Best Thing Ever, pt. 29,485

May 3rd, 2007

Ananova:

Dog-size rats take over power station

Rats the size of dogs which can even eat through concrete are threatening to plunge parts of Montenegro into darkness.

Workers at a hydroelectric power station on the River Piva say they are too scared to tackle rodents who are also gnawing their way through cables.

One worker told the local daily newspaper Vijesti: “They are horrific. Coming face to face with a rat the size of a small dog is terrifying. We’re all too scared to go inside the power station.

“There are thousands of them and they have eaten through all the cables inside the dam walls and are burrowing lots of holes inside it. We are afraid the dam might collapse. We have no idea how to deal with them.”

Local authorities are meeting to try and find a way to deal with the giant rats.

A spokesman said: “It’s like something out of a James Herbert book, they are even eating through concrete.”

{ Feuchtwarme Tentakelgewölbe (often NSFW) }

2.1

May 1st, 2007

Whee! Now I can get me some plugins.

… yeah, that’s pretty much it. You go YAD now.

DRNKU

April 28th, 2007

Hm. I really, really doubt that I can get to 2.1 on this much scotch, but well… fuck it.

Off the Grid

April 23rd, 2007

Been unplugged - well, not unplugged unplugged, just not doing the whole obsessive-web-browsing thing - for a little while, and? AWESOME. Example: That thing? With the dude, and the gun, that I’m not actually describing because I don’t want those search hits? Totally didn’t know about that until Thag mentioned it. Yay for avoidance of media inundation.

Couldn’t escape fro-dude getting voted off, though.

Anyway!

Late to the Game:

Burnout: Revenge (360)
Tomb Raider: Legend (360)

I’m a big fan of retrogaming, because (a) cheap, and because of that, (b) by the time I play most things they run badass-ly on my system. Which actually doesn’t apply to consoles, so never mind.

I’ve mostly been into the open-ended sandbox stuff lately, so it’s nice to play some stuff that’s very very linear. Tomb Raider evokes a really nice sense of environmental majesty, and is surprisingly tense in places - although the main place that happens is actually the middle of the game, so that’s a little disappointing. And Burnout, well, my hands haven’t sweated this much since Smash.

Comics:

Batgirl: Destruction’s Daughter
Gotham Central: Unresolved Targets

Birds of Prey: Sensei and Student
Nextwave: Agents of Hate - This is What They Want

For straight superhero action, it’s hard to beat Gail Simone on Birds of Prey. Tight plotting, sensible and human characterization - and by that I mean her characters almost always behave in a manner consistent with their previously established motivations, personality and intelligence, which is pretty fucking rare in superhero comics - and it manages the nifty combo of usually-feminist writing and Ed Benes sex-art, so yay both worlds!

Nextwave, meanwhile…


Txt:

The Cobweb

The Prestige

I got The Prestige on the basis of “by Christopher Priest”. It wasn’t until I got home and looked it up that I found out it wasn’t actually this Christopher Priest, but rather some English dude, so thank god it turned out to be really damn good anyway. And I’m still not sure about the misdirection, goddammit.

Cobweb: The dual-author thing put me off at first, but the more I read it, the more it looked like Stephenson had just outsourced the research, because the whole thing has Stephenson’s style condensing on the surface of the page. The thing I like about Stephenson is that, yeah, everything he writes is totally SF-style, but somehow he always manages to avoid this. By SF-style, I’m talking about the worldbuilding and sense of place and time, and it’s kind of the same thing that Douglas Adams was sooooo good at, taking a world and weaving detail after detail of these worlds that look so strange to an alien, English perspective, and then turning that tourist-view onto familiar territory, giving the reader the realization that every culture consists of a dyslexic gestalt of thousands of years of territorial disputes, sky-beard worship and dietary restrictions, and honestly the idea that wearing bits of shaped, liquified sand in front of your eyes, sitting in a tin can blasting ten miles above the earth on trails of burning dinosaur bones at a speed that renders the very air howling and deranged whilst reading pictographs of four-color ink that attempts to sell you a novel method for shining your shoes in the bathtub is some unbelievably weird shit. The Baroque Cycle is the apex - or, possibly, nadir - of this, with expositional bits like a character declaiming a brief history of the Continent’s political and military history to his fucking horse.

