Critical Distance Confab:Episode 9 – A Braid Companion

28
01

2012
01:49

Yes, only 6 months late Critical Distance is proud to bring you episode 9 of the CDC podcast.

This time we decided to focus on an actual game: Braid came out many years ago and sparked critics to write a megaton of criticism. 3 years after its initial release we bring you a panel of people with strong opinions on the game. Some loved it, some with not so kind feelings towards it. Consider this a companion piece to our Critical Compilation on the game.

CAST

Eric Swain: The Game Critique

Zach Alexander: Hailing From the Edge

Tevis Thompson: Tevis Thompson

Maggie Greene: The Wayward Historian

Scott Nicols: Gay Gamer

SHOW NOTES

Braid Critical Compliation

Braid Official Walthrough

AV Club’s Jonathan Blow Interview

Podcast: Direct Download

Opening Theme: ‘Close’ by The Alpha Conspiracy

Closing Theme: ‘Wishing Never’ by The Alpha Conspiracy


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Game Writer Rundown: Skyrim

26
01

2012
15:09

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Thoughts on Bethseda’s Skyrim

I rented the popular new RPG Skyrim last weekend and lost 2 days to it. This game is a GOTY contender and has garnered over 200 perfect scores from game writers. The usually reserved (and incisive) Eurogamer goes as far as calling it a “masterpiece.”

I think it’s pretty good, although I’d say Bethseda’s older RPG Fallout 3 is still superior for a few powerful reasons:

  • Fallout 3 takes itself less seriously, but is no less perilous. Only in Fallout can you plunder a ray gun from a crashed alien, for example, or follow a trail of clues to a life-or-death confrontation in a scavenger hideout over a treasure that turns out to be an item called “Naughty Nightwear.” And it’s useful, too; wearing it imparts great charm bonuses for trading, natch.
  • It’s hard to do sword/axe/pikearm combat in a videogame. Without going third-person*, how do you tell a near-miss from a hit? (And when, oh when, will we get a game where a good sword strike stops the sword instead of clipping through the target?) With Fallout, it’s projectile-based combat, complete with the limb-subtargeting gameplay that the original Fallout was known for. No such thing in Skyrim, and as a result combat is simply much less tangible.
  • Fallout’s retro alterna-’50s mood is entertaining and the vintage music enchanting. In my admittedly-brief exposure, nothing comes close in Skyrim.
* And yes, third-person gameplay is an option, but then camera control and opponent targeting will gank you even worse than your enemies.

Skyrim Still Totally Worth Playing

I also reserve final judgment for a full playthrough. Many of the game’s quests and character development are yet to be explored by this humble game writer. And there’s a lot to like about Skyrim. Like F3, it has a truly great UI for inventory, quest, and trading management, and it doesn’t suffer from grinding or slow-travel problems. I was a little annoyed by the heavily pixelated shadowmaps of the dynamic shadows in Skyrim (I’d rather have them turned off or static than see obvious globs of shadow fringing moving shadows), but I truly enjoyed the dragon encounters and the eerie combat in the catacombs of ancient Nordic temples.

Skyrim also has an entertaining thread where you can become a werewolf, and I’ve read that vampire is possible too.

Thanks to my fellow ex-3DO colleague Keith Meyer for triggering this post!


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This Week in Videogame Blogging:January 22nd

26
01

2012
03:33

Once upon a time, in the magical land of Equestria… it’s This Week in Videogame Blogging!

We start off with Brad Gallaway, who responds to recent opinion pieces (like those by John Walker) about working for free as a game journalist. Not only does Gallaway believe in unpaid writing positions for “sweat equity,” he also argues that:

The available number of opportunities for reviewers and writers out there is a fraction of a fraction of the number of people who want those gigs. There’s just too much supply and not enough demand, so unless there’s some kind of worldwide moratorium, people who want to write for free (and who do so) are always going to be around.

Tackling the legal paradigms in which games find themselves on the industrial side, Greg Lastowka looks at how Minecraft does IP differently:

In theory, bigger and more experienced studios could have come up with a game like Minecraft years ago. The reason they didn’t, I think, is that most developers in the industry have been steeped in the logic and culture of intellectual property. In short, the dominant story of intellectual property is that game developers should make content and players should consume it.

Those interested in copyleft and other fair use issues, especially in light of last week’s anti-SOPA/PIPA protests, may find this interesting.

Writing for Kill Screen, Jason Johnson reflects on why he drinks the “purple rain” of bullet hell games, also known as manic shooters, a niche genre known for its horrendous difficulty:

The harder the game is, the more imposing it becomes. Playing on Normal is a fairly mundane activity, even inspiring a few yawns. Bump up the difficulty a notch and drowsiness turns into a meditative experience. Take it all the way and it will melt your face off. Somewhere in between lies the perfect balance—but I’m looking to be perfectly annihilated. I want to get to a place where I have pushed the game to its limits—where if there was one more bullet on the screen it would be unsolvable; where all I can do is set the iPad aside and say, “Whoa.” That sense of wonder would be lost if I came close to winning.

