Showing posts with label Sci-Fi. Show all posts
Showing posts with label Sci-Fi. Show all posts

Dec 31, 2015

Alien Isolation: A Tense Terror Trip

The Alien brand has been slowly eroding over the years. Even Ridley Scott's Prometheus -- a pseudo Alien prequel -- failed to jar the alien critter back from its slimy egg sack; but, just as our favorite chest-busting Xenomorph was about to become space dust, Creative Assembly stepped in and brought the franchise back from the brink.

The Darkness has Bite

Chronologically, Alien Isolation takes place 15 years after the events of the first movie. And puts you inside a jumpsuit belonging to protagonist Amanda Ripley, who is following a trail of her missing mother Ellen Ripley. A trail that leads her to Sevastopol space station.

Playing Alien Isolation is all about using wits, because you will be thrown into really sticky situations with low probability of survival. Forcing you to avoid, hide, and craft items from gathered scraps to endure the stalking terror loose on the station. This time, there's only one Alien creature roaming about, so the confines of a space station are a perfect setting to call upon your childhood's hide-and-seek skills -- which hopefully you refined during many recesses.

Sevastopol’s corridors, living and working areas, machine shops and commercial spaces all pay homage to the 1979 Alien movie sets. Every piece of the hull and machinery on Sevastopol is tangible, and seems to have purpose along with that lived-in feel. The station's rooms and corridors are abuzz with lights, panels and other tiny components. The walls are retrofitted with scuffed padding, many (many) analog monitors, and flashing trinkets: all rendered and lit with meticulous attention to detail.


The Menu is You

Details be damned tho, as every corner, vent, or shadowy corridor may hide the lethal Alien creature. It stalks. It hears. It reacts. This is one creep you do not want to come face-to-jaw with.

The Alien's specialty is hunting, and it does this well. Make too much noise by engaging Sevastopol’s crew in combat, or run exposed for too long, and the snapping jaw of doom will descent upon you. To even out the odds, you can craft nifty gadgets from found junk. Noise makers, smoke grenades, explosives and Molotov cocktails, can be your saving grace, providing you find a safe spot to start the crafting process.

Which is tricky, as there's danger all around: distraught crew -- synthetic and living -- and of course the vigilant Alien. To evade your pursuer(s), using the many hiding spots found within the environment is a must. The feeling of claustrophobia is uncanny at times, most felt when you're stuck inside a locker waiting for the creature to leave the room, listening to its snarls and gnarls while it prowls around the deck with heavy foot.

While the variety of defensive and offensive weapons and gadgets is great, I found that I ignored half of my built inventory in favour of a flamethrower (sweet melty goodness), noisemakers, and an electrical stun baton, which I used to dispose many pesky cybernetic synthetic servants (I legit hate those things). To be fair, the small pool of used weapons was mostly due to my sneaky approach, combined with lots of slow movement and motion detector use.

Those crude devices add a wicked cruelty to the game, while stressing one simple fact: The Alien cannot be killed, it can only be avoided or delayed. Fail to do one of those actions, and you’ll be a victim of a gruesome fatality and swiftly witness the final black curtain.


The Grand Design

Play long enough, and you may start to feel a strange kinship to the Alien, feeling its presence in adjacent rooms. This is probably because of how the game's design subtly forces you always keep an eye out on the motion detector, and the creature itself. While you won’t be holding hands with your adversary Ico and Yorda style, you’ll often think, “Where’s that slimy bastard?”

To ease progress, you can play around with the station’s rewiring system to activate or deactivate door locks, turn off cameras and mess about with other essential systems -- which rewards a more exploratory approach to get from point A to point B. I really enjoyed how the music changed in intensity and tone, depending on the severity of the situation, and the proximity to the creature. Perfectly echoing the mood of various memorable scenarios, through the use of subtle violin work or screeching chaotic arrangements.

Many terminals can be found and accessed for a quick dose of informational tidbits. Since the game is more about immediate survival, the backstory is somewhat disproportionately peppered throughout the game, requiring effort on your part to be read by finding crew logs and databanks. This asymmetrical approach to storytelling won’t win AI any praise for intricate lore, but it does work within the context of a survival theme.