Crackdown

April 6th, 2007

Superheroes!

Well, more like antiheroes, there’s a whole Judge Dredd thing happening here, “clean up the festering pit of evil that is your city” vibe.

It’s a strange little game, and it’s a great game, but it’s only about half a game, which is understandable, since they tried to shoehorn in bits from platforming, driving, shooting, nearly every goddamn genre.

Which, okay, fine. Grand Theft Auto did the same thing, and this game wishes it could be that good, but we’re looking at fundamentally different design philosophies. Consider a bit of Remedial GTA, right? GTA is… well, kinda hard to describe, but it’s more of an interactive movie than anything else - the plot (which is pretty damn good, for a game, and interesting in its own right) is just a vehicle to drive the player into action set-pieces. However! Everything about GTA is designed to make you identify with your avatar. RPG stat-building, paper-doll stuff like clothing and tattoos and cars and a physique that is contingent on said stats, properties, girlfriends, context-sensitive narration, all that good stuff is what draws you in, what makes you develop an emotional investment in your character and the way he interacts with the world. The sandbox stuff, the free-roaming aspect of it is so good because it gives the player the illusion of even more control. The ability to progress through the game’s plot at your own pace, and with a reasonable degree of control over the order of missions, is another layer of “this is my world”, and if you go completely sandbox and drop the plot altogether, there’s still an unbelievable amount of crap you can do and see and usually blow up.

Crackdown, meanwhile, lacks, well, quite a lot of that stuff, but in a word it lacks soul. There’s no plot to speak of, no character narrative interaction or progression. I mean, you could take the view that the form is a reflection of the content, that since the vibe here is that you’re a vat-grown instrument of heavy-caliber justice who knows Only War, then civilians are just impediments, right? There’s nothing but your gun and your car and a voice in your head driving you to kill faster better harder, to deal out death and mayhem efficiently. There is no reason for an engineered one man death-squad to think or grow or do anything that doesn’t involve something else dying in as picturesque a manner as possible. Fair enough, and the narrator (the voice of the Agency, your link to command and intelligence) is a great device here, it’s a great way to enhance the humor - and there is humor - inherent in blowing shit up real good. But if you’re going to go this way, if you’re going to make it all about the killing, if there’s no plot and no exploration and no little side quests or easter eggs, then the core gameplay better be real good.

And it is! Almost!

It’s… well, it’s a half-Microsoft game, you know? So we’re looking at, like, competence, with occasional flashes of brilliance, but on the whole it just leaves you wanting more, and usually not in the “HOLY CRAP I NEVER WANT THIS TO END” way, but rather like “This would be so awesome if it weren’t broken in this small but crucial way!” way.

Weapons, f’rinstance. The guns are pretty cool (although sniping is pretty pointless in this kind of game), but the targeting system requires you to get the reticule right on a guy before you can lock onto him, and there’s no way to switch targets, you’ve got to drop the lock and reaquire a new one manually, which kind of sucks in a big firefight. Vehicles are limited. There’s only cars, and they all suck ass except for the three Agency vehicles, so thank god those are so good. Once you level the SUV up enough to adhere to surfaces, it becomes this unnatural hybrid of Hulk and Tony Hawk, you get into this groove of slow-motion preplanned charged barrel-roll jumps into a wallgrind, upside-down into a cornice and chargejumping back into an inverted Mario-stomp on a pack of very surprised post-Soviet grenadiers, which is pretty cool when you realize you just did that shit with a three-ton monster truck.

The melee is interesting - not the basic - actually, only - melee move, which is just a kick, but all the throwing of stuff, or indeed seeing a car full of bad guys screech up next to you, and then just kicking the living shit out of that car, using it as a gigantic soccer ball to flatten more bad guys and eventually blowing it up and incinerating the guys still inside it, all with your damn feet.

