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	<title>When Life Gives You Hitler, Make Hitlerade...</title>
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		<title>Sanity Check</title>
		<link>http://trasken.wordpress.com/2010/12/11/sanity-check/</link>
		<comments>http://trasken.wordpress.com/2010/12/11/sanity-check/#comments</comments>
		<pubDate>Sat, 11 Dec 2010 17:00:38 +0000</pubDate>
		<dc:creator>trasken</dc:creator>
				<category><![CDATA[General thoughts]]></category>
		<category><![CDATA[Arkham Horror]]></category>
		<category><![CDATA[Board Games]]></category>
		<category><![CDATA[Cthulhu]]></category>
		<category><![CDATA[Fantasy Flight Games]]></category>
		<category><![CDATA[H.P. Lovecraft]]></category>

		<guid isPermaLink="false">http://trasken.wordpress.com/?p=121</guid>
		<description><![CDATA[For a good long while, some friends and I have been having a regular board game night every week. The four of us get together, have some tasty food, share some conversation, dispense libations, and play a board game. It started, innocuously enough, with Klaus Teuber&#8217;s Settlers of Catan. Fun game, a classic if you&#8217;ve [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=trasken.wordpress.com&amp;blog=348545&amp;post=121&amp;subd=trasken&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>For a good long while, some friends and I have been having a regular board game night every week.  The four of us get together, have some tasty food, share some conversation, dispense libations, and play a board game.  It started, innocuously enough, with Klaus Teuber&#8217;s <em>Settlers of Catan</em>.  Fun game, a classic if you&#8217;ve never played it, and diverting enough.  Then it was expansions for <em>Catan</em>, the 5-6 player expansions, the <em>Seafarers of Catan</em>.  Then it was <em>Carcassonne</em>.  Then we were on a card game kick for a while.  Well all of that can move over, I have a new love and it has tentacles.  I first heard about Fantasy Flight&#8217;s <em>Arkham Horror</em> from a friend.  I never had much like for traditional RPGs.  Too much was left to the imagination and there were too many dice to roll.  But, I&#8217;d toyed with the idea of playing a pen and paper RPG for a while.  <em>Shadowrun</em> was suggested, but the mixture of science fiction and fantasy wasn&#8217;t that appealing to me and then someone suggested the Call of Cthulhu.  I&#8217;d never read much Lovecraft, but what I did was pretty good.  I think the mistake that I made was reading <em>At The Mountains of Madness</em> first.  It put me to sleep.  But I tried a few others and they were much better.  The Mythos was always interesting and gaming in that environment was certainly a draw, but again the sheer drudgery of dealing with the mechanics of a D&amp;D based role playing system was a big turnoff.</p>
<p>So <em>Arkham Horror</em> was described to me as a board game and an adventure game, with RPG elements.  I think that is a very apt description of that game and having played close to a hundred hours and sinking several hundred dollars into it, I guess I can call myself a fan.  In <em>Arkham Horror</em>, the players are set against one of the Great Old Ones stirring in their slumber and it&#8217;s up to the investigators to attempt to find and seal the portals to the mysterious other worlds.</p>
<p>The first thing that is immediately obvious about <em>Arkham Horror</em> is that this isn&#8217;t your daddy&#8217;s board game.  The rules are complex, some of the game mechanics can be cumbersome, and there is a ton of stuff to remember to account for that can make a dramatic difference in the gameplay and the experience.  Arkham is not a typical American style game that most of you are probably familiar with, it&#8217;s not like Risk or Monopoly or Scrabble. Nor is it a European style game ála <em>Settlers of Catan</em>; as I mentioned the mechanics can be clunky and obvious.  What <em>Arkham</em> is, is a delightful blend of both the good and the bad aspects of both styles.</p>
<p>As I mentioned this is set in H.P. Lovecraft&#8217;s Cthulhu Mythos, which allows the wonderful theme to stand out against some of the rougher edges in the base game.  You are cast as an investigator, plunging through the streets and locations in Arkham, Massachusetts trying to unravel a mystery that prevents the malevolent Great Old One from awakening and devouring the whole of creation, starting of course with you.  A player chooses an investigator from a healthy stack of quasi-typical role-playing archetypes, but with a distinctive pulpish twist.  As the theme is 1920s Arkham, the highlights include a healthy blend of mysticism, pulp fiction, occult, and Prohibition-era politics.  For example, instead of a magic user like a wizard or a sorcerer, one can play as Professor Harvey Walters, a visiting professor at Miskatonic University and a sometimes dabbler in the arcane arts of the Mythos.</p>
<p>Characters play a bit lit they would in an RPG save for the fact that you can&#8217;t build them or chose their names, but they do have statistics that are generally related to their ability and to the roles they are assigned during the game. While players choose characters to play as investigators the role-playing in this game is significantly reduced, which for many players like myself is a very big bonus.  In the city of Arkham, there are unstable locations that a are spawning gates to the Lovecraftian Other Worlds and spewing monsters from them.  The main goal of the players is to use their Investigators to work together to close and seal the gates to the Other Worlds, thus preventing the Great Old One from awakening and destroying all that we hold dear.  Investigators travel the board, collecting items, clues, and allies which they will use to seal the gates and prevent the Old One from awakening.  Monsters of various dimensions and strengths roam the board thwarting investigators and the weight of the ever-prevalent Mythos leaves little rest for the weary as they trundle through Arkham denying the Ancient One.</p>
<p>There are many portions of this game that have a &#8220;RPG-lite&#8221; feel to them.  Modifiers and checks are all made with dice.  Items grant increases to the modifiers, spells are cast with sanity and grant increases to combat modifiers, and allies provide stable, omnipresent, and stackable bonuses.  Gathering clues is a key part of the strategy as they are used to stop more gates from opening.  There are dozens of mechanics that litter the field of <em>Arkham Horror</em> and they are transparent to the user, transparent in that you watch the machinery of the game chew up your character.  See, boys and girls, Arkham is <em>hard</em>.  Being a cooperative game means the the objective needs to be all that more difficult to reach.  Sometimes if feels as if you&#8217;re fighting a maleviolence; no not the Great Old One that you need to vanquish, but the game itself.</p>
<p><em>Arkham Horror</em> is many things, but it&#8217;s not for people who aren&#8217;t sure that they like board games.  It&#8217;s also certainly not for people who are beginners in the board game universe.  And that means people who haven&#8217;t played anything but <em>Beach Boys Monopoly*</em> or Cluedo probably wouldn&#8217;t like having to make sure that their combat rolls all account for physical and magical immunity on the Colour Out of Space.  That is of course not saying that this game isn&#8217;t fun or engaging, but fair warning needed to be given.</p>
<p>On of the places where this game shines is with it&#8217;s atmosphere and its setting.  H.P. Lovecraft was one of the most influential horror writers in the 20th century and created a eerie, horrifying and maddening universe of &#8220;weird fiction&#8221; that still sits today, some 80 years after being written, as incredibly bizarre and unique.  So it&#8217;s heartening to me that t he designers of this game didn&#8217;t just take the monsters and the great old ones slap a patina on them, bundle them together with the mechanics and call it a finished game.  One of the more integral parts of the game is encountering, which involves moving your token to a location in the game, say the Witch House, and leaving it there a turn.  Then a card is drawn from a stack, flavor text is read and the investigator often has to do something, pass a certain check to gain something or even to just not have something bad happen to them.  The is quite a bit of great text, characters, locations, events and pure environment that is drawn directly from Lovecraft&#8217;s works and presented in an accessible and interesting fashion.  It works wonderfully to bring you into the pulpy, campy, larger-than-life style that is <em>Arkham Horror</em>, while blending it with a genuine dose of Lovecraft.</p>
<p>In one way the game is driven by the story, in a more accurate way, the story and the environment are layered atop the vicious cardboard beast that eats players alive.  Stopping the Great Old One from awakening is really the only good way to win.  Obviously one is not going to have much luck fighting great Cthulhu with a tommy gun and a magic sword, but even defeating a &#8220;balanced&#8221; old god is nigh on impossible.  No,<em> Arkham Horror </em>really is the game where you lose more often than you win, that is until the game mercilessly beats you into submission and you start playing it the way that the game thinks you should.  Then the fun begins.</p>
<p>All in all <em>Arkham Horror</em> sessions last about 3-4 hours, sometimes shorter, sometimes longer, depending on the Mythos pulls.  It truly is a game where you can see the working parts, the machinery of the thing.  In fact, you often watch it first hand as it slowly devours you and your teammates.  <em>Arkham</em> is also a game that I get sick of while playing and almost never want to do back-to-back sessions.  And yet come every successive game night, <em>Arkham Horror</em> is there right near the top of the pile staring at me with its loathsome eye.</p>
<p>Ia! Ia! Ph&#8217;nglui mglw&#8217;nafh Cthulhu R&#8217;lyeh wgah&#8217;nagl fhtagn.</p>
<p>Linky -</p>
<p><a href="http://www.fantasyflightgames.com/edge_minisite.asp?eidm=6&amp;enmi=Arkham%20Horror">Arkham Horror at Fantasy Flight Games</a></p>
<p><a href="http://boardgamegeek.com/boardgame/15987/arkham-horror">Arkham Horror at Board Game Geek</a></p>
<p>*Seriously I checked for this.  I would have been fucking terrified if this actually existed.  Thankfully, my faith in humanity has been partially restored.</p>
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		<title>It&#8217;s the Ergonomy Stupid!</title>
		<link>http://trasken.wordpress.com/2010/07/16/its-the-ergonomy-stupid/</link>
		<comments>http://trasken.wordpress.com/2010/07/16/its-the-ergonomy-stupid/#comments</comments>
		<pubDate>Fri, 16 Jul 2010 15:14:09 +0000</pubDate>
		<dc:creator>trasken</dc:creator>
				<category><![CDATA[Apple]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[eBooks]]></category>
		<category><![CDATA[Ergonomics]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[Magazines]]></category>
		<category><![CDATA[Newspapers]]></category>
		<category><![CDATA[Smartphone]]></category>
