Author Archives: Andy

Holiday linkage

A quick roundup of some links and thoughts you may find interesting.

  • Extended RotK: I was all set to blog about my thoughts on the extended Return of the King, and then realized that Polytropos seems to share my exact opinions and has already posted an insightful essay detailing them. (Short summary of my views: Drinking game = bad, Aragorn’s behavior at the Morannon = bad, and everything else = good to excellent.)
    More importantly, from the aforelinked post I’ve now learned that there are other people in the world who can sing from memory the Orcs’ timeless marching tune. True story: while slaving away sorting pottery on an archaeology dig in Jordan, I overheard somebody else in the pottery room humming this tune. When I worked up the courage to confront them, they were as amazed as I that somebody else out there had the song memorized. Instant friendship!
    Jonathan has some good thoughts on the extended RotK too.

  • OK, one more Tolkien link: Why Lord of the Rings Will – and Must – Be Remade. Very interesting little essay.
  • Environmental catastrophe: Mark has an interesting post talking about his reasons for not putting much stock in “we’re killing the planet!”-type environmental arguments.
    I’ve not read The Skeptical Environmentalist or the other books he mentions, so I can’t comment on their quality. But there is a glaring need for somebody–preferably somebody within the environmental movement–to step forward and honestly discuss why the worst-case scenarios we’ve been hearing about for decades have not come to pass. Some of these the-world-is-ending predictions are made by fringe extremists and can be discounted as such, but an awful lot of these ominous predictions originate from–or at least are not publically countered by–more reputable sources. Certainly, not a year has gone by in my memory that I have not heard from very earnest, scientific-study-citing individuals that our oil/forests/clean air/living space is on the verge of vanishing forever… but I can still fill up my car for $1.80 at the local gas station, same as ever.
    In my opinion, the reason for much of the disconnect between apocalyptic predictions and the reality is not a malicious desire to deceive, but simply the human penchant for hyperbole. In a world of ten billion distractions, the only way you can make yourself heard or drive home your point is by voicing more and more extreme warnings. This is perhaps understandable, but it also has the effect of making it hard to take seriously the latest “our ____ is about to vanish!” reports.
    Ahem. So much for quick links and brief commentary, eh? Forward, then, to the next stop on our journey, the much-anticipated…

  • Political link: One of the most thought-provoking pundits from the Right that I’ve come across is Stephen DenBeste, who has unfortunately retired his blog. However, I note with great joy that he has put together a page linking to his best essays. His synopsis of the war against terror is an excellent, logical ordering of the conservative vision for the current war. Even if you don’t agree with it, I think you’ll find it an enlightening summary of the conservative position.

OK, I think that’s it for now. I must be off to finish up some last-minute Christmas shopping. Merry Christmas to all!

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Festung America

Most board gamers are familiar with the games Axis and Allies and (to a lesser extent, perhaps) Shogun. Both are deservedly well-known, being excellent strategy board games. But one game in the same general category and released at about the same time gets much less attention than it deserves–Fortress America (pictures). It’s a bit trickier to learn than either A&A or Shogun, but that didn’t prevent me from spending a large chunk of my youth playing it solitaire or with friends.

The FA setup is a pretty straightforward Cold War nightmare: the United States is being invaded! Three enemy armies (played by three separate players, or controlled as a group by a single player) are attacking the U.S. from three sides: west, south, and east (our Canadian brothers are watching our northern flank, apparently–go Canada!). The invading players win by capturing a certain number of major U.S. cities; the U.S. player wins by preventing this from happening. The game works best, in my experience, if the invaders are controlled by three different players, as this introduces a bit of fun competition between invaders; but it can be played just as well with just one invader and one U.S. player.

Fortress America plays somewhat differently than its sister strategy games, and introduces several interesting strategic challenges that aren’t present in A&A or Shogun. Among the strategic issues that really set the game apart:

  • Winning battles is trickier than in FA‘s sister games. In particular, it’s relatively difficult to capture a territory. To do so, you must destroy or rout every defending unit–but because of the way that the combat rules work, that’s tough to do. (Among other things, the defending side gets an advantage in combat. There’s also only one “round” in combat, so you only get one round to take out every defender.) If you want to be sure of a battlefield victory in FA, you pretty much need massive numerical superiority or incredible luck.
  • The three invaders start with overwhelming numerical superiority, with large armies in excellent attack positions. In addition, the invaders receive very heavy reinforcements every turn–but only for the first few turns of the game. In other words, the invaders are primed to make very rapid progress in the opening turns of the game… but when those reinforcements stop, they’re stuck with whatever they’ve got for the rest of the game.
  • On the other hand, the U.S. starts out in a comparatively awful strategic position–its meager starting forces are spread equally thin across the entire country. It receives comparatively light reinforcements each turn, but (critically) those reinforcements do not stop after the first few turns of the game. Its position is the strategic opposite of the invaders; the U.S. is positioned to lose heavily during the opening rounds of the game, but can count on a slow-but-steady buildup of reinforcements throughout most of the game.
  • The effect of this oddly-balanced strategic/logistical situation is that the invaders must “break” the U.S. before its reinforcements reach a critical mass and the initiative starts shifting in America’s favor. Well-planned initial attacks are crucial for the invaders; any major setbacks for them in the opening turns of the game will cost them heavily once their reinforcements dry up and the U.S. finally starts going on the offensive.
  • The opening turns are crucial for the U.S. as well; in the face of the invaders’ numerical superiority, the U.S. inevitably loses a great deal of territory early on. The challenge facing the U.S. player is to determine which areas can be sacrificed to the invading hordes, and which areas must be held at all costs. The U.S. player does a lot of retreating during the first few turns–but it must retreat in such a way that a) the invaders are slowed as much as possible, and b) the U.S. will be in a good position to counterattack once its reinforcements build up.
  • The eastern invader is the biggest immediate threat to the U.S., because so many U.S. cities are located near or along the East Coast within striking distance of the invaders. Any strategic mistakes by the U.S. in the east/northeast can easily be fatal.
  • On the other hand, the western invader poses the least immediate threat to the U.S. The entire west coast usually falls within the first two turns, but after that, the western invaders must laboriously travel across the entire midwest to threaten the important cluster of U.S. cities in the east. This process takes many turns and gives the U.S. time to prepare.
  • The game does a good job of simulating an ancient invaders’ dilemma: the homefield advantage. The width of the battlefront only widens the further the invaders advance, and America is big enough that U.S. forces can almost always retreat a bit further out of range. The invaders must progress along a fairly predictable invasion path, whereas the U.S. can often pick and choose where to hit the enemy. American air power based in Omaha (distant from the front lines) can strike at almost any point along any of the invading fronts.

The way the game often plays out, in my experience, is about like this: the invaders come within inches of breaking the U.S. and winning, but run out of gas a mere turn or two from victory. If the U.S. can survive the first six or seven turns, it has a very good chance of winning the game; at that point, the invaders can no longer replace battlefield losses and start to lose the war of attrition. If the invaders haven’t “checkmated” the U.S. by the tenth turn or thereabouts, it’s very tough for them to win the game. That said, it takes a lot of skill for the U.S. to survive through throse hellish first few turns, when it seems that the invaders are simply unstoppable.

In summary, Fortress America is a very fun, but slightly odd, strategy game that merits more attention than it received back in the heyday of such games. If you’re in the area and looking for a good challenge, I’d happily challenge you to a Cold War duel of the superpowers!

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The horror, the horror!

Stories like this, in my opinion, make it hard to deny that Call of Cthulhu is the best RPG ever created. If I had to describe CoC in one sentence, I would be hard pressed to beat this (taken from the afore-linked post):

“…my second character was shot and killed by Bryan’s second character as my character was possessed and trying to eat the paper with the chant…”

I really need to play this game more often.

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No comment

Michele and I have temporarily disabled comments on our blogs while we figure out how to deal with the blog-spammer problem (I’ve received 500 comment-spams today and counting).
This is really aggravating. Hopefully we’ll have some defensive measures up before too long.

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Metroid Primed

I did it: I’ve finally completed Metroid Prime.

I’ve been playing this game for a very, very long time–at least a year and a half. It came bundled with my Gamecube, and I’ve been playing it off and on ever since then. I’ve played through it in short bursts: several months of inactivity, followed by one or two weeks of Metroid progress, followed by more months of inactivity. I’ve been playing it so long that I’ve come to associate certain periods of my life with Metroid levels that I was playing through at the time (“Remember when we got married?” “Oh yeah–I was looking for Arm Cannon upgrades in the Phendrana Drifts!”).

But now that I’ve finally finished the game, I’m here to report that it is truly a king among games–living proof that the art of game design is not dead. Almost every aspect of gameplay is polished; the whole game was obviously put together by people who understood exactly what made some of those old-school Nintendo adventure games (the original Metroid, the Zeldas, etc.) so fun.

Some of the things that set it apart from the crowd:

  • It lets you explore the game world at your own pace. The game periodically tells you know what your next “big objective” is, but lets you take your time getting there, and leaves you free to find your own route to the goal. You have plenty of time to explore the gorgeous game world, search for secrets and equipment upgrades, and basically just strike out off the beaten path.
  • It’s light on player frustration. Metroid Prime is quite difficult at times, but it always plays fair: the obstacles and enemies all have patterns or solutions that can be figured out through careful observation and experimentation. Death is actually fairly rare (except in a few particularly difficult spots), and it’s almost never the result of a random misstep or accident (like missing a jump).
  • The “boss fights” are uniformly excellent–some are easy, others are hard, but all of them are beatable with a bit of practice. The final battle was no disappointment at all–it was very memorable, and just the right level of difficulty.
  • It handles “backtracking” well. The game world is quite large, but you’ll find yourself quite often returning to places you’ve already explored–sometimes on route to another destination, other times to pick up an item or find a secret that you missed earlier. But instead of being boring (as it is in many games that employ this gameplay technique), this actually turned out to be one of the most fun parts of the game–environments often change after you’ve explored them, and many times new equipment and weapons let you solve puzzles in previously-explored areas that you couldn’t before. All in all, the backtracking really lets you get to know the game world well–it feels like you’re gradually learning all the secrets of the world, rather than (as in other games) taking a whirlwind tour through a level that you’ll never see again.
  • It’s not first-person shooter, despite its surface appearance. Metroid Prime is really a platform exploration-adventure game at heart, and that more than anything else is what makes it so fun. Its heart is very firmly in the 8-bit-adventure-game genre, even if its graphics and gameplay are much updated. It doesn’t waste time with the shallow glitz that defines many games today; you’ll find no brooding anti-heroes, scantily-clad babes, oppressive and gritty atmosphere, or super-detailed shock-value violence here. It made me remember that games are supposed to be fun.
  • The protagonist, Samus Aran, is just incredibly cool. She’s like an anti-Lara-Croft.

There you have it: far more detail than you ever wanted about Metroid Prime. Pardon the length of the post, but I figured that a game which has occupied me for so long deserves a longer-than-average discussion. It’s an amazingly good game. Now to start thinking about the recently-released sequel…

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Run out the guns

I’m currently reading about the naval aspect of the Revolutionary War, and am finding it incredibly interesting. The Revolutionary War is one of those periods in history about which I should know far more than I actually do; it’s marked by some truly larger-than-life people and events.
One such person is John Paul Jones, a name familiar to me since grade school, but about which I actually knew very little until now. I knew he was famous in regard to the colonial Navy in some way, but that’s about it. I just finished reading about the battle that made him a household name for generations to come–the fight between his ship the Bonhomme Richard and the HMS Serapis. Jones’ ship was outgunned and outclassed, but he stubbornly (or stupidly, I suppose) refused to surrender, shouting the famous “I have not yet begun to fight” (or a phrase along those lines; history is uncertain about the exact words–but they were Fightin’ Words, whatever they were).
Anyway, I thought it was a fun and inspiring story, so if you’re not familiar with it, you might enjoy reading a short recounting of the battle.
One aspect of the battle not mentioned in that brief version of events is that the French-captained frigate Alliance, a member of Jones’ squadron, showed up on the scene mid-battle and fired several broadsides… into the Bonhomme Richard. A bit of research on my part has not turned up a satisfactory explanation for this. The author of the book I’m reading believes that battlefield confusion on that scale is unlikely, and that the Alliance hoped to sink the Bonhomme Richard, finish off the badly damaged Serapis, and claim credit for the kill. (I’m sure there’s a joke about the French in there somewhere waiting to be told, but I’ll nobly refrain.)
Interesting stuff!
update: Here’s a much more detailed description of the battle, if you’re up for a longer read. It seems to chalk up the Alliance incident to incompetence, not treachery.

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Foucault’s pendulum swings back

Everybody wants an apology these days. Now even the Templars want the official “Sorry ’bout that” from the Vatican. I propose that we cut a deal: the Church officially apologizes to the Knights Templar, and in return they reveal where they’ve been hiding the Ark of the Covenant, the Holy Grail, and the Philosopher’s Stone. Sounds fair to me!

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Home again, home again

Well, we’re back from our San Diego visit. It was tremendously fun and quite relaxing, and I’m pretty confident you’ll be reading more about it on this here blog in the near future. It was great to visit with my side of the family, and getting to catch up with Bill, Mark, Tiddo, Arie, and their families was great. I’ve known most of those guys since grade school (in the case of Mark and Arie, since kindergarten!), and it’s great to see how well everyone is doing.
There were a couple people we didn’t meet up with due to various scheduling issues–next time!
Now to get busy re-acquainting myself with glorious Grand Rapids…
update: Wow, so Bill’s brother Robert has bitten the great big banana of blogging. I go offline for a week, and I miss all sorts of excitement.

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Happy Thanksgiving!

Happy Thanksgiving, everyone! Whether your holiday is spent amidst dozens of family and friends or all by your lonesome or anywhere in between, I hope you have a blessed time. For those of you going through tough times for whatever reason, know that your friends are praying for you, and I hope that you’ll find reasons to be thankful even in the midst of difficulty.
Among the things I am thankful for this year is the blog mini-community of which I am a small part. Thanks to all who have commented and discussed on this blog over the last year. (Unless you’re a blog spammer, in which case I hope you meet with a grisly dea–er, I hope you change your ways.)

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