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Usually stuff I’ve written personally, stuff I think is pretty good.

The iPhone 5

A few weeks before the iPhone 5 was even announced, before all the rumours, part leaks, before all of that, I wondered what I was going to do with my old iPhone 4.

See, I’m on the “good” iPhone cycle: my first iPhone was the 3G, then the 4, and now, the 5. I skipped the first iPhone due to it not being available in Australia, skipped the 3GS due to still being on a contract, and skipped the 4S for the same reason.

For many, this two-year contract cycle is nothing new, the natural progression of things if you’re not a compulsive upgrader, and/or don’t have the funds to buy a new iPhone every year.

In any case, as I pondered what I was going to do with my old iPhone, it dawned on me: why not sell it off and use another phone I had lying around? As I dwelled on this, it began to make more and more sense; by selling the two-year-old iPhone 4 off, I’d get a few dollars more than I would have if I sold it off after the release of the iPhone 5.

Question my committal if you want, but as a test, I pulled out my trusty old Nexus S to see how I’d fare using Android for a few weeks. Jelly Bean had just just been released, you see, and now was as good a time as any to test the latest and greatest Android release, on hardware around the same age as my iPhone 4.

This was my first mistake.

It’s not that I hate Android. Really, it’s not. It’s just that, for me personally, Android doesn’t quite gel as much as iOS does. Things are less fluid. Third party app quality just isn’t there.

But like any curious and “bored with iOS” technology enthusiast, I forged on.

This was my second mistake. For two weeks, it was nothing but constant grating. Me constantly fighting the OS on what I wanted to do versus what it allowed me to do. I’d imagine my experiences with Android during the few weeks of pain would have been an approximation of an abusive relationship of some kind.

Sure, it was stable enough. I only saw a few crashes here and there, mostly from apps labelled as beta in the Play Store. Sure, there were apps available for all the popular things I used on iOS: Twitter, Instagram, Instapaper, and even a Dropbox-syncing, Markdown-supporting, plain text editor.

But the thing is, it’s been a year since I last looked at Android, and I found myself going back to the same apps I used last time around, simply because no better alternatives exist. Actually, that’s not entirely true: there’s now and official Instapaper client for Android. Other than that, the Android app landscape is blacker than black. Where are all the good quality apps?

Suffice to say, my Android experience, Jelly Bean and all, was pretty bad. Two weeks later (I had originally planned to stick it out for at least a couple of months, until the iPhone 5 was out), I was crawling back to my iPhone 4 and begging it to take me back.

In some ways, Android reminds me of the desktop Linux experience. It has its advantages, but probably won’t ever reach mass popularity with non-technology-minded people due to inherent issues with the ecosystem and how things work. Unless its locked down and given a stern talking-to, developers won’t be attracted to it anytime soon. And that means it will stagnate.

But enough about Android and mediocre software experiences combined with stellar hardware specs packaged in the cheapest plastic you’ve ever felt. I’ve since sold off my Nexus S and have acquired the iPhone 5.

It’s amazing.

Thinner. Lighter. Faster. All these verbs are true of the iPhone 5, but I still want to talk about three main aspects which make it all worth it.

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You Should Be Playing The Walking Dead

Spectacular cell-shaded scenery, when you’re not being mobbed by the undead.

Look, I’m not kidding around here. If you’re at all serious about games, or watch and enjoy the TV series by the same name, you should play The Walking Dead on whatever platform you feel most comfortable with.

The Walking Dead isn’t my first interactive adventure from Telltale Games. That honour has been bestowed to a smaller game called Puzzle Agent, which is kinda similar in a lot of ways — there isn’t such a focus on puzzle mechanics like there is in Puzzle Agent, but you do get the same explorative, story-driven gameplay, accompanied by a healthy dose of dialog trees.

Telltale Games are quickly becoming the masters of the interactive adventure genre on multiple platforms, and for good reason: most of the story-based games they make are of a very high standard.

For those that aren’t in the loop about The Walking Dead the game, but are a little familiar with the TV series (and possibly even the comic), you’ll be pleased to know The Walking Dead follows the same storyline as the TV series.

