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    <title>kitty lumpkins</title>
    <link>https://solitonic.co/</link>
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    <itunes:author>Edmund Chu</itunes:author>
    <itunes:subtitle>Edmund Chu talks about video games, technology, and culture. And then he drinks a cup of coffee.</itunes:subtitle>
    <itunes:explicit>no</itunes:explicit>
    <itunes:owner>
      <itunes:name>Edmund Chu</itunes:name>
      <itunes:email>me@edmundchu.com</itunes:email>
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    <itunes:category text="Video Games"/>
    <description>automated drip</description>
    <item>
      <title>Skyline</title>
      <category>carrier signal</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Wed, 09 Nov 2016 08:04:19 +0000</pubDate>
      <link>https://solitonic.co/blog/2016/11/9/skyline</link>
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      <description><![CDATA[<p>Before he goes, I hug F; he says, "Good luck to you." We laugh, because what else can you do?</p><p>From the Pine Box to Queen Anne, I reckon I have a forty minute walk to process what I'm seeing: a hateful, racist, sexist ideologue is on the verge of becoming the leader of the free world. The collateral around this, though, twenty minutes in, is what hits hardest: the nation's legislative body will bow to kiss the ring. The limbs of the judicial &nbsp;corpus will be amputated; replaced with a twisted arm here, a gangrenous leg there. The rot will linger for a decade, and more. I give a cigarette to a man rapping on a skateboard; a Hamilton to a homeless woman sobbing on the sidewalk. I see a couple locked in an embrace. Five blocks away, I look back, and they're still there, shoulders shaking. I flick a dozen cigarette butts into the gutter, because what can you do? It's tempting to assign blame, but what this is, is ancient and hungry and jealous, and names fail it.</p><p>You can't see the stars in the city. If you don't know the streets, you navigate by landmarks. I walk by the Amazon biospheres; in year or two, it'll be filled with greens, and tended to with blissful ignorance. The rest of us can look from the outside, at least. I walk by the Tesla dealer, gleaming chrome. Men in suits leave a bar, somehow laughing: they could go to Canada, one says. They could. And then there's the rest. The ones we can quantify, and the ones we can't. The losses that we can never know. The Space Needle is to the west. I follow it to the center of the city, my home.</p>]]></description>
    </item>
    <item>
      <title>Even when your heart is breaking: On Sleater-Kinney</title>
      <category>carrier signal</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Sat, 16 May 2015 01:03:09 +0000</pubDate>
      <link>https://solitonic.co/blog/2015/5/15/on-sleater-kinney</link>
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      <description><![CDATA[<p data-preserve-html-node="true">I want to remember the good things first. I might not look like it, but I’m an optimist. Not necessarily in the “it’s for the best!” way or the “it’ll turn out alright!” way, but the “something good is out there and will continue to exist, come hell or high water” way. I admit that how this manifests generally makes me look like a rube. When a tabler for a charity manages to flag me down and tell a story about a bright, intelligent, but profoundly economically challenged girl in the Philippines, I want to believe it. When a stranger tells me he needs my phone so he can let his family know he’s okay, I want to believe it. When a homeless person tells me that he needs bus fare to get to his AA meeting, I want to believe it. When I think about the year 2014, I want to believe that, contrary to all evidence, it was ultimately a good year. That I figured myself out, or at least started on it. I want to remember the good things. I went to XOXO with a broken heart and met dozens of talented people and came back feeling like I had not only done something brave but that I was capable and courageous. I took a project at my job that made me feel like I was productive, intelligent, solving the right problems. I started writing for the Arcade Review, an amazing publication filled with astounding, formidable work. I don’t know if happiness necessarily comes easily for anyone. But sadness, at least, comes easily to me. I know I’m not the only person who has to do what feels like a disproportionate amount of work just to feel <em data-preserve-html-node="true">not depressed</em>: we wouldn’t have diagnoses and medication and counseling if I was. I want to remember the good things. And I know this: some good things happened, and they happened to happen to me. But knowing and believing are different, distant things.</p>

<hr data-preserve-html-node="true">

<p data-preserve-html-node="true">I found Sleater-Kinney only a year or two after they went on indefinite hiatus. It was my second year of college, and I was curled on an stuffy school-owned sofa, feeling utterly terrible about everything ever. I was browsing Last.fm, which I guess is kind of like Spotify before we had Spotify, and I saw the photograph, among all the other recommendations: three women leaning into the street, bored, one with her hand raised to hail a taxi. The album was <em data-preserve-html-node="true">The Hot Rock</em>. The song was “Get Up.” That was the start.</p>

<p data-preserve-html-node="true">That album, I found, turned out to be not entirely representative of S-K’s oeuvre. True, the band seems to have a habit of reinventing themselves with every album; it’s fascinating to listen to their discography in a marathon session, from the barebones punk of their self-titled album to the near classic-rock production of <em data-preserve-html-node="true">The Woods</em> to this year’s grungy, fuzzy <em data-preserve-html-node="true">No Cities To Love</em>. And there’s a definite through-line to nearly all of it—if not sonically, then at least thematically: their songs often embody anger (one that as a cis male I honestly can’t speak to except in generalities—and really not even then—but here we go), anger at corrupt(ing) systems, systems that view them as “just women” (see, e.g.: “<a data-preserve-html-node="true" href="http://open.spotify.com/track/2TV1CEAFvQiiLhqxUOCQnC">Modern Girl</a>,” “<a data-preserve-html-node="true" href="http://open.spotify.com/track/5c1xd6hOphtRuS8Xp8hkHV">Was It a Lie</a>,”), and the power that arises from that anger (“<a data-preserve-html-node="true" href="http://open.spotify.com/track/1NVq4MTXJVqJ1Dw7LJ6KD4">I Wanna Be Your Joey Ramone</a>,” “<a data-preserve-html-node="true" href="http://open.spotify.com/track/3HUgF2iccaNR8X16K3Q5YJ">Let’s Call It Love</a>,” “<a data-preserve-html-node="true" href="http://open.spotify.com/track/5QDPNDcTi7e8R11WKi1lXF">Male Model</a>,” “<a data-preserve-html-node="true" href="http://open.spotify.com/track/7142fL3rglxU5Xzfy5xzLc">Prisstina</a>”). I honestly don’t think there are many bands that have achieved that kind of coherence from their careers, that started so fully formed that the only path was to change their form entirely.</p>

<p data-preserve-html-node="true">But <em data-preserve-html-node="true">The Hot Rock</em> (1999) stands away from that. I’m not saying that this makes it better or worse than their other albums—simply different. <em data-preserve-html-node="true">Dig Me Out</em> (the album prior) seethes and growls with Carrie Brownstein’s guitar, a nearly perfect rock album, the one that made <em data-preserve-html-node="true">Sleater-Kinney</em> and <em data-preserve-html-node="true">Call the Doctor</em>—tremendous records in their own right—feel like mere warm-up. Corin Tucker wields her voice like a whip. You can break your knuckles on Janet Weiss’s drums. And <em data-preserve-html-node="true">All Hands on the Bad One</em> (2000, the one after <em data-preserve-html-node="true">Hot Rock</em>) could easily be called the party album, politically charged and brimming with hooks and begging for sing-alongs. And from there, it’s a straight-shot to what Sleater-Kinney sounds like today.</p>

<p data-preserve-html-node="true">But, then, <em data-preserve-html-node="true">The Hot Rock</em> is a sharp detour right in the middle of their career. It’s sedate (as sedate as a rock album can get, anyway) in comparison to <em data-preserve-html-node="true">Dig Me Out</em>, introspective and spiritual next to <em data-preserve-html-node="true">All Hands on the Bad One</em>. With “<a data-preserve-html-node="true" href="http://open.spotify.com/track/0hP7QUUwQafDQEfltQUVJu">The Size of Our Love</a>,” the trio tells a story about a couple dealing with cancer: “I fight for a heart, I fight for a strong heart / I fight to never know this sickness you know / But I know it’s my own, I gave it a home.” (More often than not, I skip it—I’m usually not steeled enough to listen to it.) With “<a data-preserve-html-node="true" href="http://open.spotify.com/track/6OlC7PV73ZAFVOW2J0Xp9O">Get Up</a>,” they stare, hearts open wide, at the beautiful impossibility of how anything is anything at all:</p>

<blockquote data-preserve-html-node="true">
<p data-preserve-html-node="true">And when the body finally starts to let go<br data-preserve-html-node="true">
Let it all go at once<br data-preserve-html-node="true">
Not piece by piece<br data-preserve-html-node="true">
But like a whole bucket of stars<br data-preserve-html-node="true">
Dumped into the universe</p>
</blockquote>

<p data-preserve-html-node="true">Or how about “<a data-preserve-html-node="true" href="http://open.spotify.com/track/351A7qskQfpTvSiQaDrS4J">A Quarter to Three</a>”, where they look at the wrong side of a failed relationship: “And the photo booth strip, / and the letter you wrote / they feel like nothing I could hold.”</p>

<p data-preserve-html-node="true">I could go on. It’s not like <em data-preserve-html-node="true">The Hot Rock</em> was the first and last time they did any introspection, and it’s not like the album lacks for grand sociopolitical statements either—far from it—but it is their only album where internal conflict came to the fore. And it’s my favorite album for that reason. (<em data-preserve-html-node="true">Dig Me Out</em> is probably the objectively best album, but, well, that’s another article.) I remember listening to it with a certain soul-ache that I couldn’t express and wouldn’t understand for another five years, but feeling like this band had somehow tapped into that hurt, rang it like a bell, could speak to it, could create music and art from it. I remember the complicated optimism of “<a data-preserve-html-node="true" href="http://open.spotify.com/track/3d6JMPHqt9QXGEG8fzQv1O">Burn, Don’t Freeze</a>,” the cosmic love in the aforementioned “Get Up,” the grit and resolve radiating off “<a data-preserve-html-node="true" href="http://open.spotify.com/track/16c3rGS7WN7qanzgyKCO5g">Start Together</a>.” I wondered what part of me had kept me from ever realizing that those things could be part of my life. I remember how badly I wanted those things for myself, despite myself.</p>

<figure >
  <blockquote data-animation-role="quote" data-animation-override>
    <span>&#147;</span>Oh little light that shines for me in the dark of night<br/>Oh little sigh, sometimes I follow you all the way home<br/>I would almost have to ask you, I hate to be led<br/>So give me a spark, I can look for instead<span>&#148;</span>
  </blockquote>
  <figcaption class="source">&mdash; <a href="http://open.spotify.com/track/33DbRp1nIjYPYMIlXEfhiX">&#8220;Night Light&#8221;</a></figcaption>
</figure>
<p data-preserve-html-node="true">When I learned that Sleater-Kinney was releasing another album, I really did flip a lid. I had given up on ever seeing them perform—one of the tragedies of making your favorite band an apparently disbanded one is that what you see is all you’ll ever get. So when their new single, “<a data-preserve-html-node="true" href="http://open.spotify.com/track/7jcQIiqLX2wJVHRitsXAS4">Bury Our Friends</a>,” came out, I put it on repeat for a week. When <em data-preserve-html-node="true">No Cities to Love</em> was released, I listened to it for hours and hours—I still do. When they went on tour again, I was resolved to see them no matter what. And I did.</p>

<p data-preserve-html-node="true">And I can only barely tell you what it was like to be there. I was stunned. I couldn’t believe it. As they took the stage, that feeling of <em data-preserve-html-node="true">wanting better</em> flooded back from wherever I’d pushed it down to protect myself. About halfway through their set, <a data-preserve-html-node="true" href="https://www.youtube.com/watch?v=SdVpCgAtITs&amp;feature=youtu.be">Carrie Brownstein took up her mic and said</a>, “If you think you’re invisible out there, you’re not: we’re looking at you.” Which meant more than I can really express. If I’m being cynical, she probably said that at every show. But I heard her say it that evening, and I know she said it to us. I was thinking: <em data-preserve-html-node="true">I’m glad I’m alive right now.</em> For once, believing came easy.</p>]]></description>
    </item>
    <item>
      <title>iPad Air 2: This was supposed to be the future</title>
      <category>carrier signal</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Fri, 31 Oct 2014 05:05:09 +0000</pubDate>
      <link>https://solitonic.co/blog/2014/10/30/ipad-air-2-this-was-supposed-to-be-the-future</link>
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      <description><![CDATA[<ol data-preserve-html-node="true">
<li data-preserve-html-node="true">I think I&#8217;ve committed to something like a three-ish year cycle for buying these things, which is probably about the right length of time.</li>
<li data-preserve-html-node="true">Up until now, I&#8217;ve been using an iPad 3, which is not a bad device, though it should be telling of the iPad 3&#8217;s status as a stop-gap for Retina screens that it was phased out after only eight months&#8212;exceptionally short even by Apple standards. I suspect that I could have probably gotten away with using it for a year or two more; I generally used it for reading articles in Instapaper, flipping through comics, and doing some light text-editing. For these purposes, it certainly didn&#8217;t provide a <em data-preserve-html-node="true">bad</em> experience; the jump to iOS 7 (and the myriad 3D animations and transparency effects therein) was not merciful to the A5X processor, and my favorite iPad text editor, Editorial, needed a patient hand while typing, lest the system start dropping keyboard taps. But the high resolution screen is still remarkable, and the vast majority of apps still support that system. For casual usage, it&#8217;s still a great device.</li>
<li data-preserve-html-node="true">Which is why I recommend that no one currently interested in an upgrade go for a test drive on an iPad Air 2.</li>
<li data-preserve-html-node="true">The number of improvements seems rather weak on a spec-sheet. Faster processor? Okay, sure. Better camera? My smartphone is better still (and less wacky-looking to use). It&#8217;s nice that it&#8217;s not as heavy. A laminated screen, whatever that means.</li>
<li data-preserve-html-node="true">And yet: I still had that same kind of sensation, using this new device, as I did when I first touched an iPad. Which is to say: this feeling that we&#8217;ve reached The Future, we&#8217;ve reached Peak Computer<a data-preserve-html-node="true" href="#ipadair2-fn:1" id="ipadair2-fnref:1" title="see footnote" class="footnote">[1]</a>; if it&#8217;s true that sufficiently advanced technology is <a data-preserve-html-node="true" href="http://en.m.wikipedia.org/wiki/Clarke's_three_laws">indistinguishable from magic</a>, then this thing is <em data-preserve-html-node="true">total wizard</em>.</li>
<li data-preserve-html-node="true">It&#8217;s hard to sell short how light this thing is; my <em data-preserve-html-node="true">phone</em> feels heavier.<a data-preserve-html-node="true" href="#ipadair2-fn:2" id="ipadair2-fnref:2" title="see footnote" class="footnote">[2]</a> Reviewers have mentioned that the using the improved touchscreen feels like directly manipulating pixel, and this is true, though I&#8217;d add that the new processor is a big factor in this too, eliminating virtually all lag from any gesture. Using a five-finger swipe to change between apps, for example, is instantaneous; I&#8217;m no longer waiting for the gesture to register, then for the OS to load the preview screenshots of other apps, then finally render the animation, all of which took a full two or three seconds<a data-preserve-html-node="true" href="#ipadair2-fn:3" id="ipadair2-fnref:3" title="see footnote" class="footnote">[3]</a> on my iPad 3. With this Air 2, it lacks any of that ceremony; I&#8217;m pushing and pulling pixels around, like they&#8217;ve just been sitting just behind the bezel, waiting for me to yank them into view. Which makes me feel like a <em data-preserve-html-node="true">total wizard</em>.</li>
<li data-preserve-html-node="true">The speakers on this thing are pretty loud, certainly louder than they were before. I listen to a lot of podcasts while puttering around the apartment, so this is a welcome change. But I&#8217;m not a fan of how the whole case vibrates when you&#8217;re listening to anything at even moderate volume&#8212;it&#8217;s not comfortable to hold (unless you like giving your fingertips a light massage), and just because of that, I&#8217;ve found it fatiguing to hold while watching a movie with someone. I&#8217;ve taken to reaching for headphones when I&#8217;m by my lonesome.</li>
<li data-preserve-html-node="true">It&#8217;s also got a fingerprint sensor, which makes unlocking the device convenient. I use a Smart Cover, though, so it unlocking the device remains a two-step process for me. That said, I&#8217;m still digging the cover. I was a bit skeptical of the three-panel design, but it seems to fold up into a stand well enough: the magnets on the far left and right edges, which lock the thing into a triangle shape, seem sturdy, and in the low-angle typing arrangement, the iPad seems to lie a bit flatter than with the previous Smart Cover. I prefer this.</li>
<li data-preserve-html-node="true">Yet. And yet. I kind of need to temper all of this. I feel like I&#8217;ve been pretty effusive about this thing&#8212;and don&#8217;t get me wrong, it&#8217;s a marvel of engineering, and it&#8217;s still challenging my conceptions of personal computing. But in a really narrow-minded, rabble-rabble-Apple-isn&#8217;t-innovating kind of way, I have to wonder if this really <em data-preserve-html-node="true">is</em> it&#8212;if this really <em data-preserve-html-node="true">is</em> Peak Computer.<a data-preserve-html-node="true" href="#ipadair2-fn:4" id="ipadair2-fnref:4" title="see footnote" class="footnote">[4]</a> Because the iPad Air 2 is, in the end, just (&#8220;just&#8221;) another iPad.</li>
<li data-preserve-html-node="true">An exceptionally fast, light, elegant iPad. Which is nearly indistinguishable from magic and makes me reconsider what computers are supposed to look like. That&#8217;s all it is.</li>
<li data-preserve-html-node="true">The future is weird.</li>
</ol>


<hr data-preserve-html-node="true" />
<ol data-preserve-html-node="true">

<li id="ipadair2-fn:1" data-preserve-html-node="true">
<p data-preserve-html-node="true">I know this is not true, and the best days of our computing lives are ahead of us, but it&#8217;s still a hard feeling to shake. <a data-preserve-html-node="true" href="#ipadair2-fnref:1" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

<li id="ipadair2-fn:2" data-preserve-html-node="true">
<p data-preserve-html-node="true">This is also not true, I&#8217;m pretty sure. (I&#8217;m too lazy to look up exact numbers.) And mostly it&#8217;s a function of the iPad&#8217;s weight being distributed across a larger volume. But again: still hard to shake the feeling.  <a data-preserve-html-node="true" href="#ipadair2-fnref:2" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

<li id="ipadair2-fn:3" data-preserve-html-node="true">
<p data-preserve-html-node="true">Cue small violin. <a data-preserve-html-node="true" href="#ipadair2-fnref:3" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

<li id="ipadair2-fn:4" data-preserve-html-node="true">
<p data-preserve-html-node="true">For a second time: I know it&#8217;s not, but the feeling is, yet again, hard to shake. <a data-preserve-html-node="true" href="#ipadair2-fnref:4" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

</ol>]]></description>
    </item>
    <item>
      <title>Dropping things in Alien: Isolation for fun and profit</title>
      <category>carrier signal</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Sun, 26 Oct 2014 21:48:11 +0000</pubDate>
      <link>https://solitonic.co/blog/2014/10/26/dropping-things-in-alien-isolation</link>
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      <description><![CDATA[<p data-preserve-html-node="true">When the player removes a door brace, the last bit of the (mostly non-interactive) animation is of Ripley dropping the contraption off to her right with a nice <em data-preserve-html-node="true">clunk</em>. Great. Great!</p>

<p data-preserve-html-node="true">But: that clunk sound comes from the left channel. <a data-preserve-html-node="true" href="http://youtu.be/N_6evg9arEw">Listen/watch carefully</a>. Headphones might help. (The sound of the wrench turning also illustrates a similar issue.)</p><img data-load="false" data-image-focal-point="0.5,0.5" src="http://i.ytimg.com/vi/N_6evg9arEw/hqdefault.jpg?format=1000w" /><p data-preserve-html-node="true">I think it's pretty clear that this is weird, but it isn't technically inaccurate. As Ripley drops the door brace, the player’s view pans right and rotates slightly counter-clockwise. Obviously, doing this would angle pretty much anyone’s left ear closer to the ground—so, yeah, the sound "should" be louder on the left.<a data-preserve-html-node="true" href="#doorbrace-fn:1" id="doorbrace-fnref:1" title="see footnote" class="footnote">[1]</a></p>

<p data-preserve-html-node="true">But that’s the problem; it’s accurate for Ripley, but it isn’t true to how I actually perceive/interact with the game space. This is maybe counterintuitive for first person games,<a data-preserve-html-node="true" href="#doorbrace-fn:2" id="doorbrace-fnref:2" title="see footnote" class="footnote">[2]</a> since ostensibly Ripley’s eyes are supposed to be my eyes and Ripley’s ears are supposed to be my ears; but creating that illusion isn’t simply a matter of mapping her senses directly onto mine. The sound should really just come from the right channel.</p>


<hr data-preserve-html-node="true">
<ol data-preserve-html-node="true">

<li id="doorbrace-fn:1" data-preserve-html-node="true">
<p data-preserve-html-node="true">Have I reached that point where the word “left” looks mega weird? Left left left left left left left left left. <a data-preserve-html-node="true" href="#doorbrace-fnref:1" title="return to article" class="reversefootnote">&nbsp;↩</a></p>
</li>

<li id="doorbrace-fn:2" data-preserve-html-node="true">
<p data-preserve-html-node="true">As a fun exercise, imagine playing a third-person game where sound directionality is based on the player avatar, not the camera. I think that would be a similar weirdness, writ large. <a data-preserve-html-node="true" href="#doorbrace-fnref:2" title="return to article" class="reversefootnote">&nbsp;↩</a></p>
</li>

</ol>]]></description>
    </item>
    <item>
      <title>Summer catch-up</title>
      <category>carrier signal</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Thu, 25 Sep 2014 05:46:05 +0000</pubDate>
      <link>https://solitonic.co/blog/2014/9/24/summer-in-review</link>
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      <description><![CDATA[<p data-preserve-html-node="true">I suppose it is A Format Of Sorts to bind up all the little scraps I&#8217;ve written into a big post.</p>

<h3 id="inwhichyt.makesquestionabledecisionswrt.hisfinances" data-preserve-html-node="true">In which yt. makes questionable decisions wrt. his finances</h3>

<p data-preserve-html-node="true">I bought a PlayStation 4 so I could play <em data-preserve-html-node="true">Destiny</em>. You can probably see where this is headed.</p>

<p data-preserve-html-node="true">It&#8217;s actually really strange owning a gaming console and playing AAA games again, mostly because it doesn&#8217;t feel like much has changed in the two or three years since I last touched a console. It seems telling that all three games that I now own for this parallelogram exist and could be played on other pre-existing platforms.</p>

<p data-preserve-html-node="true">As for <em data-preserve-html-node="true">Destiny</em> itself, well, it&#8217;s just a bucket of nonsense, isn&#8217;t it? It&#8217;s a lot of plot without a story, I think. It&#8217;s never clear why you&#8217;re going someplace and shooting any particular alien, though it certainly tries hard to <em data-preserve-html-node="true">tell</em> you that something is at stake and that you must be motivated. The &#8220;Speaker,&#8221; ostensibly the leader of the free world, spends maybe thirty seconds telling you to stop the end of the world, then turns into a shopkeeper forevermore.<a data-preserve-html-node="true" href="#summer-fn:1" id="summer-fnref:1" title="see footnote" class="footnote">[1]</a> There&#8217;s a mysterious ~stranger~ whose only purpose is to tell you, in the guise of foreshadowing, that there will be a <em data-preserve-html-node="true">Destiny 2</em>. I can&#8217;t remember, really, why it was so important to locate the &#8220;Black Garden,&#8221;<a data-preserve-html-node="true" href="#summer-fn:2" id="summer-fnref:2" title="see footnote" class="footnote">[2]</a> or why I needed to visit Venus at all. And I definitely don&#8217;t understand what was going on with this computer called &#8220;Rasputin&#8221; who kind of mumbled in Russian (I think), but the bored voice of Peter Dinklage (BVPD) made it clear that it (Rasputin) was obviously important because It Says So Right Here In The Video Game Lore. The BVPD (he plays a robot called Ghost) is just about the only human connection that the game offers&#8212;probably because his character is the only one that appears more than three times&#8212;and he sounds terribly uninterested in the whole affair.<a data-preserve-html-node="true" href="#summer-fn:3" id="summer-fnref:3" title="see footnote" class="footnote">[3]</a></p>

<p data-preserve-html-node="true">Cameron Kunzelman argues that <em data-preserve-html-node="true">Destiny</em>&#8217;s storytelling tries to accomplish <a data-preserve-html-node="true" href="http://thiscageisworms.com/2014/09/15/destinyandwriting/">both an &#8220;evocation effect&#8221; and detailed exposition</a> but handles neither side well. I suspect that this is at least partially a function of the mechanics of the game, viz. that balance it tries to strike between moment-to-moment-action-alien-shoot (which lends itself to a BVPD-type character) and MMO-style exploration (e.g. falling into a giant green pit on the Moon referred to only as the Hellmouth, a landmark which suggests a lot and confirms very little)&#8212;that mechanical balance, too, remains unresolved.</p>

<h3 id="inwhichyt.reportsonowningajawboneup24" data-preserve-html-node="true">In which yt. reports on owning a Jawbone Up24</h3>

<p data-preserve-html-node="true">I&#8217;ve been wearing this thing around for the last three or four weeks, and I guess I like it. I guess. It&#8217;s comfortable. I don&#8217;t need to charge it constantly. It&#8217;s a bit big, but it looks kind of like a thing a person would wear. Plus, I mean, I like numbers. Numbers! Quantify everything! Set goals! <a data-preserve-html-node="true" href="http://5by5.tv/b2w/138">Mindfulness whether you want it or not!</a></p>

<p data-preserve-html-node="true">I didn&#8217;t buy it for the sleep tracking feature, but that&#8217;s what&#8217;s been most illuminating, actually. Apparently, I don&#8217;t sleep well. I stay up late, then I get into bed and stay awake even longer, then I get up in the middle of the night and stay awake a bit, just for kicks.</p>

<p data-preserve-html-node="true">Granted, this should have been patently obvious. Yet it did not, somehow, occur to me that the thirty to sixty minutes that I spend tossing and turning before I actually get to sleep <em data-preserve-html-node="true">do not count as sleep</em>. And here I thought I was getting a healthy seven to eight hours. (It&#8217;s more like five.)</p>

<p data-preserve-html-node="true">But the thing is that I&#8217;m not totally sure what to do with this information. Walking around more is easy; if, at the end of the day, you need to feel a bit more active, you can get up and walk around awhile. You can&#8217;t <em data-preserve-html-node="true">quite</em> do anything analogous for sleep, and I feel terrible about it. Not for want of trying. I&#8217;ve been getting into bed earlier, bit by bit; but then I toss and turn for an extra half hour instead. I skip evening coffee (which breaks my heart, but needs must), but I&#8217;m still super, super groggy in the morning. I get that it&#8217;s kind of part of the programmer ethos to want to, like, figure out the solution to a problem based on data, and I think that&#8217;s what I&#8217;ve been trying to do, but a few more weeks of this and I&#8217;m going to start worrying for reals. Is there such a thing as a nutritionist but for sleep?</p>

<h2 id="thereisnot" data-preserve-html-node="true">There is not</h2>

<p data-preserve-html-node="true">Yt. truly regrets<a data-preserve-html-node="true" href="#summer-fn:4" id="summer-fnref:4" title="see footnote" class="footnote">[4]</a> all this not-writing he&#8217;s been doing. I might be able to claim illness and pre-/post-XOXO anxiety as the cause, although this is totally untrue.</p>

<p data-preserve-html-node="true">But anyhow, it has been a touch slow at <em data-preserve-html-node="true">~*~my day job~*~</em>. I had a chance to blow out my Instapaper queue,<a data-preserve-html-node="true" href="#summer-fn:5" id="summer-fnref:5" title="see footnote" class="footnote">[5]</a> and there are some things on the Internet that perhaps you all as an amorphous (but charming, of course) Internet blob will enjoy.</p>

<ol data-preserve-html-node="true">
<li data-preserve-html-node="true"><p data-preserve-html-node="true">I’m honestly still coming down from my XOXO high. I feel like I might have done a bad job describing what it was like, but luckily <a data-preserve-html-node="true" href="boingboing.net/2014/09/22/the-lottery-at-xoxo-2014.html">Glenn Fleishman has it covered</a>. And it&#8217;s true what he says; there was a strange mix of joy and inclusion and cliquey-ness, as if to say, &#8220;This is <em data-preserve-html-node="true">my</em> inspirational group! <em data-preserve-html-node="true">Mine!</em>&#8221; To be a part of such a group is empowering and terrible. Fleishman mentions this as well, but Tim Maly&#8217;s essay on who was <em data-preserve-html-node="true">not</em> at XOXO and who we (i.e. western-centric technologically literate people) consider &#8220;creators&#8221; is <a data-preserve-html-node="true" href="http://quietbabylon.com/2014/what-we-talk-about-when-we-talk-about-what-we-talk-about-when-we-talk-about-making/">difficult but worthwhile</a>.</p></li>
<li data-preserve-html-node="true"><p data-preserve-html-node="true"><a data-preserve-html-node="true" href="https://medium.com/culture-crit/my-feelings-are-looking-up-1ab99c7cff3d">Zoyə Street does a close reading of &#8220;Tsukema Tsukuru,&#8221; a Japanese pop song about makeup</a>. (Yes.) I like the distinction drawn between &#8220;fake&#8221; eyelashes and &#8220;attached&#8221; eyelashes; anyway, authenticity is just a social (as in collaborative) construct, right? I think there&#8217;s a lot of power in consciously separating &#8220;the feeling of wearing makeup from the sense that makeup makes you look [a] particular way to other people.&#8221; Feels kind of like the first step in owning the conversation wrt. yr. own authenticity. (Which, again, is probably unimportant because it&#8217;s a social construct.)</p></li>
<li data-preserve-html-node="true"><p data-preserve-html-node="true"><a data-preserve-html-node="true" href="http://www.polygon.com/2014/9/17/6331697/final-fantasy-15-trailer-tokyo-game-show">The latest trailer for <em data-preserve-html-node="true">Final Fantasy XV</em> is out</a> and it&#8217;s&#8212;it&#8217;s certainly something. Every time a Final Fantasy game is announced, I poo-poo it, and then I watch a trailer and I&#8217;m in love again. Frankly, if the game really is just four boyband members taking a dramedy roadtrip with swords, I&#8217;d be <em data-preserve-html-node="true">mostly okay</em> with that. It&#8217;s disappointing that this appears to be the first Final Fantasy in many years not to feature a woman as a party member&#8212;esp. since the best (read: most interesting mechanically/thematically) games in the series are the ones to feature women in lead roles. Okay, granted, I&#8217;m thinking mostly of X&#8211;2 and XIII&#8211;3<a data-preserve-html-node="true" href="#summer-fn:6" id="summer-fnref:6" title="see footnote" class="footnote">[6]</a>, and the conceit for <em data-preserve-html-node="true">both of those</em> is wearing different clothes to get different powers. I can&#8217;t tell if this is perpetuating a stereotype (girls, clothes, etc.) or (as per the makeup thing above) owning it, so to speak.</p></li>
<li data-preserve-html-node="true"><p data-preserve-html-node="true">Gamergate has been quiet for the last week or so, but it&#8217;s sadly only a matter of time before 4chan shitbirds start another campaign of <a data-preserve-html-node="true" href="http://www.dailydot.com/geek/zoe-quinn-outs-4chan-behind-gamergate/">astroturfing</a> and <a data-preserve-html-node="true" href="http://wehuntedthemammoth.com/2014/09/08/zoe-quinns-screenshots-of-4chans-dirty-tricks-were-just-the-appetizer-heres-the-first-course-of-the-dinner-directly-from-the-irc-log/">harassment</a>. The exact reasons for why GG is total bullshit have <a data-preserve-html-node="true" href="http://5by5.tv/isometric/18">been</a> <a data-preserve-html-node="true" href="https://overland.org.au/2014/09/game-of-moans-the-death-throes-of-the-male-gamer/">covered</a> <a data-preserve-html-node="true" href="http://sufficientlyhuman.com/archives/405">extensively</a> <a data-preserve-html-node="true" href="http://www.pastemagazine.com/articles/2014/09/a-ship-sailed-into-port-on-bias-controversy-and-my.html">elsewhere</a>, but it&#8217;s still very much an open question of what effect it&#8217;s going to have on journalists and indies trying to make a living in the industry in the months and years to come.</p></li>
<li data-preserve-html-node="true"><p data-preserve-html-node="true">Of note, though, is that games writing has seen the departure of <a data-preserve-html-node="true" href="http://www.mattiebrice.com/those-who-fight/">Mattie Brice</a> and <a data-preserve-html-node="true" href="http://infinitelives.net/2014/09/11/on-leaving/">Jenn Frank</a>, two of the finest writers the industry has had. It&#8217;s easy to feel bad about this (and true enough, that video games are so toxic as to allow <a data-preserve-html-node="true" href="http://elizabethsampat.com/the-truth-about-zoe-quinn/">such a thing</a> is genuine cause to feel bad); but it&#8217;s worth remembering that as they move onto bigger, better things, they both leave behind an admirable body of work. Paging through <a data-preserve-html-node="true" href="http://www.mattiebrice.com">Brice&#8217;s blog</a> is an excellent way to spend an afternoon, and last year <a data-preserve-html-node="true" href="http://www.unwinnable.com/2013/04/05/that-dragon-cancer/">Jenn Frank covered <em data-preserve-html-node="true">That Dragon, Cancer</em></a>; and what starts as a game preview turns into something confused and sad and maybe, a little, feelings-are-looking-up. Worthwhile also is Frank’s <a data-preserve-html-node="true" href="http://infinitelives.net/downloards/all_the_spaces.pdf">tremendous piece on caring for her parents, agoraphobia, and living in Second Life</a>. I am rereading it, paragraph by paragraph, as I edit this post. I am crying a little bit.</p></li>
</ol>


<hr data-preserve-html-node="true" />
<ol data-preserve-html-node="true">

<li id="summer-fn:1" data-preserve-html-node="true">
<p data-preserve-html-node="true">Apparently Terran bureaucracy has delegated so much and become so (in)efficient that the leader of humanity has time to sell clothes on the side. <a data-preserve-html-node="true" href="#summer-fnref:1" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

<li id="summer-fn:2" data-preserve-html-node="true">
<p data-preserve-html-node="true"><a data-preserve-html-node="true" href="http://5by5.tv/bionic/68">Not about race</a>. <a data-preserve-html-node="true" href="#summer-fnref:2" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

<li id="summer-fn:3" data-preserve-html-node="true">
<p data-preserve-html-node="true">There&#8217;s exactly one (1) good bit of writing in the game: Ghost talks about looking up at the Moon and seeing the aliens&#8217; data transmissions coming off of it and wondering/dreading what they were saying. Now, granted, his delivery is pretty bad; the line isn&#8217;t actually about Ghost looking up at the moon and being filled with a sense of wonder/dread at the prospect of extraterrestrial life; it&#8217;s actually just more exposition, because Ghost goes on to talk about encryption protocols or fake space magic history or whatever. But despite the writers&#8217; best efforts to totally botch this line&#8212;this idea that a robot would look up at the night sky and see infinitely more than what a human could see and yet still be filled with that same (presumably) wonder/dread that <em data-preserve-html-node="true">homo sapiens</em> felt 200,000 years ago&#8212;the thought is nearly perfect. <a data-preserve-html-node="true" href="#summer-fnref:3" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

<li id="summer-fn:4" data-preserve-html-node="true">
<p data-preserve-html-node="true">So, honestly, yt. has been using the &#8220;yt.&#8221; appellatory abbr. as a bit of an affectation; I have finally justified it here, though, because unabbreviated, this would read &#8220;Yours truly truly regrets&#8230;&#8221; and that&#8217;s just nonsense. <a data-preserve-html-node="true" href="#summer-fnref:4" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

<li id="summer-fn:5" data-preserve-html-node="true">
<p data-preserve-html-node="true">not a euphemism <a data-preserve-html-node="true" href="#summer-fnref:5" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

<li id="summer-fn:6" data-preserve-html-node="true">
<p data-preserve-html-node="true">I hated typing those tortured numbers as much as you hated reading them. <a data-preserve-html-node="true" href="#summer-fnref:6" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

</ol>]]></description>
    </item>
    <item>
      <title>Seven notes wrt. XOXO 2014</title>
      <category>carrier signal</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Wed, 17 Sep 2014 06:14:33 +0000</pubDate>
      <link>https://solitonic.co/blog/2014/9/15/seven-notes-wrt-xoxo-2014</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:5417d4b8e4b0acba18c717b5</guid>
      <description><![CDATA[<ol data-preserve-html-node="true">
<li data-preserve-html-node="true"><p data-preserve-html-node="true">oh my god i’m so tired and my brain might be a little busted up right now :( :( :( :( </p></li>
<li data-preserve-html-node="true"><p data-preserve-html-node="true">I was decidedly anxious as I walked through the gates of The Redd for XOXO’s opening party. All that sense of not-belonging <em data-preserve-html-node="true">did</em>, miraculously, vanish after about half an hour, and I rode that feeling for four days. It was weird. I have not had fun like that in a long long long <em data-preserve-html-node="true">long</em> time. </p></li>
<li data-preserve-html-node="true"><p data-preserve-html-node="true">Contrast with this afternoon as I stepped off the train in Seattle, towed my luggage back to my tiny apartment, grappled with the junk mail that had piled up, and finally in an anxious fit threw all my things down on the living room floor. I’d been feeling the tickle of mundanity since I woke up and checked out of the hotel. Stepping back into my apartment, though, was like getting hit in the face with a brick.</p>

<p data-preserve-html-node="true">That was also weird. I think this might be a quintessential grown-up experience, a little bit. </p></li>
<li data-preserve-html-node="true"><p data-preserve-html-node="true">Man is this a downer or what. I don’t mean it like that! Because XOXO was truly strange and exciting and (I hate this word but it is apropos here) inspiring. I met way too many people. They were way too smart! (That’s a good thing.) We talked about opera and clean water and art and literature and oysters and musician business models and roller derby and feminism and that’s just what I can remember. And they were all making <em data-preserve-html-node="true">their thing</em> and that was terribly—inspiring. </p></li>
<li data-preserve-html-node="true"><p data-preserve-html-node="true">In the last few hours before this year’s festival closed for good, I started asking people, “What are you going to make <em data-preserve-html-node="true">now</em>?” One person turned it on me; I thought I had an answer, and I didn’t. I froze up for a second. Awkward! I made some vague sounds about writing more, or expanding the kinds of media that I work in. And yeah, that’s stuff I want to do. But it occurs to me, as I decompress and sort through all these feelings of inspiration and excitement and (yes) anxiety and (yes x2) sadness that I am just about as liable as before to get stuck in the same rut. The <a data-preserve-html-node="true" href="http://solitonic.co/blog/2014/7/28/truth-is-fragmentary-skulljhabit-braindumps-and-this-place-that-is-no-place">tarp</a> might come off and I wouldn’t have learned anything. I mean, the tarp is kind of the whole reason I went to XOXO in the first place, right? I didn’t go just (“just”) for creating; I already like the things that I make, as trivial and slapdash as some of them are, and that’s not a new feeling. But getting a brick’s worth of mundane sadness—actually, maybe <em data-preserve-html-node="true">that</em> is the most important thing I’ve gotten out of XOXO. And I don’t like feeling like this, all boring and sad, hitting the social media like a crack pipe. You know. For a momentary jolt of interconnectedness. </p></li>
<li data-preserve-html-node="true"><p data-preserve-html-node="true">I read half of <em data-preserve-html-node="true">Gilead</em> on the train back and I must have held my breath the entire time. I don’t know how much that plays into this current melancholy, but to read (half) a book about staring death in the face, well, it’s a hell of a comedown. </p></li>
<li data-preserve-html-node="true"><p data-preserve-html-node="true">So, then, what am I going to make now? I have no idea <em data-preserve-html-node="true">how</em>, but I think I’m going to make myself happy. My life’s work. Here we go:</p></li>
</ol>]]></description>
    </item>
    <item>
      <title>Depression is the worst.</title>
      <category>carrier signal</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Wed, 13 Aug 2014 06:52:20 +0000</pubDate>
      <link>https://solitonic.co/blog/2014/8/12/depression-is-the-worst</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:53eafc0de4b0f951215c7496</guid>
      <description><![CDATA[<p data-preserve-html-node="true">So one day the other week, I woke up to sounds of cheers and merriment. And because I&#8217;m a little bitter in the morning, I couldn&#8217;t help but get just a little bitter about it. I didn&#8217;t know who was cheering or what reason there was to be so merry, I just knew that my slumber had been interrupted by <em data-preserve-html-node="true">happiness</em>. Yes. I am a morning person.</p>

