2020年3月28日星期六

Movie Reviews: Crazy Rich Asians, Destination Wedding, I Feel Pretty, The Wife, Won't You Be My Neighbor

See all of my movie reviews.

Crazy Rich Asians: This was surprisingly good, considering the trailers. Not great, but good. it's about an American Chinese economics professor who goes to meet her boyfriend's Chinese family in Singapore. She soon discovers that his family is very, very rich, and that his mother doesn't think an American Chinese woman belongs in the family.

From the trailer, I expected this to be stupid, marketed only on the basis of having an all-Asian cast of comedians. Thankfully, this was not the case. I guess because a) trailers are often put together by idiots, and b) it came from a rather decent novel, which I have not yet read.

Like Me Before You, I am now interested in reading the novel. This movie is a little Jane Austeny - nowhere on that caliber - but interesting, with characters and confrontations that seem to have something to say. It works, I feel, almost in spite of itself. It looks like the director/screenwriter tried to cut it down to something resembling a Me Before You, but couldn't quite cut everything.

There are throwaway characters who I suspect have far more dept and character in the book; here they are stand-up comics doing two or three minutes of material. And there is a plot so tired and retread as to make any tension non-existent. But ... but the main characters have something to them, and they do a few things that make you feel that the plot is more than just something on which to hang comedy. I suspect that the book highlights these parts and makes them more prominent.

It is well acted, other than some of the comedy bits which seem out of place. There are scenes of sumptuous foods and wealth, as one would expect from the title. And a few too many party scenes. But fun and - nearly - satisfying. As for the fact that it had an all-Asian cast, well, duh. Like Black Panther, this doesn't prove anything. Any idiot already knew that an ethnic cast could lead a movie that contains ethnic story overtones and interactions. Any idiot should also know that the same people could be main characters in any, generic movie, but apparently there are a lot of people who are not yet as smart as just any idiots.

Destination Wedding: This was a surprisingly great movie. Lindsay (Winona Ryder) and Frank (Keanu Reeves) are the ex-fiance and the estranged brother of a guy getting married. They don't want to be there, don't like the groom, don't like the bride, or the place, or the airline, or the food, or each other, or themselves. And so they snark and insult their way through 90 minutes of screen-time. Literally no one else in the movie talks: it's just Lindsay and Frank. They are both so vile and bitter that even the usual rom-com tropes are subverted: they know that they should end up together, but they refuse to allow it to happen.

This movie follows in the tradition of the Before series of movies, as well as other heavy dialog movies. It's not quite as good as a Before movie, which had a more wide-ranging series of discussions and characters who were a little (a lot) less jaded. The movie is smart with snarky dialog and has some interesting things to say about relationships, self-worth, decency, obligation, and so forth. It's often very funny. I had a blast and really want to see it again.

Yes, they are miserable. Unlike the real misery that repelled me in movies like Logan and Three Billboards, these guys are funny-miserable, so it's fun to watch.

I Feel Pretty: This movie has a great message, or it pretends to, anyway: don't let what you look like rob you of your confidence. And Amy Schumer has certainly been known to be funny ... sometimes, and in small doses. This one is a disaster.

The movie has no artistry: Amy's character is supposed to feel bad about her looks, so she writes ten scenes in a row with her looking in a mirror with disappointment and people insulting her looks in various ways. It's so straightforward and artless that it is painful to watch. Compare this to the exact same message that Anne Hathaway conveys in The Devil Wears Prada and you see what I mean: Anne's lack of self-worth derives from the story around it and the occasional barbs thrown at her in passing, not ten flat scenes of "you're ugly". And let's not forget that Amy is not unattractive; she is a plus size, but she is not a flat blob and she is also perky and white with good skin. So the premise is a stretch.

Amy wakes up after a head injury believing that she is now beautiful (although her body hasn't changed, and no one else knows what she is talking about), and with her new head injury she confidently strides her way into the job and relationship she wants, while everyone else looks on in a) disbelief, b) with amusement, or c) with respect at her confidence based on nothing outwardly visible.

Her head injury also, apparently, causes her to become completely social unaware of what everyone else thinks, says, or does, causes her to steamroll over every conversation without listening to anyone, causes her to be cruel to everyone else, and somehow causes everyone else to respect her, despite the fact that she is still a complete klutz and idiot. One scene of this is tolerable; the same scene of her talking over people and insulting them, over and over and over and over and over is wearying, and eventually very very unfunny.

What's worse is that the entire point of the movie is that what's inside counts, not what's outside, but she ends up working for and being spokesman for a beauty company, which defeats the entire damn point. Crassness is one thing, artless is another. I really tried, but I couldn't tolerate more than half of the movie.

The Wife: A decent but not not great movie with great acting and an unambitious and uncomplicated fictional plot. Glenn Close and Jonathan Pryce star as Joan and Joe Castleman. They, their son, and a nosy, persistent journalist travel to Sweden so that Joe can get the Nobel prize for literature, The son is behaving like a spoiled teenager (he is supposed to be in his thirties) and the journalist is writing a book about Joe and suggesting some possible problems with his past.

