February 23, 2008

Visit from Silke

Silke's back in San Jose again after about two years. She's the new team lead for development in Germany, and Karsten who used to be the team lead is now a manager. So IBM flew her out to meet some of the people she's working with in San Jose and for some training. This was her first time meeting Luna, although I'd mentioned Luna to her the last time she was here.

We went to eat at Sato Sushi. The food was good although a little pricey as usual for a Japanese restaurant. We mostly talked about how things are at IBM and what the people there that both of us know are doing now. Luna talked a little bit about her classes. Luna thought it was strange that Silke would go to live at a monastery and learn Kung Fu.

Afterwards, we came back home and played a game of Hunters and Gatherers. It was actually a very close game until I got lucky and pulled out the shrine which let me get all of the field, which we were previously sharing, to myself. If I hadn't pulled that I wouldn't have won, because I was trailing by a fair margin the entire time.

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January 9, 2008

Wii with Karen + Sebastian

Luna, Iris, and I went up to visit Karen and Sebastian tonight because Sebastian will be leaving to Switzerland soon to start working there as a professor. Karen won't be joining him until after she graduates from Stanford, which should be sometime this summer. We went out to Thai food, which was good and reasonably priced, and I think I spent most of the time talking to Sebastian and Karen about the Presidential candidates and public policy ideas. Karen thinks it is unfair that people are fined based on their income in Switzerland, for example, while Sebastian and I think it makes sense because fines are supposed to be punishments rather than to be fees or to reflect any particular costs.

Afterwards we went back to Karen's place and played Wii Sports. It's the first time Luna or I had played a Wii; Iris had played before. I was okay at Wii Tennis, but I couldn't do well at Wii Boxing or Wii Bowling. Boxing seemed to have a very heavy delay between movement of the remote and nunchuck, and the most effective techniques really didn't look anything like what the characters on screen were doing. I don't really know what was wrong with bowling though, because I just couldn't get it to swing the arm and release the ball correctly.

Lastly we played a round of Pictionary. The teams were Karen, Luna, and me versus Sebastian and Iris. Our team pulled ahead early on very quickly, but then we got hit by a short period of losses and they caught up. In the end we got to the finish first though, and won the game. A couple of times it was easier to guess off the other team's artist, but that's okay because Sebastian likes to do that and so it's acceptable strategy. :)

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November 27, 2007

Eternal Darkness: Sanity's Requiem

Eternal Darkness - AlexEternal Darkness: Sanity's Requiem is an interesting mix of dark plot, adventure game, and action horror. But more than all that it is creepy. Really creepy. That's the part I liked most about the game, but also the part that sometimes made me say I need to stop because it's too dark right now and I'm sitting by myself.

The gameplay takes place over a period of a little over 2000 years, and begins with the corruption of a Roman centurion, Pious, by one of three gods. Each god commands one aspect of the world: physical, mental, or spiritual. The three aspects balance each other out and this cycle of strengths and weaknesses plays an important part in your ability to defeat this centurion turned Lich as you use magic and physical weapons to defeat the undead and overcome obstacles. At different points in time, a person comes into contact with Pious' plans for his god, and you play as that person to unravel a little bit more of the story and learn new magic spells to combat the darkness.

I did like how the story unfolded, and learning how the lives of all those people involved thread together to prevent the coming darkness from being successfully unleashed upon the world. It's not particularly complicated, but it is well written and kept me curious and trying to piece the parts together.

Unfortunately, I was not as pleased with the combat system. It's a bit awkward, because you cannot execute movements and attacks as fluidly and naturally as I would have liked. It doesn't have the capabilities or easy of control found in many action-RPGs or fighting games. There was also a bit of a learning curve, but once I figured out how things were supposed to behave and how to work with the movement and combat system, it wasn't too bad. But definitely not exciting.

As I mentioned above, what was really great was the creepiness. There were sounds that got to me, especially the first time I heard them and was expecting something to happen with those sounds. And there are lots of little visuals that are subconsciously disturbing as you pass by, and then even more disturbing if you try to pay closer attention. The designers put a lot of attention into all of this, and it pays off.

You can also play through multiple times, with slightly different enemies and corresponding strategies, based on whom you choose, acting as Pious, to be your god. I don't think that's worth too much though, since the story will remain the same.

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November 11, 2007

Settlers of Catan and The Crazy Stone

Crazy StoneTonight was originally a movie night, but Mitch and Tintin had to cancel which prompted Wendy to ask if we could have a game night instead; she said she was movied-out. So it ended up Wendy, Brian, Matt, Ling, and Thomas showed up, but I was a little annoyed because everything came together so haphazardly. For starters, Brian asked if we had any coupons to get food after I IM'ed him that morning, and I thought we had confirmed going to King Buffet at 7pm; that Matt and Ling would be carpooling with Wendy and Brian; and that Thomas was not coming because he never replied to the mailing list and Brian said not to count him in. Brian did say he would call back if that changed, but I missed his calls and didn't see any of Wendy's IMs (which ended up on my work computer).

With me, things aren't going to go very well with last minute changes or decisions because I am not easy to reach when I am home. I also rarely like to do things on short notice. Anyway, what happened is Luna and I drove to King Buffet and it was only after we were there for a while that I discovered Wendy's voice mail. We ended up ordering from Golden House Chinese and picked up on the way home to meet Wendy and Brian to eat. Matt and Ling would show up later, because they already ate, and I didn't even know Thomas was coming until later.

Regardless, we played a Seafarers scenario of Settlers of Catan. Wendy and Brian played as a team. I ended up getting trapped into a corner very early in the game because I took a risk on more resources rather than ensuring I could not get trapped. So it became a very tough game for me to enjoy. Luna had a lot of fun though, because she kept exploring. The rest of the players thought she was far ahead because she explored so far, but she wasn't building anything which would hurt her later. Wendy and Brian ended up having enough room to build a little on the mainland while maintaining the resources needed to explore out and establish themselves on another island. That, with their development card victory points, won them the game.

Afterwards, we watched Crazy Stone because Luna really wanted to watch it and kept talking about it all night. Wendy and Brian ended up staying, I think, just because Luna was so enthusiastic about it. They were really tired though, and left before it finished because Wendy was falling asleep. I thought it was okay; I don't like that kind of humor so much and found the way it was cut a little disorienting. Matt thought it was very funny though.

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October 22, 2007

Tomb Raider: Legend

Tomb Raider: LegendTomb Raider: Legend is the first Tomb Raider game I've actually purchased and played all the way through. I picked it up because it received critical reviews as a platformer that took Lara back to her original roots in great ways. And I have to say I was very pleased with the game, and went through it quickly and thoroughly in only a few days. (I did look at spoilers to find some of the harder trophies, but otherwise went through the puzzles and time trials on my own wits and skill. It might have been easier for me to find the trophies without cheating if the contrast on the TV was better.)

The graphics are great. Nothing awe inspiring, but there are rich environments in many different locations around the globe, as Lara tries to uncover the truth behind her mother's disappearance and unlock the legend of a sword and seemingly ubiquitous stones. It was enjoyable to move between these different places, seeing different things, and navigating the different puzzles with the platform variations in each location. There are a large number of cut scenes, rendered in the game engine, with wonderful voice overs by voice actors who did a fabulous job.

