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In 2015 I was so happy to hear that Cory and Lori Cole, game designers for the Sierra Entertainment company, were doing games again, using Kickstarter to fund their work. Particularly I was happy that they were doing something very similar to Quest for Glory, which was one of my very favorite game series ever. Well, the game was finally released in the summer of 2018 and I just had to play it. Short conclusion: I had a lot of fun, but not everything was perfect.

The game is an adventure role playing game called Hero-U: Rogue to Redemption and it's about a small time thief who meets a mysterious bearded figure right after he successfully breaks into a house and steals, as per contract, a "lucky coin". The man gives him the opportunity to stop thieving and instead enroll into Hero University as a Rogue, rogues being a kind of politically correct thieves, taking from the rich and giving to the poor and all that. You spend the next 40-50 hours playing this kid in the strange university and finally getting to be a hero.

You have to understand that I was playing the Quest for Glory games, set in the same universe as Hero-U, when I was a kid. My love for the series does not reflect only the quality of the games, the humor, the nights without Internet where I had to figure out by myself how to solve a puzzle so that I could brag to my friends who were doing the same at the time, but the entire experience of discovery and wonder that was childhood. My memories of the Sierra games are no doubt a lot better than the games themselves and any attempt of doing something similar was doomed to harsh criticism. So, did the Coles destroy my childhood?

Nope. Hero U was full of puns and entertainment and rekindled the emotions I had playing QfG. I recommend it! But it won't get away from criticism, so here it is.

Update: I've finished the game again, going for the "epic" achievement called Perfect Prowler, which requires you don't kill anything. I recommend this as the start game because, if you think about it a bit, it's the easier way to finish the game. To not kill anything you need to sneak past enemies, meaning maxing your stealth. To defeat your enemies (which is also NOT the rogue way as taught at the university) you need to have all sorts of defenses, combat skills, magical weapons or runes, etc. By focusing on stealth you actually focus on the story, even if sometimes it is annoying to try to get past flying skulls for ten minutes, saving and reloading repeatedly, until your stealth is high enough. Some hints for people doing this:

  1. Sleeping powder is your friend, as it instantly makes an enemy unresponsive and does not alert other enemies that are standing right next to them
  2. Sleeping powder works on zombies, for some reason
  3. Demolishing a wall with a Big Boom while guards are sleeping next to it does not hurt said guards, even better, they magically disappear letting you plunder the entire room
  4. If someone else kills your enemy, you didn't kill anything :)
  5. The achievement says you have to not kill things, you can attack them at your leisure as long as you flee or use some other methods to escape


Anyway, the second run made me even more respectful towards the creators of the game, as they thought of so many contingencies to allow you to not get stuck whatever style of play you have. And this on a game that had so many production issues. Congratulations, Transolar!

And now for the original analysis:

What is great about the game is that it makes you want to achieve as much as possible in a rather subtle way. It doesn't show you X points out of Y the way old Sierra games did, but it always hints of the possibility of doing more if you only "apply yourself". Yes, it feels very much like a school. And I liked it. What's wrong with me?

I liked the design of the game, although I wish there was a way to just open a door you often go through, rather than click on the door and then choose Open from the list of possible and useless options like Listen on the door or Look at the door. I liked that you had a lot of actions for the objects in the game, which made it costly to just explore every possible option, but also satisfying to find one that works in your favor.

And the game is big! A lot of decisions, a lot of characters and areas to explore, a lot of quests and a lot of puns. Although, in truth, even if I loved the QfG series for their puns, in Hero-U it feels like they tried a little bit too much. In fact, I will write a lot about what I didn't like, but those are general things that are easy to point out. The beautiful part is in the small details that are much harder to describe (and not spoil).

The biggest issue I had with the game was the time limits. The story takes the hero through a semester of 50 days at the university and he has to do as much as possible in that time. This was good. It makes for a challenge, it forces you to manage the time you have to choose one or the other of several options. You can't just train fighting skills for weeks and then start killing critters. However, each day has several other time limits, mainly breakfast/class, supper and sleep. You may be in the depths of the most difficult dungeon, took you hours to get there, if it's supper time, your "hero" will instantly find his way back so he can grab some grub. You don't have the option to skip meals or a night's sleep, which would have been great as an experience and very little effort in development, as he already has "tired", "hungry", "injured" and other states that influence his skills.

