I've just finished the eighth episode of the fifth season of Misfits, the last in the series, as the show finally reached its end. I am convinced that most of the people reading this post don't really know what Misfits is and I mean to rectify that. Be warned, this is not the epitome of television and the last seasons were rather disappointing compared with the first few, but those few were pretty refreshing for a TV show.

Misfits is a British TV show about superheroes. Unlike American heroes, who are all beautiful and good and perfect, the first batch of Misfits superheroes is a bunch of losers on community service that get caught in a freak storm that gives them "powers". They use those powers in the most outrageous ways, completely out of control and with a tendency to think only of themselves and accidentally kill probation workers. Unfortunately it is the most consistent trend through the series, as actors change from season to season and the mood and quality of the show oscillates wildly.

My point, though, is that the show has a very nice premise and its worst problem was that instead of focusing on character development, they tried to ramp it up, adding more people with powers and gradually increasing the danger and weirdness of the situations in which they were involved until it just became ridiculous.

I don't know (or care) about ratings, but for me a nice show would have pitted these few guys against the real world, not a weird (and ultimately meaningless) version of itself where a lot of people have superpowers, but nobody notices. I repeat myself, but the idea of normal blokes and girls having superpowers and acting like normal people while they have them was a great one and the show creators should have followed it through. Too bad they didn't.

To wrap this out, I highly recommend to sci-fi fans watching the first two seasons of Misfits. Its... britishness... brings a refreshing perspective to an already overloaded and tired genre of the superhero and not getting exposed, even a little, to Misfits makes you miss out on a nice and unfortunately shortlived slice of the mythos.

I really wanted to give you a compilation of the best moment in Misfits, but apparently YouTube is infested by "Best funny moments of Nathan" which is the rude Irish pretty boy from the first season. Instead I leave you with the trailer for the series:

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You have to appreciate The Witcher for at least two major reasons: one is that it is based on a series of books by a Polish author and second is that it is made almost exclusively by Polish programmers and software managers. It is basically Polish software, and for that the quality is really great. Not that I disconsider software coming from the country, but I imagine they have a lot less resources than major American game studios, for example.

The story is that of a witcher, a monster slayer. He has tremendous physical strength and can use magic thanks to magical and genetic changes that have transformed him into a sterile mutant. He is basically the Caucazian version of Blade, if you want. I have not read the stories, but from what I've heard they are rather morally ambiguous, featuring the witcher drinking and whoring like a madman in between monster slaying bouts. The game attempts to do the same thing, of course with the sex and foul language removed, as it would have been too gruesome among all the blood, gore and violence. (I was sarcastic there, in case you didn't see it, people in charge with the moral development of our society!)

In fact the concept of the game is marvelous: have a character that can make choices that affect the overall story in a fantasy game of feudal monsters and courtly intrigue. However, in order to do so, you must go on endless quests gathering this and that, running around like a marathoner on steroids (which I guess you are, with all the genetic alterations and potions). The poor guy runs so much that one gets tired just watching him move. That was the major issue I had with the game, over 70% of it is running around (and 10% animations).

The fighting style was intriguing, but ultimately annoying. You had to click on the monster you wanted to kill, then wait for a specific moment when the cursor changed in order to click again and perform a combo. Up to six clicks can build a combo, which gives the player a lot of opportunity to click on somebody else, click next to the monster or move the camera in a way in which it is temporarily impossible to fight. Also Gerald does not have automatic fighting, so unless you tell him to attack, he just sits there and takes it. The damn clicks make you feel you are doing something, though, which I guess is a plus.

You get to meet a lot of damsels in distress which you have the option of helping. Once you do that they are remarkably willing to discard their clothes for you. In that situation you get to see... a nicely drawn card of a partially naked woman representing the sexual act. Then you return to where you were... at the same hour... dressed... which makes one think of a problem with the witcher's endurance, so to speak.

The changes in storyline are interesting, and some of them don't seem to happen until they have had time to propagate. This means you cannot just save, make a choice, see what happens and load, as there is a long time between choice and effect. This also means you will have to play the game a lot just to see only one story line. You will probably have to Google for all the outcomes. I, as always, was a perfect gentleman. No matter how ugly that Adda chick was, I still slept next to her... twice... and of course we remained best friends. No, really, there is something seriously wrong with me.

Overall it is a pretty entertaining and captivating game. The end chapter (the fifth, if you are wondering) is fraught with animations and it seems you have nothing else to do but move a bit, see a movie, move a little bit, kill some guy, another movie and so on. The fight with Javed was the most difficult, I think, with the rest a complete breeze once I had upgraded the Igni spell to the maximum power.

I have, however, the certainty that with a simple hack to allow a person to click on the map and get there at warp speed (maybe stop if there is a monster on the road or something) this game would have been three times shorter and a lot more fun. I started with a lot of expectations about it, though, and maybe that is why I felt a little disappointed, especially with the "boss" fights which seemed to involve a lot of talking and hiding behind minions until I got to them and very easily kicked their ass.