It doesn't descend into something deep, dark, and criminal, like an action thriller. It's just a question of authorship, validity, and respect. This movie is reminiscent of the far superior Big Eyes, a true story that made it quite clear early on that a supposed genius was passing his wife's art off as his own. This movie, entirely fiction, gives us the revelation further into the movie, and handles it badly. The movie doesn't have anything new or interesting to say and also doesn't maintain much tension, other than who will get mad at whom, when, and how much. It is an acting exercise, which is a waste of time, since neither Close nor Pryce need to prove how well they can act.

Admittedly, if Big Eyes didn't exist, I might give this more of a break. As it is, I can't recommend it, but lovers of the actors or of acting scenes will enjoy it. It's really not all that bad. My particular non-enjoyment comes from the son, who is just too miserable throughout the movie, and the odious behavior of one of the other main characters, which drove me to distraction.

Won't You Be My Neighbor: Growing up I didn't like Mr. Rogers' Neighborhood too much, since it was slow, the production was rather low, and puppets on television didn't excite me. As an adult, I have watched videos of Fred Rogers, including his speech defending public television and some of his great moments (such as telling a room full of celebrities to think about, in total silence, who got them to where they are today, and so forth). These videos move me. I have nothing but the greatest respect and admiration for the man. Nevertheless, I'm sure there were many others like me who could not connect to the messages he tried to convey in his TV series, for the reasons that I mentioned.

This biopic movie covers many major stories and facts about him and his philosophy, with only a small amount of material not related to his TV program. I doubt that anyone who never saw the TV show will be interested in it. It is a paean to a simple, slow goodness that seems to be fading away ... that I suspect will always seem to be fading away. There will always be a few great, lovely people with simple messages who lead wholesome lives, even while most of us are consumed by the latest glitz, glamour, gossip, guns, or sensationalist brawls that pass for entertainment or debate. I think it is great to be reminded about better values, at least once in a while. Of course, if we go right back to the guns and brawls, it doesn't come to much.

As a movie, it was okay. It is riveting if you find his personality riveting. Not much, otherwise.

Troops On Parade - 28Mm British AWI


Following a bit of a lull in the gaming here at YG I thought it was time to put together one of my Troops on Parade features which is essentially an excuse to drag out one of my lesser used collections, blow the dust off them and present them to the outside world.

Agnews Brigade
The bulk of the army was put together 5 to 6 years ago and was mostly a result of me falling in love with the Perrys 28mm range rather than a deep desire to game the period. The troops are based for British Grenadier rules which are part of the GdeB stable.


The flags are from GMB, some of them have had quite a bit of over painting, for some reason I found that the first batch of flags faded quite badly with the white turning a shade of light pink ! (which you can still see in certain angles / light). A bit annoying to say the least, the gold and silver cords where purchased from a local Harberdashery store.

That dog looks familiar !
Agnews Brigade of 4 British Battalions, 6 Skirmishers and a Commander was the first group of figures I put together, all of them are from the Metal Perrys range. Most of the units have between 16 and 24 figures which are the standard size for the rule set.

Grey's Brigade
The next group completed was Greys Brigade, again 4 British units but this time including a rather large Highlander unit with 6 Skirmishers and a Commander.



I chose to have a recognisable feature for each of the brigades to help with on table recognition, Greys troops all have red plumes whilst Agnews have white plumes. The biggest (36 figures and pain !) was the Highlanders.


Anyone who has painted a Highland unit and given the tartan a good go will have vowed not to paint another one, this is probably my forth or fifth "not doing that again" promise, so for I've gone 5 years without (but those Crimean War Highlanders look soooo nice).

Tartan Detail


Photographing these reminded me they need a coat of Matt Varnish, they are finished in my old Humbrol Satin Cote style, great tough varnish but too shiny got photos.


My favourite units in the Army are these, Grants Brigade, made from the Perry Miniatures plastic box set, there is really some great feeling of movement in these units.


The unique feature for this brigade was the dark blue grey campaign trousers but I also changed the basing to give some extra depth to the Unit. This was initially purely to protect the perfectly proportioned and therefore pretty weak, plastic muskets on the figures.


But as I put the units together I found it was easier to slightly stagger the figures both forwards / backwards and sideways to get the "movement" I spoke of above, the addition of some casualty figures from the box set added to the scene and each unit has it's own diorama feel.


Which just leaves the unbrigaded Infantry. First up is a unit of Converged Grenadiers, using the great range of figures in the Perry range I was able to put a "rolling fire" layout together, with seperate bases firing, at ready, loading etc.


If you look really closely each base has different facing colours in line with the brigades of Agnew and Greg.


Which just leaves the Skirmishers and formed unit of the Queens Rangers.


Next up are the Cavalry, pretty rare in the AWI and something I neglected for quite a while. I managed to build up 2 x 6 figure units of British Light Dragoons and a unit of Queens Rangers Horse.


And finally we have the big guns, well the Artillery at least. 4 guns and 2 Howitzers of His Majesties Artillery.