Surely, difficulty can be an art in itself for certain communities of players. Mattie Brice, however, says our conventional understanding of “hardcore” creates its own problems in the forms of barriers for players who are after a different “difficulty” paradigm, away from needless complexity and boy culture:

The backlash that social minorities are combating in gaming is similar to the resistance to valuing other experiences besides the simulation or abstraction of technical skills in gaming culture, and the demographics that represent each side aren’t too different. Video games reflect themes and skills found in boys’ styles of play as children, and any introduction of qualities that are different from that (especially if tagged as feminine) are cast out as inferior “casual” games. The movement of making games accessible gives designers the opportunity to boil down what works without the trappings of conventions that exist “just because they’ve always been there” and establish new ways of interacting that would be unavailable in generic RPGs.

Speaking of RPGS, we’re seeing several worthy retrospectives on the Zelda franchise with the recent release of Skyward Sword. First, Leigh Alexander looks back on the beloved Ocarina of Time and why it is not her favorite game, or even her favorite Zelda game. Next, Michael “Brainy Gamer” Abbott takes us on an insightful contextual analysis of the franchise and why it provokes such love despite its flaws:

Link often enters a “Sacred Realm” (”Silent Realm” in Skyward Sword) where he encounters beings inflicted with suffering caused by Ganon’s corruption of the earth. All beings in nature suffer from this polluting force: spirits, trees, forest creatures, and humans alike. Link must set things right by healing the land, restoring harmony to humans and nature.

In essence, he must embrace the Shinto philosophy of humans and nature as one, and he must accept his pivotal role in Shintoism’s indigenous vision of Japan (Hyrule) as connected to its ancient past. Link is that link.

On a similar bent of games addressing spiritual and ecological issues, John Vanderhoef profiles the cult classic Oddworld series and its frequent allusions to green issues. In the course of which, Vanderhoef declares: “gamers need an environmental wake up call more than ever.”

Dear Princess Celestia: this week I learned there are many ways to be a girl, even in virtual spaces. Becky Chambers at The May Sue does some informal guysourcing to get some uncommonly insightful explanations for why many of men choose to play women characters:

One friend told me that in most RPGs, he prefers to play as a woman. Bear in mind, this is a guy who is biologically male, identifies as male, and presents himself in what I would consider to be a traditionally masculine manner. He found that if the gender of the character didn’t affect the story too much, then female characters were usually easier for him to relate to than their hyper-macho, gravelly-voiced counterparts. The typical portrayal of men in games was so far removed from his own identity that he often found it easier to play a woman.

This segues nicely into Matt Kopas’s recent guest blog on The Border House, regarding childhood experiences with gender policing: “I had learned that playing as female characters invited questions that I didn’t want to deal with. If playing a male character meant that I could easily neutralize one potential site of harassment in my life, then I would do it gladly.”

Also at The Border House this week, Rachel Walmsley draws yet another interesting lens on Dragon Age: Origins, talking about her play perspective as an atheist in contrast to her theist character.

Narrative was another recurring topic this week. We start with Raph Koster, who first declares “Narrative Is Not a Game Mechanic“, then proceeds to lay out how story, as a feedback system, can be fine-tuned for the player.

Less about specific story moments and more about content and context, Jorge Albor’s Moving Pixels article this week discusses slavery as a game mechanic in Endeavor, posing whether modeling such systems can be both functional and provocative.

Two noteworthy articles from this week looked at intersections of narrative and Skyrim. Sparky Clarkson analyzes two of the game’s major war campaigns and how for all their rich promise they ultimately felt quite shallow. Next, a guest article on Ontological Geek likens Skyrim to “gonzo pornography” in both gaze and procedure, in quite the compelling essay. Here’s a snippet:

Nothing in Skyrim is special. No one in gonzo is loved. Either one satisfies your immediate and specific appetites, but are you enriched by either? Or do you walk away from both feeling like you’ve consumed something that has altogether diminished not only you as an intellectual and moral being, but also reduced a potentially edifying activity to a degrading parody of something good? They satisfy your crudest desires but also mock genuinely enriching media by mimicking their trappings while failing to use them in any meaningful sense.

