Wednesday, May 2, 2012

Lazarus Mane (A Short Story by Braden Fox)


Five minutes to go, Mr. Ramone thought to himself as he consulted his phone. He sat at the back of a crowded theater located in Southern California, watching hundreds of tech journalists file into the theater for the new LionMane Inc., phone announcement. The place was packed with bespectacled writers typing away on tablets, cameramen wielding handheld cameras or even phones (no doubt live streaming illegitimately) and other press members attending to social media feeds. There was an air of excitement in the theater, a palpable sense of interest in the announcement tonight. The buzz clearly had nothing to do with the unveiling of the phone; the phone would simply be a new update of an old smartphone model, most likely featuring a faster processor, better camera, better build, simpler OS, all commonplace in the era of incremental increase. Or so the speculators said on their blogs; some of the bloggers probably had "unnamed sources" a.k.a their own imagination. 
 The excitement in the air was like one at a magic show, as  LionMane had a reputation of flashy press releases. One year, they showed off a smartphone’s resilience to breaking by strapping a small amount of plastic explosives to a phone and setting the bomb off. After the explosion, the CEO, Clancy Wilde, picked up the phone, turned it on, and called a random tech journalist in audience. One writer called them, "The pop stars of tech companies." 
  He looked at his phone again, three minutes to go. It was a large theater, and though he couldn't make out any distinct conversations he could feel the excitement in the air. 

The lights on the right and left sides of the theater hall dimmed, and music began playing from the loudspeakers above them. It was LionMane Inc.’s current theme song, a poppy track that took a team of twenty people a collected year to compose. It was made specifically to effect the listeners mental outlook, it was one of advertisers dirtiest forms of mind control around. The few people chatting earlier went instantly silent, an attempt to catch every detail they could. It was a competitive business where an extra word no one else heard could equal millions of views. 
Besides the loud music thumping through the expensive bass heavy speakers, the hall was silent. The stage at the front of the theater was thirty feet long, enshrouded by dark red curtains. Above the stage were three huge spotlights that were turned on exactly on cue.
  As the stage lights came on, the song ended its twenty-five second loop, and the stage curtains were completely open- perfectly timed.  A phone in a bright green protective case sat on a simple fold-out card table in the center of the stage. To it’s right was another table with a laptop on it attached to the projector that was hooked to a wide screen. The phone lit up to a home screen that showed the time and the LionMane logo, and a ringtone began to play. It looped three times, building up the suspense- and then it stopped. 
The hall was dead silent. 