The Walking Dead‘s lead character is Lee Everett, a guy who’s on his way to prison when the cop car that’s he’s getting a ride in hits a zombie, and from there, all hell breaks loose. At first he’s confused about what just happened, and why he’s just had to shoot the cop that was taking a ride with, and then he starts to understand that there’s something very, very wrong about the world he’s woken up in.

Which is actually one of the best things about The Walking Dead; there’s real, believable characters. Just like the TV series, you soon meet up with a group of fellow survivors who seem alright, and you quickly form relationships with them. There’s hard-ass Kenny who’s just looking out for his son and wife, there’s can’t-work-out-batteries Carley, the reporter who’s actually a dead-eye with a pistol, and there’s even a few military types who take charge of the group and make the decisions (but ultimately, you make the call).

But the game wouldn’t be complete without some kind of purpose outside of simply surviving the zombie apocalypse, and in The Walking Dead, your purpose is Clementine. She’s one of the first characters you meet in the series, and by that time, she’s already been surviving on her own for a few days. You decide to take her under your wing, and that’s that: the status of her parents is a little murky, and essentially, she’s the little impressionable girl that looks up to you — even though you’re not her real dad, you’re just a guy/some neighbour/silence.

That’s pretty much how the first episode starts. The Walking Dead is released as episodic content: as of writing, three out of five planned episodes are currently out on PC and Mac. They’re released about a month apart, and each episode is around two to three hours long.

Clementine is all you have.

Which brings me to another thing that’s great about The Walking Dead: whilst it’s a game that’s meant to played episode by episode (sometimes, as in the case of episode one and two, with months and months of in-game time in-between), it’s s tailored experience all the way. Make no mistake: the decisions you make in The Walking Dead could have implications two seconds later, thirty seconds later, a few minutes later, even an hour later, and in some cases, even a few episodes later. In The Walking Dead, the choices you make count for something, even if it’s not immediately clear what that something may be. Perhaps that lie you’re about to tell will destroy an already-fragile relationship with another character, perhaps it won’t. The fact is, you won’t know until you make that call.

And boy, do you call all the difficult shots. One of the best reasons you should be playing The Walking Dead is because of the decisions you’ll make along the way; The Walking Dead is all about morals and tough choices, with a little accountability and perhaps even regret thrown in on the side. One of the best things about Telltale’s interpretation of the story genre is the little details, such as when you’ve been particularly hard on a fellow survivor, and it says something like “Kenny won’t forget your words”. It’s a unnerving feeling to know everything you say and do is being judged by other characters. Maybe you choose to tell the others what you were doing when the world ended, or maybe you make something up. Either way, whatever you say will have a profound impact on how the characters see you. Again — maybe that will matter down the track, maybe it won’t.

One thing I love about the dialog in The Walking Dead is how silence is also a valid response. If someone asks you a question you don’t like, or can’t choose from the various options in time, then you simply stay silent. If it’s a particularly polarising decision, silence then represents the fence-sitting option; other times, another character might be asking you about your past: if you say nothing, then that might be seen as guilt or something else. It’s a great game mechanic that works really, really well.

Let’s get one thing straight, though: The Walking Dead isn’t a twitchy first-person shooter like seemingly every other zombie apocalypse game out there. No, it’s a point-and-click, interactive adventure game, and that means you’ll be doing a little puzzle-solving here and there, (how to distract those zombies whilst I run over here and grab these keys?), interacting and exploring your current environment, and talking to other characters via dialog trees. About as twitchy as it gets is the quick time events (of which there are a few, but they’re do what they’re designed to do, i.e. get you through a panicky moment without some uber-complex keystrokes), which don’t really count. There’s one scene where you’re shooting zombies with a rifle, and it’s laughably easy to get kills: you pretty much just point the rifle in the direction of the zombie (you have a scope to make this easier, for some reason), and you click the mouse, and boom, headshot.