<p data-preserve-html-node="true">And later as I was coming back from the cafe, I would realize the cheers were coming from Seattle&#8217;s infamous Ride the Ducks tour&#8212;that that day for some reason the Ducks were detouring down the street that I live on, and if you are at all familiar with these dorky tourist trap tours, then you know that the tour guide will milk their audience for every cheer they are worth. I&#8217;m pretty sure they feed on it like a <a data-preserve-html-node="true" href="http://www.lesedwards.com/Edward-Miller/fantasy/perdido-street-station-slake-moth/1712">slake moth</a>. And somehow this made me angrier! Tourists! Having fun on their vacation?! How dare they?!</p>

<p data-preserve-html-node="true">And maybe it was because my espresso shot was a little overextracted, or maybe it was because I might be a bitter person, but I started getting really bitter about it. Something like: &#8220;Fun? That&#8217;s not fun. That&#8217;s not lasting fun. Do they know it&#8217;s not fun? Are they going to post photos to Facebook for their friends to see? Wait, do I have friends? Do they have better friends than I do? Why don&#8217;t I have more friends? Why haven&#8217;t I called my friends recently? Wait, why haven&#8217;t they called me? Would a real friend call or wait to be called? Maybe I should call someone. Wait. What if they think I&#8217;m needy. Maybe I am needy. Nobody likes a needy friend. Maybe I shouldn&#8217;t call someone. I bet they wouldn&#8217;t care anyway. I need to learn to be self-sufficient. I don&#8217;t need friends.&#8221; And so on, for hours.</p>

<p data-preserve-html-node="true">And then I was so worked up that I had to crawl into bed and stare at the ceiling for awhile.</p>

<p data-preserve-html-node="true">And when I came to, I was sad.</p>

<p data-preserve-html-node="true">Sad because I had the FOMO. Sad because I&#8217;d spent the day angry at other people&#8217;s happiness. Sad because I&#8217;d convinced myself that I was and should be alone. Sad because I should know by now that there are people who reserve thoughts for me and my well-being, and yet&#8212;not for the first time, and I doubt for the last&#8212;I was trying to push them out of my own brain, because I thought was I alone and had too much shame and guilt and rotten insides to deserve friends. </p>

<p data-preserve-html-node="true">Some people who know me well and read this might be surprised to hear some of this. I wasn&#8217;t going to write it. I&#8217;d been thinking about writing it for a few weeks, but I decided to shelve it; and what you&#8217;re seeing is pretty different from what I expected. But in light of recent events and recent emotions and recent things, it felt like I could stand to try again. It upsets me, even though it isn&#8217;t about me. I&#8217;m not qualified to do much besides talk about the specificity of my experience, but if somehow someone reading this needs help, then I hope talking about it helps a little. And? I think I need to hear it myself.</p>

<p data-preserve-html-node="true">{ * }</p>

<p data-preserve-html-node="true">Depression is a lot of things, but it&#8217;s always personal&#8212;sometimes so personal that it feels like no one could ever understand. When I get that low, I can&#8217;t but fixate on my shame and my guilt. This feeling of being rotten inside. My belief that I&#8217;m a bad person, instead of a good person who&#8217;s done bad things. People will ask how someone as widely beloved as a celebrity could die by suicide, and maybe some of those people will silently wonder what kind of chance the rest of us have; of course, the quantity of love is not the same as the size of its meaning. And so that&#8217;s kind of what this little blog post is about, about <a data-preserve-html-node="true" href="http://mattfraction.com/post/63999786236/sorry-to-put-this-on-you-but-i-have-an-honest-question">this thing that Matt Fraction was talking about</a>, kind of a little reminder for myself that that meaningful little thing exists, that there&#8217;s a thing that I can latch onto and look forward to. What that is changes a lot for me; I held onto his words when I first read them earlier this year. Last month it was the Sleater-Kinney discography. Before that, it was Zoe Quinn&#8217;s <a data-preserve-html-node="true" href="http://www.depressionquest.com/">Depression Quest</a>. Last week it was the new Haruki Murakami book. And those are just the things that I can remember. The other things, I only know that they were small and trivial. But at the time, they were everything.</p>

<p data-preserve-html-node="true">For anyone struggling with depression, finding that meaning can be the hardest fucking work. The mental and emotional pain of it is just as difficult and horrific as physical pain. There&#8217;ll be people who say that it isn&#8217;t, as if psychic pain lacks legitimacy, as if it&#8217;s possible just to &#8220;man up&#8221;&#8212;but that&#8217;s bullshit. It&#8217;s ignorant, and it&#8217;s bullshit.</p>

<p data-preserve-html-node="true">I don&#8217;t know who&#8217;s reading this, and I don&#8217;t know your circumstances. (Google Analytics isn&#8217;t <em data-preserve-html-node="true">that</em> creepy yet.) But if you&#8217;re in the midst of it right now, then I want you to know that you&#8217;re not alone in this. That is a fact, even if you don&#8217;t believe it, even if it makes you sick to your stomach, and even if that&#8217;s how you feel, I hope that you tuck that fact away in your brain somewhere where you can find it. And regardless if you find that meaning by talking to a friend or <a data-preserve-html-node="true" href="http://twloha.com/find-help/">finding a therapist</a> or making a <a data-preserve-html-node="true" href="http://www.suicidepreventionlifeline.org">vitally important phone call</a> when <a data-preserve-html-node="true" href="http://www.afsp.org/i-am/struggling">you&#8217;re on the edge and afraid of what you might do to yourself</a>, teasing out and chasing down that hope is everything, and it works, and you will get better because of it. There is a way to get through that pain and emerge on the other side. You&#8217;ll have to ask for help, but people will help you. It&#8217;ll take work and it&#8217;ll take time, and sometimes it might not feel like you&#8217;re moving forward. But you are moving forward, and you are getting better.</p>

<p data-preserve-html-node="true">It&#8217;s worth it. It is fucking worth it.</p>

<p data-preserve-html-node="true">*</p>

<p data-preserve-html-node="true">So, this week? This week I think I&#8217;m latching onto people. Friends and family and all the love that goes with that. Which is cheesy, I know, but there is a loyalty and responsibility that I feel there, and I&#8217;m holding onto that, and I don&#8217;t want to let that down. So, thank you. Thank you for thinking of me and inviting me to things. Thank you for the video games we play together and for the jokes you make during Dungeons and Dragons. Thank you for the Twitter arguments. (I swear I enjoy them.) Thank you for the hug you gave me the first time we met; you said I looked like I needed one, and you were right. Thank you for having the courage to admit that saying &#8220;Have a good day&#8221; every morning wasn&#8217;t enough anymore, for either of us. Thank you for the rooftop barbecues and the sunsets that feel like they mean something. Thank you for accepting how scared and weak I can be. Thank you for not thinking that makes me undeserving. I love you all.</p>]]></description>
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      <title>Re.: that thing I was going to write about depression and then sort-of gave up on</title>
      <category>carrier signal</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Mon, 11 Aug 2014 06:28:35 +0000</pubDate>
      <link>https://solitonic.co/blog/2014/8/10/the-mythical-depression-post</link>
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      <description><![CDATA[Edmund tells himself that everything is going to be alright.]]></description>
      <content:encoded><![CDATA[<p data-preserve-html-node="true">Recently I was trying to write something to rationalize/make significant/find meaning in the things that I&#8217;ve done in 25 years of being alive and in the past 3 to 4 years of trying to be a Real Person, and I ended up with a little audio self-affirmation thing for some reason? And—actually?—I&#8217;m pretty okay with that.<a data-preserve-html-node="true" href="#depressionradio-fn:1" id="depressionradio-fnref:1" title="see footnote" class="footnote">[1]</a></p>






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<p data-preserve-html-node="true">Not sure if I am going to do more audio! But I kind of enjoyed it! So maybe! FILDI! P.S. I tried to edit out as many mouth sounds as I could but :( I see that I :( missed :( a few. :( <a data-preserve-html-node="true" href="#depressionradio-fnref:1" title="return to article" class="reversefootnote"> ↩</a></p>
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<p data-preserve-html-node="true"><em data-preserve-html-node="true">Edited August 13, 2014</em>
<br data-preserve-html-node="true" />
For Various Reasons, I did, in fact, end up writing <a data-preserve-html-node="true" href="http://solitonic.co/blog/2014/8/12/depression-is-the-worst">that thing about depression</a>.</p>]]></content:encoded>
      <itunes:author>Edmund Chu</itunes:author>
      <itunes:subtitle>Edmund tells himself that everything is going to be alright.</itunes:subtitle>
      <itunes:summary>Edmund tells himself that everything is going to be alright.</itunes:summary>
      <itunes:explicit>no</itunes:explicit>
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      <title>Truth is Fragmentary, Skulljhabit, a braindump, and this place that is no place</title>
      <category>carrier signal</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Tue, 29 Jul 2014 05:32:53 +0000</pubDate>
      <link>https://solitonic.co/blog/2014/7/28/truth-is-fragmentary-skulljhabit-braindumps-and-this-place-that-is-no-place</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:53d72f4fe4b0b94401a1b7dc</guid>
      <description><![CDATA[<p data-preserve-html-node="true">Maybe something a bit lower key, yes? A little rambly, maybe? Less formal? (Like formality is even a <em data-preserve-html-node="true">thing</em> for this blog.) Pretend that we&#8217;re sitting at a kitchen counter somewhere. In one of his more recent (term used loosely) videos, Zefrank talks about <a data-preserve-html-node="true" href="https://www.youtube.com/watch?v=8eX88oKpKKo">getting unstuck in creative work</a>, and one of the tricks he mentions is thinking about “specificity of experience.” If I paraphrase (badly), Zefrank is referring to one’s thoughts and feelings in reaction to a particular subject, e.g. how you feel (sad, angry, bored, etc. etc.) watching a movie, or, like, how you feel waiting for it to start or the atmosphere in the theatre after it ends, or even how it feels to write about that movie. I’m pretty sure that as a <a data-preserve-html-node="true" href="http://solitonic.co/blog/2012/8/16/filthy-blogger">filthy blogger</a>, this is basically about the only thing that I’m any good at.<a data-preserve-html-node="true" href="#logorrhea-fn1" id="logorrhea-fnref1" title="see footnote" class="footnote">[1]</a> Anyway, I bring this up because I’ve been literally (not literally) holding a copy of Gabrielle Bell&#8217;s <a data-preserve-html-node="true" href="http://www.uncivilizedbooks.com/comics/truth-is-fragmentary.html"><em data-preserve-html-node="true">Truth is Fragmentary</em></a> in my hands for two weeks and turning Porpentine&#8217;s <a data-preserve-html-node="true" href="http://aliendovecote.com/uploads/twine/skulljhabit.html"><em data-preserve-html-node="true">Skulljhabit</em></a> over in my brain for even longer, and once again I don&#8217;t know quite what to do with &#8216;em. (Except read them. Ha! Ha! Thanks for that joke, Dad Brain.) Really, the only thing I can think about is that experience part. To wit: they have nothing in common except that they both have a little bit of travelin&#8217; feels to them. So I&#8217;m going to talk about travelin&#8217; feels, I think. Kind of.</p>

<p data-preserve-html-node="true"><em data-preserve-html-node="true">Truth is Fragmentary</em> subtitles itself with &#8220;diaries and travelogues,&#8221; which if we&#8217;re being kind of rude, sounds like the most indulgent thing ever. Heck, the whole travelogue <em data-preserve-html-node="true">genre</em> is the poster child for indulgent vicarious living, what w/its jetsetting and deliciously authentic foods and romanticized backpacking trips across the south of France. Yt. has to disclaim that his touchstones for travelogues are limited to Anthony Bourdain<a data-preserve-html-node="true" href="#logorrhea-fn2" id="logorrhea-fnref2" title="see footnote" class="footnote">[2]</a> and Elizabeth Gilbert<a data-preserve-html-node="true" href="#logorrhea-fn3" id="logorrhea-fnref3" title="see footnote" class="footnote">[3]</a>, so maybe this is a bit heartless. </p>

<p data-preserve-html-node="true">Whatever my perception of the travelogue in general, though, Bell&#8217;s entry in the genre is remarkably pragmatic. Anyone who&#8217;s familiar with her work will probably know about her self-deprecating humor and matter-of-fact drawing style (not much shading here, just splotch shadows and a keen handle on negative space), so that pragmatism, too, probably shouldn&#8217;t come as a surprise. There&#8217;s no glamorous jet set; Bell makes it clear that she&#8217;s traveling to Oslo/France/Colombia/etc. as part of her comicking career—to do work.</p>

<p data-preserve-html-node="true">It’s a direction that lets Bell open up a bit, get kind of personal; there’s no grand culture clash (partially, one has to assume, thanks to the internet), no sweeping rumination on The Entirety Of Life And What It All Really Means.<a data-preserve-html-node="true" href="#logorrhea-fn4" id="logorrhea-fnref4" title="see footnote" class="footnote">[4]</a> Sometimes it’s just what she’s talking about with friends at a bar, and sometimes there’s small a personal drama or two, like who’s talking about her behind her back. Not fate-of-humanity stuff.<a data-preserve-html-node="true" href="#logorrhea-fn5" id="logorrhea-fnref5" title="see footnote" class="footnote">[5]</a> But with Bell’s attention (and aforementioned technical skill), those are the kind of situations that feel like they carry a lot of weight. It’s palpable, her sense of accomplishment upon completing whatever she’s working on, whether it’s wrapping up comic convention appearances or drawing the last panel in the comic we’ve just finished. Or, simply, surviving a plane ride from one place to another.</p>

<p data-preserve-html-node="true">Sheesh, I just wrote a “celebration of the mundane” paragraph, didn’t I?</p>

<p data-preserve-html-node="true">Okay, but so this is what I’m getting at, yeah? The personal, mundane stuff: surviving a plane ride can have real personal importance, just because sometimes the act of traveling is so fraught with unexpected emotion. Yt. (sort of) remembers a This American Life episode about Travelin’ Feels<a data-preserve-html-node="true" href="#logorrhea-fn6" id="logorrhea-fnref6" title="see footnote" class="footnote">[6]</a> (and possibly? possibly about crying on airplanes). And if yt. remembers with any accuracy, the whole airplane crying phenomenon comes from a sense of liminality—being neither here nor there, but at least in a quiet, calm moment of loneliness. I’m not talking about being <em data-preserve-html-node="true">at</em> a destination, but the act of traveling and being <em data-preserve-html-node="true">in transit</em>; that state really, truly does feel lonely to me, regardless of if I’m, like, going a long distance on an empty plane or surrounded by strangers or even traveling with people I know. So that’s like the most personal thing, right? Loneliness? Right? Am I just a crazy person? Am I? Am I?!</p>

<p data-preserve-html-node="true">Certainly, if you&#8217;re <a data-preserve-html-node="true" href="http://aliendovecote.com/uploads/twine/skulljhabit.html">collecting skulls</a>!<a data-preserve-html-node="true" href="#logorrhea-fn7" id="logorrhea-fnref7" title="see footnote" class="footnote">[7]</a> In <a data-preserve-html-node="true" href="http://porpentine.tumblr.com/post/89823813113/thoughts-on-skulljhabit">her liner notes for <em data-preserve-html-node="true">Skulljhabit</em></a>, Porpentine mentions the superstition angle, the formation of habits without knowing the efficacy of those habits—crazy person behavior. (I spend about 70% of my time feeling like a crazy person, so believe me.) The randomness of the game mechanics—whether or not one follows any habit at all—turns the world of <em data-preserve-html-node="true">Skulljhabit</em> into a waiting room (filled with skulls). For the longest time it&#8217;s not clear what the player is supposed to actually do—sell skulls? shovel skulls? take endless walks up the mountain? But the interminable fog, the fact that the player can take a one-way train ride and somehow end up back in bed, all contribute to a sense of transience. With how little the village acknowledges the player’s presence, the player barely exists there at all. The “promotion” that the player receives as a result of their decorated skullduggery (heh) reinforces that sense of never belonging. The player&#8217;s whisked away, as quickly as they came, to a strange bureaucratic building, seemingly devoid of life but built to purpose—just not <em data-preserve-html-node="true">your</em> purpose (which is skulls). So <em data-preserve-html-node="true">Skulljhabit</em> feels like a game about the process of traveling to me; being from a place, going to a place, even being in a place, but not <em data-preserve-html-node="true">belonging to</em> a place. If we choose to read into the letter written to Skulljhabit (aka the player character)—the emotional core of the game, the single thing that meaningfully ties the player character to <em data-preserve-html-node="true">some place</em>—then there&#8217;s a thread about the things we lose in transit, whatever form that transit takes. And if we want to get really wacky, here, then there&#8217;s an entire story being told from the opposite side of that letter, at the same time that Skulljhabit is shoveling in the skull pit. The tragedy I see in the game isn&#8217;t the loss of the letter itself, but (maybe obviously) the loss of that contemporaneous story.</p>

<p data-preserve-html-node="true">That&#8217;s all well and good, but what do all these travelin&#8217; feels have to do with anything? Well, I’ve got the Travelin’ Feels<a data-preserve-html-node="true" href="#logorrhea-fn8" id="logorrhea-fnref8" title="see footnote" class="footnote">[8]</a> these days because I’m planning a trip to Portland to attend <a data-preserve-html-node="true" href="http://2014.xoxofest.com">XOXO</a>.<a data-preserve-html-node="true" href="#logorrhea-fn9" id="logorrhea-fnref9" title="see footnote" class="footnote">[9]</a> And I’m <em data-preserve-html-node="true">scared</em>. I’m scared <em data-preserve-html-node="true">shitless</em>.</p>

<p data-preserve-html-node="true">Because, look, 2014’s been pretty bad for me. Okay? It’s been lonely and sad and anxious. Despite seeking help and having a small but profoundly generous support network, I feel like I spend so much time wallowing in negativity. So this trip into the Great Unknown (that is, a Social Gathering in Another City) sans backup is, okay, yes, a lot exciting. But also effing horrific, and the opposite of everything that I want to do right now. Because I’m pretty sure the bubble is shrinking again. I’m pretty sure the tarp is falling off. And I’m pretty sure that if I don’t try this now, I probably never will.</p>

<p data-preserve-html-node="true">Is this making any sense? Oh man. Okay, different tack. I’ve felt—homeless lately. Weird, right? But I dunno, I have some pretty firm opinions on what a Home is, which sometimes (rarely, but sometimes) leads to tortured sentence construction so I can refer to places of residence by their function. E.g. “your apartment” vs. “your home.” And so this place that I’m living in now, I dunno, there’s nothing there. It is just an apartment. It’s a waiting room (without skulls); it’s transit; it’s not any place in particular.</p>

<p data-preserve-html-node="true">So. That&#8217;s the last four weeks.</p>

<p data-preserve-html-node="true">You know, I don’t expect this trip to be life-changing; I just want it to be kind of fun. And (okay this is def. going to make me sound like a crazy person) I want to know that I can be in transit and arrive at a place and not belong to that place and <em data-preserve-html-node="true">still be okay</em>. I would like to be able to get off a plane (or a train car for this Portland trip, I guess) and know that I have accomplished that most basic task of being human and surviving. I’d also like to attend John Roderick’s Rendezvous while I’m in Portland. That would be pretty rad.<a data-preserve-html-node="true" href="#logorrhea-fn10" id="logorrhea-fnref10" title="see footnote" class="footnote">[10]</a></p>


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<p data-preserve-html-node="true">I have so many feels, y’all. But I’ve been thinking about it because even after like a decade (!) of on-off blogging, I still feel like I have basically no idea how to express anything external to my brain with any kind of coherency. For example, do you have any idea what I’m talking about with this paragraph? Heck, I kind of don’t! An example would be helpful; that <a data-preserve-html-node="true" href="http://solitonic.co/blog/2014/5/5/on-howling-dogs">thing I wrote about howling dogs</a> is useful reference material, then. That was very much about the experience of playing that game. Not to say that I’m displeased with how that piece came out, but man it’s only been like a couple months since I wrote that and I already know that I would have done it way differently these days. On the other hand, the experience of playing it was way more important to me than, say, theme and tone and texture and mechanics (though obviously those things fed directly into everything that I found deeply personal about that game). Which is fine; there’s a place for that stuff, certainly. E.g. there’s Zoe Quinn’s <em data-preserve-html-node="true">Depression Quest</em>, which is in my experience is more important to have played than <em data-preserve-html-node="true">to play</em> (???). By its own admission, it’s very much (my words) an “experiential” (??????) game, where the important thing isn’t the game itself, but one’s reaction to it; the “tangible” bits—or what Zefrank calls in his video the “specificity of observation”—(so, e.g. loudness of static, locking/unlocking of choices) again feed into that experience—but it&#8217;s not a game about its mechanics. Obvious, right? (Can I just disclaim that I realize how tortured this paragraph is? Totally aware of it. I also realize this isn’t an excuse at all [cuz like this kind of disclaimer just highlights how many solvable structural issues that this paragraph has], but probably if MultiMarkdown supported footnotes in footnotes, this problem would be marginally tolerable.)</p>

<p data-preserve-html-node="true">I guess what I’m trying to say with this mess is that I have a serious struggle with backing up that “experience” with what’s actually in the text. (This came to light when I was talking to friends about <em data-preserve-html-node="true">True Detective</em> and Rust Cohle’s philosophic turn at the end—spoiler alert, by the way, so you can skip the rest of this footnote—and no one bought it because they felt like it came completely out of nowhere. I was trying to make the argument that basically every scene with old-Cohle getting interrogated by the detectives is Cohle pitting his nihilism against his need to believe that his daughter/his life/anything and everything that humankind has ever done, no matter how seemingly minute, <em data-preserve-html-node="true">has significance</em> despite the infinite darkness that surrounds them. So when Cohle finally ends that struggle inside himself—&#8220;The light is winning&#8221;—I felt like it was an extremely effective conclusion to an incredibly complex character arc. It&#8217;s a way more interesting thematically, I think, that Cohle considers himself a being of darkness—see his &#8220;bad men&#8221; quip—and tries to reject his humanity, but he realizes through this that his humanity is the most vital thing about him; contrast to what I think a lot of people wanted out of <em data-preserve-html-node="true">True Detective</em>, which is that there&#8217;s weird supernatural cults and horrors and I-don&#8217;t-know-what-else that humanity has no chance against. The problem, of course, is that I couldn&#8217;t cite any example in the text to support this. Although this actually suggests to me that old-by-now cliché that people don&#8217;t want that kind of hope, and instead want to see gritty and dark, and the conflation of grimdark with thematic maturity. Which is a cliché and probably not true, unless you look at, say, <em data-preserve-html-node="true">Man of Steel</em>, because after all Superman is supposed to be a completely cut-and-dry good guy who never compromises on the goodness of his heart, except then fucking Zack Snyder was all grimdark about it. End parenthetical!)</p>

<p data-preserve-html-node="true">Did I mention that this is the blog post where I just completely braindump about everything that I’ve thought about in the last four weeks? Secrets are revealed to the people that read the footnotes. <a data-preserve-html-node="true" href="#logorrhea-fnref1" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
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<p data-preserve-html-node="true">Who isn’t actually as bad as all that. <a data-preserve-html-node="true" href="#logorrhea-fnref2" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
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<p data-preserve-html-node="true">Gilbert catches a lot of flak for being what Jesse Thorn once tactfully referred to as a <a data-preserve-html-node="true" href="http://www.maximumfun.org/bullseye/bullseye-jesse-thorn-elizabeth-gilbert-gillian-jacobs-fred-armisen">”certain kind of white lady”</a>, but she really is a funny, smart woman. And she wrote this thing about (yes) <a data-preserve-html-node="true" href="http://www.gq.com/food-travel/travel-features/200907/provence-walking-tour-elizabeth-gilbert-wine">boozin’ it up on a backpacking trip across Provence</a>, which, yeah, is like the most indulgent thing ever.</p>

<p data-preserve-html-node="true">Now, granted: the most advanced thing I know about wine is how to pronounce &#8220;pinot&#8221;; I’m not the biggest fan of cheese (I think the most adventurous thing I can manage with any regularity is brie, which is like the most whitebread of cheeses); and while I find certain aspects of French cuisine <a data-preserve-html-node="true" href="http://en.wikipedia.org/wiki/Confit">rapturous</a> (of course it would be the thing that resembles deep-fry), I find just as many things utterly <a data-preserve-html-node="true" href="http://en.wikipedia.org/wiki/Andouillette">???</a>. Basically what I&#8217;m saying is that I&#8217;m a charlatan about the things that a person would backpack across the south of France to experience, which is probably why the idea sounds incredible. <a data-preserve-html-node="true" href="#logorrhea-fnref3" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
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<p data-preserve-html-node="true">Bell brushes up against these topics during a self-imposed quasi-exile, in her home in New York while reading some <a data-preserve-html-node="true" href="http://en.wikipedia.org/wiki/Michel_de_Montaigne">Michel de Montaigne</a>, and I will quote her thoughts here:</p>

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<p data-preserve-html-node="true">“Life?”</p>
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<p data-preserve-html-node="true">Okay, she goes on a bit more than that, but you get what I mean. <a data-preserve-html-node="true" href="#logorrhea-fnref4" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
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<p data-preserve-html-node="true">Unless her day was really boring (one assumes) and ergo she has to make up some fate-of-humanity story (e.g. zombie apocalypse) to fill up a page. <a data-preserve-html-node="true" href="#logorrhea-fnref5" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
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<p data-preserve-html-node="true">“Travelin’ Feels” is the title of the worst blues song ever. <a data-preserve-html-node="true" href="#logorrhea-fnref6" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
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<p data-preserve-html-node="true">oh my goddddd <a data-preserve-html-node="true" href="#logorrhea-fnref7" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
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<p data-preserve-html-node="true">Oh man I’m cracking up every time I read “Travelin’ Feels,” why didn’t I edit this out, it’s so badddd. Whyyyy <a data-preserve-html-node="true" href="#logorrhea-fnref8" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
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<p data-preserve-html-node="true">Festival only; no talks. A bit conflicted about this; it would have been even more costly (and I’m not exactly swimming in cash at the mo’), and if previous years are any indication, the talks’ll <a data-preserve-html-node="true" href="https://www.youtube.com/user/xoxofest">go up on YouTube</a> before long to soften the blow. But the list is filled with names that I highly respect, and I would have loved to see them speak in-person. I mean, Gina Trapani? Darius Kazemi? Joseph Fink?! John Gruber?!? Johnathan Mann? Anita Sarkeesian?!?!?!?! Those other people…?! <a data-preserve-html-node="true" href="#logorrhea-fnref9" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
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<p data-preserve-html-node="true">Hey, wait, what? That’s it? That’s the end? Aw man aw geez! <a data-preserve-html-node="true" href="#logorrhea-fnref10" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
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      <title>You Were Made For Loneliness: Set Yr. Heart on Fire</title>
      <category>carrier signal</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Mon, 07 Jul 2014 14:28:00 +0000</pubDate>
      <link>https://solitonic.co/blog/2014/7/7/you-were-made-for-loneliness-set-yr-heart-on-fire</link>
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      <description><![CDATA[<figure >
  <blockquote data-animation-role="quote" data-animation-override>
    <span>&#147;</span>She bought you from a pawn shop. You’re an older model, one made with synthetic hair and sagging cheeks.<span>&#148;</span>
  </blockquote>
  
</figure>
<p data-preserve-html-node="true"><a data-preserve-html-node="true" href="http://antagonizethehorn.com/2014/06/25/you-were-made-for-loneliness/"><em data-preserve-html-node="true">You Were Made For Loneliness</em></a> is, basically, a love story. It’s a lot of love stories. The kind of love that you wish you had, or the kind you wish you still had; the love that puts the fear of god<a data-preserve-html-node="true" href="#youweremadeforloneliness-fn:1" id="youweremadeforloneliness-fnref:1" title="see footnote" class="footnote">[1]</a> into you, or the other way around; it might be every love story. It’s small in its scope, but ambitious and rather long. It will probably take you a touch over an hour to complete. </p>

<p data-preserve-html-node="true">Something of a sci-fi anthology made in Twine, <em data-preserve-html-node="true">You Were Made For Loneliness</em> is a collaboration from <del data-preserve-html-node="true">seventeen (?)</del> eighteen contributors. Centered on an android waking from two decades of sleep, freshly bought and put to work, this particular unit has the unique trait of holding hundreds (thousands? [millions?]) of other people’s memories in her brain.<a data-preserve-html-node="true" href="#youweremadeforloneliness-fn:2" id="youweremadeforloneliness-fnref:2" title="see footnote" class="footnote">[2]</a> As the android (named Naomi by her aging, lonely millionaire owner Adrienne) goes about her daily work, two ghostly voices—one in blue text, one in magenta<a data-preserve-html-node="true" href="#youweremadeforloneliness-fn:3" id="youweremadeforloneliness-fnref:3" title="see footnote" class="footnote">[3]</a>—eventually emerge in her head; and with only the slightest provocation (one word is all it takes), they spin love stories for each other, plucking from Naomi’s presumably vast databanks. </p>

<p data-preserve-html-node="true">There’s some subtle world building at work throughout the game. Humanity’s been scattered across the solar system by some near-apocalyptic event; we get just enough information to start guessing at what happened, which is fun. We see early on why Naomi is the way she is, and maybe even <em data-preserve-html-node="true">kind of</em> figure out who the two voices are. And there are love stories. </p>

<p data-preserve-html-node="true">And why not? Heck, why not. These range from teen drama to historical fiction-flavored<a data-preserve-html-node="true" href="#youweremadeforloneliness-fn:4" id="youweremadeforloneliness-fnref:4" title="see footnote" class="footnote">[4]</a> to (not trying to disparage it with this term or anything, it’s just what it is) snuff film creepypasta, with a handful of philosophical musings mixed in. The writing’s solid across the board, and contrary to a lot of Twines, there’s a lot of it, too, presented all at once. Though some of these stories just don’t really fit—I wasn’t a big fan of a piece about two ship (airship?) captains squaring off against each other, for instance. That one had too big of a world, written too abstractly for something already fantastical. On the other hand, I was surprised at how well that creepypasta story worked; can love bloom on the internet, where people send each other horrific videos? Apparently, yes. And special mention should be given to a beautiful collection of passages revolving around a poet and a prince, where the player can build up a poem, seemingly at random; the effect is dreamlike and wonderful.<a data-preserve-html-node="true" href="#youweremadeforloneliness-fn:5" id="youweremadeforloneliness-fnref:5" title="see footnote" class="footnote">[5]</a> </p>

<p data-preserve-html-node="true">It’s not all roses and synchronous heartbeats, though. The game carries a trigger warning for “suicide, depression, and psychological abuse.” Sometimes sad, sometimes horrific<a data-preserve-html-node="true" href="#youweremadeforloneliness-fn:6" id="youweremadeforloneliness-fnref:6" title="see footnote" class="footnote">[6]</a>—but I think this is where <em data-preserve-html-node="true">You Were Made For Loneliness</em> gets its thematic footing and sets things up for Naomi’s narrative to unfold. (Love in bloom is great, but one likes variety in one’s reading.) So—okay, we’re talking about breakups. Okay? Putting the stories aside a moment, Naomi’s narrative culminates in a breakup. After suffering months and months of emotional abuse from her owner, Naomi (not to put too fine a point on it) finally resists her programming<a data-preserve-html-node="true" href="#youweremadeforloneliness-fn:7" id="youweremadeforloneliness-fnref:7" title="see footnote" class="footnote">[7]</a> and stands up for herself. And it really <em data-preserve-html-node="true">is</em> a breakup, with Adrienne’s last minute bursts of honesty (borne by oh-god-how-can-this-be-salvaged desperation) re.: the fate of the last android that worked under her, and promises of change and betterment. There is, of course, a choice for Naomi during all this. There’s always a choice: </p>

<ul data-preserve-html-node="true">
<li data-preserve-html-node="true">Forgive</li>
<li data-preserve-html-node="true">Save yourself</li>
</ul>

<p data-preserve-html-node="true">Yt. found that a particularly powerful way to put it. Because that’s usually what it comes down to, right? Selfishness v. selflessness; though put like that, there’s a condemnatory/dichotomous<a data-preserve-html-node="true" href="#youweremadeforloneliness-fn:8" id="youweremadeforloneliness-fnref:8" title="see footnote" class="footnote">[8]</a> sense about it. Self-<em data-preserve-html-node="true">x</em>-ness posits hero and villain characters, whichever side yr. on. Which is kind of where the whole self-<em data-preserve-html-node="true">x</em>-ness dichotomy breaks down, is with the sides, which is why I like how <em data-preserve-html-node="true">You Were Made For Loneliness</em> handles it; if we’re leading blessed lives where no one we meet is actually evil,<a data-preserve-html-node="true" href="#youweremadeforloneliness-fn:9" id="youweremadeforloneliness-fnref:9" title="see footnote" class="footnote">[9]</a> there’s just two<a data-preserve-html-node="true" href="#youweremadeforloneliness-fn:10" id="youweremadeforloneliness-fnref:10" title="see footnote" class="footnote">[10]</a> usually reasonable people in unreasonable circumstances, and there’s going to be some moral relativism all up in here. At first blush, this sounds unconvincing and unsatisfying, but I find a lot of hope in this: that the capacity to forgive/be forgiven/save/be saved isn’t a continuum but a—an—it’s—either way, it’s people trying to be good to themselves and to each other. I guess? It’s hard to describe. This one needs some festering time. </p>

<p data-preserve-html-node="true">But either way, we come to the same terminus. Whether by her choosing to leave or by Adrienne’s eventual passing, Naomi finds herself cut loose and free to travel into parts unknown; the realization that her future is unfolding before her sparks like a synapse. </p>

<p data-preserve-html-node="true">And so, the two voices in Naomi’s head: they have a story, too. Theirs is less a breakup, more of an unfortunate separation, occurring at just the same time that Naomi finally leaves Adrienne; a neat synchronicity. The last words of their story are spoken by the blue voice, promising to find the other voice again. There’s this whole suggestion of a soul mates thing, which I could skip over; I actually find it more interesting to consider that <em data-preserve-html-node="true">You Were Made For Loneliness</em> rejects the concept—because with Magenta and Adrienne gone, who’s left to find?<a data-preserve-html-node="true" href="#youweremadeforloneliness-fn:11" id="youweremadeforloneliness-fnref:11" title="see footnote" class="footnote">[11]</a> I think one would be hard pressed, too, to argue that Naomi and Adrienne fit the traditional soul mate description, anyway—good friends, given the chance, but I don’t think there’s any profound spiritual connection. </p>

<p data-preserve-html-node="true">I don’t mean to be all about how nobody is anybody else’s destiny. I don’t want to spout off rationalizations of love, in its myriad romantic/platonic/familial/&amp;c. &amp;c. forms, as if it’s some blast of brain chemicals divorced from any sort of spiritual sense.<a data-preserve-html-node="true" href="#youweremadeforloneliness-fn:12" id="youweremadeforloneliness-fnref:12" title="see footnote" class="footnote">[12]</a> More that I think the Naomi-Adrienne/Blue-Magenta stories and their synchronous separations, reinforced by the game’s two endings, are a kind of confession that we basically just don’t know what-the-fuck when it comes to how love works/doesn’t work on a philosophical level, <em data-preserve-html-node="true">but just effin' go for it anyway</em>. Or, put another way, it takes a certain gumption to want to keep wading into a sea of seven billion people and putting in the work to finally do right by one of those seven billion, sight unseen, through breakups and false starts. It’s an admission that an infinite, anxious, exciting future exists beyond heartbreak. That takes a certain love. </p>


<hr data-preserve-html-node="true">
<ol data-preserve-html-node="true">

<li id="youweremadeforloneliness-fn:1" data-preserve-html-node="true">
<p data-preserve-html-node="true">Not literally. Well…not any god you know.  <a data-preserve-html-node="true" href="#youweremadeforloneliness-fnref:1" title="return to article" class="reversefootnote">&nbsp;↩</a></p>
</li>

<li id="youweremadeforloneliness-fn:2" data-preserve-html-node="true">
<p data-preserve-html-node="true">Cue <del data-preserve-html-node="true">seventeen (?)</del> eighteen contributors.  <a data-preserve-html-node="true" href="#youweremadeforloneliness-fnref:2" title="return to article" class="reversefootnote">&nbsp;↩</a></p>
</li>

<li id="youweremadeforloneliness-fn:3" data-preserve-html-node="true">
<p data-preserve-html-node="true">I ended up assigning gender to the two on account of this; I’m wondering how many other players did, too…  <a data-preserve-html-node="true" href="#youweremadeforloneliness-fnref:3" title="return to article" class="reversefootnote">&nbsp;↩</a></p>
</li>

<li id="youweremadeforloneliness-fn:4" data-preserve-html-node="true">
<p data-preserve-html-node="true">If not <em data-preserve-html-node="true">actually</em> historical.  <a data-preserve-html-node="true" href="#youweremadeforloneliness-fnref:4" title="return to article" class="reversefootnote">&nbsp;↩</a></p>
</li>

<li id="youweremadeforloneliness-fn:5" data-preserve-html-node="true">
<p data-preserve-html-node="true">I peeked at the source file, and I can only assume that it was a logistical nightmare to make coherent.  <a data-preserve-html-node="true" href="#youweremadeforloneliness-fnref:5" title="return to article" class="reversefootnote">&nbsp;↩</a></p>
</li>

<li id="youweremadeforloneliness-fn:6" data-preserve-html-node="true">
<p data-preserve-html-node="true">Incl., aforementioned creepypasta aside, a piece which feels a heck of a lot like a “I Have No Mouth, and I Must Scream.”  <a data-preserve-html-node="true" href="#youweremadeforloneliness-fnref:6" title="return to article" class="reversefootnote">&nbsp;↩</a></p>
</li>

<li id="youweremadeforloneliness-fn:7" data-preserve-html-node="true">
<p data-preserve-html-node="true">A particular gameplay mechanic being, up until this point, that the game presents several options when the player must make a choice—but disables all but one, ensuring maximum obedience. It’s a nice narrative trick, establishing early on that Naomi clearly has some moral agency but, for various reasons, no autonomy.  <a data-preserve-html-node="true" href="#youweremadeforloneliness-fnref:7" title="return to article" class="reversefootnote">&nbsp;↩</a></p>
</li>

<li id="youweremadeforloneliness-fn:8" data-preserve-html-node="true">
<p data-preserve-html-node="true">Yt. thought he made up “dichotomous” and was pleasantly surprised that it was in the dictionary.  <a data-preserve-html-node="true" href="#youweremadeforloneliness-fnref:8" title="return to article" class="reversefootnote">&nbsp;↩</a></p>
</li>

<li id="youweremadeforloneliness-fn:9" data-preserve-html-node="true">
<p data-preserve-html-node="true">Admittedly might be a lot to ask.  <a data-preserve-html-node="true" href="#youweremadeforloneliness-fnref:9" title="return to article" class="reversefootnote">&nbsp;↩</a></p>
</li>

<li id="youweremadeforloneliness-fn:10" data-preserve-html-node="true">
<p data-preserve-html-node="true">Polyamory is a thing, but I don’t know about it. I mean that in the literal, not litotic (“litotic” is not a word) I’m-condemning-it-with-understated-doubt, sense; I genuinely do not know anything about it in any functional and/or philosophical sense, except possibly that the use of “two” in this context is very loaded.  <a data-preserve-html-node="true" href="#youweremadeforloneliness-fnref:10" title="return to article" class="reversefootnote">&nbsp;↩</a></p>
</li>

<li id="youweremadeforloneliness-fn:11" data-preserve-html-node="true">
<p data-preserve-html-node="true">Maybe one could go all <a data-preserve-html-node="true" href="http://en.wikipedia.org/wiki/True_Detective_(TV_series)">Rust Cohle</a> and posit <a data-preserve-html-node="true" href="https://www.youtube.com/watch?v=K1ztQMr7VqA">that time is a flat circle</a> and we’re all dying alone, but that person probably didn’t pay much attention during the end of season one.  <a data-preserve-html-node="true" href="#youweremadeforloneliness-fnref:11" title="return to article" class="reversefootnote">&nbsp;↩</a></p>
</li>

