Category Archives: Reviews

Younger Me Was A Twiit

I’ve been feeling nostalgic lately–y’know, catalouging all my life’s deepest regrets, just your ordinary early-onset midlife crisis–and I ended up going through some of my old Tweets. Here are a few gems I thought were embarrassing enough to be worth sharing.

I posted this sequence while reading Harry Potter #7 for the first time:

Neville Longbottom is a f***ing badass.

If I were a girl, I would be crushing on Neville Longbottom.

Look at your man. Now look at me. Now back at your man, now back at me, now…back at your man. Sadly, your man is not Neville Longbottom.

He is totally pimp, is what I am saying.

I’m particularly amused that I wrote “if I were a girl” instead of “if I were gay.” In retrospect, I probably should have noticed something odd about that.

Here’s another one on a similar theme:

I’m perfectly comfortable with my heterosexuality, but if A**** Diaz ever came up to me and said “Will you marry me?” I would be like “HELL YES WHEN CAN I START”

This one is doubly funny because not only did the artist in question turn out to be a super hot girl, I also ended up marrying a guy.

Here’s a couple about sleep deprivation:

Today’s word of the day is: FARTCHKNACKER

(I didn’t get much sleep.)

That’s an understatement. Here’s another:

Dreamed I stayed up till 4 doing reading for class. Didn’t actually stay up till 4, but now I feel like I did and my reading still isn’t done.

I think that between them, those two tweets sum up the majority of my college experience.

Here’s an attempt I made at a 140-character poem, just after shaving my head for the first time:

Commit! the imagined is strongest becoming real. Unrequited acts are ghosts of shadows: a memory of warmth beside the moment before sunrise.

It’s not a great poem, but it’s a sentiment I could stand to be reminded of more often.

One more for now. I wrote this one while working a part-time construction gig over the summer:

Boy, I just love using my caulk to plug holes.

Sorry, that one’s still funny.

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Amber Smalltalk

How come nobody told me about this before?  Amber Smalltalk is a dialect of the Smalltalk programming language, which is what caught my attention.  I have been a fan of Smalltalk for years, but the image-based development environment proved a little too cumbersome and monolithic for my tastes.  Amber to the rescue!

Amber is a Smalltalk language for web development.  Now, as I understand it, there is already an excellent Smalltalk-based environment for web development called Seaside.  However, what sets Amber apart from other Smalltalk variants for the web is that it is client-based, and compiles directly to JavaScript.  This means, among other things, that you can go try Amber out right now using nothing but your browser!  It’s the perfect “gateway drug” for the wider Smalltalk world!  I find this especially appealing because it means I won’t have to learn JavaScript to do portable, client-based web programming!  Hurray!

After my initial “project” (modifying the “counter” example to count only by primes), I’ve started working on a web-based game.  It won’t be the much-anticipated port of my game “Press A to Win” (my apologies to both of you who were hoping it would be), instead it will be a game about numbers!  A game about finding numbers’ unique prime factorizations, specifically.  What?  Why are you looking at me like that?  Of course it’ll be fun!

Anyway, you should go check Amber out.  It’s great.  I’ll have something more for you to look at next week.  Until then, stay curious!

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Webcomic Roundup

I’ve already been over some of my favorite bloggers in the past, but you may have noticed that bloggers aren’t the only thing in my sidebar.  Although I enjoy all art forms, comics are a particular pleasure for me, and since webcomics are usually free I tend to read a lot of them.  Here are my favorites:

