‘Things Don’t Seem Wonderful If You’ve Seen Them All Your Life’ by the ‘Dean of American Cartoonists’ ↑John T. McCutcheon (1912).
Over at ↑Rock, Paper, Shotgun John Walker insightfully debunks the media’s way of dealing with computer games in connection with Anders Breivik:
It is inevitable that during the trial of Norwegian mass murderer, Anders Breivik, that the matter of videogaming will come up. Soon after the horrendous events I dug into what Breivik had actually said about gaming in his ghastly manifesto, and it was pretty much nothing of relevance. But with the press still not having found the next nasty to leap on, gaming is the scapegoat. It seems reasonable to point out how inaccurate this remains, and how attempting to shift the blame onto things uninvolved only makes it more likely that whatever led to Breivik’s state of mind will not be discovered. But now that Breivik has testified about how important playing WoW was to him, and his peculiar understanding of Modern Warfare 2, it’s all happening again.
It’s absolutely worthwhile to read all of ↑Breivik Testifies About Gaming, Press Ignores The Facts, especially as social anthropologist ↑Thomas Hylland Eriksen, whom I do respect highly, also has made some unfortunate comments concerning Breivik and games—see above video.
Jo Walton’s ↑The Best Science Fiction Ideas in any Non-Fiction Ever: David Graeber’s Debt: The First Five Thousand Years has some nice ideas about why so many science fiction readers and writers are fascinated by ↵anthropologist David Graeber’s book ‘Debt’ (2011):
One of the problems with writing science fiction and fantasy is creating truly different societies. We tend to change things but keep other things at societal defaults. It’s really easy to see this in older SF, where we have moved on from those societal defaults and can thus laugh at seeing people in the future behaving like people in the fifties. But it’s very difficult to create genuinely innovative societies, and in genuinely different directions. As a British reader coming to SF there were a lot of things I thought were people’s amazing imagination that turned out to be normal American things and cultural defaults. And no matter how much research you do, it’s always easier in the anglosphere to find books and primary sources in English and about our own history and the history of people who have interacted with us. And both history and anthropology tend to be focused on one period, one place, so it’s possible to research a specific society you know you want to know about, but hard to find things that are about the range of options different societies have chosen.
What Debt does is to focus on a question of morality, first by framing the question, and then by examining how a really large number of human societies over a huge geographical and historical range have dealt with this issue, and how they have interacted with other people who have very different ideas about it. It’s a huge issue of the kind that shapes societies and cultures, so in reading it you encounter a whole lot of contrasting cultures. Graeber has some very interesting ideas about it, and lots of fascinating details, and lots of thought provoking connections.
Just yesterday I had a longer conversation [not online, but face to face, beer by beer] with a doctoral student of mine ↑who does deeply immersed fieldwork around and within the ‘StarCraft II’ (SC2 | Blizzard Entertainment 2010) pro-gamer scene. Matchingly enough the day before yesterday I reread ↓Bearman 2008 and ↵watched ‘King of Kong’ (Gordon 2007) and ‘Chasing Ghosts’ (Ruchti 2007), wondering at the lengths high-end arcade-gamers go. Well, he told me about the lengths the SC2-specialists go, especially in terms of analysis of the game, its patches, actual matches, etc. Up to writing book-lengths compendiums. After enough grinning head-shaking—to cover up our fascination and admiration—we went on to the topic of games we have played recently. He did ‘Rage’ (id Software 2011), which still sits unopened on my shelf, and I did, well ‘Batman: Arkham City’ (Rocksteady 2011). When I told him that I am not only 100% through with the main story and all side missions, but although got 332 of the 440 Riddler challenges, it was him who shook his head on me.
Yes, I collected all the Riddler and Catwoman trophies, destroyed every single one of the Joker teeth and balloons, the Demon Seals, Penguin statues, Tyger surveillance cameras, fried every single of the Harley Quinn mannequins, hacked every Tyger console, and scanned every riddle—in Park Row, the Amusement Mile, Industrial Quarters, the Subway, the Bowery, the Steelmill, the Museum, and in Wonder City.
The final eight I am still missing are all from the physical challenges category, see above.
I did quite well especially with the navigational challenges. E.g. required were 250 metres gliding with grapnel boost allowed—I did 427.8 metres as my best. Or 150 metres of gliding without grapnel boost were required—my best was 364.8 metres. I am still searching an online record table for those.
The eight missing ones are all combat-related. Hardly surprising, as I never was very prone to beat’m’ups. Nevertheless, a 30x combo was required, my best till now was 37x. But I am completely at sea with things like ‘achieve a 5x variation’ … All right, I am absolutely willing to do that, but what in Serious Sam Hill is it?!?