<li id="youweremadeforloneliness-fn:12" data-preserve-html-node="true">
<p data-preserve-html-node="true">Is there any way I can talk seriously about spirituality without sounding like a crazy person? No? Okay.  <a data-preserve-html-node="true" href="#youweremadeforloneliness-fnref:12" title="return to article" class="reversefootnote">&nbsp;↩</a></p>
</li>

</ol>
<hr data-preserve-html-node="true">
<p data-preserve-html-node="true"><em data-preserve-html-node="true">Edited: July 18, 2014</em>
<br data-preserve-html-node="true" />
Because yrs. truly was still learning how to count, I misstated the number of collaborators that worked on the game. There are eighteen contributors, not seventeen.</p>]]></description>
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      <title>Lightning round: SIFF 2014 remainders</title>
      <category>carrier signal</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Mon, 23 Jun 2014 10:28:00 +0000</pubDate>
      <link>https://solitonic.co/blog/2014/6/22/siff-2014-lightning-round-omg-its-3am</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:53a29118e4b06b364470dfd2</guid>
      <description><![CDATA[<p data-preserve-html-node="true">Two weeks later, it’s time to call it. Here’s everything that didn’t seem to deserve a full post.</p>

<h2 id="thestrangecolorofyourbody’stears" data-preserve-html-node="true"><em data-preserve-html-node="true">The Strange Color of Your Body’s Tears</em></h2>







 

  
  
    

      

      
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<p data-preserve-html-node="true">Women are terrifying, apparently, or so one might believe from this giallo-inspired horror flick. Probably? about a woman’s sexual awakening (?), <em data-preserve-html-node="true">The Strange Color of Your Body’s Tears</em> plays its strong cards too early, building up a lot of Hitchcockian tension but failing in the payoff. The film moves through flashbacks and stories told by the exceptionally unreliable residents of a beautiful French apartment building. </p><p data-preserve-html-node="true">Suspense aside, the wild color palettes and off-kilter soundtrack (songs that wouldn’t feel at all out of place in a ’70s young-romance movie) alone are enough to sustain things for, like, the first hour. But the movie loses its footing when knives start going into people; between gratuitous murder sequences (resulting, obviously, in wounds resembling female anatomy) and increasingly hallucinatory/nonsensical scenes,<a data-preserve-html-node="true" href="#siffetc-fn:1" id="siffetc-fnref:1" title="see footnote" class="footnote">[1]</a> it’s hard to feel like the movie isn’t just jerking you around. Which, really, it is, because it ends up feeling like an exercise in form,<a data-preserve-html-node="true" href="#siffetc-fn:2" id="siffetc-fnref:2" title="see footnote" class="footnote">[2]</a> containing everything necessary to be a giallo film (goofy title, killer in black gloves, woman named <a data-preserve-html-node="true" href="http://en.wikipedia.org/wiki/Edwige_Fenech">Edwige</a>, &amp;c. &amp;c.) but nothing else. </p><h2 id="thekeeperoflostcauses" data-preserve-html-node="true"><em data-preserve-html-node="true">The Keeper of Lost Causes</em></h2>







 

  
  
    

      

      
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<p data-preserve-html-node="true">Sufficiently thrilling, probably one of the slickest police procedurals I’ve seen. There’s some fairly clever use of flashback to set things up and inject some much needed tension. And that’s fortunate, because protagonist Carl Mørck is totally wooden. (Actor Nikolaj Lie Kaas does the best with what he can, but still.) His partner, Assad (played by the charming Fares Fares), injects some much needed character warmth as well. But maybe I’ve been spoiled by <em data-preserve-html-node="true">True Detective</em>; for a few hopeful opening scenes, <em data-preserve-html-node="true">The Keeper of Lost Causes</em> looks like it’s pursuing the same thing—i.e. character study dressed up as police procedural—but eventually settles comfortably into the latter. Still, it’s pulpy and gripping, with stylish lighting and a soundtrack that knows when to sting and when to back off. </p><h2 id="nightmoves" data-preserve-html-node="true"><em data-preserve-html-node="true">Night Moves</em></h2>







 

  
  
    

      

      
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<p data-preserve-html-node="true">As always, Jesse Eisenberg is a twitchy ball of nerves, which works perfectly for this slow-burn ecoterrorism thriller adjective adjective thing. I’ve only seen <em data-preserve-html-node="true">Wendy and Lucy</em> from director Kelly Reichardt, and while the subject material of the two movies couldn’t be any different, they feel very similar: sparse, paranoid, rural. </p><h2 id="patemainverted" data-preserve-html-node="true"><em data-preserve-html-node="true">Patema Inverted</em></h2>







 

  
  
    

      

      
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<p data-preserve-html-node="true">I went through a pretty serious <a data-preserve-html-node="true" href="http://youlooknicetoday.com/episode/sake-period">Sake Period</a> as a teenager, and having grown out of it in college,<a data-preserve-html-node="true" href="#siffetc-fn:3" id="siffetc-fnref:3" title="see footnote" class="footnote">[3]</a> I tend to approach anime with caution. Miyazaki films still get to me—<em data-preserve-html-node="true">The Wind Rises</em> is a hell of a thing—but the truth is that Miyazaki’s style is pretty far removed from the anime that tends to have the most cache with typical anime fans in the West. So despite an open heart and fascinating sci-fi/fantasy setting, <em data-preserve-html-node="true">Patema Inverted</em> falls into regrettable anime tropes. There are moments of delight—the (wholly unexplained) mechanical city in the sky, the “other surface” of the planet we see in the ending—but really none come from the characters. The villain is over-the-top villainous, so much so that he’s impossible to take seriously—but of course his right-hand man has a heart of gold. Protagonists Patema and Age show a little more promise; but Patema has little to do except get damseled to hell and back, while her love interest, Age, follows the well-worn path of “young man discovering his resolve,” with few twists or turns on his character arc. Weirdly, considering her name is in the title, <em data-preserve-html-node="true">Patema Inverted</em> spends a surprisingly small amount of time actually tracking Patema; Age ends up being the disruptor and motivator of the plot, and it’s (literally, disappointingly) from his perspective that we see things. Patema is the one standing on the ceiling,<a data-preserve-html-node="true" href="#siffetc-fn:4" id="siffetc-fnref:4" title="see footnote" class="footnote">[4]</a> because it’s not actually her story. </p>

<p data-preserve-html-node="true">So much for titular princess characters with interesting stories. Luckily, once again <a data-preserve-html-node="true" href="http://en.wikipedia.org/wiki/Nausica%C3%A4_of_the_Valley_of_the_Wind">Miyazaki provides</a>. </p>

<h2 id="calvary" data-preserve-html-node="true"><em data-preserve-html-node="true">Calvary</em></h2>







 

  
  
    

      

      
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<p data-preserve-html-node="true">A couple of movies I’ve watched over the festival have, basically, a “spiritual bent,” so it was a welcome relief that <em data-preserve-html-node="true">Calvary</em> mostly didn’t, despite its focus on a Catholic priest (Brendan Gleeson). Aidan Gillen deserves some…praise? for somehow managing to reach new heights of smarm <em data-preserve-html-node="true">and</em> sounding totally unnatural in the delivery of his Irish accent <em data-preserve-html-node="true">despite being Irish</em>. (But heck, I dunno, do some people actually talk like that?) Anyway, there’s a neat trick, here, where Father James knows who’s going to kill him from the start but the audience obviously doesn’t—the type of plot gimmick that <em data-preserve-html-node="true">sounds</em> like it might try to point out how clever it is, but is actually (like the most of the movie [although there is is a lot of messiah imagery, but I guess you could have guessed that]) subtle and even-handed in its execution. Heh. “Execution.” Get it? </p><h2 id="cannibal" data-preserve-html-node="true"><em data-preserve-html-node="true">Cannibal</em></h2>







 

  
  
    

      

      
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<p data-preserve-html-node="true">Okay, so one might assume that a movie about a cannibal would suggest some amount of grotesquery and/or body horror, but <em data-preserve-html-node="true">Cannibal</em> has little of that. It’s a beautifully shot film, and I totally wish I could dress as well as Carlos. But the whole premise—prestigious tailor is also a cannibal—really doesn’t have a whole lot of weight behind it, and the whole “eating people” bit doesn’t add any additional depth to Carlos’ character except being this thing that he has to hide from everyone. Honestly, he could have been the regular (“regular”) kind of murderer; or even just had some particular trait that leaves him feeling alienated from everyone else. (Drug addict, maybe? I dunno.) </p><h2 id="oursunhi" data-preserve-html-node="true"><em data-preserve-html-node="true">Our Sunhi</em></h2>







 

  
  
    

      

      
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<p data-preserve-html-node="true">You know how I said <em data-preserve-html-node="true">Patema Inverted</em> wasn’t actually about Patema? <em data-preserve-html-node="true">Our Sunhi</em> isn’t about Sunhi, kind of, and it plays with this expection. One might be deceived by an opening scene in which Sunhi convinces her college professor to write her a letter of recommendation, but quite a lot of the movie follows three of Sunhi’s would-be suitors (professor incl.) as they drift around the city, talking to each other about their love life. The setups are pretty funny and don’t rely overmuch on awkward situational humor. And underneath the quirky humor is a surprisingly potent statement on Sunhi’s identity wrt. these three men, with the three talking in circles about Sunhi, and each individually arriving at the same vapid/self-contradictory/positive-but-probably-not-totally-true-and/or-accurate description of Sunhi. The final scene is fantastic: as the men wander around Changgyeonggung Palace looking for her, Sunhi quietly exits the area—of course, the idea that she is nowhere to be found never crosses the men’s minds. As if to say, “Don’t take it personally, boys, it just ain’t your story.” </p>


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<li id="siffetc-fn:1" data-preserve-html-node="true">
<p data-preserve-html-node="true">Incl. an overly long dream-within-a-dream-within-a-dream that surely drew more than a little inspiration from <em data-preserve-html-node="true"><a data-preserve-html-node="true" href="http://en.wikipedia.org/wiki/Triangle_(2009_British_film)">Triangle</a></em>.  <a data-preserve-html-node="true" href="#siffetc-fnref:1" title="return to article" class="reversefootnote">&nbsp;↩</a></p>
</li>

<li id="siffetc-fn:2" data-preserve-html-node="true">
<p data-preserve-html-node="true">And it really feels like exercise by the end.  <a data-preserve-html-node="true" href="#siffetc-fnref:2" title="return to article" class="reversefootnote">&nbsp;↩</a></p>
</li>

<li id="siffetc-fn:3" data-preserve-html-node="true">
<p data-preserve-html-node="true">My final-ish anime being Gurran Lagann, after which I decided that no other show would ever top in terms of anime-ness.  <a data-preserve-html-node="true" href="#siffetc-fnref:3" title="return to article" class="reversefootnote">&nbsp;↩</a></p>
</li>

<li id="siffetc-fn:4" data-preserve-html-node="true">
<p data-preserve-html-node="true">I mean, predictable, given the title, but not very interesting, thematically. <a data-preserve-html-node="true" href="#siffetc-fnref:4" title="return to article" class="reversefootnote">&nbsp;↩</a></p>
</li>

</ol>]]></description>
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        <media:title type="plain">Lightning round: SIFF 2014 remainders</media:title>
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      <title>SIFF 2014: Black Coal, Thin Ice</title>
      <category>carrier signal</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Sun, 22 Jun 2014 05:15:47 +0000</pubDate>
      <link>https://solitonic.co/blog/2014/6/21/siff-2014-black-coal-thin-ice</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:53a664f2e4b0a55bf505e935</guid>
      <description><![CDATA[A long drag on a poison cigarette.]]></description>
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<p data-preserve-html-node="true"><em data-preserve-html-node="true">Black Coal, Thin Ice</em> features ex-cop Zhang (Liao Fan) investigating the sudden appearance of human body parts in coal processing plants across China—a case which bears marked similarities to the unsolved murder investigation that ended his career years prior. The clues lead him to Wu Zhizhen (Gwei Lun-Mei), the widow of the first murder victim; as one might expect, It Gets Complicated. </p>

<p data-preserve-html-node="true">I love noir,<a data-preserve-html-node="true" href="#blackcoalthinice-fn:1" id="blackcoalthinice-fnref:1" title="see footnote" class="footnote">[1]</a> and <em data-preserve-html-node="true">Black Coal, Thin Ice</em> satisfies out of hand: anguished detectives, mysterious femme fatale, stylish lighting, dudes spitting watermelon seeds on the ground and sweating profusely. Left at that, one might be tempted to call describe this as a slavish devotion to the noir form—which might actually be true. (Again, I am probably a little more forgiving.) </p>

<p data-preserve-html-node="true">But it injects these hallmarks<a data-preserve-html-node="true" href="#blackcoalthinice-fn:2" id="blackcoalthinice-fnref:2" title="see footnote" class="footnote">[2]</a> with its own twists, which keeps the movie surprising and suspenseful. Wu as the femme fatale is, of course, beautiful with a dangerous secret; but her role as scheme instigator is minimal (her present state, she reveals, being a kind of penance for past actions) and seems mostly like she just Wants Out. Zhang, too, is every bit an Archetypical Detective: angry, hopelessly alcoholic. The way his character arc plays out, however, doesn’t result in typical grim conviction; his internalization of events, tragic and otherwise, ends in something altogether more…<em data-preserve-html-node="true">manic</em>. </p>

<p data-preserve-html-node="true">To some extent, the plot gets rather convoluted, but I wonder how much “plot” was actually needed; of course it all ties back to the characters at some point, but I felt some fatigue watching so many diversions and red herrings and twists.<a data-preserve-html-node="true" href="#blackcoalthinice-fn:3" id="blackcoalthinice-fnref:3" title="see footnote" class="footnote">[3]</a> I did appreciate the subtlety with which some of these were delivered, though; e.g. Zhang finally does discover how exactly the murder victims’ corpses are discarded, which is obviously satisfying, but the moment also reveals how Profoundly Wrong Zhang had been re.: the suspects of his last investigation. This isn’t broadcast, really—Zhang doesn’t go out and chat with his cop buddies about how badly they screwed it up five years ago—but gets quietly folded up into the internal rage that propels him. </p>

<p data-preserve-html-node="true">I loved the setting and sound. Set in a northern Chinese city during winter, locales range from snowy nighttime streets to factories to seedy upscale nightclubs to weirdly isolated outdoor skating rinks. Neon glares in through taxi windows; sounds of traffic and street bustle are relentless<a data-preserve-html-node="true" href="#blackcoalthinice-fn:4" id="blackcoalthinice-fnref:4" title="see footnote" class="footnote">[4]</a>; grimy snow covers everything.<a data-preserve-html-node="true" href="#blackcoalthinice-fn:5" id="blackcoalthinice-fnref:5" title="see footnote" class="footnote">[5]</a> While maybe all Chinese cities are kind of like this, I got the sense that <em data-preserve-html-node="true">Black Coal, Thin Ice</em>’s setting is more like a near-future<a data-preserve-html-node="true" href="#blackcoalthinice-fn:6" id="blackcoalthinice-fnref:6" title="see footnote" class="footnote">[6]</a> conglomerate city<a data-preserve-html-node="true" href="#blackcoalthinice-fn:7" id="blackcoalthinice-fnref:7" title="see footnote" class="footnote">[7]</a> than<a data-preserve-html-node="true" href="#blackcoalthinice-fn:8" id="blackcoalthinice-fnref:8" title="see footnote" class="footnote">[8]</a> representative of any real place in particular; give it a few years, and it could stand in for <em data-preserve-html-node="true">Blade Runner</em>’s cyberpunk Los Angeles.<a data-preserve-html-node="true" href="#blackcoalthinice-fn:9" id="blackcoalthinice-fnref:9" title="see footnote" class="footnote">[9]</a> </p>

<p data-preserve-html-node="true">The audience at the screening I attended didn’t seem too keen on it, though; the movie isn’t without shortcomings. The plot, again, meanders for too long, and the quasi-romance between Wu and Zhang (it is a neo-noir, after all) is so quasi that I actually can’t tell if it’s actually supposed to be there. (Maybe that’s the point? Who knows!) But I submit that there is still an infallible metric for measuring the quality of a noir film, and that’s how much I want a cigarette afterwards; walking out of the theatre, you could have laced a whole pack with cyanide and I’d have smoked them all. Nothing soothes like a poison cigarette. </p>


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<li id="blackcoalthinice-fn:1" data-preserve-html-node="true">
<p data-preserve-html-node="true">Or, anyway, I love thinking that I love <em data-preserve-html-node="true">neo</em>-noir. It’s kind of like ‘80s movies; I don’t actually <em data-preserve-html-node="true">like</em> them, but then I watch <em data-preserve-html-node="true">Drive</em> (hey another neo-noir, kinda of), and for the next week I have nothing but (say) Hughie Lewis and the News on the brain.  <a data-preserve-html-node="true" href="#blackcoalthinice-fnref:1" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
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<li id="blackcoalthinice-fn:2" data-preserve-html-node="true">
<p data-preserve-html-node="true">Or tropes, depending on how generous you feel.  <a data-preserve-html-node="true" href="#blackcoalthinice-fnref:2" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
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<li id="blackcoalthinice-fn:3" data-preserve-html-node="true">
<p data-preserve-html-node="true">More diversions than cheap twists, though.  <a data-preserve-html-node="true" href="#blackcoalthinice-fnref:3" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
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<li id="blackcoalthinice-fn:4" data-preserve-html-node="true">
<p data-preserve-html-node="true">Though, strangely, we rarely see passers-by.  <a data-preserve-html-node="true" href="#blackcoalthinice-fnref:4" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
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<li id="blackcoalthinice-fn:5" data-preserve-html-node="true">
<p data-preserve-html-node="true">But still gives a satisfying <em data-preserve-html-node="true">crunch</em> underfoot. Dat sound design.  <a data-preserve-html-node="true" href="#blackcoalthinice-fnref:5" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
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<li id="blackcoalthinice-fn:6" data-preserve-html-node="true">
<p data-preserve-html-node="true">This despite being set in 2004.  <a data-preserve-html-node="true" href="#blackcoalthinice-fnref:6" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
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<li id="blackcoalthinice-fn:7" data-preserve-html-node="true">
<p data-preserve-html-node="true">ADJECTIVES ADJECTIVES ADJECTIVES  <a data-preserve-html-node="true" href="#blackcoalthinice-fnref:7" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
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<li id="blackcoalthinice-fn:8" data-preserve-html-node="true">
<p data-preserve-html-node="true">FOOTNOTES FOOTNOTES FOOTNOTES  <a data-preserve-html-node="true" href="#blackcoalthinice-fnref:8" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
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<li id="blackcoalthinice-fn:9" data-preserve-html-node="true">
<p data-preserve-html-node="true">It also made me not want to eat Chinese food. And I’m not talking about the noodles. <a data-preserve-html-node="true" href="#blackcoalthinice-fnref:9" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

</ol>]]></content:encoded>
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        <media:title type="plain">SIFF 2014: Black Coal, Thin Ice</media:title>
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      <title>SIFF 2014: The Trip to Italy</title>
      <category>carrier signal</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Mon, 09 Jun 2014 21:21:26 +0000</pubDate>
      <link>https://solitonic.co/blog/2014/6/9/siff-2014-the-trip-to-italy</link>
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      <description><![CDATA[He's extremely affable.]]></description>
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<p data-preserve-html-node="true"><em data-preserve-html-node="true">(n.b. Yes, the festival wrapped yesterday; I have a mighty backlog of these to work through.)</em></p>

<p data-preserve-html-node="true">I went to Italy once. It was a pretty good trip.</p>

<p data-preserve-html-node="true">Not, I should say, nearly as good as Steve Coogan and Rob Brydon's trip, which involves much more Michael Caine and Alanis Morissette and fewer museums. (Museums are great, though.)</p>

<p data-preserve-html-node="true">As a sequel to a 2010 TV series/film (<em data-preserve-html-node="true">The Trip</em>, aptly), <em data-preserve-html-node="true">The Trip to Italy</em> has the same humorous bite as its four year old sibling; it's as hilarious as ever to watch semi-rivals Steve Coogan and Rob Brydon bounce off each other, and as expected, celebrity impressions and food pornography abound. (Yt. recalls a lot of scallops in <em data-preserve-html-node="true">The Trip</em>, and don't get me wrong scallops are great. But <em data-preserve-html-node="true">come on</em>, Rob Brydon, variety!) </p>

<p data-preserve-html-node="true">But four years is a long time, and it shows. Steve Coogan (the fictional one) has softened a bit, having reached (probably) the terminus of his character from <em data-preserve-html-node="true">A Cock and Bull Story</em>. He's entering into a sort of indefinite "hiatus" from his American TV show but seems mostly okay with that; his once-complicated love life has gotten figured out, and he's on good terms with his son.</p>

<p data-preserve-html-node="true">Rob Brydon, on the other hand, has evidently taken over Coogan's mantle as Brittle Midlife Crisis Man. In clipped telephone conversations, his home life sounds messy, his wife distant from him, him distant from her. And while as outwardly lighthearted as ever, he seems to have kind of an edge now, best summarized in a bit where he repeatedly, aggressively insists upon his affability to Coogan. </p>

<p data-preserve-html-node="true">Not that he's become a total wad, but the edge is more overt than in previous films. It is kind of a bit different for director Michael Winterbottom; <em data-preserve-html-node="true">A Cock and Bull Story</em> and <em data-preserve-html-node="true">The Trip</em> were nothing if not <em data-preserve-html-node="true">extremely understated</em> character dramas. There are no huge blowouts in <em data-preserve-html-node="true">The Trip to Italy</em>. But the one-upmanship that has defined this fictional Coogan-Brydon relationship feels a little more desperate—especially when you consider that Coogan has basically withdrawn and it's just Brydon, now, trying e.g. to be the one to pick up the most women.</p>

<p data-preserve-html-node="true">Something that hasn't changed: Michael Winterbottom continues to leave no easy way out for his characters. Coogan's character in <em data-preserve-html-node="true">A Cock and Bull Story</em> and <em data-preserve-html-node="true">The Trip</em> eventually came to some significant self-revelatory decisions, but all the self-revelation didn't stop him from having to pay the consequences, so to speak. Yt. assumes the same with Brydon, who makes some Probably Bad Decisions, though we are left at guessing the aftereffects. (Life, innit.) Given the wild popularity of <em data-preserve-html-node="true">The Trip</em> series, I hope there'll be a third—well, technically fourth—movie-TV-thing with these characters (<em data-preserve-html-node="true">The Trip to Barcelona</em>, maybe?) to tie everything off. A comedy threequel just sounds like a disaster, actually, but heck, another four years and maybe I'll want more British people doing funny voices. Until then, some pasta and an Alannis Morissette album will do just fine.</p>]]></content:encoded>
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      <title>SIFF 2014: Kumiko, the Treasure Hunter</title>
      <category>carrier signal</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Wed, 04 Jun 2014 04:41:45 +0000</pubDate>
      <link>https://solitonic.co/blog/2014/6/3/siff-2014-kumiko-the-treasure-hunter</link>
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  <blockquote data-animation-role="quote" data-animation-override>
    <span>&#147;</span>No hay banda! There is no band! Il n&#8217;est pas de orquestra! This is all a tape-recording. No hay banda! And yet we hear a band. If we want to hear a clarinet—listen.<span>&#148;</span>
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  <figcaption class="source">&mdash; Mulholland Drive</em> (dir. David Lynch, 2001)</figcaption>
</figure>
<p data-preserve-html-node="true">The titular character of <em data-preserve-html-node="true">Kumiko, the Treasure Hunter</em> is right on the edge. She manages to hold down a job, somehow,<a data-preserve-html-node="true" href="#kumiko-fn:1" id="kumiko-fnref:1" title="see footnote" class="footnote">[1]</a> but is otherwise utterly withdrawn, with no friends save her rabbit, Bunzo (THE CUTEST), and no ambition in her career as a secretary/clerk/“office lady.”<a data-preserve-html-node="true" href="#kumiko-fn:2" id="kumiko-fnref:2" title="see footnote" class="footnote">[2]</a> Her single obsession is with decoding a particular scene in 1996’s <em data-preserve-html-node="true"><a data-preserve-html-node="true" href="http://www.imdb.com/title/tt0116282/?ref_=fn_al_tt_2">Fargo</a></em>—the part where Steve Buscemi buries the suitcase full of money—for the purpose of locating and claiming said suitcase and cash. </p><p data-preserve-html-node="true">Of course, there is no suitcase and no money; we know that. Everyone knows that. But Kumiko doesn’t. Somehow. As we watch Kumiko struggle through daily life, growing ever more obsessed with <em data-preserve-html-node="true">Fargo</em> and the money, it’s clear that things will get much worse before they get better. (Mostly, they don’t get better.) </p><p data-preserve-html-node="true">True to its Coen brothers inspiration, this film is a dark comedy (of sorts), humor and awkward moments and desperation blending together. But while most Coen brothers films have a touch of the absurd, <em data-preserve-html-node="true">Kumiko, the Treasure Hunter</em> is firmly planted. So when things start going really downhill after Kumiko reaches Minnesota, there’s no real reprieve from it—no absurdist deus ex machina here. </p><p data-preserve-html-node="true">Things start, actually, to take on the texture of a horror movie. The sound design and score does a lot of the work here, with walls of noise and dissonance crescendo-ing (if that is a word that can be verbed) to match (one assumes) Kumiko’s internal scream. The people, too, seem barely trustworthy—or maybe that’s the bass drone, I dunno. The deaf taxi driver that Kumiko meets comes to mind; he <em data-preserve-html-node="true">smiles too much</em> in a David Lynch kind of way, and his attempts to make small talk with Kumiko come off slightly sinister. But really, there’s no twist here; he’s not going to feed Kumiko into a wood chipper; he’s just a deaf taxi driver that she ends up stiffing of a hundred bucks. </p><p data-preserve-html-node="true">But all that is only obvious after the fact. Like how there’s no suitcase full of cash—a fact that one might conveniently forget while watching Kumiko go about her business. The film’s strength is in how fully her persona permeates everything; it doesn’t mock her tragic obsession, though it would be easy. We have the agency to walk away, but still, the film encourages the audience to believe in the treasure just as much as Kumiko does. For a little while, there is a suitcase. </p>







 

  
  
    

      

      
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<hr data-preserve-html-node="true">
<ol data-preserve-html-node="true">

<li id="kumiko-fn:1" data-preserve-html-node="true">
<p data-preserve-html-node="true">Possibly through the pity/sympathy of her boss, who doesn’t seem to have much of a job himself.  <a data-preserve-html-node="true" href="#kumiko-fnref:1" title="return to article" class="reversefootnote">&nbsp;↩</a></p>
</li>

<li id="kumiko-fn:2" data-preserve-html-node="true">
<p data-preserve-html-node="true">Nor do any of her coworkers, it appears, since they profess to be basically killing time before getting married. <a data-preserve-html-node="true" href="#kumiko-fnref:2" title="return to article" class="reversefootnote">&nbsp;↩</a></p>
</li>

</ol>]]></content:encoded>
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    <item>
      <title>SIFF 2014: Attila Marcel</title>
      <category>carrier signal</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Sat, 31 May 2014 22:10:32 +0000</pubDate>
      <link>https://solitonic.co/blog/2014/5/31/siff-2014-attila-marcel</link>
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      <description><![CDATA[Get it? Proust? Get it?]]></description>
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<p data-preserve-html-node="true">Oh, memory, you perditious thing. </p>

<p data-preserve-html-node="true"><em data-preserve-html-node="true">Attila Marcel</em> plays off a question that probably everyone (drunken stupor or no) has wondered: “What if I could remember when I was a baby?” For the thirty year-old Paul, orphaned as an infant and left mute from the trauma, those early memories (if they exist) are the some of the only remaining keepsakes he has of his parents, who evidently died in some tragic accident. So begins a journey of self-discovery and&#8212;okay, look, he recalls those memories by drinking &#8220;herbal&#8221; tea from a fast-talking neighbor named Madame Proust.<a data-preserve-html-node="true" href="#attilamarcel-fn:1" id="attilamarcel-fnref:1" title="see footnote" class="footnote">[1]</a> It’s pretty funny. </p>

<p data-preserve-html-node="true">Guillaume Gouix does a great job inhabiting the whole range of Paul&#8217;s situation, in spite of (or because of?) never saying a single word. He never allows Paul to play the victim, even when Paul is clearly put-upon by his overbearing aunts; he is never pitiable because of his disability, simply sympathetic. </p>

<p data-preserve-html-node="true">Besides “herbal” tea, music is the key to unlocking Paul&#8217;s memories, and these scenes inevitably descend into musical numbers. They&#8217;re dreamy, rosy-glassed. Direct Sylvain Chomet isn’t afraid to apply pastel lights and nostalgic vignetting to get the point across. But lest things get too cloying, Paul’s memories often end ambiguously. It isn’t all ice cream and sing-alongs; there’s a monster at the end. Plenty of time is spent foreshadowing some dark tension between Paul’s mother (headstrong and virtuous in Paul’s memories, natch) and his father, the titular Attila Marcel, who by Paul’s limited recollection is a pro wrestler with a jealous streak. </p>

<p data-preserve-html-node="true">As if that wasn’t enough, in the mix are Paul’s aunts, who are pushing him into a pianist’s competition, and the increasingly complicated personal life of Madame Proust. It all comes together eventually; but first the movie has to wander away from Paul for a bit. His story never fully regains its momentum after that, leaving the third act a bit of an exercise in tying up loose ends. </p>

<p data-preserve-html-node="true">Still, <em data-preserve-html-node="true">Attila Marcel</em> is a sweet, surprising thing. What begins as Paul’s story turns into a dad-and-lad tale, with a hint of star-crossed-love emerging to pin the whole thing together. It’s ambitious, especially for something that spends so much time looking into the past. But sometimes the only way to go forward is to step back. </p>


<hr data-preserve-html-node="true" />
<ol data-preserve-html-node="true">

<li id="attilamarcel-fn:1" data-preserve-html-node="true">
<p data-preserve-html-node="true">Get it? Proust? Get it? <a data-preserve-html-node="true" href="#attilamarcel-fnref:1" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

</ol>]]></content:encoded>
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      <title>SIFF 2014: Still Life</title>
      <category>carrier signal</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Wed, 28 May 2014 05:24:51 +0000</pubDate>
      <link>https://solitonic.co/blog/2014/5/27/siff-2014-still-life</link>
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      <description><![CDATA[~ghost funeral~]]></description>
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<p data-preserve-html-node="true">What did you have for dinner? </p>

<p data-preserve-html-node="true">Yt. asks because he can’t remember the last time he cooked himself a warm meal. Currently yt. is chewing on some cornbread with a couple spoonfuls of cold red beans and rice. </p>

<p data-preserve-html-node="true">So yt. might be able to relate a little with John May, a London clerk charged with finding the relatives and settling the affairs of people found dead and alone. Middle-aged and quiet; struck with a bit of an obsessive-compulsive streak and a creature of habit, May discovers that he’s being fired and resolves to pursue his final case with as much as he can throw at it. Why the question about dinner? He regularly eats a piece of toast and a can of tuna for dinner. </p>

<p data-preserve-html-node="true">And man, it’s just like the most lonesome thing to see onscreen. True to its name, <em data-preserve-html-node="true">Still Life</em> is filled with quiet, painterly shots. Whether it’s John May waiting on a screen corner or, yes, toast and tuna arranged carefully on a plate, nothing ever feels out of place. </p>

<p data-preserve-html-node="true">Were it so for the story, which is somehow less than the sum of its parts.<a data-preserve-html-node="true" href="#still life-fn:1" id="still life-fnref:1" title="see footnote" class="footnote">[1]</a> Eddie Marsan does the best he can with a wooden, sentimental script, and he imbues John May with a shy, warm dignity. It’s like he knows how absurd it is to lounge around in a three-piece suit with a pair of raggedy vagrants, taking pulls out of a whiskey bottle, but to laugh would be to miss the point of the exercise. But the moment (like a lot of moments) ends up taking messy swings at profundity which come off as dull platitudes delivered without much conviction. It’s kind of like <em data-preserve-html-node="true">Still Life</em> doesn’t quite know how to walk the line between bathos and pathos,<a data-preserve-html-node="true" href="#still life-fn:2" id="still life-fnref:2" title="see footnote" class="footnote">[2]</a> and ends up not believing in much at all. It does end up rejecting the notion that “funerals are for the living”—something uttered, at one point, by May’s callous boss—but it does so in this weirdly spiritual way. In a movie so focused on the arrangement of physical objects and the settling of mortal affairs, this literally last-minute turn feels unearned. </p>

<p data-preserve-html-node="true">The movie’s best when it’s just John May trying to get through to people, and people trying to get through to him. There’s a bit where May sits across from Kelly Stokes, a daughter of the deceased played by Joanne Froggatt, and excitedly (maybe more like optimistically?) explains the funeral arrangements he’s making for her father. Soon he trails off and they just smile quietly at each other. I think it’s one of the sweetest things ever committed to film. We could all do with more of that. </p>


<hr data-preserve-html-node="true" />
<ol data-preserve-html-node="true">

<li id="still life-fn:1" data-preserve-html-node="true">
<p data-preserve-html-node="true">Ugh, this is like the most review-ish review I’ve written so far.  <a data-preserve-html-node="true" href="#still life-fnref:1" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

<li id="still life-fn:2" data-preserve-html-node="true">
<p data-preserve-html-node="true">OMG EDMUND THE HECK ARE YOU DOING WHY ARE YOU USING WORDS LIKE THIS <a data-preserve-html-node="true" href="#still life-fnref:2" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

</ol>]]></content:encoded>
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      <title>SIFF 2014: Why Don't You Play in Hell?</title>
      <category>carrier signal</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Sun, 25 May 2014 21:16:59 +0000</pubDate>
      <link>https://solitonic.co/blog/2014/5/25/siff-2014-why-dont-you-play-in-hell</link>
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      <description><![CDATA[I ask myself this all the time.]]></description>
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            <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/4ff37dd8e4b03ec22b10eb93/1401052415308-QJPEZKNSLOBUDF0QIKMT/ke17ZwdGBToddI8pDm48kNvT88LknE-K9M4pGNO0Iqd7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z5QPOohDIaIeljMHgDF5CVlOqpeNLcJ80NK65_fV7S1USOFn4xF8vTWDNAUBm5ducQhX-V3oVjSmr829Rco4W2Uo49ZdOtO_QXox0_W7i2zEA/image-asset.jpeg" data-image-dimensions="1920x1080" data-image-focal-point="0.5,0.5" alt="This is Hirata's expression for roughly 96% of the movie." data-load="false" data-image-id="53825cffe4b08f61e7a56051" data-type="image" src="https://images.squarespace-cdn.com/content/v1/4ff37dd8e4b03ec22b10eb93/1401052415308-QJPEZKNSLOBUDF0QIKMT/ke17ZwdGBToddI8pDm48kNvT88LknE-K9M4pGNO0Iqd7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z5QPOohDIaIeljMHgDF5CVlOqpeNLcJ80NK65_fV7S1USOFn4xF8vTWDNAUBm5ducQhX-V3oVjSmr829Rco4W2Uo49ZdOtO_QXox0_W7i2zEA/image-asset.jpeg?format=1000w" />
          
        
          
        

        
          
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            <p>This is Hirata's expression for roughly 96% of the movie.</p>
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<p data-preserve-html-node="true"><em data-preserve-html-node="true">Why Don’t You Play in Hell</em> turns into a bloodbath. Before that, though, it’s a comic romp through amateur filmmaking, young love, and yakuza feuds. Okay. Maybe that last one gives away the bloodbath. </p>

<p data-preserve-html-node="true">Hirata is a slightly (mostly) deranged amateur director, pursuing his high school dream of creating One Great Film; his filmmaking crew, the Fuck Bombers, includes his equally enthusiastic high school friends (camera operators, natch), plus one newcomer: Sasaki, a high-scool tough guy whom Hirata declares the “new Bruce Lee.” Yellow tracksuit ensues. </p>

<p data-preserve-html-node="true">Ten years later, Hirata and the Fuck Bombers are still where they started—admittedly with a couple more groupies (?)—hanging out in the same movie theatre (now closed) and admiring the same promo reel they wrapped years ago. Sasaki, disillusioned (but still wearing the tracksuit), resolves to quit. But over the ten years that the Fuck Bombers are puttering around, a feud grows between two yakuza factions, centered around boss Muto’s wannabe-actress daughter, Mitsuko; and through a series of increasingly improbable coincidences, the aging Fuck Bombers find themselves in the perfect position to film the blowout. </p>

<p data-preserve-html-node="true">The movie, for what it’s worth, takes it pretty slow to start, without much actually happening for the first half; mostly we see the Fuck Bombers getting super amped up, and the yakuza feud taking root. A lot of it feels like padding, really; maybe it was a result of me seeing this at midnight and being sleepy/impatient, but for awhile I was wondering how long it’d take before people start getting their limbs chopped off. There’s a few hints of the insanity to come, of course—an early scene where Muto’s wife (expressionless, spattered with blood, wielding a kitchen knife [a slice of carrot still stuck to the blade]) chases a would-be assassin through the streets of the city comes to mind. But then there’s also a lot of time setting up a kind-of romance between Muto’s aggressively sadistic daughter and hapless bystander Koji, which, I mean, I get it, but invoking the trope is enough; no need to describe it in detail, sheesh. </p>

<p data-preserve-html-node="true">Dragging moments aside, the yakuza side of the plot is the stronger of the two, buoyed by the combined talents of Jun Kunimura and Shinichi Tsutsumi who play the rival yakuza bosses. Tsutsumi, in particular, has a particular knack for playing a star-struck doofus, never failing to grin/pose in front of Hirata’s camera. </p>

<p data-preserve-html-node="true">Anyway, this all pretty much goes out the window when limbs start flying. That part&#8217;s pretty good. </p>

<p data-preserve-html-node="true">So a movie about a movie crew making a movie. Yt. can’t help but notice all the obvious homages to <em data-preserve-html-node="true">Kill Bill</em>, complete with climactic, blood-squirty sword fights and the first thirty seconds of <a data-preserve-html-node="true" href="https://www.youtube.com/watch?v=8O0y3Rg2SnI">Santa Esmeralda’s “Please Don’t Let Me Be Misunderstood”</a><a data-preserve-html-node="true" href="#whydontyouplayinhell-fn:1" id="whydontyouplayinhell-fnref:1" title="see footnote" class="footnote">[1]</a>—you know, the bit with the flamenco guitar. And it’s nuts, obviously, because of all the Japanese action-flick influences that (the first) <em data-preserve-html-node="true">Kill Bill</em> draws on. So a Japanese movie heavily influenced by an American movie heavily influenced by Japanese movies. The meta: YUP, OFF THE CHARTS. </p>


<hr data-preserve-html-node="true" />
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<li id="whydontyouplayinhell-fn:1" data-preserve-html-node="true">
<p data-preserve-html-node="true">WHICH IS ITSELF A COVER. <a data-preserve-html-node="true" href="#whydontyouplayinhell-fnref:1" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

</ol>]]></content:encoded>
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        <media:title type="plain">SIFF 2014: Why Don't You Play in Hell?</media:title>
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      <title>SIFF 2014: Standing Aside, Watching</title>
      <category>carrier signal</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Sun, 25 May 2014 09:51:19 +0000</pubDate>
      <link>https://solitonic.co/blog/2014/5/25/siff-2014-standing-aside-watching</link>
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      <description><![CDATA[You don't own them the way you think you do.]]></description>
      <content:encoded><![CDATA[<p data-preserve-html-node="true">“All small towns are alike,” remarked director Giorgos Servetas, describing the setting during a Q and A session. But the nameless town of <em data-preserve-html-node="true">Standing Aside, Watching</em> might as well represent any community of any size and any country with its depiction of power dynamics. The film follows failed actress Antigone, returning to her hometown to reset her life after years away, hoping to settle down and stay out of trouble. The town itself, the kind of place where everybody seems to know everybody else, is a contradictory bubble in the Grecian countryside. Antigone lives in a tiny house and drives a hand-me-down beater of a car, and lives just a couple doors down from a well-heeled middle-aged couple with a gleaming black sedan. Rarely does the film go more than a few minutes without presenting some similar kind of dichotomy; often, shots are split in half: crumbling ghost town on one side, majestic nature (or the very edge of it) on the other, a thin strip of dirt road the only border. </p><p data-preserve-html-node="true">Of course, brutality and corruption lie underneath the placid facade of small town life. The manager of a local scrapyard, Nondas, has formed a sort of old boys’ club, including the local police chief and Antigone’s new, young, mostly helpless boyfriend Nikos. Antigone soon learns that Nondas has been beating and brutalizing her childhood friend, Eleni; a confrontation is all but inevitable. </p>