 Zero-G Terror

Newcomers may find the game a bit difficult at times. I’m no novice gamer, yet I still got stuck on few notoriously annoying spots, where many repeats were necessary. But if you endure, many awesome moments will surprise and entertain you. This is the only game I know where you need to look around while interacting with computers and during saving, because something can get a hold of you any time. Freaky. But it’s all part of the game’s staple tense atmosphere.

If you're looking for a game where you need to outwit your enemies through a more methodical approach, Alien Isolation will deliver a tense encounter of the terrifying kind. H.R.Giger's Alien creature is one of the most recognizable movie monsters of all time. In fact, I place it among the classics like Frankenstein's Monster and The Creature from The Black Lagoon


Every aspect of the game gels well: the scenarios are awesome, the tension never lets up, and the gameplay injects a serum of unique experiences not to be forgotten. Finally, the Alien franchise has made a memorable imprint on the videogame market. And is available for almost every platform! Careful, once you strive to survive in outer space, you may never return (in one piece). 


Alien Isolation gets five bloody chest-bursting xenomorphs out of five.

Developer: Creative Assembly
Publisher: Sega
Platform: PS3/4, PC, Xbox One/360, Linux, Mac
Released: 2014
Genre: Survival/Horror 

Aug 6, 2015

Snow Crash: Cyberpunk Chaos Realm

Hiro Protagonist is a programer/hacker/greatest katana wielding avatar in the Metaverse/pizza delivery boy for the Cosa Nostra Franchise.

And he's definitely not Fry from Futurama. Hiro Protagonist is the protagonist hero of the cyberpunk novel Snow Crash.

When Hiro's routine delivery goes off the rails, he decides to change his career, and begins a partnership with a savvy skateboarding teenage delivery girl named Y.T/when Hiro's hacker friend Da5id falls victim to the Snow Crash drug, our Protagonist starts hackin' for clues/and inadvertently gets taken into game of high stakes cyber espionage – it's a hacker kind of day.


Neal Stephenson's narrative moves at the speed of light, and is as dynamic as its fictional world, fully realized with/Information banks/data mining and spy agencies/cybernetic upgrades/a virtual candy-land/corporate dominance/desertion from the natural commons/systematic buyouts/violent takeovers/and turf wars on a global scale: These are the features of the new world [diss]order found in Snow Crash. 

Strain vs Resistance

The novel is notorious for its visceral portrayal of a carved up/fractured 21st century America: where most of its territory is owned/occupied by private organizations, security firms, and autonomous freelancers with a knack for crime/hacking/extreme thrills. In this place the government maintains a fraction of its power – able to keep tabs on a small portion of society. Intertwined into the story is a full dose of Sumerian mythology/linguistics/anthropology/computer science/and good ol' religion.

There can be some roadblocks, such as the tidbits about Sumerian society, and its imprint on development of mankind. The meticulous detail slowed the pacing of the book, as Stephenson dug deep into the historical records to deliver a comprehensive account. Stilll the semi-intrusive history lesson works as a unique lore vehicle tying all the dangling bits together into one underlining story beat. Example: one of the fictional characters [a subroutine avatar called The Librarian], quotes Sumerian history, while comparing the ancient methods of saving and storing information as an early BIOS system

Digimortal

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The novel's most memorable aspect is the Metaverse: A cyberspace conceptualized by interactivity of human beings, who are digitized and projected into virtual space in the form of avatars. [Think of the Sims, in Neo Tokyo] Within the Metaverse you can be/own/create/just about anything, but you gotta have the resources or know your way around the root programing. There are rules in place governing the stability of the system, but some individuals can influence the code directly: either by hacking, or by being the world's initial builders.

Not quite the Matrix; but more advanced than Habitat. To some, Metaverse is the Kubla Khan's pleasure dome. A digital dwelling occupied by freelance hackers, corporate data-miners, and the rich/famous – digitized to avatar form. To others, Mataverse is a cesspool of information, or a place to kick around for a bit. Worth noting, even in this made up reality, peoples' social standing tends to influence the detail of their avatar and rendering power of their cyber property.