There seems to be no way around consulting abaddononion2’s 33,000-word ↑Batman: Arkham City: Combat Mechanics Guide.
zeph’s pop culture quiz #24
It still is noir-time around here: Who dropped the ten of clubs on the dark, wet street, and why? On the one hand playing cards have something to do with the character in question, on the other hand the dropping is needed for the advancement of the plot. Plus, in the time the dropper was a star, a true icon.
Just leave a comment with your educated guess—you can ask for additional hints, too. [Leaving a comment is easy; just click the 'Leave a comment' at the end of the post and fill in the form. If it's the first time you post a comment, it will be held for moderation. But I am constantly checking, and once I've approved a comment, your next ones won't be held, but published immediately by the system.]
UPDATE and solution (19 April 2012):
Ryoku ↵did it again—congratulations! As you can see above ;) it was 1940s movie icon and pin-up goddess ↑Veronica Lake who dropped the ten of clubs. In ‘↑This Gun for Hire‘ (Tuttle 1942)—based on ↑Graham Greene‘s novel ‘A Gun for Sale’ (1936)—she is kidnapped by the cold-as-ice contract killer Raven (↑Alan Ladd—to the far right in the screencap). Lake’s character Ellen Graham is a stage magician performing in nightclubs. Hence she not only has a stack of personalized playing cards with her, but also the skills to drop and place them unnoticed. That way she plants a trace for enabling the police to follow her and Raven.
When the movie was made, Veronica Lake already was a star and Paramount’s biggest box office drawer (you can read the story of her life following the Wikipedia-link above … it will send shivers down your spine). Alan Ladd in turn had appeared only in minor roles and so only was billed fourth in ‘This Gun for Hire.’ But his depiction of the ‘hitman developing a conscience’ immediately made him a star. It was Ladd’s performance which established this kind of meanwhile transmedially iconic character. The same type made Alain Delon a star 25 years later, performing in ‘Le Samouraï’ (aka ‘The Samurai’ | Melville 1967).
‘This Gun for Hire’ of course is pure film noir and has no science-fiction elements whatsoever. But towards the end there are scenes which æsthetically link film noir to cyberpunk:
Joshua Bearman’s article ‘↓The perfect game‘ (2008) since years slumbers on my HDD—luckily it’s still available online for everybody. Testimony to the amazing zen-like perfect-flow achievable in high-end arcade gaming. Additionally there are two magnificent documentaries on the subject: ‘The King of Kong: Fistful of Quarters’ (Gordon 2007) and ‘Chasing Ghosts: Beyond the Arcade’ (Ruchti 2007). Here are the trailers and what ↑filmcritic‘s ↑Anthony Burch has to say on the two documentaries:
the king of kong
Put this one at the top of your “Must Watch Now” list. Like, right now. Beyond functioning as an entertaining if somewhat shallow look into the world of professional retro gamers, The King of Kong tells a downright spectacular story about the rivalry between hot sauce baron Billy Mitchell and science teacher Steve Wiebe as they struggle for ownership of the highest Donkey Kong score ever.
As Mitchell waxes poetic about World War I and Wiebe’s wife bemoans her status as the “Queen of Donkey Kong,” we’re presented with a straightforward but remarkably effective and well paced good-versus-evil tale. Not to denigrate the other movies on this list, but The King of Kong is enjoyable because it’s a documentary that doesn’t feel like one; it’s got the heroes and villains and character arcs and conflict of a “real” Hollywood movie, only all the players are much more funny-looking.
But when it comes to video game docs, King of Kong is a little too Hollywood. Enter Chasing Ghosts, which unpretentiously explores the history and personalities behind the Twin Galaxies organization that tracks video game world records of all varieties. Many of the same people to appear in King of Kong show up here as well, albeit in a much different context: Where King of Kong often asked us to laugh at the fact that a bunch of middle-aged guys would still be interested in playing perfect games of Pac Man, Chasing Ghosts is legitimately interested in the arcade game culture that exploded in the ’80s and died two decades later. Ultimately, the movie is equal parts love letter and eulogy to a time when quarters and 8-bit enemies and really, really awkward hairstyles were the pinnacle of pop culture.
↑Only in India is a fairly new blog ‘on funny photos collected in India, sent to me by email or clicked while travelling. Stuff you only get to see in India really… or possible elsewhere too :)’ It’s not at all about technology only, like e.g. ↑afrigadget or ↑street use, but then again technical improvisations and contraptions creep up, like the car lock above.
‘↑Beyond the Game‘ is the motto of the World Cyber Games and also the intended title of the documentary film by filmmaker Jos de Putter. The film is set in the world of incredibly popular cyber games and portrays several top players from very different cultures in the run-up to the coming world Championships in October 2008 in Seattle, which will also be the climax of the film.
Protagonists are an Asian and a European player, known in the cyber world as Sky and Grubby. Sky is 19, comes from China and is world champion in the game Warcraft. Grubby is 20, comes from Holland and is the former Warcraft world champion. The two players avoid each other as much as possible during the year, so that their encounter at the world championships can rightly be called a “clash of the titans”.