		<category><![CDATA[Tablet Computing]]></category>

		<guid isPermaLink="false">http://trasken.wordpress.com/?p=110</guid>
		<description><![CDATA[This one will be shorter. I promise. The above phrase is written on the first page of my notebook. It&#8217;s been there since I got that notebook back in May. Below it is a short paragraph about &#8220;The Conundrum of Reading from a Computer Screen&#8221;. The thesis is basically this, since the invention of writing, [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=trasken.wordpress.com&amp;blog=348545&amp;post=110&amp;subd=trasken&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>This one will be shorter. I promise.</p>
<p>The above phrase is written on the first page of my notebook. It&#8217;s been there since I got that notebook back in May. Below it is a short paragraph about &#8220;The Conundrum of Reading from a Computer Screen&#8221;. The thesis is basically this, since the invention of writing, it&#8217;s been hand held or at least hand-holdable. For the last 25 or so years, more and more people have been consuming the written word on a vertical surface that is between 18 and 30 inches from their face. I would wager that most people read more off of their computer screens than they do off of them. I understand why. With the surge in the internet for consumption of news, the creation of reference websites like Wikipedia, and the power of online journals or weblogs to drive the &#8220;interestingness&#8221; of the content on the web. Coupled with the immediacy of the internet, it is no surprise that consumers would be flocking to the web for all sorts of interesting content.</p>
<p>The problem lies with the ergonomics of reading from a vertical surface that is 18-30 inches from your face. Firstly, you must be sitting upright to read it. All sorts of variables including the position of lights, the comfort of the keyboard/chair/mouse, whether or not the lights are producing a glare, so on and so forth. I&#8217;m not saying that ergonomics are necessary for writing with a pen and paper, but it&#8217;s certainly easier to move into some place more comfortable to do the job.  And that doesn&#8217;t just go for writing but reading as well; the phrase &#8220;curling up with a good book&#8221; wouldn&#8217;t be so evocative if that weren&#8217;t the case.  So we have books, newspapers, blogs, RSS feeds, YouTube, etc.  All of these items require you to sit in front of a computer, which if you want to do it for long periods of time is uncomfortable.  </p>
<p>About 20 years ago we invented smaller more portable computers that run on batteries that you can sit on your lap.  This would seem to be the ideal solution to the conundrum.  They&#8217;re more ergonomical and adjustable than your average computer, you can very easily change the angle of the screen and you can sit in a comfy chair on on your couch to do those things that you like to do.  Still we run into the issues that, navigating with a mouse or a mouse substitute isn&#8217;t really that comfortable, even on the couch.  Pluse we have the problem with the &#8220;curl up&#8221; factor.</p>
<p>The solution to this problem really started to surface in 2007 with the iPhone and moreso in 2008 with the advent of the app store for what is now called the iOS.*  There were problems though.  The iPhone screen was too small.  It worked, it just added a new dimension of uncomfortableness.  I can personnally attest to this.  After reading the last half of <em>The Sum of All Fears</em> on my iPod touch, I can say I greatly prefer to read it on the iPad.  Amazon&#8217;s Kindle was the first real device to tackle this issue.  There were some execution problems, button placement etc., but it worked really well.  Essentiallty the rest has been an iterative process.  But Kindle can&#8217;t handle the web and all of it&#8217;s content.  It does very well with the content that it has, eBooks and newspapers, but reading Fark is a bit beyond it.</p>
<p>CouchMac is a word that I toss about when people talk about a computer that does all of those things that most of us want from a computer most of the time.  Web, email, video, light gaming etc.  iPad is just the first of those CouchMacs.  In the years to come we&#8217;ll have CouchMacs of various manufacturers that are much more capable than the iPad and that is saying something.  So after a 25 year blip in the ergonomics of reading, we&#8217;ll get back to where we used to be using those things from Star Trek.</p>
<p>*Yes I&#8217;m aware of the Android solution, but they weren&#8217;t even remotely up to the task until about 8 months ago.</p>
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		<title>A Talk With George</title>
		<link>http://trasken.wordpress.com/2010/06/30/a-talk-with-george/</link>
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		<pubDate>Wed, 30 Jun 2010 22:40:20 +0000</pubDate>
		<dc:creator>trasken</dc:creator>
				<category><![CDATA[Film]]></category>
		<category><![CDATA[Philosophy]]></category>
		<category><![CDATA[Doctor Who]]></category>
		<category><![CDATA[George Lucas]]></category>
		<category><![CDATA[Patton Oswalt]]></category>
		<category><![CDATA[Restoration]]></category>
		<category><![CDATA[Revisionism]]></category>
		<category><![CDATA[Star Wars]]></category>

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		<description><![CDATA[&#8220;So, my nerdiness is getting in the way of my geekiness. I was thinking the other day what I would do if I had a time machine. Would I go back to witness some important historic event? Would I do something like see what the dinosaurs are really like? No, I&#8217;d go back to 1996-7 [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=trasken.wordpress.com&amp;blog=348545&amp;post=101&amp;subd=trasken&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<blockquote>
<p>&#8220;So, my nerdiness is getting in the way of my geekiness.  I was thinking the other day what I would do if I had a time machine.  Would I go back to witness some important historic event?  Would I do something like see what the dinosaurs are really like? No, I&#8217;d go back to 1996-7 and kill George Lucas with a Shovel.&#8221;</p>
</blockquote>
<p>Thus begins the wonderful track from <em>Werewolves and Lollipops</em> entitled &#8220;At Midnight I Will Kill George Lucas With a Shovel&#8221; by comedian <a href="http://www.pattonoswalt.com/">Patton Oswalt</a>.  Yes, it&#8217;s funny and ridiculous, but part of the reason why it&#8217;s so damn funny is because there is a lot of truth behind what&#8217;s going on here.  <em>Star Wars</em> is considered by many, and even by people who, aren&#8217;t even nerds and geeks, to be one of the best science fiction movies ever made.  It blazed the way for science fiction to become mainstream and profitable again.  The ressurection of <em>Star Trek</em> was built on the success of <em>Star Wars</em> in 1977.  The story of <em>Star Wars</em> is the story of success it&#8217;s true, but it&#8217;s also the story of the one director and one man&#8217;s vision of how this story should unfold. Or at least that&#8217;s what LucasFilm and George Lucas himself wants everyone to believe.</p>
<p>Vision and perserverance are the two major themes behind the rise of George Lucas.  It&#8217;s pretty clear that Lucas always wanted to make a S<em>tar </em>Wars-like film.  American Graffitti only exists because Francis Ford Coppola challenged Lucas to write a script for a regular movie.  Lucas sat on <em>Star Wars</em>, because of rejections and script problems, for almost five years.  The road to actually creating this mammoth of a project was plagued with script issues, prop problems, cast conflicts, and directorial constraints.  Yet through all of this there was a good movie lurking. The power of the simplistic and cliched, but memorable, story and broadly painted, but interesting characters, pushed through all of this.  The greatest thing that George Lucas ever had was the company of some of the most notable friends in all of cinematic history; Brian DePalma, Francis Ford Coppola, John Milius, and Steven Spielberg.  With colleagues and friends like this to act as a sounding board and the perisisentence to see the project through, <em>Star Wars</em> ignited a science fiction rennaisance.</p>
<p>Lucas is rightly regarded as a technical visionary and Industrial Light and Magic along with Skywalker Sound became names bandied about in professinal filmmaking.  <em>Star Wars</em> was a blockbuster phenomenon and because Lucas had the foresight to capture and exploit the merchandising rights to <em>Star Wars</em>, his split with the Director&#8217;s Guild didn&#8217;t really hurt him that much.  So George set about making the inevitable sequel.  Difficulties with handling his growing empire and the disasterous experience that was personnally directing the first <em>Star Wars</em> movie, Lucas hired screenwriters, producers, and Irvin Kershner to direct.  As a result, the story was tighter, the movie was better paced, and the quality of the acting improved dramatically.  <em>The Empire Strikes Back</em> is one of my all time favorite movies for those reasons.  <em>Star Wars</em> and Lucasfilm were at the top of their game in 1980 when <em>Empire</em> hit the streets, but like any good wave it has a crest and a trough.</p>
<p>For whatever reason, the hands-off approach didn&#8217;t sit well with Lucas and when it came time to do the other invitable sequel Lucas pushed himself back on the set again.  His directing second unit work and supervising overall activity on set was apparently irritating to Richard Marquand, the director hired to take the helm of <em>Return of the Jedi</em>.  In short he got his sticky little fingers back in the pot, problem was nobody knew yet to swat them away.</p>
<p>I would argue that the <em>Star Wars</em> succeeded in spite of Lucas.  Surely there was driving force behind the film, but it was not really Lucas perservering and by all accounts the first take of the film was dreck.  For <em>Empire</em>, it was George Lucas doing what he did (and does) best, working to better things behind the scenes.  He financed the movied with his own dollars, he paid the DGA fines against Kershner and Kasdan, he created the environment that those fine fellows worked in.  Best of all there were no Jawas, Ewoks, or silly words with too many vowels.  <em>Empire</em> was the best of <em>Star Wars</em>.</p>
<p>This article, despite the somewhat misleading opening paragraph, is not about the <em>Star Wars</em> prequels.  As awful as they are and as possibly relevant to the topic of GL keeping the fuck out of the actual &#8220;making&#8221; part of filmmaking, this is about the good old <em>Star Wars</em>.  Before there were episode titles, before Jar-Jar, before the Dark Time.</p>
<p>For all of its flaws at least <em>Return of the Jedi</em> was a complete film, there were very interesting moments vis a vis the Emperor, Vader, and the resolution of the Luke/Vader conflict.  <em>Jedi</em> wasn&#8217;t great, but at least it&#8217;s watchable.  If I had my druthers, I&#8217;d have wanted Lucas to make other choices, but it&#8217;s too late now, it&#8217;s not like you can go back into a film that was already released and make <a href="http://en.wikipedia.org/wiki/List_of_changes_in_Star_Wars_re-releases">substantial changes</a>.  Wait&#8230;  What?  You have got to be fucking kidding me!</p>