 

  
  
    

      

      
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<p data-preserve-html-node="true">This isn’t just masculinity in crisis—there is plenty of that visible, of course, like when Nondas comments on Antigone: “You should be fucking her, but she fucked you”—but an examination of the power structure between sexes. Actress Marina Symeou’s Antigone consistently owns each scene she’s in; whether through an impish smile (imp-icity levels not seen since <em data-preserve-html-node="true">Amelie</em>) or a fearsome scowl, Antigone projects confidence that no other character can come close to matching—not even Nondas, who seems to run the town (and has enough sway to eventually force Antigone out of her job) but ends up looking like nothing more than a belligerent, spoiled brat when he’s in the same frame as Antigone. </p><p data-preserve-html-node="true">And that makes the ending exceptionally difficult to swallow. Antigone is eventually kidnapped by Nondas and Nikos and taken to a trailer where they plan to rape her—but she’s ultimately rescued by Dimitris, an old acquaintance and ex-boyfriend. Damseled at the last minute, taken again by another man. It’s an ambiguous conclusion that really just raises a whole raft of questions. Nondas and Nikos don’t own Antigone—or any woman—in the way they think they do. But why does Antigone have to be owned at all?</p>]]></content:encoded>
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        <media:title type="plain">SIFF 2014: Standing Aside, Watching</media:title>
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      <title>Montanans file lawsuit to overturn same-sex marriage ban</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Thu, 22 May 2014 02:28:31 +0000</pubDate>
      <link>http://www.bozemandailychronicle.com/news/article_441317a0-e111-11e3-9f32-001a4bcf887a.html?sourceurl=homepage&amp;sourceblk=top-story</link>
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      <description><![CDATA[<p data-preserve-html-node="true">I love my home state, and <a data-preserve-html-node="true" href="http://www.bozemandailychronicle.com/news/article_441317a0-e111-11e3-9f32-001a4bcf887a.html?sourceurl=homepage&amp;sourceblk=top-story">it saddens me that this ban was ever established</a>. I know Ben Milano, one of the plaintiffs; I hope he, his husband, and all the other couples aren’t denied the rights they deserve any longer.</p><p><a href="https://solitonic.co/blog/2014/5/21/montanans-file-lawsuit-to-overturn-same-sex-marriage-ban">Permalink</a><p>]]></description>
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    <item>
      <title>SIFF 2014: Chinese Puzzle</title>
      <category>carrier signal</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Wed, 21 May 2014 07:41:15 +0000</pubDate>
      <link>https://solitonic.co/blog/2014/5/21/siff-2014-chinese-puzzle</link>
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      <description><![CDATA[The only thing this movie is missing is some Gershwin.]]></description>
      <content:encoded><![CDATA[<figure >
  <blockquote data-animation-role="quote" data-animation-override>
    <span>&#147;</span>Chapter One: He was too romantic about Manhattan, as he was about everything else. He thrived on the hustle bustle of the crowds and the traffic. To him, New York meant beautiful women and street smart guys who seemed to know all the angles. Ah, no, corny, too corny for, you know, my taste. Let me, let me try and make it more profound.<span>&#148;</span>
  </blockquote>
  <figcaption class="source">&mdash; <em>Manhattan</em> (dir. Woody Allen, 1979)</figcaption>
</figure>
<p data-preserve-html-node="true"><em data-preserve-html-node="true">Chinese Puzzle</em> is less of a loveletter to New York, more a valentine to Woody Allen’s <em data-preserve-html-node="true">Manhattan</em>. The parallels come fast and in abundance. Both feature New York as both a locale and a character. Both follow the travails of a middling writer in the aftermath of divorce. Both writers find themselves adrift, while the women of their lives (both have surrounded themselves with a lot of women, somehow) propel themselves ever onward. <em data-preserve-html-node="true">Chinese Puzzle</em>’s Xavier, played by Romain Duris, is particularly rootless after resolving to move to New York to reconnect with his transplanted children. </p>







 

  
  
    

      

      
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<p data-preserve-html-node="true">It’s a setup that could really go either way on the comedy scale, but director/writer Cédric Klapisch manages to pull out a lot of charm. There’s a few culture-shock jokes, which I always find kind of shitty—e.g. <em data-preserve-html-node="true">Lost in Translation</em>’s scene with the escort, which is yeah pretty funny (mostly because of Bill Murray’s delivery), but man, <em data-preserve-html-node="true">rude</em>; <em data-preserve-html-node="true">Chinese Puzzle</em> makes it feel all in good fun, and no one’s being <em data-preserve-html-node="true">scorned</em>. Xavier’s American divorce lawyer, for example, is pretty much just a schlubby fast-talker working out of a basement office—whatever stereotype you’re imagining is basically the character—but while he’s profoundly unprofessional, he means well, and he’s not actually incompetent. Xavier himself doesn’t spend much (any?) time gawping at skyscrapers and getting hit by angry taxicabs; actually, he looks right at home almost immediately. Melting pot! (If only we were all so lucky.) </p><p data-preserve-html-node="true">Still, life is complicated for Xavier—that’s a word that gets thrown around a lot, “complicated”—most of the running time is dedicated to Xavier finding his place in the city in various subplots: searching for a place to live, finding work (since apparently being a middling French novelist doesn’t quite cover the bills), grappling with being a sperm donor to his best friend, getting a green card (by marrying someone, obviously), spending time with his kids, etc. etc. etc.—all subplots colliding, eventually, in a truly awkward (but hilarious!) scene in Xavier’s Chinatown apartment. </p><p data-preserve-html-node="true"><em data-preserve-html-node="true">Chinese Puzzle</em> is the final film of a trilogy, and apparently most (if not all) of the cast of the previous films appear again in greater or lesser roles. Having not seen the other two films, I can say that <em data-preserve-html-node="true">Chinese Puzzle</em> stands well on its own. But while the conclusion of the film sees Xavier learning to move forward again (<em data-preserve-html-node="true">~*~woo~*~</em>), there’s the sense that it’s just as much about reconciliation with the past. Again, having not seen the other two parts, yr. guess is as good as mine about what reconciliation is required, and I can only imagine certain smaller moments would have been more affecting if I’d known the characters. Still, despite its own history, it doesn’t wink at itself often at all, and it feels like more than just a victory lap. </p><p data-preserve-html-node="true">And the movie isn’t precious or sentimental.<a data-preserve-html-node="true" href="#chinesepuzzle-fn:1" id="chinesepuzzle-fnref:1" title="see footnote" class="footnote">[1]</a> Which is an easy trap for things like this, I think! It does wrap up rather neatly—one can nearly see a bow descending upon the screen as the credits roll. But while the wisdoms it espouses might be considered “simple” or “obvious,” those are often the easiest to forget. <em data-preserve-html-node="true">Chinese Puzzle</em>, if nothing else, has the wisdom to know that. </p>
<hr data-preserve-html-node="true">
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<li id="chinesepuzzle-fn:1" data-preserve-html-node="true">
<p data-preserve-html-node="true">Well, okay, except maybe at the end, with a Great American Running-To-One’s-Destiny scene. Possibly also another <em data-preserve-html-node="true">Manhattan</em> homage. (The only thing this movie is missing, then, is some Gershwin.) </p>

<p data-preserve-html-node="true"><em data-preserve-html-node="true">Chinese Puzzle</em>, it should also be said, actually has <em data-preserve-html-node="true">two</em> scenes in which Romain Duris runs through the streets of New York. <a data-preserve-html-node="true" href="#chinesepuzzle-fnref:1" title="return to article" class="reversefootnote">&nbsp;↩</a></p>
</li>

</ol>]]></content:encoded>
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        <media:title type="plain">SIFF 2014: Chinese Puzzle</media:title>
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      <title>SIFF 2014: The Fault in Our Stars</title>
      <category>carrier signal</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Sun, 18 May 2014 05:31:17 +0000</pubDate>
      <link>https://solitonic.co/blog/2014/5/17/siff-2014-the-fault-in-our-stars</link>
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      <description><![CDATA[Pain demands to be felt.]]></description>
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<p>This movie is too pretty. </p>

<p>And that feels inauthentic. </p>

<p>Whatever that means. </p>

<p>I think we’re living in a culture where authenticity is conflated with dirt and grime and ugliness. </p>

<p>But that definition of authenticity, too, is altogether too easy. </p>

<p>Hazel Grace and Augustus Waters are two teens with cancer—Hazel, lung; Augustus, osteosarcoma (in remission). They meet. They fall in love. The ending is <em>stunningly, perfectly</em> soundtracked with <a href="http://youtu.be/lAwYodrBr2Q">M83's "Wait."</a></p>

<p>So the strange thing about this film adaptation of John Green’s YA novel is that it’s using the visual language of yr. avg. romcom: scenes are well-lit without exception; people are beautiful and clean and have perfect makeup; the homes are cozy, well-appointed upper middle class affairs. The movie ends up really, really glossing over most—all?—of the more torturous sequences of the book. And to be sure, <em>The Fault in Our Stars</em> (the book) has its romantic and comedic beats in equal measure. But it’s also not exactly a romcom, and the texture of the movie feels—off. </p>

<p>Watching it, I couldn’t help but compare it to <em>Never Let Me Go</em>, itself a book-then-movie about young people grappling with love and death. Of course, <em>Never Let Me Go</em> is also a beautifully shot movie. But what I mean with <em>The Fault in Our Stars</em> (the movie) is that it spends a lot of time making suffering beautiful (the book doesn’t [and neither does <em>Never Let Me Go</em>, which is why I mention it; there’s a difference between a thing being <em>presented beautifully</em> {as in the case of <em>Never Let Me Go</em>} and being <em>beautiful-full-stop</em>, and I think the film version of <em>The Fault in Our Stars</em> picks the wrong side for what it’s trying to do]), which, obv, it really isn’t. John Green’s novel never occurred to me as a work about “the beauty of life”; that feels a little fatuous and easy. The heart of it—which, again, the book <em>does</em> get into, though the movie does address it a bit—is more a matter of <em>time</em>; seconds slipping away; if inaction is itself an action; how we’re all as short on time as Hazel is short of breath. </p>

<p>I suppose that all sounds a bit grand. I suppose it could be difficult to cram into 126 minutes and still have cynical studio executives consider it marketable to teens. I suppose it is telling, though, that I (and like half the theatre audience!) cried through the last fifteen minutes; it still sunk in. I mean, for all the textural problems of the movie, I think it retains and manages to deliver an uncompromisable truth that should be familiar to readers of the novel: “pain demands to be felt,” as writes the book’s/movie’s fictional Peter Van Houten—but regret does not.</p>]]></content:encoded>
      <media:content height="776" isDefault="true" medium="image" type="image/jpeg" url="https://static1.squarespace.com/static/4ff37dd8e4b03ec22b10eb93/4ff37ea9e4b00a627ba62447/53784433e4b0ae52afac7ee4/1403167048729/1500w/thefaultinourstars.jpg" width="1500">
        <media:title type="plain">SIFF 2014: The Fault in Our Stars</media:title>
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    </item>
    <item>
      <title>SIFF 2014: Hard to Be a God</title>
      <category>carrier signal</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Sat, 17 May 2014 08:02:56 +0000</pubDate>
      <link>https://solitonic.co/blog/2014/5/17/siff-2014-hard-to-be-a-god</link>
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      <description><![CDATA[I definitely would not have sex to this movie.]]></description>
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              sqs-block-image-figure
              intrinsic
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        >
          
        
        

        
          
            
          
            <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/4ff37dd8e4b03ec22b10eb93/1402560818921-PDC85EOWMNDJA0O3UB5M/ke17ZwdGBToddI8pDm48kFTEgwhRQcX9r3XtU0e50sUUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcW7uEhC96WQdj-SwE5EpM0lAopPba9ZX3O0oeNTVSRxdHAmtcci_6bmVLoSDQq_pb/hardtobeagod.jpg" data-image-dimensions="1280x720" data-image-focal-point="0.5,0.5" alt="hardtobeagod.jpg" data-load="false" data-image-id="53996132e4b08a2007ebf5b8" data-type="image" src="https://images.squarespace-cdn.com/content/v1/4ff37dd8e4b03ec22b10eb93/1402560818921-PDC85EOWMNDJA0O3UB5M/ke17ZwdGBToddI8pDm48kFTEgwhRQcX9r3XtU0e50sUUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcW7uEhC96WQdj-SwE5EpM0lAopPba9ZX3O0oeNTVSRxdHAmtcci_6bmVLoSDQq_pb/hardtobeagod.jpg?format=1000w" />
          
        
          
        

        
      
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<ol data-preserve-html-node="true">
<li data-preserve-html-node="true">Holy motion sickness.</li>
<li data-preserve-html-node="true">Seriously, even <em data-preserve-html-node="true">Gravity</em> in 3D didn’t get me. But this is about three hours of being ~6/10 ready to barf.</li>
<li data-preserve-html-node="true">So the couple sitting behind me decided it might be a good idea to, like, start getting into each other’s pants somewhere around the ninety minute mark. Which I mean like gross somebody has to sit in that seat afterwards (and god only knows what else has gone on in that particular pair of movie theatre seats). Anyway.</li>
<li data-preserve-html-node="true">The premise of the film (<a data-preserve-html-node="true" href="http://www.imdb.com/title/tt2328813/">Russian, dir. Aleksey German, 2013</a>) is that a group of scientists (?) from Earth (?) have traveled to another planet (which is not unlike Earth, down to how the people look and the language they speak—Russian, conveniently), which is in the middle of its own medieval dark age, for the purpose of studying (?) this alien (?) society(?). For the three hour running time (!) we follow one particular scientist, Rumata (played by Leonid Yarmolnik), who has been installed as some sort of powerful noble and is respected/feared as the son of a pagan (?) diety (?). Rumata is decidedly unhappy with his circumstances and clearly finds the society revolting, especially since intellectuals and artisans are being executed for “crimes” against humanity (?); but because of a directive from his superiors (?), he must refrain from trying to alter the future of this society, and is expressively forbidden from killing.</li>
<li data-preserve-html-node="true">Leonid Yarmolnik’s performance is fantastic; and whether he’s portraying his character’s manic trickster side or the stoic/brooding scientist, he nails it. Whenever he’s onscreen, he’s <em data-preserve-html-node="true">sharp</em>. Which almost makes the film watchable.</li>
<li data-preserve-html-node="true">Because the movie is pretty hard to watch. There’s a corpse sprawled out in pretty much every shot; chunky slop covers nearly every surface,<a data-preserve-html-node="true" href="#hardtobeagod-fn:1" id="hardtobeagod-fnref:1" title="see footnote" class="footnote">[1]</a> and no one has any compunction about submerging their hands in it.<a data-preserve-html-node="true" href="#hardtobeagod-fn:2" id="hardtobeagod-fnref:2" title="see footnote" class="footnote">[2]</a> People are sniffing and snorting at every opportunity—smell being basically the only way to diagnose illness, it seems—and if they aren’t sniffing something, they’re spitting on it. And the difficulty extends to more than how people act. This comes close to surrealism; extras will regularly turn to the camera and smile or wave some object at the viewer, like show and tell.<a data-preserve-html-node="true" href="#hardtobeagod-fn:3" id="hardtobeagod-fnref:3" title="see footnote" class="footnote">[3]</a> The camera is constantly weaving and whirling to avoid being jostled by crowds of extras, who themselves are weaving and whirling in and out of frame to avoid being jostled (hence motion sickness). Each cut is basically a non sequitur. I have no idea what the plot actually is.</li>
<li data-preserve-html-node="true">This isn’t a <em data-preserve-html-node="true">bad</em> movie, really; but I don’t ever want to watch it again, and I certainly wouldn’t suggest anyone go out and see it. By the end, I guess I just saw it as an <em data-preserve-html-node="true">object</em>; it was a <em data-preserve-html-node="true">thing</em> that <em data-preserve-html-node="true">exists</em>. It happened; that’s about it. I know I sound pretty condemnatory about the whole thing, and I realize I haven’t even tried to bring up anything wrt. semiotics; I don’t think I even <em data-preserve-html-node="true">want</em> to try. It is <em data-preserve-html-node="true">fascinating</em> to watch, though, even just for just the spectable of three hours of Russian arthouse cinema. The part of me that demands arthouse spectable is satisfied.</li>
<li data-preserve-html-node="true">I definitely would not have sex to it.</li>
</ol>


<hr data-preserve-html-node="true" />
<ol data-preserve-html-node="true">

<li id="hardtobeagod-fn:1" data-preserve-html-node="true">
<p data-preserve-html-node="true">It’s an exercise to the viewer to determine the slop’s origin.  <a data-preserve-html-node="true" href="#hardtobeagod-fnref:1" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

<li id="hardtobeagod-fn:2" data-preserve-html-node="true">
<p data-preserve-html-node="true">An early scene sees two guardsmen inspecting a latrine and vigorously stirring the contents around with a long stick, for the purpose of drowning someone in it. This sounds funny, because it kind of is (but not really), but goodness if my stomach did not turn.  <a data-preserve-html-node="true" href="#hardtobeagod-fnref:2" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

<li id="hardtobeagod-fn:3" data-preserve-html-node="true">
<p data-preserve-html-node="true">About three minutes of action are obscured by someone clapping chicken feet in front of the lens. <a data-preserve-html-node="true" href="#hardtobeagod-fnref:3" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

</ol>]]></content:encoded>
      <media:content height="720" isDefault="true" medium="image" type="image/jpeg" url="https://static1.squarespace.com/static/4ff37dd8e4b03ec22b10eb93/4ff37ea9e4b00a627ba62447/5377160ce4b07d0c6bf53646/1403167099794/1500w/hardtobeagod.jpg" width="1280">
        <media:title type="plain">SIFF 2014: Hard to Be a God</media:title>
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    </item>
    <item>
      <title>In which yt. goes to the Seattle International Film Festival</title>
      <category>carrier signal</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Fri, 16 May 2014 19:00:00 +0000</pubDate>
      <link>https://solitonic.co/blog/2014/5/17/in-which-yt-goes-to-the-seattle-international-film-festival</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:537845bae4b000acb06b6f7f</guid>
      <description><![CDATA[So, okay! Something a little different. I’ll be attending the Seattle 
International Film Festival this year and trying to write up some 
impressions on whatever it is that I end up watching. Probably these will 
be even less coherent than what I’ve been putting up the last couple weeks, 
but, heck, like I keep trying to tell myself: FILDI.]]></description>
      <content:encoded><![CDATA[<p data-preserve-html-node="true">So, okay! Something a little different. I’ll be attending the <a data-preserve-html-node="true" href="http://siff.net">Seattle International Film Festival</a> this year and trying to write up some impressions on whatever it is that I end up watching. Probably these will be even less coherent than what I’ve been putting up the last couple weeks, but, heck, like I keep trying to tell myself: <a data-preserve-html-node="true" href="http://ashow.zefrank.com/episodes/1">FILDI</a>.</p>&nbsp;]]></content:encoded>
      <media:content height="400" isDefault="true" medium="image" type="image/jpeg" url="https://static1.squarespace.com/static/4ff37dd8e4b03ec22b10eb93/4ff37ea9e4b00a627ba62447/537845bae4b000acb06b6f7f/1403757534187/1500w/siff40.jpg" width="588">
        <media:title type="plain">In which yt. goes to the Seattle International Film Festival</media:title>
      </media:content>
    </item>
    <item>
      <title>On howling dogs</title>
      <category>carrier signal</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Sun, 04 May 2014 14:26:00 +0000</pubDate>
      <link>https://solitonic.co/blog/2014/5/5/on-howling-dogs</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:536623dbe4b074a18d7a3f47</guid>
      <description><![CDATA[<p data-preserve-html-node="true">So having spent the last two-ish weeks trying to articulate exactly what Porpentine’s game <a data-preserve-html-node="true" href="http://aliendovecote.com/howling-dogs/" title="Two endings.">howling dogs</a> means to me in sort of a critical way, I’m going to have to declare intellectual bankruptcy. I suspect in my current state that I’ll never to able to get any sort of coherent post out of all this. </p>

<p data-preserve-html-node="true">I find it very personal. </p>

<h2 id="sofuckit" data-preserve-html-node="true">SO FUCK IT</h2>

<p data-preserve-html-node="true">I like howling dogs.<a data-preserve-html-node="true" href="#howlingdogs-fn:1" id="howlingdogs-fnref:1" title="see footnote" class="footnote">[1]</a> That’s putting it lightly, but I don’t want to gush too much. It has probably become my favorite game. It has reduced me to tears on the two occasions that I played it, each time for very different reasons. It once filled me with what <a data-preserve-html-node="true" href="http://gamasutra.com/view/news/189558/IGF_winner_Hofmeier_pays_it_forward_for_Porpentines_Howling_Dogs.php">Richard Hofmeier described as “holy dread”</a>. </p>

<p data-preserve-html-node="true">From the time that I first completed it (many months ago) up until the second time that I played it (not many weeks ago), I completely agreed with his sentiment. The game indeed inspired in me a respect founded on “holy dread”—not simply because Porpentine is a very skilled writer in describing the bleak situation of the game, but because of what might clinically be described as my <em data-preserve-html-node="true">excessively negative self-absorption</em>. The first time around, playing through howling dogs was like wincing at my reflection in a mirror. The sort of self-involved, repetitious prison that the game plunges players into is just about as good a metaphor for the kind of emotional blockade that yt. (or anyone), with an impressive amount self-loathing, might create. </p>

<p data-preserve-html-node="true">I fear that I have just used that phrase lightly. “Self-loathing.” And I do not want to take this phrase lightly. “Self-loathing.” I think it’s easy to pass off; just another degree of self-deprecating humor. I know I’ve done it before. (The exact count is left as an exercise for you, dear Readership.) But the normalization of this whole “self-loathing” concept, setting up this whole iterative cycle of feeling progressively more shitty about myself for myriad (generally insignificant) reasons—and yet for an extended, irreparable period, this is what I was doing. (I am still doing it. Less often, one hopes.) <a data-preserve-html-node="true" href="#howlingdogs-fn:2" id="howlingdogs-fnref:2" title="see footnote" class="footnote">[2]</a> </p>

<h2 id="starvedtodeathbecauseyouwerefedbirdseed3" data-preserve-html-node="true">STARVED TO DEATH BECAUSE YOU WERE FED BIRDSEED<a data-preserve-html-node="true" href="#howlingdogs-fn:3" id="howlingdogs-fnref:3" title="see footnote" class="footnote">[3]</a></h2>

<p data-preserve-html-node="true">Something that I find personally difficult about howling dogs’ mechanics: self-care is an option. You’re forced to eat and drink to continue; those things are the bare minimum that anyone has to do to stay alive. But what about the wrappers that your food comes in? The bottles of water that you drink? Do you send those down the trash chute? Do you bathe yourself? That level of self-care is barely a step above not-being-dead. Yet the option remains: is that what you do? Or do you let the trash pile up, ignore the itch of your unwashed skin, so you can tether yourself to some illusory world before the crushing reality of your situation has time to sink in? </p>

<p data-preserve-html-node="true">Something I find even more difficult: the choice between embracing the visor and embracing the room of dark metal—between glorious escapism and crushing reality—eventually proves to be no choice at all; it’s a red herring. The visor inevitably expels you from its world, and each time you encounter what’s effectively a game over signal: </p>

<p data-preserve-html-node="true">{*} </p>

<p data-preserve-html-node="true">Which one might expect from such a thing. </p>

<p data-preserve-html-node="true">But the cell offers nary a hint as to its inner workings. There’s nothing to suggest the possibility of escape, no subtle gap in its walls, no door that could suddenly slide open. And once the system starts breaking down—when the water ration turns tepid,<a data-preserve-html-node="true" href="#howlingdogs-fn:4" id="howlingdogs-fnref:4" title="see footnote" class="footnote">[4]</a> when the “sanity room” fills with white noise—forget it; if the system did have a path for escape, that machinery has surely broken down, too. </p>

<p data-preserve-html-node="true">Clearly there is a prison to escape; it’s just not clear what the prison actually <em data-preserve-html-node="true">is</em>. </p>

<h2 id="thestoneswonderifitisinterestingtosuffer." data-preserve-html-node="true">The stones wonder if it is interesting to suffer.</h2>

<p data-preserve-html-node="true">The end of howling dogs see you entering another world generated by the visor—it is a sequence I remember very well from my first playthrough. This world is by all accounts the most fascinating yet: </p>

<blockquote data-preserve-html-node="true">
<p data-preserve-html-node="true">A square of leaves dipped in silver, hissing with wind, bristling with night. </p>

<p data-preserve-html-node="true">The bedroom window. You are awake. You consider going back to sleep, then remember: </p>

<p data-preserve-html-node="true">I am awake now because it would be most interesting to be awake now. </p>

<p data-preserve-html-node="true">So you get up. </p>

<p data-preserve-html-node="true">The patter of interesting things on the sill, on the threshold, at the door. Uncohered interesting things still forming at the corners of your eyes, latent fascinators prickling, swirling just out of sight. </p>

<p data-preserve-html-node="true">The calendar has no days and the clock, no hours. </p>

<p data-preserve-html-node="true">Which life was this again? </p>
</blockquote>

<p data-preserve-html-node="true">Most interesting. Interesting. Interesting. And yet there is no substance. But there is a question about worth. “Which life was this again?” </p>

<p data-preserve-html-node="true">Immediately before you plunge into this, you can look at your photograph in your cell one last time: </p>

<blockquote data-preserve-html-node="true">
<p data-preserve-html-node="true">You no longer see the appeal of this photo. </p>
</blockquote>

<p data-preserve-html-node="true">Contrast with what you feel looking on it, just a few days before: </p>

<blockquote data-preserve-html-node="true">
<p data-preserve-html-node="true">Every day you think of ways this photo could have been improved: better lighting, better surroundings, closer to see the subtleties in her expression, further back to see her form and better imagine embracing her… </p>
</blockquote>

<p data-preserve-html-node="true">There is a question about worth. </p>

<p data-preserve-html-node="true">Bluntly: I replayed howling dogs when I was in a recent dark moment and had a perverse desire<a data-preserve-html-node="true" href="#howlingdogs-fn:5" id="howlingdogs-fnref:5" title="see footnote" class="footnote">[5]</a> to return to its world, where worth (by any definition) was not determined by lasting value but merely by immediate captivation. Like following a dowsing rod from one resonance to another. Latent fascinators. </p>

<p data-preserve-html-node="true">I suppose that would have been that but for stumbling, basically by accident, upon the game’s elusive Secret Ending—which is really no secret at all.<a data-preserve-html-node="true" href="#howlingdogs-fn:6" id="howlingdogs-fnref:6" title="see footnote" class="footnote">[6]</a> While discovering it does involve a challenge of sorts, the solution lies more in player perception—yes, you, the player, the person reading these words—rather than in mastering some game-like system. There’s no stat to raise, no energy meter to fill. </p>

<p data-preserve-html-node="true">And on this “true” ending, the false choice between reality and escapism falls away. You are in another visor world, assuming the role of an empress doomed to perish by assassination. (The next in a long line of assassinated empresses.) But if one unlocks the particular secret of this world, the demarcation of visor and cell crumbles<a data-preserve-html-node="true" href="#howlingdogs-fn:7" id="howlingdogs-fnref:7" title="see footnote" class="footnote">[7]</a> with the arrival of a woman referred to as Sky Mask. As she rescues you from your assassin, you realize something vital: </p>

<blockquote data-preserve-html-node="true">
<p data-preserve-html-node="true">And how didn’t you notice all these days that the material of every surface in every world was black metal and that every light was like something mosquitos kill themselves on. </p>
</blockquote>

<p data-preserve-html-node="true">Everything was dark metal, fluorescent. Neither visor nor cell; they are as good as the same. They imprison, it has to be said, but the prison is something else. </p>

<p data-preserve-html-node="true">By this point in the game, I was devouring each passage, clicking for the next as quickly as I could. I get the sense that anybody who’d seen me in that moment would have thought I was nuts. Tears welling up.</p>

<p data-preserve-html-node="true">I imagine one of the most torturous experiences I could will upon myself is continuing that cycle of feeling shitty for insignificant reasons. The weight of each minor moment of self-loathing exacting its price in self-worth. </p>

<p data-preserve-html-node="true">A “recent” dark moment. “And how didn’t you notice all these days…” </p>

<p data-preserve-html-node="true">I had a question about my worth. </p>

<h2 id="youunderstandwhythephotographwassofrustrating." data-preserve-html-node="true">You understand why the photograph was so frustrating.</h2>

<p data-preserve-html-node="true">The (truly) final sequence of howling dogs sees you fleeing with Sky Mask while the walls move to lock you in. Even after overcoming so much danger, the way remains difficult, and the slightest misstep will plunge you back into your prison. The two of you enter a strange library, Sky Mask leading you across: </p>

<blockquote data-preserve-html-node="true">
<p data-preserve-html-node="true">Running through the darkness, a library of hearts rises up around you. You feel an aching hollow as your gaze twists across the beautiful hearts, the bold hearts, the true hearts. </p>

<p data-preserve-html-node="true">"don’t stop, please </p>

<p data-preserve-html-node="true">they’re just showing you what you already have" </p>
</blockquote>

<p data-preserve-html-node="true">And that was enough. I left my room and climbed to the top of a nearby hill, wiping my eyes. I stayed there for a long time, watching the moon rise over the eastern shore. </p>

<p data-preserve-html-node="true">*</p>


<hr data-preserve-html-node="true" />
<ol data-preserve-html-node="true">

<li id="howlingdogs-fn:1" data-preserve-html-node="true">
<p data-preserve-html-node="true">Basics: howling dogs is a Twine game with a vaguely sci-fi bent. </p>

<p data-preserve-html-node="true">You awake in a small cell (“A room of dark metal. Fluorescent lights embedded in the ceiling”) with little to do except accept and consume your daily ration of food (some variety of flavored nutrient bar) and water (cool and refreshing) from a dispensing machine. You can take a shower and tidy up your space, if you want. There is a “sanity room,” filled with screens projecting some naturalistic, ostensibly calming scene. Eventually, once you’ve exhausted your options (or even if you haven’t), you strap a visor onto your face and play with the lights flashing past your eyes until the next day comes; each scenario that the visor presents you with, so vivid and real, provides relief to what would otherwise be a hopeless prison. Why you’re in this situation, exactly, is never explained (though if you attempt to take more than your allotted food or water ration: “Preserving rations is vital for mission success”). But by the time the game opens, it likely no longer matters; a counter tells you that this is the 367th time you’ve done this. </p>

<p data-preserve-html-node="true">There’s also a photograph.  <a data-preserve-html-node="true" href="#howlingdogs-fnref:1" title="return to article" class="reversefootnote"> ↩</a></p>
</li>

<li id="howlingdogs-fn:2" data-preserve-html-node="true">
<p data-preserve-html-node="true">Ouch, did that hurt to write.  <a data-preserve-html-node="true" href="#howlingdogs-fnref:2" title="return to article" class="reversefootnote"> ↩</a></p>
</li>

<li id="howlingdogs-fn:3" data-preserve-html-node="true">
<p data-preserve-html-node="true">C.f. <a data-preserve-html-node="true" href="http://aliendovecote.com/ultra-business-tycoon-iii/">Ultra Business Tycoon III</a>, another of Porpentine's games. Kind of a parodic love letter-turned-deconstruction of the unabashed time-suck games that lonely, nerdy people (e.g. me) grew up with. It’s a tender, nostalgic thing, shedding layers of cynical video game insanity to reveal a bright emotional core in its final paragraphs. I feel like it covers a lot of similar ground as howling dogs, thematically, although it is much more of a “game” (OH BOY TIME TO TALK ABOUT WHAT GAMES “ARE”) and eventually becomes more direct in its message. I suppose howling dogs is like looking at yourself in a mirror; UBTIII is your sibling banging on the bathroom door, wondering why you’re taking so long.  <a data-preserve-html-node="true" href="#howlingdogs-fnref:3" title="return to article" class="reversefootnote"> ↩</a></p>
</li>

<li id="howlingdogs-fn:4" data-preserve-html-node="true">
<p data-preserve-html-node="true">Even the barest luxury of chilled drinking water can be taken for granted.  <a data-preserve-html-node="true" href="#howlingdogs-fnref:4" title="return to article" class="reversefootnote"> ↩</a></p>
</li>

<li id="howlingdogs-fn:5" data-preserve-html-node="true">
<p data-preserve-html-node="true">Misery loves company, they say.  <a data-preserve-html-node="true" href="#howlingdogs-fnref:5" title="return to article" class="reversefootnote"> ↩</a></p>
</li>

<li id="howlingdogs-fn:6" data-preserve-html-node="true">
<p data-preserve-html-node="true">On Porpentine’s page for the game, in lieu of a description: “two endings.”  <a data-preserve-html-node="true" href="#howlingdogs-fnref:6" title="return to article" class="reversefootnote"> ↩</a></p>
</li>

<li id="howlingdogs-fn:7" data-preserve-html-node="true">
<p data-preserve-html-node="true">More subtly, in another passage: “[Y]ou balance yourself against statues of her eminence the empress carved in the twilight mode.” Which is an odd way to phrase it, unless one is not an empress.  <a data-preserve-html-node="true" href="#howlingdogs-fnref:7" title="return to article" class="reversefootnote"> ↩</a></p>
</li>

</ol>]]></description>
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    <item>
      <title>Upstream Color</title>
      <category>carrier signal</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Fri, 18 Apr 2014 17:48:35 +0000</pubDate>
      <link>https://solitonic.co/blog/2014/4/18/upstream-color</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:534cba9ae4b0af053c695168</guid>
      <description><![CDATA[More than anything, Upstream Color illuminates.]]></description>
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<figure >
  <blockquote data-animation-role="quote" data-animation-override>
    <span>&#147;</span><b>Aaron:</b> Is this normal? This isn’t normal.<br/><b>Abe:</b> For the machine?<br/><b>Aaron:</b> No! For people!<span>&#148;</span>
  </blockquote>
  <figcaption class="source">&mdash; <i>Primer</i>, 2004 (dir. Shane Carruth).</figcaption>
</figure>
<p data-preserve-html-node="true"><em data-preserve-html-node="true">Upstream Color</em> is a movie about a cycle. A <strong data-preserve-html-node="true">presence</strong> moves from plants to worms to people to pigs and back around again, binding all these things together in impossible ways. Under the influence of this <strong data-preserve-html-node="true">presence</strong>, a woman (Amy Seimetz as Kris) is robbed for every dollar she has. While reassembling the remnants of her life, she meets a man (Shane Carruth as Jeff) who has suffered through a similar experience, and the two become entangled in this lifecycle and in each other. It’s a seemingly never-ending chain of creatures accepting existential burdens from the link before them, and wrestling for their claims to life from the link after. </p><p data-preserve-html-node="true">Simple enough, though in true artsy film fashion, it’s rather difficult to pin down more precisely than that. Not that its artiness is any kind of handicap; it is, really, just another layer on top of a movie that could have gotten away by simply being lovely to watch. </p><img data-load="false" data-image-focal-point="0.5,0.5" src="https://images.squarespace-cdn.com/content/v1/4ff37dd8e4b03ec22b10eb93/1397792927621-D8AHKPX3UW9ZFMH6YDIO/ke17ZwdGBToddI8pDm48kA_XkRmg48DewulfUS_idugUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYy7Mythp_T-mtop-vrsUOmeInPi9iDjx9w8K4ZfjXt2drRbsTZCtiEb-NDNV58mwqgYNJbKzv9SyQRpFEHXT2UtCjLISwBs8eEdxAxTptZAUg/2014-04-17+20.40.20.png?format=1000w" /><p data-preserve-html-node="true">And god, but this thing is ever beautiful. The soundscapes are impossibly tactile<a data-preserve-html-node="true" href="#upstreamcolor-fn:1" id="upstreamcolor-fnref:1" title="see footnote" class="footnote">[1]</a>; they deserve the best headphone/speaker setup you can give them. Each shot is poetic in its own way; each cut elegant, never forced. Even in the story’s darkest moments and the most fragmentary sequences, a particular, graceful light shines through to hold the thing together. The film simply glows. </p>

<p data-preserve-html-node="true">To be sure, there is a kind of darkness underneath all of this. But it’s not as if it’s lurking around, ready to crush everyone’s hopes and dreams—after all, a trauma is what the movie starts with. Maybe it’s inaccurate for me to say that it “simply glows”; more than anything, <em data-preserve-html-node="true">Upstream Color</em> illuminates. </p>

<p data-preserve-html-node="true">Maybe it’s just because there were nine years in-between, but it’s a big departure from Shane Carruth’s first movie, <em data-preserve-html-node="true">Primer</em>. Anyone familiar with <em data-preserve-html-node="true">Primer</em> is probably aware of how <em data-preserve-html-node="true">janky</em> and graceless it is.<a data-preserve-html-node="true" href="#upstreamcolor-fn:2" id="upstreamcolor-fnref:2" title="see footnote" class="footnote">[2]</a> Produced on a shoestring budget, basically every take the <em data-preserve-html-node="true">only</em> take because there wasn’t time or money to shoot more than that—<em data-preserve-html-node="true">hell of</em> impressive, given the complex time travel plot<a data-preserve-html-node="true" href="#upstreamcolor-fn:3" id="upstreamcolor-fnref:3" title="see footnote" class="footnote">[3]</a> and dialogue—it looks jaundiced, feels apocalyptic. </p>

<p data-preserve-html-node="true">Towards the end of <em data-preserve-html-node="true">Primer</em>, in a moment that can only very loosely be described as darkly humorous, Carruth’s character—blood streaming out of his ears following a time travel trip—turns to his (not really) friend and asks, “Is this normal?” God only knows how many iterations of this petty, fruitless task they’ve put themselves through. Their bodies are failing; their emotional stability is in tatters: “Is this normal?” </p>







 

  
  
    

      

      
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<p data-preserve-html-node="true"><em data-preserve-html-node="true">Upstream Color</em> feels like the answer to that question; it treads a lot of similar thematic ground as <em data-preserve-html-node="true">Primer</em>, but comes from the opposite direction. Perhaps inevitably for a time-travel movie, <em data-preserve-html-node="true">Primer</em> has its own cycle, wherein the characters tear themselves apart by endlessly reliving one (1)<a data-preserve-html-node="true" href="#upstreamcolor-fn:4" id="upstreamcolor-fnref:4" title="see footnote" class="footnote">[4]</a> moment of their lives, trying to “fix” something but doing the complete opposite. And, of course, <em data-preserve-html-node="true">Upstream Color</em> has the lifecycle of that <strong data-preserve-html-node="true">presence</strong> and the status quo that it imposes in order to stay alive. We see that equilibrium through the eyes of The Sampler, who can peer into the lives of people caught up by the <strong data-preserve-html-node="true">presence</strong>. Maybe they’re driving to work or eating lunch; another person might be with them. A few people are only a little alone; others, very much so. But always alone in some fashion. As <em data-preserve-html-node="true">wrong</em> as each person clearly feels in their loneliness, though, they’re anything but abnormal; we’ve yet to see anyone who <em data-preserve-html-node="true">isn’t</em>. </p>

<p data-preserve-html-node="true">In the midst of all this, Kris and Jeff struggle to build their lives together—even as the cycle repeatedly jerks them back, tries to pry them apart into their individual elements. Suddenly their synchronicity is a point of friction; suddenly they’re grieving over a death but don’t know whose. The two fight harder against it, sacrificing more and more each time, until something somewhere has to break. </p>

<h2 id="re.:depressionaltogethertooclearinretrospect" data-preserve-html-node="true">Re.: depression, altogether too clear in retrospect</h2>

<p data-preserve-html-node="true">Someone once explained the film to me in terms of mental illness. </p>

<p data-preserve-html-node="true">In the opening act of the film, Kris is compelled to do things for reasons that she doesn’t understand; when she realizes what’s happened, she tries to remove that <em data-preserve-html-node="true">thing</em> inside her by inflicting moderate-to-grievous physical harm on herself; when she finally arrives at The Sampler’s farm for help (drawn, again, for reasons that she can’t articulate), she tells him, simply, “It won’t come out.” But the <strong data-preserve-html-node="true">presence</strong> is removed with The Sampler’s help; of course, it leaves scars. The marks across her thigh. The gouge in her ankle. But those kinds of scars are easily hidden; indeed, we only see them once or twice, and only briefly. <em data-preserve-html-node="true">That</em> stuff scabs overs. </p>