So there we have another Army out in daylight for a few hours ! They are back in the cupboard now as we are back in the Desert tonight for a spot of Op Compass.

Forza Horizon 4 - Tips & Tricks | Pro-GamersArena.



As we probably are aware that Forza Horizon 4 is out now for the individuals who pre-ordered the upgraded version of the game, and it'll be out in full for everybody on PC and Xbox one week from now. So in this Forza Horizon 4 control, we'll be strolling you through the entire rundown of fundamental tips and tricks which you have to know going into the game. What's more, let me disclose to you Forza Horizon 4 is right now the best open world racer game made in these couple of years.

Forza Horizon 4 Tips & Tricks :

How to Unlock Fast Travel Anywhere in Forza Horizon 4.


Driving anyplace in Forza Horizon 4 is gigantic measures of fun as you get the chance to see the excellent open world, incredible taking care of and lovely autos, at times you simply need to get some place in a moment, deserting all the mission that is going on. 

Ideal from the beginning of the game you can quickly make a trip to occasions and different spots of intrigue you've found for a cost (except if you've discovered the majority of the quick travel sheets, at that point it's free), yet to quick travel totally anyplace, you have got some work to do. 


Picture of location of Fairlawn Manor 
With the end goal to open the capacity to movement quick anyplace in Forza Horizon 4, you have to buy a reasonably costly home that is toward the south of Edinburgh. 

Fairlawn Manor will cost you like 2,000,000 credits, which means you most likely wouldn't get it until you've made a not too bad scratch into the game. Yet at the same time it merits doing , as it empowers you to movement quick completely anyplace on the guide, or, in other words. Particularly once you've discovered all the quick travel sheets so it turns out to be allowed to utilize. Purchasing Fairlawn Manor additionally grants you with 10 Super Wheelspins, or, in other words, and a Silver Top Hat for the individuals who get a kick out of the chance to dress their symbol up in style. 

How to Download DLC Cars in Forza Horizon 4.

In the event that you've acquired a unique release of Forza Horizon 4, or on the off chance that you claim the auto go for game, at that point you may consider how to get your hands on a portion of those superb elite DLC vehicles, similar to the James Bond autos. To get to a rundown of DLC autos in Forza Horizon 4, you'll right off the bat need to make a beeline for either the primary Festival Site amidst the guide, or a House. 


With the end goal to buy the autos, first you need a houses and they are not difficult to establish, you simply need to continue seeking them on maps while driving around, and once you've discovered a House, you'll at that point have the capacity to buy it utilizing CR (despite the fact that they're normally entirely costly, which means you presumably wouldn't purchase until you've made an OK gouge into the game.). Either visit the Festival Site in Forza Horizon 4, or visit a house you've acquired, and you'll have the capacity to see a rundown of all the accessible DLC autos that you can download.


There's one thing you have to remember that while the vast majority of the DLC autos in Forza Horizon 4 are accessible for nothing once you've acquired their comparing development packs, some will cost you CR to get. These are typically the more first class autos, similar to the James Bond Aston Martin DB10, in which case you'll need to get out on the streets and procure some CR through races and different occasions. 

This may be the finish of our initial Forza Horizon 4 guide for the time being, however there's bounty more to cover on the game presently. We'll be refreshing this guide at a later date, when we reveal any extra subtle elements in the game.

Till then keep sharing and tell your friends too, to "ENTER THE PRO-BROS ARENA"

2020年3月23日星期一

What Is SOMA's Safe Mode?

Tomorrow we will be releasing SOMA for Xbox One and along with this comes Safe Mode. This is a new way of playing the game that will also be available via Steam and GOG at the same time.

Since we announced Safe Mode there have been a lot of questions about it, so we thought this would be a good time to answer some of those and to clear up a few things. Here goes:


What is Safe Mode?
It is a version of the game where you cannot die - you are safe from harm. The game's various creatures are still there, they just won't attack you. If you've heard of the SOMA Steam mod "Wuss Mode", by steam user The Dreamer, then you should know the basic idea. The important thing to point out is that we don't simply turn off the creature's ability to attack and harm you. Instead, we've redesigned their behavior. Our goal has been for Safe Mode to not feel like a cheat, but for it to be a genuine way of experiencing the game. So we've considered what each creature should be doing, given their appearance, sound, and voice.

You can pick between Safe Mode and normal mode when starting up a new game.

Is the game still scary?
This obviously depends on what scares you, but the short answer is: yes, the game is still a horror game. However, since you can explore without a constant fear of failure, you will no longer have that type of tension. For people who aren't great at handling that aspect of horror gameplay, their journey through SOMA will be a lot easier in Safe Mode. But if it is the overall atmosphere that gets to you in a horror game - and, above all, the central themes - then game will still have plenty to be scared of.

What is the major difference in gameplay?
All of the puzzles, events, and so forth are still there. The big difference is that you'll no longer have to sneak past enemies. You don't need stealth in order to complete the game. Monsters might sound and act more threatening if they spot you, so there is still an incentive to being careful, but it's no longer mandatory to keep hidden. This will also allow you to explore some of environments more carefully.