  • Gunnerkrigg Court by Tom Siddell might well be my favorite comic of all time, online or off.  It hits all my weak points: alternatively funny, serious, and touching, with a story featuring both technology and magic, told through expressive and well-rounded characters.  It’s smart, imaginative, and very well-written and drawn (though, like many of the comics on this list, its early pages are much rougher than its later ones).  Tom plans each page meticulously and has probably had the entire story planned out start-to-finish since the beginning–relevant plot details will regularly be foreshadowed many months or even years in advance.  In short, it’s excellent, and you should start reading it from the beginning right now.
  • Dresden Codak is the kind of comic that could only have existed on the internet.  Especially in his earlier stories, creator Aaron Diaz frequently makes various scientific references that will leave you feeling really stupid, then really smart after you’ve been to Wikipedia so you can get the joke.  His art and writing are both brilliant, a little surreal, and frequently esoteric.  The biggest downside of his comic is that it only updates about once every hundred years.  You can start reading it from the beginning here.
  • A Lesson Is Learned But The Damage Is Irreversible–hm.  Well, basically, imagine Dresden Codak turned up to eleven.  Kind of.  Very surreal, very highbrow, frequently makes literary and/or philosophical references that will leave you feeling stupid and/or smart, occasionally flirts with continuity but doesn’t really make a habit of it.  Written by Dale Beran and drawn by David Hellman (who also did the art for Braid), it updates approximately once every thousand years.  You can read it from what I suppose is technically the beginning here.
  • El Goonish Shive by Dan Shive is something of a guilty pleasure of mine–it’s a fun, quirky story about a group of teenagers featuring magic, aliens, relationships, and frequent shapeshifting and gender-bending.  It’s funny and cute and I like it, okay? Stop looking at me like that.  The first comic is here (and yes, the art and writing do in fact get way better).
  • Oglaf (EXTREMELY NSFW, by the way) is, well…I’m just gonna quote the ‘warning’ page directly: “This comic started out as an attempt to make pornography.  It degenerated into sex comedy pretty much immediately.”  Yeah, that about sums the whole thing up.  Written by Trudy Cooper and Doug Bayne, it’s fantasy-themed, frequently inappropriate, and always funny.  Make sure nobody’s watching over your shoulder, then start from the beginning here.
  • Lackadaisy is the tale of a group of charismatic bootleggers in prohibition-era St. Louis, told by the master of brilliant and hilarious facial expressions, Tracy J. Butler.  Oh, did I mention the bootleggers are anthropomorphic cats?  In addition to the main storyline (which you can read from the beginning here), her website features a number of vignettes, side stories and sketches that are often even more hilarious than the main comics.  This one about waffles is one of my particular favorites (don’t worry, it’s spoiler-free).
  • Cerintha is a fantasy webcomic set in an alternate universe shortly before the fall of Rome.  The art isn’t as impressive as many of the other comics on this list, but Cope (the author) keeps drawing me back with intricate plotlines and fun, interesting characters.  Be warned: although the comic is frequently funny, the overall tone of Cope’s stories (including his previous comic, Atavism) tends to be pretty fatalistic.  You can start reading Cerintha here.
  • Speaking of dark and humorous, The Perry Bible Fellowship has some of the darkest and humor-iest on the ‘net.  Nicholas Gurewitch masterfully juxtaposes cartoonish, childlike visuals with morbid, sexual, or just downright terrible stories.  You will laugh, and you will feel like a horrible person, and then you will click the ‘next’ button.  Go ahead, you monster.
  • Continuing to speak of dark and humorous, never forget Garfield Minus Garfield, the greatest existentialist-humor webcomic ever accidentally written.  I’ll let the comic’s description speak for itself: “Garfield Minus Garfield is a site dedicated to removing Garfield from the Garfield comic strips in order to reveal the existential angst of a certain young Mr. Jon Arbuckle. It is a journey deep into the mind of an isolated young everyman as he fights a losing battle against loneliness and depression in a quiet American suburb.”  I have honestly never laughed harder than I have reading this comic.  Start here, then keep going until you can’t breathe.  Trust me, it’ll happen sooner or later.
  • Switching gears, Erstwhile is a comic that re-tells many of the lesser-known stories by the brothers Grimm.  Each story is adapted and illustrated by a different author–Gina Biggs, Louisa Roy, and Elle Skinner.  If you like fairy tales (especially the original versions), give them a look!  Their first story is The Farmer’s Clever Daughter.
  • Finally, there’s xkcd–a nerd classic.  If you haven’t heard of Randall Munroe’s comic yet, you should get out from under that rock you’ve been living beneath and go check it out.  Unlike most of the other comics on this list, there’s no real need to start from the beginning, since only a few of his storylines are continuous–it’s probably better to just hit the random button and go from there.  Enjoy!

How about you?  What are your favorite webcomics?  Let me know which ones I’ve missed in the comments!

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Blogger Roundup

It seems I don’t have anything interesting to say this week.  So here’s a list of writers who do!

