07.25.2010

Take in the words, then read them again. Breathe in deeply as you consider them, then out again in a measured way. Enter in peace, depart in peace. Pay attention to the rhythm of your continued breathing exclusively at first, but then ‘re-listen’ to the sounds around you. Hear the lyrical nature of all the incidental noise of the space you inhabit. Let this randomness be your seed of inspiration, and then read it again. Find the whimsical, the lyrical, the inspired within the text, just as you did the noises. Enter in peace, depart in peace.

07.25.2010

Worlds briefly touch, exchanging arils, spinning, dancing, then flying apart never to be seen again. The oil in your water may be the Cthulu of the universe next door. Could the blood of Tiamat be powering your car and hungering for your destruction, twisting all intention and wisdom? I do not envy those who must persevere against this pervasive severity. Aikeena was given a chariot of snow, a recognition of his prophecies, bitter as his loss is to me. Are we all to be destroyed and ground into dust?

07.14.2010

by admin

Look around you, those friends you add
click
cliclick
cliclick
Yeah those they’ll eat you soon
to spit out sombodities
and erase the candor
but don’t u mad…
or else anonylulz may ensue
the dogs of war are now the muse
the dues of which now may ensue
innumerate and replicate
dream the core articulate
so axons link and innovate
the appesate the hand of 8
and now its late

07.12.2010

Never forget that there will always be the invisible hand
choking, stifling, stilling, calming in the now for the living
So that life is manageable and decent copacetic reliable
but when dead we will remember and try to find those
sparks of life we choked out… remembering them fondly
as if we did not destroy
as if we were not the weapon

06.08.2010

by admin

it still stabs me straight in the fucking eye
every time I remember the snow fall
the key was lost to valentino’s tower
the omens had never even been read
just invisible pages where death spilled out
out out into the hearts of instrumental
blooming scotch seeps nobly into papercuts
philanderers their churning yield bloody
reminding finer chew-z for the naturalist
mourn the truth until the three-sided die of Euclid
urges those in Rome to reveal and profess

Protect the south from these severely harsh judgements

amen

04.04.2010

N(o/u)n

by admin

It is indeed the chains of chaos that bind. the shadow cast by ill-birth and raw fear. horror of manifestation. the night dreams again of encasing and holding us in darkness. dreams fitfully. angrily. there is no escape even for this ship of light. will it break free? does it want to?

03.23.2010

Wow. Nintendo just announced a new handheld for this next year. 3D handheld gaming with no glasses. Details at E3…
http://www.nintendo.co.jp/ir/pdf/2010/100323e.pdf

02.02.2010

come hame

by admin

always waiting in the dark
color to none to nothing
and then the steps
the quake
as adjudicator swollen one
tears with light and breaks
form emerging from
know we see the gleam they felt
now we burn and holler glee
the voiced dread sounds
there are no wordsworks
drag, drop, cut, paste
so=silence=so
hater
egret
sleep

Tonight I was watching my wife play this sequence in Bayonetta. It starts you in front of a short cut scene which then transitions to a platforming segment. The platforming segment is, if we break it down to its most basic elements, mostly pushing forward while pressing x(a) intermittently.

Immediately afterwards, there is a Quick Time Event (hereafter QTE), which takes you into the boss fight, but which amounts to the same thing – press x(a) and forward at the signalled time. It seems like a small thing, and I will admit that I may be making a big deal out of nothing, but I like to read statements into gameplay experiences as a way of understanding a designer. QTEs get a bad rap from a lot of hardcore gamers these days, in many cases suggesting that games which utilize them are somehow akin to Dragon’s Lair.

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However, if I may be permitted to read into the gameplay, it almost looks like a statement of equivocation. On the one hand, there is a justifiable backlash against having “Advent Children” fight scenes that have little to do with player input, but on the other, this can be overstated and extends baseless criticism to QTEs that aren’t doing anything different from what might be considered a pretty standard platforming element.

Undoubtedly I am reading into the game to some degree or another, but I think elements like this are another measure of quality in the sense that they can betray designer consideration even on tiny details.

Another valid point that my wife brought up was that it’s only unexpected QTEs which tend to irk. In the God of War series and other games like it there are often QTEs which occur at expected times: the halfway or end points of the health meter. This feels rhythmic and gives spectacular endings to boss battles. However having random QTEs in the middle of a boss fight with little to no signalling (and which force you sit through a loading screen over and over), as occurs in Bayonetta is taking it a bit too far. It’s clear that Bayonetta is rooting for the mechanic (as am I), but what isn’t clear is how many QTEs are too many.

01.11.2010

Fugidono

by Casey

The darkness rang three times. Again!
As I sat on the toilet and the shower wept.
The rainbow creep and the cyanide theft
Were planning a day at the beach for Din.

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