<p data-preserve-html-node="true">More telling is the phone call Kris makes—or tries to make, rather—as she returns from The Sampler to find her house and her life in shambles. Kris snatches her phone off the end table and rushes outside with it, already dialing for help. But she hesitates. What would she say? Could she say anything? The situation is unreal, absurd. Even to merely <em data-preserve-html-node="true">talk</em> about it would lend it legitimacy—make it real. And if it’s real, if it could control her for so long, then that means the problem had power. Maybe it still does. </p>

<p data-preserve-html-node="true">Something is wrong. And it isn’t even safe to think about. </p>

<h2 id="murmuration" data-preserve-html-node="true">Murmuration</h2>







 

  
  
    

      

      
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<p data-preserve-html-node="true">The Sampler comes across another couple, Ben and Jillian, for whom alienation has become a kind of ritual. “I hope today is better,” Jill tells her husband, over and over again. “Those are words,” he answers, “they don’t mean anything.” For them, language can’t even express what the problem is, much less fix it; it drives them apart. Communication no longer simply legitimizes the problem; to communicate <em data-preserve-html-node="true">is</em> the problem. To be disconnected from each other has become part of their routine. This is just what the cycle has decided is standard. </p>

<p data-preserve-html-node="true">When we look at Ben and Jill, we might be seeing Kris and Jeff in a couple years. Silence is the norm. Alienation is the standard. Communication has become the problem. For Kris and Jeff, something will have to break if they keep going. It could be them. </p>

<p data-preserve-html-node="true">It isn’t, though; it’s the loop that breaks, eventually. If Kris is going to end her own cycle of alienation and find healing and togetherness, then she needs language. If language is going to become the problem, then there needs to be a new way to communicate. Aptly, all dialogue disappears from the movie once it makes this turn; what follows is fifteen minutes of visual poetry as the characters create and learn to communicate in their new language,<a data-preserve-html-node="true" href="#upstreamcolor-fn:5" id="upstreamcolor-fnref:5" title="see footnote" class="footnote">[5]</a> drawing ever closer to the closure that they’ve been seeking. With it, they're able to locate the people we'd spied on with The Sampler previously, and they succeed in bringing them together. Loneliness is no longer what’s expected of her or the others; she’s found peace again. Kris breaks the chain. </p>

<p data-preserve-html-node="true">What’s left to think about is how she’s paying for it. One could easily see something flawed and incomplete about that peace. The price was too high, maybe, her actions too dire. The trauma can’t be undone, and she won’t won’t regain everything she lost. A cycle will eventually bring about something whole; what was once abnormal will eventually be restored to its normal, starting state. But Kris has removed herself from the loop that once held her, and with so much taken from her, maybe she’ll never be whole. When we see her peaceful, she might be nothing more than a starling, simply mimicking the songs of happier birds. </p>

<p data-preserve-html-node="true">The thing about it, though: cycles are what they are—even a broken one. When one ends, another begins. “Everything resets,” says Jeff. And the thing about a broken loop: it doesn’t have to repeat the same way as before. “Normal” can mean anything. It’s allowed to start; it’s allowed to be better; it’s allowed to build itself up. It can be whole again. </p>

<p data-preserve-html-node="true">Kris could be a starling. But she doesn’t have to be. </p>


<hr data-preserve-html-node="true">
<ol data-preserve-html-node="true">

<li id="upstreamcolor-fn:1" data-preserve-html-node="true">
<p data-preserve-html-node="true">As far as movies of 2013 go, I feel like only <em data-preserve-html-node="true">Gravity</em> came close, sound-wise. But NOT CLOSE ENOUGH.  <a data-preserve-html-node="true" href="#upstreamcolor-fnref:1" title="return to article" class="reversefootnote">&nbsp;↩</a></p>
</li>

<li id="upstreamcolor-fn:2" data-preserve-html-node="true">
<p data-preserve-html-node="true">Not in any bad way, but if one is apt to metaphor, <em data-preserve-html-node="true">Upstream Color</em> is a soaring bird and <em data-preserve-html-node="true">Primer</em> is a tumbling brick.  <a data-preserve-html-node="true" href="#upstreamcolor-fnref:2" title="return to article" class="reversefootnote">&nbsp;↩</a></p>
</li>

<li id="upstreamcolor-fn:3" data-preserve-html-node="true">
<p data-preserve-html-node="true">That’s “plot” in the truest sense, with so many layers and misdirections that <em data-preserve-html-node="true">the <a data-preserve-html-node="true" href="http://en.wikipedia.org/wiki/Primer_(film)" title="Primer (film) – Wikipedia, the free encyclopedia">Wikipedia page</a> needs a diagram</em> to explain what happens.  <a data-preserve-html-node="true" href="#upstreamcolor-fnref:3" title="return to article" class="reversefootnote">&nbsp;↩</a></p>
</li>

<li id="upstreamcolor-fn:4" data-preserve-html-node="true">
<p data-preserve-html-node="true"><em data-preserve-html-node="true">Exactly</em> one.  <a data-preserve-html-node="true" href="#upstreamcolor-fnref:4" title="return to article" class="reversefootnote">&nbsp;↩</a></p>
</li>

<li id="upstreamcolor-fn:5" data-preserve-html-node="true">
<p data-preserve-html-node="true">In Kris’s case, this is a very delicate way to describe it.  <a data-preserve-html-node="true" href="#upstreamcolor-fnref:5" title="return to article" class="reversefootnote">&nbsp;↩</a></p>
</li>

</ol>]]></content:encoded>
      <media:content height="640" isDefault="true" medium="image" type="image/png" url="https://static1.squarespace.com/static/4ff37dd8e4b03ec22b10eb93/4ff37ea9e4b00a627ba62447/534cba9ae4b0af053c695168/1397962443914/1500w/2014-04-17+20.37.21.png" width="1500">
        <media:title type="plain">Upstream Color</media:title>
      </media:content>
    </item>
    <item>
      <title>One day everything you swallow will come up like a stone, by Porpentine</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Fri, 11 Apr 2014 02:28:04 +0000</pubDate>
      <link>https://solitonic.co/blog/2014/4/10/stone-by-porpentine</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:5347429fe4b0d28409c1bc40</guid>
      <description><![CDATA[<iframe src="https://s3.amazonaws.com/kittylumpkins/stone/stone.html" width="100%" id="stone-embed" data-preserve-html-node="true" height="720"></iframe>

<p>She writes:</p>

<blockquote>
  <p><a href="http://porpentine.tumblr.com/post/82300516837/one-day-everything-you-swallow-will-come-up-like-a" title="PORPENTINE — One day everything you swallow will come up like a stone">This game will be available for 24 hours and then I am deleting it forever.</a></p>
</blockquote>

<p>It doesn't have to be <a href="https://s3.amazonaws.com/kittylumpkins/stone/stone.html" title="Nor tomorrow. Nor the day after. Nor the day after that. Nor the day after that.">today</a>.</p>]]></description>
    </item>
    <item>
      <title>Yr. Own Personal Central Server</title>
      <category>carrier signal</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Thu, 10 Apr 2014 02:37:24 +0000</pubDate>
      <link>https://solitonic.co/blog/2014/4/9/what-i-talk-about-when-i-talk-about-netrunner</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:533cef09e4b0d9f7ba7e8450</guid>
      <description><![CDATA[<figure >
  <blockquote data-animation-role="quote" data-animation-override>
    <span>&#147;</span>Pain is inevitable. Suffering is optional.<span>&#148;</span>
  </blockquote>
  <figcaption class="source">&mdash; Haruki Murakami.</figcaption>
</figure>
<p data-preserve-html-node="true">Let me talk to you about Netrunner. </p>

<p data-preserve-html-node="true">Leigh Alexander wrote an excellent feature for Shut Up and Sit Down, <a data-preserve-html-node="true" href="http://www.shutupandsitdown.com/blog/post/test/" title="Shut Up &amp; Sit Down | Life Hacks: A Netrunner Story">reflecting on her own experience learning to play the game</a>: </p>

<blockquote data-preserve-html-node="true">
<p data-preserve-html-node="true">I can’t. I mean, it’s just a goddamn card game, but this is the part where I get up and leave the room, and slip into my bedroom. There is a perfectly reasonable part of me that is trying to process information. Oh kay. You just got a bit frustrated. It’s a complicated game. Shake it off. </p>

<p data-preserve-html-node="true">The other part of me wants to fling myself bodily across the bed and cry like a child, hiding among Ikea furniture and the ghostly shapes of unwashed clothes. Ridiculous. </p>

<p data-preserve-html-node="true">Aaand, oops. That’s the part that wins. </p>
</blockquote>

<p data-preserve-html-node="true">It would be understatement to say that I related. </p>

<p data-preserve-html-node="true">Netrunner is a cyberpunk-themed card game pitting a hacker (the “runner”) and a corporation (the, uh, “corporation”) against each other. Both can win the game by scoring agenda points: the corp scores by spending time and resources to protect and advance agendas while fending off the runner’s trespasses; the runner scores by circumventing said security and stealing the agendas while the corp fumes silently. </p>

<p data-preserve-html-node="true">Given that it’s a card game, and a geekily themed one on at that, naturally there’s a pile of rules built on that theme; and even with a decent grasp on the rules, there’s a decent of number crunching that a player will have to do at any given moment. Throw in deck-building and the metagame layer, and the complexity of the game can spin out of control pretty quickly. </p>

<p data-preserve-html-node="true">All of which is not to say that Netrunner is a hard game to learn. It isn’t, not really. On the contrary, moment-to-moment play actually feels really smooth and even intuitive. I’d say almost anyone can play it with a base level of confidence. </p>

<p data-preserve-html-node="true"><em data-preserve-html-node="true">Almost</em> anyone. Not me. </p>

<p data-preserve-html-node="true">Now, don’t get me wrong. It’s not the math; I’m okay at math. It’s not the rules. I’m fine with those; heck, I even like them. Netrunner’s is very well designed. It feels natural and balanced. It feels like the best parts of math—less made, more discovered. There are protocols—a certain way that things happen. <em data-preserve-html-node="true">I do this and you do that and we do it in such-and-such order.</em> And this is the kind of thing I like: protocols and systems. A system has kind of a tangibility to it. A system implies that a certain input will result in a consistent, predictable output. Once you understand the rules, once you can shine a light into that black box and see all the interactions, you have grasped the tangible element of that system. </p>

<p data-preserve-html-node="true">It’s for this reason that I always liked (or had the compulsion to play) Japanese RPGs as a kid; in the end, those games are basically spreadsheets with the goal of creating ever bigger numbers.<a data-preserve-html-node="true" href="#netrunner-fn:1" id="netrunner-fnref:1" title="see footnote" class="footnote">[1]</a> Those games’ systems are, if nothing else, exceptionally consistent. </p>

<p data-preserve-html-node="true">So when I heard about Netrunner and all its mathematics and its timings and rules, I asked a friend who played to explain it to me. It was a curiosity. I’d learn the game and be done with it after a couple weeks, if that. I thought it would be a pleasant diversion. </p>

<p data-preserve-html-node="true">The first practice game of Netrunner that I ever played wasn’t hard to get through, per se; like I said, there’s a lot of rules and number crunching, but I was generally okay with that. I was learning the game. There’s a certain expectation from pretty much everyone that <em data-preserve-html-node="true">of course</em> I’m going to mix up all the rules. Same with the second game. Even the third. By the fourth, I knew that I couldn’t lean on that excuse anymore. Which was unfortunate, because I was losing spectacularly. This had become anything but a pleasant diversion. </p>

<p data-preserve-html-node="true">I couldn’t understand what was happening. I knew the rules. I’d built a competent deck, numbers-wise. I knew this combination of cards would do <em data-preserve-html-node="true">this</em> and that combination would do <em data-preserve-html-node="true">that</em>, and I’d even pulled those combinations off with aplomb in my games. I had grasped the system. I thought I’d felt the game <em data-preserve-html-node="true">click</em>. And I was still losing. What. The. <em data-preserve-html-node="true">Heck</em>. Well, Netrunner has a system. It’s a very elegant one. But having a system is not the same as being a system. Sometimes there are no rules. </p>

<p data-preserve-html-node="true">I am going to admit something now: I like the game, but I don’t enjoy playing it. Every time I play a card, I might as well be pulling out one of my teeth. Each turn is an exercise in frustration. Each game leaves me confused and vulnerable no matter how well I do. I could be a runner and drive myself nuts face-planting into one Ice Wall after another. Or I could be a corp and see my defenses crumple beneath a flurry of events and a Femme Fatale. It’s not just the transactional nature of these actions. The costs are part of the system. </p>

<p data-preserve-html-node="true">But I’ve always been the kind of person who does not want to run aground in front of people. And in Netrunner, you are always in front of someone, and you are almost always running aground. Being in front of a person and failing in small but significant ways. Death by a thousand popup windows, as it were. The game makes me want to do nothing except curl inward. </p>

<p data-preserve-html-node="true">Readership, you don’t have to explain to me how insane and melodramatic this sounds. I’m here writing this thing, and I can barely believe it myself, that I’m getting hung up on this. The messy stuff that algebra can’t solve, where cards are just an excuse. The part with a person on the other side of the table. No system could ever capture that. The impossibility of it. </p>

<h2 id="whatitalkaboutwhenitalkaboutnetrunner" data-preserve-html-node="true">What I Talk About When I Talk About Netrunner</h2>

<p data-preserve-html-node="true">Ahem. </p>

<p data-preserve-html-node="true">I have not been well, lately. </p>

<p data-preserve-html-node="true">I think a lot about something May Kasahara says in <em data-preserve-html-node="true">The Wind-Up Bird Chronicle</em>: </p>

<blockquote data-preserve-html-node="true">
<p data-preserve-html-node="true">“I think you kinda had the wrong idea from the very beginning. You know what I mean, Mr. Wind-Up Bird? What you were just talking about…I don’t know, it’s kind of impossible for anybody to <em data-preserve-html-node="true">do</em> that stuff, like ‘OK, now I’m gonna make a whole new world’ or ‘OK, now I’m gonna make a whole new self.’ That’s what I think. You might <em data-preserve-html-node="true">think</em> you made a new world or a new self, but your old self is always gonna be there, just below the surface, and if something happens, it’ll stick its head out and say ‘Hi.’ You don’t seem to realize that. You were made somewhere else. And even this <em data-preserve-html-node="true">idea</em> you have of remaking yourself: even <em data-preserve-html-node="true">that</em> was made somewhere else. Even <em data-preserve-html-node="true">I</em> know that much, Mr. Wind-Up Bird. You’re a grown-up, aren’t you? How come you don’t get it? That’s a <em data-preserve-html-node="true">big problem</em>, if you ask me. And that’s what you’re being punished for—by all kinds of things: by the world you tried to get rid of, or by the self you tried to get rid of. Do you see what I’m saying?” </p>
</blockquote>

<p data-preserve-html-node="true">That. I think about that a lot. </p>

<p data-preserve-html-node="true">I swear I must do a reboot of my blog every year or two, thinking, “Yes, now is the time. I will do this.” As if the flow of <em data-preserve-html-node="true">these specific electrons</em> will start some sort of sea change across every little arena of my life. So I try to do it. And I manage it, for a little bit. The last little while that I had this going, I think I was doing okay. Not <em data-preserve-html-node="true">good</em>, but <em data-preserve-html-node="true">okay</em>. I wasn’t, honestly, writing a whole heck of a <em data-preserve-html-node="true">lot</em>. I swore, e.g., that I didn’t want to crank, and I ended up cranking quite a bit—but I think that was fine, <em data-preserve-html-node="true">necessary</em> even, because that was how I picked up enough momentum to start (and finish) doing some capital-W Writing. And, in fact, the stuff that I tried to capital-W Write, I <em data-preserve-html-node="true">felt good</em> about. I knew that it wasn’t actually especially well-constructed and/or insightful, but I enjoyed it; I was proud of the warts; I liked that I was writing about something that I <em data-preserve-html-node="true">cared</em> about. It was a strange feeling. It was scary, actually, a little, that tension. “Why am I proud of this shitty review of <em data-preserve-html-node="true">Kentucky Route Zero</em>?<a data-preserve-html-node="true" href="#netrunner-fn:2" id="netrunner-fnref:2" title="see footnote" class="footnote">[2]</a> Am I really going to try to do a writeup on my bank?<a data-preserve-html-node="true" href="#netrunner-fn:3" id="netrunner-fnref:3" title="see footnote" class="footnote">[3]</a> Nobody is going to like my overwrought Proteus article. Who would care why <em data-preserve-html-node="true">Lord of the Rings</em> matters to me? Are you really going to expose myself like this? Leave myself vulnerable like <em data-preserve-html-node="true">that</em>?” That type of thing. </p>

<p data-preserve-html-node="true">But I tried. It felt like it was worth it. I liked to think I tried. I’d tap out sentences on my phone during my bus commute and feel pretty happy about them. Then I came back to my apartment and deleted them with extreme prejudice. Who cared? Who would ever care? Did I care? If I cared, wouldn’t I have not deleted it? Is this even about the writing? Do I care about <em data-preserve-html-node="true">anything at all</em>? Shouldn’t I just be another shmuck on the bus, killing time until the next commute? But regardless of “should” or “shouldn’t,” it’s hell of easy to just…recede. Especially if you are anything like yrs. truly. Forcing yourself to be truly alone. Until being in a crowd and being at the bottom of a well are equal in their alienation. </p>

<p data-preserve-html-node="true">May Kasahara might not be right about everyone, but she’s at least right about me. I’m not the type of person that can just snap my fingers and be a different person. (Not saying that there’s anyone that can do this, but some people are surely more disposed to it.) I can’t walk into a room of strangers and overcome my own anxieties about being around people. Sure, I could try to force the issue; I could move somewhere where I don’t know a single person’s name, but chances are good that I’d end up doing the same thing I’ve done before, which is to say: curl inward. </p>

<p data-preserve-html-node="true">This is the part of me that has never gone away. I have a lot of weird, stupid, self-harming things about me, but this little ball of fear and anxiety often feels like the small, hard, blackened core of who I am. I try to cut into it, to split it open and eradicate it, focusing myself laser-like, deeply inward at this single thing; but the deeper I cut, the harder, more blackened each layer is. </p>

<blockquote data-preserve-html-node="true">
<p data-preserve-html-node="true">Even <em data-preserve-html-node="true">I</em> know that much, Mr. Wind-Up Bird. How come you don’t get it? </p>
</blockquote>

<p data-preserve-html-node="true">And, honestly, I don’t know quite what to do. </p>

<h2 id="imlittlebutimcomingforthecrown" data-preserve-html-node="true">I’m little but I’m coming for the crown</h2>

<p data-preserve-html-node="true">So, instead, I am trying to look at it differently. Each little inward focusing I do shrinks the bubble in which I am able to operate as an actual person. But maybe it works the other way, too. </p>

<blockquote data-preserve-html-node="true">
<p data-preserve-html-node="true"><a data-preserve-html-node="true" href="http://www.shutupandsitdown.com/blog/post/test/" title="Shut Up &amp; Sit Down | Life Hacks: A Netrunner Story">I can win. I can win. I can win. I start winning.</a> </p>
</blockquote>

<p data-preserve-html-node="true">Better. Better. Better. Then, better. </p>

<p data-preserve-html-node="true">I dearly wish I could say that this has all been leading up to a success story. Fact is, Netrunner really has little to do with anything. It is a means, but there are probably plenty of things that could work as well or better; Netrunner just got there first. So I don’t know if I can ever be well. I don’t know if it’s sustainable to view the game in these self-healing terms; maybe it’s just a detour. I don’t know if it is “good” for me. I can’t “just” be better. </p>

<p data-preserve-html-node="true">I know that it is good for me to try. And silly as it might be, Netrunner is how I am trying. It draws out my deepest vulnerabilities and shuffles them into my deck and makes me play them onto the table like I’d play an event card. In this territory, there are no rules to fall back on, no way for me to explain or understand or even cope. But the game accommodates, in its way; underneath the glitzy cyberpunk theme, crunched between the mathematics of its myriad systems, is a language that I can just almost make out. Not simply game jargon—it stretches beyond advancement counters, beyond rigs and servers; it’s the language of effort and loss and success, of confidence and vulnerability. It is language of presence: spoken in quiet moments and in being known. I know there are no guarantees. But I think it is a language I would like to speak. </p>


<hr data-preserve-html-node="true">
<ol data-preserve-html-node="true">

<li id="netrunner-fn:1" data-preserve-html-node="true">
<p data-preserve-html-node="true">I should note that as a teenager I spent a mild-to-moderate amount of time actively engaged with <a data-preserve-html-node="true" href="http://progressquest.com/" title="Progress Quest">Progress Quest</a>, which was literally a table of numbers slowly, automatically ticking up. “Actively.”  <a data-preserve-html-node="true" href="#netrunner-fnref:1" title="return to article" class="reversefootnote">&nbsp;↩</a></p>
</li>

<li id="netrunner-fn:2" data-preserve-html-node="true">
<p data-preserve-html-node="true">I was disproportionately proud of my word blur effect. So proud. Holy cow.  <a data-preserve-html-node="true" href="#netrunner-fnref:2" title="return to article" class="reversefootnote">&nbsp;↩</a></p>
</li>

<li id="netrunner-fn:3" data-preserve-html-node="true">
<p data-preserve-html-node="true"><a data-preserve-html-node="true" href="https://www.simple.com" title="Simple | Worry-free Alternative to Traditional Banking">Simple</a>, for what it’s worth, and yes, I did try. In one sentence: It’s an online bank, and I like it. </p>

<p data-preserve-html-node="true">Can you believe I agonized over how to say that?  <a data-preserve-html-node="true" href="#netrunner-fnref:3" title="return to article" class="reversefootnote">&nbsp;↩</a></p>
</li>

</ol>]]></description>
    </item>
    <item>
      <category>carrier signal</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Wed, 26 Feb 2014 21:39:01 +0000</pubDate>
      <link>https://solitonic.co/blog/2014/2/26/he-knocked</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:530e45b8e4b0ea4813d40290</guid>
      <description><![CDATA[<figure >
  <blockquote data-animation-role="quote" data-animation-override>
    <span>&#147;</span>He knocked on the door of the pharmacy, where he had not visited lately, and he found a carpenter shop. The old woman who opened the door with a lamp in her hand took pity on his delirium and insisted that, no, there had never been a pharmacy there, nor had she ever known a woman with a thin neck and sleepy eyes named Mercedes. He wept, leaning his brow against the door of the wise Catalonian’s former bookstore, conscious that he was paying with his tardy sobs for a death that he had refused to weep for on time so as not to break the spell of love.<span>&#148;</span>
  </blockquote>
  <figcaption class="source">&mdash; Gabriel García Márquez, <i>One Hundred Years of Solitude</i></figcaption>
</figure>]]></description>
    </item>
    <item>
      <title>Apology Bot</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Mon, 06 Jan 2014 03:07:00 +0000</pubDate>
      <link>http://gunshowcomic.com/797</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:52c8cd5ee4b06ee56cbb7d23</guid>
      <description><![CDATA[<p><a href="http://gunshowcomic.com/797">Basically</a>.<a href="#apologybot-fn:1" id="apologybot-fnref:1" title="see footnote" class="footnote">[1]</a> </p>


<hr />
<ol>

<li id="apologybot-fn:1">
<p><a href="http://penny-arcade.com/2014/01/01/resolutions" title="In which Mike Krahulik apologizes. AGAIN.">c.f.</a> <a href="#apologybot-fnref:1" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

</ol>
<p><a href="https://solitonic.co/blog/2014/1/5/gunshow-apology-bot">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>Winter: The Best Season, For Real</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Sun, 05 Jan 2014 03:05:19 +0000</pubDate>
      <link>http://fannypackmafia.com/blog/2014/1/3/why-i-love-winter</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:52c8cc10e4b0df7dc79d6bc1</guid>
      <description><![CDATA[<p><a href="http://fannypackmafia.com/blog/2014/1/3/why-i-love-winter">Dave Caolo nails it</a>: </p>

<blockquote>
<p>You can&#8217;t drive fast in winter. You can&#8217;t walk the dog quickly, either. Even getting ready to go outside takes longer than it usually does. And while you&#8217;re moving so slowly, look around. The snow is really beautiful. </p>

<p>Winter also reminds us not to worry too much about how our hair looks, or if we&#8217;ve got nice clothes. None of that matters when it&#8217;s 13ºF.</p>
</blockquote><p><a href="https://solitonic.co/blog/2014/1/4/winter-the-best-season-for-real">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>No girls allowed</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Tue, 03 Dec 2013 04:25:34 +0000</pubDate>
      <link>http://www.polygon.com/features/2013/12/2/5143856/no-girls-allowed</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:529d5d3ce4b0b382fd4e8bac</guid>
      <description><![CDATA[<p>Fantastic reporting from <a href="http://www.polygon.com/features/2013/12/2/5143856/no-girls-allowed" title="No Girls Allowed">Tracey Lien on the perceived gender gap in video games</a>:</p>

<blockquote>
<p>Toy aisles are explicit in their gender divide. Clear signage indicates which toys are for boys, and which are for girls. In the video game section, there is little overt exclusion. It&#39;s a slower molding of our expectations over time.</p>

<p>Maida might not understand this right away. She hasn&#39;t even gotten to the video game aisle yet. But standing among the dolls in their pink tutus, face scrunched up and hands slapping her sides, she&#39;s starting in the right place. She&#39;s asking the most important question: &ldquo;Why?&rdquo;</p>
</blockquote><p><a href="https://solitonic.co/blog/2013/12/2/no-girls-allowed">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>This is why we Penny Arcading</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Wed, 27 Nov 2013 00:32:13 +0000</pubDate>
      <link>http://storify.com/q0rt/this-is-why-we-penny-arcading</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:52953d21e4b09daa4e4bb54f</guid>
      <description><![CDATA[<p>It's becoming really difficult to not think that Penny Arcade is run by <a href="http://storify.com/q0rt/this-is-why-we-penny-arcading">soulless, dignity sucking robots</a>.</p>

<p><a href="http://www.marco.org/2013/11/26/penny-arcade-awful-job">Marco Arment offers this take as well</a>. It's not even that it's Penny Arcade being Penny Arcade, specifically; it's a company showing no respect to the people who like it the most.</p><p><a href="https://solitonic.co/blog/2013/11/26/this-is-why-we-penny-arcading">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>Crazed billionaire Sheldon Adelson: Obama should fire a nuke at Iran, why not</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Fri, 25 Oct 2013 04:32:00 +0000</pubDate>
      <link>http://www.washingtonpost.com/blogs/post-politics/wp/2013/10/23/adelson-obama-should-fire-nuke-to-send-message-to-iran/</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:5268a329e4b03f4ad7d7765b</guid>
      <description><![CDATA[<blockquote>
<p>&#8220;What are we going to negotiate about? What I would say is, ‘Listen, you see that desert out there? I want to show you something,&#8217;&#8221; Adelson said at Yeshiva University. &#8220;You pick up your cellphone, and you call somewhere in Nebraska, and you say, ‘okay, let it go.’ So there’s an atomic weapon goes over &#8211; ballistic missiles &#8211; in the middle of the desert that doesn’t hurt a soul.&#8221; </p>
</blockquote>

<p><a href="http://washingtonpost.com/blogs/post-politics/wp/2013/10/23/adelson-obama-should-fire-nuke-to-send-message-to-iran/">Dr. Strangelove? Is that you?</a></p><p><a href="https://solitonic.co/blog/2013/10/24/crazed-billionaire-sheldon-adelson-obama-should-fire-a-nuke-at-iran-why-not">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>"We cannot even hope for death"</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Thu, 24 Oct 2013 16:30:00 +0000</pubDate>
      <link>http://the-toast.net/2013/10/15/male-gamers/</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:5268a29be4b0a6ea6c323406</guid>
      <description><![CDATA[<p>I&#8217;m liking <a href="http://the-toast.net/2013/10/15/male-gamers/">The Toast these days</a>:</p>

<blockquote>
<p>The ground felt eerily cool. The pillars and the columns of the Necropolis took on a pearl-blue sheen and began to hum at a violent volume and frequency that put Medrun in mind of a thousand bees glommed onto a tree on a hot summer’s day. A scream went up from the Dwarves. &#8220;The prophecy! A woman! The prophecy! A female gamer is among us! We are lost!&#8221;</p>
</blockquote><p><a href="https://solitonic.co/blog/2013/10/24/male-gamers-only">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>Wild Ones Live, on 99% Invisible</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Thu, 24 Oct 2013 04:27:12 +0000</pubDate>
      <link>http://99percentinvisible.org/episode/wild-ones-live/</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:5268a1b8e4b08d6355b4034d</guid>
      <description><![CDATA[<p>Listening to people looking at people looking at animals. Host Roman Mars <a href="http://99percentinvisible.org/episode/wild-ones-live/">describes it thus</a>: </p>

<blockquote>
<p>What you need to know about <em>Wild Ones</em> is that it’s not a book about nature. It’s a book about how we value nature and try fit it into our modern lives. <em>Wild Ones</em> is about the cutesy stuffed animals, the eco-tours, and the byzantine methods of conservation that evolve when our experience with wild life goes from something natural to something designed. Human-animal interaction has become a designed experience and the story of that transition, as the title of the book suggests, is sometimes dismaying and weirdly reassuring. </p>
</blockquote>

<p>The folksy music from Black Prairie really makes it. I&#8217;m into &#8220;<a href="https://soundcloud.com/blackprairie/10-dawn-departure-jefferson" title="&quot;Dawn Departure, Jefferson County&quot; by Black Prairie">Dawn Departure, Jefferson County</a>&#8221; myself. </p><p><a href="https://solitonic.co/blog/2013/10/23/wild-ones-live-on-99-invisible">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>Who killed the music industry?</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Mon, 21 Oct 2013 20:06:00 +0000</pubDate>
      <link>http://pandodaily.com/2013/08/05/who-killed-the-music-industry-an-interactive-explainer/</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:5262e645e4b04c04f40d4855</guid>
      <description><![CDATA[<p><a href="http://pandodaily.com/2013/08/05/who-killed-the-music-industry-an-interactive-explainer/" title="Who killed the music industry?">Pando Daily and The Explainer</a>: </p>

<blockquote>
<p>Did Napster hurt the music industry? Yes, but only indirectly, despite the recording industry’s claims, and in a far more disruptive way. It inspired Steve Jobs to create iTunes. </p>
</blockquote>

<p>Him again? </p><p><a href="https://solitonic.co/blog/2013/10/21/who-killed-the-music-industry">Permalink</a><p>]]></description>
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    <item>
      <title>#mystkid</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Mon, 21 Oct 2013 02:08:00 +0000</pubDate>
      <link>http://www.kickstarter.com/projects/cyaninc/obduction</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:5262e6b5e4b03006c79686da</guid>
      <description><![CDATA[<p>Cyan&#8212;them of ye olde Myst&#8212;is <a href="http://www.kickstarter.com/projects/cyaninc/obduction" title="Obduction">Kickstarting their next point-and-click adventure, titled <em>Obduction</em></a>. Like everything in the <em>Myst</em> series, it sports a calmly surreal art style, and Cyan has promised that the puzzles will be just as obviously obtuse. </p>

<p>The goal&#8217;s set at $1.1 million, which is ambitious, but they&#8217;re a third funded after just a couple days. I don&#8217;t doubt that they&#8217;ll hit their goal, at any rate; the <em>Myst</em> series is well-known, and a new game in that style is pretty exciting. </p><p><a href="https://solitonic.co/blog/2013/10/20/mystkid">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>Dan Seifort reviews the Fitbit Force</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Sat, 19 Oct 2013 20:00:28 +0000</pubDate>
      <link>http://www.theverge.com/2013/10/18/4848424/fitbit-force-review</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:5262e597e4b0378afca0fa91</guid>
      <description><![CDATA[<p><a href="http://www.theverge.com/2013/10/18/4848424/fitbit-force-review" title="Fitbit Force review | The Verge">His subtitle says it all</a>.</p><p><a href="https://solitonic.co/blog/2013/10/19/dan-seifort-reviews-the-fitbit-force">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>Gone Home: Leave a light on</title>
      <category>carrier signal</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Tue, 10 Sep 2013 04:08:38 +0000</pubDate>
      <link>https://solitonic.co/blog/2013/9/9/gone-home-leave-a-light-on</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:522e9523e4b0a584ece4ba9a</guid>
      <description><![CDATA[It’s been incredible to see the response to The Fullbright Company’s
 recent Gone Home. There’ve been a ton of essays and responses—so many that 
trying to say something new/insightful is basically an exercise in 
futility. But then we’d never get anywhere at all. So:]]></description>
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            <button data-description="&lt;p&gt;&lt;a href=&quot;/s/02-Stella.mp3&quot;&gt;Just in case you come back home&lt;/a&gt;.&lt;/p&gt;" class="
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            <p><a href="https://solitonic.co/s/02-Stella.mp3">Just in case you come back home</a>.</p>
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<p>It&#8217;s been incredible to see the response to <a href="http://thefullbrightcompany.com/" title="The Fullbright Company is an independent video game studio founded in Portland, Oregon in March, 2012. Its co-founders are Steve Gaynor, Johnnemann Nordhagen, and Karla Zimonja.">The Fullbright Company&#8217;s</a> recent <em><a href="http://thefullbrightcompany.com/gonehome/" title="Investigate the Greenbriar family’s house. Discover the story of what’s happened to them. Go home again.">Gone Home</a></em>. There&#8217;ve been a ton of <a href="http://thiscageisworms.com/2013/08/19/a-collection-of-criticism-about-gone-home/" title="This is just a list of things that I’ve read about the game that made me nod my head. I’m not contextualizing each piece–this is just a list I’m curating of things that I think were worth my time.">essays</a> and <a href="http://indiehaven.com/just-take-me-seriously-a-personal-slice-of-gone-home/" title="You’re too young to know what’s right for you. Don’t rush into things before you’re sure this is what you want. This is just a phase, you’re just over reacting to being a bit sensitive. Don’t tell people about this, because they will never let you live it down once the phase is over.">responses</a>&#8212;so many that trying to say something new/insightful is basically an exercise in futility. But then we&#8217;d never get anywhere at all. So:</p>

<p>A lot of people have mentioned the nineties nostalgia, but for me the game&#8217;s cultural touchstones don&#8217;t resonate so strongly. I am <em>technically</em> a <a href="http://youtu.be/doEfZXHKt8A" title="The nineties: when you still had hopes and dreams.">child of the nineties</a>, but it&#8217;s probably more accurate to say that I was grew up in the 2000s.<a href="#gone-home-fn:1" id="gone-home-fnref:1" title="see footnote" class="footnote">[1]</a> I don&#8217;t feel like I was much of a participant or consumer of nineties culture, at any rate; I think the events most people associate with the time&#8212;grunge, Cold War-thawing, Princess Diana<a href="#gone-home-fn:2" id="gone-home-fnref:2" title="see footnote" class="footnote">[2]</a>&#8212;came too early in my life for me to understand and/or appreciate the gravity of. I mean, god, I wasn&#8217;t even ten when the Clinton-Lewinsky scandal broke. I didn&#8217;t even know what &#8220;scandal&#8221; actually meant. (Which didn&#8217;t stop me from trying to talk about it with my fourth grade classmates.) What culture I did absorb effectively had to be blasted at max volume, directly into my ears&#8212;I&#8217;d be too busy running in circles in my parent&#8217;s backyard to pay attention otherwise. And yet the game still works! It worked on me!</p>

<p>Really, the thing about <em>Gone Home</em> I found so special wasn&#8217;t Sam&#8217;s story in particular, or the environment, or the fact that there are no guns. (But I think we can all agree that the story is compassionately told, and the environment meticulously populated, and the lack of manhunting more than a little refreshing.) Instead, it was the <em>sheer amount of empathy</em> the game<a href="#gone-home-fn:3" id="gone-home-fnref:3" title="see footnote" class="footnote">[3]</a> has and the fact that it takes nothing for granted.<a href="#gone-home-fn:4" id="gone-home-fnref:4" title="see footnote" class="footnote">[4]</a> It recognizes the Greenbriars as people and treats them like people. (Insane, I know.)<a href="#gone-home-fn:5" id="gone-home-fnref:5" title="see footnote" class="footnote">[5]</a> <em>Gone Home</em> might have tried its hand at the supernatural, or slotted in a last minute plot twist in the attic. It didn&#8217;t, because in a story about people, people are more than sufficiently extraordinary. It would have been easy to dismiss Sam&#8217;s feelings because she&#8217;s &#8220;just a teenager&#8221;; or to mock her dad for writing cheeseball sci-fi novels; or to judge her mother for trying to start a fling with a coworker. But its emotional impact is never undermined by winks or nudges,<a href="#gone-home-fn:6" id="gone-home-fnref:6" title="see footnote" class="footnote">[6]</a> because it knows that it&#8217;s totally valid to feel like an outsider when you&#8217;re growing up; to be haunted by the past; to wish for something new and exciting to free you from the confines of a life you never asked for.</p>

<p>The nineties nostalgia isn&#8217;t even just nostalgia, really. It&#8217;s a way of saying that we were all like this once, that we&#8217;ve all had similar experiences. It&#8217;s pretty much a universal thing to feel lonely or sad or trapped. But there&#8217;s the good things, too&#8212;the <em>Street Fighter</em> bouts and and the exciting new bands and the thrill of a first kiss. <em>Gone Home</em> reminds of these things because we&#8217;ve been where the Greenbriars have been. They&#8217;re people; they have problems that people have, and so do we. <em>And that&#8217;s totally okay</em>.</p>

<p>Admittedly, maybe that&#8217;s all too pat. Maybe the all the problems are just too easy and the the conclusion to Sam and Lonnie&#8217;s story too happy. What I mean is: Oregon still doesn&#8217;t recognize same sex marriage. And what kind of life options do two women who only have a high school educations have?</p>

<p>But I look at it like this: I&#8217;d much rather this than the alternative. So I&#8217;m duly glad that there was no lesbian murder-suicide&#8212;yes, the hair dye did get me, too&#8212;and that Sam and Lonnie did not have to go through a literal hell in order to find something that only barely approached contentment. Maybe that would have been more &#8220;realistic&#8221;<a href="#gone-home-fn:7" id="gone-home-fnref:7" title="see footnote" class="footnote">[7]</a>&#8212;but it would have been, frankly, <strong>bullshit</strong><a href="#gone-home-fn:8" id="gone-home-fnref:8" title="see footnote" class="footnote">[8]</a>. I might be given over to the school of <a href="http://www.youtube.com/watch?v=dKQuVT6gedM" title="Portlandia - Battle of the Gentle Bands">touchy-feely</a> design, but I really find it heartening that a game with emotional lows <em>so</em> low can find a way to end on a high <em>so</em> high.<a href="#gone-home-fn:9" id="gone-home-fnref:9" title="see footnote" class="footnote">[9]</a> Mostly, it feels like we&#8217;ve suffered the same way Sam and Lonnie have at some point; maybe we can be happy like them, too.</p>


<hr />
<ol>

<li id="gone-home-fn:1">
<p>And, anyway, all those nineties artifacts that litter the game&#8212;the riot grrl mix tapes, the Cobain posters&#8212;they belong to a person much, much cooler than I&#8217;ve ever been or could ever hope to be; that is, someone who wields the distant, intimidating kind of cool, the cool that you had hoped you yourself could (but would later have to admit, looking in the mirror one grim high school morning, <em>probably wouldn&#8217;t ever</em>) learn. I did eventually <em>get</em> riot grrl, though, but like a decade too late. Did I ever tell you about that? The year that I spent listening to basically nothing but early Corin Tucker and Sleater Kinney records? I was nineteen and probably should have known better (or at least <em>diversified</em>), but all in all I&#8217;m glad I didn&#8217;t. <a href="http://youtube.com/watch?v=ubyVReV2gDc" title="Get Up - Sleater Kinney">Goodbye, small hands, / Goodbye, small heart.</a> <a href="#gone-home-fnref:1" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

<li id="gone-home-fn:2">
<p>Or, rather, the things that I think about when I try to think of what people think of when they think about the nineties. I know that the beginnings of online culture were brewing, too&#8212;BBSs, dial up modems, AOL, all the rest&#8212;but those don&#8217;t feel like they say &#8220;nineties&#8221; to me, even though I know they&#8217;re supposed to. Basically, it&#8217;s complicated. <a href="#gone-home-fnref:2" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