I think the music is better than the graphics, and that's saying something. The soundtrack was exciting, engaging, fit the mood and storyline wonderfully, and well done. I actually am a little disappointed that the subwoofer and speakers I have for our video game set up aren't that good. I think I would have enjoyed the music even more if they were.

I should mention that the hard difficulty setting isn't actually that hard. I played through everything on hard the first time through, and never really died as a result of combat. Mistakes yes, but not from bad guys hitting me with bullets. This game is not a fighting game. It's in there, as a nice change of pace from the platforming elements, as well as an opportunity to do some minorly cool things, but it won't win any awards or present a real challenge. There are also a few vehicle sequences thrown in for good measure.

What this game is really good at is presenting a platforming challenge with good puzzles that require you to think on your toes and interact with the environment to move forward. If you're into that sort of thing, you should definitely give this game a go.

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October 15, 2007

Prince of Persia: The Two Thrones

Prince of Persia: The Two Thrones - The PrinceUbisoft has created a masterpiece with its trilogy of Prince of Persia games. The third and final installment in this epic story is Prince of Persia: The Two Thrones. In the first chapter, things are set up. The Prince's foolish pride and noble birthright open him to temptations that result in a catastrophe. In Warrior Within, the consequences of that catastrophe have tormented the Prince, twisting his soul. The Two Thrones offers the Prince a path out of the darkness, and a chance for redemption. The character development of the Prince and his interactions with Farah and Kaileena are wonderful to follow.

The mood, environment, and music of this chapter of the story reflects the Prince's opportunity for redemption. It is no longer dark and twisted, although at times the Prince's dark nature is reflected both in his physical appearance and in his location. But as he falls between the dungeons of the castle and climbs back up to fight the Vizier, the Prince begins to find his compassion and humanity again through the efforts of Farah. Unfortunately Farah serves only as a puzzle point and a focus of the Prince's thoughts, and not as a companion in combat like in the first chapter.

Prince of Persia: The Two Thrones - FarahIn terms of platforming, a few new elements have been added that keep the third game from being solely an extension of the first game. These new elements make it possible for the designers to create new platforming puzzles that are unfamiliar to the player. But the biggest change is the addition of quick kills to the combat system. If you are able to sneak up on an enemy, or multiple enemies, you can issue a series of timed reactions to quickly dispatch them without them having a chance to fight back or alert others to your presence. The hard difficulty changes in this respect, because quick kills become a necessary expedient, especially during combat where backup can be called upon. Quick kills are also integrated into the boss fights, so defeating bosses becomes a combination of strategy and timing, instead of pattern-based combo attacks.

As you can probably tell from the timestamp, I only spent a few days playing The Two Thrones. This is partially because it was so much fun, but also because it's a lot more straight-forward than the second game and quick kills are easier and faster for moving forward than trying to take care of a bunch of enemies without dying on the hard difficulty setting.

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October 14, 2007

Game Night at Karen's

Luna and I just came back from having a game night (afternoon) at Karen's place. Ilya and his wife Katya also came; the last time I saw them was at Jamie and Keelan's wedding in Philadelphia. We played a game of Settlers of Catan, without any expansions. It was a close match, but in the end Katya had more resources and managed to pull ahead because I lost longest road to Karen. With longest road, I only needed one more victory point but Katya managed to pull that one off with a development card. Luna even tried to help me win, but she only traded me enough to upgrade to a city and get one point. Ilya suffers from the same sickness as Sebastian, and was constantly peeking at Katya's cards.

Ilya and Katya had to leave because they had other dinner plans, but the rest of us went to dinner at a fancy Indian restaurant. Good food, but not a whole lot of it for the price. I guess some of it was too spicy for Luna, because even though we ordered non-spicy dishes she said they were all too spicy for her liking.

Sebastian will be leaving for Switzerland at the beginning of next year, and Karen will be going after she graduates. So I'm not sure if we'll meet up with Sebastian again before he leaves. He's going to be doing post-doctoral work at a university there, and Karen plans to get a job in industry.

After dinner, we played a couple games of Apples to Apples. It's a party game where you try and pick a card from your hand that best matches the idea for that round. For example, the idea might be arrogance and you might have a card that is for an actor you think is arrogant. Or you might have nothing similar, in which case you'd play something completely unrelated. Each round, there is a judge who picks the card they like best, and whoever played that card wins a point. Conceptually it sounds like it might be amusing to play, but in reality it wasn't that much fun. Perhaps with more players, or judges who picked by some more ridiculous criteria, it would be.

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October 12, 2007

Prince of Persia: Warrior Within

Prince of Persia: Warrior Within - The PrincePrince of Persia: Warrior Within is the immediate sequel to Prince of Persia: The Sands of Time. It picks up where the first game left off, with the Prince travelling to an remote island in an attempt to stop the Empress of Time from ever creating the sands of time, because having changed the past there is a creature hunting the Prince to remove him from timeline. This creature, the Dahaka, torments the Prince and thus the Prince himself has become a tormented soul. Everything about Warrior Within reflects that darkness with a Prince that has lost all compassion and acts out of desperation, and combat that is vicious and violent.

That's the first thing that will hit you when to start playing Warrior Within. The prequel was bright, morally simple, and contained a fair share of playful banter between the Prince and his partner Farah. That has completely changed here as the environments are dark and monochromatic with enemies and creatures obscenely disfigured and hellish in their appearance. The soundtrack is loud, harsh, and violent during combat but can be quite nice and ambient otherwise. (Think Quake and Trent Reznor.) The combat is extremely violent now, with finishing moves like decapitation or full body-length splices. Instead of disappearing into sand, the enemies now exhibit blood and gore before turning to dust.

Whether or not you feel this change is for the better or worse, the gameplay itself is a significant improvement, taking something great and making it excellent. The platforming is not as simple, although the basic elements are the same. Hand holds and ledges are integrated into the environment and structures. There are new elements that you must use to move forward and new traps as well.

Prince of Persia: Warrior Within - ShahdeeThe new combat system is a lot more fun. It's more intense and you can do so many more things than before. In much the same way as Oni, you can grapple with, throw, and manipulate your enemy directly during combat. Unlike Oni, though, you can use all of your moves from the beginning, instead of having to learn them over time. But you can also make use of the walls and poles around you, allow for leaping, spinning, and other acrobatic attacks and escapes. There are a bunch of combinations you can execute, and then chaining combinations together makes for exciting and challenging battles. If you choose the hard difficulty, using your environment wisely and identifying the most effective strategies for each enemy becomes very important. It also makes combat very hard overall.

The plot and motivations of the Prince and the other primary characters is very different this time around. Instead of trying to save others, the Prince is motivated by a selfish desire to save his own life, selfish in that he does not care who else has to die in order for him to accomplish this. There is no doubt or conflict involved in his decisions to murder those that would oppose or obstruct his goal, regardless of their motivations.

Overall an excellent game. I ended up playing it a second time through, right away, to get the better ending, and when doing so it was just as enjoyable as the first time through.