And just like in some of today's video games, the level of meta-importance/skills tends to unlock more features. Example: Hiro's intimate knowledge of Metaverse root structure, endowed him with unmatched sword-wielding skills, which carry over into the real world. Practice makes perfect, and I doubt the mind's eye minds if its being flexed in virtual space or reality. Meta.

Byte Block

Ghost in the Shell by Masamune Shirow
Stephenson's Snow Crash is the illegitimate nineties upgrade of William Gibson's Neuromancer. Both books present a distorted technological dystopia; and, both have an underlining cyberspace theme that will stimulate any cyber-junkie or futurist. Although, Snow Crash has done a more amicable job of predicting the extent of augmented reality, and its affect on society. Neal coined many words and behaviors that made it into everyday use: googling, metaverse, data mining, crowdsourcing, continuous-connectivity – and my fave – wacky pseudonyms like Vitaly Chernobyl.

Timeless sci-fi works present solid futurist concepts, and offer insight of the future by studying history to captivate present-day readers. Snow Crash contains many futurist predictions that materialized in our reality (meaning the book aged well). Once Snow Crash enters your neurological pathways its viral strain will take hold, upgrading your imagination hundredfold: Start trippin'.


The good: Cerebral fiction to the core
The bad: Franchises took over [Demolition Man got it right!]
The ugly: The Raft [basically Kowloon City on water]

<<<^>>>





Nov 26, 2013

Raiden 3: Den of Red Thunder and Blue Lightning

Hi there reader. Do you like score-based vertical shooters? Are your digits dexterous enough to withstand onslaughts of virtual bullets? Is your PS2 getting kinda lonely sitting between its two fresher siblings?

If you answered yes to even one of those questions, you're cool enough to glide with the dual player lightning called Raiden 3. Place your PS2 vertically, unravel its controller cords, and sit down comfortably. Time to ride the lightning.

giantbomb.com
The Raiden series is probably the most recognizable arcade-style game in shooter history. One or two players control either the red or the blue ship, and blast away clusters of enemy spacecraft. This formula has served the series well since its 1990 inception, and Raiden 3 is no different.

This is the type of game in which you'll spend many lives trying to figure out enemy patters. You'll chase elusive floating weapon upgrades. And you'll dodge waves of bullets shot from fleets of futuristic war machines like jets, choppers, submarines, spaceships, and huge menacing bosses. It's fun. It's frantic. And the best part: it can all be shared with another player, because the game can be played simultaneously.

All the classic Raiden weaponry is here too: the Vulcan shot which spreads broad, the piercing blue laser that's injected with lightning for good measure, and the good ol' Proton blast used to incinerate foes in a sweeping wave. There are also three different missile types and, of course, your ship is equipped with a projectile clearing, and very destructive, cluster bomb(s). Unleash the payload and let 'em rust in peace!

theisozone.com
Although the game is 2-D, all moving sprites and all the structures in the backgrounds have been skillfully sculpted with polygons—adding surprising depth to the scrolling battlefields. All the battlegrounds are scenic and enjoyable to fly by: beaches, cities, asteroid colonies, and metallic fortresses with confining corridors; everything in the game is well detailed and clearly defined. I almost feel bad for shooting down all those shiny jets and impressive bosses.

When two players are playing simultaneously, the screen can become splattered with bullets decreasing visibility and amplifying the inertia. This is what classic shooting action is all about. If you or the person you're playing with is new to shooters, the game has several difficulty levels that can either, ease you in, or grind you down.

gamekult.com
After finishing a stage, you can select to practice on that stage or try gunning for a higher score; you may even choose to fight any boss after beating the game once. There's a gallery of production artwork, and a feature to watch your saved replays. All the options make the game very user friendly and re-playable. For some added wackiness, I recommend the Double Play Mode where one player can control two ships with one controller.   

Classic arcade games like Raiden 3 are all almost gone and forgotten. I found my copy while cottaging in a small lake-side town, and payed $10 for it. It was worth every dollar. Anyone who still recalls the lure of the arcades will get a kick out of this classic. Filled with fast-paced action, easy to understand mechanics, and armed with catchy techno-synth tunes, Raiden 3 will take you on a memorable flight. Don't be afraid to clip your wings, and shoot down all incoming ships.

