Apr 24, 2010

The Old Republic: A Second Thought and Dev. Diary 1

I'm a huge fan of Bioware's 2003 and 2005 epic Star Wars RPGs, Knights of the Old Republic and Knights of the Old Republic II, respectively. I've played both at least four times each and I am continually impressed with the almost hyper-realistic quality of the narrative, characterization and phenomenal gameplay mechanics.

So, when I learned early last year that the good ol' folks at Bioware were cooking up an epic that would rival even KOTOR and KOTORII, I was skeptical. But then I watched the trailer some months later and I was sold...for a while - blown away, but apprehensive.

It was touted to be the greatest RPG experience, a defining chapter within the Star Wars cannon: it was going to be an MMORPG (Massively Multiplayer Online Role-Playing Game). That's where I lost interest - I was not going to morph into the raid-minded, orcish coach-potato that were my WOW [World of Warcraft: also and MMO] addicted friends. I refused. Instead, I archived my disappointment and resurrected my hope that KOTOR III was in the shimmering mirage fluttering on the horizon.

But recently, I have found myself, more and more, intrigued by the burgeoning beauty that the developers at Bioware are creating. Through the pressure of several classmates of mine, I have revisited the Old Republic site and, through perusing its content again, as somehow I knew I would, I reversed my opinion.

It looks as if I may be investing in some new computer hardware and setting my feet, once again, back onto the terra firma of a Star Wars planet. It's been a long time since I've played KOTOR and a new adventure is crawling under my skin...It's looking more and more like I'll be, regrettably, yet ecstatically, and after all, a credit-crazed Rodian force-junkie - a not so distant relative to my friends the orcs.

If only the developers at Bioware were less coercive...

*I will post the first of the so far four video diaries here, but each afterwards as its own entry.

Apr 22, 2010

Star Fox: A Remnant Hero of my Childhood

My gaming adventures began in earnest with a Super Nintendo, a Lunchable and one perspective changing cartridge: Star Fox. I was five years old when the game was released in 1993; I didn't play it for another two years at least, but it was a seminal experience in my then-burgeoning appreciation for video games.

 The narrative follows a bizarre amalgam of mercenaries conscripted by General Peppers, the leader of the Cornerian Army, to investigate the condition of Andross - the games main antagonist - on the planet Venom. Alongside Slippy Toad, Peppy Hare and Falco Lombardi, Fox McCloud, a Cornerian Air Force dropout, began the series under Peppy's tutelage, but has since, in newer installments, become an expert pilot. 

But let's stick with the younger, less experienced Fox McCloud, the one I first encountered so many years ago during my first trip to Corneria. This Fox wasn't the shy, quirky or almost belligerently unenthusiastic Fox of later incarnations (Star Fox: Assault, Star Fox: Command and Star Fox: Adventures), but the Arwing Ace determined to find his father who was captured by Andross. He was dash, debonair, cocky and charismatic. He led his team without hesitation, but knew well enough to show caution before bravado.

Star Fox, with its story, relatable characters and endearing personality, was a seminal experience in my video game upbringing. Fox McCloud became the first video game character that I looked up to, the first character I connected with, the first character I felt shared some commonality with me, even if it was only skin deep. When I held that controller in my hands, I felt myself at the helm of an Arwing gripping its controls, I felt the thrusters blare and shoot me down that pixelated, blue-wire tunnel and into the battle for Corneria and the solar system with Fox at my side.

I was invincible. I was the wing-man to the best star pilot in the galaxy...

But over the years and with installments just not up to par with the original (Star Fox 64 not included), there has been a chasm growing between me and my first hero - Fox just hasn't seemed the same or held the same resonance he once did. Maybe its time to visit that old hermit, dust off the wings and show ol' Andross whose boss one last time.

Apr 21, 2010

Existentialism



Existentialism can trace its roots back to the post World War II Europe of the 1940s and 50s. It is a philosophy that champions "the analysis of existence and... the way humans find themselves existing in the world."

Existentialists, such as Jean-Paul Sartre (progenitor of existentialism's international fame), Simone de Beauvoir and Albert Camus, constructed the framework of the philosophical ideal by championing free will and personal responsibility. Ultimately, existentialists search for the rhyme and reason of what they are and where they're from from within their own life experiences, within their viewpoint on life. They do not feel the need for objectivity or happiness - it is not necessary. Moreover, the existentialist believes that a person should be made to take responsibility for himself, yet, paradoxically, do so inherently and without the structure of law or rule.