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October 7, 2007

Game Night at Matt & Ling's

Luna and I just got back from a game night at Matt and Ling's place, up in Fremont. They live very close to Shannon and Yvonne, actually. Wendy, Brian, and Quyen were there and Thomas showed up later at 8pm. We ate some random stuff for a while before starting the games. Luna wanted to play Bohnanza again so we played that first. Wendy won that with 13 points; I had 12 and Luna had 9. By that time Thomas had arrived so we needed to figure out how to get eight people into a game. We ended up splitting into two groups. Luna played Settlers of Catan with Wendy, Ling, and Brian. And I played a game called Nexus Ops with Quyen, Thomas, and Matt.

Nexus OpsNexus Ops is a little remiscent in the look of its units to Starcraft. The basic idea is to acquire victory points by completing missions and winning battles against the other players. There are six types of units, with the cheaper ones being very weak and the more expensive ones very powerful. The mid-level units have certain abilities that make them more useful in some situations than in others. You're also limited in the number of a type of unit you can purchase, and the combat system makes it benficial to have a good mix of unit types.

The main mistake I think many of us made was to consider this a territory game. That's how the board looks, and also how many similar games are designed. But Nexus Ops is a capture game, which means there is no reason to try and take and hold territories unless there is some immediate benefit. Losing a territory makes sense if that lets you win a battle somewhere else. It's a pretty fun game, but tense because just about everything you might do is likely to leave you open to a successful counter-attack. It becomes important to figure out the trade-offs. I ended up coming in second place, with 11 points; Quyen was the first to 12. I think if I'd been more aggresive I could have won, because I would only need to win one more battle to reach 12 points before Quyen.

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October 3, 2007

Prince of Persia: The Sands of Time

Price of Persia - The Sands of TimeUbisoft really captured the essence of the original Prince of Persia with their updated version, Prince of Persia: The Sands of Time. The original platforming gameplay has been redone in 3D but with the same essential ease and simplicity of the original by keeping the direction of movement in the six primary directions, by maintaining discrete movement units, and by including many of the same elements. Combat is also very similar to the original, although with updated moves and new acrobatic techniques. Each enemy tends to have a specific set of attack and defense vectors, requiring you to identify and then use their weakness against them. The difficulties in combat arise from having to combat many enemies at once and keeping everything straight during the fast-paced action. It's also important to continually avoid entering a bad combat situation.

The difficulty of combat and the platform puzzles increases over the course of the game at a very nice pace. I found myself with sweaty hands on many occassions when trying to jump from place to place and figure out the right way to proceed, especially nearer the end when a wrong move spells certain death. Combat becomes fierce enough to give your hands and wrists a good workout. Many of the puzzles are similar in their elements but put together present new challenges and will require you to think things through. Thankfully there tends to only be one path by which you can proceed through an area, so you don't have to worry about putting yourself into a dead end.

I also liked the introduction of the Prince's partner, Farah. In a vein similar to Ico, Farah must be kept safe from enemies (although she usually is, being able to move and think on her own and attack from a distance with her bow) but she is also able to help solve puzzles because she is thinner than the Prince and can fit through cracks. She also moves the plot forward because she knows what needs to be done to undo the sands of time and is someone the Prince can have a conversation with.

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September 30, 2007

The Legend of Zelda: Four Swords

The Legend of Zelda: Four SwordsI started playing The Legend of Zelda: Four Swords a long time ago, with Shannon. In fact, I pretty much bought it because it can be multi-player and I wanted to play it with Shannon and Yvonne. But we haven't seen much of each other in a while so I decided I might as well finish it up. While this Zelda is really good, it is just more fun to play with other people because that's how it was designed. Plus, you can only play the Tingle mini-games with more than one player.

This version of Zelda is much closer to the types you find on the Game Body platform, instead of the recent console platforms. Partially because it makes use of the Game Boy Advance screen to provide different views for each player. It's very similar in look and feel to The Legend of Zelda: A Link to the Past from the Super Nintendo, but with updated gameplay and nicer graphics technology. Being able to control four Links, either on your own or with other people, lends itself to new and interesting puzzles that require cooperation or can be done more quickly or easily with friends at hand.

Nintendo really did something cool, with GBA multiplayer games. It's an expensive hardware investment, but it does make for some really fun and engaging play with friends.

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September 29, 2007

GameStop Ratings Advisories

Luna and I stopped in at GameStop today, and while we were browsing through the games I heard something interesting. There was a mother in, buying a game for her son who was not there with her, and as she was paying for the game, the GameStop employee was informing her of the ESRB rating and description. I suppose this is normal policy now, when selling games to parents or grandparents, because of all the public outcry, lawsuits, and legislation attempts over children ending up with violent or sexual games.

Of course, I'm in the camp that believes the responsibility for making sure your children play games that you think are suitable belongs entirely with the parents/purchaser. But since computer and video games are something the majority of that generation don't understand, they want a ratings board and laws to do that for them.

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September 24, 2007

Okage: Shadow King

Okage: Shadow KingI picked up Okage: Shadow King from the bargain bin for $5. It's a little old, and I vaguely remembered hearing about it, so for $5 it seemed like a good thing to take a chance on. As it turns out, the price I paid is pretty close to what it's worth, relative to the cost of other RPGs you could buy, either back then or today. The premise is strong, but the execution is weak.

In Okage, you play the role of a teenage boy named Ari who is possessed by an Evil Shadow King named Stan, and then rushed off by your parents to go questing to destroy other Evil Kings. Stan, as a Shadow King, is your shadow. He's tethered to you that way, and actually far from evil and quite powerless. Most of the fun in Okage comes from the amusing and cool dialogue and silliness of its plot.

The visuals are pretty nice, anime-styled, bright, and colorful. The music is okay, but not anything special, and suffers from having been written without knowing how it was going to be used. In other words, the music isn't appropriate to the mood or action that is taking place on the screen, in my opinion. But that's a nit compared to where the game really falls apart.

The biggest problem is with the mechanics of the game. Instead of walking up stairs, or through open doorways, you have to hit a button. And sometimes it seems like the animators took the easy way out and moved the camera to first-person-view instead of animating the action, like when you go up and down ladders. Load times are very slow, and until I got used to it moving between rooms or areas was always a test of my patience. Load times are also slow after combat, with no indication as to when it is okay to hit a button and continue your journey. Instead, I would just keep button mashing until the post-combat screen exited. Experience and level ups are handled in series, instead of in parallel, and when the level up music plays everything stops for the full music duration.

Another annoying aspect of the combat is the transition between menus. It's very hard to identify the currently selected menu choice, and when you select a menu item the next menu does not immediately appear but instead transitions in. This transition is slow enough that you cannot enter commands from memory without inserting conscious pauses, and the fact you cannot easily see the current menu choice means you need time to look, to avoid making mistakes.

The game also comes in a little short, and I finished it in about 25 hours. I think the majority of time was spent in combat, sometimes fighting enemies that I originally fought while at level 1, because the designers do not adjust the enemies in different areas based on your progress. Most combat was boring, until I realized you can fight more efficiently by executing combination attacks and there was a real-time aspect to the turn-based actions, similar to the first Final Fantasy where it might pay off to select different enemies from the start. Then it was no longer simple button mashing, but unless the enemies were difficult, it also meant battles were pretty much the same if you hit the same monster groups.

Overall, Okage is about what I'd expect from a group of developers and designers who had never put together an RPG before, possible one of their earlier video game works, and who aren't avid RPGers themselves.