Why release it now?
We actually considered releasing something similar at launch, but chose not to because we felt it would make the core intent of the game too unfocused. As people started to say that they really wanted to play the game and experience the philosophical sci-fi narrative, but couldn't because of the monsters, we started considering doing something about it. People liking the "Wuss Mode" mod was a good sign that we could solve this. However going back to a game you have already completed is not tempting so we put it off.

What eventually tipped the scales was the Xbox release where we wanted an extra feature to make the launch more interesting. Adding some sort of no-monster mode felt like the best option, and so Safe Mode was born! It also felt like it had been long enough since the original release, and the intended version of the game had been played and evaluated enough. Adding a new play mode wouldn't be a problem.

Will it come to PS4?
Yes! We hope to have it ready about 2 months from now. Sorry for not releasing it now, but a couple of issues have kept us from doing a simultaneous launch of Safe Mode.


I hope that clears things up! Let us know in the comments if you have any other questions!

2020年3月20日星期五

Asylum II: The Birds, Part 2

Written by Will Moczarski



At the beginning of my second session I make a list of all possible puzzles I will have to solve. There is, for one, the obvious fetch quest (a): the scientist needs a magnet, a battery and some copper wire. So far I haven't found any of these items. There's another minor fetch quest, apparently, as the surgeon tells me he needs some drugs. (not for himself, I suppose, but you never know?) (b) the circuit housing feels like something could (and should) be done there, possibly in order to tamper with the workings of the electro-shock therapy? (c) The rocket belt may be useful in connection with the very long corridor. (d) I haven't found a use for neither the pay phone nor the receiver. (e) I will have to dress up as a doctor eventually but that may already be part of the endgame. I reckon that the stethoscope will be necessary for this. (f) I frequently encounter a bumbling hypochondriac. He always runs from me when I approach, screaming "GERMS! GERMS!" but there may be some way to interact with him. Obviously, this feels eerily familiar in these unsafe times of an approaching pandemic.

For now, I don't include all of the items and rooms I haven't found a use for. The stethoscope may come in handy when I will need to dress up as a doctor. The bird costume? The bean bag? I really have no idea. My theory is that I will likely retrieve the necessary items for the scientist from the circuit housing and the pay phone. I shall also try to wear the bird costume and enter the film set – maybe the mad producer will like me better that way?

First, I fiddle with the pay phone for a bit. In the end I resort to violence. Hacking away at the phone with the axe at least provokes a reaction but I'm picked up for violent behaviour so maybe it's not what I was supposed to do. As usual, I end up in my own cell after having been treated with the electro-shock therapy.

Next, I try to do something in the room with the circuit housing. After a fair bit of guessing the right verb, I come up with a combination that works: "scramble circuit." Shaddam's and Vetinari's suggestions ("trip circuit" and "detach circuits") unfortunately don't work. And boy, the NPCs keep ticking me off to no avail in this game! They are used for new kinds of puzzles but the way they are written into the game is downright repetitive and annoying. It takes a long time to listen to their dialogue and you bump into them quite frequently. After a while I resort to violence and decide to attack the hypochondriac. Although the game tells me it "wouldn't advise it" I persist, and this time I try the axe. Just like before (when I let the poor pay phone feel the pain) I am picked up for violent behaviour but this time something different happens because I have successfully tampered with the circuits. A fuse blows in the electro-shock room and everything turns dark. Luckily, I have the candle and matches but after a while it's burnt up and everything goes dark again. Did I just rig the system without any benefits? I can't imagine that to be the case. I do it again and this time I notice that there's a battery lying on the floor of the electro-shock room. I can pick it up and head straight to the circuit room but it doesn't work there. Going over my notes I see that I don't carry the fuse that I stole from the electrician after hacking him to bits. That must be the solution – the battery is probably the first item for the scientist! Several attempts later I manage to put the fuse in the circuit, and the lights come back on. I've glossed over for this blog post how painful this segment is as you really have to go to the circuit room right away or the game tells you "You hear a flame sputter out" at some point and leaves you in the dark for the rest of your days.

The hypochondriac still keeps haunting me, however, so I don't consider that puzzle solved yet. I try talking to him but to no avail. Then I try to give him everything I own (or rather stole). To my surprise, the stethoscope prompts him to listen to his own heartbeat. When I attack him this time, I catch him off guard, but he only runs away screaming and keeps my stethoscope. Is this a dead end? At a second glance, however, he drops some pills so I count this as a success. I pick them up and examine them and apparently they "look like anesthesia drugs". Maybe these are the drugs the surgeon is looking for?


It was difficult to get a screenshot of all this madness but you get the idea.