  • Mattie Brice writes about videogames a lot.  Unlike most videogame journalists, however, her writing style is neither obsessively technical nor academically detached–she approaches all her writing with a fierce individualism and a strong commitment to broader perspective that is sorely lacking in videogames.  You won’t find stat breakdowns or frame rate counts in her reviews, and you won’t find excessive academic jargon in her critiques; instead, you’ll find thoughtful and articulate musings, analyses, and manifestos on how games relate to our wider culture, and how we can relate back.
  • Chris Bateman writes about videogames a lot too, but he also maintains an interest in a broad range of topics, especially the intersection between science and philosophy.  Though his tone is much more academic than Brice’s, he writes with a clarity and open-mindedness that is refreshing in academic works and in philosophical writing particularly.  I have yet to read a piece of his writing without at some point going “huh, that’s an interesting thought”–and unlike most philosophers, those thoughts frequently have actual applications!
  • Finally, Paul Graham is one of the most intelligent, readable, and influential people writing about computers today.  Though the subject matter of most of his essays focuses on his interests (computer programming and technology startups, mainly) nearly all of them can be read with no prior knowledge of the subject, and in every case he tries to tie the topic in to some broader theme of interest (e.g. effective communication, or the nature of beauty).  Though I don’t agree with everything he says (and since some of his older essays were written years ago, he probably doesn’t either), and he occasionally suffers from the naive short-sightedness endemic to all people of privilege, he invariably has something interesting to say and he almost always says it well.  If Brice is the heart and Bateman is the eyes, then Paul Graham is the head.

How about you?  Who are your favorite internet writers?

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Review: To the Moon

To the Moon is a very sweet and often sad story about two doctors—Neil Watts and Eva Rosalene—trying to grant the final wish of a dying man named Johnny. The game’s central plot device is a machine that allows Watts and Rosalene to traverse and modify Johnny’s memories, in an attempt to piece together his past and use that information to grant his last wish: a trip to the moon. Johnny himself doesn’t know why he wants to go to the moon, which makes finding out the game’s ultimate goal. As you make your way through his memories, a number of other mysterious objects and places show up again and again, prompting you to discover how all these elements fit together to form Johnny’s life. All of this information—the context that ties the whole story together—is provided exclusively through dialog and cutscenes. The game contains very few elements that could be called “game-like” at all. So why is it even a game in the first place?

Let’s start with To the Moon’s interactive elements that aren’t essential to the story.

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Easy Irony

Are you watching Feminist Frequency?  You should be.

I recently came across an episode of the show discussing the concept of “ironic sexism.”  What does that mean?  In a nutshell, it’s a way to justify the use of sexist (or racist, classist, etc.) tropes and stereotypes by making them so over-the-top, ridiculous, or obvious that they cross the line twice and become acceptable again.  The obvious problem with this technique is that what qualifies as “crossing the line twice” is extremely subjective–one person’s “over-the-top” might be another’s “too close to home”–but I think the bigger problem is that it’s just plain lazy writing and lazy thinking.  More often than not, this kind of technique is not an attempt to mock or deconstruct the offensive trope or stereotype, it’s simply an attempt to excuse its use without materially altering the nature of the trope.  In other words, there’s a not-so-fine line between a sexist parody and a parody of sexism: in the former, the overall content of the movie/show/ad might be over-the-top and ridiculous, but the actual offending trope is played straight or merely exaggerated.  In the latter, the stereotype itself is shown to be unrealistic, damaging, or untrue.  If this sounds harder, that’s because it is–taking the time and effort to think our preconceptions and biases through is very hard work, but it’s the only way to live fairly.

What do you think?  Is Sarkeesian right?  Where else have you seen “irony” used as an excuse for laziness, rather than a tool for critical thinking?