There are moments, okay? There are indeed perfect moments here, little Zen slices of timeless balance wherein every atom of this little pocket universe spins in perfect unison, like when you send a spread of rockets and cluster grenades down into a twelve-car pileup of well-dressed shotgun-toting Yakuza, turning every automobile in a one-block radius into a glorious demonstration of escape velocity, and a big rig comes crashing down landing directly on its nose and slowly, inevitably, succumbs to gravity, squashing the single pedestrian who managed to survive the previous inferno while the heavens rain down purest joy made manifest in the form of twisted, shattered carcasses both human and vehicular.

Doodles: Hey Thag

March 29th, 2007

Skin

March 15th, 2007

Thag mentioned how she missed Shrine tonight, and sweet merciful fuck, so do I.

It’s about identity, of course. There were flashes of it before, yeah, and eventually I’ll probably talk about Rocky Horror and the Invisibles and everything else, but the point is that it takes a looooong time for things to filter into my brain and so who I was didn’t happen until I was also in the right place and time, which was and always will be twenty-first century San Francisco. Or Santa Cruz.

Identity. Ritualized identity. War drums and indigo dyes, choral hymns and bread and wine, Lohengrin and long white dresses; any number of ways to shift your identity into something more powerful than you could ever be otherwise. Something suitably adrenalish pushing the limits of shitty bundled speakers, makeup and big big hair and a slinky black something showing off Leavenworth-lathed curves, cheap vodka and Squirt, and every step of the ritual, every beat of boots on the sidewalk brings me further into the identity, the headspace, the skin of something other pushing its way outwards from the brain and heart and nastier areas, sheer force of diverted personality crystallizing in the air six inches away from my body.

My body. Not the meatsack social-drag I roll around in all day, not even the I-don’t-give-a-shit most people see as my behind-the-curtain, but a pile of flesh that I’m actually willing to fully inhabit, that moves right and feels right and is utterly congruous to the air that slides around it.

(from the inside. i kinda don’t want to know what this shit looks like from the outside.)

But, okay, from the inside is where it actually matters, because god knows what kind of crap people come up with to get through the day - ‘god knows’ being a perfect example, actually, but hey, if it works? Right on.

Anyway. That’s one skin, but there’s also a lot to be said just for the actual act of becoming, and yeah, obviously you can’t get anything as good as a skin that bubbles up out of your own precortical ooze, but it doesn’t always have to be filet mignon or whatever, a crappy roadside burger can be pretty good too.

Like games. Or comics. Or writing, or music, or even just talking to someone and figuring out what the world looks like from four inches behind their eyes, so many ways to take a ride as someone else and there’s just not enough time in the world.

Let’s pretend.

Game Over

February 26th, 2007

Well, that didn’t last long.

On the one hand, when writing a friggin’ blog becomes a source of stress, maybe it’s time to admit that, time management? Not really my thing.

On the other hand, momentum is really goddamn important, and it kind of sucks to punk out of yet another deal.

The tiebreaker is that I am fucking lazy. And, okay, I still want to enjoy this shit.

Let us say, for now, weekly.

Filler

February 24th, 2007

Drupal isn’t gonna happen any time soon, but I at least need to get up to the current version of Wordpress. I’m out for the weekend.

Memory

February 22nd, 2007

Any number of things, really.

Cold night on Bonita avenue, fuzzy brown sweater and a brief nuzzle in the dark. Playfighting outside that record store, five semicircle scars. Ninety minutes in front of a crime against cinema that would have been unbearable if we hadn’t been not quite holding hands. Planes and trains and buses and all these damn roommates in the way and never ever wanting to leave. Pockets loaded with contraband foil-wrapped salt/fat pods. Shared cigarettes on bridges and benches and winding serial-killer paths. Four a.m., quietly attracting police attention on the waterfront. Burgers steaming up the windshield and no place to go and nowhere I’d rather be. Sugargel coffee and the first of several stab wounds. Music and smoke-filled rooms and twitching eyes and the Whipmaster. A cave and a cave and and most of all the first cave, blue sheets and Trainspotting ceiling and a night that never actually ended.

Seconds. Seconds that lasted forever, seconds that never should have ended and that I’d give anything to have all over again; subjectively, I’ve lived any number of lifetimes in a handful of moments with you.

It’s surprising how many of the last three hundred fifteen million, five hundred thirty-two thousand and eight hundred were like that.

Hey, Thag.