I take them to him and, wow, I did not expect any of this! The surgeon immediately offers to give me a new face now that he has drugs for anesthesia, although I'm not sure whether I even asked for that. There's a mesmerizing sort-of "animation" with lots of little white dots filling the screen. The game tells me that I am "being operated on" (so much for free will) and finally I emerge looking like Alfred Hitchcock. This is more than surreal but at least I know where I need to go next: the film set, obviously. The mad movie producer is positively starstruck and hands me his camera ("movie cammera", according to the game but not the parser which requires me to "get camera"). This time I have no idea what I should do next but the set piece with the plastic surgeon and the movie producer seems to have unlocked another of those NPC puzzles we've already seen some of: a guard approaches and asks me whether I'm making a movie. Only after a few of these encounters it occurs to me that I may be able to strike up a conversation. If I say "yes" he asks me if he can be in it, and if I say "yes" again he asks me what he should wear. Fair game, it's probably the bird costume but I don't have it with me right now. After some backtracking (and meeting the guard over and over – seriously, game!) I can hand him the costume and he runs of in glee, leaving behind his uniform. Seems like a very good trade!


 

My next thirty minutes or so are dedicated to some more experimentation with the rocket belt. I try to use it in some different environments to get a feel for how it works. The first time, if you remember, it flew away, so now I figure out that I need to wear it first before pushing the button. I get the best results in the long corridor, as I had previously suspected. The rocket belt first accelerates, then decelerates but I still smash into the wall and die. Maybe I need something to break my fall? It takes me longer than I'd like to admit but after a while I decide to see what happens if I drop the bean bag at the other end of the corridor. Voilà: the bean bag cushions my impact and the rocket belt explodes but leaves behind a bit of copper wire. Cartoon logic, the second – but I've got another fetch quest item for the scientist!

Once more, I've hit a wall (pun intended). Posing as a guard doesn't really help me out and I have no idea where I might find the final item for my fetch quest. After a while it occurs to me that I might be able to vandalize the pay phone as a guard rather than as a patient. And indeed: "As you look like a guard, the vandal alarm is ignored." I vandalize the phone but only coins fall out. What am I supposed to do with those? After some fiddling I find out that I can also vandalize the receiver using the same syntax ("hack...with axe"). This time, magnets fall out. Strike three, and it's off to the scientist!

He is more than happy that I bring him everything he needs to build his time stasis unit. Luckily, I can keep it. Let's not think about it too hard, right? He warns me that I can only use it twice but I don't even know what it's for. As an inventory item, it's called "statis generator". By examining it, I only find out that it has indeed a button on it. My best guess is that this machine is able to stop the flow of time. I decide to save my progress before fiddling with it. It turns out to be some sort of fast-forward device as time begins passing around me "at an enormous rate." Hmm, what would I be wanting to skip? A quick glance at the map makes it likely that it must be the psychiatry session. Let's give it a try, shall we? It works! The psychiatrist leaves eventually and I can pick up his smock. Boy, these Bill Denman games have some weird items, don't they?

The main question is: will this be enough to get me out of the "doctors only" exit? Have I already won the game? Am I getting really good at this after all? Well…sort of. I am confronted by a guard who gives me a lengthy villain speech about how "they" are surprised that I've gotten so far, I'm smarter than they thought yada yada yada. Then there's a little plot twist: they need me to get rid of the "Master Mystic". If I can provide some proof that I have indeed vanquished this greater evil, "they" will let me go free. Seems fair enough, right? See you next time, I guess.



Session time: 4 hours
Total time: 6.5 hours

Note Regarding Spoilers and Companion Assist Points: There's a set of rules regarding spoilers and companion assist points. Please read it here before making any comments that could be considered a spoiler in any way. The short of it is that no CAPs will be given for hints or spoilers given in advance of me requiring one. As this is an introduction post, it's an opportunity for readers to bet 10 CAPs (only if they already have them) that I won't be able to solve a puzzle without putting in an official Request for Assistance: remember to use ROT13 for betting. If you get it right, you will be rewarded with 20 CAPs in return. It's also your chance to predict what the final rating will be for the game. Voters can predict whatever score they want, regardless of whether someone else has already chosen it. All correct (or nearest) votes will go into a draw.

Med Systems Marathon Overview:

(a) 1980 Summary [P1]
(b) Reality Ends (1980) [P1] [P2]
(c) Rat's Revenge [P1] / Deathmaze 5000 (1980) [P1] [P2] [P3] [P4]
(d) Labyrinth (1980) [P1] [P2] [P3]
(e) Asylum (1981) [P1] [P2] [P3] [P4]
(f) Microworld (1981) [P1] [P2]
(g) The Institute (1981) [P1] [P2]

Jyym & Robyn Pearson Mini-Marathon Overview:

(a) Curse of Crowley Manor (1981) [P1] [P2]
(b) Escape from Traam (1981) [P1] [P2]
(c) Earthquake – San Francisco 1906 (1981) [P1] [P2]
(d) Saigon: The Final Days (1981) [P1] [P2]

2020年3月19日星期四

The Nations And Cultures Of Gaia


Enclosed by mighty glaciers, the lands of Gaia are divided into three main regions: Arcadia, Pirta, and Submeria, each home of a specific culture – respectively Arcadians, Owrus, and Gillfolk.