Time to play The Witcher II, I guess! I leave you with a video review of the game.



Also, for more information about the Witcher, like the choices you can make and the consequences or the quests you never got around to finishing, go to the Witcher Wiki

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  Oh, what a wonderful book this was. A cross between a William Gibson and a Peter F. Hamilton book, Accelerando was like a cyberpunk's wet dream.

Not only it describes the deep transformations of our culture caused by the increasing power and speed of computation, but it goes further, years, decades, centuries and millennia more. You know the feeling you get when you get close to the end of a book and you sigh "Oh, I wish it would continue to tell the story"? It happens at the end of every chapter. It's like Stross could have ended the book at any point, but he chose to continue the story until its satisfyingly circular end. What is it with writers and the return to origins, anyway? There is an explanation for the structure of the book, as the author originally published each chapter as a separate story.

  What is even nicer is that the story doesn't skim the details, showing only superficial bits that further the story, but it goes into everything: cybernetics, economy, ethics, law, the nature of consciousness. It gets frightening at some points when you realize that in the situations depicted in the book reality would be even more carnivorous and that your own individuality (held coherent in the book for the benefit of the reader) is just an illusion we cling to, ready to dispel when we muster the courage (or the insanity) to let it go.

  I also liked how, while it was human-centric, the book did not limit itself to one species, nor did it go the way of accelerating (pardon the pun) until the whole story becomes meaningless in some encounter with a God like alien or by complete transcendence. I have to say I appreciate Stross immensely for not doing so, which is the normal and easiest way for a geek to end such a story: by generalizing the hell out of the situation until no particulars make sense. In that, the writer showed real restraint and mature wisdom. It makes me want to read all of his books.

  If you want to know what the plot is, you will have to read the book, as I can't really do it justice here. I can tell you that it made me believe in an explosive evolution of the human race in my lifetime more than any Kurzweil discourse and it did it easily, by simple measuring MIPS/gram on the scale of the entire Solar System. If we will run Moore's Law for a few more decades, it will make enormous sense that "dumb matter" is done for. It is a fantastic vision of computation as a devourer of mass, a frightening equation akin to Einstein's matter to energy conversion. Did I mention that it also - convincingly - explains Fermi's paradox, much more so than "we get to build androids for sex", which was the most believable for me so far?

  Needless to say it, but I will anyway: go read it, read it now! It is an amazing book. It is a little too pretentious in some parts, when it bombards your brain with technobabble just so it gets you "future-shocked" enough to understand the characters, but what cyberpunk fan doesn't eat that up, anyway? Also the familial connections in the book are a bit too overdone, but then again, they provide the generational point of view necessary to describe centuries of human evolution. There is a page - surprisingly Web 0.9 for such a plot :) - for the book, with an extract from the first chapter, but I don't think it is representative for the entire work.

You can actually read the book online for free, from the author's site: Accelerando

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We is a classic book, written by Russian author Yevgeny Zamyatin, who envisioned how the future in the hands of the Bolsheviks will work against the individual. He imagined a world in which all people shave their head, wear the same uniform and have numbers instead of names and live in completely transparent buildings, with no privacy. As the preface of the book there are three commentaries on Zamiatin's genius, history as a writer in Russia, then his voluntary exile and the interdiction of his works in Russia.

So did I like the book? No. To say that is dated is an understatement, but it's not only that. The style is that of a diary, but one in which dialogues between people are described verbatim. The way they speak is emotional, hysterical, they interrupt each other and words are incoherent, so contradictory to the premise of the book. Even the inner thoughts of the main character are chaotic, childish, delirious, with wild mood swings. It was so horrible that, after deciding that 200 PDF pages were not going to be a lot of reading, I stopped at 50 and started skipping ahead. The entire book is like that.

Maybe Zamiatin was a great writer, but I don't see it. Just because he was Russian is no excuse for his incoherence. It felt like he wrote the book while intoxicated; with too much coffee. Even if he starts his book with Dear readers, you must think, at least a little. It helps, I believe that it was his duty as a writer to communicate his ideas in a digestible form. Maybe thinking is different from person to person, Zamiatin. If I think about it, the story within is similar to the movie Equilibrium, only that was more action based, as any American movie is prone to be, and watchable. The same champion of the system being seduced (through a woman, how else?) by the emotions that he was sworn to fight against.

About the subject of the book, I can say that stories about rebels fighting Utopian regimes are making me feel conflicted. I care about the personal desires of the individual, but I also care about the overall system. One must understand that a centralized and overall controlled system is as disturbing to a person that experienced individual freedom as is a decentralized system based on individuals is for someone that lived in a different environment. To assume that one or the other knows better is just arrogant and stupid. The worse thing that can happen, in my view, is to only have one acceptable system that, even if we could leave one country for another, would be the same all over the world.

On the other hand, once you, as an individual, decide that something is right and something is wrong, you have a responsibility to act. I just remember that quote Slaves dream not of freedom, but of becoming masters. It would be a lot easier for me to accept people rebelling against systems if they would stop attempting to change the world for everybody, not just themselves.