This takes me to the general issue of linearity of story. The best QfG games were wonderful because you had so many options of what you could do: you could explore, do optional side quests that had little or nothing to do with the main story, solve puzzles in a multitude of ways (since in those games you got to choose your class). Hero-U feels very linear to me: a lot of timed quests with areas that only open up after specific events that have nothing to do with you, the items you get at the store change to reflect the point in time you are in, a choice of girls and boys to flirt with, but really only one will easily respond to your attempts at romance, the only possible ending with variations so small as to make them irrelevant and so on. And many a time it is terribly frustrating to easily find a hidden door or secret passage, but be unable to do anything with it until "it's time". You carry these big bombs with you, but when you get to a blocked door you can't just demolish it. I already mentioned the many options you have to interact with random objects in the game, but the vast majority of them are useless and inconsistent. QfG had some of these issues, too, though.

An interesting concept are the elective classes, which are so easy to miss it's ridiculous. Do not miss the chance (as I did) to do science, magic or healing. It reminds me of QfG games you played as a fighter and then started them again as a mage or thief. The point is to take all your tests (and since you get the results a few days later) you need to know your stuff (i.e. read the text of the lectures and understand what the teachers are saying). Unfortunately, the classes don't do much to actually help you. Science gives you a lot of traps and explosives, healing gives you a lot of potions and pills and magic gives you sense magic and some runes. You can easily finish the game without any of them and it is always annoying to have to run from the end of your classes (at 14:00) and reach the elective classroom on another floor, having to dodge Terk and also considering that you might want to do work in the lock room, practice room, library, recreation room and reception, all in one hour (you have to get to the class by 15:00). And the elective eats two hours of your time, just in time for (the mandatory) dinner.

And then there is the plot itself. I had a hard time getting immersed in a story where young people learn at a university teachers know is infested with dangerous creatures that students fight, but do nothing to either stop or optimize the process. Instead, everybody knows about the secret passages, the areas, but pretend they do not. Students never party up to do a quest together. There are other classes in the university, not only Rogues learn there, but you never meet them. Each particular rogue student has a very personal reason to be in the university, which makes me feel it's amazing that the class has seven students; in other years there must have been a maximum of two. You get free food from all over the world, but you have to buy your own school supplies. There are two antagonists that really have absolutely no power over you, no back story, and you couldn't care less that they exist. Few of the characters in the game are sympathetic or even have believable motivations.

Bottom line: I remembered what it was like when I was a child playing these games and enjoyed a few days of great fun. I felt like the story could have had more work done so that we care about the characters more and have more ways to play the game. The limits often felt very artificial and interrupted me from being immersed in the fantastic world. It felt like a Quest for Glory game, but not the best ones.

It is worth remembering that this game is the first since the 1990s when the creators were working in Sierra Games. They overcame a lot of new hurdles and learned a lot to make Hero-U. The next installments or other games will surely go more smoothly both in terms of story and playability. I have a lot of trust in them.

Some notes:

  • There is a Hero-U Student Handbook in PDF form.
  • Time is very important. It pays to save, explore an area, reload and go directly where you need to go.
  • Stealth is useful. There is an epic achievement to finish the game without killing anything. That feels a bit extreme, but it also shows that items and combat skills may be less relevant than expected.
  • Exams are important: save and pass the exams so you can get elective classes. I felt like every part of the story was excessively linear except elective classes which you can even miss completely because you get no help with them from the teachers or the game mechanism.
  • Some doors towards the end cannot be opened and are reserved for future installments of the series.
  • You can lose a lot of time in the catacombs for no good reason. Don't be ashamed to create and use a map of the rooms.


I leave you with a gameplay video:

[youtube:i_4CHnKCJ40]

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This guy can write! I mean, Peter Brannen is writing about paleontology and climate change and the words just sing to you, make you see worlds that we actually know very little about and feel for ammonoids like there would be the cutest kittens, looking at you with big eyes and begging not to get extinct. As someone who wants to write himself someday, I really hate this guy. He is that good.