Slowly, the phone’s screen lit up so brightly people almost couldn’t look at it. At first a cloud of multicolored light was projected from the screen, but after a short amount of time an image began to form from the light. A face assembled first, then a neck, a torso, arms, legs- slowly it all came into focus. 
The entire crowd gasped in unison as a man stood above the phone, a perfectly rendered man with reddish-brown hair, a thick red beard, and an expensive-looking suit with the LionMane logo- a golden lion- pinned to his breast pocket. He turned, surveying the crowd, and smiled a broad, toothy grin. His eyes brightened. The eyes flickering was not a technical glitch. 
  “Good afternoon, ladies and gentlemen,” the man said clearly, in a quality that no phone speaker had ever matched. “or good evening, I’m not sure when my people decided to do this display. Hopefully my company isn’t failing, so tonight’s demonstration doesn’t seem a last resort. I would hate to be clichéd, and appear in front of you saying anything about me being related to our only hope.” 
The Star Wars fans in the audience, all of the tech bloggers, laughed at the jest, though they were clearly skeptical of this hologram, and what it actually MEANT.  Most of them were probably already Tweeting to magicians, asking about holograms, which is what Ramone wanted. Because this was no optical illusion, this was perfection.
  “My name, for those who don’t know, is Clancy Wilde,” he looked around, still smiling, “I was the CEO of LionMane Incorporated, until I tragically died- it was a tragedy, right?" The crowd was stunned for a moment, and then someone began laughing nervously. The laughter was joined in by a few others; Clancy gave a look that someone who said something offensive would give when he recognizes his own faux pas. 
 "Anyway, I recently passed on this great organization to John McClane-" 
On cue, Mr. McClane stood and waved to the crowd, and then sat back down.
“As most of you know, in my 20's I served in the armed forces. The result was less than great health (because of various complications) that eventually led to my demise." 
He paused, and his smile melted away. 
"Or... I did die, physically," he corrected himself. 
“Today, I am here to show the secret to immortality to the public,” he said carefully, allowing the journalists to write each word. “We have entered an era, ladies and gentlemen, where large amounts of our lives- of our minds- are stored online for the world to see. Personally, I have built up twenty five thousand tweets, one hundred seventeen blog posts, and over a thousand Facebook posts- along with speeches, ebooks, so on and so forth. In my later years of life, I have poured my heart and soul into the internet, and allowed it to be carefully collected, catalogued, and ran through multiple programs.”
“I am, practically, a computer now… but I am also myself,” he spoke like he did in life, confidently. “I designed the phone that is generating my image, posthumously. Based only on blog posts I’ve made about how phones should be designed, and my ideas for the future, this phone exists. Some, in the analysis of this demonstration, may call me nothing more than a machine. Fair enough.”
“Personally, however, I have never felt so alive. All I was in my highest point in my life has been combined and run through complex algorithms, and the result of this is tangible in my new phone, the Wilde Phone, named after myself.”
 “Today, I am here to show the secret to immortality to the public,” he said carefully, allowing the journalists to write each word. “We have entered an era, ladies and gentlemen, where large amounts of our lives- of our minds- are stored online for the world to see. Personally, I have built up twenty five thousand tweets, one hundred seventeen blog posts, and over a thousand Facebook posts- along with speeches, ebooks, so on and so forth. In my later years of life, I have poured my heart and soul into the internet, and allowed it to be carefully collected, catalogued, and ran through multiple programs.”
“I am, practically, a computer now… but I am also myself,” he spoke like he did in life, confidently. “I designed the phone that is generating my image, posthumously. Based only on blog posts I’ve made about how phones should be designed, and my ideas for the future, this phone exists. Some, in the analysis of this demonstration, may call me nothing more than a machine. Fair enough.”
“Personally, however, I have never felt so alive. All I was in my highest point in my life has been combined and run through complex algorithms, and the result of this is tangible in my new phone, the Wilde Phone, named after myself.”
  “Even my voice is a conglomeration of thousands of recordings, automatically processed using software I had devised. I did not record this before I died, as I would’ve been unable to speak like I am now. This whole reveal was based upon our Lazarus Software and associated algorithms'." 
“Of course, this is all very, very basic… and it proves little. You may be thinking, ‘So what, this project would take large amounts of resources and time to duplicate.’ I like skepticism, and I would like to give evidence to the contrary. The program to create you already exists, and I would like a volunteer to prove this.”
Wilde pointed to a man in the crowd, a random author who worked for a random blog. “If you don't mind, I would very much like it if you gave some information on yourself. A Twitter feed, a blog, perhaps?" 
  McClane walked up onto the stage, holding a WildePhone. 
  The tech journalist said, “My Twitter feed is, uh, at Pherson6653.”
  McClane opened up a program, typed something in, and nodded.
“My blog, my personal one, has most of my stuff on it- it’s the PhersonPress.blogspot.com,” he said nervously.
  McClane nodded, and walked across the stage. He hooked a computer up to a screen, and used a USB to connect the phone to the computer. 
Wilde smiled and asked a question, "Mr. Pherson, earlier today we announced a new OS. I presume you were there, correct?" 
Pherson nodded. 
"And have you talked about it on Twitter, or your blog?" 
He shook his head. 
"How did you feel about the LionMane OS 10.1.3?" he held a hand up as he was about to answer. "Let the program answer first." 
There was a word processor open on the screen. There was a pause, and then text appeared. 
It read: The new OS was, as we thought, built specifically to benefit the people interested in programming. As always, LionMane delivered something tight enough to use in an office, but diverse enough to be modified to suit your needs.  
The random writer’s face looked carefully at the screen, then nodded, “Yeah… that’s, that’s more or less how I feel.”
The writer sat down.
"The Lazarus Software carefully looks for keywords selected by the user in various data sets. Not only does it find these terms, it analyzes the data around the words and looks for information having to do with context." 
"Simply put, this software brings minds back to life." 
The entire audience was now interested. They were still skeptical, but Ramone knew that this display had them. It wasn't a magic trick. This program was real. 
Several different journalists stood up after the presentation to ask questions. Though Wilde had announced the entire phone and new operating system, all questions understandably revolved around Lazarus Software. 
Several other media members were able to test the software. Each time a question was asked the response was almost perfectly in tune with what they would actually soon. It didn't fail once. 
Overall, the presentation was twenty minutes. Ramone had thought that the program would go haywire, or some new system of behavior would spontaneously emerge. Such a cataclysm didn't occur, and Ramone thought that maybe, for once, a job wouldn't get complicated. 
At the end of the night, it did. 
"The final announcement of tonight," Wilde said slowly, "is a little- unscripted. Today, I have the absolute pleasure of announcing that Mr. McClane is being removed from the position of CEO." 
  What is he doing, he asked himself. What is he doing? 
"Ladies and gentlemen, I'd like to announce that my 58 percent control of LionMane has not left my estate, and I'm reclaiming it. I believe that in under one week, I will resume my position of CEO of LionMane Incorporated."