Well, I will leave you with a quote from the book, one that seemed eerily contemporary: If human liberty is equal to zero, man does not commit any crime.

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I will go forth immediately and say that this book is hard to read. It's not just that it uses English names of fruits and plants not often met in normal conversation or movies, it's not only that it uses the English measurements units that most Europeans have no understanding of and it's not even the author's apparent obsession with Angostura bitters :). It's because the book is filled with information and it is better suited to be used as a reference than a one-off read. It is obvious that in The Drunken Botanist the author, Amy Stewart, put a great deal of research; such an amount, in fact, that it would be impossible to be able to absorb all of it in one read. You realize that a book is great when you see affecting you in your every day life. No, I did not get drunk every day on strange cocktails, even if the temptation certainly existed, but I found myself looking at plants everywhere and wondering how they would taste in a drink. "Is that fruit edible? Probably not, it's red and the fruit of a decorative tree, so probably it is poisonous. But surely there is a way to destroy the poison and enjoy the taste in an alcoholic drink." That sort of thing.

And what I find even nicer is that the author is ready to continue the conversation started in the book on a special website called DrunkenBotanist.com

The book is split into very little chapters, each on a certain plant, a little bit of history - the degree of details varying wildly, but described with great humor and passion, the way they are used in drinks, cocktail recipes, some botanical or chemical info - although not too much. There are organized by themes, like leaves or fruits, grasses or trees, and so on, but essentially it's an enumeration of plants and their uses. This is something I didn't like that much. My issue is that I expected to see more botanical information, like how plants are related and how the drinks made from them are related. As such, you only get a few words at the beginning of a chapter about the plant's family, but no connection is made. Of course, no one stops you for researching and doing it yourself.
Another thing that bothered me a little was the images. I agree that full color and size images of the plants described would have printed as a huge book, but the e-book version I read had no such limitations. Instead of seeing a simplistic representation of some plants, I would have liked to see the plant itself. That would have helped me understand what each plant was in my language, as well.

I have to conclude that the book is a very interesting one, albeit difficult to finish reading. I understand the need to earn money and thus sell it as a book, but for me it seems that the book's format would have been a lot more appropriate for a web site and that some features should have been different in the electronic version than the printed one. Instead, the Drunken Botanist site is actually a blog, in a blog format, which is unusable as a reference, really. I recommend browsing the book and certainly have it available. Some information in it is great at parties and the botanical insight into the common drinks and their ingredients is fascinating. But think of it as something to have ready for when you need to know what you are mixing. I would say it's a mandatory read for any bartender, though.

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It's difficult to remember that in the original Dishonored storyline there were two people carrying the mark of the Outsider. There was Corvo, but then there was Daud. The Knife of Dunwall and Brigmore Witches extended missions of the game both come as Dishonored downloadable content and both star Daud as the lead. He first has to fight an army of whale butchers then the overseers who come to destroy his army of assassins, then he goes to find the Brigmore Witches and foil their plans. It was a nice touch that they changed characters. Someone who either killed everything that moved or took great care to finish up Dishonored the non-lethal way would probably have issues with changing their game style in the continuation. Having a different character frees our conscience and lets us play this game as we wish at that moment. It also hints that the story is not in the characters, but in the island universe created in the game.

The story here is that the Outsider tips Daud, who is already conflicted about his choice to murder the empress and kidnap her daughter, about a mysterious woman called Delilah. It soon becomes evident that she is aware of Daud's interests when she seeks the Overseers on Daud's hidden base. She apparently is the leader of a coven of witches based in Brigmore Manor. Rumors about them appeared in the main Corvo story, as well. Delilah, originally a servant in Dunwall Tower and a talented painter, is attempting to take over Emily Kaldwin, the young daughter of the empress, and by defeating her you become a hero that, just as Corvo but unbeknownst to anyone but the Outsider, saves Emily. That was a nice twist, also, binding the two stories together. Events in Daud's story also parallel Corvo's, as NPCs talking to each other often reveal.

It is interesting that, besides Blink and Dark Vision which seem to be essential to playing the game, Daud has different magical powers as well as different weaponry. That annoying power that he used to overpower Corvo at the beginning of the main story is available to you and very handy. As with Dishonored, you can choose your level of mayhem which in turn, I suppose, changes the story. I tried to play it as non-lethal as I could, but having the reputation of a renowned assassin for hire really made me itch for bloodthirsty apocalypse. It felt great to know that I can kill everybody, even when I chose not to, I guess.