<p>I remember when Lucasfilm launched the <em>Star Wars</em> <em>Special Edition</em>.  I was excited, having been born after <em>Star Wars</em> premiered, I&#8217;d never seen the movie on a screen larger than 20 inches and if there ever were a movie that needs to be seen on the big screen, surely this was one of them.  I went I saw it, I still thought it was a great movie, but something that I couldn&#8217;t quite put my finger on bothered me.  Years later, the second round of special editions came out on DVD and I was excited.  All I had were tapes that had started to sucumb to the rigors of being run through my VCR hundreds of times.  So I plunked in <em>Empire</em>, it had been a while since I&#8217;d seen that movie, specifically looking for the new changes.  I saw them easily, you know why?  Because they stood out so tremendously against the pacing and the action of the original movie.  One of the extended scenes in <em>Empire</em> is Darth Vader boarding a shuttle back to his Star Destroyer.  What. The. Fuck.  It&#8217;s right after Luke and he have had their climactic battle and Luke had apparently jumped to his doom rather than submit to Vader.  So right after the most tense sequence in the film, where the audience is unsure if Luke is going to be rescued by Leia, Lando, and Chewie, we have the villian boarding a ship!?</p>
<p>I was <a href="http://arstechnica.com/media/news/2010/05/star-wars.ars">dismayed</a>.  I continued to watch the remastered 2004 editions looking for more incongruities.  I went back to <em>Star Wars</em> and found all of the CGI splattered across the screen incredibily distracting and irritating as well as supremely out of place for the film.  In one sequence in Mos Eisely the action is completely obscured from view by some computer generated donkey.  Oh, and Greedo shoots first.  Putting aside that I don&#8217;t care for most of the additions, generally they were purely cosmetic.  When the additions make substantial, but often subtle, changes to the characters and their motivations and results then as a filmaker you aren&#8217;t &#8220;doing what I couldn&#8217;t in 1976&#8243;, you&#8217;re changing the tone of the film.  There are three scenes that deserve special attention that were either altered or added.</p>
<p>1.  Hayden Christiansen as Anakin Skywalker at the end of <em>Return of the Jedi</em>. Aside from being a slap in the face (mask?) Sebastian Shaw, it doesn&#8217;t make any sense.  Why would The Force have returned Anakin back to his younger self?  It didn&#8217;t do that for Obi-Wan or Yoda.  There is a theory out there that this is supposed to be pre-corruption Anakin, but doing that is idiotic for other reasons.  A return to a pre-corruption Anakin would elminate the whole character arc that he had.  It would obviate the need for the redemption and lessen the impact of the prophecy that Anakin would bring balance to the force.  Aside from that it&#8217;s clearly just a blatant attempt to shove the bastardized world of the prequels into the original trilogy.  Considering that it shows exactly how much out of step the prequels are with their older brethern, I don&#8217;t know what it accomplishes in the story.  The replacement of the voice actor in the Vader speaking to the Emperor scene also runs in this vein.</p>
<p>2.  Han and Jabba meet in Mos Eisley.  Yes I know that this was scene that was cut from the original movie.  Then again, most things that were cut from movies were cut for a reason and the film is generally better off for it. Problem: this conversation is made for comedy.  Jabba is portrayed as a bumbling obeident fool, with Han Solo pushing him around and poking him in the chest and what not.  Why is Han afraid of this space worm again?  Jabba is so obsequious in this scene that it doesn&#8217;t even seem like the same character as the more menancing and evil Hutt in <em>Jedi</em>.  Maybe it worked better when Jabba was a human; that&#8217;s right Jabba was originally a human.  Maybe the interaction worked better and the back and forth was better or maybe this fucking scene was cut because it doesn&#8217;t add anything and slows down the pace of the rest of the movie.  Plus there is the bit where Han steps on Jabbas tail and the Hutt squeaks.  In hindsight it should have been warning of grave things to come.</p>
<p>3.  This is the most important change made by George Lucas to any of the three films.  That infamous scene in the Cantina where Greedo and Han have a chat.  Greedo runs into Han, Han plays it off like nothing is going on while secretly unholstering his weapon and preparing to ice this scumbag.  He talks with Greedo for a bit and then proceeds to shoot him in the chest.  It&#8217;s all bluster and stalling so that Han can pull out his gun and blast him.  This is one of those scenes that you don&#8217;t really think about when you first see it, but should someone change it or remove it, it profoundly changes the tone of the rest of the sequence.  Lucas changed the scene so that Greedo would shoot first.  I&#8217;m aware that it was &#8220;worse&#8221; in the 1997 special edition, but the fact that it&#8217;s still there, but changed says two things to me.  First it says that Lucas or someone on the team was aware of just how wrong a change it was and wanted it changed back and second, that now that the change has been made we won&#8217;t acknowledge it in any meaningful way other than this.  It&#8217;s essentially a &#8220;shut the fuck up&#8221; to the fans who were complaining the loudest.  Why is such a change meaningful?  Well, it changes Han&#8217;s character arc.  Han Solo was a rough and ready guy all set to kill if it meant saving his skin or getting the drop on some bad guy. A churlish rogue, if you will. Changing that changes his characterization slightly.  In this establishing scene, we don&#8217;t need to see that he has a heart of gold, that comes later when he agrees to help Luke rescue the princess and even moreso when he comes to help Luke blow up the Death Star.  In writer-speak, it lessens the import of his transition from anti-hero to a genuine hero.  The character arc of Han Solo is one of most interesting parts of the <em>Star Wars</em> trilogy.  At this point we emotionally know that Han Solo is a good guy, but when you look at it from the very begining, it&#8217;s not really that clear.  He&#8217;s a mercenary, he killed a man in cold blood, he smuggles, and he only seems to care about paying off his debt.  Is this man someone who would sell Leia or Luke or Obi-Wan out to the Empire just to get a payday?  We don&#8217;t know.  I mean Harrison Ford has an open honest face, so he couldn&#8217;t possibly be evil could he?</p>
<p>As it inevitabely leads to, we talk about how this kind of changing is bad for audiences and ultimately the cinema.  Ever since the advent of digital imaging technology and restoration, there has been a push to issue not only remastered versions of older films, but also different cuts of films in fanatstic box sets with all sorts of documentary features and behind-the-scenes information.  Generally, I&#8217;m fine with that.  For the most part the differences in cuts are a few lines of dialouge here and there and a bit of sex or violence that is excised that doesn&#8217;t really change the tenor of the film.  There are some exceptions, but changes in cuts don&#8217;t change the way that characters act or majorly affect how plot unrolls.  A strict remastering should just be that.  I would think that we&#8217;d (the &#8220;we&#8221; being film fans here) all be for sprucing up the visuals and the sound to better enjoy our favorite older movies.  This is the best kind of film preservation.  For example the Doctor Who Restoration Team, has spent the majority of the last two decades carefully and painstakingly restoring the bits of Doctor Who to a quality that can again be realased to the public.  They have stringent policy about making it appear as it was when it was broadcast, even fixing mistakes in sound editing and cue can be forbidden.</p>
<p>Or take another example, the <a href="http://www.theasc.com/ac_magazine/May2008/PostFocus/page1.php">Coppola restorations</a> of the <em>Godfather</em> trilogy (the second of the three sacred tryptchs in film).  By all accounts the master copies of <em>The Godfather</em> and <em>The Godfather Part II</em> were in terrible shape.  A group of dedicated artists went through and painstakingly restored the majesty of the original film.  No changes were made to edits or pacing or tone.  Characters didn&#8217;t start doing unexpected things.  In short a great restoration that looks fantastic and preserves the original feel of the film.  I don&#8217;t think anyone would have batted an eye if Lucas had decided to just clean up the <em>Star Wars</em> trilogy, remaster the picture and the sound and be done with it.  Hell, <em>Star Wars</em> looked great on the big screen and sounded great too.  It was the added or changed scenes that irked so many fans.  The Coppola Restorations is how you treat classic cinema, which until, the 1997 Special Edition nonsense, the <em>Star Wars</em> triliogy was.  Now it&#8217;s still great but it has fallen from grace.</p>
<p>Let&#8217;s take a look at two sequences from two good films and see what happens.  We have the aforementioned Greedo/Han Solo sequence and the scene from <em>The Godfather</em> where Michael kills Sollozo and McKluskey in the resturant.  Imagine, if you will, Michael Corleone coming from the restroom and immediately shooting those two in the back of the head as they ate their spaghetti.  Sounds like a minor change, right?  Well here&#8217;s why it&#8217;s not.  See, Michael was the doe-eyed youngster who was on the outside of the family business.  His father had plans for him to be a lawyer or a politician or somesuch.  He was naive.  Still, family is important to him and he wants revenge for the shooting of his father.  Tom thinks it&#8217;s a bad idea, but Sonny (the headstrong impatient one) immediately latches on to it.  You get the sense that Vito wouldn&#8217;t condone this; after all that was just business.  So why is this important to how soon Michael shoots the two villians?  It goes to his motivations, yes immediatly gunning them down is the plan, but his hesitation shows that maybe he&#8217;s not ready to go all the way into his family&#8217;s life of crime and violence.  Eventually he realizes that he&#8217;s gone this far, there really is no choice.  The hesitation is key.  Just like Han shooting the unsuspecting Greedo.  It goes to the arc of Michael&#8217;s character and how he changes from an innocent youth to a cold calculating bastard.  If he went right after that and shot Fredo, it wouldn&#8217;t make any sense, but to have Fredo killed later on shows the steady escalation of Michael&#8217;s entrenchment into the criminal society.</p>