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September 16, 2007

Nine Person Game Night

Mr. Pizza ManWe hosted a pretty big game night yesterday evening. It started out with plans for just Brian, Wendy, and Tintin in addition to Luna and me for a total of five people. But Thomas, Matt, Ling, and Quyen (somehow pronounced like Quinn) showed up as well. Matt and Ling brought four huge pizzas from Mr. Pizza Man because they had organized a tailgate type party up in San Francisco and there were leftovers. I'd never heard of Mr. Pizza Man before. The pizzas aren't great, but they were free and a lot. They only brought cheese and pepperoni, which I don't like so much anyway, so maybe the ones with lots of toppings taste better. The crust was pretty nice where it met the pizza.

BohnanzaQuyen brought a big tub of games to choose from, but with nine people it was pretty hard finding a game. We played something called Bohnanza. Basically, each turn you are forced to plant beans that you have in your ordered hand or that you received by trading, and the goal is to create large bean patches that you sell into the discard piile in exchange for gold. There is a different number of each type of bean, which is inversely proportional to their gold value. Selling beans removes some number of those beans from the game. The person with the most gold at the end wins. I thought it was okay, but not really my type of game. Luna, however, likes it because it's straight-forward and moves quickly.

Next we played a six-player game of Settlers of Catan with the Seafarers expansion. The doubled-up teams were Matt and Ling, Luna and me, and Wendy and Brian. Even on the same team, Wendy and Brian didn't always act in agreement, which shouldn't be a surprise. I think if this game had involved military pieces, they'd have somehow gotten themselves into a civil war. :p Despite that, they won very handily because they were the primary producers of wheat, with enough sheep and ore to puchase a huge number of development cards. They ended up winning with cities, victory points and largest army, and always had a huge stock of resources since seven didn't come up very much. Luna and I were in second place, and would have done better if I had listened to Luna and placed our second settlement at the corner of some resoures on the other side of the board, but instead I chose the wood port on a single brick hex.

Luna keeps making fun of me for losing whenever we play Settlers of Catan. I think it's been too long and I'm out of practice, since when we played in North Carolina, it was often me or Alan in first place.

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September 9, 2007

Tintin & Bottle Rocket

Bottle RocketTintin came over yesterday evening to play a game of Settlers of Catan. We played the basic version, just Tintin, Luna, and me. Tintin didn't pick very good starting locations, which ended up making it very difficult for her to do well. Luna got really lucky with a bunch of rolled elevens and ended up winning by a pretty good margin.

As it happens, Tintin's movie also arrived yesterday and so we ended up watching it after the game. She got Bottle Rocket, a Wes Anderson film starring Owen and Luke Wilson as a couple of reckless friends who don't really know what to do with themselves and end up holding up a bookstore. This is followed by escaping to a motel where the maid becomes a love interest, and then returning to try and pull off one more heist that couldn't have gone more wrong.

If you're familiar with Wes Anderson's quirky sense of humor and movie style, and you like it, then you'll probably like Bottle Rocket. If his movies don't really appeal to you, then it's more of a 50/50 chance as to whether or not you'll think this movie is something special. This was his directorial debut, as well as the acting debut of the two Wilson brothers.

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September 6, 2007

Xenosaga: Episode III

Kos-Mos Concept ArtIt's been a long time since I finished a video game, and there were several points in time when I didn't play for a week or more, but the final chapter of the epic saga is done and I do believe Xenosaga: Episode III to be the best in the series. I'll go into technical details later, but the all of the open questions, character backgrounds, and plot twists are finally explained. But because the authors never shy away from taking as much time as necessary to tell the story, it doesn't at all feel rushed or artificial. This time, the lengthy cut scenes did not leave me feeling impatient to continue, because everything from the previous two episodes starts to make sense and held my interest. I think they also made a conscious decision to leave out cut scenes or portions of cut scenes that did not reveal any new information, or at least hint at something that you want to know.

I also found the ending very satisfactory. It'd say it ranks up there as one of the best endings of any role-playing game. No doubt it helps that there is so much depth to the story. The ending sequence is quite long and feels both sad and triumphant at the same time. It does not trivialize the long journey that you, the player, had to go through in order to reach it and bring things to a conclusion. Things will be different from now on, but finally things will also be all right. It really shows a remarkable attention to quality to see such a large storyline succeed over the length of three games.

T-elos Concept ArtVisually, Xenosaga: Episode III is a nice improvement over Episode II. The body movement of character is more natural during the pre-rendered scenes, and now have subtle facial expression changes that were not done before. I would say the visuals during gameplay are very similar though, and if there are any improvements they are minor enough that I could not notice them outright. The environments are much nicer, more detailed, and feel more open though. I think some effort must have been taken to try and make urban and natural environments that felt more realistic and interesting than they did before.

The music is well done again, and there are some really nice final battle music. Not as memorable or emotional as the most famous of them all (Kefka) but I noticed them and liked the mood created by the music during those battles.

Travel is still handled the same way as before, with larger world maps that have areas you can enter, and the majority of your travel occuring via the Elsa during which time you can work on side quests. Movement through combat areas is also pretty much the same, as is the feel of the puzzles you encounter. The puzzles are new, which is good, and some of them are forms of less common types of puzzles, which is also good.

One of the most important aspects of any RPG is the combat system, and I think Episode III finally got the character battles right. You have enough EP, or you can make it so you have enough, to utilize ether skills and tech skills liberally which is the primary strategic aspect of combat. The boost and special attacks are still there, and share the same gauge. It's possible to increase the maximum of that gauge as well, which can be extremely useful. Special attacks are used to maximize awarded points at the end of combat, so it's important to use them often, which means you won't use boost often. However it is nice to have it there because boosting can make a big difference when in a pinch. Overall, you have a lot more control over things and the different tech skills provide more variety during combat. You can also use the ether skills to good effect most of the time.

The E.S. combat is still not as fun though, even if it is less boring this time because of the inclusion of special combinations depending on the attacks you use and a much greater importance on using the right types of attacks and support items during boss battles. However, regular E.S. combat might as well be holding down the attack button. The boss battles are also only difficult in that they have to be extremely drawn out. Since there really aren't a whole lot of options during E.S. combat, the only way to make them hard is to make them long, with special high-damage attacks by the boss that you need to prepare against. I would have been perfectly happy with the E.S. battle system left out, even though it isn't as bad as before.

A new skill upgrade system is also introduced this time, although it is very similar to the one from Episode II. You still spend points to unlock skills along a few set paths, but there are only two primary paths this time and you can traverse them in parallel if desired. However, completing a primary path gives you a special master skill which can be very useful. At certain times during the story you can also find items that will unlock additional EX skills. These skills do not require you to follow a path to obtain them, and you can learn them at any time provided you have enough skill points. These skills let you give a character a useful auxiliary skill that doesn't have anything to do with their primary paths, or taken as a whole may let you adjust the combat or support options available to that character in a significant way. I found this skill system to be less annoying and confusing, and more flexible, than the previous ones.