An intriguing idea came to me. Besides Corvo and Daud there were other people involved with Outsider powers: Delilah and Granny Rags. If they make more downloadable content for the game (which I really really hope they will) it could be interesting to play Delilah, or even Granny, as prequels to these stories. It would serve multiple purposes, as it would probably appeal to female players more, as well as changing the weaponry and magic almost entirely. Witches in this game use magic arrows and use dead animals and plants to do their bidding, while Granny Rags uses hordes of rats and an amulet that makes her immortal until you destroy it. There are neat tricks that would be a waste not to be used by the player. Both Corvo and Daud actually survive in the end and don't forget that the Dishonored universe is placed in an archipelago of islands, only one of them having been explored in any detail, with a lot of rumors and information about the others and a lot more opportunities. A story on the whaling ships, perhaps? Something in a wide open space, as demonstrated by the Brigmore Witches manor grounds, maybe? Dishonored may have started like something that seemed to clone Assassin's Creed, but it has a lot more potential. Knowing the guys at Arkane Studios, that potential is going to be used, even if the wiki on The Brigmore Witches says it is the last DLC for Dishonored. Perhaps Dishonored II will be made soon.

As a conclusion, I really enjoyed the game, even if Daud's voice was Michael Madsen's, who I usually dislike at first glance. It's good he wasn't visually in the game, then :)


[youtube:Rp6hY003tKs]

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After playing the second campaign in the Starcraft II game, the Zerg one, I have to say that I wasn't terribly impressed. 27 missions in all, nothing very fancy, and a linear script that involves only Kerrigan getting stronger and going after Mengsk. The only delight here was the character of Abathur, the Zerg "scientist", who speaks like that Korean doctor in Monday Mornings and his only concern is to find new strands of evolution for the swarm. Kerrigan, even if her voice was that of Tricia Helfer, is a cardboard character who acts arrogantly like a queen (well, she is one) taking about vision and cunning, but acting impulsively and in a direct manner most of the time. She is the character I was playing, so that is probably why I didn't really enjoy the story so much. Mark my words, if you want to find the funny moments in the game, just click on Abathur whenever you can.

There were some nice surprises in the game, though, like when destroying a neutral vehicle on a map and receiving a communication from a human soldier complaining he just paid for that car. A huge game, made with people from three continents, SCII must appease the masses to pay for itself, therefore the script could not have been too complex. They also concentrated on the multiplayer action, not on the storymode one plays on Casual difficulty in order to see the "movie", but still... a good script and a captivating story could have brought millions more into the fold, so to speak. The Starcraft universe is, after all, a very interesting one, describing the interactions between three interstellar cultures (four, if you consider the Xel'Naga). The potential here is immense, with books and movies to keep people interested for generations.

I liked the concept of evolution missions. You see, Abathur had the ability to alter strains of units and gave you two choices which were mutually exclusive. But before you chose, you had to play two mini-missions that showed the different strains in action. You usually had to kill some indigenous lifeform, absorb its essence and integrate it into your creatures. Also in the game there was a creature called an Infestor, which, judging by how the Terran campaign went, you will not see it in the multiplayer game. It allowed you to capture any enemy unit, except the heroic ones. Pretty fun. One of the evolution missions gave you the ability to morph hydralisks to lurkers, one of my favourite units from the old Starcraft game.

Overall I enjoyed playing the campaign, even if I felt that it could have been a lot greater. Finished it in about 10 hours, too. Of course, it would have taken a lot longer if I hadn't played on the easiest difficulty, but I didn't have a mouse and I really was only interested in the story. Unfortunately, I didn't feel like I gained much by playing the campaign as opposed to watching all the cinematics one after the other on YouTube, and that is, probably, what bothered me most.

So here is a compilation of Abathur dialogs.

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There are multiple problems with Star Trek Enterprise that doomed the show from the beginning. One, I am sad to say, is Scott Bakula, who I couldn't really see as a smart and resourceful captain till the very end of the show. Another reason was the name, making people confuse Star Trek Next Generation with this series.

Yet another, and perhaps the most important reason, were the producers who abused their station to steer the show into an impossible position: an Earth ship that is older than Kirk's starship stuck in the middle of epic conflicts through time and space. Even the writers complained that it should have remained a show about early exploration and abstain from the flamboyant temporal cold war or the Xindi saga.

You see, the show started very nicely, with the launch of the first warp 5 capable human starship. The Vulcans are still not sure whether the humans should attempt this, if they are ready for the big bad universe, while humans react like teenagers that have been forbidden something. We get to see the birth of technologies so important in the Star Trek universe: the transporter, newly invented and feared (maybe rightly so, considering the multitude of episodes that involve some accident with it in the other series); they use grapnel hooks to tow; they use explosive torpedoes at start and phaser cannons that they constantly upgrade; the replicators can only manufacture simple food and they have cooks on board for the rest. The interactions of the crew were also welcome, as all of them seemed perfect for the job.

That is why the first season was good, promising a very interesting show about the beginning of human exploration. Then they botched it, with the introduction of a silly and pointless race, the Suliban, who have a faction of people receiving instructions from the future, while other future people are trying to stop them interfering with the "proper" timeline. Basically they should have asked Jean Claude VanDamme to come. This almost destroyed the second season.

