Thursday, April 29, 2010

Hardcore vs. Casual Gamers

I've seen this pop up on forums over the years, and I have always wanted to adress it. I just read a topic about it online, and thought now would be a good time to tackle the issue.

So, hardcore vs. casual gamers........

As far as I see it, there is no such division. They are merely labels placed upon people by some who feel the need to differentiate themselves and assign some sort of......rating to their skill and devotion to video games. It's stupid. They're freaking video games. GAMES. Do you hear people talking about casual vs. hardcore swimmers? bowlers? card players? stamp collectors? It's a hobby. Some enjoy it and do it more/better than others.

Now, if you INSIST that there must be these labels, I would assume it's pretty obvious. Hardcore gamers are supposed to play a lot, be fairly proficient at most games, follow gaming news, and play only real or traditional games, no mini game, super easy, or family oriented games for the hardcore gamer. The casual gamer plays here and there, doesn't follow all of the goings on in the industry, buys what's popular or easily accesible.

But then the lines blur.




If someone buys Halo 3 because it's popular, and plays it online a few times a week, but isn't very good......are they hardcore or casual? What if they are awesome at it, but only bought it because it was popular and don't play very often? What if they know everything there is to know about Halo, buy all the games, but play seldomly and aren't very good? What if someone buys only casual games but is really, really good at them, and spends lots of time playing them? Are they a hardcore causual gamer?





If you ask me, we're all just humans who spend some part of our lives playing video games rather than doing something more constructive. Or destructive. They probably keep some people from going absolutely nuts and shooting a dozen people!

I say we just enjoy the games and keep the labels out of it.

See you later. I'm off to play something hardcore.



Monday, April 26, 2010

Descartes Walks Into a Bar.....

And the bartender asks him, "Evening sir, may I interest you in a drink?" to which Descartes relpies, "I think not." He then disappears.

By the way, if you don't get the joke, see this: http://en.wikipedia.org/wiki/Cogito_ergo_sum


Also, my next blog post (or perhaps a post or two will come before it, but it's definitey upcoming!) will be a defence of the Anthropic Principle. See you then, Sephiroth ;)

Americans for Prosperity is a front for corporate interests

http://articles.baltimoresun.com/2010-04-15/news/bs-ed-americans-for-prosperity-letter-20100415_1_corporate-interests-prosperity-funded

Cenk from The Young Turks has, on several occasions as of late, commented on the fact that, while the American Tea Party movement prides itself on being fierce independents against corporate greed, baillouts, government corruption, etc, they have really been doing nothing but fighting for things that conflict with their own interests, and have actually aligned themselves with corporate interests. And this has happened without them knowing it, as they have been manipulated by those with certain interests.

Along these lines of thought comes a short article from the Baltimore Sun, which states that one of the main forces behind the movement is the advocacy group Americans for Prosperity, is really a front group for corporate interests, and is largely funded by the Koch group, through on of their front groups, the Koch family foundations. These corporate interests are leading the movement by directing them to certain causes, organizing rallies, offering transportation, etc. Cenk has challenged the movement to join in on upcoming protests on Wall Street (April 29th) and has been pointing out the fact that there is no such rally planned, even though the movement was supposedly started due to outrage over the financial bailouts, which were a consequence of the damage done by the Wall Street financial people, whose actions went largely unregulated (due in part to lobbyist activities......activities of course funded by Wall Street).

The American government is complicit in this, of course, but so is Wall Street. And yet, the people against greed, overspending, corruption, and the bailouts (not to mention having their hard earned money go to those who fucked with it in the first place) are silent when it comes to Wall Street? Interesting, no? It appears that the people leading the charge don't want them anywhere near Wall Street.

Got My Haircut.

I don't normally do these sorts of blogs, nor do I particularly care for them, but what the hell. My glorious, luxurious locks have been chopped. I have done this with mixed emotion (as always, as I have done this in the past). I feel regret and sadness, but also relief and a small sense of having improved myself in some incredibly small, shallow way.