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August 26, 2007

First Game Night with Wendy

We had our first game night with Wendy, Brian, and Thomas just now. They have game nights fairly often, with a usual crowd which Luna and I haven't met before. This time, though, game night was at our house and it was just the five of us. Which is a good number. We ordered take out from Buca di Beppo because I had a $10 gift card that I received in the mail at some point, but Thomas is picky about food or something and brought his own Chinese food. Wendy was really happy to meet Nami and Kiba, and to play with them. I think she said she likes Nami more, but that might have just been because Nami was wearing her cone which makes her look cuter. Brian couldn't remember their names. :p

Settlers of CatanAfterwards, we played Settlers of Catan. I think SoC is my favorite board game, and it's one that Wendy and Brian really like to play also. I guess they are used to playing with someone who has some house rules and does some things a little differently, while I'm only used to playing by the specific rules mentioned in the rule books. I guess they have also never played any of the non-predefined maps, because this time we played random (which actually shows up in some of the map books) and they were a little surprised. Brian won the first game, and Wendy the second; we played with Seafarers the second game.

Wendy and Brian are incredibly competitive, but Brian more so I think. Brian spends a long time trying to figure out the right move, and tries to be tricky about his cards and trading and stuff like that. They were sitting next to each other and often arguing (in a friendly manner) about trades and points and strategies and other things like that. Often poking or pinching each other too. :) Thomas was a lot quieter, but built steadily. Luna and I were also kind of poking at each other, but not so aggressively as Brian and Wendy. Even though Luna played before, with Karen and Sebastian, she'd forgotten all the rules.

It wasn't anything bad, except for one time that Brian tried to take one of Wendy's resource cards after using the robber without waiting for her to give it to him. He grabbed a development card instead, which Wendy smacked down on to make sure he couldn't see what she had. But that ended up bending the card pretty badly. Brian gave me a replacement card though, which was nice of him. Otherwise it'd be really easy to spot the card in the development card deck.

For the second game, Luna and Brian switched seats so Brian and Wendy couldn't reach each other anymore. Things became a little calmer then; I think it's probably best if they are out of each others reach for these kind of games. After the game though it doesn't matter. They don't hold grudges or anything like that.

The second game ended after I traded a sheep resource to Wendy, which allowed to her build a city and reach twelve points. In retrospect, it may have been wiser to not trade with her, but I don't think I had that good a chance of winning anyway. The early game had stuck me with very little resources after being cut off by one of Wendy's settlements, and I needed longest road or largest army to have a chance, but Thomas was far ahead of me in road length and Wendy had like six soldiers out.

Anyway, we ended around 3am, and they left shortly afterwards. Luna had a really good time. Better than she thought she was going to, and she wants to play again sometime soon. It'll probably be a while before we play again though. Alla is coming back for the Labor Day weekend so we're going to meet up with her then. Maybe the weekend after.

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July 6, 2007

The Last Carcassone

So Alla will be leaving soon for the Wharton School of the University of Pennsylvania to get her MBA. Her orientation classes start at the end of the month, and next week is her last week at IBM. She's really busy getting everything ready, and planning to take a short vacation before she flies out to start classes. And so last night she and Eric came over for one last game of Carcassone. I ended up making some mistakes, and didn't build any cities which is why I didn't win the game. Luna ended up with the most points by playing under the radar and won the game.

Alla also met Kiba and Nami for the first time, and she really liked Nami until she tried climbing up her back during the game. She played with Nami a little bit before dinner, but Kiba didn't come down until later.

It also seems like Alla might have broken her toe. She told me someone at work stepped on her foot by accident, really heavily and with some hard shoes, and it's been a week already but it still hurts to walk and move. I think it should be okay.

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June 17, 2007

Shannon & Yvonne for Dinner

Shannon & Yvonne and Mei-Ling came over for dinner last night. It's been so long since Luna and I last saw them, which was when we went over to their house shortly after Luna arrived. Luna made a bunch of Chinese dishes for them to eat, and a fruit plate. They brought some leftover ice cream for dessert, even though we'd bought ice cream before, and orange juice too. Of course the first thing they all wanted to do was find the kitties. They all ran under the bed at first, but after a while Niea and then Asuka came out. Yvonne managed to scare Chie out later on, and after I held him for a long time he calmed down and Yvonne and Mei-Ling could also hold him.

After dinner, Luna started playing her PSP, and Yvonne looked for a movie to watch. Since Shannon wanted to play a board game, Yvonne could watch whatever she wanted and she and Mei-Ling watched Monty Python's The Meaning of Life. Shannon and I played Scrabble, and I won by a few dozen points. Shannon kept trying to make up words so she could use her high-point letters. After a while Luna sat next to us to watch.

It was after the movie ended that Yvonne actually scared Chie out. And Shannon petted Shelly while I held him out of the aquarium. Shelly wasn't too scared. Probably since he'd spent a lot of time around Luna and me while I was trying to grow the plants and Ellie was having disinfectant put on every day. I put Blue Man Group's The Complex Rock Tour Live on to play in the background during this time. After they all left, Luna and I watched it for a short time, before going to bed.

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June 15, 2007

Kingdom Hearts II

Sora from Spance Paranoid and Halloween TownI'm more than a little late to the game, but I just finished playing through Kingdom Hearts 2, although I'm not entirely sure if I'm ever going to get around to going for 100% with this one. In terms of gameplay, technical features, and the visuals, Kingdom Hearts 2 is the same as Kingdom Hearts. They kept the same voice actors, which really would be a requirement for something like this, and the story continues where Kingdom Hearts: Chain of Memories ended. It's not required to have played KH:CoM, but it will help.

The world situation is a little different in KH2. While the worlds in KH tended to be more "dungeon-like" with many passages and places to explore as you tried to find your way around, the worlds of KH2 (some of which also appeared in KH) are more natural. You'll go through hallways and foyers or through mountain paths and towns, but for the most part there aren't any extra halls or rooms created just as something to go through. This also means finding treasures isn't a puzzle; they're all laid out in front of you as you move forward.

You also end up visiting each world multiple times. Each visit is a little shorter than they would be otherwise, but as the storyline progresses, things change on the worlds and you have to come back to find out what's going on and advance the plot. At first, I felt like there wasn't enough meat in each world's episodes. Too short and very straightforward. But after a while it felt more like a book, where the chapters aren't too long and you can read one chapter at a time, letting you then choose if you wanted to stop or continue.

I do seem to vaguely recall the storylines of the movies each world is based upon, being followed to some degree in KH. But it seems odd that coming back to those worlds in KH2, the storyline of the movie is played back again, but with some different angles. I'm not sure though, because I can't remember very well exactly what happened in each world of KH in terms of story.

There were some interesting worlds presented in KH2, which I wasn't expecting. The world of Tron makes an appearance, which was pretty cool. I was pleasantly surprised to find a world based on Steamboat Willie (I think the boat is referred to as Willy in KH2) and they really went out of their way to make it feel right. Luna was excited to see Jack Sparrow from Pirates of the Caribbean, and Beauty and the Beast (I still think there are real problems with that film) and Chicken Little.

I finished my first run of the game in about 55 hours. That included several hours playing through the Gummi sections, trying to find everything. But since it's so hard to know what you need to do to get some Gummi blocks, I ended up with about 95% completion there. I also didn't complete all of the Jiminy journal entries at this time, because it looked like that would take a long time to do. And it did.