A strange decision, which I can't quite say was bad or good, was to make a season that is continuous, rather than the individual episodes of Star Trek until then. They introduced the Xindi, another intriguing concept, of a coalition of species: reptilian, arboreal, simian, insectoid and aquatic. This probably wreaked havoc with their budget, so only the humanoid species usually appear. Somehow they wanted to write about terrorism, since all Americans were being influenced by 9/11, therefore the theme appeared throughout season three and quite a few episodes in season 4. First were the Xindi, who (for no reason that I can see) tested a small variation of a weapon on Earth, in preparation for a bigger one that they were still constructing. Rather than compare it with the American atomic bombs, which were the natural analogy here, they, of course, compared it with the 9/11 attacks.

A strange patch of the universe where the laws of physics are warped by huge metal spheres that have weird effects is the stage for the entire season three, while Enterprise goes to find the Xindi and stop them from destroying Earth. I felt that it was an interesting season, the only bad bits being some inconsistencies of the overall story, rather than individual episodes.

Then they had a religious sect that threatened to blow themselves inside Enterprise unless Archer destroys their enemies. The caricatured religion and condescending jabs at Palestinians should have angered Muslims more than cartoons of Mohamed. Then there was the final act of terrorism, when a faction of xenophobic humans take over the Verteron array on Mars. That script was a mess, probably because it was the last episode before the show ending one. Too much terrorism for a show that defines the transition of humanity into a peaceful future.

And then there was T'Pol, played by the lovely Jolene Blalock. That was probably the problem: she was too damn sexy. They had, therefore, to make her have emotional issues, get into relationships with everybody, make regular trips in the decontamination chamber and rub her body with antiseptic cream and so on. It is a disgrace for women in Hollywood that her role was massacred by all of these preconceptions and easy ways to get audience attention. And she was a Vulcan, the precursor of Spock, for crying out loud!

In other words the powers that be exaggerated everything and allowed Archer to be moving through time or singlehandedly creating the federation, while trying to keep something for Kirk and Picard to do. I know it is difficult to make an enticing and modern prequel to series that you watched and loved as a kid, but randomly choosing themes and ideas to "fix" the show to be more something or another is not a solution. That is why, while it the newest series of Star Trek, it was also one of the worst.

The disappointment comes, for me, when I see several portions of the show actually being great. The MAKO concept, for example, highly trained military personnel that accompanied Enterprise in the Xindi story arch was a good thing and the interaction with the regular security personnel. The controversial decisions that Archer had to make to protect Earth lent more character depth than most of the moral cardboard crap that usually infests Star Trek. The old school technology made the voyages of the new starship bring smart new levels of excitement to the exploration of space. I liked the "In the Mirror Darkly" episode, which was not a crossover to an alternate universe, but only a show about the Enterprise of the alternate universe where there were all ambitious and evil. Even the start credits looked different, showing the glorious history of Earth conquests.

My conclusion, especially today, when the number of sci-fi shows explodes as the audience requires more and more fantasy, is that Star Trek represents the hope of humanity for a bright future and that allowing it to be defined by money hungry Hollywood production companies was ultimately a mistake, no matter how much soul the writers, directors and actors put into it. A space exploration show made by Europeans, something that would mirror Star Trek's United Federation of Planets in cinematography, bringing talent and ideas from Britain, Germany, France, Russia, etc, and borrowing from the sci-fi legacy of all. I would love to see that.

Your Inner Fish is a very nice book, popularizing the science behind paleontology and anatomy and making a surprising and thorough connection between the two. In short, Neil Shubin describes the way bodies are built and how our ancestry, from single cell organisms, fish, amphibians to primates, influences our design. It is a rather short book, and also easy to read. From field stories of discovering fossils in the wild to the anatomy classes that he teaches in university, the pages take one through a journey of true discovery and makes us understand so easily some things that very few people consider simple.

I could review Your Inner Fish for you, but someone did a lot more effort of it here. Also, the University of California Television YouTube channel released a one hour video presentation of the book which I am attaching to this blog post, as well as what seems to be the book's Facebook page. What I can say is that I liked the book a lot and I recommend it to everybody, science minded people or not.



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Update: I recognized the voice of Brad Dourif as Piero (how can one not?) so I went to see who the other voice actors were. If you, like me, felt a strange attraction to Callista Curnow, that's because her voice is that of gorgeous Lena Headey. Also you might recognize Susan Sarandon as Granny Rags (hee hee!) or John Slattery as Admiral Havelock. But pretty much no one comes close to Brad Dourif, except perhaps Roger Jackson, who is the voice of Mojo-Jojo!

As you may know, I am a great fan of Arkane Studios games. They did Ultima Underworld, Arx Fatalis, Might and Magic X (which for all intents and purposes was Arx Fatalis 2) and now they did Dishonored. You will probably say that Ultima Underworld was actually a Looking Glass Studios game, but when they dissolved, some people from their team went on to work for Arkane and the resemblance of the games is pretty obvious. Anyway, I am now in a small village in Italy and only have Internet at my work. Imagine my great surprise when I discovered a kit of the Dishonored game on my laptop. I immediately installed it and played the game for a non stop 20 hours until I finished it. However, it was my desire to see the entire story (and to get some sleep in the weekend) that made me finish so quickly. You see, the game is a first person shooter-adventure that follows a storyline. However, on each stage you can explore and find a lot of secrets and side quests and even influence the story a little bit through your actions. The universe in which the game is played is a wonderfully crafted steampunk world, driven by whale oil and technology invented by mad scientists and filled with political intrigue. I can safely say that the game is a combination of Arx Fatalis, Thief/Assassin's Creed and Vampire: The Masquerade – Bloodlines.