That being said, The Ends of the World is a book about the major extinctions in Earth's history, their causes and how they relate to our present lives. It's a captivating read, evoking lost worlds and very carefully analyzing how they disappeared and why. There is humor, drama, interesting interviews with fascinating people. Dinosaurs? Puh-lease. This takes you back to the good old days of the Ediacaran and slowly brings you around our time and even speculates on what could come after us, the hubris filled species that, geologically speaking, was barely born yesterday - or a few seconds ago, depending on how you measure it - and has the chance to outshine all the other species that came, ruled and went.

There is no way I can do it justice other than to say that I loved the book. In itself it's a summary of life on Earth so summarizing it myself would be pointless. I highly recommend it.

Here is the author, presenting his book at Google Talks:

There is this channel I am subscribed to, with various people discussing or demonstrating software development concepts, with various degrees of success. I want to tell you about this series called CSS3 in 30 Days which is very well organized and presented by a clearly talking and articulate developer, Brad Hussey. He's nice, he's Canadian.

And before you go all "I am a software programmer, not a web designer", try watching it for a bit. Personally I am sure I would have solved a lot of what he demos using Javascript. Changing your perspective is a good thing. Note it is about CSS3, which had quite a few improvements over the classical CSS you may know already.

Here is the first "day" of the tutorial:

Fullmetal Alchemist: The Sacred Star of Milos is the film that banks on the hunger of Alchemists all over the world after the Brotherhood series ended. It is not a sequel, just a full feature film happening sometime around the 21st episode of the series. The story is complicated: three nations in turmoils, alchemy of all sorts, chimeras and in the middle of it all: Ed and Al, fighting for what is right.

I liked the story, it hit a lot of sour points of the present, with large nations literally shitting on smaller ones, while they can only maintain their dignity by hanging on old myths that give them moral rights over some God forsaken territory. What I didn't particularly enjoy were the characters and the details of the plot. There were many holes and, in all, no sympathetic characters. The few promising ones were only barely sketched, while the main ones were kind of dull. The animation also felt lazy. If this was supposed to be a send off for the characters, it exceeded its purpose, as now I am considering if I would have even enjoyed a series made in such a lazy way.

So, bottom line, part cash grab, part great concept. A promising film that reminded me of the series I loved so much a decade ago, but failed to rekindle the hunger I felt when the series ended. Goodbye, Elric brothers!

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Funny how these things turn out. After finishing Proxima, by Stephen Baxter, which was also about humans colonizing the planet of a nearby star, but in the end was very little about the planet itself, I've stumbled upon Aurora, by Kim Stanley Robinson, which does pretty much the same. I don't want to spoil things, but really, just a small percentage of the book is even related to the planet they briefly called Aurora.

Let's get one thing out of the way, though. Aurora is way better than Proxima ever intended to be. It is philosophical and filled with information and science and raises questions that are essential to space colonization. That's the great part. The bad part is that it feels like an old man book. It is introverted, focused on people, their feelings, their shortcomings and ultimately advises we care more about our planet, the one we are perfectly adapted to live on, rather than imagine we can always find a replacement in deep space. That was a disappointment, not only because I am in Tsiolkovsky's camp, who famously said Earth is our cradle and we can't stay in the cradle forever, but also because the future, as seen by Robinson, is stagnant, with no evolution, no desire, no dreams other than those he considers foolish and even criminal. Stay in the cradle till we finally die, enjoying the golden age of our senescence. Bah!

Other than that I really appreciated the attention to details, taken from all kinds of disciplines, that the author put in the book. Stuff like the difference of evolution rate between complex organisms like people and the microbiomes inside them, or mineral balances, the effect of Coriolis forces on the well being of people and machinery, and so on and so on. It was ironic that the person everybody in the book revered was Devi, an brilliant engineer who always thought outside the box and solved problems. When she couldn't do that, everybody else just gave up. There is also a moment in the story when the colonists split into two groups. I found it almost insulting that the book only described the adventures of one of them and completely forgot about the other.

Bottom line: I liked most of the book, if not its ending moral. The style is a bit difficult, almost autistic, as half of the story is from the standpoint of the ship's AI and the other from the perspective of the protagonist who is unusually tall (for no reason that has any impact on the story) and a little slow in the head. I understand why some people actually hated it, but as we can learn from every viewpoint, and often more from one that is different from ours, this book has a lot to teach.