I'm damn sure it'll be back though. I always do this. Even though my stupid hair refuses to co-operate, I refuse to let the dream die. I WANT LONG HAIR! Yet, everytime it gets to somewhere between chin and shoulder length, I end up cutting it, because it starts to look ridiculous.

Damn my stupid face and stupid, unco-operative hair!

Friday, April 23, 2010

After Burner Climax Review

It's Called Climax for a Reason.

After Burner Climax is the fourth game in the popular After Burner franchise, owned by Sega. The game was developed by Sega-AM2 (published, of course, by Sega) and released to arcades in 2006. Climax was the first new title in the After Burner series since 1992, ending a fourteen year long wait by fans. At least, for those fortunate enough to have access to an After Burner Climax arcade cabinet. Many fans did not have such access, and, as such, were left unable to play the new title. That is, until now. Fast forward to April 21, 2010, and owners of both the xbox 360 and Playstation 3 can now download and purchase a port of the arcade title for a fee of ten dollars. The xbla and psn versions of the game are identical.


After Burner Climax follows the formula of the original games. It's largely an on rails shooter, meaning your forward movement is controlled for you and you fly in a straightforward path. All you need to concern yourself with is moving and shooting. You move along the X and Y axises, meaning that you can move the plane horizontally and vertically, in order to dodge enemy fire and environmental obstacles. You can execute barrel rolls as another evasive option. Similarly to After Burner II, you also have throttle control, meaning that you can control your speed. Anyone who has played Star Fox will be familiar with this formula. The game removes the view options added in After Burner III, and has the player play only from the original After Burner view, which is comprised of a behind the back (or in this case, plane) perspective. This is a move that aids the game in really retaining the feel of the original two games.

In terms of shooting, it's classic After Burner. You have a machine gun, which has infinite ammo, and you also have a large store of missiles, which you can fire at after first locking onto an enemy. The locking on process is very straightforward. You simply move your reticule over an enemy, and they are marked. Once you are locked on, you can launch a missile and enjoy the ensuing explosion. Missiles replenish over time, removing the docking for missiles (and refuelling) seen in some other versions of After Burner. This serves to keep the action moving, which works well for a game of this nature. It's a pure arcade title, and fortunately, it plays to this with no remorse. It's usually to an arcade title's detriment when the developers try to inject simulation aspects into it. Ask any NHL Hitz fan, and they will tell you that Pro basically killed the series, as it lost the magic of the excellent formula found in 20-03.


The one major addition to the formula, and from where the game derives its name, is the Climax mode. It's basically bullet time, for anyone familiar with that concept. For those who are not, time, for a set period, slows down, allowing you to easily target and destroy enemies. In addition, your reticule greatly increases in size, allowing even easier targeting. You can enter Climax mode, target everything on screen, and, upon returning to normal time, watch them all explode in a very impressive display. This feature adds to the formula in a significant way without drastically altering it, and without changing the balance. For those worried that it detracts from the challenge, it doesn't. The climax bar takes time to recharge, and the developers compensated for this feature by building enemy formations around it. You will notice that there are moments which seem to have been implemented specifically for the feature. It's also optional. You can play the game without ever once utilizing Climax mode.

The gameplay takes place over 20 odd stages, some of which are hidden, only accessed by meeting certain conditions. This brings us to the one of the two main complaints that could be levied against this game: it's incredibly short. True to its arcade roots, After Burner Climax can be completed in ten to fifteen minutes. However, like the arcade games of old, fans of the game do not just complete it once and move on. You play it over and over, earning all of the accolades possible, including the special stages and being rated AAA in the three ratings categories that the game scores you on (enemies killed, longest combo, and completion speed). And of course, any arcade gamer will know, you also go for the holy grail of arcade gaming: the high score.

After Burner Climax feeds into the quest for the high score, providing a score attack mode in addition to the default arcade mode. The score attack mode is where the hardest of the hardcore will spend most of their gameplay time, as this mode tallies your score over the course of the playthrough, and uploads it to the online leaderboards upon completion, allowing you to compete with both friends and people around the world. Score attack mode can be completed by anyone, as, unlike the arcade mode, you are granted infinite continues. It's all about the score in this mode, as opposed to the arcade mode which you play more for completion.