<p>Would anyone forgive Francis Ford Coppola if he made that kind of a change to <em>The Godfather</em>?  Maybe.  Maybe it&#8217;s a little change that doesn&#8217;t mean all that much.  Maybe if that was the only thing changed.  Movies, more than anything else on this planet, are sums of their parts.  When you start tinkering with those pieces, bad things can happen, formerly great movies can be derailed tinkering with even the most innocous sequences.  This is why a good editor can make or break a film.  This is why editing is an agonizing process for directors.  More often than not, those kinds of cuts actually make movies better and most of the stuff cut was done so for a good reason.  I&#8217;ll admit that being concise is certainly not one of my strongest suits, but I do understand the need for it and why it is so effective when it can be done properly.</p>
<p>In no small effect, when a movie, a book, or a song is released to the public it becomes part of the public conciousness.  In essence, it belongs to the public to a certain extent.  Not that the creator can&#8217;t and shouldn&#8217;t get control of how it&#8217;s released or how much they charge for it, but at some point you have to point to a product and say &#8220;it&#8217;s done&#8221;.  The kind of revisionism seen in <em>Star Wars</em> is sickening for what it did to the movies from a purely artisitic and enjoyment standpoint, but also from a moral and philosophical standpoint.  Lucas has claimed that this is about ensure that his vision for <em>Star Wars</em> is consistent and complete.  As the creator of the franchise, he certainly has some claim to the moral right of how a particluar envisioning is established.  On the other hand, the director of the film is more responsible for the vision of the project than some crackpot in Marin.  Lucas only ever directed <em>Star Wars</em>.  There is a reason that they never let him back in the chair after that movie.  His universe will continue without his input long after he&#8217;s dead.  I heartily predict that the effort to contain and control his &#8220;vision&#8221; will be all for naught as someone will buy the rights and &#8220;reboot&#8221; it in thirty years time.  And it will certianly be better in almost every conceivable way.</p>
<p>Damnit George!  <em>Star Wars</em> isn&#8217;t yours anymore.  It has become part of the cinematic gestalt.  Nerds love it.  Regular audiences love it.  Fuck, I haven&#8217;t even watched any of the <em>Star Wars</em> movies in over 6 years because of how distasteful those edits are to me.  I didn&#8217;t think that anything could ruin <em>Empire</em> for me, but it&#8217;s become a collateral damage situation.  The need to tinker, the need to keep changing after the horse has left the barn is an understandable urge, but it&#8217;s one that every artist really needs to control.  Between remastering old classics and totally destroying the franchise with the prequels (as well as his disasterous attempts to &#8220;fix&#8221; the Indiana Jones franchise), George Lucas has gone from a respected filmmaker and genre genius to the punchline to a bad joke in less than twenty years.  That&#8217;s the most impressive story about this whole debacle.  Run your company George, leave the playing the sandbox to those who are good at it.</p>
<p>PS:  The title of this post comes from a fabulous song by <a href="http://www.jonathancoulton.com/">Jonathan Coulton</a> &#8220;A Talk With George&#8221;.  No infringement is intended as usage of that phrase was made firmly with tongue embedded in cheek.  Go <a href="http://www.jonathancoulton.com/store/downloads/">buy</a> it though, great song.</p>
<p>PPS:  As long as we&#8217;re going to go buy things.  Go <a href="http://itunes.apple.com/us/album/werewolves-and-lollipops/id258368231">buy</a> &#8220;Werewolves and Lollipops&#8221; by Patton Oswalt.  Also a great album, funny too.  Again no infringement intended.</p>
<p>PPPS:  Last one I swear.  DON&#8217;T go buy <em>Star Wars</em> on DVD.  You&#8217;ll regret it.  If you haven&#8217;t ever seen it, try to find an old copy like a VHS tape or something.  Make it a retro movie night on retro hardware.  Don&#8217;t give Lucas any more money, then maybe he&#8217;ll get the idea.</p>
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		<title>Hell, It IS About Time!</title>
		<link>http://trasken.wordpress.com/2010/05/23/hell-it-is-about-time/</link>
		<comments>http://trasken.wordpress.com/2010/05/23/hell-it-is-about-time/#comments</comments>
		<pubDate>Sun, 23 May 2010 14:40:46 +0000</pubDate>
		<dc:creator>trasken</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Starcraft]]></category>
		<category><![CDATA[Warcraft]]></category>

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		<description><![CDATA[Whether or not you know it, I likes me some good entertainment. More and more often I find myself plopping down in front of the boob tube to watch some TV. Not the schlock that gets sent my way from broadcast TV or cable companies, but stuff I want to watch. Shows that are recommended [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=trasken.wordpress.com&amp;blog=348545&amp;post=73&amp;subd=trasken&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Whether or not you know it, I likes me some good entertainment.  More and more often I find myself plopping down in front of the boob tube to watch some TV.  Not the schlock that gets sent my way from broadcast TV or cable companies, but stuff I want to watch.  Shows that are recommended to me, stuff that looks interesting or that might interest the Skirt.  Netflix and iTunes mostly, but new stuff here and there.  And I like video games.  Or more specifically computer games.  Now I&#8217;ve <a href="http://trasken.wordpress.com/2007/07/10/the-state-of-mac-gaming/">dabbled</a> in the past with this item.  I&#8217;ve talked about the games that I&#8217;ve played and that I&#8217;ve loved.  I&#8217;m a Mac user and a gamer and for a good long while it was <em>very</em> hard to find good games to play on Macs.  It was a time of famine, but now the feast shall begin.</p>
<p>This year, it was a very good year, will see the arrival of <em>Civlization V</em>, Valve Software&#8217;s Steam platform with <em>Portal II</em> goodness (along with a metric shit-ton of back catalogue) and most importantly <em>Starcraft II: Wings of Liberty</em>.  I&#8217;ve always been a fan of Blizzard&#8217;s games.  They are polished, amusing, captivating, well thought out, and just generally fun to play.  I have this theory about how they work and seem to capture so many different users.  Blizzard just has this ability to create experiences that are genuinely fun to play.  I was never really that into fantasy as a young man.  Science fiction was my bread and butter.  Sure I&#8217;d read books like <em>The Hobbit</em>, but who hasn&#8217;t.  I was a big fan of stuff like <em>Star Wars</em>, <em>Star Trek</em>, and <em>Babylon 5</em>, but never much the fantasy end of that spectrum.  To my now enduring love of medieval and fantasy style settings, I have to credit Blizzard.</p>
<p><em>Warcraft II: The Tides of Darkness</em> was pretty simple gameplay-wise.  As a real-time strategy game it was nothing new.  It was simplistic, good v. bad, light v. dark, one side that mirrored the other in almost every conceivable way.  Just which shirt you wanted to put on.  They were certainly building on the original <em>Warcraft</em> game both in the mechanical side of things and with the story.  Again, the mechanical aspects were pretty pedestrian, but they still worked really well.  Strategy was mostly non-existent.  Build a bunch of guys and send them off to kill the other guy.  Sure there were attacks with air units when the enemy didn&#8217;t have any defense to them or Paladin micromanagement, but for the most part it was attack-move.  For me what really separated <em>Warcraft II</em> from other games in the same era was the story, more specifically the game manual.</p>
<p>It was like a small story book, each unit had a lengthy description about not only its&#8217; role but how it fit into the overall <em>Warcraft</em> universe.  The trolls of Lordaeron, the elves of Quel&#8217;Thalas, all of it became a building block for an excellent and enjoyable game.  I waited patiently for the scroll over and loud booming narration about the goals for each mission.  Then the stories in the manual about the universe were well written and filled with backstory; scheming, intrigue, honor, sacrifice, betrayal, and vengeance.  Because when you played <em>Warcraft: Orcs &amp; Humans</em>, you didn&#8217;t know who had one and there were two endings one for each race, the manual provided the official insight into what happened in the first game and created an official story for each faction.  It was great.</p>
<p>Suffice it to say that the orcs lost the second war.  <em>Warcraft II</em> was fun and the story was engaging, but how does that fit into the theory?  Like I said, my first real exposure to fantasy was through the <em>Warcraft</em> series; been a big science fiction fan before and still am.  But with every Blizzard game that I played, I was immediately enamored with the universe that they were set in.  The rich and fertile world of Azeroth with the evil orcs, the noble humans, the elusive elves, the wicked trolls, and the stolid dwarves became deeper and deeper in my imagination as time went by.  Then I picked up the dark gothic fantasy world of <em>Diablo</em> and it&#8217;s sequel.  I went deep into that kind of a world for a long time then too.  So my theory is that which ever game of Blizzard&#8217;s you&#8217;re playing that&#8217;s the one that will prime the imagination and make one more receptive to that flavor of story that&#8217;s being told.  There&#8217;s lots to love (and hate) about each of those respective series, but because they were easy to play and fun to get engrossed in, it was more about the total experience than any particular piece of the puzzle.  If you&#8217;ve ever played <em>Diablo</em> you&#8217;ll remember the first time that you ventured into a certain area, like Hell level or the Durance of Hate.  It will stick out in your mind the first time you got a right angle&#8217;s worth of troll destroyers and leveled that human base.  Returning to Tristram, watching Lothar die, opening the seals to let out the big guy, and fighting to the Dark Portal all stick in my mind as great moments in the those games; which were filled with tons of those type of moments.</p>
<p>You may have noticed one big omission in the above discussion of Blizzard&#8217;s greatest hits.  That&#8217;s right friends we save the best for the last.  I like fantasy, don&#8217;t get me wrong, but I will always be a science-fiction junky.  From Ray Bradbury to Gene Roddenberry to Ronald Moore, I&#8217;ve always loved sci-fi, which is probably why I immediately dialed into <em>Starcraft</em>.  Starcraft was released for PCs in 1998 and us poor Mac users had to wait almost a year to play it.  I bought four issues of PC Gamer which previewed this game and the one that reviewed it.  I still have the clippings from them.  It was amazing, actual problems with the gameplay of <em>Warcraft II</em> had been solved.  Three races were in the game with actual differences amongst them, a middle-of-the-road race with flexibility, a weak but numerous and overwhelming race, and a expensive and powerful race.  The campaigns were tied together in an order that allowed for telling a complete and total story without having to worry about which side &#8220;won&#8221;.  Control groups, flying buildings, etc. all of these things that we take for granted in modern RTSes all were in <em>Starcraft</em>.  I&#8217;ve played and liked both <em>Command and Conquer</em> and <em>Total Annihilation,</em> but there were gameplay issues with <em>C&amp;C</em> and <em>TA</em> had little to no story to speak of.  Thankfully, Blizzard managed to create a game that excelled at both of these aspects well.  While <em>Starcraft</em> didn&#8217;t have every single innovation in the genre packed into it&#8217;s frame, neither was it lacking in that regard.  And the story was probably the single best thing about it.  Many gamers don&#8217;t consider <em>Starcraft</em> a finished product without the <em>Brood War</em> expansion.  And that&#8217;s certainly true for the story as well.  While the original&#8217;s story was certainly serviceable, <em>Brood War</em> brought an entirely different dimension in the respect.  There&#8217;s not a lot that&#8217;s original about the story or even some of the concepts brought out in <em>Starcraft</em>, but it&#8217;s very well executed.</p>
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<p><em> </em></p>
<p><em></p>
<p>Starcraft<span style="font-style:normal;"> was the game that gave Blizzard it&#8217;s reputation for polish.  Twelve years after first releasing it, there have been numerous refinements to the gameplay and it continues to be a competitive game to play. </span>Starcraft<span style="font-style:normal;"> spawned serious professional gaming and in South Korea became a national phenomenon.  It was a great game and to many was Blizzard&#8217;s best game.  Here we are all those years later and Blizzard is again trying to capture lighting in a bottle. </span>Starcraft II: The Wings of Liberty<span style="font-style:normal;"> is due out later this year and promises to be a substantial improvement over the original, while still keeping those wonderful things that made it special.  Time will tell if they succeeded, but from all indications it would appear that they have not only done so, but done so spectacularly.</span></p>
<p><span style="font-style:normal;">From that wonderful day in May of 2007 when </span>Starcraft II<span style="font-style:normal;"> was introduced Blizzard&#8217;s World Wide Invitationals, the community behind it and the more general gaming community had hungered for any last bit of detail that they could get.  Some were sure that Blizzard couldn&#8217;t do it; couldn&#8217;t recapture that magic.  But that&#8217;s always the rub, how do you make a sequel to something extraordinarily popular and awesome without fucking it up?  Christopher Nolan did it.  Francis Ford Coppola did it.  Jon Favreau, on the other hand, didn&#8217;t.  Neither did the Wachowski brothers.  Big question, did Blizzard?  Could Blizzard?  It may be to early to tell, but it sure feels like it.  There have been some bumps along the way.  No LAN support angered many fans; well at least the nerd-rage was strong.  Splitting the series into three separate parts, one for the Terrans, one for the Protoss, and one for the Zerg angered a several others.  I was a little miffed too, it&#8217;s hard not to see the hand of Activision reaching in trying to suck every last bit of life that it can from the popular and successful franchises given it&#8217;s track record.  Guitar Hero/Rock Band<span style="font-style:normal;"> were actually pretty fun/innovative little games, then the evil executives got on board with them and we started seeing releases every couple of months where the gameplay was exactly the same, but with just a new selection of songs to play.  The same fucking thing seems to be <a href="http://arstechnica.com/gaming/news/2010/04/infinity-ward-staff-sues-activision-for-500-million.ars">happening</a> with the </span><em>Call of Duty</em><span style="font-style:normal;"> franchise, though I would argue that </span><em>Call of Duty</em><span style="font-style:normal;"> had only one real blip on the screen of true goodness.  But, was it really Activision causing the split?  Was this something that the </span><em>Starcraft II</em> <span style="font-style:normal;">team had talked about?</span></span></p>
<p><span style="font-style:normal;">Chris Sigaty, one of the lead developers of </span>Starcraft II,<span style="font-style:normal;"> has <a href="http://kotaku.com/5062018/starcraft-ii-lead-producer-on-the-split-single-player-campaign">insisted</a> that Activision had nothing to do with the split and that they were using it to tell a story and create a single player experience that was unlike anything that Blizzard had tried before and hopefully a bit new to the overall casserole that is the single player game.  Should we take Mr. Sigaty&#8217;s word for it?  At the time it seemed like a bit of a leap of faith the take him at his face.  Then we got to see a bit of the single player story and the way that it would be told.  And we were justified in our faith of the idea.  So we look at the things that the developers of </span>Starcraft II<span style="font-style:normal;"> were trying to accomplish with the story mode of the game.  The first and foremost objective is to tell the story of our protagonist.</span></p>
<p><strong>*</strong><span style="font-style:normal;"><strong>WARNING: The following assumes some familiarity with the </strong></span><strong>Starcraft </strong><span style="font-style:normal;"><strong>universe.  For more content than you can shake a stick at: go </strong><a href="http://starcraft.wikia.com/wiki/StarCraft_Wiki"><strong>here</strong></a><strong>.  You have been warned.*</strong></span></p>
<p><span style="font-style:normal;">In this case our protagonist is one of the few characters who survived the first </span>Starcraft<span style="font-style:normal;">, Jim Raynor.  For some reason, Jim Raynor has been the magnet of popular appeal, and I only use that phrase in loosest sense of the geekdom world.  He was seen as the only character in the Terran </span>dramatis personae<span style="font-style:normal;"> who was an everyman and a stand-up guy.  Thing is, Raynor isn&#8217;t characterized that well in the actual game itself.  We don&#8217;t know that much about him or his motivations, but we do know a few things.  He seems to have a sense of personal and close loyalty, except that he changes sides about twelve times during the whole of the first few campaigns.  First he&#8217;s working for the Confederates, but then he&#8217;s betrayed by the bureaucracy and whatever their hidden agenda is.  Then he&#8217;s working hard for Mengsk and is in full to the hilt, but then Mengsk abandons Kerrigan on the planet to die and Jimmy gets pissed off and runs away.  Then he&#8217;s working for himself, but helping out the Protoss.  Then Fenix is is best friend and we seem to get a certain constancy when he is working for himself and working with the Protoss.  It&#8217;s not that I don&#8217;t like the story of a man who has his morals in a morally bankrupt universe, but Raynor&#8217;s character had very little depth to it.  To me there more interesting characters in the first Starcraft even in the Terran campaign.  To me Mengsk was much more interesting because he had pathos behind him.  At first it seemed as if Mengk&#8217;s motivations were about displacing and destroying a tyrannical government and then it turned out that it was just some form of elaborate scheme for revenge.  A cliche, but a least a well told one.</span></p>
<p><span style="font-style:normal;">Jim Raynor, is by contrast, bland.  Even the supposed &#8220;love affair&#8221; between him and Kerrigan, doesn&#8217;t really develop until it becomes the worst possible form of unrequited love, the one where the lady can gnaw your face off.  So do we play Jim Raynor because he is an interesting character or because we know what the writers of the plot know, that Raynor is essentially an empty shell that we can pour our common desires for &#8220;the good guy winning&#8221; and a classic narrative structure along with just enough character development to actually make him the character that everyone thinks that he already is.</span></p>
<p><span style="font-style:normal;">Clearly, in some form, the single player campaign in </span>Starcraft II<span style="font-style:normal;"> will succeed in telling an interesting story.  The story of the first game was passable, but cliched as hell and really pretty inevitable from the git go.  The Brood War story line was a massive improvement in both characterization and actual plot development along with an obvious, but well timed twist.  So if we even have half of the brain of the guy who wrote the last one in this game writing the story, the plot and the characters should be decent and we might even get a few surprises here and there.  Add to this, the fact that you get to <a href="http://arstechnica.com/gaming/news/2010/04/starcraft-2.ars">choose</a> the moral direction of the Raynor, by choosing to accept missions from other people and the fact that the ending will be fixed, allows for more flexibility in telling that story than has ever happened before in this genre.</span></p>
<p><span style="font-style:normal;">So it would seem that </span>Starcraft II: Wings of Liberty<span style="font-style:normal;"> can and should succeed in telling the story.  What are the other essential assets of a single-player campaign?  I believe that one of the most important is bringing something different to the table gameplay wise.  As cool as it is to just build up your shit and attack the enemy destroying him utterly, it get&#8217;s old fast that all of the objectives are destroy your enemy.  This is one of the reasons that </span>Rome: Total War<span style="font-style:normal;"> is no longer in my dock.  I love the game.  The addition of things like tactics and terrain to the real time strategy was a real kicker, but beyond systematically conquering the Roman world, there was little to do outside of: Build an army, attack the other guy, win, wash, rinse, repeat.</span></p>