Here is an interview with the author, but be careful, only the left audio channel has voice, the other is an annoying music.

[youtube:3T1-lE5i98M]

I've watched several lackluster recent Japanese animes from Netflix and I was feeling bored and disappointed with the clichés spouted by almost every character, most of them as cardboard as they can be. So when I started with Devilman Crybaby, a very original show both from the standpoint of the manga it adapts and the animation style, I was hoping for not being bored. And I wasn't. The show is fast, jumping from scene to scene and asking the viewer to extrapolate what happened in between. The characters are complex and seldom critical of one aspect or another of society, or representing such negative treats. Violence and sex are everywhere, although they are often depicted as kinds of vices and impulses that people have to fight against. The animation style is weirdly psychedelic. So did I like it? Not really.

Even from the beginning I was off put by the animation style. It's paradoxically both artistic and very simple. It made me think of Aeon Flux (the MTV animated series), which had several other things in common with this, as well. But I didn't let it bother me and I continued watching. As I said before, the characters are complex and the story is meandering around the peculiarities of each of them, which made it interesting. However, the plot was full of holes! Things that were "revealed" later on were evident from the beginning, people acted in weird ways that were eroding the suspension of disbelief. There were fights, but simplistic in nature and more inline with the symbolism that the author was so hard on. There were substories, but kept to a bare minimum. Do you see a pattern already?

Yes, in its entirety, things that were not important to the philosophical message that the anime wanted to make were abstracted, simplified or removed altogether. It is hard to enjoy any of it after you've got the memo. Even worse, perhaps because of its heavy (handed) symbolism, all the articles and reviews online praise it as a masterpiece. I said it before and I will say it again: just because it is not the usual crap it doesn't mean it's good. There are so many sorts of crap. You read two or three of them, discussing "what they meant", and you realize they are as full of shit as the makers of the anime. If you need to explain what you meant, the joke wasn't very good!

To be less of a dick about it, the show has many redeeming qualities, that is why I can't discuss too much the particulars without spoiling it, and you might want to watch it. However, to me, those qualities were wasted in the pseudo spiritual and moral bullshit that suffused the show. One alleviating circumstance is the source material, written in the 70s, which I have not read, so I can't really compare, but it was the 70s. Weird and wonderful stuff came from back then. This is mostly just weird. And I really hated the title.

Here is the trailer:

[youtube:ww06yGPM7Kc]

Unfortunately, being typical is not a good thing. All characters in A.I.C.O. Incarnation are manga clichés and the few interesting sci-fi ideas are obliterated by the lack of courage in showing body horror and the obvious gaps in logic. The most promising, yet underdelivered concept is that of consciousness and identity. What would happen if brains and bodies were swapped, changed, mingled, etc. This could have been great if each episode explored some way the "malignant matter" affected biology and consciousness, but in truth, less than half of an episode really approaches the idea.

In short, the story follows a group of "Divers" who go into a biological infested area in order to stop said infestation and save people. They have to battle amorphous blob like monsters and government officials and mad scientists to get to their goal. Obviously they are all young and rash and falling in love and trying to protect people and making honor bound promises and so on. It was so by the book that it became nauseating. I think a heavily cut video edit of the first and last two episodes would more than cover the entire series.

It is good that Netflix is paying for more anime adaptations, but this one is not that worthwhile. Still 29 to go, though :) Here is a trailer, if you are still interested:

[youtube:CCfYQnOLHV0]

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Literally translating to "The town where only I am missing", Boku dake ga Inai Machi presents (what else?) a manga artist with no life or future who finds out he can transfer his consciousness in the past, fixing things that went wrong. Of course, the worse thing that ever happened to him was living through a killer's series of murders of some of his school classmates. Another traumatic experience makes him, now 29 years old, transfer his consciousness in the past, during his childhood years, and determined to find and stop the killer.