For an analysis of the game, there are a lot of things to be said. One of them is that the 3D world was, as far as I could see, almost perfect. I didn't get stuck in some fold of the wireframe, I didn't reach places I shouldn't have reached even when having the power to Blink, I didn't see through textures or seen any major bugs, actually. The game is a huge collaboration of companies, with people from all over the world, they could have screwed up anywhere: design, storyline, sound bits, software, 3D world, etc. It did not happen. You can also see the love that was poured into the game when the story does not end with an obvious finish, but continues on for a few stages. They could have worked less for the same money, but they somehow chose not to.

The gameplay is a joy. You have different ways of solving problems: you can kill anything that moves, you can choose to not kill them, but perform a chokehold on them and hide their unconscious bodies so you can avoid detection or you can go on high ledges and sneaky paths to avoid conflict all together. An interesting component of the story is The Outsider a supernatural being, probably a god, that looks like a normal guy, dressed normally for the age, but having black eyes. He is treated as the Devil in the official religion of the country, but he acts like your ally in the game. His only obvious interest is to have fun watching the chaos. For these purposes he gives you his mark and the gift of magic, which allows you to teleport, possess small animals and humans, summon a pack of ravenous pack of rats to devour your enemies and other fun things like that. The world if very interactive. You can, for example, take a random item like a bottle and throw it away. This would either unbalance your enemy, if you hit them directly, so you can deliver a deadly sword strike, or cause them to go to investigate the noise of the bottle breaking. One interesting option is to take the head of the enemy you have just beheaded and throw it into another opponent. Each level had hidden magical artifacts which you can find using a special Outsider device, a living heart with mechanical bits which you hold in your hand and that talks to you - told you, fun stuff. This usually prompts you to go out of your way to find said artifacts. The complexity of each stage is staggering. The first two stages I tried to play as completely as possible, which took me a lot of hours. After the first level ended I felt pretty good about myself. I had explored a lot of the map and I felt pretty smug about it. In the final summary of the mission I saw, to my chagrin, that I had found about half of all the valuable objects that I could have found. The rest of the missions I just breezed through, in order to see the ending. If I would have played this game as thoroughly as I possibly could, it would probably have accounted for many tens of hours of gameplay. Well, maybe it's me, but emergent gameplay is the coolest thing since fire was invented.

The devices you possess are old school enough to be a lot less effective than magic. You have your trusted one bullet pistol, which you must reload after each firing, you have your crossbow, which can fire darts, sleep darts or incendiary bolts, you have delicious bombs which, when triggered, fire a fast winding metal wire that cuts your enemies to pieces, grenades are always fun, and so on.

There are some issues which I had with the game though. It seemed to me that the magical spells were rather unbalanced. I cannot tell you how much they are unbalanced until I play the game again in another way, but it seemed to me that you absolutely needed to have Blink and Dark Vision and that the best offensive spell was the summoning of the rat pack. The rest were almost useless, at least by description: something that allows you to attack stronger and more enemies at once if you have enough adrenaline, something that allows you to possess animals, but there aren't that many animals in the game, and only partial possession of people, something that causes a gust of strong wind. Well, I will try them soon so I can tell you more in an update. Another thing that felt useless to me were the bone charms who gave me stuff that didn't really seem important. I did play the game on Easy, since I didn't have a mouse for the laptop, so that may explain my disdain of the things.

It is important to realize that the game has downloadable missions and content through Steam. This means the story can go on. I intend to explore this avenue. Also, after playing a second time I have to say that I was amazed of the option to not kill anyone the entire game. Even the assassination missions have ways of getting rid of the characters without killing them (even if their fates are usually worst than death). If you want to go that way, please always check that the unconscious victim is actually unconscious. Otherwise you end the mission with one or two dead people and there is no going back. One example is if you choke one guy, then let it fall with the head in the water. He dies even if you immediately remove him.

All in all I cannot recommend the game enough. Add to this that after you buy it, you also get extra chapters as downloadable content and, who knows, maybe they will allow the community to make their own chapters. It was just fantastic. Go play it!

I embed here an example gameplay from someone who is obviously more skilled than I am.



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I've reviewed two books of William Golding already and both of them were complex analyses of the human nature. This little novel, The Double Tongue, is similar in complexity. A note at the beginning of the text is explaining perhaps best why Golding's books are so great in details. You see, the novel was published posthumously, after a draft of it was found in Golding's belongings. He has already finished the book once, wrote another version and had started on another draft. No wonder his books were so reflective and self referential and connected to so many other works of literature or philosophy.