<p><span style="font-style:normal;">With the talk of all of the neat things that </span>Starcraft II<span style="font-style:normal;"> will have, it seems that this obstacle will be cleared as well. A mission on a lava planet to harvest a certain amount of crystals is present in the game.  OK, seems familiar, but there&#8217;s a twist, every 40 seconds or so the lava rises and obscures the crystals from mining.  Your guys can&#8217;t get down there and mine it.  Plus the Zerg raid your base every so often.  And there is an optional mission to kill a Zerg heavy.  So we see an example here of what might be considered to be Blizzard at it&#8217;s best, take an idea or a concept that works very well and refine it to a degree where it is almost completely different and interesting.  There is another <a href="http://arstechnica.com/gaming/news/2010/04/starcraft-2.ars">mission</a> where you have to defend your base from a Protoss attack while waiting for a counter to run down.  Pretty pedestrian, right?  Well you&#8217;re drilling through doors and you can use the drill to kill incoming protoss units, but every second that you use the drill to explodinate Protoss units, you lose from the drilling.  There are plenty of other examples where the concept of the single player mission is taken and modified to be more engaging and more exciting that killing all the bad guys.  Add to the fact that there are all sorts of new kinds of missions and a branching mission tree and we have a winner.  Plus you complete missions to earn credits which you use to buy upgrades and you can hire mercenaries.  Both of these items add, not only a interesting element to the future gameplay (&#8220;Man I should have really gotten reapers for this level instead of marauders&#8221;), but to the opportunities for storytelling.  For example if you want to get a certain unit for your army,  you may have to do a deal with the devil and be comfortable about how that affects the overall character choices for Jim Raynor.</span></p>
<p><span style="font-style:normal;">OK.  So two of the functions of the single player are dealt with.  We tell a story and we introduce either completely new concepts to RTSes or interesting and creative variations on old ones.  What is the next component?  Traditionally, the story-mode or single player campaigns of any RTS have been primarily about educating the player in the nuances and ins and outs of units and tactics.  No story-mode that I&#8217;ve played in, has done this convincingly without being anything but a tutorial.  The arbitrary limitations to the tech-tree so you learn how to do a perfectly executed ground assault.  For example, in the late Zerg mission of </span>Brood War<span style="font-style:normal;"> where your objective is to destroy a well protected Protoss citadel.  Piece of cake, just send in some mutalisks and use some guardians to crack the shell.  Oh wait you have to only use ground units because &#8220;electromagnetic interference&#8221; is preventing air units from functioning.  Well, except those overlords that you have running your swarm, those are fine.  So if the single player focuses on telling that story and keeping the player entertained, then I think we have a successful single player campaign.  But you wouldn&#8217;t want to throw a player into the deep end of the competitive multiplayer pool when they can&#8217;t build and manage one base let along do sick reaper micro to kill all the bad guys drones.  So what do you do?</span></p>
<p><span style="font-style:normal;">Well for Blizzard the answer seems to be Challenge Mode.  In challenge mode you do things like defend a piece of high ground with nothing but high templar and sentries.  Wave after wave of enemies will advance on you getting harder and harder as the challenge goes on.  The goal is simply to survive, but to do so you will need to utilize all of the skills of the templar as well as those of the sentry.  Clearly the methods you learn on this &#8220;Porkchop Hill&#8221; are easily transferable to the multiplayer mode.  Another challenge gives you a shitload of powerful units, but you have to defend a huge base while being attacked simultaneously﻿ on multiple fronts.  Again one could see how well that this would translate into the skills and credentials needed to work on the competitive multiplayer that </span>Starcraft II<span style="font-style:normal;"> will eventually be.</span></p>
<p>Starcraft II: Wings of Liberty <span style="font-style:normal;">is slated to come out for sale at the end of this July.  It is also probably one of the most anticipated sequels in the history of computer gaming.  Big questions abound.  Can lighting strike twice for Blizzard? </span>Starcraft<span style="font-style:normal;"> was not an overnight success for the Irvine company.  It took several years for it to catch on in Korea, where it became an phenomenon.  Already there is probably more hype about this game than there has been for any previous Blizzard game.  It will certainly be good, but can it surpass what many call the best real-time strategy game ever made?  I think in many key ways it can.  Will it be as successful in the multiplayer arena?  Maybe.  But, this game will not live and die on the multiplayer element.  It will succeed or fail on the whole product not just one aspect.  I think the biggest question that yet remains about </span>Starcraft II: Wings of Liberty<span style="font-style:normal;"> is are we all truly ready for what will happen in July?  To paraphrase <a href="http://starcraft.wikia.com/wiki/Tychus_Findlay">Tychus Findlay</a>, &#8220;Hell it IS about time!&#8221;  Bring it Blizzard, I&#8217;m ready.</span></p>
<p></em></p>
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		<title>So I Might Not Be the Person To Trust With the Nuclear Secrets</title>
		<link>http://trasken.wordpress.com/2010/05/05/so-i-might-not-be-the-person-to-trust-with-the-nuclear-secrets/</link>
		<comments>http://trasken.wordpress.com/2010/05/05/so-i-might-not-be-the-person-to-trust-with-the-nuclear-secrets/#comments</comments>
		<pubDate>Wed, 05 May 2010 14:27:38 +0000</pubDate>
		<dc:creator>trasken</dc:creator>
				<category><![CDATA[General thoughts]]></category>

		<guid isPermaLink="false">http://trasken.wordpress.com/?p=66</guid>
		<description><![CDATA[I know, I know. I didn&#8217;t post like I said I was going to. Though I can go through the list of things that I was going to post and do it real quick like: 1. Snow on the ground &#8211; none. 2. Score of the last hockey game &#8211; 0-5 UW BC &#8211; I [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=trasken.wordpress.com&amp;blog=348545&amp;post=66&amp;subd=trasken&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I know, I know.  I didn&#8217;t post like I said I was going to.  Though I can go through the list of things that I was going to post and do it real quick like:</p>
<p>1. Snow on the ground &#8211; none.<br />
2. Score of the last hockey game &#8211; 0-5 UW BC &#8211; I might <em>might</em> be ready to talk about that now.<br />
3. Things in life that irritate me &#8211; um, might not want to get into that now, that could take up a whole freakin&#8217; novel.<br />
4.  New stuff in Mac Land &#8211; iPad &#8211; got one.  It&#8217;s freakin&#8217; cooler than LN2. <em>Jokes for nerds!</em>  I feel like I live on the <em>Enterprise</em> now.  Instapaper rocks; it really has turned the iPad from a neat new device to a futuristic newspaper with all of the awesomeness asscociated with that technology.</p>
<p>Long story short:  I didn&#8217;t write on this journal.  Boo-urns!.  Should I apologize to you, my loyal readers?  No!  I hate you all anyway, I only do this for my own edification so that I can show you how much more intelligent about everything that I am compared to you.  You are insignificant to me; I laugh at your inferiority!  HAH!<br />
&#8230;.</p>
<p>Wait, wait!  Come back!  I&#8217;ll be nicer I promise!  I love you and I want you to stay with me.  I can&#8217;t function without you.  I promise I won&#8217;t go off the deep end like that again.  </p>
<p>So, yeah, um prolific.  Yeah, that didn&#8217;t work.  I&#8217;ve got a few things that I&#8217;m working on.  <em>Marco Polo</em> might be ready in the next week or so.  I&#8217;m working on a post about the iPad and now it represents a paradigm shift in computing and consumption.  Also I think I want to talk about <em>Starcraft II: Wings of Liberty</em> at some point.  I&#8217;m in the beta and it rocks.  Also cannot wait for the full game in July and Steam is heading this way.  Damn it feels good to be a Mac gamer.</p>
<p>I know that I&#8217;ve said this before, but I&#8217;ve changed a few things about how I want to go about doing things.  For one, I&#8217;m not going to be doing all of my writing and posting exclusively at home anymore.  I&#8217;ve got free time at work and I intend to use it; I&#8217;m actually writing this using the, much improved, WordPress web posting system.  Another thing is that I&#8217;ll actually work on some other things that aren&#8217;t so nerd-tastic to post about.</p>
<p>Oh, and about the title.  Just sayin&#8217; that you probably shouldn&#8217;t let me deal with those.  If I can&#8217;t be entrusted to keep a regular update to a weblog then I probably shouldn&#8217;t know about all those warheads.  Not that it&#8217;s easy for the general public to just find that information.<br />
<a href="https://www.osti.gov/opennet/forms.jsp?formurl=document/press/pc26.html">Oh wait!</a></p>
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		<title>So Where Do We Go From Here?</title>
		<link>http://trasken.wordpress.com/2009/11/03/so-where-do-we-go-from-here/</link>
		<comments>http://trasken.wordpress.com/2009/11/03/so-where-do-we-go-from-here/#comments</comments>
		<pubDate>Wed, 04 Nov 2009 00:53:26 +0000</pubDate>
		<dc:creator>trasken</dc:creator>
				<category><![CDATA[General thoughts]]></category>
		<category><![CDATA[Philosophy]]></category>

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		<description><![CDATA[A friend once told me that writing is a skill like any other; you get good and stay good at it by continuing to use it. So here we are with nearly 250 days between now and my last post on this thing. Do we let it die? Do I try to post something every [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=trasken.wordpress.com&amp;blog=348545&amp;post=62&amp;subd=trasken&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>A friend once told me that writing is a skill like any other; you get good and stay good at it by continuing to use it.  So here we are with nearly 250 days between now and my last post on this thing.  Do we let it die?  Do I try to post something every day?  Do I change the format and talk about things that others might find interesting? <P></p>
<p>These are are the questions that anyone, if there is anyone out there reading, would be asking.  I know that I have stopped reading blogs of people who post more frequently than I do, but not frequently enough.  I have no excuses; I feel no need to make them.  Life gets in the way.  And then there is the problem of when something that you used to love becomes a chore, another item on a checklist of things to do.  I sure as hell didn&#8217;t think five years ago that I would think of creative writing as a chore. <P></p>
<p>Personally, I blame the liberal arts.  As a history major at my university, I had a tremendous blast writing about things for classes.  At least I did at first.  But when you have to write your ninth paper on the economic history of 17th century Russia, you start to lose a taste for it.  Stories that I started writing and interesting concepts that I had diagramed out on napkins and notebooks dwindled and shrank.  Ideas came less and less frequently.  I think two things happened here. <P></p>
<p>As I matriculated, I read more and more than I ever had at any point previous.  Not only did I continue to read fiction and non-fiction for pleasure, but the obscure books and articles that I read for classes and term papers introduced me to new ideas and styles of writing that I had never been exposed to before.