Now, this might not seem particularly captivating, only the solution for saving the children is not to investigate clues or stake out locations or alert adults, but using the tools a mere child has: making friends, being around the lonely people the killer seems to target. This has an impact on the man's life, but also on that of the people around. In the end, it's a call to end self alienation by connecting and doing good things to people close to you. The title is a metaphor to the impact a person has on their environment. What if you never were? Would things change? The English title - Erased - is the one licensed for the US market and has little to do with the plot.

The anime is nicely drawn, if not spectacular, the Japanisms are pretty common, the story is sort of predictable, so the only true positive thing about the show is the mood and moral. I can't recommend it to everybody, but I personally enjoyed it. It has just 12 episodes and so it's like 4 hours in total. Here is a trailer:

[youtube:75MF3Sap1J0]

Star Trek Continues, a fan production which started in 2013, ended with the eleventh episodes. As so many others, they are ending a perilous enterprise (pardon the pun) through CBS legal issues and moving to other, non Star Trek related, productions. And it's too bad, because you can see that this series had quality rivaling official Star Trek franchises. I have embedded the playlist with all the episodes. Enjoy!



Here is what Vic himself had to say about the ending of the production:

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As an experiment, try to find this video without knowing the name of the song or of the band. I tried so hard until my brain just gave up and remembered the name of the band all by itself. So here is the video. Now I can always find it when I need it. Cool song and video, I think.



And so that other people can find it: it's a music video about an astronaut crash landing on an alien planet and finding his own dead bodies and more versions of himself continuously falling and dying in different ways.

At first I thought Realm of the Damned would be boring. It was a series of comic book images animated via moving them around or deforming them, while a narrator was speaking on the background. The story also had the seeds that have been used so many times with little success: Van Helsing, vampires, werewolves and so on. But it was only one hour long, how bad could it be? And as the story progressed I really enjoyed the experience. And it wasn't because of the gory graphics or the strong voices or the heavy metal music as much as it was the story. Surprisingly deep, it explores not only a world that is dominated by undead monsters, but the inner turmoils of the last defender of humanity. The ending was gripping and terrible and funny at the same time.

I recommend it highly. Here is the trailer:

About 25 years ago I was getting Compton's Multimedia Encyclopedia CD-ROM as a gift from my father. Back then I had no Internet so I delved into what now seems impossibly boring, looking up facts, weird pictures, reading about this and that.

At one time I remember I found a timeline based feature that showed on a scrolling bar the main events of history. I am not much into history, I can tell you that, but for some reason I became fascinated with how events in American history in particular were lining up. So I extracted only those and, at the end, I presented my findings to my grandmother: America was an expanding empire, conquering, bullying, destabilizing, buying territory. I was really adamant that I had stumbled onto something, since the United States were supposed to be moral and good. Funny how a childhood of watching contraband US movies can make you believe that. My grandmother was not impressed and I, with the typical attention span of a child, abandoned any historical projects in the future.

Fast forward to now, when, looking for Oliver Stone to see what movies he has done lately, I stumble upon a TV Series documentary called The Untold History of the United States. You can find it in video format, but also as a companion book or audio book. While listening to the audio book I realized that Stone was talking about my childhood discovery, also disillusioned after a youth of believing the American propaganda, then going through the Vietnam war and realizing that history doesn't tell the same story as what is being circulated in classes and media now.

However, this is no childish project. The book takes us through the US history, skirting the good stuff and focusing on the bad. Yet it is not done in malice, as far as I could see, but in the spirit that this part of history is "untold", hidden from the average eye, and has to be revealed to all. Stone is a bit extremist in his views, but this is not a conspiracy theory book. It is filled with historical facts, arranged in order, backed by quotes from the people of the era. Most of all, it doesn't provide answers, but rather questions that the reader is invited to answer himself. Critics call it biased, but Stone himself admits that it is with intent. Other materials and tons of propaganda - the history of which is also presented in the book - more than cover the positive aspect of things. This is supposed to be a balancing force in a story that is almost always said from only one side.

The introductory chapter alone was terrifying, not only because of the forgotten atrocities committed by the US in the name of the almighty dollar and God, but also because of the similarities with the present. Almost exactly a century after the American occupation of the Philippines, we find the same situation in the Middle-East. Romanians happy with the US military base at Deveselu should perhaps check what happened to other countries that welcomed US bases on their territory. People swallowing immigration horror stories by the ton should perhaps find out more about a little film called Birth of a Nation, revolutionary in its technical creation and controversial - now - for telling the story of the heroic Ku-Klux-Klan riding to save white folk - especially poor defenseless women - from the savage negroes.