About the content, it is rather interesting, as it details the story of a girl in ancient Greece, just before Romans started dominating the country, who becomes the Delphi Pythia. The story quickly goes to the decorative role a "well bred" female would have had in those days, carefully instructed how not to draw attention, kept in total ignorance, all for the moment when she would be offered to a husband. After attempting escape from this fate, the only option her father has to "do with her" is to give her to a priest of Delphi called Ionides. Thinking she was going to become a servant of the temple, sweeping floors, she becomes the oracle. This is used to analyse concepts as religious sentiment, political use of faith and to describe the parallel system used in this world of superstition and showbiz.

I thought that it was a really short story. Told from the point of view of an octogenarian woman, it dwells on the adolescence, the initial shock of coming to Delphi, but very quickly skips entire decades to bring the conclusion. The title is relating to both the Python that the god Apollo killed in the Delphi cave, which gave him the forked tongue that said two things at once, but also to the double system of religious ecstasy backed by very real intelligence networks and the duplicity of people who either declare themselves religious while lacking the sentiment or the other way around . The story is inspired by Ion of Euripides and the ending is revealing only to a select few who understand the reference to a passage of the Bible (see here and here).

I can say that I liked the novel. It wasn't a "wow" thing like in the case of Lord of the Flies, nor did it cause me to feel more enlightened with the final reveal. Being that short and the last novel of Golding, there is really no reason not to read it.

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Kara no Kyōkai, translated in English as Garden of Sinners, but literally as Boundary/Border of Emptiness, is a strange little series of seven Japanese anime films. The lead is a girl who has a double personality, conveniently both named Shiki, but written with a different Japanese character. One of the personalities likes to kill people brutally, while the other is afraid of human contact. Enter Kokutou, a guy in the same class as Shiki, who falls in love with her and accepts her as being split like this and even covers some of her murders as he, after all, is in love with the one personality that does not kill.

Now, this is the least weird bit of the films. This story that I have been telling you is not told as linearly as I present it, but starts from the middle, then shows what happened in the past and future by flashbacks, prequel movies, and something that I can only call experimental movies, since they show scenes from what actually happens, but not in their normal order.

You see, after Kokutou starts camping outside Shiki's house to stop her from killing anyone, she attempts to murder him, only she can't and attempts suicide by throwing herself in front of a car. Only the murderous personality actually dies and when she awakens from a two year coma, Shiki has the Mystical Eyes of Death Perception, which see the seams that bind things to existence. Once you cut those, the thing dies.

In order to make her understand and control her condition another chick appears, one that is a magus. Yes, magic! I told you it was going to get weird. In the end, these three characters form a sort of private investigator agency that often deals with the supernatural and rogue magi.

All in all, the animation is rather good, the characters weird, most of them displaying some sort of emotional detachment bordering on psychopathy, but the story leaves a lot to be desired. just like the erratic order of the films, the story also jumps violently from brutal murders, criminal investigations, magic, philosophy and romance, making a mess of it all. It's not that i did not enjoy watching the films, but at the end of the seventh, when Shiki says "this is the end of my story" I couldn't actually feel it was any end at all. Perhaps the manga makes more sense, but as such, I can't really recommend watching it.

When I first opened the ASP.NET MVC 4 Recipes, by John Ciliberti I was amazed. It seemed to transcend the reference book and go into a sort of interactive path thing. You know interactive books, where you read the book and at certain points you get to choose what the characters do by going to read one page or another? This is what Recipes seemed to be. You get to a point where the author tells you which chapters to read and in which order based on your role in the organization. That is and will remain a wonderful concept and I would see more books steal it for themselves. However, the actual content of the book did not feel as great as its presentation, I am afraid to say. This is not to mean it is a bad book, only that I expected a lot more from it from reading its "mission statement". The book is Microsoft centric, obviously, but it says very clear that it will solve problems with Microsoft products as a rule. For example it favours KnockoutJS as a JavaScript framework. But that's not really annoying, though.

I think what bothered me most was that the content was all over the place. There are some chapters in which there are specific problems. The problem is described, then the solution is provided. Very nice. But then there are some problems that are vague and general with a very specific solution, lending a lot of lines to some issues and moving past others in a hurry. Of course, I would have liked all of the problems to have their own book and that was impossible, but the compromise here did not feel as great; I thought some of the problems were not really something someone would have more than once, and sometimes never, so using the book as a reference helps only so much. Some examples of problems to be solved: You would like to begin working with ASP.NET MVC Framework, but you do not understand the MVC pattern and why it is beneficial. - why would you start reading an ASP.Net MVC book if you don't even understand the MVC pattern? You would google something first. Or: You have started using the new .NET asynchronous programming pattern and love its relative simplicity compared to other programming models. However, you would like to have a better understanding of the code generated by the compiler so that you can improve the designs of your asynchronous methods. So you jump from not knowing what MVC is to wanting to read IL. Maybe I am just mean, but it soon turned into a very hard to read book from jumping from one issue to another like that, from level to level. Not to mention some "loaded" problems that have a description several lines long in the form of "you have found that your company strategy sucks, because of 1,2 and 3, and you want 4,5 and 6 because 7,8 and 9". It doesn't sound like my problem at all :)

Bottom line: I have not started working with ASP.Net MVC, yet, nor do I believe that my first job with it would be as an architect, so I will have an opinion on how it works in real life in a few months, probably. The book seems useful now, but not the ASP.Net MVC start to end tutorial that I wanted when I started reading it, and maybe that is why I had such a critical eye for it.