I wasn't bothering to use my Drive forms or Summons for most of the game (I also didn't actually know how to initiate a Summon for a long time) and leveling all of those up, and completing the Moogle synthesis stuff, probably took another 10 hours. At this point I reached level 99 and could fight Sephiroth without dying in a few seconds. That battle is one of my favorites, both in KH2 and KH. I'm at about 70 hours now, and the only thing I have left open, besides the Gummi blocks, is the final Paradox Cup tournament. Apparently finishing that cup takes about an hour straight through.

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May 24, 2007

Shadow Hearts: From the New World

So I ended up not playing Shadow Hearts: From the New World because Luna played through the entire thing. Which isn't too bad, since it turns out to be a lot like the previous Shadow Hearts: Covenant. It's basically the same engine and in a lot of ways the same characters too, with a sort of simliar storyline. I think the fact all the characters are the same is a real turn off, although I really did like the new world look set in the Americas. She wanted to do everything and get all the items, including get both endings, which meant a final playing time of over 90 hours.

The reason I say all the characters are the same is because the skill sets and even some of the combat mechanisms and special abilities are the exact same. The initial protagonist, Johnny, carries a camera just like Anastasia. Although Johnny isn't all the strong at magic or fighting, so he actually isn't a great character to use for most of the game, but you have to keep him in the party to use the camera. Shania is this chapter's Yuri. Frank is Joachim (even down to the silliness and weird way of walking). Hilda is also like Joachim because she transforms into different attack modes depending on use. Ricardo is Lucia, except with a stupid guitar-weapon. Natan is like Karin, but not as interesting or important. And instead of a wolf (Blanca) now we have Mao (a giant talking cat) that doesn't have wolf bouts but instead tries to make a movie by fighting other giant talking cats.

Graphically, things are basically the same since it's the same engine, but with some minor improvements. Bodies and faces are smoother, with better polygon integration. Especially during movement. You won't see clipping or tearing. Motion capture also seems more natural. I really liked the initial look of the backgrounds because they're much more colorful and natural looking than the dark look of the previous games. So much so that I didn't feel the gothic vibe at first, and in fact I don't think this game has as strong a gothic vibe.

The combat system is a little improved as well. Combination attacks are a little more interesting because you can't just perform combos all the time. You have to increase your stock gauge by attacking and being attacked, and then use up a stock unit to combination attack. Performing combo magic requires you to consume two stock units. So first you have to beat on the enemy a little and then attempt combo magic. This usually means only being able to execute combo magic once per boss fight. Also, if there is a combo break, you don't lose the character's turn. The addition of stock is sort of in trade for SP to execute combos.

I didn't like the new Stellar and Stellar Chart magic system though. It made it very hard to assign magic to characters, since you first assign magic into groups (the chart), which has some limitations unless you spend money to improve the chart's flexibility, and then you have to assign the charts to the characters. Since you can't really tell what magic is already on a chart without moving the cursor onto each individual one, it becomes a somewhat labor intensive process. And it's not at all clear if doubling up stellars results in lower cost magic, which was one of the best ways to make magic affordable in Covenant.

Luna liked the game, but thinks it was a little short. It was only one disc, but I don't think it is that short. Luna probably could have finished it faster if she didn't try to find every last item. If you can read Chinese then you can read her entry about it.

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May 7, 2007

Magic: The Gathering Draft Tournament

I drove up to Stanford myself today to participate in a Magic: The Gathering draft tournament. Luna doesn't have any interest in playing, so I went by myself to an event organized by Karen's boyfriend, Sebastian. It was the first time I'd participated in a draft tournament, so I didn't really know what to do. Plus, the expansions we were drafting from were ones I was totally unfamiliar with. I ended up building a blue and white sliver deck which didn't do all that well. I won two out of six games, resulting in 2nd-to-last place.

Basically, in a draft tournament each participant opens a booster pack and selects a card before passing the remaining cards around the table. You then pick a card from the bunch you just received from your neighbor. And you continue this way until you've picked cards from the pack. You repeat this with two more booster packs, resulting in a total of 45 cards in your hand.

I was kind of operating under the assumption that I would need a fair amount of the picked cards to build my deck, so I ended up picking only blue and white, and only cards I felt would be compatible with each other the entire time. But in reality you should end up using only about 25 of your picked cards to build a 40-card deck. After I lost the first round (partially due to mana problems), Sebastian advised me to build a 40-card deck that included 17 lands. I did a little better once I did this.

I should have been more flexible in my drafting and picked cards from many different colors, independently of what I originally started drafting. Because I would have a decent chance of selecting 23 cards from a pair of colors that would be compatible with each other, and would have ended up with stronger cards. Instead, I didn't even incorporate any rares into my deck, and only had one viable strategy at the end. If I had not limited myself to blue and white as cards were passed around, I could have done better.

Plus, the new expansions are more complicated than the old cards. There are things like double-strike, and flanking, and other strange things like cards that can be used as either one or another card. The Time Spiral series also includes things like vanishing and suspend, or other time-based effects that result in cards appearing and disappearing from gameplay over time.

Anyway, there were eleven of us total, and the tournament took about five hours to complete, once you included organization overhead and then the final rare redrafting process at the end. This redrafing is done to prevent people from just taking rares during the draft process so they can keep them, regardless of whether or not they build a good deck.

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May 2, 2007

Shadow Hearts: Covenant

I just finished playing Shadow Hearts: Covenant, after about sixty hours of gameplay which is a little bit longer than I was expecting. But I ended up trying to find all of the best items and completing all of the sidequests, so the total time actually isn't that surprising. Covenant continues the story of Shadow Hearts, with Yuri continuing his role as protagonist. In fact, the storyline is very much a continuation, with characters and motivations from the first game carrying over into the second.

Overall, this sequel is an improvement in all aspects over the first game. Both technically and in terms of the story and gameplay. I'll start with the combat system, since that's probably where most of the time is spent. The introduction of combination chain attacks, different elemental physical and magical attack types, and useful auxiliary spells makes combat fun and strategically interesting. This is a much needed improvement over the combat system of the first game, where it was almost mechanical.

The judgement ring serves the same combat purpose in Covenant, but there are some customizations available depending on how you like to play. I preferred the "technical" setting, which makes hitting the correct areas a little harder and the punishment for missing a little more severe, but also allows for very nice combination attacks if you get good at it.

The graphics are also much improved. Character polygon counts are much higher and rendered and FMV scenes allow you to get right up to the characters and environments without things looking blocky. Motion capture, or careful animation work, is applied to all characters and monsters so that different movements are possible. This makes things look much better during predefined animation sequences, and also during combat since the different types of attacks can result in different enemy and character motions.

Another great thing about the graphics this time is that enemies don't always turn into crazy monsters or ghosts. Fighting a human actually involves fighting a human. Many monsters look more realistically physical, rather than spiritual manifestations, like snails or giant insects. Of course, demon possession and other magical or spiritual transformation still takes place, but in a much more accepting manner.

The music is also better overall, although I still found the music too repetitive in many cases. Especially for combat. I would have liked more variety in music as I travelled between different places and entered combat in different places. But the music seems to be limited by disc. So the music you encounter changes once you get to disc two, but then you're still restricted to the portion of the disc which was alloted for music.