For those who do not concern themselves too greatly with attaining a high score, do not despair, as After Burner Climax may still be for you. The developers have seen fit to allow gamers of all stripes the ability to play the arcade mode, which caters to many different playstyles. By default, the game gives you 3 continues, and 3 planes per continue. The arcade mode presents a fairly decent challenge, and may take several tries to beat with the allotted continues. If the player chooses to stick to the default. If they do not, they can play around with a vast array of options, known as EX Options. These are unlocked throughout the game, and more are granted with successive playthroughs, giving players other than the high score hounds incentive to continue playing.

The EX Options allow one to change many different aspects of the gameplay, and allow for one to make the game much easier, or much harder. You can increase or decrease the continues and lives granted. You can have your gun and missiles autofire. You can choose to remove particle effects, which means no smoke trails emanating from missiles and explosive effects, increasing visibility. Some options allow you to play around with enemy fire rates, even allowing you to remove the ability for them to attack altogether. You can increase the size of your reticule, enabling much easier targeting, you can allow infinite climax mode, and on and on. Basically, you can make After Burner Climax play to your personal specifications, greatly increasing the amount of people to whom the game will appeal, and increasing replay value by a large degree.


The original arcade version of After Burner Climax had a feature called dual play mode, which allowed for cooperative play. Two arcade cabinets could be linked together to allow for this. Unfortunately, this mode is absent in the home port, which represents the second drawback to the game. It's quite likely that this was due to lag, as any lag would kill the experience for a game of this nature, but there is no system link option for this either. However, it may not be all that prudent to lament the absence of this feature, as the co-op, from anecdotal accounts, consisted mainly of kill stealing, as the nature of the game, being one hit kills and all, does not play to a cooperative experience all that well. It seems to be the case that After Burner is much better suited to a solitary affair, although not having the option to try this for myself is somewhat regrettable.

There are three planes to choose from this time around, although the differences seem purely cosmetic. You can customize the paint scheme for each plane prior to take off, although these are preset. The last thing you get to select prior to starting is the soundtrack that plays over the game. You can play with the default soundtrack, or, for those who prefer the classic After Burner tunes, the classic After Burner I/II soundtrack can be selected, which provides a very hefty dose of nostalgia while you play through a new After Burner experience. Personally, this option has greatly increased the enjoyment experienced while playing this game, as the classic soundtrack has resonated with me for 20 years.

Graphically, the game is gorgeous. Great looking environments are coupled with excellent particle effects. Seeing missiles leave trails across the sky en route to exploding planes into bits, all taking place over beautifully rendered oceans and landscapes, through canyons, and even indoors, is thrilling. And all of the action does not hinder the smooth, consistent framerate one iota. The game is an aural and visual treat.


After Burner Climax is a no brainer for After Burner fans. It will also appeal to fans of fast, frenetic arcade action. It's an adrenaline fuelled, gorgeous rush, and for someone like myself, who loves the series and has very fond memories of the NES game, playing a gorgeous, updated iteration of the franchise while listening to the classic tunes in all their glory is absolutely thrilling. This is very much an arcade game, and it makes no apologies for that. If you are into arcade games, and you know that they are very short but very replayable, this game is for you. If you're not sure, well, download the free trail and give it a shot.

This game represents the perfect modern addition to a retro series. It maintains the formula while employing a few additions that do not in any way detract from the game, and it maintains the series structure of fast, frantic, fun, short, and replayable. A six hour After Burner would probably not work. This game is meant to be played in bursts. Keep that in mind, and, if it works for you, you cannot go wrong with this game. It knows what it is and it is brilliant at being just that. Kudos to Sega on bringing a fantastic new addition to the After Burner series.