By no means I am calling this a true complete objective history, but the facts that it describes are chilling in their evil banality and unfortunately all true. The thesis of the film is that America is losing its republican founding fathers roots by behaving like an empire, good and moral only in tightly controlled and highly financed media and school curricula. It's hard not to see the similarities between US history a century ago and today, including the presidential candidates and their speeches. The only thing that has changed is the complete military and economic supremacy of the United States and the switch from territorial colonialism to economic colonialism. I am not usually interested in history, but this is a book worth reading.

I leave you with Oliver Stone's interview (the original video was removed by YouTube for some reason):

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The Brain that Changes Itself is a remarkable book for several reasons. M.D. Norman Doidge presents several cases of extraordinary events that constitute proof for the book's thesis: that the brain is plastic, easy to remold, to adapt to the data you feed it. What is astonishing is that, while these cases are not new and are by far not the only ones out there, the medical community is clinging to the old belief that the brain is made of clearly localized parts that have specific roles. Doidge is trying to change that.

The ramifications of brain plasticity are wide spread: the way we learn or unlearn things, how we fall in love, how we adapt to new things and we keep our minds active and young, the way we would educate our children, the minimal requirement for a computer brain interface and so much more. The book is structured in 11 chapters and some addendums that seem to be extra material that the author didn't know how to properly format. A huge part is acknowledgements and references, so the book is not that large.

These are the chapters, in order:

  • Chapter 1 - A Woman Perpetually Falling. Describes a woman that lost her sense of balance. She feels she is falling at all times and barely manages to walk using her sight. Put her in front of a weird patterned rug and she falls down. When sensors fed information to an electrode plate on her tongue she was able to have balance again. The wonder comes from the fact that a time after removing the device she would retain her sense. The hypothesis is that the receptors in her inner ear were not destroyed, by damaged, leaving some in working order and some sending incorrect information to the brain. Once a method to separate good and bad receptors, the brain immediately adapted itself to use only the good ones. The doctor that spearheaded her recovery learned the hard way that the brain is plastic, when his father was almost paralyzed by a stroke. He pushed his father to crawl on the ground and try to move the hand that wouldn't move, the leg that wouldn't hold him, the tongue that wouldn't speak. In the end, his father recovered. Later, after he died from another stroke while hiking on a mountain, the doctor had a chance to see the extent of damage done by the first stroke: 97% of the nerves that run from the cerebral cortex to the spine were destroyed.
  • Chapter 2 - Building Herself a Better Brain. Barbara was born in the '50s with an brain "asymmetry". While leaving a relatively normal life she had some mental disabilities that branded her as "retarded". It took two decades to stumble upon studies that showed that the brain was plastic and could adapt. She trained her weakest traits, the ones that doctors were sure to remain inadequate because the part in the brain "associated" with it was missing and found out that her mind adapted to compensate. She and her husband opened a school for children with disabilities, but her astonishing results come from when she was over 20 years old, after years of doctors telling her there was nothing to be done.
  • Chapter 3 - Redesigning the Brain. Michael Merzenich designs a program to train the brain against cognitive impairments or brain injuries. Just tens of hours help improve - and teach people how to keep improving on their own - from things like strokes, learning disabilities, even conditions like autism and schizophrenia. His work is based on scientific experiments that, when presented to the wider community, were ridiculed and actively attacked for the only reason that they went against the accepted dogma.
  • Chapter 4 - Acquiring Tastes and Loves. Very interesting article about how our experiences shape our sense of normalcy, the things we like or dislike, the people we fall for and the things we like to do with them. The chapter also talks about Freud, in a light that truly explains how ahead of his time he was, about pornography and its effects on the brain, about how our pleasure system affects both learning and unlearning and has a very interesting theory about oxytocin, seeing it not as a "commitment neuromodulator", but as a "demodulator", a way to replastify the part of the brain responsible for attachments, allowing us to let go of them and create new ones. It all culminates with the story of Bob Flanagan, a "supermasochist" who did horrible things to his body on stage because he had associated pain with pleasure.
  • Chapter 5 - Midnight Resurrection. A surgeon has a stroke that affects half of his body. Through brain training and physiotherapy, he manages to recover - and not gain magical powers. The rest of the chapter talks about experiments on monkeys that show how the feedback from sensors rewires the brain and how what is not used gets weaker and what is used gets stronger, finer and bigger in the brain.
  • Chapter 6 - Brain Lock Unlocked. This chapter discusses obsessions and bad habits and defective associations in the brain and how they can be broken.
  • Chapter 7 - Pain: The Dark Side of Plasticity. A plastic brain is also the reason why we strongly remember painful moments. A specific case is phantom limbs, where people continue to feel sensations - often the most traumatic ones - after limbs have been removed. The chapter discusses causes and solutions.
  • Chapter 8 - Imagination: How Thinking Makes It So. The brain maps for skills that we imagine we perform change almost as much as when we are actually doing them. This applies to mental activities, but also physical ones. Visualising doing sports prepared people for the moment when they actually did it. The chapter also discusses how easily the brain adapts to using external tools. Brain activity recorders were wired to various tools and monkeys quickly learned to use them without the need for direct electric feedback.
  • Chapter 9 - Turning Our Ghosts into Ancestors. Discussing the actual brain mechanisms behind psychotherapy, in the light of what the book teaches about brain plasticity, makes it more efficient as well as easier to use and understand. The case of Mr. L., Freud's patient, who couldn't keep a stable relationship as he was always looking for another and couldn't remember his childhood and adolescence, sheds light on how brain associates trauma with day to day life and how simply separating the two brain maps fixes problems.
  • Chapter 10 - Rejuvenation. A chapter talking about the neural stem cells and how they can be activated. Yes, they exist and they can be employed without surgical procedures.
  • Chapter 11 - More than the Sum of Her Parts. A girl born without her left hemisphere learns that her disabilities are just untrained parts of her brain. After decades of doctors telling her there is nothing to be done because the parts of her brain that were needed for this and that were not present, she learns that her brain can actually adapt and improve, with the right training. An even more extreme case than what we saw in Chapter 2.