Lee Everett — Tough Decisions

I’ve been putting a few hours into DayZ recently, and it’s interesting drawing parallels between that game and The Walking Dead. They’re both about zombie apocalypses, and as much as they’re both totally different games in some respects, it’s strange how some things are similar. In one episode a fellow survivor is about to shoot a bird, but you tell him not to because the noise will draw the walkers — things like “noise attracts zombies”, things like that that you learn in DayZ, and can now be applied to The Walking Dead. In some ways, playing DayZ prepares you for a lot of what was going to happen in The Walking Dead: you’ve been there, done that, so some things are easier. But then some things, like making those black-and-white decisions you have to, just aren’t easier no matter which games you’ve played before this.

Spec Ops: The Line is another recent game that I enjoyed quite a bit, and in many respects, it’s actually more similar to The Walking Dead than DayZ. But where Spec Ops has an entire game which meanders through various twists and turns leading up to one of the best finales of any game I’ve played,  and where Spec Ops builds up the entire game to finish in a spectacular fashion, The Walking Dead is a lot more episodic. You take things as they come, knowing that things might change for the better (or for the worse) in later episodes. The episodic delivery suits it well, I think.

As much as I enjoy pretty much every gameplay and story aspect of The Walking Dead, there are a few things that mar an otherwise brilliant experience.

Let’s start with the black and white decisions you’re forced into. At certain stages, you’re forced to make a critical decision between two absolutes. That whole “infinite shades of grey” thing you hear about? There is a little of that in a few of the longer-term dialog options you get presented with, but the critical events, those are entirely black and white. I don’t want to spoil things too much, but you’ll be choosing the lesser of two evils a little more frequently that I’m comfortable with. I don’t really have a problem with that, but the fact that you’re forced into them is somewhat harsh.

And while we’re on the topic, for a game that’s all about the freedom of choice, sometimes, you don’t get any. That is, you can make decisions along the way, but being a game that has finite possibilities and doesn’t account for every possible outcome from the hundreds of dialog options and choices you can make, there’s only so many possibilities that can actually happen. Maybe you want to run off with a mildly attractive, slightly-insane, military woman, but that’s not how it’s meant to play out. It’s the illusion of choice, and once you realise it’s very real, it kind-of spoils the game. A little.

Lee: “It’s over!” Well, for whoever he’s talking to, it is.

But those are just two tiny flaws on the face of what is, let’s face it, one of the best games of this year. In the grand scheme of things, The Walking Dead isn’t just any point-and-click interactive adventure story, it’s the point-and-click adventure game of the year. Games such as DayZ and the recently-released Guild Wars 2 require you to pour a significant number of hours into the game before you start getting anywhere, whereas The Walking Dead is eminently casual. There’s arguably as many cut-scenes as there is actual gameplay, so if you’re not into the whole story aspect, then this might not be a great fit.

At the end of the day, there is no higher recommendation I can make for you to play The Walking Dead by Telltale Games. It features compelling gameplay with real, believable characters and some of the worst decisions you’ll ever have to make in a video game, but it’s also one of the best zombie apocalypse experiences you’ll ever have (as far as “good” zombie apocalypses go, but you know what I mean). It’s available on pretty much every major gaming platform, and you would be doing yourself a disservice by not playing it. Telltale Games have released one of their best titles yet, and with only three of five episodes released thus far, there’s still plenty of the game left to come.

I can’t wait.

What is smart?

It could be the fact that it’s the mid-semester Uni assignment period once again (and thus, the perfect time for procrastination and/or reflection on how stupid assignments make me feel), or the fact that I read a really great article the other day on “what is smart”, but intelligence is something I’ve been thinking about lately.

Notably; what is intelligence? How is it measured? Is it different from person to person, or is there one universal definition of what “smart” is?

You hear about people with “genius-level intellect” all the time. Almost universally, those people are regarded as “smart”, or at least intelligent. Which brings us to another question: are intelligence and “being smart” the same thing? Can you be smart as well as intelligent when you’re not talking about the dress-sense kind of smart?

