The Sarah Connor Chronicles (2008-2009)

While I actually liked the fourth movie of the Terminator franchise, there was something lacking. Sure, it managed to move beyond the then tired plot of sending a machine back in time to kill someone named Connor, but it still was only a good but pretty predictable action movie that did nothing new. Before I saw the movie, the only piece I got from it was the teaser, which left me with the impression that the story would be more ambitious, that the actions in Terminator 2 had changed the timeline to such a degree that the entire nature of the war with Skynet had changed. Nothing like that really appeared in the movie, which was a minor disappointment. Nothing new under the sun.
When I first heard about the Terminator TV-series it sounded even more boring. Just a rehash of the old plot. That might have been the reason that not enough people watched it, which got it killed after two seasons. Shame, as it’s one of the smartest science fiction series I’ve seen in years. Using the end of the second movie as a starting point, but still referencing events from the third (the death of Sarah due to cancer), it goes along expected paths (Terminators from the future try to help Skynet by killing people in the past), but manages to break entirely new ground. A mjor plotline is about the creation of a friendly AI that might one day help against Skynet.
This is not a friendly AI like Data, a machine pining to be human. Even the not antagonistic machines in the Sarah Connor Chronicles can be ruthless killing machines, not inhibited by the framework of the human mind. They want to understand us, but that doesn’t mean they want to be us. You want post-humans on TV, watch this series. Most overly optimistic science fiction about the post-human condition forgets what it actually means, to go beyond human. It’s an entirely different frame of mind, one most humans can’t cope with or even accept. Most of the characters on the show, despite knowing for example what Cameron is, still act as if she were human, anthropomorphizing her every step of the way, framing her actions in a human narrative.
When James Allison tried to teach the friendly AI human values, he forgot that there was a third option beyond Skynet’s genocidal tendencies and his own values. John Henry could change the rules and make up his own mind about which rules he wanted to follow. If the series had been allowed to go on, it might have been interesting to see how Henry’s morality developed (if you wonder why that might be interesting, consider embodied cognition, sure, humans have different morality codes already, but they are all based on the same source). Now we’ll never know. But those two season were pure gold.
Redmoon Saga DEMO (2000)

Rather old demo for an abandoned RPGMaker game. This one has roughly 40 to 50 minutes gameplay, but none of it really exiting. The story is generic fantasy, the set-up a small isle where a hero has to clean out some local dungeons and this sets in motion events against the bigger evil (the Profound Shadow, as far as cliches go this one doesn’t sound too bad). The writing ranges from weak to average, but it’s not bad in an overt way that makes it cringe-inducing. Once you’ve done everything on the small island, you leave and the whole demo finishes.
Overall, nothing really outstanding, only RTP-graphics, the level design is a bit on the blocky side and the random battle encounter rate can drive you mad. A perfect example for what the RPGMaker was initially intended, creating amateurish games that still manage some level of entertainment.
The demo can be downloaded here.
Fallenwood DEMO (2003)

The RPGMaker scene is littered with failed and abandoned projects, some of them quite interesting. Fallenwood feels like someone played Baldur’s Gate and then tried to recreate his experience with the RPGMaker engine. The Fallenwood demo, which amounts to roughly 20 to 30 minutes of gameplay, has a similar setup to Baldur’s Gate, even your mentor has a similar sounding name. Some of character pictures look like they were actually taken from BG, but I’m not completely sure. Fallenwood comes as close to a western cRPG experience you’ll likely get with the RPGMaker engine. There are optional side-quest, dialog-trees and the feel of the demo reminds me of old AD&D cRPGs. There are no random battle encounters, the bane of most jRPGs, and the whole thing has a very polished feel. Sadly, after you leave the first village and the woods there’s not much you can do anymore and you’ll get stuck.
The demo can be downloaded here.
Land of the Lost (2009)

LotL is an utterly ludicrous movie that references the 1974 TV-series, which I had nearly completely forgotten. The main character is a full-blown crank whose preposterous theories get vindicated once he enters the land of the Lost, an archaic world where an intelligent Tyranno Rex roams and many more prehistoric and fantastic creatures. Together with the crank is a female (former) scientist, who lost her status due to believing in the theories of her hero (the crank). Those two are complemented by another guy. Upon entering the land of the Lost the three search for a way home and end up stopping a power-hungry lizard-man from conquering the universe.
If you haven’t guessed yet, this movie is an over-the-top gonzo comedy and not anything close to being serious. It’s really silly, yet highly entertaining. In general I can’t stand the humor of Will Ferrell, but this time he was the one guy who really made the movie work. He managed to play an arrogant and pompous jerk who had enough (positive) human qualities that I couldn’t help myself but root for him. And some of the truly infantile jokes made me go completely ROFL.
Spelunky (2008)

Spelunky by Derek Yu is another hard platformer. It’s not in the same category as MoneySeize or I Wanna Be The Guy, but it’ll be challenging enough for most players who have grown up with instant save and health items being freely distributed. In Spelunky you’ll play a Indiana Jones-lookalike (or someone who looks like the main character from La-Mulana, which was an inspiration for Spelunky) who has to explore randomly-generated levels. While pretty common in RPGs (roguelikes, Diablo-clones), it’s pretty rare in platformers.
The main gameplay consists of going through four levels of a set (a typical cave, a jungle environment and so on), collecting money and trying not to die. Dying is easy. Not only are there monsters around trying to kill you, you can easily kill yourself by falling from heights, jumping on spikes or by playing with bombs. Even stuff you throw against a wall, a stone or a dart, can knock down your limited number of hit points. So why play the game? It’s very, very addictive. The randomly generated levels make each descent different, the gameplay never becomes boring and once you’ve played a bit the difficulty becomes much more manageable. Did I already say it’s addictive. Pure digital crack. I wager it’ll be one of the few games I can still play in a decade without getting bored. Real staying power and limitless fun.
MoneySeize (2009)

While commercial games have been getting easier with each new generation, fans of older games lament the absence of real challenge; games that make you haul your keyboard against the wall in frustration. Fortunately the freeware scene has filled that gap, as far as platformers are concerned (RPGs always had the sprawling, if pretty contained, roguelikes scene). Some of these fiendishly difficult platformers come from Matt Thorson.
His latest is MoneySeize, where you have to collect coins in each level to make a tower grow. Some of the later levels can only be assessed if your tower has grown high enough. Which isn’t as easy as it sounds. If you’ve played any of Thorson’s earlier games, you’ll know what to expect. Make one mistake and you’re dead. And there’s plenty of dying, before you get a modicum of success. While the first few levels are pretty easy, most of the later ones are anything but. I haven’t finished the game and I have no idea if I ever will (not that I had much success with other games by Matt, the only one I managed to beat was Jumper 3). You have to spend a long time until the controls of the game become second nature. Only then you have a chance of getting anywhere. The game can be daunting, but it’s never impossible, even if it looks like. And despite being highly frustrating it’s also highly addictive, making you come back again and again.
YouTube: Level 1-10, 11-15, 16-20, 21-25, 26-30, 31-34, 35, 36-40, Secret Levels
Baldur’s Gate (1998)

I’ve planned to complete Baldur’s Gate for some time now. Actually, since it was first published. I’ve started it a few times since then, but never managed to come far and finish it. That had less to do with the game itself than real life (work especially) taking over. This time I managed to push through and finish it.
First overall impression: not exactly fulfilling my expectations, but a good game, if not a great game, in its own right. While I generally say that Planescape Torment is my favourite RPG, that only applies for strongly narrative-driven RPG. As far as gameplay in a CRPG is concerned, my hat would go to Fallout. When Fallout was published I was completely overwhelmed by the game. Fallout had brilliant game mechanics, among them a near-perfect skill system, an unmatched round-based battle system with targeted hits and a true choice & consequence system with excellent dialog options that impacted the finish of each play.
I somehow got the impression that Baldur’s Gate was something similar in a fantasy environment (Arcanum better fits that bill) and even my few tries at playing the game did not completely strip me off that illusion. Sure, the battle system was real-time and the skill system only combat-related, but the dialog could have allowed the same freedom that Fallout did. Well, let’s go into each aspect of the game. I have nothing per se against real-time battles, but Baldur’s Gate made me really wish it had a round-based system. I went through the game rarely using magic, since giving anyone a melee weapon easily killed of most of the enemies (a simple tactic I learned from, of all games, Dungeon Siege). The few spells I actually used were healing and some entangling spells.
When I lost battles, it had often more to do with horrible pathfinding of the game than actually with my characters not up to the challenge. The pathfinding in Baldur’s Gate is an especially sore spot that more than once managed to make me quit in frustration. Very badly done and often with devastating effects in battles, the worse when you were constrained by tight corridors. The dungeons were another sore spot. Combined with the pathfinding issues traversing them was a pain in the ass. Most of the dungeons in Baldur’s Gate gave me the impression that they were designed not for a party of characters, but for a single character. I can’t remember any other RPG with a similar design (the two Fallouts, Arcanum, not even Planescape) that gave me any of the problems I had in Baldur’s Gate.
There are some other problems with the game, especially how the story unfolds. There’s a long, slow crawl through countless minor regions, until the plot really takes off when you reach the city of Baldur’s Gate. All of that gives the impression that I really disliked the game, which isn’t actually true. It’s just a typical case of wrong expectations. The game can’t hold a candle to Fallout; it’s more conservative and old-school than that. But compared to older CRPGs, like the Gold Box games or similar titles, it has a superior interface which really makes this one more fun to play in comparison. That it also looks much better helped too. While far from being perfect, it’s a fine game, as long as you don’t expect some masterwork.
Tales of the Sword Coast (1999)
TotSC is a neat addition to the main game, adding a few more areas (a small hamlet east of Baldur’s Gate, Durlag’s Tower far to the south-east and an island with werewolves). Especially Durlag’s Tower is a real challenge, full of traps, puzzles and neat enemies. If you don’t have a thief in your party, the tower will be especially formidable. While none of the new areas is truly essential, it’s a good expansion. You even learn something about what happened to the founder of Baldur’s Gate, which is really nifty.
Sherlock Hound (1984-1985)