Developer: Moss Ltd.
Publisher: UFO
Platform: PS2
Genre: Vertical Shooter
Released: 2007 (US)

hardcoregaming101

Oct 15, 2013

Red Shirts: The Short Life of Ensign... [What was his name?]

Imagine checking your spaceship's food synthesizer on deck six, when suddenly a violent explosion rips apart the hull sucking out your frozen visage onto the void of space. 

Not the most glamourous way to go, for an ensign.

Every work of sci-fi needs a space battle, or a needlessly complex and dangerous away mission in which some poor—usually nameless—ensign dies. Horribly. Pointlessly. But what if all those low-ranked lives were real and actually meaningful? 

In Red Shirts they are. 

Meet ensign Andrew Dahl, a new upstart who just joined the Universal Union Capital Ship Intrepid. His station: xenobiology laboratory. All was right for this young cadet, until his laboratory crew vanished. Or hid to be exact. Why? Because two senior officers of the Intrepid just walked in with a quite improbable request. 

wired.com
If you ever watched cable TV sci-fi, you'll probably admit that a lot of the narrative seems to be quite implausible, sometimes even downright silly. Quirky technology, unscientific science, and a lot of messy skirmishes by supposed advanced civilizations. It's all super entertaining. It's also what makes Red Shirts such a hoot to read. 

In Red Shirts this wacky cable sci-fi narrative is imposed onto actual beings, but treats them as expendable extras. The characters are just regular Joe-workers trying to make it through away missions which seem to take away too many of their crew-mates. The result: hyper-reality doused in hilarity.

There's much to be taken from this surprisingly clever book: It's as we're allowed to peer behind scenes, to catch a glimpse at how professional crewmen live out their existence in deep space. It all seems grand and well, until the forced narrative physics start to control and twist the destiny of the entire Intrepid crew.

The writing is simple and crisp. Brief paragraphs. Fast sentences. Simple language. Mr. Scalzi's screen-writing prose really shows in pacing and scene development. The novel has that hook and pull quality of an episodic TV show. Although it's much more grimy, intimate and sexual than a weekly TV show. 

The characters and their reactions to the unreality around them is what makes this book for me: 

“It's messed up that the most rational explanation for what does go on on this ship is that a television show intrudes on our reality and warps it. But that's not even the worst thing.”

“Jesus Christ! if that's not the worst thing, what is?” 

“That as far as I can tell, it's not actually a very good show.” 

John Scalzi, the author of the book, has been a creative consultant on the Stargate: Universe franchise. It's no surprise that his book is sci-fi written for the fans by a fan. And the proof is in the script: witty, [im]probable and engaging; here's a man that knows his way around a starship deck—or a make believe deck, I should say.

Sorry I got to end this post, just remembered that I need to dispose of all my red shirts. There's too much plasma residue on 'em... 

Oct 3, 2013

Frankenstein: Delightful Vortex of Ire

A poet by the name of Lord Byron was curious about who out of his friends could write a better horror story, to everyone's surprise the winner turned out to be 18-year-old Mary Shelley.

It's been almost two centuries since Mary Shelley first anonymously published Frankenstein; and a good thing she did, because without the blazing trail of this Modern Prometheus, latter sci-fi offerings would suffer monstrously--pun intended.

Much to the likeness of Dracula by Bram Stoker, the story of Victor Frankenstein is written in a series of letters by explorer Captain Robert Walton, to his sister, Margaret Walton. The book is split into three parts. The beginning of the book introduces Captain Walton's narrative: a man who comes across the stranded and near dead, Victor Frankenstein in the North Pole region.

indulgy.com
After the rescue, Victor begins to recover from his wounds and gradually narrates to Captain Walton about his accursed creation, and why he has pursued it to the desolate lands of North Pole.

'You seek knowledge and wisdom, as I once did; and I ardently hope that the gratification of your wishes may not be a serpent to sting you.'