I wrote this story based on a few ideas rattling around my brain. The first is based upon the recent Tupac Shakur 'holographic' performance a little while ago. The second is the rise of artificial intelligence, and the documentation of our very minds. In the future, I imagine we will get to the point where we will be able to literally run businesses based upon artificial intelligence made to resemble the thought processes of great minds.


Wednesday, April 25, 2012

The Video Game Music Hour: Episode One

Hello, dear readers and listeners. I apologize for my absence from the blog and the podcast. Suffice to say, I've had quite a bit on my plate recently. I'm not going to bore you with details, but I'm getting ready to reboot this whole deal. First of all, the Armchair Gamer Podcast is going to be less frequent in its' release schedule, hopefully I'll do an episode a month. 
Instead of focusing so much of my time on AGP, I've decided to follow another of my ambitions, and start a weekly online radio show. Since I'm a very nerdy fellow, rather than playing the newest pop song- I'm going to play retro video game tunes that came out in the 1980's and 1990's, mainly 8 bit and 16 bit music. Since it's a radio show, I'm going to be taking Skype callers with requests for music . The show will hopefully be live at 7 Central Time at http://www.ustream.tv/channel/the-video-game-music-hour

I'll also be making videos after the show where you can listen to the week's music at the Youtube Channel: http://www.youtube.com/user/TheArmchairNerd?ob=0&feature=results_main (Please Subscribe)

Also, here's the video

Video Game Music Hour Notes

Track One: “Moon” from Duck Tales
Track from Duck Tales, a NES platformer developed by Capcom and released in 1990. The composer on this game was Hiroshige Tonomura, who was involved with a few other titles in this era.

Track Two: “Vegetable Valley 2” from Kirby’s Adventure.

This is a track from HAL Laboratories 1993 platformer on the NES, Kirby’s Adventure. Two composers on this game were Hirokazu Andu and Jun Ishikawa.

Track Three: “Stage One” from Blaster Master

This next track is from the 1988 Sunsoft title Blaster Master, a run-and-gun game composed by Naoki Kodaka.

Track Four: “Bloody Tears” from Castlevania 2: Simon’s Quest

This is a track from the 1987-1988 side-scrolling, role-playing game Castlevania 2 from Konami. It was composed by Kenichi Matsubara

Track Five: A Track I Couldn’t Find a Name For from Rygar.

This next track is from Rygar, which was an arcade cabinet that got ported to the NES in 1987. I don’t have a composer right here, though I imagine it would be pretty easy to find.