Other definitions of smart are a little harder to nail down: maybe you can only name a few US states and their capitals, for example, but you have an innate understanding of how physics works (facts vs understanding). Or maybe you can recite the periodic table, but don’t understand why it’s rude to ask someone’s age (again, facts vs understanding).

Maybe you can be socially smart. Maybe you’re just good at reciting facts. Which brings us to yet another question: if you have an eidetic memory, does that make you smart? Possibly; I guess it comes down to what kind of things you choose to memorise. You could just memorise a whole lot of junk about unimportant minutiae, and that probably wouldn’t make you very “smart”. Very good at Who Wants to Be a Millionaire, maybe, but probably not smart.

Or maybe all this is wrong. Maybe, like the Thought Catalog article suggests, smart isn’t just about knowing things, but it’s about knowing how things relate to each other, how they go.

But then I came across an article from the creator of Dilbert which completely changed my mind about smartness and intelligence: Scott Adams’ crackpot theory of intelligence is simply that intelligence is nothing more than pattern recognition.

My crackpot idea for today is that intelligence is nothing more than pattern recognition. And pattern recognition is nothing more than noting the frequency, timing, and proximity of sensory inputs. Language skill, for example, is nothing but recognizing and using patterns. Math is clearly based on patterns. Our so-called common sense is mostly pattern recognition. Wisdom comes with age because old people have seen more patterns. Even etiquette is nothing more than patterns.

Think about that for a second. Maybe intelligence (or how smart someone is) is nothing but pattern recognition, at both a micro and macro level.

And when you think about it, it all makes sense. On some level, with enough inputs, everything can be learnt through pattern recognition: social interactions? Pattern recognition. Physics? Pattern recognition. Programming? Pattern recognition. Pretty much anything can be interpreted as a pattern: even the haphazard arrangement of tabs in my web-browser could be explained, with enough knowledge about my habits and browsing patterns (if this was a game of Taboo I’d have just lost), with pattern recognition.

Actually, I’ve come across this idea before: my old piano teacher used to say pattern recognition was an invaluable skill to have when learning new pieces, as musical theory has heaps of repetition. I think the general idea was to recognise the patterns in order to learn to play pieces faster and more efficiently.

So, what do we know? We know a few things:

  • Intelligence is, or at least can be, some kind of sophisticated pattern recognition; know enough about something and you’ll start to see patterns, which can lead to conclusions and interpretations about what you’ve observed/sensed. Roughly translated, this is “learning”.
  • Complex patterns can be broken down into many inputs. Variables can be controlled. Changes can be observed. Results can be recorded. And finally, perhaps most importantly:
  • This was an excellent way to procrastinate an assignment I’m not feeling great about.

More Fun in DayZ: Lingor Island

Just when you though Chernarus was getting stale, getting a little boring (as you might do, if you’ve put over 300 hours into it so far), along comes Lingor Island, a different map for the DayZ mod that I’ve sung praises about before.

One of the things I never liked about DayZ when playing the Chernarus map was that more than half of the buildings weren’t enterable. Only a select few kinds of buildings were enterable and contained loot, and once you identified those buildings (barns, factories, shopping centers and so on), that was half the battle. No more sneaking around small towns in order to find a can of beans, no more scoping out a town before approaching. Knowing the map and being familiar with the buildings and the loot contained within is a huge advantage, especially in DayZ — and Chernarus didn’t have enough of that.

Enter Lingor Island. Pretty much every building is enterable and spawns loot, and there’s many more building types. It’s exactly the same game, built on exactly the same ARMA 2 engine. It’s a mod of a mod, if you will — simply a different environment in which to fight zombies, gear up, and survive encounters with other players. And I’ve had the most enjoyable DayZ experiences thus far in it — not in Chernarus, the original and only “sanctioned” map — but in Lingor Island, the unofficial Russian map.

Lingor Island is laid out in roughly the same way as Chernarus, only a little smaller. There are three main cities — Maruko in the north east, San Arulco in the middle, and Calamar in the south — and many, many smaller towns dotted all around the map. Instead of the dense forests and wide open plains of Chernarus, Lingor Island features dense, thick jungle areas that separate the various military bases, the multiple airports (three or four, at least), and even the various islands.