</p>
<p>I came to a few revelations about my work and learned a few things:</p>
<ol>
<li>My writing was good for what it was, but there was so much that could be done with the style, the grammar, the motivation of characters, etc.</li>
<li>I never quite felt like my work was ever going to be good enough.</li>
<li>I finally embraced the drafting system of writing, not formally but enough to re-read work and to edit it.</li>
</ol>
<p>Then college ended.  I graduated, got a comfy civil service job, and have been there ever since.  I wouldn&#8217;t call my position mentally or intellectually challenging, but I have forced myself to use my writing skills and my brain more than I thought necessary for that type of position.  I pushed my superiors to challenge me and they tried.  However, with that responsibility came more paperwork, more emails to send, more forms to fill out, more procedures to document.  I seem to have discovered that I have a limit to the amount of characters that I will type on a computer screen in any given day.  If I have to deal with this number or push myself, I feel exhausted mentally.  In short I had become complacent.  I went from using one excuse, &#8220;I can&#8217;t write on my blog/novel/short story/TV idea because I&#8217;m working on this American History paper&#8221; to &#8220;I just wrote a 12-page critique of an idiotic idea that someone at work wants to do and I&#8217;m too fucking tired.&#8221;
<p>In fact the phrase &#8220;I&#8217;m too fucking tired&#8221; became common-place around my house post-graduation.  First it was just me decompressing from a stressful stay at university.  Enjoying the fact that I no longer needed to stay up late writing term papers or feel guilty about not reading the 100 pages about women in the 1920s that was due to be discussed at length in the next small section.  Then it was because I was being to Epicurian; places to go, things to do.  And finally it became a habit.
<p>Not that I haven&#8217;t tried to break this habit.  Starting this blog was one idea, writing a book was another.  I tried my hat at <a href="http://www.nanowrimo.org/">National Novel Writing Month</a>.  Didn&#8217;t take.  I hadn&#8217;t spent enough time, nor enough effort in developing characters.  Sometimes I would stare for hours at a piece of paper and not write a thing down.  This is something that I desperately wanted to try, but I couldn&#8217;t get it going.
<p>Recently, I have lamented the fact that used to love to write to my fiancée.  I bemoaned how I don&#8217;t have the patience any more for it.  It&#8217;s a shame too, because my writing was one of the things that she was attracted to when we were going out.  I have been thinking about this for a while and I finally realized that this was the place to get back in the saddle.  I tried the <u>Doctor Who</u> reviews and I may get back to that at some point, but I felt I was restricting myself too much about what I put up here.  <P></p>
<p>That stops now.  From now on I will be less stringent about my standards, not that they were that high to begin with.  Content is king.  Sometimes it will be little bits about my day, sometimes about how awesome a hockey game was, how much certain aspects of life irritate me, or tidbits of my day.  It could be an article about Apple or Macintosh, or one about how much snow is on the ground.  Just be prolific is the new motto. We&#8217;ll see how it goes from there.  It won&#8217;t always be great, but at least it will be. <P></p>
<p>To those of you still out there, I&#8217;ll try to be more regular, but I need some more mental fiber before that happens.</p>
<p><a href="http://www.kungfugrippe.com/post/230878014/top-1-habits-of-amazing-writers-they-write">Sage Advice Merlin.</a></p>
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		<title>Internet Jackass Day</title>
		<link>http://trasken.wordpress.com/2009/04/02/internet-jackass-day/</link>
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		<pubDate>Fri, 03 Apr 2009 02:26:32 +0000</pubDate>
		<dc:creator>trasken</dc:creator>
				<category><![CDATA[General thoughts]]></category>

		<guid isPermaLink="false">http://trasken.wordpress.com/?p=56</guid>
		<description><![CDATA[I started this post about a year ago today and set it aside when I thought perhaps that I was being a bit harsh on the pranks people pull on website readers during the wonderful time that was April Fool&#8217;s Day. Used to be many, many years ago (or so the great and powerful sages [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=trasken.wordpress.com&amp;blog=348545&amp;post=56&amp;subd=trasken&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>	I started this post about a year ago today and set it aside when I thought perhaps that I was being a bit harsh on the pranks people pull on website readers during the wonderful time that was April Fool&#8217;s Day.  Used to be many, many years ago (or so the great and powerful sages in the Wikipedia tell me) April Fool&#8217;s was for young whippersnappers to play pranks on their neighbors and their elders to their heart&#8217;s delight. The key, though, was fact that these were <em>practical</em> jokes.  Practical as in meaning that they were actual pranks and jokes played by using the surroundings and actual means to conduct these shenanigans. <br />
	Perhaps it&#8217;s my inner curmudgeon speaking, but you really cannot call the latest incarnation of early spring malfeasance &#8220;practical joking&#8221;.  Most of it comes on the internet, through legitimate internet sites devoted to news and updates of a particular subject (news, sports, game updates etc. etc.) running a false story that is just convincing enough to be real to the eyes of the unwary.  Now, some folks do this convincingly enough or are clever enough for these infractions to be overlooked.  <a href="http://www.starcraft2.com/features/terran/terratron.xml">Blizzard Entertainment</a>, for example, has a long history of posting April Fool&#8217;s day shenanigans that is both fun and clever.  This time around, at least on the Starcraft II front, it was a base that transforms into an ultimate unit laden with <em>Transformers</em> references. All in good fun right?  I would tend to agree. Along the same vein but take a look at <a href="http://sclegacy.com/">Starcraft Legacy</a>.  Clearly you can get the sense that I am jonesing for some information about Blizzards upcoming <em>Starcraft II</em>, which is fine, I have no shame in admitting that I am a gamer-nerd.  For the last two weeks SCL has been running a pair of countdown timers set about a week apart.  The first expired at the end of last week and revealed a rather disappointing thing.  The Legacy was apparently gearing up for a large update of their website format.  Fine. Countdown timer seems a little overboard, but whatever.  Then we (those people that read this site) find out that the folks at SCL can&#8217;t actually deliver on their promise to have the next version of their website up and running after they have built up a certain sense of anticipation amongst their viewers.  Lame. <br />
	Then we have the second timer which the community surrounding Starcraft Legacy was a bit more excited about as they had figured out what the first timer was in relation to.  Buzz abounded.  Was it an announcement of the long awaited Starcraft II beta?  An in depth look at the campaign?  Then Wednesday came and went.  The announcement?  A contest to possibly get a SC2 beta key.  Sure it wasn&#8217;t as exciting as an announcement of a beta starting or anything quite that sexy, but it was Starcraft II news surely.  Then the bombshell.  It was all an elaborate, and might I add rather lame, April Fool&#8217;s prank.  Not only was there no beta, but the lame contest that they dreamt up was also a misdirect.  Perhaps the website administration felt they were being clever and subtle, aping the way that Blizzard typically does big game announcements with rotating title screens and countdown timers, but every once and a great while the boys at Blue actually have something to show for their cocktease. <br />
	April Fool&#8217;s Day in a relatively minor segment of even the gamer internet not good enough for you?  Fine how about a &#8220;reputable&#8221; print media source?  Take this article which originally ran in the online edition of the Wisconsin State Journal: <a href="http://www.badgerbeat.com/news/article/id/445318">Wisconsin to Forfeit Victory against Cal-Poly for Illegal Goalposts</a>.  Given the misadventures of Wisconsin football in the last decade, one can be forgiven for taking the sports section of a major local newspaper at their word.  My mistake.  Reading it for a second time, I can see where it turns from a logical story of a sports team gone wrong into a comedy of errors that anyone with half of a brain should be able to spot from miles away, but the major problem with that was; this is a newspaper.  I want to get the news from this item, nothing more nothing less.  I still am mostly against the idea of having opinion columns in papers; just the facts ma&#8217;am. <br />
	So we climb the internet tree from the gamer-nerd to the sports-nerd, to the guy who just wants to know what is going on in his neighborhood.  It is a shame that one cannot trust the output of many fine sites during the early part of April, because it just puts another nail in the coffin of getting serious information from these people.  Even if the topic is genial, like a video game, the information should be as accurate as possible.  There are enough hysterias in the would wrongly created by misinformation, why help. </p>
<p>So please join with me next year and avoid publishing or distributing lame rumors about games, sports, public figures, etc. unless that is your business plan.  Let&#8217;s put an end to Internet Jackass Day once and for all.</p>
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		<title>I Had a Little Drobo, I Made Him Out of Hard Drives</title>
		<link>http://trasken.wordpress.com/2008/10/31/i-had-a-little-drobo-i-made-him-out-of-hard-drives/</link>
		<comments>http://trasken.wordpress.com/2008/10/31/i-had-a-little-drobo-i-made-him-out-of-hard-drives/#comments</comments>
		<pubDate>Fri, 31 Oct 2008 14:00:09 +0000</pubDate>
		<dc:creator>trasken</dc:creator>
				<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://trasken.wordpress.com/2008/10/31/i-had-a-little-drobo-i-made-him-out-of-hard-drives/</guid>
		<description><![CDATA[As we may all remember, I had a serious drive crash a few weeks ago. It obliterated my iTunes library in the process, including the many many hours of both old and new Doctor Who which had formed the basis of the reviews I had been writing for several weeks. While I still have notes [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=trasken.wordpress.com&amp;blog=348545&amp;post=55&amp;subd=trasken&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>As we may all remember, I had a serious drive crash a few weeks ago.  It obliterated my iTunes library in the process, including the many many hours of both old and new Doctor Who which had formed the basis of the reviews I had been writing for several weeks. While I still have notes on one, I have decided to postpone the entire event until I get back up and running, which will probably be a few months yet. </p>
<p>In the meantime, as anyone who has been bitten by data loss will tell you, I decided to make sure something like this would never happen again. I had heard about this product called Drobo for several months prior to the fatal crash, and was intruiged by the innate coolness if being able to hot plug the device and exchange the drives on the fly. The other cool thing that Drobo did was create a uniform pool of storage that could be accessed and used as a primary data pool. Very neat. </p>
