I thought it would be fitting that I let everyone know that I’m doing quite a bit better.

And about that bad weekend…

What happened was this: My back went out. I’ve been typing more or less since I was twelve, so my back is really messed up by now and it goes out from time to time. Well, I was already dealing with pain from my ribs when suddenly the muscles in my lower back spasmed and I couldn’t hold myself up any more. Unable to use my arms properly (in this case, quickly) because of the ribs, I managed to fall face-down on my left side, which is where my broken ribs were. This set the healing process back quite a bit. I didn’t mention this at the time, since everyone had endured enough complaints already. But now that I’m better I feel okay talking about it.

I’ve since recovered fully, although with a new appreciation for how devastating simple mishaps can be. The worst part of this is that I seem to have inflated a bit. A few months of no exercise whatsoever has caused my physique to expand to Jabba-like proportions. Time to do something about that. I may even resort to the drastic measure of direct exercise. I try to keep my exercise limited to manual labor projects or mowing the lawn. (I actually really enjoy mowing.) I need all the exercise I can get, but I hate exercise for it’s own sake. I have a treadmill, but using it feels dull and pointless. I’m using electricity to help me burn energy? How much sense does that make? If I’m going to burn energy, I feel like I should be accomplishing something.

But this is all good. When you have the freedom to choose what sort of elective exercise you want to engage in, it means you are living better than most of humanity. So I’m not complaining. Life, while not perfect, is still pretty darn good.

Thanks for the well-wishes everyone.

 


 

Quake 4: Stroggification

By Shamus Posted Wednesday Sep 6, 2006

Filed under: Game Reviews 10 comments

The big twist of Quake 4 is that your character is captured by the Strogg and gets turned into one of them. This is very much like being assimilated by the Borg, except you get rescued just before it finishes, so you get to keep your free will. This is one of those things which should have been a surprise, but every article, review, and preview of the game made a point of announcing it. They gave it away in great big block letters and gigantic screenshots. Nobody treated like a spoiler, and it should have been.

While playing through the game, I knew it was coming. Instead of feeling panic and shock, I thought, “finally!” This took a lot of the impact of the event away and ruined the most powerful moment in the game.

But I want to talk about this a bit, because a lot of thought went into this. Read on for more spoilers. Note that I’m going to have some gross (violent) screenshots, so you might want to steer clear if you dislike that sort of thing:

Continue reading ⟩⟩ “Quake 4: Stroggification”

 


 

Ernesto

By Shamus Posted Sunday Sep 3, 2006

Filed under: Rants 5 comments

The remnants of Ernesto have been sputtering all over my labor day weekend, turning the world into something the color of a Windows dialog box: A dull, joyless gray. It started out as a hurricane, downshifted to tropical storm, ran aground and turned into a pathetic shadow of its former self. It’s not so much a storm as a meteorological complaint.

Dangit, if you’re going to ruin my labor day, the least you could do is be spectacular about it. Let’s see some wind! Some downpour! You’re wasting everyone’s time!

 


 

Quake 4: Plot and Characters

By Shamus Posted Sunday Sep 3, 2006

Filed under: Game Reviews 3 comments

I can’t think of another PC videogame franchise where the various titles are as unrelated as those in the Quake series:

The original Quake was mostly a technology demo. It was the impetus of online deathmatch, and it was a showcase for a new kind of graphics engine. The story was thin even by 1996 standards, and there were no characters at all. There was just the nameless player and miles of disjoined scenery. Some levels were arcane runic castles, some were military techno bases, and others were just rock tunnels. The game had no unifying theme or look. The story was a dead end.

Quake 2 was a bit deeper. They tossed out the “plot” of Quake and made something totally different. It was the story of the invasion of an alien homeworld. It seems the Strogg invaded Earth, ravaged it, and our only hope was to push them back and then cripple their capacity to make war on us. The player is part of the initial invasion force, but a mishap causes him to be seperated from the other soldiers and land some distance from the target. This is good, since an unknown anti-air defense sysem wipes out just about everyone else. The unexpected landing trajectory lets the player survive. He must then march through military bases, waste dumps, processing stations, and just about any other type of industrial setting you can imagine. At the end, he fights their leader and kills him. Game over. Not exactly Shakespeare, but it was a nice improvement over Quake.