Basically, existentialist ideology posits that humans are thrown into the world without predetermined fates or any set rules on any particular psychological natures. We, as individuals, construct our emotions, psyches and fates through the actions that we take in life. We, humans, are thus creatures of existence that move into an essence - we are not essences that grow into existences.

*Existentialism – What It Is and Isn’t
Existentialism takes into consideration the underlying concepts:
  • Human free will
  • Human nature is chosen through life choices
  • A person is best when struggling against their individual nature, fighting for life
  • Decisions are not without stress and consequences
  • There are things that are not rational
  • Personal responsibility and discipline is crucial
  • Society is unnatural and its traditional religious and secular rules are arbitrary
  • Worldly desire is futile 
*Existentialism is broadly defined in a variety of concepts and there can be no one answer as to what it is, yet it does not support any of the following:
  • wealth, pleasure, or honor make the good life
  • social values and structure control the individual
  • accept what is and that is enough in life
  • science can and will make everything better
  • people are basically good but ruined by society or external forces
  • “I want my way, now!” or “It is not my fault!” mentality
 Existentialism basically fights the accepted social constructs of the modern world - the power of control, hierarchical structures of power and organized ideology whether it be religion or politics. It is an individual philosophy, it pertains to only the self and self-interested actions. Yet the paradox of it all is that all existentialists subscribe to this overall idea and thus, ultimately, become actors in a controlled, pre-determined ideology.
*Taken from allaboutphilosophy.org

Apr 20, 2010

Cultural Representative: King of the Hill

"[King of the Hill is] the most acutely observed, realistic sitcom about regional American life bar none... this animated series is a lot like its protagonist, Texas propane salesman Hank Hill: it isn't flashy, never gets a lot of attention, but it does its job year in and year out," (Time.com).

It hasn't been until relatively recently, within the past year or so, that I've come to see King of the Hill as one of the most seminal and relevant cartoon-coms on television (although canceled in 2009 after 12 years and now syndicated).

King of the Hill, like the opening quote puts so eloquently, doesn't don any aloof airs, shove its ideals or ideas of right and wrong down your throat, or showcase slapstick, quirky or hyperbolic comedy for the sake of shock value and entertainment - yeah, Family Guy, I'm talking to you...

With their quintessential middle-class American mindset, the Hills invite you, the viewer, into their everyday lives, lives that are not much unlike any of ours. And the fictitious town of Arlen, Texas is not much unlike any suburb in America nor is the neighborhood on Rainey Street in which the Hills reside. Every aspect of the world created to fit the King of the Hill universe has an analagous within our every day lives.

Hank Hill is the average every-man - he works his fingers to the bone to sell propane, he tries his best to please his boss, yet maintain a healthy relationship with his co-workers,  he provides for his family as best he can and he is obsessed with lawn maintenance.Through him we see all of our apprehensions of sexual identity, intimacy and emotional connection or disconnection from those around us, those most important to us. He is emphatic about sports - a huge Texas Longhorns fan.

Peggy Hill, Hank's wife, is definitely the quintessential melodramatic suburbanite. With an inflated sense of intelligence and verbose naievity, Peggy more than often shoves he foot directly into her mouth, yet rarely realizes until the situation directly affects her. She views herself as overly-knowledgable, clever, cunning, and supremely attractive - she is a poor real-estate agent, mediocre newspaper columnist, and horrificly sub-par Spanish teacher. More often than not, Peggy's ego will champion her inability to see the long term effects of her actions until themoment has arrived through which the agonizing realization of her actions is manifested.

The Hill's son, Bobby Hill, is the typical prepubescent 13-year-old boy - his character, being written to be around this age, allows Bobby to encompass both the teenager and the child, thus making his mindset an amalgam of both. Bobby is ot a huge fan of sports, is not self conscious about his image or pudgy belly neither is he on-beat with his sense of humor. Bobby is often found participating in activities traditionally seen as feminine - cooking, fashion, and playing with dolls at times. He is a reflection of Hank's discomfort and Peggy's confidence and thus, a representation of not only teenagers and children, but of us all completely.

I could press on and delve into the characters of Dale, John Redcorn, Bill, Boomhauer and Luane, but I believe the nucleus of King of the Hill resides in the nuclear family of the Hills. Surrounded by all the quirky neighbors, the stereotype of "redneck" - of which the Hills are constantly branded - and rough times, the Hills remain true to themselves, an ideal we can all relate to.