Arcadians used to be devout followers of the god Sol, but after centuries of holy wars, their religious drive has dampened. As a result, their society has turned to technology-driven secularism: in Arcadia, faith in magic has been dwindling for some time now, and religious temples lay in ruin, like forgotten relics of a distant past.

Owrus and Gillfolk have, on the other hand, been able to sustain their cultures around the temples and shrines of their respective gods, Nieto and Trito.

The Owrus, whose tribes are currently divided by an old Emblem-related quarrel, have all built their homes in the proximity of the Forest Shrine. Despite their differences, Owru people as a whole have always considered themselves as the Wardens of the Jungle. Their sacred duty is to live in harmony with nature and protect Pirta from aggression. Despite the good intents, rumor has it that their fierce warriors have been struggling to keep a terrifying threat at bay for some time now…

Irontalon is the Owru Ambassador in the White City. While he misses the Great Jungle of Pirta, he's in charge of an important task: taking back the Sacred Emblem to his people.

Submerians too have had their fins full lately: trapping the Yurmala Turtle inside Ootheca, the holy place, was no small feat.
When not busy fighting monsters from the sea, Submerians hunt down precious sea materials. Thanks to the finest blacksmith in the whole of Gaia, these corals, and other rare minerals are turned into beautiful weapons that are the envy of the whole world.

Princess Fin loves her country, Submeria, a land full of life and color – a true shelter for both fish and birds. She attributes all of this to the blessing of Trito, the god residing inside the Sacred Emblem of Ocean, which, one day, she hopes to bring back from the White City.

There's much more to the world of Oceanhorn 2: Knights of the Lost Realm than meets the eye, but that's for you to discover upon the game release.

Stay tuned for more updates!

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Tech Book Face Off: Facts And Fallacies Of Software Engineering Vs. Programming Pearls 2

Since I've been hitting the tech books pretty hard for a while now, for this Tech Book Face Off I wanted to take a bit of a breather and do a couple of relatively easy reads. These books have been on my to-read list for some time, so I decided to finally check them out. The first one, Facts and Fallacies of Software Engineering by Robert L. Glass is a book in a similar vein as The Pragmatic Programmer in that it relates various tidbits of advice on the craft of software engineering. As for Programming Pearls 2 by Jon Bentley, this book surprised me. I thought it would be somewhat similar to Facts and Fallacies, just more directly related to instructive programming examples than to the software engineering field at large, but it turned out to be quite a bit different, as we'll see in this review.

Facts and Fallacies of Software Engineering front coverVS.Programming Pearls front cover

Facts and Fallacies of Software Engineering

Robert L. Glass is an odd duck. His writing is at the same time strongly opinionated and calmly easygoing. He adamantly argues for each of his observations as 55 facts, with 10 fallacies thrown in at the end, but his discussion of each one is quite conversational. He admits that not everyone will agree with his facts, even though he provides evidence and sources for them. (Well, he does for a majority of them, at least.) I found this book a quick, enjoyable read, and it was worthwhile even if I didn't always agree with his propositions because they always made me think. I'd much rather read a book that I sometimes disagreed with if it challenges me, than a book that's poorly written and says everything I want to hear.

I'm not going to relate every fact and fallacy from the book here, since that would make this review nearly as long as the book, but they do cover the gamut of software engineering. I'll describe them in broad strokes and discuss a few that I found especially interesting.

The first chapter deals with software management related things. The facts are broken up into smaller sections of people (the software engineers), tools and techniques, estimation, reuse, and complexity. A full 22 facts are covered in this chapter, including one about how tools and techniques are over-hyped that I found particularly thought-provoking. Even back when this book was written in 2002, tools were being promoted as a panacea for software development problems while they were simultaneously showing diminishing returns, and Glass was having none of it:
Time was, way back when, that new software engineering ideas were really breakthroughs. High-order programming languages. Automated tools like debuggers. General-purpose operating systems. That was then (the 1950s). This is now. The era of breakthrough techniques, the things that Fred Brooks (1987) referred to as silver bullets, is long since over. Oh, we may have fourth-generation languages ("programming without programmers") and CASE tools ("the automation of programming) and object orientation ("the best way to build software") and Extreme Programming ("the future of the field") and whatever the breakthrough du jour is. But, in spite of the blather surrounding their announcement and advocacy, those things are simply not that dramatically helpful in our ability to build software.
What's most interesting is that 17 years later, the hype machine hasn't stopped, and it shows no signs of slowing down. I wouldn't say that's surprising, given that software engineering is such a massive sector, and people continue to try to make money off of it however they can, but it shows how relevant this book still is. Advances in software engineering ideas do still happen, but they are still incremental. It isn't that incremental is bad, but it is all that we should expect now. Productivity free lunches aren't likely to come about anymore until the next breakthrough technology happens, and that may not be software but something else entirely.