Written with imaginative and affluent flair, the story of Frankenstein and his monster, is as much about the folly of unchecked passion, as it is about the very nature of what it is to be human. To become much more than his predecessors, the studious Victor dedicates himself to the exuberant task of exploring the mysteries of creation through the use of Chemistry. The triumph of his labours: animated by the lightning, an eight feet tall deformity the (nameless) monster.

The exact steps of the monster's creation are left ambiguous, leaving the reader to come to his/her own conclusion. It is what happens after the lifeless matter gets activated that matters. Repulsed by the toils of his labour, Victor condemns the demon he has created, leaving the monster to wonder the lands confused and alone.

'It is with considerable difficulty that I remember the original era of my being: all the events of that period appear confused and indistinct. A strange multiplicity of sensations seized me; and it was a long time before I learned how to distinguish between operation of my various senses.'

With this statement the monster begins to recall his origins and gradual ascension to awareness. This part of the book is unique because it gives the reader a fresh perspective on perceptions of becoming mature through understanding. But unlike a loved human child, the monster's efforts to join the human race are spurned by hateful spite and violence. And this in turn poisons the well that is the beast's yearning for friendship.

What comes after is not too surprising; in his sad exile, the monster concocts and idea: he demands of his creator a concubine in the likes of his original creation. Despite promising the monster a companion, Victor does not create another being. This action enrages the monster prompting him to extract great vengeance onto Victor, tearing away from him all he holds dear and sacred.

Mary Shelly had a keen eye for detail, reverence of nature, and great interest in supernatural forces. With these three characteristics she has crafted an enduring tale of scientific passion, wondrous natural wonders flooded with panoramic Gothic imagery, and a touch of occult art. Frankenstein has inspired a whole genre of horror and sci-fi fiction writers and artists. Like a being born from a passionate mind, this novel is one of a kind.

fightersgeneration.com
One of my favourite artistic visions of the famed monster--Darkstalkers rule! 

Sep 19, 2013

Sin & Punishment, Wicked Game Design 101

Sin & Punishment: Star Successor, is one of those games that delivers on its promise from the get go. Even the back of the game's box states: Fierce Battles Lie on the Horizon.

There's something about every Treasure game that really resonates with old-school gamers like me. It's probably the well earned promise of unmatched quality and ingenuity, that can be found in all their games.  

Sin

Star Successor is an arcade style on-rails shooter. If I had to describe this game using similar tittles, I'd say: Space Harrier meets Wild Guns, fuses with Panzer Dragoon. Did you enjoy the name drops?

On-rails shooting usually means that the in-game camera is preset and cannot be moved by the player. The player can only move his/her cross-hair (gun) and the avatar. In the current slew of "sandbox-style" games this may seem somewhat limiting and outdated, but to a bunch of creative designers it only means one thing: organized chaos.

nintendo-master.com
Punishment 

This game is challenging. If you make it through the first three levels you'll undoubtedly profess this game is madness. Each level, you are greeted by an unending stream of projectiles big and small. This baptism by fire, will strain your skill to the max.

The only refuge comes at the beginning, in the form of an introductory tutorial to all the abilities you'll be using to progress. The levels are huge and segmented into several checkpoints; which is good, because each segment is filled with devious obstacles and engaging boss fights. The game also auto saves at each check point.

Driven by the delirious preset path, you'll strafe abandoned cities, dash through myriads of tunnels, brave floating fortresses, infiltrate a volcano base, and skirmish with thousands of organic and technologically enhanced enemies of all shapes and sizes. Each new wave of foes demands fast reflexes, instant patter recognition, and dedicated memorization.

The unyielding scenarios this game throws at you are borderline wacky: free-falling inside a pipeline, a gigantic rock turtle blocks your path yawning lava and shooting parts of its spiky shell; a cybernetic samurai challenges you inside a slipstream, where each cross of blades gets you closer to electromagnetic shock-wave death; moving through post-apocalyptic highways, mythical beasts dive-bomb onto you with ill intent. And that's just a few examples of hundreds of different skirmishes.

nintendolife.com
 Star(s)

Who's in the grinder with you? Isa Jo: a solider of inner space; and, Kachi: a mnemonic rival of inner space from (you guessed it) the outer space dimension. The two characters serve as Romeo and Juliet for the dimensional war between the inner and outer space.