Quake 3 was a multiplayer deathmatch and had nothing to do with either of the previous two games. So now we’re onto the third game in this franchise, and yet none of them are really sequals.

Quake 4 is a direct sequal to Quake 2. This is an interesting challenge. It’s been about nine years since the previous game, and the “lone soldier fights through the enemy robots and defeats the big boss” is now the plot of Gamecube titles for kids. Adult gamers expect something more now.

This is tough. They must make a sequal to the previous game, even though the plot – which worked well enough in 1997 – is now so stale and cliché that it would be viewed as a comedy if used today. So, instead of re-hashing the previous game they used it as a starting point. They mention that a lone marine assasinated the enemy leader without getting into too much detail. You do not play that lone marine. Instead you are (more reasonably) part of a large invasion force engaged in a straight-out ground war on the Strogg homeworld. This time around, there are lots of things going on and lots of characters to meet. As I mentioned before, the NPCs are now smart enough that they don’t ruin the game when they fight alongside you.

Continuing the tradition set by Doom 3, every fourth person you meet in Quake 4 is voiced by Steven J. Blum.

What I find odd is that he does many voices in both games, but doesn’t play any major characters. As the English voice of Spike Spiegel, you’d think they would hand him some real characters to play instead of a long list of unrelated lines for a dozen minor characters.

The rest of the voices in the game – including the extras – are also well cast and well performed. I think the days of programmers and level designers adopting preposterous accents and doing their own voice work are behind us at last.

With all of these posts about Quake 4 I suppose it must sound like I’m really into the game, which isn’t the case. The game is fun and diverting, and shows a lot of polish, but I’ve probably spent as much time writing about it as I have playing it. I picked it up for $19.95, and so I’m happy with what the game has to offer. If I’d paid full price I would probably have expected more and wound up disappointed.

I enjoy writing about these “hardcore” first-person shooter games a lot more than I enjoy playing them. My own passion lies elsewhere, but they are a good indicatior of where technology is headed and a nice peek at the latest graphics engines.

 


 

Quake 4: A World of Metal & Plastic

By Shamus Posted Friday Sep 1, 2006

Filed under: Game Reviews 6 comments

A few words about the visuals in Quake 4:

The graphics are good, but that’s a given. Saying a first-person game has good graphics is like trying to sell a guy on the idea of a blind date by telling him the girl doesn’t smell bad. Of course the graphics are good. These days, even the terrible games have awesome graphics.

I’m going to nitpick the engine a bit here, but let me start by saying that the Doom engine is a fantastic piece of technology. This is the second game I’ve seen that used it, and taken together the two games show us a lot about what the engine can and can’t do.

It’s interesting to see the Doom engine in another context. It turns out that a lot of the look of the world in Doom was the result of the engine, not artistic direction. The “everything made of dull metal and plastic” look remains, and I don’t think you can get the engine to do anything else. I’ve never seen it do wood, for example, and I can’t help but wonder how the engine would pull it off without making it look like formica.

Quake 4: Surface of the Strogg homeworld.
Here we are outside in broad daylight, but the ground directly underneath the bridge is pitch black.
One of my gripes with the engine is the way that a room can have a light source of sun-like luminance at the center and still be pitch black in the corners. There is no way around this: I’ve played with the editor and I can see that the wonderful unified lighting system (which is a real boon and great breakthrough for all sorts of technical reasons) has this one annoying limitation, which is that shadows are absolute. Imagine this: You are in direct sunlight, at high noon, out in the open. Now you have an awning sticking out from the side of a building. Using the Doom engine, you will need to use your flashlight to see stuff under that awning. This is obviously not realistic, but is the annoying result of those thechnological tradeoffs we keep making to make our videogames look pretty. Probably this will be resolved in the next-gen engine, but for now you’ll be giving your flashlight a lot of use. The reason for this is that light doesn’t bounce off of surfaces, so anything that isn’t directly illuminated will be pitch black.