<li id="gone-home-fn:3">
<p>I understand that there&#8217;s been some amount of, like, debate? On what games are? That started with <em><a href="https://solitonic.co/blog/2013/1/30/proteus" title="INTERNAL LINK SHAMELESS SELF BLOG">Proteus</a></em>? And continues with this game? This is a debate that I have basically no interest in trying to continue, which is exactly why I&#8217;m going to continue it, but only enough to say that definitions are generally helpful, and <a href="http://deadpixel.co/2013/04/a-hasty-review/" title="A Hasty Review: Howling Dogs - Naomi Clark">Zach Gage by-way-of-Naomi-Clark</a> has something that rings true and starts to captures the experience of video game-ness&#8212;you should click through and read. (The <em>Howling Dogs</em> analysis is worth it, too.) I&#8217;m not especially interested in participating in the traditional gameplay model (drama = violence + objective markers, generally speaking) since focusing on that feels counterproductive and like it&#8217;s missing the point&#8212;but it does suggest some interesting and possibly uncomfortable growing pains-type stuff&#8212;e.g., like, the <em>Tomb Raider</em> reboot (and don&#8217;t get me wrong, I actually respect it quite a bit for its willingness to simply <em>try</em>) is a failure for no other reason than because the violence and objective markers (which, by the way, are mechanically solid and satisfying and fun to do) that form the core of its gameplay stand at distinct odds with the story&#8217;s overarching theme that survival is expensive because <em>all</em> human life (villainous or otherwise) holds real weight. You cannot possibly take those ideas seriously while Lara Croft is unloading bullet after bullet after bullet into brain after brain after brain, basically without so much as a blink. <a href="#gone-home-fnref:3" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

<li id="gone-home-fn:4">
<p>Except maybe&#8212;<em>maybe</em>&#8212;three ring binders. But even those have their moment. <a href="#gone-home-fnref:4" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

<li id="gone-home-fn:5">
<p>I mean, think about it. This is a game about picking things up and looking at them. You might as well call the game &#8220;Objectify.&#8221; <a href="#gone-home-fnref:5" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

<li id="gone-home-fn:6">
<p>But that&#8217;s also not to say that it isn&#8217;t without humor. &#8220;Whoa, Sam.&#8221; <a href="#gone-home-fnref:6" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

<li id="gone-home-fn:7">
<p>What I mean to say is, I don&#8217;t feel cheated by having a sweet, hopeful ending. <em>Gone Home</em> has the decency to make it feel earned rather than <em>given</em>. It&#8217;s not even a complicated thing, why it works&#8212;it&#8217;s just (&#8220;just&#8221;) characters with actual progression and agency (ethos change, etc. etc.), not just a plot happening <em>to</em> them. Sam&#8217;s dramatic moments aren&#8217;t dramatic because she&#8217;s (more or less) the main character; they&#8217;re dramatic because the game spends time explaining, in some form or another, why this all matters. And you can say all you want about how the problems exist solely on micro, personal levels&#8212;but that&#8217;s the point! That&#8217;s why the story matters! <a href="#gone-home-fnref:7" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

<li id="gone-home-fn:8">
<p>Whoa, SOMEone&#8217;s got opinions! <a href="#gone-home-fnref:8" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

<li id="gone-home-fn:9">
<p>The whole thing with the father, Terrence, goes basically unresolved, and he and Jan effectively act as foils to Sam and Lonnie. Which might be a grim comparison to make. But. <a href="#gone-home-fnref:9" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

</ol>]]></content:encoded>
      <media:content height="409" isDefault="true" medium="image" type="image/png" url="https://static1.squarespace.com/static/4ff37dd8e4b03ec22b10eb93/4ff37ea9e4b00a627ba62447/522e9523e4b0a584ece4ba9a/1378786298013/1500w/gonehome_1600x900.png" width="409">
        <media:title type="plain">Gone Home: Leave a light on</media:title>
      </media:content>
    </item>
    <item>
      <title>They saw you coming</title>
      <category>carrier signal</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Sat, 17 Aug 2013 03:28:19 +0000</pubDate>
      <link>https://solitonic.co/blog/2013/8/16/they-saw-you-coming</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:520eeee8e4b02294cd09e94f</guid>
      <description><![CDATA[<blockquote>
<p>Moleskine: £15 sketch book you&#8217;re too afraid to draw in. They saw you coming.</p>
</blockquote>

<p><a href="https://twitter.com/badmachinery/status/311399750874312705">John Allison</a>.</p>

<p>I see a lot of notebooks at work. <em>Everyone&#8217;s</em> got a notebook. It&#8217;s <em>usually</em> a Moleskine. And everyone always has a pen at hand. In meetings, I constantly see the latter poised over the former, ready to jot. Five minutes later, the writing device has been abandoned&#8212;tucked behind an ear, maybe (in sheepish admittance to the idea-not-practice-ness of the whole thing). Some stubborn fools will leave the writing device out, laid to rest upon the page; or maybe they&#8217;ll fidget with it, bang the tip around on this surface and that, like the words just need some <em>jostling</em>.</p>

<p>It wounds me, but I do this too. <strong>Constantly.</strong> I&#8217;ve been wondering why. I suspect I have an answer.</p>

<p>Notebooks used to be a precious thing. To me, anyway, they were a precious thing. Yeah, I&#8217;ll admit it. I treasured my notebooks. I had a Moleskine or two&#8212;or three&#8212;or four. I wrote in them, in tiny handwriting with meticulously practiced letterforms.<a href="#sawyoucoming-fn:1" id="sawyoucoming-fnref:1" title="see footnote" class="footnote">[1]</a> They were legendary notebooks, if the ad copy is to be believed. They inevitably led to great art. I guarded them jealously, treated the pages like gold leaf, and was loathe to make any wasteful mark.<a href="#sawyoucoming-fn:2" id="sawyoucoming-fnref:2" title="see footnote" class="footnote">[2]</a></p>

<p>These days, I have the opposite problem, even if the net effect is the same. In the <a href="http://web.ics.purdue.edu/~drkelly/DFWKenyonAddress2005.pdf">day to day trenches of adult existence</a>, it becomes plainly obvious what one <a href="http://solitonic.co/blog/2012/10/26/the-lord-of-the-rings-50th-anniversary-edition">needs must sacrifice</a> and where one&#8217;s attention must lie so that one can continue eating&#8212;such that it becomes pointless and/or counterproductive to pursue any other end, even if one of those ends had once kept the screaming at bay. Not so long ago, I was paralyzed by the <a href="http://doggerel.blogspot.com/2013/06/right-thats-all-my-socks-paired.html">potential of language</a>; now I can barely see the virtue.</p>


<hr />
<ol>

<li id="sawyoucoming-fn:1">
<p>I suspect I am the member of a very limited group of people over the age of six who have actually practiced their cursive. <a href="#sawyoucoming-fnref:1" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

<li id="sawyoucoming-fn:2">
<p>I have never used up every page of a Moleskine. Ever. <a href="#sawyoucoming-fnref:2" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

</ol>]]></description>
    </item>
    <item>
      <title>Brent Simmons on the comma splice</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Thu, 15 Aug 2013 03:35:42 +0000</pubDate>
      <link>http://inessential.com/2013/08/14/commas_for_developers</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:520c4d04e4b089db01dd38b3</guid>
      <description><![CDATA[<p><a href="http://inessential.com/2013/08/14/commas_for_developers">He writes</a>:</p>

<blockquote>
  <p>This is not, by the way, some prissy thing about proper manners. Fuck that shit. I’m not trying to squash your voice. This is about quality and trust.</p>
</blockquote>

<p>I trust basically no one at my job.</p><p><a href="https://solitonic.co/blog/2013/8/14/brent-simmons-on-the-comma-splice">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>Howling still</title>
      <category>carrier signal</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Thu, 08 Aug 2013 14:19:22 +0000</pubDate>
      <link>https://solitonic.co/blog/2013/8/7/howling-still</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:52026897e4b02c9e7bb93c08</guid>
      <description><![CDATA[<h2 id="heykindofimportant" data-preserve-html-node="true">Hey kind of important</h2>

<p data-preserve-html-node="true">Some housekeeping: <strong data-preserve-html-node="true">The URL has changed</strong>; it&#8217;s about time to retire the ol&#8217; kitty lumpkins name. The name&#8217;ll always have a special place in my dumb stupid heart (and in myriad easter eggs, one assumes), but one cannot help but acknowledge the certain lack of, cough, <em data-preserve-html-node="true">gravitas</em> about the name. So, then, now we have <a data-preserve-html-node="true" href="http://solitonic.co">solitonic.co</a>&#8212;there is no good reason for this name, except I was thinking about <em data-preserve-html-node="true">Metal Gear Solid</em> when I registered it. So then.</p>

<p data-preserve-html-node="true">The old URL will <em data-preserve-html-node="true">probably</em> work indefinitely, but <strong data-preserve-html-node="true">the RSS feed will certainly break one day</strong><a data-preserve-html-node="true" href="#howlingstill-fn:1" id="howlingstill-fnref:1" title="see footnote" class="footnote">[1]</a> unless you update <a data-preserve-html-node="true" href="http://solitonic.co/feed">to this new one</a>. I know, I know, this is a huge pain, especially in the wake of the Google Reader apocalypse. But with any luck, the RSS URL won&#8217;t change now, even if the underlying RSS provider does. This should be the last time you or I need to do this, hopefully.</p>

<p data-preserve-html-node="true"><a data-preserve-html-node="true" href="http://solitonic.co/feed">Resubscribe</a>?</p>

<h2 id="sothen" data-preserve-html-node="true">So then</h2>

<ol data-preserve-html-node="true">
<li data-preserve-html-node="true"><p data-preserve-html-node="true">Have we ever talked about talked about pens?</p>

<p data-preserve-html-node="true">I have this <em data-preserve-html-node="true">thing</em> about pens.</p>

<p data-preserve-html-node="true">No, I don&#8217;t really mean some kind of <em data-preserve-html-node="true">love affair</em> for pens. I could well have one of those, but that&#8217;s not what I&#8217;m talking about, specifically, here. Let me put it like this:</p>

<p data-preserve-html-node="true">Think about running. Not the act of running, but the habit, more like&#8212;the exercise, the concept. Every single one of us knows we should go running, and so we do things like read Wikipedia articles about running and pore over running shoe reviews for <em data-preserve-html-node="true">hours</em>, and eventually we spend too much money on shoes, thinking, &#8220;Yes, this is an investment that will pay off. I&#8217;ll feel too guilty otherwise!&#8221; Then we don&#8217;t wear them. We don&#8217;t run. And maybe we feel guilty, but only until we find something else to do, which is always.</p>

<p data-preserve-html-node="true">So, then, me. And pens.<a data-preserve-html-node="true" href="#howlingstill-fn:2" id="howlingstill-fnref:2" title="see footnote" class="footnote">[2]</a> And, more to the point, <em data-preserve-html-node="true">writing</em>.</p></li>
<li data-preserve-html-node="true"><p data-preserve-html-node="true">Needless to say, but I think I owe you all something. <em data-preserve-html-node="true">Again.</em> Not the first time, definitely. And not the last time, certainly.</p></li>
<li data-preserve-html-node="true"><p data-preserve-html-node="true"><a data-preserve-html-node="true" href="http://www.gamasutra.com/view/news/189558/IGF_winner_Hofmeier_pays_it_forward_for_Porpentines_Howling_Dogs.php">Much has been said</a> about Porpentine&#8217;s wonderful, wonderful Twine game <em data-preserve-html-node="true"><a data-preserve-html-node="true" href="http://aliendovecote.com/uploads/twine/howling%20dogs.html#2m">Howling Dogs</a></em> in these many months since its release, and I do not believe I can add anything particularly new or novel. I <em data-preserve-html-node="true">can</em> just start making noise about it. So, done.</p></li>
<li data-preserve-html-node="true"><p data-preserve-html-node="true">I&#8217;ve been thinking about <a data-preserve-html-node="true" href="https://solitonic.co/prologue/2011/11/4/graveyards-and-gewgaws.html">bread</a>, and the making thereof. I&#8217;ve been known to make a loaf from time to time. Horrible, dense, salty loaves. I&#8217;m not very good. But I might get better.</p>

<p data-preserve-html-node="true">Bread is&#8212;not hard, really, but not <em data-preserve-html-node="true">easy</em>, particularly. Baking is, after all, kind of a science. The recipes are prescribed, and the result is generally predictable. One does not simply go off recipe. But then there are people who go off recipe, because through a combination of work and&#8212;more importantly&#8212;<em data-preserve-html-node="true">work</em>, they have become better bakers than (possibly) you or (definitely) I could ever hope to be. For the layman baker, this is as good as sorcery. But this is bread in the abstract. I am trying to talk about bread as a <em data-preserve-html-node="true">thing</em>.</p></li>
<li data-preserve-html-node="true"><p data-preserve-html-node="true">And this is vital, because bread is fundamentally a <em data-preserve-html-node="true">thing</em>. Bread is no good if it isn&#8217;t firm and graspable. The purpose and innate goodness of bread comes from its tangibility.</p>

<p data-preserve-html-node="true">Bread can be a means, sure, but it&#8217;s also its own end. It is its own end in a way that (say) sales commission software or (say) a multinational consulting company can never be. The latter are a means of living. But they are not what really keeps you alive.</p></li>
</ol>

<h2 id="occupycubicle" data-preserve-html-node="true">Occupy Cubicle</h2>

<p data-preserve-html-node="true">Things haven&#8217;t really changed that much since last year. I would probably call it a <em data-preserve-html-node="true">focusing</em>&#8212;like a microscope, the constituent elements seem bigger, but they are still the same constituent elements. Last year I was mildly dissatisfied and uncertain what I was supposed to do next; this year I am largely dissatisfied and uncertain what I&#8217;m supposed to do next. <a data-preserve-html-node="true" href="http://aliendovecote.com/uploads/twine/howling%20dogs.html#2m">Howling still</a>.</p>


<hr data-preserve-html-node="true" />
<ol data-preserve-html-node="true">

<li id="howlingstill-fn:1" data-preserve-html-node="true">
<p data-preserve-html-node="true">(but probably not today) <a data-preserve-html-node="true" href="#howlingstill-fnref:1" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

<li id="howlingstill-fn:2" data-preserve-html-node="true">
<p data-preserve-html-node="true">Or, also, blogging software. Or text editors. I have <em data-preserve-html-node="true">so many</em> iPad text editors. <a data-preserve-html-node="true" href="#howlingstill-fnref:2" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

</ol>]]></description>
    </item>
    <item>
      <title>"This, basically, is what institutionalized misogyny looks like"</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Tue, 11 Jun 2013 04:38:25 +0000</pubDate>
      <link>http://www.theatlanticwire.com/technology/2013/06/microsoft-e3-rape-joke/66092/</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:51b6a9ece4b04a604021432d</guid>
      <description><![CDATA[<p>Microsoft&#8217;s E3 presentation was <a href="http://www.theatlanticwire.com/technology/2013/06/microsoft-e3-rape-joke/66092/">fucking disgusting</a>.</p>

<p><a href="http://femfreq.tumblr.com/post/52673540142/twitter-vs-female-protagonists-in-video-games">See also</a>.</p><p><a href="https://solitonic.co/blog/2013/6/10/this-basically-is-what-institutionalized-misogyny-looks-like">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>Kentucky Route Zero Act II, out now</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Mon, 03 Jun 2013 20:59:14 +0000</pubDate>
      <link>http://kentuckyroutezero.com</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:51ad03bae4b09b8e60cfd6c8</guid>
      <description><![CDATA[<figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          
            <button data-description="" class="
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            <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/4ff37dd8e4b03ec22b10eb93/1370293197308-JOQW84YUMOODA8ZGT0A6/ke17ZwdGBToddI8pDm48kJ0lej6MlCqKAUx1EqBpSQQUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcsCUlr2_RWyHhBmLwvddopt0kox41Ncyh6WdZCVnnhw9FspE4q2BscMKK5-NBcyqH/kentucky+route+zero+-+act+ii.JPG" data-image-dimensions="1440x900" data-image-focal-point="0.5,0.5" alt="kentucky route zero - act ii.JPG" data-load="false" data-image-id="51ad03cde4b0b8a8cb559e5a" data-type="image" src="https://images.squarespace-cdn.com/content/v1/4ff37dd8e4b03ec22b10eb93/1370293197308-JOQW84YUMOODA8ZGT0A6/ke17ZwdGBToddI8pDm48kJ0lej6MlCqKAUx1EqBpSQQUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcsCUlr2_RWyHhBmLwvddopt0kox41Ncyh6WdZCVnnhw9FspE4q2BscMKK5-NBcyqH/kentucky+route+zero+-+act+ii.JPG?format=1000w" />
          
        
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<p>I don&#8217;t know <a href="https://kittylumpkins.com/blog/2013/3/8/kentucky-route-zero-act-one">if you remember</a>, but I <em>really</em> like <a href="http://kentuckyroutezero.com">this game.</a></p><p><a href="https://solitonic.co/blog/2013/6/3/kentucky-route-zero-act-ii-out-now">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>"A movie-soundtracked prayer to stop time"</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Wed, 22 May 2013 06:38:50 +0000</pubDate>
      <link>http://www.gamasutra.com/view/news/192709/Opinion_Xbox_One_is_a_desperate_prayer_to_stop_time.php</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:519c6789e4b0f5d11469e7a5</guid>
      <description><![CDATA[<p><a href="http://www.gamasutra.com/view/news/192709/Opinion_Xbox_One_is_a_desperate_prayer_to_stop_time.php">Leigh Alexander on the Xbox One announcement</a>:</p>

<blockquote>
<p>The beginning salvo of the theoretical &#8220;You&#8221; at the center of the living room experience took me back to 2006, where we all giggled a little when Time Magazine&#8217;s person of the year was &#8220;You,&#8221; complete with mirror on the front of the print magazine. That wasn&#8217;t long after the Xbox 360&#8217;s late 2005 launch. The world has changed a lot since then, but you wouldn&#8217;t know it to look at the presentation.</p>
</blockquote>

<p>Now that everyone&#8217;s announced and/or released their consoles, I think <a href="http://www.gamasutra.com/view/feature/182294/persuasive_games_wii_cant_go_on_.php">Nintendo got it most &#8220;right&#8221;</a>.<a href="#xboxone-fn:1" id="xboxone-fnref:1" title="see footnote" class="footnote">[1]</a> Maybe we&#8217;ve been spoiled by iPhones and iPads and devices with <a href="http://stratechery.com/2013/jony-ive-is-not-a-graphic-designer/">emotional design</a>,<a href="#xboxone-fn:2" id="xboxone-fnref:2" title="see footnote" class="footnote">[2]</a> but I don&#8217;t think we have much tolerance left for electronics that are as impersonal as a black box with an esoteric controller tethered to it. Even just two or three years ago, I would have expected and even wanted what we&#8217;re getting out of these new consoles. <em>Now</em>, though&#8212;I have no clue what I should have hoped for. But I know this wasn&#8217;t it.</p>

<p>Granted, nobody could have anticipated what our technical lives would have looked like two or three years ago, and I&#8217;m not <em>surprised</em> that this is how the next crop of consoles have come out&#8212;but <em>all I&#8217;m saying is</em> that the recent experience of playing <a href="http://aliendovecote.com/uploads/twine/howling%20dogs.html#2m">Howling Dogs</a> on a bus, with my iPhone, after a crushing day at work, left me a quivering, emotional wreck. Maybe it won&#8217;t make any sense&#8212;and I think I&#8217;m okay if it doesn&#8217;t&#8212;but video games are like that for me, now.</p>


<hr />
<ol>

<li id="xboxone-fn:1">
<p>Boy, talk about a can of orthogonal worms. <a href="#xboxone-fnref:1" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

<li id="xboxone-fn:2">
<p>Jony Ive says something about industrial design that seems smart and relevant wrt. video games. Emphasis mine: <a href="#xboxone-fnref:2" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>

<blockquote>
<p>There’s a lot of stuff that’s really important that you can’t distill down to a number. And I think one of the things with design is that when you look at an object you make many many decisions about it, not consciously, and I think one of the jobs of a designer is that you’re very sensitive to trying to understand what goes on between seeing something and filling out your perception of it. You know we all can look at the same object, but we will all perceive it in a very unique way. It means something different to each of us. <strong>Part of the job of a designer is to try to understand what happens between physically seeing something and interpreting it.</strong></p>
</blockquote>

<p>Video games are <em>incredibly</em> inscrutable when you think about it like that.</p>
</li>

</ol>
<p><a href="https://solitonic.co/blog/2013/5/21/a-movie-soundtracked-prayer-to-stop-time">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>Marco Arment sells Instapaper</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Tue, 30 Apr 2013 06:11:58 +0000</pubDate>
      <link>http://www.marco.org/2013/04/25/instapaper-next-generation</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:517f60b9e4b0b0f0caf37161</guid>
      <description><![CDATA[<p><a href="http://www.marco.org/2013/04/25/instapaper-next-generation">He writes</a>:</p>

<blockquote>
<p>A couple of months ago, at 1:30 AM, I suddenly realized who should take it over. I jumped out of bed, tiptoed downstairs (no parent wants to wake a sleeping baby), and sent an email. It didn’t take much convincing, because we both knew it was a great fit.</p>
</blockquote>

<p><a href="http://www.instapaper.com/">Instapaper</a>&#8217;s been one of the most solid, steadfast apps I&#8217;ve ever used, and it&#8217;s always found a place on my iOS home screens. I&#8217;m glad it doesn&#8217;t sound like that&#8217;s changing anytime soon.</p><p><a href="https://solitonic.co/blog/2013/4/29/marco-arment-sells-instapaper">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>Nice guy</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Tue, 30 Apr 2013 05:59:14 +0000</pubDate>
      <link>http://bombsfall.tumblr.com/post/48997200632/a-quick-editorial-cartoon-about-the-intersection</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:517f5dbfe4b0a81a458ab821</guid>
      <description><![CDATA[<p><a href="http://bombsfall.tumblr.com/post/48997200632/a-quick-editorial-cartoon-about-the-intersection">No words&#8212;just pictures</a>. (And ice cream.)</p><p><a href="https://solitonic.co/blog/2013/4/29/nice-guy">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>Dresden Codak guy pitches a new Legend of Zelda game</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Fri, 12 Apr 2013 18:34:00 +0000</pubDate>
      <link>http://dresdencodak.tumblr.com/post/47724463171/inspired-by-anita-sarkeesians-video-game-tropes</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:5167ab04e4b0fdc6c239a51b</guid>
      <description><![CDATA[<p><a href="http://dresdencodak.tumblr.com/post/47724463171/inspired-by-anita-sarkeesians-video-game-tropes">Aaron Diaz of Dresden Codak fame</a>:</p>

<blockquote>
<p><strong>Clockwork Empire</strong> is set 2,000 years after <em>Twilight Princess</em>, and is not a reboot, but simply another iteration in the Zelda franchise. It just so happens that in this case, Zelda is the protagonist.</p>
</blockquote>

<p>I especially like the Gauntlet of Gamelon concept.</p><p><a href="https://solitonic.co/blog/2013/4/12/dresden-codak-guy-pitches-a-new-legend-of-zelda-game">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>How to be a freelance writer</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Fri, 12 Apr 2013 06:05:30 +0000</pubDate>
      <link>http://thoughtcatalog.com/2011/how-to-be-a-freelance-writer/</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:5167a436e4b0f72706520fcb</guid>
      <description><![CDATA[<p>Leigh Alexander <a href="http://thoughtcatalog.com/2011/how-to-be-a-freelance-writer/" title="dsa">has some advice</a>:</p>

<blockquote>
<p>Everything becomes easier when you’re drinking. Writing is a process during which production is organic and intellect needs to be assumed or taken for granted. You cannot write if you’re thinking too much, or if you falsely believe there are some kinds of ‘decisions’ to be made regarding your topic or angle of approach. If you drink you stop thinking and your hands drum the keys with the faultless, rapid cadence of the sort of clear, light-starved spiders that live in the least-lit crevices of the world. Your brain glides with the surety of the oceanic trenches’ blind eels.</p>
</blockquote>

<p>Worked for Hemingway.<a href="#freelance-fn:1" id="freelance-fnref:1" title="see footnote" class="footnote">[1]</a></p>


<hr />
<ol>

<li id="freelance-fn:1">
<p><a href="http://en.wikipedia.org/wiki/Ernest_Hemingway%23Idaho_and_suicide">It did not work for Hemingway.</a> <a href="#freelance-fnref:1" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

</ol>
<p><a href="https://solitonic.co/blog/2013/4/11/how-to-be-a-freelance-writer">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>They'll sharpen their teeth on your smile — III</title>
      <category>carrier signal</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Wed, 10 Apr 2013 04:46:01 +0000</pubDate>
      <link>https://solitonic.co/blog/2013/4/9/theyll-sharpen-their-teeth-on-your-smile-iii</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:51641bb4e4b07ef0fe18183a</guid>
      <description><![CDATA[<p>Everything gets bitter and hopeful. Like you never know about the couple across the street&#8211;like if they&#8217;re a couple, e.g. He&#8217;s acting like she&#8217;s the coolest person he&#8217;s ever talked to (and with <em>his</em> outfit, well&#8212;I thought only middle schoolers wore cargos and oversized tees&#8212;heck, he certainly <em>looks</em> like a middle schooler). She&#8217;s all cigarette exhales (nose mouth nose mouth mouth nose) and al fresco cafe occupancy. Coffee? No, <em>thank you</em>.</p>

<p>Later: bus. My knee hurts like hell. A pair of girls gossip&#8212;<em>super mad at everything</em>. &#8220;I&#8217;m the one who has the right to be angry,&#8221; she concludes. Which is interesting. No one has the <em>right</em>, specifically speaking, to be angry&#8212;an ever-present option isn&#8217;t a <em>right</em>&#8212;but as I spend eight to ten hours a day waffling between occupational impotence and anesthetized impotence, I really don&#8217;t have the moral ground to be telling people what is and isn&#8217;t right. Although you work with what you&#8217;ve got. Some people get angry. Still&#8212;water. I get angry, probably too often. Still&#8212;water. You work with what you&#8217;ve got. Sometimes you give three bucks to a busker who hasn&#8217;t made a cent today. Sometimes you get Channing Marshall and Iggy Pop to tell you what you want to believe <em>so bad</em>. Sometimes you get to hold nail-bitten hands. Most times you just want to feel, despite all the rancid sardine cans and sticky vermouth bottles, like you did something good.</p>]]></description>
    </item>
    <item>
      <title>How far is it to Mars?</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Thu, 04 Apr 2013 04:30:26 +0000</pubDate>
      <link>https://solitonic.co/blog/2013/4/3/how-far-is-it-to-mars</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:515d01ede4b02ae07853d4d7</guid>
      <description><![CDATA[<p><a href="http://www.distancetomars.com" title="Cooooool.">Let&#8217;s talk pixels</a>.</p>]]></description>
    </item>
    <item>
      <title>"I seriously cannot believe that I have to say this in 2013"</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Wed, 27 Mar 2013 05:20:52 +0000</pubDate>
      <link>http://bellejarblog.wordpress.com/2013/03/18/i-am-not-your-wife-sister-or-daughter/</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:51527320e4b0e9fad0b5d2b7</guid>
      <description><![CDATA[<p>In the wake of Steubenville, The Belle Jar thinks about <a href="http://bellejarblog.wordpress.com/2013/03/18/i-am-not-your-wife-sister-or-daughter/">how to how to think and talk about the victims</a>:</p>

<blockquote>
<p>The “wives, sisters, daughters” line of argument comes up all the fucking time. &#8230;</p>

<p>It defines women by their relationships to other people, rather than <em>as people themselves</em>. It says that women are only important when they are married to, have given birth to, or have been fathered by other people. It says that women are only important because of who they belong to.</p>
</blockquote><p><a href="https://solitonic.co/blog/2013/3/26/i-seriously-cannot-believe-that-i-have-to-say-this-in-2013">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>Chicago public schools ban Persepolis graphic novel from the seventh grade</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Wed, 27 Mar 2013 04:09:38 +0000</pubDate>
      <link>http://www.theverge.com/2013/3/25/4144958/chicago-public-schools-bans-persepolis-graphic-novel-from-schools</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:5152710ee4b0b3e0d10fb648</guid>
      <description><![CDATA[<p><em>Persepolis</em> is one of the finer reflections on growing up and discovering where you belong. <a href="http://www.theverge.com/2013/3/25/4144958/chicago-public-schools-bans-persepolis-graphic-novel-from-schools">Shameful indeed</a>.</p><p><a href="https://solitonic.co/blog/2013/3/26/chicago-public-schools-ban-persepolis-graphic-novel-from-the-seventh-grade">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>Tenya Wanya Teens, a new game co-produced by Keita Takahashi</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Wed, 20 Mar 2013 04:02:08 +0000</pubDate>
      <link>http://venuspatrol.com/2013/03/love-hygiene-monsters-introducing-tenya-wanya-teens/</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:514931f8e4b0896b3631a9a1</guid>
      <description><![CDATA[<p>It takes two players and two sixteen-button controllers, and like <a href="https://en.wikipedia.org/wiki/Katamari_Damacy">everything</a> that Takahashi has <a href="http://o--o.jp/" title="Look at this URL. I mean, just *look at it!*">touched</a>, it <a href="http://venuspatrol.com/2013/03/love-hygiene-monsters-introducing-tenya-wanya-teens/">sounds totally charming</a>.</p><p><a href="https://solitonic.co/blog/2013/3/19/tenya-wanya-teens-a-new-game-co-produced-by-keita-takahashi">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>Little Inferno just for me</title>
      <category>carrier signal</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Tue, 19 Mar 2013 04:22:40 +0000</pubDate>
      <link>https://solitonic.co/blog/2013/3/18/little-inferno-just-for-me</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:5147e794e4b0d1d31cb1d513</guid>
      <description><![CDATA[<p>Seems the <a href="http://www.metacritic.com/game/pc/little-inferno">critical reception</a> of last year&#8217;s <em><a href="http://tomorrowcorporation.com/littleinferno">Little Inferno</a></em> was decidedly mixed. One gets the sense that reviewers did not appreciate being beaten over the head with the game&#8217;s theme. (One also wonders if they&#8217;d have gotten the message at all if the game hadn&#8217;t.)</p>

<p>Even without the game&#8217;s final act, though, there&#8217;s this one moment that really just sums the entire game up brilliantly.</p>

<p>As many a summary will tell you, <em>Little Inferno</em> is a game about buying things, putting them in a fireplace, and then setting them on fire. This gets the player coins, which allows them to buy things, put them in a fireplace, and then set them on fire. Etc. etc. etc.</p>

<p>Somewhat early on, the player can buy a <em>moon</em>, and it&#8217;s the first time that something really <em>interesting</em> happens. I mean, every item does something interesting when the player sets it ablaze&#8212;there&#8217;s a regular stream of a quirkyness throughout. But the moon is expensive, the first <em>really</em> expensive thing that the player buys; it has <em>gravity</em>, and everything else in the fireplace will orbit around it, and it&#8217;s <em>cool</em>. It&#8217;s new and totally unexpected, the first time it gets dragged into the fireplace. So but then the player sets it on fire. Because that&#8217;s what the game&#8217;s about. But even that&#8217;s alright, because while it burns, it&#8217;s brilliant and bright and solar&#8212;</p>

<p>And then it burns out and everything falls to the ground with a dull thud.</p>

<p>Then the player can play with the ashes.</p>

<p>Then they have to burn something else.</p>

<p>Because that&#8217;s all the game is.<a href="#littleinferno-fn:1" id="littleinferno-fnref:1" title="see footnote" class="footnote">[1]</a></p>

<p><a href="http://tomorrowcorporation.com/littleinferno">Breathe in the flaming potpourri</a>.</p>


<hr />
<ol>

<li id="littleinferno-fn:1">
<p>Well&#8212;not <em>exactly</em> all. <a href="#littleinferno-fnref:1" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

</ol>]]></description>
    </item>
    <item>
      <title>The danger of faceless journalism</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Tue, 19 Mar 2013 04:02:16 +0000</pubDate>
      <link>http://jacobinmag.com/2013/03/the-view-from-somewhere</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:5147e352e4b096a97cf4604b</guid>
      <description><![CDATA[<p><a href="http://jacobinmag.com/2013/03/the-view-from-somewhere/">Laurie Penny, eloquent as always</a>:</p>

<blockquote>
<p>Every view comes from somewhere, and who you are as a writer, reporter, filmmaker or blogger changes how people behave in your presence. It changes what they say to you; it changes whether they speak to you at all. That’s as true for your average white dude reporter as it is for anyone else, and it matters even if you don’t care a bit about equal representation in the media industry. It matters because the fallacy of bland and faceless reporting hurts journalism, by allowing bias and prejudice to masquerade as hands-off objectivity, by giving reporters license not to be honest about how their outlook affects their output.</p>
</blockquote><p><a href="https://solitonic.co/blog/2013/3/18/the-danger-of-faceless-journalism">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>Dropbox may have paid up to $100 million for Mailbox app</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Sat, 16 Mar 2013 02:30:28 +0000</pubDate>
      <link>http://www.theverge.com/2013/3/15/4110532/dropbox-reportedly-paid-around-100-million-for-mailbox</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:5143d94fe4b0e8b32a7872f8</guid>
      <description><![CDATA[<p>The app&#8217;s been out for a month, <em>barely</em>. <a href="http://www.theverge.com/2013/3/15/4110532/dropbox-reportedly-paid-around-100-million-for-mailbox">Jesus <strong><em>Christ</em></strong></a>.</p><p><a href="https://solitonic.co/blog/2013/3/15/dropbox-may-have-paid-up-to-100-million-for-mailbox-app">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>Google to shut down Reader</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Fri, 15 Mar 2013 22:02:07 +0000</pubDate>
      <link>http://googleblog.blogspot.com/2013/03/a-second-spring-of-cleaning.html?m=1</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:51439c86e4b0e8b32a77fae5</guid>
      <description><![CDATA[<p>Initial reaction: Aw, Google. <a href="http://googleblog.blogspot.com/2013/03/a-second-spring-of-cleaning.html?m=1">Why you got to go do a thing like that</a>?</p>

<p>But it&#8217;s been a couple days since the announcement, and the discussion&#8217;s been pretty interesting. And while I still think this is going to be frustrating for users while we <a href="http://www.dataliberation.org/google/reader">pack up and wait for everything to go down</a>, as <a href="http://inessential.com/2013/03/13/google_reader_over_and_out">Brent Simmons</a> (and <a href="http://www.marco.org/2013/03/14/baby-steps-replacing-google-reader">many</a> <a href="http://bitsplitting.org/2013/03/13/netnewswire-cloud/">others</a>) have said, developers have a great shot here. Nature, vacuums, etc.</p><p><a href="https://solitonic.co/blog/2013/3/15/google-to-shut-down-reader">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>Tropes vs. Men project took money, produced nothing</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Wed, 13 Mar 2013 04:10:24 +0000</pubDate>
      <link>http://www.gameranx.com/features/id/13224/article/the-mystery-and-fraud-of-tropes-vs-men-in-videogames/</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:513fdce0e4b040273ace18e5</guid>
      <description><![CDATA[<p><a href="http://www.gameranx.com/features/id/13224/article/the-mystery-and-fraud-of-tropes-vs-men-in-videogames/">How about that</a>.</p><p><a href="https://solitonic.co/blog/2013/3/12/tropes-vs-men-project-took-money-produced-nothing">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>Dad ROM-hacks Donkey Kong for his daughter</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Wed, 13 Mar 2013 01:53:28 +0000</pubDate>
      <link>http://arstechnica.com/gaming/2013/03/dad-hacks-donkey-kong-for-his-daughter-princess-pauline-now-saves-mario/</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:513df871e4b0fe58c65c6f8f</guid>
      <description><![CDATA[<p><a href="http://arstechnica.com/gaming/2013/03/dad-hacks-donkey-kong-for-his-daughter-princess-pauline-now-saves-mario/">Pauline swings a mean hammer</a>.</p><p><a href="https://solitonic.co/blog/2013/3/12/dad-rom-hacks-donkey-kong-for-his-daughter">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>Classic misdirection</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Mon, 11 Mar 2013 07:54:17 +0000</pubDate>
      <link>https://solitonic.co/blog/2013/3/11/classic-misdirection</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:513d8db4e4b0abff73bebf6e</guid>
      <description><![CDATA[<p>In response to Anita Sarkeesian disabling comments on her <a href="http://youtu.be/X6p5AZp7r_Q">recent Tropes vs. Women video</a>, video blogger <a href="http://www.youtube.com/watch?v=NfkS9YS_T0k">TheAmazingAtheist says</a>:</p>

<blockquote>
<p>We, the audience, are not allowed to have an opinion, it seems.</p>
</blockquote>

<p>Jesus Christ.</p>

<p>There&#8217;s room for discussion and dissent. This video response is proof of that. <em><a href="https://twitter.com/kierongillen/status/310783125619879936">Anita Sarkeesian did not shut down the Internet</a></em>.</p>

<p>TheAmazingAtheist&#8217;s argument is nothing but a <a href="http://en.wikipedia.org/wiki/Red_herring">red herring</a>. YouTube comments are irrelevant. If Sarkeesian&#8217;s critics genuinely wanted talk about the portrayal of women in video games, then they would.</p>]]></description>
    </item>
    <item>
      <title>Marco Arment on Google's WebM: "'Open' is just lip service"</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Mon, 11 Mar 2013 05:05:02 +0000</pubDate>
      <link>http://www.marco.org/2013/03/09/google-webm-infringement</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:513d659be4b00efcff596b51</guid>
      <description><![CDATA[<p>What was Google&#8217;s motto again? <a href="http://www.marco.org/2013/03/09/google-webm-infringement">Don&#8217;t be&#8212;don&#8217;t be&#8212;that is&#8212;uh</a>&#8230;<a href="#webm-fn:1" id="webm-fnref:1" title="see footnote" class="footnote">[1]</a></p>


<hr />
<ol>

<li id="webm-fn:1">
<p>Florian Mueller at FOSS Patents, <a href="http://www.fosspatents.com/2013/03/developer-of-popular-instapaper-app.html">in response to Marco&#8217;s post, adds</a>:  <a href="#webm-fnref:1" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>

<blockquote>
<p>Google&#8217;s business model is not a perpetual motion machine: by copying Apple&#8217;s user interface (Android was originally designed to be more BlackBerry-like), by copying many thousands of lines from the Java source code, or by <a href="http://www.fosspatents.com/2013/03/google-about-to-lose-patent-spat-with.html">building a key feature of Google Maps on technology that actually belongs to Microsoft</a>, Google makes other companies&#8217; creations (even if it still develops a lot of code around it) available &#8220;for free&#8221; to end users, but once everything others have invested in has been copied, who will invest in the next wave of innovation? (Other than Google with its advertising-centric business model.)</p>
</blockquote>

<p>It&#8217;s not a great trend. What the heck <em>happened</em> to The Great Nerd Hope?</p>
</li>

</ol>
<p><a href="https://solitonic.co/blog/2013/3/10/marco-arment-open-is-just-lip-service">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>You've Got to Walk (That Lonesome Valley): Kentucky Route Zero, Act I</title>
      <category>carrier signal</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Sat, 09 Mar 2013 00:06:00 +0000</pubDate>
      <link>https://solitonic.co/blog/2013/3/8/kentucky-route-zero-act-one</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:5129c1a1e4b0fd698ec03910</guid>
      <description><![CDATA[Kentucky Route Zero is a five-part road trip through the soul-sick 
nighttime highways of the Bluegrass State.]]></description>
      <content:encoded><![CDATA[<figure class="
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          <a class="
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            <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/4ff37dd8e4b03ec22b10eb93/1362351691103-B7CJKY6YPEB7GYKM8Q27/ke17ZwdGBToddI8pDm48kJ0lej6MlCqKAUx1EqBpSQQUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcsCUlr2_RWyHhBmLwvddopt0kox41Ncyh6WdZCVnnhw9FspE4q2BscMKK5-NBcyqH/KentuckyRouteZero-001.JPG" data-image-dimensions="1440x900" data-image-focal-point="0.5526315789473685,0.11956521739130435" alt="That's the second biggest horse head I've ever seen." data-load="false" data-image-id="5133d64be4b021358bcce0c5" data-type="image" src="https://images.squarespace-cdn.com/content/v1/4ff37dd8e4b03ec22b10eb93/1362351691103-B7CJKY6YPEB7GYKM8Q27/ke17ZwdGBToddI8pDm48kJ0lej6MlCqKAUx1EqBpSQQUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcsCUlr2_RWyHhBmLwvddopt0kox41Ncyh6WdZCVnnhw9FspE4q2BscMKK5-NBcyqH/KentuckyRouteZero-001.JPG?format=1000w" />
          