<p>There were two problems with the original Drobo. One, the interface was only USB which posed a problem for the seemless transfer and playback of video files which was to be the main point of existance. Secondly, the price of entry was rather steep. At $500 I could use the setup I already had And still have some money left over. Five hundred is just the price of the exterior case, no drives included. I was still interested, but having a solution that already worked and that I had recently purchased I was reluctant to replace it. Then two things happened. The second generation Drobo appeared replete with FireWire 800 (which is absolutley essential for streaming video) and my drive setup crashed, hard. </p>
<p>Even though the setup cost was substantial, I have to say, after using it for several months now, Drobo is with every freakin&#8217; penny. Redundancy, expandibilty, and ease of use trump any other storeage system out there. The abilty to just pop out a drive and replace it when it&#8217;s full or damaged means that you can buy for your storage needs now and upgrade when you have the need to without damaging any of the data or even interupting active transfers. It&#8217;s quiet, mostly unobtrusive, and above all fast and reliable enough to be used as a primary storage solution. I have enough video sitting on my Drobo to watch continuously for nearly a month. My daily backups also sit safely and redundantly on my Drobo. This is quite possibly the most important purchase that I have ever made for enhancing my digital life style and I couldn&#8217;t be happier with it. As the fellas on MacBreak Weekly say, I&#8217;m feelin&#8217; Droovy. </p>
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		<title>The Edge of Destruction</title>
		<link>http://trasken.wordpress.com/2008/09/25/the-edge-of-destruction/</link>
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		<pubDate>Fri, 26 Sep 2008 01:21:54 +0000</pubDate>
		<dc:creator>trasken</dc:creator>
				<category><![CDATA[Doctor Who Reviews]]></category>

		<guid isPermaLink="false">http://trasken.wordpress.com/?p=51</guid>
		<description><![CDATA[I never used to like The Edge of Destruction. It was sandwiched between two old favorites, The Daleks and The Keys of Marinus. There weren&#8217;t any fantastic enemies, neat sets, or seemingly any plot. Needless to say I have taken a renewed stance on The Edge of Destruction (and The Keys of Marinus for that [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=trasken.wordpress.com&amp;blog=348545&amp;post=51&amp;subd=trasken&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>	I never used to like <em>The Edge of Destruction</em>.  It was sandwiched between two old favorites, <em>The Daleks</em> and <em>The Keys of Marinus</em>.  There weren&#8217;t any fantastic enemies, neat sets, or seemingly any plot.  Needless to say I have taken a renewed stance on <em>The Edge of Destruction</em> (and <em>The Keys of Marinus</em> for that matter), and find it to be quite insightful into the minds of the main characters&#8217; motivations and the insecurities that they still feel after being abducted by the Doctor in <em>An Unearthly Child</em>.  I will have to say that being a fan of Star Trek: The Next Generation, I confess to thinking that character arcs are something that is relatively new in execution, as well as feeling that the story arcs are also something new to the state of television.  Thus it was refreshing to notice the exposition of both character arcs and story arcs in something as old as the first season of Doctor Who.</p>
<p>	<em>The Edge of Destruction</em> is Doctor Who&#8217;s first bottle show and perhaps the first bottle show in the history of television (it certainly is the earliest instance that I could find with just a little bit of research).  The setting is in the TARDIS, with a grand total of two different sets, the console room and one of the passenger dorms.  And it gives us an opportunity to see the rest of the ship.  It looks pretty good, but I still hate the food machine.  It pulls one out of the story and makes the show feel dated, but other than that there is a lot to like in the early set design.</p>
<p>	  As far as stories go this one is pretty thin: The Doctor and his new companions are trapped in some kind of cosmic limbo as the TARDIS hurtles toward annihilation with all of its crew-members.  That&#8217;s it.  Now being a fan of Star Trek, I would be remiss if I didn&#8217;t mention that The Ticking Clock™ doesn&#8217;t hold the same appeal that it once might have.  However in this portrayal there is a twist, the Doctor, that lovable curmudgeon that he is, suspects his passengers, namely Ms. Wright and Mr. Chesterton, to be the cause of the malfunction that will send them all to their doom.  It all makes for a wonderful study in paranoia and suspicion that ends up turning all of the main characters against each other.  Coping with difficult and incomprehensible situations leads to some kind of mistrust in the others around you and this is brilliantly illustrated through the straightforward and reliable plot.  Sure, there are no bells and whistles, but there are wonderful character moments for nearly all of them.</p>
<p>	The Doctor starts off by blaming Ian and Barbara for the damage as well as going so far as to suggest sabotage.  When Ian logically retorts that he doesn&#8217;t know enough to cause that kind of damage the Doctor dismisses him wholeheartedly.  Hartnell plays the suspicious and capricous Doctor to the T and points the fingers at his companions, whom he still views as stowaways.  Barbara&#8217;s retort is just wonderful.  She points out that there is no way of knowing that the Doctor might be the one who sabotaged the ship, as he had done for his own ends twice before in <em>An Unearthly Child</em> and <em>The Daleks</em>.  She goes on to make the point that this paranoia serves no purpose and that they are stuck together and should be considering not tearing into each other like this on <em>The Edge of Destruction</em>.  The most interesting part is what follows.  The Doctor&#8217;s mood changes as if he has just been tranquilized.  He seems defeated by her logic and withdraws, but the glint in his eye does not spell good things for the crew as he is clearly hatching a plan.  Realizing that Barbara is a threat he drugs her and Ian.  I&#8217;ll repeat that.  <strong>He drugs them.</strong>  This is huge.  Only Ian is understandably furious at the Doctor and the tension reaches a fever-pitch.  Then the Doctor actually threatens to kill them.  Only a combination of Barbara arguing with him and Susan pleading with him is enough to pull him back from the brink.</p>
<p>	Speaking of Susan, aside from a few nice moments, such as when she attacks Barbara with the scissors, Susan is more and more of an annoyance.  The screeching, moaning, and sobbing grates to such an extent that I found it difficult to physically make it through those scenes.  From day one Carole Ann Ford&#8217;s portrayal of Susan has been over-the-top and annoying.  She reacts as an excitable child, more so than what seems necessary to act as a 15 year old.  Her mysterious communications with the ship and with, apparently, time itself are weak and preposterous.  Well more preposterous than a time traveling phone box piloted by an immortal.  If Susan doesn&#8217;t get any better, I may have to write off her character, which is unfortunate because there is a lot there that would make splendid material.</p>
<p>	Ian is a predictable as ever; trying to work with the Doctor and trying ever so hard to hide is growing frustrations with this man.  Russell performs adequately, but there is nothing that shines so much so as to over shadow the true star of <em>Destruction</em>, Jacqueline Hill as Barbara.  She is wonderful in every scene that she has, from grappling with an increasingly crazy and vindictive Doctor to dealing with Susan and her issues.  Barbara is smartly written and superbly acted throughout the entirety of the serial.  She is the first to figure out, both what the deranged Doctor is about to do, and exactly what the actual situation is.  She is constantly portrayed as informing the other characters about the circumstance; fitting perfectly as the teacher that she has been written as.  The best part is that it doesn&#8217;t feel like it was written for her, it feels as if Barbara Wright is an actual person who is reacting to this situation in a real way.  Kudos to the entire team this time around.  The finest moment comes when the Doctor realizes that he has erred and goes to apologize to the crew.  Ian takes his apology in an &#8220;all in good fun&#8221; manner, but Barbara is much less forgiving of the situation.  She realizes what might have transpired and it might be some time before the fledging trust that she had established with the Doctor can be restored.  Hill does a wonderful job of playing that vulnerable state that someone is in after a large trauma and she seems just as disconnected as one would be in this situation.  The Doctor for his part acts appropriately ashamed and there seems to be room for reconciliation, but the fact that it won&#8217;t happen immediately is great and entertaining.</p>
<p>	All in all <em>Edge of Destruction</em> is a fine close to the opening character and plot arcs of the series.  It closes off the worst of the stubbornness of the First Doctor and the distrust that he feels towards his companions and he grows into the Doctor that we know and love.  While misanthropic nature is interesting, it could easily grow tiring and worn if the Doctor continued to second-guess and scheme against his companions for the entirety of Hartnell&#8217;s tenure as the Doctor.  Furthermore it would have shown a lack of dynamism for such an interesting character, and the very fact that other characters have such an impact on him is refreshing and shows that there is room for grown.  Also ends the era of uninterrupted Doctor Who; the next story <em>Marco Polo</em> is the first of the historicals as well first story to be completely lost to history.  There are various reconstructions available and this is how I will be reviewing it as well as experiencing it for the first time.  I look forward to it immensely and hope to bring you, Gentle Reader, my thoughts on it in the near future.</p>
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		<title>Forthcoming</title>
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		<pubDate>Tue, 16 Sep 2008 02:25:41 +0000</pubDate>
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		<description><![CDATA[So I think I may have finally gotten my act back together… Reconstruction of the Doctor Who series has commenced with some gusto. Expect to see a review for the Edge of Destruction in the next few days. Paraphrasing a great man &#8220;Rumors of my disconnection have been greatly exaggerated.&#8221; I shall return.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=trasken.wordpress.com&amp;blog=348545&amp;post=49&amp;subd=trasken&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>So I think I may have finally gotten my act back together…<br />
Reconstruction of the Doctor Who series has commenced with some gusto.</p>
<p>Expect to see a review for the <em>Edge of Destruction</em> in the next few days.</p>
<p>Paraphrasing a great man &#8220;Rumors of my disconnection have been greatly exaggerated.&#8221;</p>
<p>I shall return.</p>
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