Chapter 2 is about the software life cycle with sections on requirements, design, coding, error removal, testing, reviews and inspections, and maintenance. Maintenance in particular is a fascinating subject in software because it ends up taking the majority of the time and cost of any given project, mostly without our realizing it. It's also quite difficult and no one wants to do it because the documentation sucks. There's a reason for that:
To solve those problems, software people have invented the notion of maintenance documentation—documentation that describes how a program works and why it works that way. Often such documentation starts with the original software design document and builds on that. But here we run into another software phenomenon. Although everyone accepts the need for maintenance documentation, its creation is usually the first piece of baggage thrown overboard when a software project gets in cost or schedule trouble. As a result, the number of software systems with adequate maintenance documentation is nearly nil.
Here we can see both Glass' conversational writing style and the reasonable way of thinking that he shows in most of his facts and fallacies. It's hard to argue with this one, especially because I think most of us have been in similar situations.

The next chapter is about software quality, including sections on quality, reliability, and efficiency. Like the other chapters, these facts are mostly obvious to anyone who has been working in the field for more than a few years, but it's always good to refresh your memory on these ideas. The last chapter of facts is just a single fact on research: many researchers advocate rather than investigate. I can't say whether or not this is true from my own experience or reading, but I'm not too concerned about it.

Starting with chapter 5, the next three chapters deal with the 10 fallacies. Chapter 5 loops back around to management with similar sections to the first chapter. The fallacies include things like, "you can manage quality into a software product," and "software needs more methodologies" that are hard to argue with. You can't, and it doesn't. The next chapter mirrors chapter 2 with some fallacies on the software life cycle. I thought he was unfair in his discussion of the fallacy, "given enough eyeballs, all bugs are shallow" by saying:
This is probably just wordplay. But it is patently obvious that some bugs are more shallow than others and that that depth does not change, no matter how many people are seeking them. The only reason for mentioning this particular reason here is that too many people treat all bugs as if their consequences were all alike, and we have already seen earlier in this book that the severity of a bug is extremely important to what we should be doing about it. Pretending that turning scads of debuggers loose will somehow reduce the impact of our bugs is misleading at best.
This seems like a deliberate misinterpretation of the idea of the quote. It's not saying that more eyeballs will make bugs less critical. It's saying that any given bug is easier to find if more people are looking for it because the more people that look for the bug, the more likely that a person with the right expertise will see it and be able to fix it quickly. Or it will be more likely that someone looking for the bug will randomly happen to look in the right place and spot its signature quickly. However, I think there are still issues with depending on this approach for open source software development, but for other reasons. Most open source projects don't have the luxury of having hundreds or thousands of programmers working on it. Frankly, most projects are lucky to have more than one programmer working on it, so the responsibility of finding and fixing bugs still falls on the programmer writing the code. Even if the project has high visibility, pull requests need to be of high quality, or more bugs will be introduced over time than will be fixed and the whole project will degrade.

I also took issue with the fallacy in the last chapter: "you teach people how to program by showing them how to write programs." Don't get me wrong, I do think this statement is false, but for different reasons than Glass gave. He thinks it's more important to teach budding programmers how to read code and that academia isn't doing that:
I know of no academic institution, or even any textbook, that takes a reading-before-writing approach. In fact, the standard curricula for the various computing fields—computer science, software engineering, information systems—all include courses in writing programs and none in reading them. 
I disagree on three counts. First, let's get the easy one out of the way. Programming is about more than writing or reading code. Teaching programming involves teaching critical thinking skills, problem solving, systems thinking, user psychology, and so much more! Second, and more directly related to his reasoning, the exact same approach is used in mathematics. Schools teach students how to write math solutions well before teaching them how to read math solutions. Most people will never get to the point of reading and understanding mathematical proofs, but everyone starts with solving basic arithmetic problems. That's how we start in programming, too—by writing basic programs.

Third, I would argue that universities and textbooks are, in fact, teaching students to read programs at the same time as writing them. The examples in the books are all there to read, and the student must read and understand them in order to write their own functioning programs. The first example programs may be short and simple, but I would hardly expect someone brand-new to programming to read hundreds of lines of code without first being taught the syntax. Learning to read is unique in that the student is being taught a skill that is required in order to learn most other skills, so of course we learn to read before we learn to write, but not much earlier. We start learning both in kindergarten, right? Besides, most people don't know how to read effectively anyway, even though they technically learn to read first, so I don't see why a pure reading-before-writing approach to programming would necessarily be better than what is currently being done.

As you can see, some topics in this book are quite controversial, and that's why I really enjoyed it. No one who reads this book will agree with everything, and that's okay. It's meant to raise a debate, and Glass does a great job of presenting a strong case that you can take a stance against if you disagree. It got me thinking over ideas that I've held on to for a long time, and we all need that from time to time. It's also a fairly short book, so there should be no excuse to not read through it. I highly recommend it.

Programming Pearls 2

In the introduction I said this book surprised me, and what I meant by that was that it was not at all the book that I expected. From the title alone, I was expecting a book similar to Facts and Fallacies of Software Engineering in that it would relate a number of experiences and advice from Jon Bentley's career about how to do software development more effectively. I suppose that's what this book is, in a way, but it's more of a combination of an informal algorithms book and a practice set of programming problems.