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This is the second book about LSD that I read, after The Center of the Cyclone: An Autobiography of Inner Space, by John C. Lilly and it is also the autobiography of a scientist, but unlike Lilly, who seemed to have gone bonkers while writing his book, Hoffman maintains a scientific attitude about the whole thing, objective when needed, subjective in more personal chapters that he clearly delimits from the others. LSD: My Problem Child is the story of the invention of the drug, straight from its inventor, Albert Hoffman, a then chemist for pharma company Sandoz. In a nutshell I loved the book, the style, the author's integrity and the fine ironies that he slips from time to time. As you can see in the link above, the book is already free online so there is no real reason not to read it.

Hoffman explains in the book how, while researching the chemical properties of the ergot and attempting to potentate substances already discovered to have positive medical effects, he created Lysergic acid diethylamide. The substance had no visible effects on the test animals so he went on testing other substances. Five years it took for Hoffman to return to LSD in order to further understand its function. Usually a very thorough chemist, he touched some of the substance and only then the effect was understood. This simple anecdote hints on how many interesting chemicals we might have gone unnoticed, even after someone created them.

The method by which chemists work to find useful chemicals in nature is also very interesting. They take a plant, let's say, that has a specific effect that is testable via animal experiments. They isolate the active substance that produces that effect. Then they attempt to recreate the substance synthetically. After doing that, they test all kinds of related substances that they create via simple chemical operations from the original substance. This often leads to more powerful drugs or even completely new effects. Quoting from the book: "Of the approximately 20,000 new substances that are produced annually in the pharmaceutical-chemical research laboratories of the world, the overwhelming majority are modification products of proportionally few types of active compounds. The discovery of a really new type of active substance - new with regard to chemical structure and pharmacological effect - is a rare stroke of luck."

It took another five to ten years for LSD to reach mainstream. Until then psychologists and psychiatrists were using it to more effectively reach the patients and LSD was considered a wonder-drug. Sandoz was extremely happy with Hoffman's discovery. But then it became a subject of abuse. A counterculture of recreational use for LSD led to an institutional backlash that made the drug illegal, even if it was not addictive, not toxic and one could not overdose accidentally. However, it was essential to take it in a controlled environment, with someone to act as a guide and safety net. Many people did not do this and hurt themselves or others or had psychotic breaks. To get someone out of an LSD trip was simple: either guide them via calm words or (the technical solution) give them a calmer agent like cloropromazine which immediately cuts off the "high".

How come the black market is filled with toxic, addictive, nasty drugs, but someone considers LSD to be a problem? Anyway, I am quoting again from the book, a little bit that talked about experiments on primates, but one that I took to be a fine ironic jab at society's reaction to the drug: "A caged community of chimpanzees reacts very sensitively if a member of the tribe has received LSD. Even though no changes appear in this single animal, the whole cage gets in an uproar because the LSD chimpanzee no longer observes the laws of its finely coordinated hierarchic tribal order."

What I liked about the book very much was how thoroughly and objectively Hoffman researched LSD and other psychedelics (he also identified and separated psilocybin, another psychoactive substance present in "magic mushrooms" used by native Americans in religious rituals). He not once preached the recreational use of the drugs, deplored the misuse of these kinds of substances, but he also kept a strong position that they do no harm and can have amazing effects when used for medical purposes and the correct way. Far from being a "druggie" book, this is one of those autobiographies that you can't let down from your hands until finishing reading it. I recommend it wholeheartedly.

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The sixth book in the Dexter series is not really better than the others. I would have thought that five rehearsals would have resulted in a slightly better book, but instead it seems as if Jeff Lindsay is slowly losing the inspiration he started with book after book. In Double Dexter, the police is impossibly incompetent and this time even Dexter falls into the same category. It takes him chapters to do and act like he was supposed to and a lot later than even an average reader would see it coming. The opponent is inconsistent and not really a challenge, if it weren't for Dexter's apparent drastic drop in IQ.

If you have not read any of the books so far and maybe just watched the CBS series, be warned that they are completely different beasts. The show writing is clearly better and the plots are divergent to the point of being different stories altogether, but with the same character. Not that this eighth and final season is great writing anymore, but that's a different subject altogether.

Bottom line: Having read Double Dexter, I cannot say that I hated it, I really like the character, but I think Lindsay is bored with Dexter. Maybe he should just invent someone else and start writing better books.