Quake 4: You can’t have a planetary invasion without a whole mess of crates and barrels.
(Top) The similar lighting behavior on these objects makes it look like they are all made from the same stuff. (Bottom) The specular highlights have been circled just to show you what I’m talking about.
The other thing that surprised me was the uniform specular lighting. The problem is this: All of the shiny stuff in the world (which is almost everything you see that is not sky or dirt) has a bit of a gleam to it; a blob of light that serves as an approximation of a reflection of the light source. This is a common effect and is often called a “specular highlight”. If you want the object to appear to be very smooth (like crystal ball or a freshly waxed car) you make the gleam a very small, precise dot. If you want the object to still be shiny but have a coarse surface (like an upholstered couch or a stainless steel bowl) then you make the gleam a broad, fuzzy blob of light.

The problem with this iteration of the Doom engine is that all objects have the same level of “polish” or “smoothness”. You can adjust how bright the reflection is, but not how tight or diffuse the reflection is. There is just one universal setting for all objects. If they made this universal smoothness too smooth, then it would look like everything in the world was brand-new, wet, or had been given a fresh coat of wax. If they made it too diffuse it would have made everything too plain and the effect would be lost. So, they selected one global value somewhere in the middle and stuck with it. After a while the eye notices this. We’re used to seeing some objects with more shine than others, and seeing every single object and surface in the room give off the same exact specular highlight makes it feel like it’s all made from the same stuff. Even if one surface is painted to look like diamond-plate steel and another like plastic, their specular behavior tells our eyes they are just the same material in different colors. John Carmack mentioned after the release of Doom that he was working on this, but I guess the changes didn’t make it in time for Quake 4.

Quake 4: Who turned out the lights?
(Top) This is what the game normally looks like. How big is the room? What’s going on in here? (Bottom) After adding a few lights, we can see this place is kind of cool.
My biggest complaint about the game is the pervasive darkness. In Doom the place was relentlessly dark because the base lost power, but in Quake 4 you are ostensibly attacking an operational enemy location. Do the Strogg really fumble around in the dark like blind men? On three different occasions I blundered over a ledge and fell to my death because I couldn’t see where I was going. Darkness is fine if you want to create a sense of fear, but restraint is needed. Going into a dark room is frightening. Being in a dark room is frustrating and boring.

Using some cheat codes I was able to add some lights to the more difficult rooms and discovered that there is a lot of cool stuff hidden in the darkness. The place looked a lot more interesting and I was finally able to get a feel for the area, instead of peering at the world a little slice at a time through my flashlight beam. What is the point of artists making detailed rooms when we can’t see any of it? Might as well make the rooms simple empty cubes.

They did a wonderful job of preserving the original industrial feel of the Strogg homeworld established in Quake 2. The games are generations apart in terms of graphics engines, and I wondered how well the original would translate. By borrowing just a few sound effects and some architectural cues, they really managed to capture the gritty style of the original.

Five Months Later: Looks like I was wrong about how the engine worked: After a graphics card update, I see that the pitch-black areas are not pitch black any longer. Dark, sure. But the game doesn’t have the perfect shadows in broad daylight effect it had before. I assume this was a result of some wacky settings somewhere along the line.

The game is a lot more fun now.

 


 

Full Metal Panic, Disk 5

By Shamus Posted Friday Sep 1, 2006

Filed under: Anime 7 comments


Captian Testarossa and Kaname perform a musical number! Together!

Full Metal Panic! Tessa and Kaname sing!

With a light show!

Full Metal Panic! Tessa and Kaname dance!

With Sergeant Major Mao on keyboards!

Full Metal Panic! Sergeant Major Mao on keyboards!

In the auditorium flight deck!

Full Metal Panic! Tessa and Kaname sing!

On a submarine!

Full Metal Panic! Tessa and Kaname sing!


I wasn’t able to hear the words of the song over the sound of my own screams.

This. Never. Happened.

 


 

Twenty Sided Birthday

By Shamus Posted Friday Sep 1, 2006

Filed under: Notices 11 comments

Gundam Wing Birthday Party
The cast of Gundam Wing – having a birthday party? Disclaimer: I have never watched Gundam Wing, but pictures of %anime characters and birthday cakes are hard to come by and I can’t be picky. Aoi Sakuraba leaping out of a giant cake would be more suitable, but unless I’m going to learn to draw in the next hour this will just have to do. Geeze. You people and your relentless demands for authenticity!

This site is one year old today. “Birthday” doesn’t sound right, but calling it a “blogversary” just sounds like I’m trying to get the jocks to beat me up.