I’ve never been a big fan of puzzle games. Even the really classic ones, (Tetris, Bust-A-Move, etc.) only manage to entertain me for a short time before I’m compelled to move on. While I can certainly appreciate the sheer genius of deriving complex strategy from simple rules, the truth is that these games quickly become mind-numbingly difficult. It’s been my experience that there comes a point in the learning curve of every puzzle game, usually right after you’ve wrapped your head around the game’s mechanics, where it takes immense dedication and practice to make any kind of headway. Clearly some players thrive under these conditions; I am not one of them.
Puzzle Fighter II · Review · Xbox 360
I’ve been rather enjoying the modern interpretation of Dr. Who lately. The show fluctuates between brilliant (The Empty Child) and cheesy (The Lazarus Experiment) as it has done for over 40 years, but always manages to be entertaining. David Tennant and Freema Agyeman are well cast as the quixotic Doctor and his stalwart companion, and the supporting cast is often surprisingly strong. Furthermore, as a fan of science fiction, the modular stories are a nice change of pace from the long drawn-out story arcs featured on other shows. In that sense, Dr. Who could draw favorable comparisons with The Twilight Zone.
As of last Monday, I have officially begun my career in programming… as an intern (or stagiaire as we say in La Belle Province). As part of Concordia’s co-op program, I’ll be spending my fall semester working full time as a programmer at a Montreal company called 123 Certification. The job involves working with a small team on their largest product, the Arc Simulator, which is designed to teach welding in a way that is safe and cost-effective. It is quite literally virtual reality; the student wears a sort of VR helmet and uses motion-sensing tools.
Needless to say, it’s been a dramatic learning experience so far. I’ve spent a good part of the last week reading code and documentation, and have just recently had a chance to get my hands metaphorically dirty with some code debugging. I’m hoping to learn a great deal about handling 3D objects, working on a large scale project and coding professionally!
Growing up in Canada in the early nineties, one of my favorite television shows was called ReBoot. The show was groundbreaking for its time, both for its use of computer animation and its unique computer-world setting. The characters, plot, concepts and voice acting were all top notch, and the show was littered with jokes and references that only an adult would get (not entirely unlike recent animated films such as Shrek). I still get a kick out of the rare occasions when I catch a rerun while flipping channels.
In my anticipation for the game, I had made myself a little plan for Bioshock. I was going to harvest the little buggers the first time around and go buckwild with ADAM. I would then know which plasmids were worth picking up to use the second time around, when I would rescue them all. It was a good idea, in theory…
…but I just couldn’t bring myself to do it. Rapture is a city filled with people who have compromised their morality in order to survive. If I did the same, would I be any better than they are? I decided that being kind of guy who clings to his values under pressure better fit the narrative I was building up in my head. I’ve saved five of them so far, and exploring the alternate reward scheme is turning out to be quite interesting.
Is it silly to personalize a video game in this manner? Yeah, it is. It’s also, in my mind, the mark of a great work of fiction.