Robert Yang radiates some designer wisdom in this post-mortem on his celebrated “Level With Me” Portal 2 mod, explicating not just a design philosophy but the themes of each stage. Meanwhile, Jonathan McCalmont contends that the much-maligned review paradigm, as it currently stands, is fundamentally broken, because it’s based upon a model which no longer exists:

Once upon a time, games were finite entities that emerged at the end of a long production line and dropped into the expectant hands of a grateful audience. With this kind of production process in place, it made absolute sense to have people stationed at the end of the line telling people which products were worth buying. However, with more and more games being both played and distributed online, it makes no sense to review games prior to their release, as most games do not reach the marketplace in their final form.

Lastly, reviews may be broken, but we think you’ll find this one full of friendship and magic: Peter Bright’s fantastically comprehensive review of Visual Studio 2010.

That’s all for this week! From all of us here in Ponyville, have yourselves a happy Sunday!


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Haunted paintings by Jana Brike

25
01

2012
15:59

paintings by Jana Brike

Jana Brike is an artist from Riga (Latvia, small country in the Baltic region of Northern Europe). Inspired by her children book illustrations, the Russian realism, Soviet animation masters or renaissance master’s biblical paintings. She creates powerful and strange imagery of ordinary scene of daily life twisted in some surreal universe. Her paintings are beautifully haunted with a particular interest to identity, sexuality or any emotional landscape.
Jana Brike has exhibited his work all through Europe as well as in several parts of the US.

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Bold and black illustrations by Shohei Otomo (Hakuchi)

24
01

2012
16:49

Detailed illustrations by Shohei Otomo

Shohei Otomo (Hakuchi) is a famous Japanese illustrator, however he doesn’t speak English so there are very few informations on the internet about him. He is born in 1980, at Kichijoji, Tokyo. After graduating from art college, he started working as a freelance illustrator. Shohei Otomo works using a ballpoint pen, creating very detailed black and white pieces of art. His site is called “idiot land”, showing a mix of Japanese traditions and punk-rock modern style… Making references to Japanese characters like Samurai, Geisha girls or Yakuzas.

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Methamphetamine Rehab – It May Save You

24
01

2012
13:37

With methamphetamines being the signature drug addiction scourge of the past ten to fifteen years, the need for meth rehabilitation is a vital public health concern. At the same time, adverse changes in insurance coverage and budget cuts to local governments have worked to squeeze access to needed treatment, especially for younger people. Those suffering this addiction have to work harder to find out about their problem and discover what treatment options are available to them.

Military Use

Methamphetamines became prominent during the 1930s and 1940s but especially during World War II when they were given to both German and Japanese soldiers by their governments to help them stay awake for prolonged periods. The drug gave heightened alertness and energy but at a significant cost to health. Meth use is known to cause damage to the small blood vessels in the human brain, potentially leading to strokes. It also inflames the lining of the heart.

Symptoms

Methamphetamine abusers often go without sleep for days and can be full of nervous energy. That dubious benefit doesn’t come cheaply. The short-term price is reddened, sunken eyes, aged skin pocked with sores and cracks, especially at the lips. Like heroin users, methamphetamine use develops a constant need to scratch all over their bodies.

Long-Term

As the addiction progresses, the methamphetamine addict may experience hallucinations. These hallucinations may be both visual and aural and won’t necessarily coincide with the smoking of the drug but may occur sporadically as a result of damage done to the brain tissue. Further, the addict can expect to develop one of the most typical symptoms of long-term abuse, an alarming loss of weight and tooth decay in all teeth simultaneously.

Emotional Addiction

When the meth crisis first emerged, therapists soon learned that rehabilitation would have to involve more than simply addressing the pharmacological effects of the drug itself. Methamphetamines is a notorious “lifestyle drug”, which is not partaken by isolate individuals so much as by close-knit “tribes” with each member becoming as attracted to this drug culture as to the drug itself.

Negative Social Bond

For treatment to have lasting impact, it is advisable to physically move the patient out of town, beyond the reach of his or her drug culture. The social reinforcement needs to be addressed just as much as the withdrawal from the drug. Otherwise, experience has shown that progress will be slow and relapse highly probable.

Types of Therapy

Person to person treatment is most effective at uncovering, then addressing, the essential reasons the patient turned to methamphetamines in the first place. Reasons vary from individual to individual and may include anything from an exaggerated need to please other people to compulsiveness, from fearfulness of life’s challenges to low self-esteem. The methamphetamine group counseling reinforced in the aftercare process is useful for uncovering the personal triggers that send the patient in search of the drug.

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Jason Sadler Interview

23
01

2012
17:42

Video Game Character Development | Tags: , ,
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ELCImageGrabber

19
01

2012
21:08

As I was working on the ELCImagePickerController, bringing it up to speed for iOS 5, I needed to get some images inside my iOS simulator. I did some googling and came up with the handy method of dragging and dropping images onto the simulator and using Safari to save them to a photo album. This is all well and good for four or five photos, but it starts to really slow down after that. Also, if you ever run into a situation where you need to reset the simulator you’re stuck with doing it all over again. For the love of all that is automation, and of course any excuse to start new project in iOS 5, I knew it was time for a utility to handle this task for me.