There is much more in the book. I am afraid I am not making it justice with the meager descriptions there. It is not a self-help book and it is not popularising science, it is discussing actual cases, the experiments done to back what was done and emits theories about the amazing plasticity of the brain. Some things I took from it are that we can train our brain to do almost anything, but the training has to follow some rules. Also that we do not use gets discarded in time, while what is used gets reinforced albeit with diminishing efficiency. That is a great argument to do new things and train at things that we are bad at, rather than cement a single scenario brain. The book made me hungry for new senses, which in light of what I have read, are trivial to hook up to one's consciousness.

If you are not into reading, there is an one hour video on YouTube that covers about the same subjects:

[youtube:sK51nv8mo-o]

Enjoy!

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White to move. Can you draw? Can you win? What would you do? Try - I know it's fucking hard, but do it anyway - to think it through.
[FEN "5kB1/3p1P2/7K/2Pp1P1P/p6p/4P3/7P/8 w - - 0 1"]
1. Kg6 a3 2. h6 a2 3. h7 a1=Q 4. h8=Q Qxh8 (4. .. Qg1+ 5. Kh5 Qxe3 (5. ..
Qg7 6. Qxg7+ Kxg7 7. Kxh4 d4 8. f6+ Kf8 9. c6) 6. Qf6 Qf3+ 7. Kh6 Qf4+ 8.
Kh7) 5. f6 h3 6. Kg5 d4 7. c6 dxc6 8. exd4 c5 (8. .. Qxg8+ 9. fxg8=Q+ Kxg8
10. Kg6 Kf8 11. f7 Ke7 12. Kg7) (8. .. Qh7 9. Bxh7 Kxf7 10. Bg8+ Kxg8 11.
Kg6 Kf8) 9. d5 c4 10. d6 c3 11. d7 c2 12. d8=Q# 1-0


Here is the video for it, from very good channel ChessNetwork:


Enjoy!

Here is a very informative presentation about the internals of await/async, which makes things a lot clearer when you are trying to understand what the hell is going on there: