Hey y'all. So I've been reading some books for consideration of entrance into the University of Orwell. Why not talk about them, shall we?
Under the Loving Care of the Fatherly Leader by Bradley K. Martin ---
This is a book that was at my work, and I checked it out with the express purpose of considering it for this list. Just look at that cover. So dramatic, no? Besides, it's a two inch thick book on a topic I want to read about. What could go wrong?
Well, to be a good history writer, one must learn to use a knife. A metaphorical knife, to be used against one's own bias and the bias of the sources the writer uses. One must have an austere, straightforward mind, free from subtle attitudes and being so sunk in a situation or culture that you can't see past the attitudes and influences of that situation or culture. While it's not possible to be completely unbiased, the writer has to be always aware that their nonfiction is about the subject, not them. And someone's writing will always show their attitude.
Such was clearly the case with Bradley K. Martin. Now, most of his narrative does not involve the early life of Kim Il Sung, North Korea's first tyrant. It's not really possible, given how little is available on the topic. However, Martin's methods for summarizing Il Sung's early years is questionable. For one thing, he heavily relies on Il Sung's own memoirs. Given some of the fantastic fish stories that have come out of the North (see: Kim Jong Il's golf record), one should be very careful at referencing this propaganda. While Martin spoke to some of the people who apparently knew Il Sung during his early years, most of the first three chapters rests on Il Sung's post-tyrant biographies. And at least one of the witnesses involved was still loyal to Il Sung. Yeah.
Welcome! This is my writing and reviewing blog, though it may from time to time include nonrelated musings. Sit down, have some tea, and please leave your shoes at the door.
Monday, October 27, 2014
Wednesday, October 22, 2014
Nitpickery: Sword Art Online -- Aincrad Arc
Hey y'all. So I have been working on stuff, and despite nothing showing up on my blog for a while, it has been coming along. One of the things I did on my break was re-watch Sword Art Online, an anime that is quite fun. Hey, I have to figure out what the otakus like so I can recommend things, no? It's all a part of being a bookstore worker.
Sword Art Online is the story of Kirito, a boy who has gotten absorbed into gamer culture of the future, where one can now put on a helmet and enter a fantasy world. The latest game is called Sword Art Online, created by Kayaba Akihiko. SAO is a fantasy swordfighting game set in a giant floating castle containing 100 different levels. However, once the game has launched and all 10,000 players log in for the opening, no one is allowed to log out. Instead, Akihiko tells them that they will never be able to leave the game until they clear the final boss. If anyone in the real world removes the player's helmet, then they'll die. And if they die in the game, they die for real.
Even without knowing anything about the .Hack anime (which other reviewers compare this to), this premise didn't seem all that original to me. Being in a game "for real" is an idea that's probably been around since the beginning of video games, and not just modern ones. Kids have been imagining themselves inside of them nearly as long as the games have existed.
You know what? Who cares? If the execution of the show is good, it can make up for an unoriginal premise. The idea of being trapped inside of a video game is not only relatible to anyone who plays games or did as a kid, but is also a premise that can be taken in several different directions. Maybe the creator of the game is very hands-on, trying to destroy the players. Maybe the characters are going on adventures through games we all know and love. Maybe it's a comedy, or a drama, or a romance. The idea of being inside of a video game is very open ended, much like a zombie apocalypse story or eighteenth century romance. It can go any direction the writer wants it to go.
Sword Art Online is the story of Kirito, a boy who has gotten absorbed into gamer culture of the future, where one can now put on a helmet and enter a fantasy world. The latest game is called Sword Art Online, created by Kayaba Akihiko. SAO is a fantasy swordfighting game set in a giant floating castle containing 100 different levels. However, once the game has launched and all 10,000 players log in for the opening, no one is allowed to log out. Instead, Akihiko tells them that they will never be able to leave the game until they clear the final boss. If anyone in the real world removes the player's helmet, then they'll die. And if they die in the game, they die for real.
Even without knowing anything about the .Hack anime (which other reviewers compare this to), this premise didn't seem all that original to me. Being in a game "for real" is an idea that's probably been around since the beginning of video games, and not just modern ones. Kids have been imagining themselves inside of them nearly as long as the games have existed.
You know what? Who cares? If the execution of the show is good, it can make up for an unoriginal premise. The idea of being trapped inside of a video game is not only relatible to anyone who plays games or did as a kid, but is also a premise that can be taken in several different directions. Maybe the creator of the game is very hands-on, trying to destroy the players. Maybe the characters are going on adventures through games we all know and love. Maybe it's a comedy, or a drama, or a romance. The idea of being inside of a video game is very open ended, much like a zombie apocalypse story or eighteenth century romance. It can go any direction the writer wants it to go.
Friday, October 17, 2014
Why Donkey Kong Country 2 is the Perfect 2D Platformer
Hey y'all. Sorry it's been so long. It's just that, combined with lack of school and a sudden lack of inspiration, it's been hard to keep up with blogging. I think I'm over that inspiration weirdness now, and I've got the beginnings of some other blog ideas started. Besides, November's coming up, and if I want to get on that whole NaNoWriMo thing (National Write a Novel in a Month), then I better get typing.
Also, word of advice: try to avoid taking accounting classes online, if you can. Figuring this stuff out without a teacher can be...special.
Back to the topic at hand!
So one of the reasons I wanted to do a commentary on the Donkey Kong Country series in the first place is that I wanted to talk about Donkey Kong Country 2. This game is very nostalgic for me, and watching a playthrough again as an adult, it seems that the game hasn't aged much at all. The only "problem" is that it has 16 bit graphics, but since it's interesting to look at, that's not an issue at all.
Thus, I propose that Donkey Kong Country 2 is the best 2D platformer ever.
Also, word of advice: try to avoid taking accounting classes online, if you can. Figuring this stuff out without a teacher can be...special.
Back to the topic at hand!
So one of the reasons I wanted to do a commentary on the Donkey Kong Country series in the first place is that I wanted to talk about Donkey Kong Country 2. This game is very nostalgic for me, and watching a playthrough again as an adult, it seems that the game hasn't aged much at all. The only "problem" is that it has 16 bit graphics, but since it's interesting to look at, that's not an issue at all.
Thus, I propose that Donkey Kong Country 2 is the best 2D platformer ever.
Friday, September 26, 2014
Nitpickery: Donkey Kong Country
Hey y'all. So I was thinking a lot at work about different video games. It's always interesting to see how a franchise changes over time, and the Donkey Kong franchise has had its ups and downs over time, making it sort of difficult to talk about. It started out as a game where Donkey throws barrels at a hero plumber, then went to a platformer trilogy with inconsistent character controls, then became a collect-o-thon on the Nintendo 64, then it was a rhythm drum game, and now it's a platformer and collect-o-thon!
Yeah, I know I'm missing some games in there, but you get the idea. Donkey Kong has been pretty inconsistent. It's hard for me personally to deal with, as I grew up with the platformer trilogy on the Super Nintendo. These three are probably the best games in the franchise, give or take the third. What made these games for me was environment and simplicity, two things of which the later games don't quite have. Granted, few modern games are effective at simplicity, because we're at a point in time where technology has gotten so good, game producers often risk doing too much.
But enough of that. I'm here to talk about the first Donkey Kong Country game. This game has good environments and simplicity in spades. Despite the fact it's about a couple of apes trying to get their bananas back, each level is designed in an emotionally responsive way -- the jungle levels are open and fun, the factory levels are creepy, the temple levels are haunting, etc. And what could be more simplistic than platforming in these nicely designed levels with perfect controls? This is a game you can pick up, play, and have fun with, all without tedious storylines or scrolling through lists of gameplay instructions.
Yeah, I know I'm missing some games in there, but you get the idea. Donkey Kong has been pretty inconsistent. It's hard for me personally to deal with, as I grew up with the platformer trilogy on the Super Nintendo. These three are probably the best games in the franchise, give or take the third. What made these games for me was environment and simplicity, two things of which the later games don't quite have. Granted, few modern games are effective at simplicity, because we're at a point in time where technology has gotten so good, game producers often risk doing too much.
But enough of that. I'm here to talk about the first Donkey Kong Country game. This game has good environments and simplicity in spades. Despite the fact it's about a couple of apes trying to get their bananas back, each level is designed in an emotionally responsive way -- the jungle levels are open and fun, the factory levels are creepy, the temple levels are haunting, etc. And what could be more simplistic than platforming in these nicely designed levels with perfect controls? This is a game you can pick up, play, and have fun with, all without tedious storylines or scrolling through lists of gameplay instructions.
Monday, September 22, 2014
University of Orwell
Hey y'all. Welcome to my experiment.
I read a lot of books, mostly nonfiction. Even when I do read fiction, I prefer the books that in some way help me learn about real life, such as Farmer in the Sky by Robert Heinlein, or One Day in the Life of Ivan Denisovich, by Aleksandr Solzhenitsyn. Lately I've noticed that most of my books run on anti-tyrannical themes, even when I don't directly choose a book on that basis. For example, I just read a C.S. Lewis biography, and it turns out that his wife Joy was an ex-communist.
The more I read, the more I've realized that I'm on to something. I'm not sure what right at this moment, but everything I'm studying makes me feel as though I'm on the verge of some great truth, one that will be revolutionary once I figure out what it is. Revolutionary to myself, in any case. This came to a head as I wrote my Brave New World review on the subject of pleasure vs. abstinence, and now I've finally decided to turn an inside joke into something with potential.
That truth I'm searching for in some way relates to the nature of control, both of others and of self. It relates to individualism, and how people are so easily led astray by strange ideas and philosophies, some that seem like nonsense to anyone not taken in, and some as addictive as drugs. Basically, I want all to be able to assess reality, without losing childlike humility and curiosity. It's not about being smarter or better than anyone else, but about turning oneself into someone who can only be ruled by God and oneself, not by manipulators, clever liars, and those who appeal to our own egos to get us to think as they do.
Thus, the University of Orwell is born. It's my imaginary university about the philosophy and politics of control. In execution, it's a collection of books I feel will teach people the history and psychology of control, all arranged into departments as though they were textbooks.
I read a lot of books, mostly nonfiction. Even when I do read fiction, I prefer the books that in some way help me learn about real life, such as Farmer in the Sky by Robert Heinlein, or One Day in the Life of Ivan Denisovich, by Aleksandr Solzhenitsyn. Lately I've noticed that most of my books run on anti-tyrannical themes, even when I don't directly choose a book on that basis. For example, I just read a C.S. Lewis biography, and it turns out that his wife Joy was an ex-communist.
The more I read, the more I've realized that I'm on to something. I'm not sure what right at this moment, but everything I'm studying makes me feel as though I'm on the verge of some great truth, one that will be revolutionary once I figure out what it is. Revolutionary to myself, in any case. This came to a head as I wrote my Brave New World review on the subject of pleasure vs. abstinence, and now I've finally decided to turn an inside joke into something with potential.
That truth I'm searching for in some way relates to the nature of control, both of others and of self. It relates to individualism, and how people are so easily led astray by strange ideas and philosophies, some that seem like nonsense to anyone not taken in, and some as addictive as drugs. Basically, I want all to be able to assess reality, without losing childlike humility and curiosity. It's not about being smarter or better than anyone else, but about turning oneself into someone who can only be ruled by God and oneself, not by manipulators, clever liars, and those who appeal to our own egos to get us to think as they do.
Thus, the University of Orwell is born. It's my imaginary university about the philosophy and politics of control. In execution, it's a collection of books I feel will teach people the history and psychology of control, all arranged into departments as though they were textbooks.