A lot of the problems I mentioned in my earlier post for Shadow Hearts are resolved in Covenant. I didn't have to deal with not enough of a particular accessory, forcing me to keep swapping out accessories between characters. And the only time you ran into enemies that you really couldn't defeat without knowing ahead of time their special attacks or weaknesses was in special battles, where generally a loss would be okay and you could try again.

I did really like how the plot continues from the first game, and also continues the trend of not really having evil antagonists (for the most part) but instead simply people with different viewpoints about how they want to change the world. Although there are a few times when insanity or just plain evil surface, due to humans losing control or great tragedy befalling them, for the most part. Regardless, if you liked Shadow Hearts, you'll like Covenant a lot more.

I'm looking forward to the next one, Shadow Hearts: From the New World, but Luna says she wants to play that one. So I'll probably end up watching most of the time, so I don't miss out on the story. But because of how Covenant ended, it looks like FtNW won't have any direct connection.

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March 11, 2007

Bridge and Settlers of Catan

Karen and Sebastian came over yesterday night. Luna spent most of the afternoon preparing food for our dinner. She made beef curry, mapo tofu, some cooked vegetables, some sort of soy sauce flavored chicken, and a fifth dish I can't remember now. This was the first time Sebastian's been here, so he spent some time looking at the bookshelves and turtles and playing with the cats. I think Karen sort of played with the cats vicariously at first, but then later on she played with Niea with Luna's rope. Her allergies didn't act up because I'd vacuumed a lot that day.

After dinner we played bridge for a few hours. I was partnered with Sebastian this time, so it was boys against girls. We didn't play perfectly; Luna didn't bid something she should have when she probably had ten of the clubs and both Sebastian and I bid wrong once. But in the end Sebastian and I beat them by a hundred or so points. It was a pretty long game.

There was some time left after bridge before Sebastian and Karen wanted to go home, so we played a game of Settlers of Catan. Luna dropped out after a while because she was too tired (although after she napped for a short time she was awake again). Near the end of the game Sebastian and Karen were vying for first place, trading the Longest Road points and attempting to build as quickly as possible since they were both getting most of the resources. But I built slowly, with three cities cut off from expansion and each other, and with very few resources. And on my final turn I grabbed Largest Army and revealed two victory point development cards, allowing me to leap from six to ten points as a surprise to both Karen and Sebastian.

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February 18, 2007

Shadow Hearts

I just finished playing Shadow Hearts, a gothic RPG set in 1913 shortly before World War I. It features some traditional RPG concepts like elemental magic and standard dungeon exploration and combat. The biggest differences are in the mood which is more spiritual and religious while set in realistic environments and the use of a "judgement ring" as your key to successful action both in and out of combat. It's also a little shorter at about 30 hours, in part because it eschews world travel in favor of moving directly between individual locations.

The storyline and environments are interesting and fully realized. Since you move between locations without having to manually traverse the distance, and the locations can only be seen from one angle, they are fully rendered with detail and care. Over time, you'll come to understand the motives of both your archnemesis and the protagonists in a very natural and fluid manner. And at the end, when everything is revealed, those motives are ones you can sympathesize with.

The judgement ring deserves special attention since so much of what you do involves it. It's most often used during combat to successfully execute the action you chose from the battle menu. As a spinner turns, you have to time your button press as it passes through certain areas. Depending on how well you an time things, you may or may not succeed at performing your selected action, and you may be able to perform the action with a bonus like extra damage or stronger magic.

The ring is also used at various parts outside of combat to open doors and win items. This secondary use is somewhat pointless as there isn't any real penalty for failure since you're always close to a save point and in most cases you don't lose anything—you just have to try again.

Unfortunately, the judgement ring is probably the only thing that keeps combat from becoming a boring button pressing session. Since you have to constantly focus and concentrate on timing, the ring keeps your attention. Otherwise both you and the enemy will end up performing the same actions over and over again. There is little need for variety in attacks since your choices are so limited (there are not a lot of spells or special skills to choose from). That's not to say combat doesn't require some strategy and thought. It's turn-based and the enemies are strong enough that you'll have to pay attention to healing and status abnormalities.

Also, some of the bosses are difficult because they have unique attacks often with status effects and there is no way to plan ahead for protection against those effects. You'll only find out the best form of preparation after you've entered battle, and by then it's too late to change your equipment or characters. Since you are limited in what accessories you can equip, I often found myself in trouble for not having the right things equipped, and there aren't enough of the rarer items to keep them equipped on characters all the time. Eventually I was removing all accessories before swapping a character out.

Graphically, the monsters and characters aren't all that great. The polygon count seems low, although perhaps not for the time, and the movements a little jerky. Plus, all the monsters look very strange. They're often some form of deformed ghost or spirit, and even normal enemies that you would expect to be human become some sort of monster during combat to reflect strange occult experiments that were performed on them or their mental state.

I did like the music. It fit the mood and environments very well, although they are not the best compositions.

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February 11, 2007

27th Birthday

I had my 27th birthday party today. Luna and I cooked Italian food, including spaghetti and meatballs, some fried salmon, and a tomato-based chicken dish. We had bread and cheese, some green grapes, and ice cream cake for dessert. Alla showed up, of course, as did Ellen, Tintin, and Samir and Jamie. Dantam couldn't make it because she was caring for one of her friends who was sick. A lot of people arrived late, and then Ellen left early because she had plans to go dancing in San Francisco, and Samir and Jamie left around the same time as her.

Alla, Ellen, and Dantam pitched in to get me a Logitech Harmony 550 remote control for the upstairs system. Samir and Jamie got me Xenosaga: Episode III, and Tintin got me an interesting little postcard for Neon Genesis Evangelion. Luna got me the two volume manga of Le Portrait de Petit Cossette and a copy of .hack//AI buster.

Since Alla and Tintin stayed around, we played a game of Puerto Rico. It moved a lot faster this time since we knew what we were doing, and we also discovered that some of the things we'd done the first time were incorrect. This time Luna won. For a short period of time in the middle Tintin and Alla weren't paying much attention because they started talking about French movies and the language.

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January 29, 2007

Metal Gear Solid 3: Snake Eater

I've finished playing Metal Gear Solid 3: Snake Eater. It's very similar to the style and pacing of Metal Gear Solid 2 but the approach is a little different. There's a greater emphasis on camoflauge, which made it easier for me to hide in this game, and also on using things to fix yourself up in the field. I was a little confused at the beginning because I didn't realize this game chronicles the first mission of Snake, but not of Solid Snake.

I found the storyline of Metal Gear Solid 3 to be less thought-provoking than the previous ones. It was only at the end that reasons and motivations were revealed, and those revelations weren't that interesting. Just somewhat basic and expected. There is, however, an ongoing dialogue regarding the idea of allies and enemies as they change over time with the political landscape. Perhaps an interesting new thought to some, but not to me. I do think it is a little sad how the notion of a soldier in this game results in so much sacrifice, even though it's a noble idea.

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January 22, 2007

Magic: The Gathering and Bridge

Luna and I just got back from visiting Karen and Sebastian. We went up and first played a little Bridge. Karen had to re-teach me and teach Luna how to play. I think Luna and I did okay, especially considering that Karen is really into it. She didn't really know what to do when I started playing a little irrationally, but that made things more interesting. After playing a while we got hungry and went to a Thai restaurant to eat. The food was pretty good. We talked about random things like Sebastian's research and television shows, then went back to their place to play cards a little longer.