An anime series that mixes Sherlock Holmes with steampunk and anthropomorphic animals (dogs to be precise). Its biggest claim to fame is that six of the 26 episodes were directed by Hayao Miyazaki, but overall the series is pretty unspectacular. Disappointingly the villain of each episode is Professor Moriarty, apart from the first one where Sherlock Hound and John Watson meet for the first time. The series in general is less serious; even it’s more adventure and action than humor-driven. People never get hurt, even if they fall from a height and there are other sense and physics defying moments.
Sherlock Hound and Professor Moriarty are both disappointing as characters. Moriarty is depicted as short-tempered and only smart when devising new machinery. His plans are elaborate and overly complex, but never give the impression of being smart or useful (from an economic point of view his machinery seems more costly than anything his crime could bring in). Also I prefer Moriarty as a cool logician without morals, a dark counterpart of Sherlock Holmes, not as a loud buffoon. The Holmes character is equally disappointing, since he always seemingly intuitively guesses how a crime is perpetrated. The skill of Conan Doyle was to make the reader believe that Holmes was actually quite brilliant, not by intuitively arriving at the solution of a crime, but by showing a far fetched chain of reasoning that still managed to be believable.
Might & Magic: World of Xeen (1994)

This is actually the fusion of two games: Might & Magic 4: Clouds of Xeen (1992) and Might & Magic 5: Darkside of Xeen (1993) enhanced with digital speech and published together on a CD (although that was not needed, fusing the disk versions of the two games was also possible; I just like the CD version of the game). Both games use the engine of the third part Isle of Terra and have a lot in common with that and the two earlier games. World of Xeen is the conclusion of the Corak/Sheltem storyline, that began with the first Might & Magic. While fantasy games on the surface, underneath it’s all science fiction. The real story is that of Sheltem, a rogue creation of the Ancient creating trouble on a number of Worlds, all of them artificial (which is something you’ll only realize in hindsight, not something that is obvious from the game start).
A short look at the game(s) gives the impression of playing a real time block-mode game like Eye of the Beholder: enemies can be seen from afar and come slowly closer. Once you get the hang of the game you’ll realize that this impression was wrong. Enemies only react to what you’re doing and the whole combat is round-based. Combat, as you’ll find out, is a major part of the whole Might & Magic experience. This is something of a refined old-school PC RPG. Most of the time, while exploring the overworld or the dungeons of the game, you’re fighting countless number of enemies (no respawning, which is always nice) and collect clues for a number of (partly inane) puzzles. There’s no dialog system nor do you have much choice and consequences. Fight, groom your characters, solve puzzles, and find the bad, big boss.
The most distinctive element of the game is the art direction. Some enemies look quite well designed while others are plain ridiculous. If your characters are poisoned or otherwise inflicted, their faces show a grimace that is hard to take seriously. If you hit enemies they likewise show a pained face that’s more fun than gore. The world in Might & Magic has nothing of the complex and rich history of other RPGs; it’s all about covering the basics: a fire dungeon, an ice dungeon, a desert, a dungeon with dragons and so on. Despite the lack of depth, the games are pure fun if you manage to appreciate the light hearted atmosphere. And the challenge of the game is quite modest and there’s countless stuff to do (the fusion of part four and five adds even some dungeons and another final ending). Overall World of Xeen is my favorite Might & Magic (with the third one a close second).
Push (2009)

It’s hard to say anything substantial about the movie, since it easily positions itself as a completely average experience. It’s not a good movie. A confused storyline about people with mental powers (the setup reminded me of King’s Firstarter) that try to take down a government agency, while some local crime lords also want in on the action. But it’s not really bad either, at least not in any way that makes you completely groan and get annoyed (okay, the powers of the watchers were ill defined, a mix of clairvoyance and telepathy, and the plan the stop the Triad watcher from seeing the future seemed at odds with how it was defined, as the plan stopped the telepathy part, but was aimed at the clairvoyance part). But there wasn’t much that really got on my nerves. It’s a movie that’s good for wasting some time, if you’re really bored. Easily digested, easily forgotten.