Much of the story is sprinkled throughout the game in the form of cut-scenes. While the voice acting is bearable, the frantic pace of the game will often make you want to skip most of the monologues. Which is fine, because this game is all about the action.

Either character can jump, evade, melee attack and hover. Isa hovers Peter Pan like (this is my girlfriend's observation) by using his... spheroid backpack; and Kachi floats around by much stylish hover-board. You can shoot freestyle, lock-on to a target--or targets if you're Kachi--and let out a powerful blast, or slice and dice if you're close enough. You aim with the Wii Remote and move with the Nunchuk, which makes the controls precise and intuitive. You'll be dodging bullets, while locking onto targets, and parring missiles back at foes in no time; accompanied by your frantic yells: "I'm a Sci-Fi ninja master!"

kotaku.com
True Successor

Fans of the original N64 Sin & Punishment have been nagging Treasure for a sequel/update for many years, and the company has finally delivered.

In this next-gen successor, your high scores get uploaded to internet leader boards, there's adjustable difficulty, and a second player can jump in to help out with clearing the enemies--albeit only with a target receptacle. Having a second player controlled avatar at the same time would be too much mayhem.

Clearly, this is a game for harden arcade veterans, but there's much fun to be had for casual players who are willing to put up with 45 minute increments of frantic shooting. This game is a must have for anyone still craving score-driven arcade ventures, or anyone looking to get inspiration for serious game designing. Let loose and never be bored again.

Developer: Treasure
Publisher: Nintendo
Platform: Wii
Released: 2010
Genre: Action-Shooter  

amazon.com


Sep 8, 2013

Super Metroid: A Revealing Look Into Samus' Suit

The most memorable year in gaming for me was 1994. Mostly due to the release of Nintendo's Super Metroid: A series known for its female protagonist bounty hunter Samus Aran and exploratory open-world gameplay.

Super Metroid is the third instalment in the Metroid series (Metroid 1 and 2 are available on NES and Game Boy). Once released, the game immediately had a lot to aspire to.

Rather than just reviewing this game, I'll discuss its overall feeling and composition. If you think a 2D game cannot instill any emotions into players, then you simply haven’t visited the alien infested, structurally massive, planet Zebes.

venturebeat.com
Isolation

Landing on Zebes you're introduced to a rather silent environment. Several minutes pass before Samus trips the alarm system which alerts her foes to flood the many corridors and passages she must explore.

Beyond  Samus' introductory log, there's no other communique or direction on how and where to proceed. You're left to explore, alone. Not having any sort of AI or director, you can completely give yourself to the urge of exploration. And that urge naturally takes you deeper into the planet's vast world filled with secret passages, items, power-ups, and critters all too suited to the environments they're in.

The game's large and complex environments can be imposing, but they are made this way to add a certain degree of isolation. This mood is maintained throughout the entire game creating a very tight bond between the player and the silent armour-clad Samus. Each new uncovered area has clues that must be considered to progress. There's no hand holding in this title, you simply must observe the environment closely, make mental notes, and come back once you gained a new ability or weapon.     

amazon.fr
Bewilderment

Each section of the game is a small unique world. Each world is a piece of a greater puzzle that is planet Zebes. Majority of rooms are connected through a series of colour-coded doorways. To open those doors you'll need to fire specific weapons at them. But first you need to find those weapons. Because of this feature, progress happens in a very nonlinear fashion.

Sometimes you're able of circumvent areas by taking a hypotenuse--like turning into a ball a scurrying small spaces. Other times you'll need to find key items--such as lava resistant armour--by battling a boss. Progress gets tracked on a grid-like map that you can access anytime to get a better lay of the land. But the beauty of the game design is that the more you explore the more it gets imprinted on you memory. Once you've been around the neighbourhood, you just know your way around.

Because there's so much to explore, you'll want to backtrack often. Unlock only a portion of a stage? Come back with new abilities. See a suspect ledge? Find the Ice Beam, and try freezing an enemy to use it as a stepping stone. You'll never find everything first time. And that's ok, because this game is all about gradual pacing and being absorbed in its intricate layers. Like enjoying tasty Gelato during summer nights; or shooting a lava beast in its open mouth with a super missile.

destructoid.com
 Creativity 

The game's solid graphics, sci-fi inspired scenarios, and imaginative design make it a standout title. The sound fx are all fantastic, and the music is as memorable as the areas you'll discover. But that's not what I mean by creativity this time. What I want to say is that Super Metroid lets players craft his/her own adventure by giving them flexibility in how to reach certain objectives. 

While there's logic in the level design, the designers gave many opportunities to completely disregard the visible path. Having a through understanding of certain techniques, such as wall jumping, players who memorized level layouts are able to acquire ability-enhancing items early to power through the game, or completely break it.

By sequence braking,  players can skip preordained events or even glitch the game entirely. As a homage to those dedicated and crafty enough, the programmers put in different endings to reward folks who manage to clear the game under specific number of hours -- a worthy achievement.

www.giantbomb.com
Legacy 

Many Metroid games have come and gone, but no other Metroid game has been as influential as this one. After two decades, Super Metroid is still considered an example in inventive stage design, tone creation, and isolation settings. Samus Aran was the first legit female hero, and through inspiring generations of fans and game designers she has become an icon in gaming. 

There are fan websites that recreate maps using in-game screen capture to show planet Zabes in incredible detail. You can even watch YouTube videos proving how Samus can shrink into a ball quarter of her original size. This game is one of a kind, and I try to play through it at least once a year, always loosing myself in its massive universe. Come and find me, I'll be near an enemy generator shooting critters that appear.

Developer: Nintendo, Intelligent Systems
Publisher: Nintendo
Platform: SNES, Wii, Wii U
Released: 1994
Genre: Action-Adventure, Sci-Fi

Jul 18, 2013

Isaac Asimov: Foundation Review

A twelve thousand year old Galactic Empire is about to end its grandiose rule. Few know of its slow and unavoidable disintegration; even fewer yet want to admit it. But one man chooses to begin another destiny for all humanity. 

Through the use of Psychohistory (a mix of sociology, psychology and economics), Hari Seldon sets in motion an audacious plan to save mankind from the upcoming dark ages of ignorance. He gathers the brightest minds in the galaxy, places them on planet Terminus, and tasks them with guiding future generations. Thus the Foundation is set.

While the Galactic Empire is still functional at the centre of the galaxy, the outer worlds are beginning to crumble. Technology becomes scarce and knowledge of its use slowly lost. But not on planet Terminus. Because of its limited nuclear power which aids Foundation's scholars, Terminus quickly becomes a prime target of territorial dispute amongst its neighbouring worlds.

bookbyte.com
It will take you about 15 page turns to realize this sci-fi is a thought nimbus for your mind. There's plenty of scheming and planing in this space opera. There are complex and detailed worlds to explore, and inventive technologies to ponder and fear, all of which make Foundation such a delight to read. This intriguing galaxy of Isaac Asimov materializes in your mind through intricately woven storytelling.

The book is divided in five chronological parts. Each part follows key characters as they make decisions to (hopefully) steer the Foundation project towards its ultimate goal. The story in the first book progresses through a 200 year time-line, which is compacted with prolific content and savvy thoughtful narrative. Worlds and cultures collide in the battle of wits to control the remnants of potentially destructive technologies, first by religious dogma, then through trade economics. 

Asimov's prose is enjoyable as it is clever. The book is populated with level-headed scholars, opportunistic politicians, scheming vassals, pompous princes, and savvy merchant tradesman. If you were ever impressed with the imaginative worlds and technologies of Star Wars or Star Trek, you'll be in for a treat as Foundation novels are filled with grand ideas that have appeared in countless sci-fi flicks and books time and time again. 

The book was first published in 1951, but it's easy to deduct why it has been hailed as a masterwork. The human drama, the complex political plays, the instantly likable characters all make for a mesmerizing read. Do keep in mind that Foundation is only the first part of a seven novel series. And each novel chronicles different characters and events. If you're going to delve into this story you better be prepared to read the rest. After all, a galactic tale of this magnitude cannot be contained within mere 300 pages.