I also played a few games of Magic: The Gathering with Sebastian. He's still really into the game, and recently went to a tournament. While we played that, Karen and Luna played a different card game but I'm not sure what. Sebastian has some newer cards and dealt more with direct damage or disabling effects which posed a major problem for my creature-based decks. There are some very interesting cards available now, which unfortunately can really alter the balance of gameplay in my opinion if you're not up-to-date.

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January 19, 2007

Puerto Rico

I got Alla the board game Puerto Rico for Christmas. It's an economic building game where players compete against each other to produce goods and build the colony. This was our first time playing. Alla also invited Christian, Marcus, Duncan, and Marie. Luna and I were on a team, as were Alla and Marie although Marie didn't really pay attention. The rules are a little complicated so we spent a lot of the initial time reading each rule as the game progressed.

Once we got the hang of things, the game is actually pretty fun. I still don't like it as much as some other games because although you are competing against each other, you don't directly interact with each other as much. The way things progress is a little strange at first, but then makes sense. And the way you pick roles ends up introducing some strategy which is more subtle than one might first think.

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January 8, 2007

Dragon Quest VIII: Journey of the Cursed King

I just completed Dragon Quest VIII. It took me about 75 hours, which is not as long as I thought it would since Bryant told me it took him 110 hours because he kept dying a lot. The game is very good, although I found myself spending a lot of time in combat. The battles are not too boring or repetitive, so that's not necessarily a bad thing. The character design is by Akira Toriyama, who is famous for his particular drawing style. There are several great things about this game, with a few minor issues that don't really detract from the overall experience.

The arching storyline is long, well developed, and interesting. Things start out fairly simple, and get more complicated and involved as little things are revealed and discovered along the way. It really helps that there are some well developed supporting characters, as well as very well developed main characters, who give the story more feeling. The voice acting, of which there is a fair amount, really helps flesh out all of the people involved.

Although I did like the character design, after it grew on me, it is slightly annoying that so many of the people you meet look the same. Maybe several dozen character designs were made for the people you will meet casually, which means you're going to see the same person over and over again in many places. The monster design is very interesting though, because lots of animations were developed for each monster.

There is a flaw in the combat system though. Dragon Quest VIII takes the approach where you have to choose the actions for all party members at the beginning of each turn, thus requiring you to make some strategic decisions to maximize the effectiveness of each turn. However, if you change your settings so that Jessica, Yangus, and Angelo make their own decisions, you'll actually get a better result. This is because in this mode, each of them makes a decision on what to do right before they do it, rather than at the beginning of the turn. So they can make much more informed decisions that are appropriate for the moment. They also seem to have more information about the current status of each enemy's remaining hit points and their weaknesses. So you can become a much more effective in combat if you don't take control.

I liked the music, from an orchestral point of view, although I don't think there's anything particularly special about it. I wouldn't be interested in the soundtrack, or really be able to tell you about any specific songs. The same music was used in many places many times, which is not unexpected, but it also reinforced the problem of repetition that you saw with the characters.

Another minor issue I had was with the controls. Two buttons act as confirm depending on the situation. So sometimes I found myself trying to open the menu but instead performing an action. You get used to it, but every once in a while it still gets you.

The alchemy system is a little interesting, but not that exciting. Many of the better items can be made using alchemy, but you're best off just getting a list of recipes and continuously shoving stuff in your alchemy pot. If you try to put stuff together that doesn't create anything, you find out right away, so there's not a whole lot of point in experimenting. Sometimes you do create something worse, but most recipes don't end up that way.

I really liked the ending. It's actually an interactive ending, so while the ending moves forward you can walk around and explore and talk to people, and also make some more of the yes/no decisions that pop up throughout the game. I don't actually think the yes/no decisions, during the game or during the ending, affect the ending or the storyline though. Mostly you can just use them to change the response you get for that particular question. I think it would be great if more games adopted interactive endings.

Posted by josuah at 12:57 AM UTC+00:00 | Comments (0) | TrackBack

December 24, 2006

Alla's Final Essays

I spent most of today over at Alla's place, going over her MBA application essays. Got there around 11:30am and left around 6:30pm. I'd say we probably spent about four or five hours with me reading and offering suggestions for improvement. But these should be her final drafts, pretty much. She's getting some feedback from Ellen and Tomer as well. She also hired a professional review service for $300, but wasn't entirely happy with the results. I think I've probably spent a couple dozen hours working with her on her essays over the past few months.

We also exchanged Christmas gifts. I knew what she was getting for me because she told me not to order "anything". She gave me season five of 24. I also gave her present to her, although I'd had it ready a while ago. She didn't want it before. I got her the board game Puerto Rico. She wasn't very surprised. But I haven't played a board game with her in a long time. This might be the last board game I get her, since it's hard to find really good games and you don't want too many since you won't play them that often.

Posted by josuah at 3:47 AM UTC+00:00 | Comments (0) | TrackBack

December 11, 2006

Christmas Presents w/Shannon and Yvonne

Yesterday I went to visit Shannon and Yvonne having not seen them in a long time. I brought them their Christmas presents, but also had to show them how to order things online to order my own Christmas present. :p They both wanted to get me Kingdom Hearts 2 because they want to see it. Hopefully they know how to use a shopping cart and go through the checkout process now and can do it again in the future. During dinner we talked a little bit about things like the video game controversery and the different attitudes towards sex and violence seen in the United States and Europe.

Afterwards, we decided to go to rent some movies. Wasn't sure what to pick. It's hard to find good movies at the store because the selection is so small. Shannon wanted something funny. Yvonne kept picking weird movies like the black and white Robin Hood. We settled on Beetlejuice, The Princess Bride (again), and Back to the Future. Beetlejuice is too creepy for Shannon, so only Yvonne and I watched it. Yvonne got creeped out too though. They both really liked Back to the Future and we need to rent the sequels next time. Back to the Future gave Yvonne a chance to make fun of me for being old. XD I'm just going to have to get them a copy of The Princess Bride rather than keep renting it.

Posted by josuah at 3:19 AM UTC+00:00 | Comments (0) | TrackBack

December 6, 2006

Shadow of the Colossus

Shadow of the Colossus is the prequel to the cult favorite Ico, but developed after Ico by the same team. It has much of the same mood and atmosphere, and control scheme that tastes familiar although is more advanced and refined. The graphics are improved, and the sound track was done by Kow Otani, whom I think is an excellent composer. The coolest thing about this game is how you take on the giant colossi.

That's something which I think would be extremely hard to accomplish. You have a person of normal height, and you have to defeat colossi of all shapes and sizes, both in the water, on land, and those that go through the skies. The behavior and AI of the colossi seems natural although limited in their actions. Each has a particular weak spot or specific sequence of events that allow you to defeat them. Identifying the correct sequence of actions to take, and how to approach each colossus, is the real puzzle and a wonderful puzzle.

The ending is excellent. I was left with a feeling of foreboding, having played Ico, and at times felt saddened with a sense of loss, then at times held hope. The music and scenery and how things transpire in the end made me wonder if I'd done everything I could, and also wonde