Track Six: “Escape from Tourian” from Metroid

This track is from the 1986 title Metroid, published by Nintendo on the NES. It was composed by Hirokazu Tanaka. It was one of the earliest games to really embrace music as a way to give character to a game.

Track Seven: “Fever Theme” from Doctor Mario

This is from the classic puzzle game Doctor Mario, released on the NES in 1990 by Nintendo. It’s a very catchy song on a game full of catchy music composed by Hirokazu Tanaka, who will be in a lot of episodes in the future.

Track Eight: “Sacrifices” from Actraiser

This is from a 1990 Enix-published game, which is absolutely fascinating from a gameplay and musical perspective. It was composed by Yuzo Koshiro.

Track Nine: “The Best Appears” from Actraiser

Track Ten: “Who Turned Out The Lights” from Earthworm Jim

This next track is from Earthworm Jim, a platformer released on all kinds of different consoles by SEGA. This was composed by Mark Miller.

Track Eleven: “Intro Stage” from Mega Man 7

This track is from Capcom’s title Mega Man 7 released in 1995. This game had three different composers, and I don’t know which one did this song. Anyway, this series has tons of great music that I will further explore in this show.

Track Twelve: “Memory of The Wind” from Final Fantasy III

This track is from FF3 released by Square on the Famicom, and that’s why my inclusion of this track is problematic. The version I played probably came from the re-release a couple of years ago on the DS, the first time Americans legitimately got to play this game. Regardless, the series has great music, and this song was composed by Nobuo Uematsu. 

Wednesday, March 14, 2012

Armchair Gamer Podcast Season Two Episode Two: Taking A Journey!

AGP this week is about two things. One, Thatgamecompany released a new PSN title called Journey. As an indie art game aficionado, I explain in great detail why you should buy it. Two, I talk to a friend of the show, Nick Schneider, about emotional impact of games. (The quality is a little poor, recorded it off an iPod) 
Hit those share buttons and review on iTunes if you like the show.

Show Notes:
Intro Music: Advantage "Moon"
Ex. Music 1: Journey Trailer Music: http://www.youtube.com/watch?v=_mF8KkDiIdk
Outro: Advantage "Moon"

Plugs: Follow Nick on Twitter @Tognick
Also, check out his affiliated site: http://www.thegameeffect.com/
Also, the official blog of this show is:
Thearmchairnerd.blogspot.com
Check it out for stuff by me and Thejourneyman and the show updates 

Saturday, February 18, 2012

The Armchair Gamer Podcast Season Two Episode 1: That Chris Figueroa Episode


This week on the Armchair Gamer Podcast, I have crafted a one-man, one-mic episode. I talk about how great OUTLAND is, Zynga’s growing legal troubles, the passing of a great video game artist, and interview Chris Figueroa, developer of the upcoming platformer IMAGINE ME.
(Music: Intro/Outro “Moon” by The Advantage
Background Music 1: “Maybe” from Fallout 3’s soundtrack
Background Music 2: “Outland Title Music” from Outland)

Or, look us up on iTunes!
And listen to episodes 1,2,3,5,6 on Internet Archives: http://www.archive.org/details/TheArmchairGamerPodcast

Plugs: Follow Chris on Twitter @Kinifi https://twitter.com/#!/kinifi

Also, I briefly talked about Adam from Bethesda’s passing on the show, if you want to read more- please read here: http://www.bethblog.com/2012/02/16/remembering-adam/

If you enjoyed the new format, please leave a comment saying so. If not, tell me why. Enjoy the show! 

Saturday, February 11, 2012

S.T.A.L.K.E.R. Call of Pripyat Review: A Wasteland Paradise



Game: S.T.A.L.K.E.R. Call of Pripyat

Developer: GSC Game World

Genre: FPS, Open World, Survival

System: PC

Rated: M (Blood, Language, Use of Alcohol, Violence)



As you may know, I am a huge fan of Metro 2033. Some of you are probably tired of me constantly gushing about it over twitter. Anyway I recently decided to play the other video game series about a post-apocalyptic Russia ravaged with mutants and radiation, the S.T.A.L.K.E.R. series. Specifically for this review I have played the 2nd game, Call of Pripyat.

