Gearing Democratic Solace
There are various ways one might approach the US election results: a victory for the Democrats, African Americans or simply common sense. Others will slyly ponder that perhaps Americans have at last proven they can be trusted to elect their own leader. There is little doubt that the result fulfilled the desires of the silent majority, by which I mean the rest of world (inexplicably illegible to vote on some technicality), made clear by the flood of supportive global congratulations.
While people are not wrong to characterise Obama's victory speech as sounding "historic", McCain's concession speech was also notably magnanimous and one can't help but wonder whether, had he campaigned in that manner throughout, the finish might have been somewhat tighter. The fact Obama is "untested" remains the chief concern amongst many Republicans, but then this is a job for which there is no real test. For that matter, in what way exactly was Bush tested before he landed the role? Unless pretzel choking featured substantively, I'm fairly sure he would have failed. Obama's campaign attracted some excellent minds and the people with which he now chooses to surround himself will greatly impact his effectiveness moving forward.
Last night I headed out with Ben and Anna from law school to see Quantum of Solace for a second time, taking the bold move of actually remaining awake throughout on this occasion. While Ravi's suggestion of an opening night screening last Friday had been conceptually good, the practicalities of end-of-the-week exhaustion and an 11:30pm start, possibly exacerbated by the beer in my hand, led to a somewhat inevitable conclusion. As it turns out, I didn't miss much in the additional half hour and my original views were pretty much spot on. This way, however, I can proffer my review without risk of reproach. I can say with certainty: Quantum of Solace is definitely a film I have seen.
The flood of gaming titles continues with the much anticipated sequel to Gears of War. While already impressed with its improved graphics (less, though still some, texture pop but particularly more open areas and a brighter palette with actual colours!) and continuing cinematic flair, I want to take a moment to praise the design of the limited edition box. You heard me. Metal cases are becoming commonplace for collectors releases and they do look and feel great. However the oversize tins required to stuff in extras like artbooks end up unwieldy and seem slightly tacky. To get around this, The Gears 2 discs come in a slim metal case the size of an ordinary game, which is then packed with a book inside a larger card case and slipcover. It's an elegant solution that I'd like to see other releases follow.
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The story's protagonist, Lea Nichols, awakes inside a ship that has been used for some kind of biological research, with little memory of what has happened. Not exactly the most original premise, you'll be forgiven for interjecting. However the player has no direct control over her at all. Instead the player is inside a security booth and must guide her and help her survive using only the functions of the security terminal. This means we see her through rotating security cameras as she moves through the complex, we can open doors, use infra red or thermal vision, and interact with devices remotely. There is a decidedly voyeuristic tone to the proceedings,even once Lea knows we are watching. There is a strange intimacy in being able to see everything she does without actually being present. Direct communication is limited, mostly one way as she can speak to us, and using a camera to nod a response is a bizarre feeling.
GDC is supposedly a convention for game developers to share ideas and innovative solutions to challenges they have faced but, perhaps fuelled by the demise of the old-style E3, it is becoming more of a media circus. Marketing has clearly come to the fore with announcements of several new titles. One of these is Puzzle Quest: Galactrix. The original Puzzle Quest was one of the few games that successfully bridged the divide between the casual gamer and the more hardcore, with its basic puzzle game heart coupled with some deeper RPG elements. The end result was that Kirsten and I were both hooked for quite some time. I am pleased to see the sci-fi themed follow-up is not simply the same Bejewelled clone with a new skin. While not quite a sequel (one of the devs described it as a "cousin" to the original) it mixes things up with a hexagonal board and an interesting approach to gravity — when you match gems, new ones drop in along that axis rather than vertically downwards. Hopefully it will again appear on a plethora of platforms so that everyone can enjoy.
The latest addition to Xbox Live Arcade is easily one of the best yet, despite being a high definition remake of a game about seven years old. At it's core it's a wireframe
The thing that takes it further into the psychedelic realm is the vibrations. Unsurprisingly the controller you use vibrates in time with the music, but more interesting (read: weirder) is that you can set up several additional controllers to vibrate independently in time with different soundtrack layers as well. These can be positioned around one's body like the back. I assume the intended purpose is not quite as explicit as the
I hope the Americans among you had a wonderful day yesterday celebrating the mass genocide of the indigenous people or whatever it is one does on Thanksgiving. With Bioware's new opus
The player takes on the role of Altair, an assassin in the Holy Land during the crusades, uncovering a conspiracy while taking out those profiting from the corruption surrounding the war. It is telling of the modern climate that the opening credits state that the developers come from a variety of backgrounds and faiths, given the obvious allusions to a Muslim-Christian war throughout. Altair is essentially a non-religious lone wolf, stalking through cities with an animalistic gait. The mood of the piece is best encapsulated in
The medieval world is brought to life in stunning detail with huge cities (Acre, Dasmascus and Jerusalem are all recreated) bustling with people going about their lives. Its best feature is the free running and climbing ability which lets Altair scale virtually any building, ascending high towers to survey the city below. The swordplay is simple but nuanced, adding new layers over time and feels surprisingly authentic for the time. Generally think Hitman meets Prince of Persia.