All posts by Wan Kong Yew

Recent Interesting Science Articles (March ’09)

Since my last entry in this series was a bit light, here are four articles for this month. Two are from The Economist, with one of them on how physics might help answer an age-old philosophical question and the other on how appearances count for more than we think. Of the remaining two, one is from CNN on a novel use for the laser technology originally conceived for the Star Wars anti-missile program and the last one is from the BBC on yet another piece of news “proving” that playing games is good for you.

The philosophy problem to start with. The question is no less than whether or not reality exists when we’re not looking at it, and if it exists, does reality behave in a different way when we’re not looking than when we are? Drawing on the theoretical work of Lucien Hardy who proposed a thought experiment whereby a pair of matter and antimatter particles could meet but do not mutually annihilate themselves under the condition that the interaction remains unobserved, two independent teams of physicists successfully performed the experiment as described. So it seems that people can indeed tell whether or not someone is honest just by looking at his or her face.

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The Path. Art or game?

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I suppose the constant stream of discounts on Steam is having the intended effect because I bought and played through The Path over the weekend. I have to admit that I’d never have bought the game if it weren’t for Tom Chick’s comments on it on Fidgit and the discussion thread on QT3. This is because The Path is as atypical a game as you can think of. In fact, it’s barely a game at all. Its website boasts it was designed for accessibility, meaning that there’s no combat, or hard puzzles or any of the other challenges you’d expect to find in a typical game.

Instead, it’s something that you experience rather than play. The game draws on the familiar story of Little Red Riding Hood (which like many other fairy tales is really quite horrific if you think through it). Six different girls, each with different personalities and dreams, need to walk through a forest to reach their grandmother’s house. Your job is to guide them there and you’re admonished to always stay on The Path! But can the girls (and you, the player) resist the temptation of wandering through the forest?

I probably shouldn’t post too much about it because a big part of the “gameplay” is actually about realizing what the “rules” are and how the “world” in this game works. The end result isn’t quite horror, but it is most certainly an extremely disturbing experience that will leave you wondering, in true David Lynch fashion, what the various elements mean. Do note that as the developers claim, while there’s no graphic violence or sexuality portrayed in game, there are plenty of allusions to it, and in many ways this is far more psychologically effective, making this one a game strictly for adults only.

One reason why I was drawn into the game in the first place was because I was intrigued by Tom Chick’s comments on how rare it is to have horror done well in games. In something like, for example, F.E.A.R. which touts itself as a horror game, the horror element doesn’t really work because the monsters are just another type of enemy to deal with. In order to really scare the player, a game needs to make the player feel truly helpless but this isn’t really possible in an action-based game. Adventure games like The Path is probably the best way to convey horror, but they end up being a sort of tightly directed experience with interactive elements. Still, I’d certainly recommend this one just because it’s so different and, yes, even genuinely scary. And hey, it only costs US$9 and takes about a couple of evenings to play through.

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Evolution education under attack in Texas (again)

Just a quick link to the news that the Texas school board is voting this week on a new curriculum that would challenge the principle of evolution. It’s pretty depressing that the chairman of the school board is someone who believes that God created the Earth less then 10,000 years ago. So again, for anyone who still has any doubt about evolution and wants to educate himself or herself on the mechanics and literature behind what is now of the most solidly well-documented principles in science, just go spend some time on the TalkOrigins Archive.

One thing that I’m somewhat grateful for is that Muslims at least don’t seem to have jumped onto the Creationism bandwagon in a big way. Then again, our Education Minister in Malaysia has just called the leader of the opposition a race traitor so that’s not much of an improvement.

Exciting! Safe! Radioactive toys!

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I saw this link on QT3 today. As the original poster says, this is certainly a reminder of a simpler and more innocent era that Fallout 3 captured so well. Imagine Polonium-210, the same substance that Russian assassins likely used to kill Alexander Litvinenko, being sold as part of a science kit for children! I guess the manufacturers were really serious about properly educating young children about the different types of radiation. They even included a form that you could use to order new radiation sources once you’d used yours up. How handy is that? Even better, buy this set and if you find a natural uranium source with it, the U.S. government will pay you a $10,000.00 prize!

Of course, what they didn’t know then was how dangerous radiation really was. Nowadays it seems that not a day goes by without something familiar being classified as a cancer risk. Incidentally, for anyone interested in buying one of these things, it’s worth noting that since Polonium 210 has a half-life of only 130 days and the set was made available only from 1951 to 1952, I can’t imagine there being much of it left even if you could find one of these very rare sets intact.

Far Cry 2 Tips

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I haven’t spent enough actual time in Far Cry 2 to call myself any kind of expert on it. Still, from my one play through of the game and miscellaneous advice I’ve gleaned from various forums, here are some tips that someone playing for the first time might find useful:

  • Buying a weapon provides an infinite supply of that weapon from any armoury. Also inside the armoury and each safe house are storage cases for each of the three weapons slots. Whatever weapon you put into a storage case will stay there regardless of where you access the case from. This allows you to arm yourself with a particular weapon while travelling to a mission location and then switch to another weapon at a nearby safe house once you get close to actually do the mission. You do have to purchase the cases as separate upgrades before you can use them.
  • Buying the vehicle upgrades increases the damage it can take while you’re driving it and greatly reduces the time it takes to repair it.
  • Stealth is a completely viable option, especially once you’ve purchased the camouflage suit upgrade. Do note that contrary to what you might expect, sneaking up to an enemy from behind and killing him with the machete is not stealthy because he will invariably cry out before he dies. You need to use a silenced weapon to headshot the enemy for him to die silently. Also note that if you leave the body when other enemies can see it, they will raise the alarm, ruining the stealth option.

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A Game: Far Cry 2

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Out of all the things that have been said of Far Cry 2, one single line by Kieron Gillen resonates most with me: this is one awfully brave game. Consider, for example, that you likely spend more time driving around dirt paths than shooting at enemies. Or that in a game that is supposed to present you with a realistic recreation of Africa, the only people who populate it are invariably and implacably hostile to you. Or that instead of drawing inspiration from Hollywood action movies like so many shooters do, the source material here is Joseph Conrad’s Heart of Darkness.

All this is brave because Far Cry 2 is unashamedly and undoubtedly a shooter. Given the goals it tries to accomplish and the design elements it tries to incorporate, one would think that it would make more sense for it to be a role-playing game or an action adventure game. But it’s not only a shooter but a first-person shooter with all of the conventions and controls of the genre. You move around with the familiar WASD, right-clicking zooms in on an enemy, use number keys to select weapons and generally try to kill everyone in sight. There is no Gears of Wars style cover system. If you want to take cover from enemy fire, you manually move to put an object between you and the enemy just as you did back in Doom.

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