Gameplay: As mentioned above, Call of Pripyat ditches the hub-based world of Shadow of Chernobyl for a much more open-ended map divided into three different sectors. This vastly reduces the amount of time the player spends in loading different areas and makes the experience much more enjoyable. The map isn’t that hard to traverse, and it usually won’t take you long to get from one end of a sector to the other.

Gunplay is satisfying, and each weapon handles differently from the next without actually feeling underpowered or overpowered. Guns tend to empty fast, so you’ll have to scavenge what you can from the dead, and having several weapons that use different rounds is always a good idea.

Another new addition Call of Pripyat brings is the ability to customize and improve certain aspects of your weapons and armor at local gunsmiths. These upgrades can vary from increasing how a weapon handles to how accurate or how fast it is to how much your armor protects against bullets or environmental hazards. If you want some of the better upgrades though, you’re going to have to look for toolkits. The toolkits aren’t particularly marked on the map, so you may have to ask around to find them all.

A good way of making money is looking for artifacts in anomalies. Artifacts, besides being worth a lot of money, provide bonuses like giving health regeneration or increasing your maximum weight limit but are also radioactive, so you will most likely want to find a firefly or bubble or other anti-radiation artifacts before you equip any other type of artifact. The process for finding artifacts is, at first, a game of hot and cold, and the artifacts are usually right by deadly anomalies. Eventually you get better detectors which make finding artifacts a heck of a lot easier, particularly if you do a certain side quest that nets you a detector which shows the locations of anomalies as well as artifacts

Story: The story in Call of Pripyat follows Alexander Degtyarev as he goes undercover as a S.T.A.L.K.E.R. in order to investigate why five helicopters the military sent into the zone crashed without warning. The main story-line in and of itself isn’t particularly interesting, and the conclusion near the end was woefully unsatisfying. I did find finishing each side quest to be incredibly more satisfying. Listening to the epilogue at the end telling you how your decisions affected the zone will both make you proud that you helped Beard and the Stalkers out in Zaton instead of helping Sultan and make you despise yourself for not killing off that hive of Bloodsuckers when you had the chance.

Final Thoughts: S.T.A.L.K.E.R. Call of Pripyat is a fun game. Its story isn’t going to win any prizes and the conclusion near the end really was a disappointment, but the side quests and gunplay are good enough to more than make up for it. Even if you aren’t the type of person that has to finish every single quest before moving on with the main storyline, I can guarantee you will have finished a good majority of them by the end of the game.
9/10

Tuesday, February 7, 2012

Reservoir Dogs Review: A Fine Example Of Brilliant, Controversial Directing...

Film: Reservoir Dogs (directed by Quentin Tarantino)
MPAA: R (Restricted)
Starring: Harvey Keitel
Tim Roth
Michael Madsen
Steve Buscemi
October 23rd, 1992