Tuesday, September 16, 2014
University of Orwell: Brave New World
Hey y'all. So I've just read Brave New World by Aldous Huxley, and it's.....well, interesting. A lot of the time people will call something a classic and keep it on an elevated platform, but for this book I feel like it's a normal work -- something that can't be blindly praised, nor something so nonsensical that you start wondering what kind of person would call it classic (i.e. Great Gatsby). It's a bit nonsensical, to be fair. Of course, that's the whole point of Brave New World. It's a representation of the human mind when it's subjected to a setting of convenient pleasure at all times, artificially generated by a techno-tyranny -- that is, a tyranny that controls by using technology.
Now, as I talk about this book, I'm going to be comparing it to George Orwell's 1984 and C.S. Lewis' That Hideous Strength. These three books are all based on techno-tyrannies, and talk about it from three different angles, each valid in its literary purpose.
But wait, you ask, what's with that title? University of Orwell? Well, I'll explain that in the next blog post. For now, it's about Brave New World.
Spoilers are everywhere.
Now, as I talk about this book, I'm going to be comparing it to George Orwell's 1984 and C.S. Lewis' That Hideous Strength. These three books are all based on techno-tyrannies, and talk about it from three different angles, each valid in its literary purpose.
But wait, you ask, what's with that title? University of Orwell? Well, I'll explain that in the next blog post. For now, it's about Brave New World.
Spoilers are everywhere.
Saturday, September 13, 2014
The Good and Bad of Deep Space Nine: Last Part
Hey y'all. In the interest of talking about something different, here's the final part of my DS9 rant. Don't worry, I've got some buffer coming up, and it'll be here soon so there isn't only DS9 for this month.
Damar and Garak:
I don't have a lot to say about Damar. He's a Cardassian, a soldier who worked for Gul Dukat from the time the Cardassians occupied Bajor. He's had little to do over the course of the show, but he slowly goes from the background to the forefront of the story, and is eventually in charge of the Cardassian effort to liberate themselves from their foolish alliance with the Dominion. His arc is a nice one, and it's great to see a glorified extra become a main character toward the end.
Damar goes from being the blind follower of Dukat, to a too-sincere soldier, to a complete drunk, to the hero of the Cardassians. Probably one of the single most disappointing things about the ending was his death in the last episode. It just didn't work. For one thing, the audience never gets too strong of a connection to him until the end. His emotional connection to the viewer wasn't well developed to the point where his death was a tragedy. Instead, it felt gratuitous, like the writers were "cleaning up" some of the lesser characters just to have them out of the way.
Garak, on the other hand, was someone the viewers loved. His every performance was good, even when he had to share the screen with Ezri. And you know what? He should have died. And why not? Garak's only outing was an episode, Afterimage, that he shared with Ezri so that her counselor status could be established (and never used again). Garak doesn't get much of anything to do until the end of the season where he appears at Kira's side to go help the Cardassians rebel against the Dominion.
Damar and Garak:
I don't have a lot to say about Damar. He's a Cardassian, a soldier who worked for Gul Dukat from the time the Cardassians occupied Bajor. He's had little to do over the course of the show, but he slowly goes from the background to the forefront of the story, and is eventually in charge of the Cardassian effort to liberate themselves from their foolish alliance with the Dominion. His arc is a nice one, and it's great to see a glorified extra become a main character toward the end.
Damar goes from being the blind follower of Dukat, to a too-sincere soldier, to a complete drunk, to the hero of the Cardassians. Probably one of the single most disappointing things about the ending was his death in the last episode. It just didn't work. For one thing, the audience never gets too strong of a connection to him until the end. His emotional connection to the viewer wasn't well developed to the point where his death was a tragedy. Instead, it felt gratuitous, like the writers were "cleaning up" some of the lesser characters just to have them out of the way.
Garak, on the other hand, was someone the viewers loved. His every performance was good, even when he had to share the screen with Ezri. And you know what? He should have died. And why not? Garak's only outing was an episode, Afterimage, that he shared with Ezri so that her counselor status could be established (and never used again). Garak doesn't get much of anything to do until the end of the season where he appears at Kira's side to go help the Cardassians rebel against the Dominion.
Subscribe to:
Posts (Atom)