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On Intelligence: A Theory of Thinking

On Intelligence is a book written by Jeff Hawkins[1] on the nature of intelligence, both artificial and natural. It’s an expansion of and answer to an age-old question I’ve referred to before: how do we think? What does it mean to be intelligent? What is consciousness? Might it be possible to create an intelligent machine? And if we could–what would that mean for society? In this essay I’ll attempt to describe his theory, its motivations, and how it can be a powerful and useful tool in any field–even if you’re not very interested in AI.
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Lockhart’s Lament

I’ve mentioned this essay in one of my previous posts, but I think it’s worth calling special attention to. You should read this essay if:

  • You loathe mathematics
  • You adore mathematics
  • You’re indifferent to mathematics and don’t see what all the fuss is about either way

Lockhart uses a clear and witty style to describe what he considers the biggest problem with contemporary mathematics education: namely, the complete lack of mathematics. A lot of his points are equally applicable to all areas of education, not just math! It was a real eye-opener for me when I first read it, and I hope it will be for you, too.

P.S.: The original link appears to have been taken down, so I’ve replaced it with a different one. This is the link where I first found it.

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GDC 2012 – The Rise of Games, the Birth of a Universe

What are games?

For many years now, that question has driven me to learn everything I can about the medium, to travel and meet as many people as I could find who shared my passion, and to refine my own ideas so that I could express them more clearly.  This has been my passion, my dream, ever since I was a kid: to see games mature and fulfill the tremendous potential that I could sense even in the early days, when I was still too afraid of losing to do anything but watch my friends play.  Last year, I went to the GDC to try and find others who shared this vision–and, more importantly, to find others who shared my vision of what games could become, what the miraculous technology of computers could make them.  I came away impressed and inspired, but also let down–what I saw was a commercial world where even those trying to break out of the mold were still thinking in limited terms.  They saw games as systems, collections of rules to be built and exploited.  They saw the advances of science and wondered how we could use them to make our games more popular, more engaging, more fun.  They saw other media and wondered how we could incorporate them into ours in order to strengthen it, to make it more than itself.  But few were asking the questions that I felt most deeply, and fewer still had any answers.  None were to my satisfaction.  True, there were some saying we shouldn’t emulate other media, that games’ strengths stand on their own.  And there were some saying that games could tell stories, that they could be artistic, that they could be used as a tool to comment on important issues and enhance the way we live.  But it didn’t seem to have occurred to anyone that maybe games were the art form we shouldn’t be emulating.  No one was saying that maybe, perhaps, video games could be meaningful without telling stories, that they could be beautiful without being artistic, that they could be useful without being treated as mere tools.

This year, I saw much of that change.  The industry, and those who work in it, are beginning to realize that games can be beautiful, useful, meaningful, and inspirational for their own sake, not in service to some other medium or purpose.  We are coming into our own as a medium of expression and power, and we are doing it not by becoming better at incorporating other media into our own, but by becoming more confident in the knowledge that our medium can stand on its own, without help from any other.  That is a marvelous thing, and if that was all I got to see in my lifetime I would be a very lucky man.

As it happens, however, that is not all.  We, today, are witnessing the rise of not one, but two art forms.  The first is a medium that has existed for millennia, that has shaped and sustained cultures the world over, that helps define who we are as living and learning creatures.  This is the medium of games, and it is a wonderful medium, and it deserves to be recognized.

But.

There is a second medium that is coming into its own, and this medium is so new and confusing it does not yet even have a name.  This medium is strange and wonderful and huge–it is a medium with at once more power and more scope than the medium of games, capable of infinite expression.  It is a medium so broad, in fact, that all others ultimately fall under its shadow–just as the seas flow into the ocean, just as all mountains are rooted in the earth.    It is a medium conceived by the algorithm, birthed by computers, and now being raised by game designers.  This is the medium that gives me shivers and permeates my dreams; this is my passion, this is what I wish to see.  I don’t want to be a game designer, really–there are already thousands of wonderful games in the world, and millions of people making them, most of them far better than me.  What draws me is the vast, uncharted places beyond games, the places that the computer has only recently made visible, has just barely made traversable.  I want to design for this new medium, where there are no precedents and no expectations.  After all, a poor path through the wilderness may nevertheless be remembered if it is the first–and this wilderness is so frighteningly vast, one almost cannot help but be the first simply by taking a few steps in.

So that’s where I’m going.  With a handful of other brave explorers, I’m going to start making tracks into this wilderness, searching for secrets in the jungle.  Care to join us?

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GDC 2012: Day Five

Congratulations!  You’ve completed level five of the GDC!  Here are the secrets you discovered:

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