Of course, being an island, Lingor also has much more water than Chernarus. Hope you packed your swimming trunks, because depending on where you want to go and sometimes even where you spawn, you might have to swim a little to get to land. It’s not uncommon to swim across a rive to get to the other side, because the only road across isn’t for a few kilometers in either direction.

But the best part about Lingor Island isn’t the multitude of enterable buildings, more vehicles, or even the lush jungle environment. Unlike Chernarus, Lingor Island isn’t about the survival aspects of DayZ. No, no — in my mind, Lingor is all about the player vs player mechanics. Ask anyone that’s played DayZ for any period of time about what their most intense, most adrenaline-fuelled experiences in Chernarus will be, and most of the time, their answer will be the times they came across other players. Forget asking if people are friendly, because in Lingor, the goal isn’t to survive, the goal is to gear up and hunt down other players with extreme prejudice.

Lingor Island is DayZ, deathmatch-style. You see people, and you make it your mission to hunt them down. It’s crazy good fun, super intense, and means you’ll die, a lot.

Because the towns in Lingor are all pretty closely spaced, right from the get go you’re thrown into the most brutal PvP arena. Going solo probably isn’t recommended, but you might be able to get the jump on people easier. If you’re in a group, you can hunt people down via comms — the only downside being you might have to share the loot afterwards.

Sometimes you’ll spend a few hours gearing up, maybe kill a few people, and be feeling pretty good about yourself, when suddenly, without warning, you’re dead. No shot that you heard, no idea where the shot came from, and now faced with the dreaded words: YOU ARE DEAD.

Forget setting up a camp and hoarding gear — the map isn’t big enough to hide things that well, and vehicles make it even smaller. Besides, there are enough military-grade loot spawns for that to not be necessary anyway — if you can’t find a good primary weapon and sidearm and enough food/water to last you for a few days within an hour or so, you don’t know the map well enough.

So if you’re getting bored of Chernarus, there’s good news on two fronts. For one, you can play Lingor Island as a sort of holiday; I haven’t played vanilla DayZ in weeks because Lingor Island is simply too much fun in terms of player-vs-player combat. And two, Rocket has said the current Chernarus map won’t be the one included as part of the standalone game released later this year — it will be kind of the same, but modified with a few other features and more buildings. Chernarus 2.0, if you will.

But until then, there’s Lingor Island, players to kill, and that sort of thing. Now, if you’ll excuse me…

Does it make you a better… ?

There’s a scene in The Unit — one of my favourite TV series of all time — where one of the lead characters asks another soldier who’s about to make a life changing decision: does it make you a better soldier? In that scene, Jonas asks Mack whether what’s he’s about to do will make him a better soldier, and it’s a good question: if killing your superior officer (who slept with your wife) doesn’t make you a better soldier, you have to ask the question: what does?

It’s the kind of question I ask myself all the time; what can I do that will make me a better person?

A while back I was asked if shooting film made me a better photographer. At the time, I didn’t really have an answer for the guy who asked, because I hadn’t really thought about it myself.

But thinking about it now, the answer seems pretty clear: sure it does, if only on a purely technical level. When you shoot film with a manual-exposure camera, when you’re guessing exposures, you learn about apertures and shutter speeds in addition to thinking about all the other aspects of your shots. A lot of shooting film is also the experience of not being able to look at your photos immediately and having to wait for it to get developed. That teaches patience, which, last time I checked, was a pretty good attribute to have.

With film, you’re limiting yourself to only shooting a certain number of frames. It means you can just spray people at 5fps — 12 if you’re lucky enough to have a 1DX — and it means that you value your shots more because you’ve got less to work with.

And you know what? At the end of the day, maybe taking photos with film cameras doesn’t have to be about if it makes you a better photographer. Maybe it will, and maybe it won’t — but if you’re having fun doing it, then I guess that’s okay too.