With that, I give you ELCImageGrabber.

This was a quick project, so it’s not the prettiest interface, but it sure gets the job done. Tell it how many photos you want and watch as the previews go by and get stored in your photo library. The 64 images at a time limit is imposed by the Google image API for a single request, but there are plenty of ways around it. Also, I’ve hardcoded the search term in the source code, but perhaps you want rainbows and unicorns instead? I hope people find this useful and change it up to fit their needs as well. I’d love to see pull requests for any useful features that you lovely readers might add!

Get the code here!

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Stylish painted portraits by Nick Arcidy

19
01

2012
09:39

Nick Arcidy's online portfolio

Studio Angelo is Nick Arcidy’s online portfolio. This Italian-American illustrator recently graduated from the Rhode Island School of Design with a BFA in illustration. Great works with various styles inspired by high fashion, runway shows, electronic music, pulsating basslines, and video games. Nick Arcidy’s worked for such companies as MIT’s Gambit and Mesh Design Agency, as well as several freelance clients. A promising artist to be followed…

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Using XCode 4 Snippets

18
01

2012
22:03

Recently, I came across this post and fell in love with the idea of using XCode 4 snippets. Up until I read the post, I had heard they existed, but never really tried them. After reading the post, I began using his snippets as well as started creating my own. Now, I would say that my work-flow is faster than ever.

Here is a quick demonstration of the power of snippets

Type:

ttt

It generates:

#pragma mark - UITableView Datasource
 
- (NSInteger)numberOfSectionsInTableView:(UITableView *)tableView {
    return 1;
}
 
- (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section {
    return 10;
}
 
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
    static NSString *cellIdentifier = @"Cell";
 
    UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:cellIdentifier];
 
    if(cell == nil) {
        cell = [[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:cellIdentifier];
    }
 
    cell.textLabel.text = [NSString stringWithFormat:@"Cell %d", indexPath.row];
 
    return cell;
}
 
#pragma mark - UITableView Delegate methods
 
- (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath {
 
}

As you can see, with 3 keystrokes, I now have a fully working table view implementation with sample data.

This article will be another introduction to XCode 4 snippets but focusing on how to set them up as well as share them with your team.

Adding A Snippet Inside Of XCode

In my opinion, this is not very obvious. The snippet library is fairly well hidden. To bring it up, first ensure that the right side bar is visible in XCode by selecting the right most option of the “view” pane in the top right corner of XCode.

 

Now that the right bar is available, click on the “{}” option of the bottom most pane. This will bring up the snippet library.

 

Feel free to browse the snippets that XCode ships with, however most of them are not very useful. So, now this is where I feel Apple engineers were a little too clever. It took me a little while to figure out how to actually add a new snippet. You would expect some sort of + button or something. The way you add a new snippet in this case is to write out a chunk of code and drag it into the Code Snippet Library window.

Once you drag the code into the library, it creates a default snippet called “My Code Snippet”. Which again, is just terribly non-obvious. Now, double click on “My Code Snippet”, and then click the “edit” button to modify it.

 

Let’s talk about each of the important fields:

  1. Title – This is just the common name you will use to refer to the snippet. It will display during autocompletion
  2. Completion Shortcut – this is the command you will use to invoke the snippet. For example, I have ttt to automatically create all of the UITableView delegate and datasource methods with sample data.
  3. Completion Scopes – This is pretty cool. You can have the same shortcut to represent differnet snippets based on the scope of the document. For example, you won’t want to invoke your @property snippets inside of your Class implementation. So, they get ignored…

Adding dynamic fields

If you notice, many of Apple’s auto generated classes or snippets (like UIAlertView), have these “code bubbles” hinting at the type of data you should put into them. They are also nice because they allow you to tab between them enabling you to implement the code quicker. To add your own simply insert this into your code:

<#Text#>

Where “Text” is whatever you want the code bubble to say.

That’s it, when you are finished click done and you should now be able to use your snippets.

Sharing Snippets

While XCode doesn’t have an export button for snippets, they are in a fairly predictable location. They are located at:

~/Library/Developer/Xcode/UserData/CodeSnippets/

That being said, you could manually share them between developers (zip them up and email) OR you could version control this folder with something like git. I really like the latter approach. Any time a developer adds a new snippet to the library, the others just have to pull, restart XCode, and voilà the snippet is there.

Conclusion

The only issue now is remembering to actually use your snippets in practice. It takes some getting used to, but I’m sure you will get it. Below, you can download a zip file containing many of the snippets that I use. Simply unzip it into the folder that I mentioned above.

Download My Snippets

Happy iCoding!

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