        
          </a>
        

        
          
          <figcaption class="image-caption-wrapper">
            <p>That's the second biggest horse head I've ever seen.</p>
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        </figure>
      

    
  







<p><em><a href="http://kentuckyroutezero.com/">Kentucky Route <span class="the-zero">Zero</span></a></em> is a five-part road trip through the soul-sick nighttime highways of the Bluegrass State.</p>

<p>I don&#8217;t know if I can describe the game in any especially specific way, so let&#8217;s just use developer Cardboard Computer&#8217;s elevator pitch:</p>

<blockquote>
<p>Kentucky Route <span class="the-zero">Zero</span> is a magical realist adventure game about a secret highway in the caves beneath Kentucky, and the mysterious folks who travel it. Gameplay is inspired by point-and-click adventure games (like the classic Monkey Island or King&#8217;s Quest series, or more recently Telltale&#8217;s Walking Dead series), but focused on characterization, atmosphere and storytelling rather than clever puzzles or challenges of skill.</p>
</blockquote>

<p>That&#8217;s about it, but it&#8217;s <em>just about</em> right. If anything, really, it kind of undersells itself. It might end up being difficult to talk about the game without waxing poetic and getting all purple and stupid, so as precaution, I&#8217;ll say this up front: if Act I is any indication of the remaining four, <em>Kentucky Route <span class="the-zero">Zero</span></em> is <em>great</em>.</p>

<p>But then of course, caveat emptor and all: we haven&#8217;t seen the rest of the game yet&#8212;each act is to be released every few months, over the next year. With how much yt. loved the first part, it&#8217;s going to be a long wait. And everything might just fall apart with the next episode and ruin everyone&#8217;s hopes forever.</p>

<p>But this first part! This first part. There&#8217;s a ton to like, here, and a ton plot-wise/thematically that&#8217;s lurking just under the surface&#8212;one assumes it&#8217;s likely to emerge, fully formed, in some later episode. Protagonists Conway and Shannon hint at sad and troubled histories that feel only just scabbed over. The music&#8217;s this blend of calm Brian Eno-synthy stuff and ambient noise; it very occasionally dips into creepy territory (and once, when you least expect it, into bluegrass gospel), but most of the time it&#8217;s the kind of thing you&#8217;d expect to hear if you were gawking at the sky in wonderment. There&#8217;s the lovely, lonely line art of the overworld (just enough to recall the beautiful angular aesthetic of the main gameplay) where the player drives around between the game&#8217;s various scenes and vignettes. And then we have the big story hook, that question that no one asks but that everyone takes for granted: What the heck <em>is</em> the <span class="the-zero">Zero</span>?</p>

<p>To get any closer to the answer&#8212;at least until the rest of the game is out&#8212;the player actually has to go out and get all metatextual by playing the pseudo-demo, <em><a href="http://kentuckyroutezero.com/limits-and-demonstrations/">Limits and Demonstrations</a></em>.</p>







 

  
  
    

      

      
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            <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/4ff37dd8e4b03ec22b10eb93/1362358170498-DZR1EWIJSTT6ZKKE8QME/ke17ZwdGBToddI8pDm48kJ0lej6MlCqKAUx1EqBpSQQUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcsCUlr2_RWyHhBmLwvddopt0kox41Ncyh6WdZCVnnhw9FspE4q2BscMKK5-NBcyqH/KentuckyRouteZero-002.JPG" data-image-dimensions="1440x900" data-image-focal-point="0.5131578947368421,0.43478260869565216" alt="Limits and demonstrations" data-load="false" data-image-id="5133ef9ae4b03f8a261ff1ce" data-type="image" src="https://images.squarespace-cdn.com/content/v1/4ff37dd8e4b03ec22b10eb93/1362358170498-DZR1EWIJSTT6ZKKE8QME/ke17ZwdGBToddI8pDm48kJ0lej6MlCqKAUx1EqBpSQQUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcsCUlr2_RWyHhBmLwvddopt0kox41Ncyh6WdZCVnnhw9FspE4q2BscMKK5-NBcyqH/KentuckyRouteZero-002.JPG?format=1000w" />
          
        
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<p><em>Limits</em> isn&#8217;t a slice of any particular part of Act I or <em>Kentucky Route <span class="the-zero">Zero</span></em> proper. Instead, it&#8217;s a short stroll&#8212;maybe fifteen minutes&#8212;through a museum and stars the three Greek chorus-like characters that appear (in a couple of unexpected ways) in Act I. But in addition to hinting at things to come, it&#8217;s a great distillation of what makes <em>Kentucky Route <span class="the-zero">Zero</span></em> so good. In the game (as in the demo), the player travels between meticulously crafted scenes, each tinged with the supernatural. (The game&#8217;s self-described as magical realism, after all.) The sights are all foreign and yet nostalgic; gleaming but choked with grime.</p>

<p>But like all good magical realism, it remains grounded, in a stoic that-was-strange-but-I&#8217;ve-seen-stranger type of way. And like most good road trips, the oddities of the road&#8212;the <span class="the-zero">Zero</span>&#8212;are just a MacGuffin for exploring the peculiarities of the people along the way. Its themes lie squarely in the human condition. (Whatever the heck that means.<a href="#kentuckyroutezero-fn:1" id="kentuckyroutezero-fnref:1" title="see footnote" class="footnote">[1]</a>) It comes through more in the game proper&#8212;I mean, fewer limits, less demonstrating, more <em>doing</em>, obviously&#8212;but one does get the sense that the entire experience of playing the game reflects that of spying on fleeting, private moments while traveling between <em>Point A</em> and <em>Point B</em>. Starting a conversation with a stranger seems harmless enough, but pretty soon you&#8217;re getting sucked into something intimate and personal and tragic. And. Well. Even a little <em>dangerous</em>.</p>




  

  



  
    
      

        

        

        
          
            
              
                <a data-title="A damned antique" data-description="" data-lightbox-theme="" href="https://images.squarespace-cdn.com/content/v1/4ff37dd8e4b03ec22b10eb93/1362358425606-27TRUYP00X67Q3GOO3KT/ke17ZwdGBToddI8pDm48kJ0lej6MlCqKAUx1EqBpSQQUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcsCUlr2_RWyHhBmLwvddopt0kox41Ncyh6WdZCVnnhw9FspE4q2BscMKK5-NBcyqH/KentuckyRouteZero-005.JPG" class="image-slide-anchor content-fill"
                >
                  <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/4ff37dd8e4b03ec22b10eb93/1362358425606-27TRUYP00X67Q3GOO3KT/ke17ZwdGBToddI8pDm48kJ0lej6MlCqKAUx1EqBpSQQUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcsCUlr2_RWyHhBmLwvddopt0kox41Ncyh6WdZCVnnhw9FspE4q2BscMKK5-NBcyqH/KentuckyRouteZero-005.JPG" data-image-dimensions="1440x900" data-image-focal-point="0.6,0.6507936507936508" alt="A damned antique" data-load="false" data-image-id="5133f099e4b0b73e5290c6e8" data-type="image" src="https://images.squarespace-cdn.com/content/v1/4ff37dd8e4b03ec22b10eb93/1362358425606-27TRUYP00X67Q3GOO3KT/ke17ZwdGBToddI8pDm48kJ0lej6MlCqKAUx1EqBpSQQUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcsCUlr2_RWyHhBmLwvddopt0kox41Ncyh6WdZCVnnhw9FspE4q2BscMKK5-NBcyqH/KentuckyRouteZero-005.JPG?format=1000w" /><br>
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                <a data-title="Mammoth Cave Road" data-description="" data-lightbox-theme="" href="https://images.squarespace-cdn.com/content/v1/4ff37dd8e4b03ec22b10eb93/1362358425508-0RK8HXWIM33LLEJWUU2W/ke17ZwdGBToddI8pDm48kJ0lej6MlCqKAUx1EqBpSQQUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcsCUlr2_RWyHhBmLwvddopt0kox41Ncyh6WdZCVnnhw9FspE4q2BscMKK5-NBcyqH/KentuckyRouteZero-004.JPG" class="image-slide-anchor content-fill"
                >
                  <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/4ff37dd8e4b03ec22b10eb93/1362358425508-0RK8HXWIM33LLEJWUU2W/ke17ZwdGBToddI8pDm48kJ0lej6MlCqKAUx1EqBpSQQUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcsCUlr2_RWyHhBmLwvddopt0kox41Ncyh6WdZCVnnhw9FspE4q2BscMKK5-NBcyqH/KentuckyRouteZero-004.JPG" data-image-dimensions="1440x900" data-image-focal-point="0.5,0.5" alt="Mammoth Cave Road" data-load="false" data-image-id="5133f099e4b0b73e5290c6e7" data-type="image" src="https://images.squarespace-cdn.com/content/v1/4ff37dd8e4b03ec22b10eb93/1362358425508-0RK8HXWIM33LLEJWUU2W/ke17ZwdGBToddI8pDm48kJ0lej6MlCqKAUx1EqBpSQQUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcsCUlr2_RWyHhBmLwvddopt0kox41Ncyh6WdZCVnnhw9FspE4q2BscMKK5-NBcyqH/KentuckyRouteZero-004.JPG?format=1000w" /><br>
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                <a data-title="Decorative graveyard" data-description="" data-lightbox-theme="" href="https://images.squarespace-cdn.com/content/v1/4ff37dd8e4b03ec22b10eb93/1362358425477-V3W84WP5Q75HY8K4LXLH/ke17ZwdGBToddI8pDm48kJ0lej6MlCqKAUx1EqBpSQQUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcsCUlr2_RWyHhBmLwvddopt0kox41Ncyh6WdZCVnnhw9FspE4q2BscMKK5-NBcyqH/KentuckyRouteZero-006.JPG" class="image-slide-anchor content-fill"
                >
                  <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/4ff37dd8e4b03ec22b10eb93/1362358425477-V3W84WP5Q75HY8K4LXLH/ke17ZwdGBToddI8pDm48kJ0lej6MlCqKAUx1EqBpSQQUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcsCUlr2_RWyHhBmLwvddopt0kox41Ncyh6WdZCVnnhw9FspE4q2BscMKK5-NBcyqH/KentuckyRouteZero-006.JPG" data-image-dimensions="1440x900" data-image-focal-point="0.5,0.5" alt="Decorative graveyard" data-load="false" data-image-id="5133f099e4b0c6fb04dd7d7c" data-type="image" src="https://images.squarespace-cdn.com/content/v1/4ff37dd8e4b03ec22b10eb93/1362358425477-V3W84WP5Q75HY8K4LXLH/ke17ZwdGBToddI8pDm48kJ0lej6MlCqKAUx1EqBpSQQUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcsCUlr2_RWyHhBmLwvddopt0kox41Ncyh6WdZCVnnhw9FspE4q2BscMKK5-NBcyqH/KentuckyRouteZero-006.JPG?format=1000w" /><br>
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                <a data-title="Truck" data-description="" data-lightbox-theme="" href="https://images.squarespace-cdn.com/content/v1/4ff37dd8e4b03ec22b10eb93/1362358425467-2YK0RHDQS2GZ5RYPHISU/ke17ZwdGBToddI8pDm48kJ0lej6MlCqKAUx1EqBpSQQUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcsCUlr2_RWyHhBmLwvddopt0kox41Ncyh6WdZCVnnhw9FspE4q2BscMKK5-NBcyqH/KentuckyRouteZero-003.JPG" class="image-slide-anchor content-fill"
                >
                  <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/4ff37dd8e4b03ec22b10eb93/1362358425467-2YK0RHDQS2GZ5RYPHISU/ke17ZwdGBToddI8pDm48kJ0lej6MlCqKAUx1EqBpSQQUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcsCUlr2_RWyHhBmLwvddopt0kox41Ncyh6WdZCVnnhw9FspE4q2BscMKK5-NBcyqH/KentuckyRouteZero-003.JPG" data-image-dimensions="1440x900" data-image-focal-point="0.81,0.6666666666666666" alt="Truck" data-load="false" data-image-id="5133f099e4b0c6fb04dd7d7b" data-type="image" src="https://images.squarespace-cdn.com/content/v1/4ff37dd8e4b03ec22b10eb93/1362358425467-2YK0RHDQS2GZ5RYPHISU/ke17ZwdGBToddI8pDm48kJ0lej6MlCqKAUx1EqBpSQQUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcsCUlr2_RWyHhBmLwvddopt0kox41Ncyh6WdZCVnnhw9FspE4q2BscMKK5-NBcyqH/KentuckyRouteZero-003.JPG?format=1000w" /><br>
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<p>It&#8217;s definitely the case that <em>Kentucky Route <span class="the-zero">Zero</span></em> has more in common with interactive novels and movies than traditional adventure games&#8212;there&#8217;s only one &#8220;puzzle&#8221;; it occurs at the very beginning, and it hardly counts as puzzling, really. The rest is exploration and writing. The game&#8217;s clearly reaching for literary heights, and it makes no bones about its goals or influences,<a href="#kentuckyroutezero-fn:2" id="kentuckyroutezero-fnref:2" title="see footnote" class="footnote">[2]</a> or how long the creators have spent thinking about them. Allusions abound; Homeric comparisons are particularly apt, I think.</p>

<p>There&#8217;s a ton to unpack in each scene&#8212;I mean it about the &#8220;meticulously crafted&#8221; thing. Of course in the intertextual kind of way; it&#8217;s a smart game. But just emotionally, viscerally, too. Not rarely did I get something a little funny in my throat&#8212;some vista, maybe (that television!), or a secret let slip in the midst of conversation.<a href="#kentuckyroutezero-fn:3" id="kentuckyroutezero-fnref:3" title="see footnote" class="footnote">[3]</a> It&#8217;s not all tragedy and heartbreaking beauty, either; I loved the quiet, easy traveler&#8217;s rapport between Shannon and Conway&#8212;particularly the casualness with which they searched for the <span class="the-zero">Zero</span>&#8217;s onramp, in a <em>mine cart</em> of all things, Conway resting quietly, Shannon relaxed in her seat. These feel like dense characters who know and feel much more than they let on. And yes, I know, I <em>know</em>&#8212;I keep banging on this lofty-but-grounded/supernatural-but-human drum, but <em>seriously</em>, with Act I, Cardboard Computer has <em>done it so well</em>.<a href="#kentuckyroutezero-fn:4" id="kentuckyroutezero-fnref:4" title="see footnote" class="footnote">[4]</a></p>

<p>It&#8217;s some of the the rarest, highest praise that I can give when I say that I wish I could play a game for the first time again, but I can safely say that of <em>Kentucky Route <span class="the-zero">Zero</span></em>&#8217;s opening act. (There&#8217;s an upshot to the episodic model here, at least&#8212;there&#8217;s four more to look forward to.) Act I is so odd, so beautiful, so thoughtfully realized; it&#8217;s a story made by game developers who possess a powerful control over their craft and have the confidence to use it in subtle and sparing ways.</p>

<p>I opened by saying that I didn&#8217;t know how to describe the game. Having written all this, I think I&#8217;ve failed to do it any justice. But something does comes to mind&#8212;the game happens speak for itself:</p>







 

  
  
    

      

      
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            <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/4ff37dd8e4b03ec22b10eb93/1362357902545-S75UU99WYL10Z5K5GGES/ke17ZwdGBToddI8pDm48kJ0lej6MlCqKAUx1EqBpSQQUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcsCUlr2_RWyHhBmLwvddopt0kox41Ncyh6WdZCVnnhw9FspE4q2BscMKK5-NBcyqH/KentuckyRouteZero-007.JPG" data-image-dimensions="1440x900" data-image-focal-point="0.5,0.5" alt="It's me." data-load="false" data-image-id="5133ee8ee4b0c6fb04dd76e4" data-type="image" src="https://images.squarespace-cdn.com/content/v1/4ff37dd8e4b03ec22b10eb93/1362357902545-S75UU99WYL10Z5K5GGES/ke17ZwdGBToddI8pDm48kJ0lej6MlCqKAUx1EqBpSQQUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYxCRW4BPu10St3TBAUQYVKcsCUlr2_RWyHhBmLwvddopt0kox41Ncyh6WdZCVnnhw9FspE4q2BscMKK5-NBcyqH/KentuckyRouteZero-007.JPG?format=1000w" />
          
        
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<p>That&#8217;s about it, but it&#8217;s just about right.</p>

<p><em>Cardboard Computer&#8217;s</em> <a href="http://kentuckyroutezero.com/">Kentucky Route <span class="the-zero">Zero</span></a> <em>is available <a href="http://kentuckyroutezero.com/">direct from their website</a> and <a href="http://store.steampowered.com/app/231200/">from Steam</a>.</em></p>


<hr />
<ol>

<li id="kentuckyroutezero-fn:1">
<p>Don&#8217;t call it <em>new</em> theatre, Charlie; call it <em>real</em> theatre. Call it <strong><em>our theatre!</em></strong> <a href="#kentuckyroutezero-fnref:1" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

<li id="kentuckyroutezero-fn:2">
<p>Conveniently, a list of the latter is made available if the player is willing to do a little extended exploration. Names and mediums range, unsurprisingly, far and wide. <a href="#kentuckyroutezero-fnref:2" title="return to article" class="reversefootnote">&#160;&#8617;</a>
</li>

<li id="kentuckyroutezero-fn:3">
<p>Yt. keeps thinking back to a certain moment in a certain coal mine. Could be that this&#8217;ll spoil something, here, but: &#8220;My parents sang for coal scrips&#8221; hit me right in the gut. What sort of desperation do you have to be in to trade that kind of beauty for something so small? Or: that diner. Or: That joy when <em>that song</em> kicks in. Or: Or: Or: Or: <a href="#kentuckyroutezero-fnref:3" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

<li id="kentuckyroutezero-fn:4">
<p>Another example, and a thing I like: the members of the chorus are above the action, but rather than being a bunch of snarky assholes loitering in the peanut gallery, they do things like go to museums and play tabletop RPGs. <a href="#kentuckyroutezero-fnref:4" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

</ol>]]></content:encoded>
      <media:content height="900" isDefault="true" medium="image" type="image/jpeg" url="https://static1.squarespace.com/static/4ff37dd8e4b03ec22b10eb93/4ff37ea9e4b00a627ba62447/5129c1a1e4b0fd698ec03910/1378785059025/1500w/KentuckyRouteZero-001.JPG" width="1440">
        <media:title type="plain">You've Got to Walk (That Lonesome Valley): Kentucky Route Zero, Act I</media:title>
      </media:content>
    </item>
    <item>
      <title>Tropes vs. Women in Video Games Part 1, Out Now</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Fri, 08 Mar 2013 01:12:09 +0000</pubDate>
      <link>http://youtu.be/X6p5AZp7r_Q</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:51393af4e4b069cf933bb049</guid>
      <description><![CDATA[<p>Really been looking forward to seeing <a href="http://youtu.be/X6p5AZp7r_Q">this series&#8217; release</a>. This first part runs some twenty-odd minutes, but it provides a great reality check and is <a href="http://youtu.be/X6p5AZp7r_Q">well worth your time</a>.</p><p><a href="https://solitonic.co/blog/2013/3/7/tropes-vs-women-in-video-games-part-1-out-now">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>John Roderick is mad at punk rock</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Thu, 07 Mar 2013 03:42:38 +0000</pubDate>
      <link>http://www.seattleweekly.com/2013-03-06/music/punk-rock-is-bullshit/full/</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:51380cbae4b08ef26b55530a</guid>
      <description><![CDATA[<p>I mean, <a href="http://www.seattleweekly.com/2013-03-06/music/punk-rock-is-bullshit/full/">he is <em>mad</em></a>:</p>

<blockquote>
<p>Punk-founded doubt and fear has directly spawned the cowardly culture of modern irony. Fear of being called out or targeted for enjoying art that doesn&#8217;t meet the stringent criteria of punkness—a criteria too ineffable to codify, but pernicious and deadly to underestimate—has given us no outlet for the vagaries of our taste but to claim that we enjoy the things we love only out of mocking disdain for the awfulness we pre-emptively ascribe to them. The very act of loving something ironically is an admission that punk-rock groupthink has denied us our own will. Scorn has become the ouroboros, the snake eating its own tail, distancing us from joy to the point that our souls rebel. Punk has encouraged us to hate innocence until the only entertainments we can appreciate are the fake epiphanies of celebrity weight-loss porn and cynical folk-revival banjo music that borders on thoughtcrime. &#8230;</p>

<p>To the degree that punk has a governing philosophy, it&#8217;s a fundamentally negative one. Punk only tells us what it hates. It has never stood for anything; it stands against things. It is not an intentional indictment; it is a reactionary spasm.</p>
</blockquote>

<p>I <em>like</em> when John Roderick <a href="http://www.merlinmann.com/roderick/">is mad</a>.</p><p><a href="https://solitonic.co/blog/2013/3/6/john-roderick-is-mad-at-punk-rock">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>Banana bread!</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Wed, 06 Mar 2013 15:01:53 +0000</pubDate>
      <link>http://www.spyparty.com/</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:51375a6ee4b0c7454f95266c</guid>
      <description><![CDATA[<p>Chris Hecker recently started rolling out closed-beta invitations for <a href="http://www.spyparty.com">SpyParty</a>, his competitive multiplayer game of perception and deception. As per the manual:</p>

<blockquote>
<p><strong>The Spy:</strong> One player chooses to be the Spy. The Spy player takes control of a character at the party, and tries to blend in with the normal party social behaviors, while also trying to accomplish espionage missions. The Spy&#8217;s game is one of performance and deception, and staying cool under pressure.</p>

<p><strong>The Sniper:</strong> The other player becomes the Sniper, observing the party, trying to figure out which character is the Spy by looking for various &#8220;tells&#8221; and suspicious behavior. The Sniper can then choose to shoot the suspected Spy, or simply let the timer run out if he or she is confident the Spy did not accomplish the missions. The Sniper&#8217;s game is about perception, managing your attention as a resource, and making consequential decisions with incomplete information.</p>
</blockquote>

<p><a href="http://www.spyparty.com/beta-sign-up/">A preorder for $15 puts you on the early access-list to the beta</a>, with an <a href="http://www.spyparty.com/2013/02/27/loadtesting-for-open-beta-part-1/">open beta slated to arrive in the near future</a>. I like the idea of deeply asymmetrical multiplayer games like this, so <em>SpyParty</em>&#8217;s been on my radar for months and months and months. An invitation arrived in my inbox just a couple days ago. I can&#8217;t wait to get my head blown off for playing grab-ass with the ambassador.</p><p><a href="https://solitonic.co/blog/2013/3/6/banana-bread">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>"The Most Powerful Kind of Weapon"</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Wed, 06 Mar 2013 05:06:43 +0000</pubDate>
      <link>http://www.salon.com/2013/03/01/dont_blame_the_victim_or_the_photographer/</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:5136bcc0e4b06d40ae8951cf</guid>
      <description><![CDATA[<p>Jina Moore at Salon, <a href="http://www.salon.com/2013/03/01/dont_blame_the_victim_or_the_photographer/">on domestic abuse, blaming the victim, and journalist intervention</a>:</p>

<blockquote>
<p>Commenters at Time think Sara is unethical for not trying to stop the beating. They accuse her of voyeurism; of choosing “an awesome photo spread over critically need help”; of lacking empathy; of exploiting children.</p>

<p>It matters little in such heated discussions whether any of this is true – or demonstrably untrue (as much of it was when the comments were made). One example: Sara called 911. All of that takes a back seat, in these heated comments threads, to something much easier and more visceral: righteous blame. &#8230;</p>

<p>Abuse may have accomplices (e.g., drugs, alcohol) and catalysts (e.g., a bad day at work, a fight with the kid) but whatever context clings to the commission of abuse does not change something many of us apparently still can’t easily admit: Abuse is committed by abusers, who alone are responsible for their violence.</p>
</blockquote><p><a href="https://solitonic.co/blog/2013/3/5/the-most-powerful-kind-of-weapon">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>Creating, post-Tumblr</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Wed, 06 Mar 2013 03:34:54 +0000</pubDate>
      <link>http://sgrblog.blogspot.com/2013/03/post-webcomics.html</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:5136b969e4b09e6afa7bad7b</guid>
      <description><![CDATA[<p>John Allison of <em><a href="http://www.scarygoround.com/">Bad Machinery</a></em> muses on <a href="http://sgrblog.blogspot.com/2013/03/post-webcomics.html">the future of web comics and creating for the web</a>:</p>

<blockquote>
<p>Comics like mine used to build followings through a system of patronage and word of mouth via links from other comics, popular blogs - in essence, journalistic models. The barrier to entry, pathetically low compared to the agonies of making one&#8217;s niche work known pre-Internet, still required a certain amount of negotiation. You had to be able to make a website. You had to do a bit of networking. You had to be able to FTP something. You had to put in a modest amount of effort.</p>

<p>A few years later, we have Tumblr.</p>
</blockquote>

<p><a href="http://kittylumpkins.com/blog/2012/8/16/filthy-blogger">Crank and crank and crank and crank</a>.</p><p><a href="https://solitonic.co/blog/2013/3/5/creating-post-tumblr">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>Conversations in Versu</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Fri, 01 Mar 2013 04:14:36 +0000</pubDate>
      <link>http://www.versu.com</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:51302963e4b0776ccd66643b</guid>
      <description><![CDATA[<p><a href="http://www.versu.com">Versu is a new iPad game</a> from Emily Short and Richard Evans&#8212;though kind of less of a game and more of a <em>conversation engine</em>, really, if that makes any sense. It&#8217;s a ton of fun to goof off in; the app&#8217;s free, so if you have an iPad, you don&#8217;t have an excuse for not playing with it&#8212;and I&#8217;m not saying that just because I have tremendous respect for Short&#8217;s talents as a game designer.<a href="#versu-fn:1" id="versu-fnref:1" title="see footnote" class="footnote">[1]</a></p>

<p>On her blog, Short&#8217;s posting a series of articles about Versu&#8217;s design; <a href="http://emshort.wordpress.com/2013/02/26/versu-conversation-implementation/">the most recent focuses on how the conversations work</a>:</p>

<blockquote>
<p>In a multi-agent story, conversation flow has to be explicitly controlled; we have to track whose turn it is to talk next (if anyone’s), enforce rules of topicality; we have to give characters the option to interrupt others, and appropriate responses if they do so.</p>

<p>In addition, conversation in Versu scenes needs to be interleaved with other character behavior. Characters might be talking while dancing, or eating dinner, or during a fight; so we need to provide to make conversation flow around the other social activities that are occurring at the same time.</p>
</blockquote>

<p>It <em>does</em> lay bare some of the smoky-mirror-y stuff that makes Versu tick, so maybe don&#8217;t read the above until you&#8217;ve played the game. Still, the design&#8217;s fascinating, and the project itself is ambitious. Big fan.</p>


<hr />
<ol>

<li id="versu-fn:1">
<p>I will admit that it was while playing interactive fiction&#8212;<a href="http://emshort.wordpress.com/my-work/">Emily Short&#8217;s games</a> in particular, and Savoir-Faire specifically&#8212;<em>almost a decade ago</em> that I first realized that people <em>actually think about how games work</em>. <a href="#versu-fnref:1" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

</ol>
<p><a href="https://solitonic.co/blog/2013/2/28/conversations-in-versu">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>The Google Glass feature no one is talking about</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Fri, 01 Mar 2013 02:53:05 +0000</pubDate>
      <link>http://creativegood.com/blog/the-google-glass-feature-no-one-is-talking-about/</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:51301826e4b07c6e60bb8e7b</guid>
      <description><![CDATA[<p><a href="http://creativegood.com/blog/the-google-glass-feature-no-one-is-talking-about/">Mark Hurst</a>:</p>

<blockquote>
<p>The key experiential question of Google Glass isn’t what it’s like to wear them, it’s what it’s like to be around someone else who’s wearing them. I’ll give an easy example. Your one-on-one conversation with someone wearing Google Glass is likely to be annoying, because you’ll suspect that you don’t have their undivided attention. And you can’t comfortably ask them to take the glasses off (especially when, inevitably, the device is integrated into prescription lenses). Finally – here’s where the problems really start – you don’t know if they’re taking a video of you.</p>
</blockquote>

<p>Well&#8212;</p>

<blockquote>
<p>It’s not a stretch to imagine that you could immediately be identified by that Google Glass user who gets on the bus and turns the camera toward you. Anything you say within earshot could be recorded, associated with the text, and tagged to your online identity. And stored in Google’s search index. Permanently.</p>
</blockquote>

<p>Okay, but&#8212;</p>

<blockquote>
<p>I’m <em>still</em> not done.</p>
</blockquote>

<p>Shit.</p><p><a href="https://solitonic.co/blog/2013/2/28/the-google-glass-feature-no-one-is-talking-about">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>The Longest Kickstarter: Dreamfall Chapters</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Fri, 15 Feb 2013 21:08:04 +0000</pubDate>
      <link>http://www.kickstarter.com/projects/redthread/dreamfall-chapters-the-longest-journey</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:511ea3bfe4b0ca194da0ed18</guid>
      <description><![CDATA[<p>I have fond memories of playing <em><a href="http://en.wikipedia.org/wiki/The_Longest_Journey">The Longest Journey</a></em> and <em><a href="http://en.wikipedia.org/wiki/Dreamfall">Dreamfall</a></em> as a kid; I don&#8217;t remember many games that held as much magic&#8212;not the kind with bang-zoom explosions, but the <a href="https://kittylumpkins.com/blog/2012/10/26/the-lord-of-the-rings-50th-anniversary-edition" title="If you are curious, the markdown reference name for this link is, simply, &quot;narcissism.&quot;">important kind</a>&#8212;and epic good-versus-evil adventuring as this series, and certainly none with as big of a cliffhanger. You can guess my excitement at hearing about Ragnar Tørnquist&#8217;s new studio announcing a <a href="http://www.kickstarter.com/projects/redthread/dreamfall-chapters-the-longest-journey">Kickstarter for the sequel, <em>Dreamfall Chapters</em></a>.</p>

<p><em>Very nice.</em></p>

<p>Tørnquist<a href="#dreamfallchapters-fn:1" id="dreamfallchapters-fnref:1" title="see footnote" class="footnote">[1]</a> and his team have been away from the series for a long time, but between my nostalgia and what I saw from <em><a href="http://en.wikipedia.org/wiki/The_Secret_World">The Secret World</a></em>&#8212;itself wholly flawed and not especially interesting to <em>play</em>, but compelling just to look at and talk to characters in (<em>which is the extent of a point-and-click adventure</em>)&#8212;<a href="http://www.kickstarter.com/projects/redthread/dreamfall-chapters-the-longest-journey">I am wildly, foolishly hopeful</a>.</p>


<hr />
<ol>

<li id="dreamfallchapters-fn:1">
<p>Man what the heck is that little slashed &#8220;o&#8221; character? That thing is fun to have around. <a href="#dreamfallchapters-fnref:1" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

</ol>
<p><a href="https://solitonic.co/blog/2013/2/15/the-longest-kickstarter-dreamfall-chapters">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>Mailbox</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Wed, 13 Feb 2013 04:34:47 +0000</pubDate>
      <link>http://www.mailboxapp.com</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:511a6614e4b0735b6626d25e</guid>
      <description><![CDATA[<p><a href="http://www.mailboxapp.com/">Mailbox</a> is a free mail app for iPhone. It downloads your messages to a secondary cloud server before the messages hit your phone. I have no idea how they&#8217;re making money. <em>This can&#8217;t possibly go wrong.</em><a href="#mailbox-fn:1" id="mailbox-fnref:1" title="see footnote" class="footnote">[1]</a></p>


<hr />
<ol>

<li id="mailbox-fn:1">
<p>The app <em>is</em> really slick, though, and the way it does GTD with email is solid. I&#8217;m finding it a bit fiddly to make it work with OmniFocus, just because I&#8217;ve made it a point to turn OmniFocus into my only source when I go to look at what I have to do for the day, and now having to split to-do tasks between two places is&#8212;well, fiddly. <a href="#mailbox-fnref:1" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

</ol>
<p><a href="https://solitonic.co/blog/2013/2/12/mailbox">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>Certainty of Hopelessness</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Thu, 07 Feb 2013 15:36:41 +0000</pubDate>
      <link>http://nplusonemag.com/certainty-of-hopelessness-how-to-discharge-student-debt?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+nplusonemag_main+%28n%2B1+magazine%29</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:5113c991e4b064b9ab65a15e</guid>
      <description><![CDATA[<p>Turns out there&#8217;s a couple <a href="http://nplusonemag.com/certainty-of-hopelessness-how-to-discharge-student-debt">ways to convince courts to discharge student debt</a>:</p>

<blockquote>
<p>While certain cancers and diseases require cutting off limbs, the best way to force an amputation is to let a simple infection fester&#8212;into gangrene. Although hands are more important for the completion of most work-related tasks, missing legs are more visually striking and potentially more persuasive to a judge.</p>
</blockquote>

<p>Handy.</p><p><a href="https://solitonic.co/blog/2013/2/7/certainty-of-hopelessness">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>Proteus</title>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Thu, 31 Jan 2013 03:06:47 +0000</pubDate>
      <link>https://solitonic.co/blog/2013/1/30/proteus</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:5109dd65e4b000ead7e007c4</guid>
      <description><![CDATA[Winter in Proteus does not sing, as much as it jangles, whispers, heaves. 
It’s dark and dreary and the trees remind me of medusa heads. The days of 
summer owls and chirping mushrooms are long gone. But despite how blasted 
and apocalyptic it looks, it’s still awake. It rumbles and shivers. And 
even in stillness, the world breathes.]]></description>
      <content:encoded><![CDATA[<figure class="
              sqs-block-image-figure
              intrinsic
            "
        >
          
        
        

        
          <a class="
                sqs-block-image-link
                
          
        
              " href="http://www.visitproteus.com"
              
          >
            
          
            <img class="thumb-image" data-image="https://images.squarespace-cdn.com/content/v1/4ff37dd8e4b03ec22b10eb93/1359601663773-XTLFJVMJ6MYH64WQ5U8T/ke17ZwdGBToddI8pDm48kNvT88LknE-K9M4pGNO0Iqd7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z5QPOohDIaIeljMHgDF5CVlOqpeNLcJ80NK65_fV7S1UbeDbaZv1s3QfpIA4TYnL5Qao8BosUKjCVjCf8TKewJIH3bqxw7fF48mhrq5Ulr0Hg/Proteus-2012-11-01-%5B96.png" data-image-dimensions="1920x1080" data-image-focal-point="0.5,0.5" alt="Proteus-2012-11-01-[96.png" data-load="false" data-image-id="5109dfffe4b05323be111500" data-type="image" src="https://images.squarespace-cdn.com/content/v1/4ff37dd8e4b03ec22b10eb93/1359601663773-XTLFJVMJ6MYH64WQ5U8T/ke17ZwdGBToddI8pDm48kNvT88LknE-K9M4pGNO0Iqd7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z5QPOohDIaIeljMHgDF5CVlOqpeNLcJ80NK65_fV7S1UbeDbaZv1s3QfpIA4TYnL5Qao8BosUKjCVjCf8TKewJIH3bqxw7fF48mhrq5Ulr0Hg/Proteus-2012-11-01-%5B96.png?format=1000w" />
          
        
          </a>
        

        
      
        </figure>
      

    
  



<p>Winter in <a href="http://www.visitproteus.com/">Proteus</a> does not sing, as much as it jangles, whispers, heaves. It&#8217;s dark and dreary and the trees remind me of medusa heads. The days of summer owls and chirping mushrooms are long gone. But despite how blasted and apocalyptic it looks, it&#8217;s still <em>awake</em>. It rumbles and shivers. And even in stillness, the world breathes.</p>

<p><em>Proteus</em> is a game of exploration, music, and ambient soundscapes. It is a total delight to explore, especially if you are feeling quiet and you have headphones at hand. And it makes me giddy in the same way that video games before the Internet made me giddy&#8212;<em>&quot;Did you know if you go</em> here <em>and you do</em> this, <em>then&#8230;&quot;</em></p>

<p>To call it a game is maybe a little misleading, because there&#8217;s no overt objective and no conflict. But that&#8217;s really kind of what I like about it! At a time when I&#8217;m feeling like most video games are becoming more and more divergent from what I want to play, <em>Proteus</em> is totally uncompromising in its mystery and its total silence vis a vis thematic purpose. It's willing to treat its players like thoughtful, mature people<a href="#proteus-fn:1" id="proteus-fnref:1" title="see footnote" class="footnote">[1]</a> who are willing to wholly engage in some <em>really</em> basic acts: walking, looking, listening. Nearly everywhere else, these are taken for granted. In <em>Proteus</em>, that&#8217;s all there is. And they turn out to be <em>joyful</em> and <em>weird</em>.</p>

<p>It all sounds a little fruity, honestly, and maybe I&#8217;m gushing a bit.<a href="#proteus-fn:2" id="proteus-fnref:2" title="see footnote" class="footnote">[2]</a> Truthfully, there isn&#8217;t <em>much</em> beyond all that.</p>

<p>But then there was <i>this</i>: I sat on the beach at twilight and watched crabs play in the shallows, while storm clouds rolled in with the night. It was genuinely beautiful. How many other games have that?</p>


<hr />
<ol>

<li id="proteus-fn:1">
<p>See also: <em>XCOM: Enemy Unknown</em>, another choice 2012 title, which trusts players to not only make their own decisions, but to take responsibility for consequences both good and ill. The result: perfect measures of bitter defeat and hard-earned triumph. <a href="#proteus-fnref:1" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

<li id="proteus-fn:2">
<p>One thing that I haven&#8217;t talked about: the music. This is because it is really, really hard to talk about. But here goes: it <em>changes</em>. It&#8217;s tactile. It&#8217;s kind of like someone whispering in your ear. You can feel it in your shoulders. <a href="#proteus-fnref:2" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

</ol>]]></content:encoded>
      <media:content height="844" isDefault="true" medium="image" type="image/png" url="https://static1.squarespace.com/static/4ff37dd8e4b03ec22b10eb93/4ff37ea9e4b00a627ba62447/5109dd65e4b000ead7e007c4/1378785085947/1500w/Proteus-2012-11-01-%5B96.png" width="1500">
        <media:title type="plain">Proteus</media:title>
      </media:content>
    </item>
    <item>
      <title>What happens when your desktop OS won't compromise for tablets?</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Wed, 30 Jan 2013 05:50:06 +0000</pubDate>
      <link>http://www.theverge.com/2013/1/29/3929110/surface-pro-disk-space-windows-8</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:5108b49ae4b087221e8ab186</guid>
      <description><![CDATA[<p><a href="http://www.theverge.com/2013/1/29/3929110/surface-pro-disk-space-windows-8">Customers lose most of their storage space</a>.</p><p><a href="https://solitonic.co/blog/2013/1/29/what-happens-when-your-desktop-os-wont-compromise-for-tablets">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>"They didn't stop to ask anyone for permission"</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Wed, 30 Jan 2013 05:23:18 +0000</pubDate>
      <link>http://www.decodedc.com/home/2013/1/17/episode-6-the-future-was-now.html</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:5108ae50e4b04ea0ec1802f6</guid>
      <description><![CDATA[<p>DecodeDC recently ran a <a href="http://www.decodedc.com/home/2013/1/17/episode-6-the-future-was-now.html" title="And the editing is *choice*.">retrospective on the SOPA protests</a>. Supremely insightful, informative, and hopeful.</p><p><a href="https://solitonic.co/blog/2013/1/29/they-didnt-stop-to-ask-anyone-for-permission">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>THE GREAT OLD MAN! IA! IA!</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Tue, 29 Jan 2013 16:45:54 +0000</pubDate>
      <link>http://www.rockpapershotgun.com/2013/01/28/cardboard-children-sherlock-holmes/</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:5107fccde4b0c5b9da4607c8</guid>
      <description><![CDATA[<p>Rab of Rock Paper Shotgun <a href="http://www.rockpapershotgun.com/2013/01/28/cardboard-children-sherlock-holmes/">reviews Sherlock Holmes: Consulting Detective</a>:</p>