It's not nearly as thorough or rigorous as Introduction to Algorithms (CLRS) or Algorithms by Sedgewick, but it gives a passable review of most of the fundamental algorithms for sorting, searching, and storing data. The first chapter starts off with an interesting little algorithm that I had never seen before on sorting a list of numbers with a restricted range using an array of bits. In this case it was telephone numbers, and it was accompanied by a story about how he was helping a new colleague with a problem, but the algorithm itself could be useful in plenty of situations. 

The next chapter continued the thread from the first chapter with a few more problems that could be neatly solved with novel algorithms, like finding all possible anagrams or swapping unequal halves of an array. The third chapter covered ways to make programs much more efficient by correctly structuring the data that was being manipulated. The classic example is using an array instead of a set of numbered variables, but Bentley gave other examples as well, like creating a simple template language for form letters. 

Chapter 4 was all about program correctness, using the binary search algorithm as a conduit for discussing the pitfalls of complexity and how to formally verify a program (or at least a function, since formal verification just doesn't scale). The last chapter in this first part of the book quickly covers testing, debugging, and performance timing. That completed the preliminaries, which is what the first part of the book was about, and throughout these chapters Bentley had short, direct advice about how good programming was about balance:
Good programmers are a little bit lazy: they sit back and wait for an insight rather than rushing forward with their first idea. That must, of course, be balanced with the initiative to code at the proper time. The real skill, though, is knowing the proper time. That judgment comes only with the experience of solving problems and reflecting on their solutions.
I think some later writers in the field took this idea of the lazy programmer to the extreme, but I like this nicely moderated perspective more. He had a similarly measured view about performance optimizations:
Some programmers pay too much attention to efficiency; by worrying too soon about little "optimizations" they create ruthlessly clever programs that are insidiously difficult to maintain. Others pay too little attention; they end up with beautifully structured programs that are utterly inefficient and therefore useless. Good programmers keep efficiency in context.
There are no universal answers in programming, so there shouldn't be any universal advice, either. These comments make the point that you can't turn off your brain when programming. You have to constantly consider everything that would have an effect on the problem at hand in order to come to a more optimal solution.

The second part of the book is all about performance. Chapter 6 kicked things off with a look at the n-body problem in physics for simulating the forces that bodies exert on one another. Making the simulation fast was not only about developing a good algorithm, but also using the right data structure, tuning the code for the machine it was running on, and optimizing performance critical loops in assembly. A recurring theme in the book was that there's no silver bullet, and this case study exemplified that with its multifaceted optimization process.

The rest of the chapters in this section expanded on the ideas brought up in chapter 6. Chapter 7 talks about how to estimate with back of the envelope calculations. Chapter 8 discusses various algorithm design techniques including the all important divide-and-conquer approach. Chapter 9 delves into when and how you should do code tuning to get the biggest benefit. Chapter 10 looks at how performance can be improved by reducing space, both of the program code and the data that it operates on. Every chapter had succinct little examples and highly condensed code to show the essence of optimized programs, along with interludes of advice like this:
[E]very now and then, thinking hard about compact programs can be profitable. Sometimes the thought gives new insight that makes the program simpler. Reducing space often has desirable side-effects on run time: smaller programs are faster to load and fit more easily into a cache, and less data to manipulate usually means less time to manipulate it. The time required to transmit data across a network is usually directly proportional to the size of the data. Even with cheap memories, space can be critical. Tiny machines (such as those found in toys and household appliances) still have tiny memories.
It's good to remember that not all programming is done on massively powerful processors, even today with a supercomputer on every desk and in every pocket. We have just as many small processors with limited memory and a tight power budget doing plenty of complex calculation tasks.

That brings us to the last section of the book on five interesting programming problems. The first one is on sorting with quicksort. The second one is about how to draw a random sample from a larger collection. The last three are on searching, heaps, and strings. The last problem dealing with strings was a great way to end because it was actually about how to teach the program how to generate english words and sentences using example material. It was a chapter on machine learning written before it was cool.

On the whole, this book was a fairly enjoyable, quick read. Bentley is clear and to the point, even to the point of being abrupt. As an algorithms book, it's not up to the level of the more formal algorithms books, and it wouldn't be very useful as a first book on that material. It is a good summary of the basic sorting and searching algorithms with some interesting unique algorithms thrown in to spice things up, making it a decent review for the more experienced programmer. If you're looking for an easy second or third book on algorithms to peruse, it's worth picking up.


So it turned out that these two books are not directly comparable, but hey, it happens. They were both enjoyable reads. I would say Facts and Fallacies of Software Engineering was somewhat more enjoyable than Programming Pearls 2 with Glass' way of challenging your assumptions and long-held beliefs, but both books are worth a look in their own right. Programming Pearls 2 does a good job of reviewing the field of algorithms with a few novel ideas thrown in the mix. It all depends on what your interested in at the moment: high-level software engineering issues or algorithmic programming problems.

Super Smash Bros. DLC Development May Need To Stop Indefinitely - IGN Games

Super Smash Bros. DLC Development May Need to Stop Indefinitely

2020年3月15日星期日

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