A New Rangefinder (feat. Bessa R2A)

I was about 30 exposures into my 13th roll of film when suddenly, the shutter button on my Yashica Lynx 14 just stopped activating the shutter. Quite inconvenient, really. I always wind-on directly after firing off a shot, which cocks the shutter automatically — but somehow, that wasn’t happening anymore. The shutter wasn’t being cocked, even though it seemed to still be advancing film.

I made a short video which explains exactly what was going on.

The shutter was being fired when I was winding on. Not sure how, or why it started happening pretty much spontaneously; I had noticed similar “shutter-not-cocking-after-wind-on” issues a few weeks prior, but I didn’t know it at the time and dismissed it. Resulted in some pretty funky exposures too, since it was opening the shutter after winding on a new frame — mostly shaky, blurry-cam type stuff, but kinda cool in some sort of surrealist way.

I was pretty upset. Shooting with a rangefinder is incredibly satisfying, and seeing as my only rangefinder had just given up the ghost, not shooting with a rangefinder for street just wasn’t an option.

Being an old, fully mechanical camera, I investigated repair options: taking it to the local camera repair shop resulted in a repair bill which could have run into the hundreds of dollars had I chosen to send it off to some gentleman who specialised in older cameras, multiples of what the camera was actually worth (in monetary terms, anyway). I decided to do a little DIY, taking apart the camera and seeing if I could fix the issue myself.

Sadly, that didn’t work due to a lack of understanding about which camera parts did what. I took the entire thing apart (except for the lens assembly), and I still didn’t figure out how it worked. Nothing terribly obvious was wrong with it, which seems a little strange when you consider that it’s a fully mechanical camera, and not some electric-powered everything like the DSLRs of today. But I digress.

I did get the chance to clean out the rangefinder patch and window, though, which has now resulted in a viewfinder that looks fantastic. Shame it doesn’t actually take photos anymore.

Which brought me to an entirely new dilemma: which replacement rangefinder was I going to purchase? Not having a rangefinder wasn’t an option, they’re just too much fun to shoot on, way more portable than a DSLR, and besides,, I don’t mind manual focus. I lusted over a digital rangefinder for about the same amount of time it took to look up the price. Until I start getting paid handsomely for photography, they’re a little out of my price range.

After looking around for a bit, it was a toss-up between two Voightländer cameras: the Bessa R2A, or the Bessa R3A. They’re practically the same camera, but the Bessa R3A has a 1:1 ratio viewfinder, which is pretty cool because it means you can take photos with both eyes open (if you look though the viewfinder with your right eye, that is). Apart from that, they’re both 35mm film rangefinders with built-in auto exposure or metered manual — and if I was going to shoot street, autoexposure was exactly what I wanted, allowing me to set the aperture, focus, and let the camera take care of the rest.

I ended up buying an R2A second-hand, because the store that I wanted to buy from didn’t have any in stock… I also ended up getting the super-popular Voightländer Nokton 40mm f/1.4, perhaps one of the cheapest ($529 new, hah) M-mount lenses that you can buy. Compared to some of the massively-upwards of $2000 Leica lenses, it’s dirt cheap whilst still providing excellent image quality — and by excellent IQ, I mean knock your pants off stuff.

But perhaps the best feature of the Bessa isn’t that it has auto-exposure, or the fact that it’s a reasonably recent film camera (i.e. introduced in 2004, still manufactured today), but the fact that it has the all-heralded Leica M mount.

Ah, Leica. They’re not a brand for the beginner or even for those without deep, deep pockets, but they’re renowned for the simple reason they have some of the best glass in the business. All manual focus, but lenses that are unparalleled when it comes to sheer resolving power and image quality.

The Bessa R2A isn’t really unique in that it’s not the only 35mm film rangefinder that features a Leica M mount, because there are a fair few rangefinders that do — but besides all that, it’s still a (very big) step up from the el-cheapo Yashica Lynx I was using before. Not top-tier (Leica M6/M7/MP-level), but not exactly bottom-barrel, either.

Besides being fantastically built and opening up yet another wide variety of super-expensive glass to lust over, the R2A is really good fun to shoot with.

But that’s for another time.