<blockquote>
<p>“Watson, this is not a board game. This is something very special indeed. This is&#8230;an experience. An opportunity to live and breathe in the London of Sherlock Holmes and his lover Watson! “</p>

<p>“Holmes, I am not-“</p>

<p>“Let me detail the contents of this box. Inside you will find ten different case files. Each book introduces a case, and then moves onto a section full of paragraphs relevant to visits you might make through the course of your investigation. There is also a map of London. Each building is given a unique code – as you choose to visit a building, you refer to a paragraph in the case file. You see?! There is also a directory of London people and places. Again – should you wish to visit any of these people, you need only refer to the relevant paragraph and find out what you discovered. And finally – Oh! Watson, this does excite me so! – there are newspapers from the London of the day. You will have to pore over these newspapers to find clues, inconsistencies and new leads!”</p>
</blockquote>

<p>Sounds like a blast.</p><p><a href="https://solitonic.co/blog/2013/1/29/the-great-old-man-ia-ia">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>#objectify calls it off</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Mon, 28 Jan 2013 14:38:28 +0000</pubDate>
      <link>http://sexyvideogameland.blogspot.co.uk/2013/01/no-more-objectification.html</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:51068d6fe4b0869f64180e78</guid>
      <description><![CDATA[<p><a href="http://sexyvideogameland.blogspot.co.uk/2013/01/no-more-objectification.html">Leigh Alexander</a>:</p>

<blockquote>
<p>The dialogue&#8217;s been great, but the end result &#8211; a day of circulating a hashtag on Twitter &#8211; runs the risk of catching fire with people who miss the point. #Objectify is not about celebrating objectification or about making people feel uncomfortable, but I&#8217;m increasingly worried that point will be lost and that harm can be done. </p>
</blockquote>

<p>It&#8217;s a bit of a shame, but then again, I think it already did what it was supposed to, albeit on a smaller scale; the point was never to <em>just use</em> the hashtag.</p><p><a href="https://solitonic.co/blog/2013/1/28/objectify-calls-it-off">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>Kentucky Route Zero</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Sat, 26 Jan 2013 01:36:30 +0000</pubDate>
      <link>http://kentuckyroutezero.com</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:51033329e4b05eda2a57ccb7</guid>
      <description><![CDATA[<p>Adventure game <em>Kentucky Route Zero</em> has a <a href="http://kentuckyroutezero.com">fantastic promo website</a>. And I&#8217;m getting <a href="http://www.swordandsworcery.com" title="Bark bark bark">#sworcery</a> flashbacks, which can only be a good thing.</p><p><a href="https://solitonic.co/blog/2013/1/25/kentucky-route-zero">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>Achewood</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Sat, 26 Jan 2013 00:50:51 +0000</pubDate>
      <link>http://vine.co/v/b5210DT9UBz</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:51032876e4b06fd5cb8ef251</guid>
      <description><![CDATA[<p><a href="http://vine.co/v/b5210DT9UBz">Never has a social network so quickly reached its pinnacle</a>.<a href="#achewood-fn:1" id="achewood-fnref:1" title="see footnote" class="footnote">[1]</a></p>


<hr />
<ol>

<li id="achewood-fn:1">
<p><a href="http://achewood.com/index.php?date=07132004">cf</a>. <a href="#achewood-fnref:1" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

</ol>
<p><a href="https://solitonic.co/blog/2013/1/25/achewood">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>Fuck you, Glee</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Fri, 25 Jan 2013 18:11:17 +0000</pubDate>
      <link>http://www.jonathancoulton.com/2013/01/18/baby-got-back-and-glee/</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:5102ca4ae4b091edd3f1c5ed</guid>
      <description><![CDATA[<p>I don&#8217;t <em>even like Jonathan Coulton</em>, but <a href="http://www.jonathancoulton.com/2013/01/18/baby-got-back-and-glee/">this is so shitty</a>.</p><p><a href="https://solitonic.co/blog/2013/1/25/fuckin-emgleeem">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>"Any other strategy will fail"</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Fri, 25 Jan 2013 04:38:23 +0000</pubDate>
      <link>http://joshuablankenship.com/blog/2013/01/23/how-to-ensure-your-ideas-are-never-criticized</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:51020c0de4b01cb3fe312464</guid>
      <description><![CDATA[<p><a href="http://joshuablankenship.com/blog/2013/01/23/how-to-ensure-your-ideas-are-never-criticized/" title="Of a sort.">Advice</a>.</p><p><a href="https://solitonic.co/blog/2013/1/24/any-other-strategy-will-fail">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>Congratulations, You Are Now a Kotaku Commenter</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Thu, 24 Jan 2013 03:23:54 +0000</pubDate>
      <link>https://solitonic.co/blog/2013/1/23/congratulations-you-are-now-a-kotaku-commenter</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:5100a955e4b0d7b3b6b416b1</guid>
      <description><![CDATA[<p>Emily Gera gives us <a href="http://writer.inklestudios.com/stories/bpfh">this lovely simulation</a>:</p>

<blockquote>
<p>Often you think to yourself, “what ever happened to all the men?” Once prized for everything from inventing snooker to the Yorkie bar, the population of men on the Internet is now under attack by the pastel-draped world of women whose shirts don’t even have 50 percent opacity. When you are alone at night and can’t sleep because of all the estrogen in the air you think about how besieged you are by injustice and inequality as a white man.</p>
</blockquote>

<p>Luckily, we&#8217;ll have next Friday&#8217;s <a href="https://www.facebook.com/events/502822209768664/?notif_t=plan_user_invited">Objectify A Male Tech Writer Day</a> to be equally insane and absurd, but without the misfortune of having to drink from the cesspool of human trash that is the Kotaku comments section.<a href="#kotakucommenter-fn:1" id="kotakucommenter-fnref:1" title="see footnote" class="footnote">[1]</a><a href="#kotakucommenter-fn:2" id="kotakucommenter-fnref:2" title="see footnote" class="footnote">[2]</a></p>


<hr />
<ol>

<li id="kotakucommenter-fn:1">
<p>Man I mean I know the writers and comment moderators try, but Jesus. <a href="#kotakucommenter-fnref:1" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

<li id="kotakucommenter-fn:2">
<p>Incidentally, if you&#8217;re not totally sold by #objectify (har), Patrick Miller has <a href="http://pattheflip.tumblr.com/post/41321028734/a-quick-note-re-objectify-a-male-tech-writer-day">a good writeup</a> on why it&#8217;s important and how it could really work, which is worth thinking about. <a href="#kotakucommenter-fnref:2" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

</ol>]]></description>
    </item>
    <item>
      <title>Zefrank nails a job interview</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Tue, 22 Jan 2013 01:33:00 +0000</pubDate>
      <link>http://ashow.zefrank.com/episodes/49</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:50fb496be4b0fa3b9220ad7c</guid>
      <description><![CDATA[<p><a href="http://ashow.zefrank.com/episodes/49">Sometimes I wish I was this optimistic</a>.</p><p><a href="https://solitonic.co/blog/2013/1/21/zefrank-nails-a-job-interview">Permalink</a><p>]]></description>
    </item>
    <item>
      <title>There is no shortage of reasons for me to be embarrassed by my hobby.</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Mon, 21 Jan 2013 01:54:00 +0000</pubDate>
      <link>http://www.gamasutra.com/view/pressreleases/184842/lsquoDead_Island_Zombie_Bait_Editionrsquo_Announced_ForDead_Island_Riptidetrade..php</link>
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      <description><![CDATA[<p><a href="http://www.gamasutra.com/view/pressreleases/184842/lsquoDead_Island_Zombie_Bait_Editionrsquo_Announced_ForDead_Island_Riptidetrade..php">Ugh</a>.</p><p><a href="https://solitonic.co/blog/2013/1/19/there-is-no-shortage-of-reasons-for-me-to-be-embarrassed-by-my-hobby">Permalink</a><p>]]></description>
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      <title>Stubborn gender essentialism</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Sun, 20 Jan 2013 18:32:00 +0000</pubDate>
      <link>http://www.penny-red.com/post/40595682748/on-feminism-transphobia-and-free-speech</link>
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      <description><![CDATA[<p><a href="http://www.penny-red.com/post/40595682748/on-feminism-transphobia-and-free-speech">Laurie Penny responds to a vile article in The Observer</a>.</p><p><a href="https://solitonic.co/blog/2013/1/20/stubborn-gender-essentialism">Permalink</a><p>]]></description>
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      <title>Semantic Notes</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Sun, 20 Jan 2013 00:40:39 +0000</pubDate>
      <link>http://www.abolish.me/blog/semantic-notes</link>
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      <description><![CDATA[<p data-preserve-html-node="true">Like any good productivity system, <a data-preserve-html-node="true" href="http://www.abolish.me/blog/semantic-notes">Tyler Reinhard’s Semantic Notes are both obvious and awesome</a>.</p>

<p><strong>Update:</strong> Years later, the original article no longer exists. Here, if nothing else, are the symbols as originally described:</p>
<blockquote>
<p><strong>- (hyphen)</strong> for unordered lists<br><strong>* (asterisk)</strong> for checklists<br><strong>? (question mark)</strong> for help files<br><strong>_ (underscore)</strong> for unprocessed scratch notes<br><strong>@ (at symbol)</strong> for tweets on deck<br><strong>¶ (pilcrow)</strong> for paragraphs and snippet strings<br><strong>¢ (cent sign)</strong> for code<br><strong>§ (section mark)</strong> for final work, or text not to be edited<br><strong># (octothorp)</strong> for subjects to remember, inversely graduated for importance<br><strong>ø (slashed o)</strong> for outlines</p>
</blockquote>
<p>Does Tyler Reinhard still use these? Does he remember that brief moment when a bunch of nerds got real excited about annotating plaintext note titles?</p>
<p>Well, who even knows. What I <em>can</em> tell you, if you're still into the plaintext notes thing, is that the fundamental idea--use plaintext notes, and prefix the filename of the note with a symbol indicating what <em>kind</em> of note it is---remains promising.</p>
<p>But the specifics of Reinhard's implementation have become rather less so. Using such adornments (or at least these <em>specific</em> adornments) introduces friction, enough that I've long since given up on them. If you're writing snippets and drafts on iOS, as much of the intended audience for this thing probably is, how do you type a pilcrow? (You can't.) If you're running with GTD, do you really want to spend part of your review on reading your dozen-plus unprocessed notes, and painstakingly updating that symbol? (Not that second part, anyway.) Can any one person determine that a particular note is so important that it deserves one octothorp as opposed to two? (Madness!) Do you actually care that much about your tweets? (lol)</p>
<p>The point is, "semantic" notes are much fussier than you'd expect from the premise. And fussy things tend to serve the purpose of fussiness---that's part of their charm. (C.f. the defunct app <a href="https://twitter.com/birdhouseapp">Birdhouse</a>, Wes Anderson, etc.) But the primary purpose of a notetaking system is not to fulfill a base level of fussiness; it's to exist as the slimmest possible translation layer between your brain and where the contents of your brain are stored.</p>
<p><a href="https://solitonic.co/blog/2013/1/19/semantic-notes">Permalink</a><p>]]></description>
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      <title>How the Video-Game Industry Already Lost Out in the Gun-Control Debate</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Tue, 15 Jan 2013 05:35:42 +0000</pubDate>
      <link>http://www.theatlantic.com/entertainment/print/2013/01/how-the-video-game-industry-already-lost-out-in-the-gun-control-debate/267052/</link>
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      <description><![CDATA[<p><a href="http://www.theatlantic.com/entertainment/archive/2013/01/how-the-video-game-industry-already-lost-out-in-the-gun-control-debate/267052/">Ian Bogost</a>:</p>

<blockquote>
<p>The actual use, function, or content of games never has a place in political discussions about games. Instead, games are cogs in someone’s favorite discourse machine. Not just negative ones like gun violence, but also apparently beneficial ones: a commitment to STEM education, a generic technological wherewithal, an empathy with the social practices younger voters, and so on. Whether for good or for ill, games become instruments in public debate rather than as mechanisms through which players can participate in a variety of activities—including reflecting on the very debates they now serve as puppets.</p>
</blockquote>

<p>This is one of those things that&#8217;s so cynical, so profound and yet so obvious, that there <em>has</em> to be some truth behind it.</p>

<p>So while I think it&#8217;s encouraging that video games could have a place in the political discourse, I don&#8217;t think engaging in a gun control debate <em>on the NRA&#8217;s terms</em> is a good idea. At. All. For. Anyone. And like the article alludes to, by even dignifying the NRA&#8217;s with a rebuttal, the article, like this blog post, is allowing for the possibility that there is indeed a relationship between gun violence and video games.</p>

<p>So.</p>

<p>But the thing that always kind of gets me is that there&#8217;s a certain amount of gun fetishization in any first person shooter. There&#8217;s customization in basically all modern FPSs, so you can have your very own special piece, with the thing in the stock, even. And guns are <em>satisfying</em> in video games; countless hours are poured into the muzzle flash, the bangs, the ejecting brass&#8212;do video games still have ejecting brass?&#8212;to ensure that the mere act of firing a gun in a video game is fun&#8212;you don&#8217;t even have to hit anything!</p>

<p>And then you had shit last year with <a href="http://www.theverge.com/2012/12/27/3807900/ea-removes-links-to-gun-sellers-on-medal-of-honor-page">EA partnering with weapons dealers</a> to promote their latest pile of a manshoot, and I mean, I just, I don&#8217;t even. What?</p>

<p>So, okay, maybe the NRA is on to something. The games industry likes guns. Guns cause violence. Solution: fewer guns.</p><p><a href="https://solitonic.co/blog/2013/1/14/how-the-video-game-industry-already-lost-out-in-the-gun-control-debate">Permalink</a><p>]]></description>
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      <title>Trayvon Martin and America's Gun Laws</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Tue, 25 Dec 2012 00:35:59 +0000</pubDate>
      <link>http://www.newyorker.com/reporting/2012/04/23/120423fa_fact_lepore?currentPage=all&amp;mobify=0</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:50d8f422e4b0c2f4975c8c56</guid>
      <description><![CDATA[<p><a href="http://www.newyorker.com/reporting/2012/04/23/120423fa_fact_lepore?currentPage=all&amp;mobify=0">Jill Lepore for The New Yorker</a>:</p>

<blockquote><p>One in three Americans knows someone who has been shot. As long as a candid discussion of guns is impossible, unfettered debate about the causes of violence is unimaginable. Gun-control advocates say the answer to gun violence is fewer guns. Gun-rights advocates say that the answer is more guns: things would have gone better, they suggest, if the faculty at Columbine, Virginia Tech, and Chardon High School had been armed. That is the logic of the concealed-carry movement; that is how armed citizens have come to be patrolling the streets. That is not how civilians live. When carrying a concealed weapon for self-defense is understood not as a failure of civil society, to be mourned, but as an act of citizenship, to be vaunted, there is little civilian life left.</p></blockquote><p><a href="https://solitonic.co/blog/2012/12/24/trayvon-martin-and-americas-gun-laws">Permalink</a><p>]]></description>
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      <title>Happy Things</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Thu, 20 Dec 2012 15:01:48 +0000</pubDate>
      <link>http://boingboing.net/2012/12/12/j-rabbit-happy-things-mu.html</link>
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      <description><![CDATA[<p>After what may have been a particularly trying week of self-doubt and ambiguity, one can only hope that a pair of <a href="http://boingboing.net/2012/12/12/j-rabbit-happy-things-mu.html">musical Koreans will cheer you up</a>.</p><p><a href="https://solitonic.co/blog/2012/12/20/happy-things">Permalink</a><p>]]></description>
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      <title>Annihilator!</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Tue, 11 Dec 2012 14:57:38 +0000</pubDate>
      <link>http://www.alessonislearned.com/index.php?comic=42</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:50c749ece4b012358d45e8eb</guid>
      <description><![CDATA[<p>For the first time in five years, <a href="http://www.alessonislearned.com/index.php?comic=42">there's a new <em>A Lesson Is Learned But The Damage Is Irreversible</em></a>.</p><p><a href="https://solitonic.co/blog/2012/12/11/annihiliator">Permalink</a><p>]]></description>
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      <title>"Revelations can be liberating, or they can destroy everything you once knew"</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Sat, 24 Nov 2012 07:45:41 +0000</pubDate>
      <link>http://www.rockpapershotgun.com/2012/11/23/gaming-made-me-fallout-2/</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:50b07a95e4b01c11f0ecffd9</guid>
      <description><![CDATA[<p><a href="http://www.rockpapershotgun.com/2012/11/23/gaming-made-me-fallout-2/">Patricia Hernandez, writing on how the game <em>Fallout 2</em> changed her life</a>:</p>

<blockquote>
<p>It all seems so appropriate, now. The village my character is from is “backwards”–like, spear-holding, ritual-performing type archaic. My half “indian” family crawled out of a jungle deep in El Salvador with a machete. They’re all fervent believers of Christianity, shamanism, and strict gender roles. Most didn’t have an education past first grade, if that. So when my elder in Fallout 2 told me that the fate of the entire village rested on my shoulders, it wasn’t a tired video game cliche to me. It felt like a role I already knew, what with my family banking on the idea that I’d be the one that got an education, I’d be the one that’d go out and earn six figures (which I’d give to the family), and I’d be the one that would sponsor everyone for citizenship.</p>
</blockquote><p><a href="https://solitonic.co/blog/2012/11/23/revelations-can-be-liberating-or-they-can-destroy-everything-you-once-knew">Permalink</a><p>]]></description>
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      <title>Some thoughts and musings about making things for the web, by The Oatmeal</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Fri, 23 Nov 2012 19:43:26 +0000</pubDate>
      <link>http://theoatmeal.com/comics/making_things</link>
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<p><a href="https://solitonic.co/blog/2012/11/23/the-oatmeal-some-thoughts-and-musics-about-making-things-for-the-web">Permalink</a><p>]]></description>
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      <title>What happens when a Twitter client has too many users?</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Fri, 16 Nov 2012 21:48:17 +0000</pubDate>
      <link>http://www.marco.org/2012/11/16/twitter-being-a-dick-again</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:50a6b43ae4b0fddba225fc06</guid>
      <description><![CDATA[<p><a href="http://www.marco.org/2012/11/16/twitter-being-a-dick-again">Marco Arment</a>:</p>

<blockquote>
<p>Remember when Twitter <a href="https://dev.twitter.com/blog/changes-coming-to-twitter-api">said</a> that client-app developers would need to “work with us directly” and “need our permission” to exceed 100,000 user-login tokens?</p>

<p>Well, now we know what that means.</p>
</blockquote>

<p>Spoiler alert: it doesn&#8217;t end well.</p><p><a href="https://solitonic.co/blog/2012/11/16/what-happens-when-a-twitter-client-has-too-many-users">Permalink</a><p>]]></description>
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      <title>Second Quest</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Thu, 15 Nov 2012 15:03:06 +0000</pubDate>
      <link>http://www.kickstarter.com/projects/davidhellman/second-quest</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:50a50432e4b013b04b89e988</guid>
      <description><![CDATA[<p>David Hellman (artist of the beautiful, heartbreaking, heartbreakingly hiatical webcomic <a href="http://www.alessonislearned.com/">A Lesson is Learned but the Damage Is Irreversible</a>) and <a href="http://tevisthompson.com/saving-zelda/">Tevis Thompson</a> are wrapping up <a href="http://www.kickstarter.com/projects/davidhellman/second-quest">their Kickstarter for Second Quest</a>, a <em>Legend of Zelda</em>-inspired comic; about ten hours left until it closes. In typical Hellman fashion, the art looks killer&#8212;I&#8217;m <em>pledging the heck</em> out of this.</p><p><a href="https://solitonic.co/blog/2012/11/15/second-quest">Permalink</a><p>]]></description>
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      <title>To the Moon</title>
      <category>carrier signal</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Wed, 14 Nov 2012 04:56:33 +0000</pubDate>
      <link>https://solitonic.co/blog/2012/11/13/to-the-moon</link>
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<p><em><a href="http://freebirdgames.com/to_the_moon/">To the Moon</a></em> is a point and click adventure from Freebird Games.</p>

<p>Starring two memory doctor-technician-whatevers, the pair specialize in rearranging the memories of the dying to grant them one final wish. <em>To the Moon</em> sees the doctors on their latest assignment with an elderly man named Johnny&#8212;to fulfill his dream, they have to backtrack through his memories, and find a way to send him to, well, the moon.</p>

<p>It&#8217;s a premise that has more than a bit in common with the movie <a href="http://en.wikipedia.org/wiki/Eternal_Sunshine_of_the_Spotless_Mind"><em>Eternal Sunshine of the Spotless Mind</em></a>. But while that work concerns the destruction of memories, <em>To the Moon</em> is revolves around their creation and ultimately has little of the melancholy that pervades <em>Eternal Sunshine</em>. Really, in stories about final wishes, there&#8217;s a danger of going to the extreme opposite of the spectrum and getting overly sentimental and sappy, and <em>To the Moon</em> regretfully does both at times. Possibly to preempt criticism on this count, one of the doctors acts as the voice of reason and cynicism (and eventually&#8212;and maybe a little predictably&#8212;proves to have a heart of gold), and naturally points out <em>just how sappy</em> things are getting. Self awareness is great, but it won&#8217;t fix everything, you guys!</p>

<p>Though admittedly, I may have wept a bit at other times. A lip may have quivered. There may not have been a dry eye in the house. In a desperate attempt to preserve my manly dignity, I&#8217;ll say that the moments were brief. But they were there, yes. </p>

<p>So&#8212;sometimes a mixed bag, but for the most part, <em>To the Moon</em> hits its story beats, and it hits most of them well, especially for a tale that&#8217;s basically being told backwards, <em><a href="http://en.wikipedia.org/wiki/Memento_(film)">Memento</a></em> style; that takes some doing. You can see pretty much every twist and turn before they happen, but they&#8217;re executed well, and the game doesn&#8217;t indulge itself overly long on the sentimentality or melodrama or tragedy of those moments; things move along at a good clip. The game&#8217;s simple puzzles never block the player from moving through the story, either, so most of the gameplay involves wandering through Johnny&#8217;s memories and watching things play out. And while the pixel art is simple, it&#8217;s also remarkably expressive&#8212;big fan of the side-eyes sprite, myself.</p>

<p>Plus, the game has this one certain <a href="http://freebirdgames.bandcamp.com/track/for-river-piano-johnnys-version">really compelling piano melody</a> on its soundtrack, and it knows it, and it milks it for nearly all its worth.<a href="#to-the-moon-fn:1" id="to-the-moon-fnref:1" title="see footnote" class="footnote">[1]</a></p>

<p><em>To the Moon</em> is most compelling when it&#8217;s thinking about the nature of memories. There is, of course, a brief diversion into whether or not rearranging Johnny&#8217;s memories is in his best interest, and that one gets wrapped up quite nicely&#8212;a little too pat for my taste, frankly, but there you are. Along with this, though, is a question that never really gets addressed, but I think would be interesting for a future installment:<a href="#to-the-moon-fn:2" id="to-the-moon-fnref:2" title="see footnote" class="footnote">[2]</a> is memory rearrangement in everybody <em>else&#8217;s</em> best interest? Johnny&#8217;s new moon-memory restores this one particularly charming memory that he&#8217;d lost as a child&#8212;so <em>he</em> gets closure&#8212;but ultimately there&#8217;s still the tragic story of his wife<a href="#to-the-moon-fn:3" id="to-the-moon-fnref:3" title="see footnote" class="footnote">[3]</a> and their relationship and the fact that Johnny&#8217;s wife dies with an unresolved and closureless question/obsession regarding rabbits, all of which remains tragic because <em>she</em> doesn&#8217;t get a do-over. One of the doctor-technician-whatevers notes that she&#8217;s not their patient&#8212;she <em>is</em> dead, after all&#8212;so maybe this is some quick commentary about how what&#8217;s done is done and that people have to move past tragedy.</p>

<p>But that feels kind of like a cop out. It&#8217;s fine, I <em>guess</em>, if the perfectly rearraged memory exists only in the dying person&#8217;s mind&#8212;but isn&#8217;t there something kind of incomplete and dissatisfying about that? I think the memory-rearrangement-for-the-dying premise has the opportunity to think about some pretty big questions on conflicts between what the dying want and what their survivors want, and (more broadly and less death-relatedly) the doubled-edged nature of memories. It&#8217;d&#8217;ve been heady stuff to tackle on a first installment, but I hope this a direction that they&#8217;re headed towards.</p>

<p>And even if it isn&#8217;t, <em>To the Moon</em> makes for a good tearjerker, and a promising start to the series regardless&#8212;I&#8217;m looking forward to what comes next.</p>


<hr />
<ol>

<li id="to-the-moon-fn:1">
<p>The best of these musical interludes occurs while the player&#8217;s running rapid-fire through a series of jumbled, broken memory fragments and catches sight of Johnny seated at a piano, a pair of ghostly dancers swaying next to him, music and hearts swelling in equal measure. <a href="#to-the-moon-fnref:1" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

<li id="to-the-moon-fn:2">
<p>The epilogue of this game basically guarantees that a sequel is at least in the works. <a href="#to-the-moon-fnref:2" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

<li id="to-the-moon-fn:3">
<p>Spoiler alert: Johnny has a wife with a fairly tragic story arc. It ends like all fairly tragic stories. <a href="#to-the-moon-fnref:3" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

</ol>]]></description>
    </item>
    <item>
      <title>If nothing else, vote for net neutrality</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Tue, 06 Nov 2012 05:25:32 +0000</pubDate>
      <link>http://www.theverge.com/2012/11/5/3606378/editorial-why-i-am-voting-for-barack-obama</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:50989f4ae4b0c4855be0c807</guid>
      <description><![CDATA[<p>There are some <a href="http://www.washingtonpost.com/opinions/washington-post-endorsement-four-more-years-for-president-obama/2012/10/25/6ca309a2-1965-11e2-bd10-5ff056538b7c_print.html">pretty good reasons</a> to re-elect Barack Obama (even if <a href="http://www.economist.com/news/leaders/21565623-america-could-do-better-barack-obama-sadly-mitt-romney-does-not-fit-bill-which-one">he&#8217;s not perfect</a>), but since you&#8217;re reading this on the Internet, I think <a href="http://www.theverge.com/2012/11/5/3606378/editorial-why-i-am-voting-for-barack-obama">Nilay Patel&#8217;s got a pretty relevant one</a>:</p>

<blockquote>
<p>And make no mistake, the broadband industry is doing everything in its power to subvert the existing rules and bring us ever closer to these worst-case hypotheticals: Comcast excuses its own Xbox video app from counting against its data caps, while Netflix rings up the meter. If you don&#8217;t have a Verizon phone, you can&#8217;t watch videos on NFL.com, since Verizon and the NFL have a deal in place that restricts access to other carriers. AT&amp;T is forcing iPhone owners to upgrade to new, more expensive data plans in order to use FaceTime over cellular connections. The list goes on.</p>

<p>This is not some liberal fantasy nightmare&#8212;this is happening <em>now</em>.</p>
</blockquote>

<p>In other news: <a href="http://littlefacemitt.tumblr.com">Mitt Romney has a very tiny face</a>.</p><p><a href="https://solitonic.co/blog/2012/11/5/if-nothing-else-vote-for-net-neutrality">Permalink</a><p>]]></description>
    </item>
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      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Mon, 05 Nov 2012 05:54:16 +0000</pubDate>
      <link>http://www.kungfugrippe.com/post/34769112306/the-numbers</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:50975484e4b09e893828ab43</guid>
      <description><![CDATA[<figure >
  <blockquote data-animation-role="quote" data-animation-override>
    <span>&#147;</span>Trying to talk somebody out of the stuff that they enjoy in life is like trying to talk them out of their faith or their sexuality. It’s a pointless exercise that can never be anything but acrimonious and will only highlight unnecessary amounts of difference about things that ultimately don’t really matter. Buy the steak you like, worship the god you love, neck with the people that you treasure, and don’t worry about the numbers.<span>&#148;</span>
  </blockquote>
  <figcaption class="source">&mdash; <a href="http://www.kungfugrippe.com/post/34769112306/the-numbers">Merlin Mann</a></figcaption>
</figure>
<p><a href="https://solitonic.co/blog/2012/11/4/nvk6jcopmnabrh44l2ye6calrslhau">Permalink</a><p>]]></description>
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      <title>The Lord of the Rings: 50th Anniversary Edition</title>
      <category>carrier signal</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Fri, 26 Oct 2012 23:17:00 +0000</pubDate>
      <link>https://solitonic.co/blog/2012/10/26/the-lord-of-the-rings-50th-anniversary-edition</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:508b19ebe4b08e76ed26bb5b</guid>
      <description><![CDATA[<h2 id="soaboywalksintoabookstore">So a boy walks into a bookstore&#8230;</h2>

<p>A good while ago, the girlfriend and I embarked on what turned out to be an abortive attempt to watch through the entirety of the <em>Lord of the Rings</em> movies (not the extended versions&#8212;<em>no</em>body has <em>that</em> much free time). We got through one, and even that took more than one sitting. I suspect that this is not atypical.</p>

<p>If you&#8217;re anything like me&#8212;and why wouldn&#8217;t you be?&#8212;then even prior to the initial release of the movies, you hadn&#8217;t read the books for many a year. The last time, in fact, may have very well been the first time, ever. If you are especially like me, then the first/last read was in your awkward middle school years.</p>

<p>I myself had a four volume box set of the series&#8212;<em>The Hobbit</em>, <em>The Fellowship</em>, and the rest&#8212;published 1983 by Del Rey. The paperbacks came in a garish purple box, and the covers of each featured some campy &#8217;80s fantasy art, the same kind you expect on the cover of Conan the Barbarian novels.<a href="#review-lotr-fn:1" id="review-lotr-fnref:1" title="see footnote" class="footnote">[1]</a> I didn&#8217;t know at the time, being so young, but these editions were riddled with misprints and errors and terribly outdated even by the time I bought them in the early 2000s.</p>

<p>Still, it was high fantasy, and as far as high fantasy went, they amply satisfied the escapist needs of a quiet teenager who wanted to play Dungeons and Dragons but didn&#8217;t have the social skills to organize a group. I&#8217;d made it a point to stuff whichever volume I was reading into my backpack every morning, and pull it out whenever I could throughout the day&#8212;after rushing through tests,<a href="#review-lotr-fn:2" id="review-lotr-fnref:2" title="see footnote" class="footnote">[2]</a> during lunch, at any free moment. And when I reached the end of the story proper, I read the appendices and studied the maps and family trees. So, yes, Readership. I was That Kid.<a href="#review-lotr-fn:3" id="review-lotr-fnref:3" title="see footnote" class="footnote">[3]</a> I was not much fun to be around, frankly. And keeping your nose in a book is not an especially good way to talk to people. But it helps a little, when kids at school make fun of you for reading so much.</p>

<p>But I had to be finished with them eventually, and I put them away. I started talking to people, just a little at first, and then not much more than that. The movies came out some years later, and I grudgingly admitted that they did a fine job, a fine job indeed, even if they did take out Tom Bombadil and the Scouring of the Shire,<a href="#review-lotr-fn:4" id="review-lotr-fnref:4" title="see footnote" class="footnote">[4]</a> and Peter Jackson&#8217;s epic fantasy-movie track record is good enough at this point that I am even looking forward to seeing <em>The Hobbit</em>.<a href="#review-lotr-fn:5" id="review-lotr-fnref:5" title="see footnote" class="footnote">[5]</a></p>

<p>The thing about reading something like <em>The Lord of the Rings</em> as a kid is that one loses out on a lot. Like a <em>lot</em> a lot. I&#8217;d always found the seemingly endless singing unbearable, for example, and I&#8217;d largely written off Return of the King as a textbook.<a href="#review-lotr-fn:6" id="review-lotr-fnref:6" title="see footnote" class="footnote">[6]</a> The core story&#8212;classic good versus evil&#8212;remained compelling, though. And given the abortive movie marathon attempt, and with the Hobbit trilogy (!!!) coming up soon-ish, the time seemed right to give the ol&#8217; series another go.</p>

<p>Since I&#8217;m apparently an adult now and have implicit permission from society to spend money on stupid things, I decided I wouldn&#8217;t put up with my outdated mass market paperbacks anymore. Or, for that matter, <em>any</em> mass market paperbacks. I wanted a more luxurious edition. Something that looked imposing on bookshelves and screamed, &#8220;I am a nerd who likes to spend money on stupid things.&#8221; Houghton Mifflin graciously sells the 50th Anniversary Edition for just such a need.</p>







 

  
  
    

      

      
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<h2 id="abookinabox">A book in a box</h2>

<p>This edition packages up <em>The Fellowship of the Ring</em>, <em>The Two Towers</em>, and <em>The Return of the King</em> into one volume. It comes in a box, in case the brown cardboard that Amazon ships it in is found lacking. Both book and box are bound in plasticky faux-leather, which, despite aforementioned plastickyness, has a pleasant soft-touch texture. It has a smoky, grainy look up close, and makes the whole set look adequately intimidating from a distance.</p>

<p>The box makes it a point to say which edition it contains.</p>







 

  
  
    

      

      
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<p>Which I find tacky. The medium is message enough.</p>




  

  



  
    
      

        

        

        
          
            
              
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<p>The cover of the book proper is stamped with two-color foil, showing the Eye of Sauron and the inscription of the One Ring, plus the Three Rings. Nice touch: Gandalf&#8217;s ring Narya bears a bit of orange-red and sits between the flames, as is appropriate. Naturally, the title appears on the spine&#8212;gold and orange foil for that. Tolkien&#8217;s signature is stamped on the back, and looks suspiciously elvish. Page edges are also gilded, ensuring that the maximum amount of foil is used in each copy&#8217;s manufacture.</p>




  

  



  
    
      

        

        

        
          
            
              
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<p>To no one&#8217;s surprise, the book is cussedly heavy, which makes the physical act of reading, especially for extended periods of time, difficult. This thing is definitely made for showing off. Plus side: you&#8217;ll have fit forearms afterwards. In fact, the book is so big that, once you take it out of the box, it will not fit back in without effort.</p>

<p>The pages are matte-smooth and a pleasant cream color. Print quality is good&#8212;text is crisp and easy on the eyes. I&#8217;ll take a wild stab and say that the typeface looks a lot like Garamond, but I may just be saying that to impress you. The maps are huge and look excellent as well.</p>




  

  



  
    
      

        

        

        
          
            
              
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<p>This volume also uses continuous page numbering, for maximal satisfaction when you tell your friends that you&#8217;ve just finished reading a 1000+ page book. Then they&#8217;ll look at your embarrassingly huge forearms and know the truth, and you&#8217;ll feel ashamed.</p>

<p>As for the story and text itself&#8212;well, the former&#8217;s been discussed ad nauseum, so let&#8217;s just move on.</p>

<p>The text is no doubt going to be considered by the publisher as the most accurate version, as it hews as close to authorial intent as anyone can guess. I&#8217;ve noted a couple misprints, though, just minor misspellings. With a text as voluminous as this, that&#8217;s to be expected. On the other hand, it seems like typos are something that <em>somebody</em> would have caught at some point. But it still looks nice in its box. So then&#8212;for showing off, rather than reading.</p>

<h2 id="whichithinkbringsustotheheartofthematter">Which I think brings us to the heart of the matter</h2>

<p>Let&#8217;s face it&#8212;you <em>probably</em> don&#8217;t <em>really</em> want to spend something in the neighborhood of $85 (at time of publication) on this, do you? It weighs nearly five pounds. It&#8217;s a fantasy novel, and it weighs five pounds. Come <em>on</em>, grognard. It might look nice on your shelf. It is probably not worth the cost for most use cases. And it feels a little bit like cheap pandering.</p>

<p>Okay, but you know what? I&#8217;ve been pandered. I like this edition. I like the huge maps, even if it feels like I&#8217;m about to accidentally tear them out when I unfold them, and I like the (frankly excessive) amount of foil. I also like that it comes in a box. A book! <em>In a box! <strong>What?!</strong></em></p>

<p>Not to mention, I like the story. I read it for the first time in years, and enjoyed it even more, despite my inadequate (but now mighty) forearms. I was <em>super into</em> it. I&#8217;d forgotten how much I&#8217;d liked it when I was fourteen and got pushed around a lot for liking this kind of thing, and didn&#8217;t really have any friends, and didn&#8217;t especially enjoy being around other people.</p>

<h2 id="soheresthething:">So here&#8217;s the thing:</h2>

<p>It isn&#8217;t immediately obvious to fourteen year-olds like past-yt., but <em>The Lord of the Rings</em> is filled with tremendous melancholy. Sure, there are hobbits and dwarves and elves and wizards, and generally everyone spends a lot of time singing and embarking on adventures. But it&#8217;s a story about destroying the one thing&#8212;as evil and terrible as that one thing is&#8212;that keeps magic in the world. And not even the wizardy throwing-fireballs kind, strictly, but the kind that keeps trees beautiful and gives courage to very small people in very dark places.</p>

<p>Once that <em>thing</em> is gone, so is the magic. The elves leave across the western sea. The dwarves retreat to their underground kingdoms. The hobbits establish the British Empire. Fourteen year-olds become twenty three-year olds. The magic fades. It has to. The world would end if it didn&#8217;t.</p>

<p>But the hobbits write a book so that they don&#8217;t forget about it.</p>

<p>And a twenty three year-old buys it so that he doesn&#8217;t either.</p>


<hr />
<ol>

<li id="review-lotr-fn:1">
<p>This particular cover of <em>The Hobbit</em> featured Gollum as a kind of amphibious lizard-insect-man horror, with pale green, multifaceted eyes that were literally the size of dinner plates. The movie Gollum makes much more sense. <a href="#review-lotr-fnref:1" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

<li id="review-lotr-fn:2">
<p>Generally with mixed results, grade-wise. <a href="#review-lotr-fnref:2" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

<li id="review-lotr-fn:3">
<p>Yt. will even admit to attempting <em>The Silmarillion,</em> and while yt. did in fact read the entire thing, the endeavor was not what one could call successful, as very little was retained from the reading except that everyone said &#8220;yea&#8221; a lot, and that Melkor stole the Silmarils from under the nose of Eru Ilúvatar and put them in a lead box so as not to be burned by their light, if memory serves, and oh god. <a href="#review-lotr-fnref:3" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

<li id="review-lotr-fn:4">
<p>WHICH IS A PIVOTAL MOMENT AND REPRESENTS ARGHGHAGSDHOIKLAFS DLJK ASDAA FSDI;OASDL ; <a href="#review-lotr-fnref:4" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

<li id="review-lotr-fn:5">
<p>Incidentally, has anybody else heard that <a href="http://www.maximumfun.org/bullseye/bullseye-jesse-thorn-benedict-cumberbatch-morgan-webb-craig-finn-and-jason-kottke">Bullseye interview with Benedict Cumberbatch</a> where he describes himself as (reciting from memory here) mysterious and ethereal? What a delightful guy. <a href="#review-lotr-fnref:5" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

<li id="review-lotr-fn:6">
<p>He said, having just admitted to reading <em>The Silmarillion</em>. <a href="#review-lotr-fnref:6" title="return to article" class="reversefootnote">&#160;&#8617;</a></p>
</li>

</ol>]]></description>
    </item>
    <item>
      <title>Why K-pop is taking over the world</title>
      <category>amplifier</category>
      <dc:creator>Edmund Chu</dc:creator>
      <pubDate>Fri, 26 Oct 2012 18:01:14 +0000</pubDate>
      <link>http://www.npr.org/blogs/money/2012/10/16/163039109/episode-410-why-k-pop-is-taking-over-the-world</link>
      <guid isPermaLink="false">4ff37dd8e4b03ec22b10eb93:4ff37ea9e4b00a627ba62447:508acfe9e4b0660daf18cdfd</guid>
      <description><![CDATA[<p><a href="http://www.npr.org/blogs/money/2012/10/16/163039109/episode-410-why-k-pop-is-taking-over-the-world">Planet Money recently ran an episode</a> on the intersection of music, technology, and economics, all through the lens of everyone&#8217;s favorite <a href="http://www.youtube.com/watch?v=9bZkp7q19f0" title="OP OP OP OP OP OPA">horse-dance song</a>. Quality listening.</p><p><a href="https://solitonic.co/blog/2012/10/26/why-k-pop-is-taking-over-the-world">Permalink</a><p>]]></description>
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