Overall Score: 9/10

Wednesday, April 21, 2010

The REAL Cause of Earthquakes......Women!!



http://www.dailystar.co.uk/news/view/131693/Earthquakes-caused-by-women-who-wear-short-skirts-says-Muslim-cleric/

Barmy Hojatoleslam Kazem Sedighi insisted girls who behave "promiscuously" are responsible for burying thousands under rubble. In a sermon the religious leader said: "Many women who do not dress modestly lead young men astray, corrupt their chastity and spread adultery in society, which increases earthquakes." Women in the strict Islamic state are forced to hide their hair, and sometimes their faces, by law. But some young girls have dared to bare their bodies by wearing tight clothing and loose headscarves. And Sedighi raged: "What can we do to avoid being buried under the rubble? "A divine authority told me to tell the people to make a general repentance. Why? Because calamities threaten us."

Does he actually believe this bullshit, or is her merely doing the ol' get the people in line via the usage of fear bit? That's what I'd like to know.

Monday, April 19, 2010

Presuppositions, Frameworks, and Argumentation.

Video on this topic:


And yes, I was having a horrible hair day that day, sue me ;)

Okay, so I have been intermittently been thinking about this topic for some time. The thing of which I am speaking is debate on the subject of relgion. Now, while this could actually pertain to any subject, I would like to frame this within the context of religious discussion. Namely, that which takes place beteen believers and non believers.
So, believers and non believers have two completely different worldviews, or frameworks, from which their arguments on this subject are deployed. Each of these viewpoints, or frameworks, contain beliefs that are fundamentally subscribed to. They are presupposed. For example, the believer will pressupose the existence of god(s). Any discussion regarding religion always takes place with this presupposition in effect.

An atheist will pressupose things as well. For example, if I am to discuss evolution with someone, I absolutely enter the debate with the presupposition that evolution is a fact. Or, to tie in with the example I gave for the theist, an atheist will pressupose that certain arguments for the existence of a deity are false. Speaking for myself, I outright reject the TAG, cosmological, and teleological arguments for the existence of god, and thusly enter into any discussion about them with the idea in mind that they are insufficent/flawed/unacceptable.

So just what the fuck am I driving at here?

Well, presuppositions can change, although it is (notoriously) difficult. So my question is as follows:
Which do you think is the more effective method of argumentation? Working within people's given frameworks, and trying to change their mind on enough non pressuposed issues until one day the presuppositions themselves naturally come under scrutiny (or they are willing to actually consider them)

aka The Top Down Approach (as it was named by my friend and excellent Youtuber http://www.youtube.com/user/RelaxGodfolk

OR

Going right for the presuppositions, knowing that if you strike right at the heart of the matter and are successful, everything else will presumably fall in line?

aka The Bottom Up Approach (also named by my friend and excellent Youtuber http://www.youtube.com/user/RelaxGodfolk

To elucidate this, as an atheist, would you think I'd have more success refuting a theists' notions on several different particulars until their very belief in god comes into question, or going right for the presupposition, knowing that if I can remove the certainty, the rest will crumble the second the belief in god does?

This of course, as I stated, can be applied to anything. Politics is another big one. This does not have to be about religion.

One thing to add was something I stated in the video: Does the fact of whether or not the ideas that follow from the presuppositions are logically consistent/follow from the belief (aka not non sequitors) change the ideal approach? I would think that it does, in that, if Y follows from X, it might be more prudent to go right for X, since you will have a harder time attacking a position which is seemingly steeped in solid logic. And of course, the opposite would be true (in my view, of course). If Y does NOT follow from X, then it is easier to tackle Y. So, if Y and Z both do not logically follow from X, and you strip them away, X is more susceptible to scrutiny (aka the top down approach).

I would love to get some feedback on this, both from theists and atheists. I think this is an interesting topic than could benefit from anyone, on both sides of this debate. Actually, forget that context, anyone, period, in terms of ANY debate. Sometimes I get too steeped in the theist/atheist thing, but what can I say? It's the area of discussion with which I am most fascinated, opinionated, and well, according to a few people.....obsessed.