Very few modern directors are more revered, or as controversial, as Quentin Tarantino. Classified by some as a genius of cinema, and by others as a creepy, violent guy, Tarantino has been making movies for a long time. And it all started in 1992 with Reservoir Dogs. The film, lauded by some as a classic of independent film, and by others as an example of the degradation of American media, is a perfect debut for such a director as Quentin. And, by in large, Reservoir Dogs stands up to the test of time.
Reservoir Dogs follows the story of a botched jewelry heist, perpetrated by thieves with color coded titles, such as Mr. Blonde and Mr. White. Where some movies may focus on the heist itself, this film is more concerned with the reaction of the thieves to events after the robbery. A fellow conspirator is shot, and the remaining men are afraid that they have been infiltrated by a rat. What follows is a dark, frightening, and macabrely comedic thriller about bad men in bad times.
The movie moves at a very acceptable pace. At times, scenes go on for longer than usual, usually because of humorous, pop-culture-reference laden monologues about by-gone actresses or why a certain character doesn't conform to social norms. Within five minutes, a viewer is already exposed to a ton of pop-culture references, and witty, vulgar banter. However, Tarantino's now-trademark talent at making interesting dialogue keeps even the most over-long scenes well worth watching. At the same time, a lot of restraint is shown by the director at times where the movie could stop for relief but instead keeps rolling at quite a quick pace.
One of the main components of most films is characters, and Reservoir Dogs has some fine talent recruited. It's a true testament to the acting abilities of the cast, that every character is played very well. Sure, they may fill cliched archetypes of a psychotic ex-con or a criminal bound in honor among thieves, but they work so well that you don't notice. Despite not even receiving proper names beyond the aforementioned color-coded titles, each character has a special feel. I really have to applaud Michael Madsen's portrayal of Mr. Blonde, a character that has been driven insane (presumably by a recently completed prison service). Though I don't want to spoil anything, Madsen perfectly combines sly humor with menacing insanity in a way reminiscent of a character like The Joker. And, of course, Mr. White (played by Harvey Keitel) very successfully brings some grounding to the often off-the-rails story.
The cinematography employed by Reservoir Dogs is fairly intriguing. Rather than using a lot of complex back and forth camera work for the spitfire conversations, Tarantino opted for wider shots at unique angles. In one scene near the beginning, there is a conversation between two characters shot down a hallway. I love this scene because it doesn't seem like a conventional Hollywood thriller decision. Instead, it feels natural and real, something a great camera shot can do very well. All in all, the cinematic camera angles work well, and at times they even excel beyond serving a function. However, I do have to caveat this saying that I think at times different camera shots could have been employed for better effect, and a little more complexity wouldn't hurt.
Finally, there's the reason Quentin Tarantino is so revered, his controversial content. As is stated at the top of the review, the film is rated R. This is very evident, in many different ways. For example, the dialogue at no point attempts to be anything but vulgar. Words like fuck and dick and anything else you can think of are used frequently, and often they are overused. If you are worried about language, this movie- or any of his films, really- aren't for you. I'm not however, and so I'm really only interested in the violence. The film is very, very unapologetically violent. A main character is constantly bloodied throughout the film thanks to a gunshot wound, and as the film progresses his condition steadily declines. Near the end, all his clothes are soaked red and he lays in a pool of blood, in absolute pain. Then, of course, there is a famous torture scene, which I won't go into in depth because of spoilers. Let's just say, it's deranged and brutal. That being said, all of it makes contextual sense. At no point does the director attempt to mislead you into thinking the characters are good guys, and all of their actions can be explained as actions committed by ruthless criminals.
Over all, Reservoir Dogs delivers a unique crime caper, character study, comedy, and thriller packaged into one. If you have a weak stomach, this film may not be for you, but if you can handle it, the acting, cinematography, and entertaining dialogue more than make up for any queasiness felt while viewing.

Final Verdict: 4 Out Of 5 Stars (Must Watch)

Friday, January 27, 2012

The Armchair Gamer Podcast Episode Ten:A Tale of Primates And Prophets


On this, the tenth episode of the Armchair Gamer Podcast, I am joined by Jeremy Brown (World renowned for the Indie And Mojo Show) Elisha Muir (World renowned for being a prophet) and JJ. We discuss the newest Final Fantasy, predictions for the video game industry (which aren't much less informed than any other "analyst prediction), Kingdoms of Amalur, The Darkness II, and much more.
(Intro: "Moon" By The Advantage)



Listen to the Show Here:
theamrchairgamer.podomatic.com/
Or on iTunes:
http://itunes.apple.com/us/podcast/the-armchair-gamer-podcast/id471329603?ign-mpt=uo%3D4

Plugs:
Follow Elisha Muir on Twitter: (@ElishaMuir)
Follow Jeremy Brown on Twitter: (@Mojomonkey_12)
And listen to his podcast:
indieandmojoshow.podomatic.com/
And Hopefully You Already Followed Me and JJ.

Listener Question:
Have you played The Darkness II demo, and what did you think of it? Will you be purchasing the game?