Tonkatsu: Lessons learned

I threw caution to the wind and tried my hand at tonkatsu making tonight, and learned many valuable things, which I will now pass along:

First: Cooking oil has a temperature called the “smoke point.”

This is not just a clever name.

It’s the temperature – around 450 degrees – where the cooking oil, without any visible change in appearance, starts putting off smoke and sets off every smoke detector in your apartment.

Second: If you put a breaded piece of pork into cooking oil that is too hot, the breading instantly burns while the pork stays completely raw.  This again sets off every smoke detector in the apartment.

Third: Once you get the temperature of your cooking oil down to reasonable levels, if you don’t use a timer, tonkatsu cook very quickly and go from “browned” to “almost blackened” while you’re standing there asking yourself “has it been two minutes yet?”, although in this case it did not set off every smoke detector in the apartment because by this point, we had all the windows and the door open. (Outside temperature: 38 degrees Fahrenheit)

However:

Fourth: If you were smart enough to start with four pieces of pork and lucky enough to only screw up two of them, homemade tonkatsu is yummy.

Side bonus: I have leftover steamed rice that I can use to make fried rice with tomorrow.

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I’m not encouraged to cook.

It’s not that I’m not allowed, it’s just that whenever I get ambitious, I get reminded about a particularly disastrous incident from about a decade ago.

I get a relative pass on stuff like pasta and baking-from-mix; it’s understood that I really can’t mess those up too badly, but anything involving actual ingredients includes an element of risk.

On the other hand…

Last night I stopped into our local H Mart.

If you don’t have an H Mart near you – and they’re pretty heavily concentrated in the Northeastern US, so you probably don’t – they’re a huge asian grocery store. They’re mostly a Korean grocery, but they don’t limit themselves to Korean products, just like Uwajimaya doesn’t limit themselves to Japanese food.

I mostly go there because it’s more convenient than Uwajimaya and I can get the same imagawayaki and frozen chicken curry dinners at both places.  I go to Uwajiyama for baked goods, drinks, and their in-store Kinokuniya.  It all balances out.

Anyway, I put one package of imagawayaki and four frozen chicken curry dinners in my basket, and it looked kind of pathetic.  Bachelor-style grocery shopping, you know what I mean?

I figured I’d browse the store a bit.

So, I picked up some benishouga because I was out and you can’t have gyuudon without benishouga, and I got some instant miso soup mix and a package of boil-in-bag Golden Curry to try out, and then I stumbled across two products:

1) Tonkatsu sauce.
2) Panko breading with a tonkatsu recipe on the back of the package.

These two products had a sort of undeniable synergy.

Now, I’m going to need to actually purchase pork and eggs – you know, actual ingredients – but if all goes well, I will soon have home-cooked tonkatsu…

…that, or another spectacular disaster.

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A virus might have been preferable.

I try not to be the “tech support guy” for my family’s computer issues.  I encourage self-sufficiency – and if that doesn’t work, I encourage asking my sister.

It’s hard to do that when you’re being fed, though, and this is how I wound up, this Thanksgiving, trying to figure out why Vista kept claiming that my father had installed a new video card.

That turned out to be the least of his problems.

He has an Acer desktop, about a year old, and somewhere along the line it got in a bad way.  It’s not like it was full of viruses or spyware or anything – I think that any self-respecting piece of malware would have looked at this machine, said “look, man, you’ve got enough problems” and refused to install itself out of pure decency – but it proved that it doesn’t take a virus to really mess you up.

The nice thing about Acers, normally – we have two Acer laptops, by the way – is that they’re very much no-frills machines.  They don’t tend to come with a ton of bundled software.  I suspect, therefore, that the multiple conflicting security suites installed were the result of him falling for the “PC tune-up” service sales pitch at Best Buy.

It had two different anti-spyware programs, two different firewalls, and one of those “free for 90 days!” antivirus programs.

I’m leaving brand names out here deliberately because I used to work on antivirus software and I wouldn’t want to be seen as partisan.

Internet Explorer, when I launched it, had three seperate third-party toolbars installed, all of which opened their respective home pages in different tabs.

Watching this thing boot was an education – one company’s firewall complained because the other company’s anti-spyware was trying to update itself automatically, the antivirus program loaded, complained that his subscription had expired, that his virus definitions were nine months out of date, and then started a full-system virus scan anyway, at the same time as yet another package started trying to optimize the hard drive and what seemed like every application on the system started trying to do self-updates.

Should I mention at this point that my parents have a 256kbps – that’s not a typo – DSL line?

It was the single most effectively gridlocked PC that I’ve ever seen.

It took well over an hour to get enough stuff uninstalled to find out another little drain on its performance.

Running Vista with 1GB of memory isn’t recommended, but it can be made to work.

Running Vista with 1GB of memory on a system with integrated graphics that are set to reserve 256MB of that 1GB for their own use is REALLY not recommended.  While I won’t blame Acer for the software issues, this I WILL lay at their feet with a “guys, what were you thinking?”

Fortunately, there was a BIOS setting that allowed me to set the onboard video to only reserve 64MB.  With that extra bit of RAM freed up and all the shovelware scourged off his machine, he has something resembling a useful computer again.

Still, I think I’ll be getting him some more RAM for Christmas.

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One Furry Thing. One Robot. Ten Thousand Bullets.

I am so going to hell for ripping off THAT tagline.

I bought the first Ratchet & Clank game years ago, when it was added to Sony’s Greatest Hits line, because I’d seen people raving about the series and figured I should probably own it.

It sat on the shelf for a while.  Note that I didn’t say “and figured I should probably play it.”

Then, I was browsing the PSN marketplace, mostly because I was looking for a LittleBigPlanet demo – this was before I rented and finished it, obviously – and my wife talked me into downloading the demo for Ratchet & Clank Future.

And that was pretty enjoyable, but I didn’t know who any of the characters were, so I decided that I would dig deep into the backlog and give the first game a shot.

Well, obviously, I knew that the metal guy was probably “Clank”, but work with me a bit here.  I’m using exaggeration for effect.

The first game was, well, not as pretty and shiny as the PS3 game, but damn if it didn’t suck me in and make me play it whenever I had a spare half hour or so.

Tonight I brought it to a most satisfactory conclusion.

Now, as I look over the last couple of weeks of blog entries, I notice something important:  I didn’t bitch at any point.  This says a lot about the game – usually I can find SOMETHING that annoys me.  Truth is, it was a really good combination of platforming, very very light puzzling, and lots and lots of blowing stuff the hell up using a wide selection of satisfactory boomsticks.

OK, well, the hoverboard bit, that was painful.

BOTH hoverboard bits.

I had been warned, by the way, about the final boss fight.  There seem to be quite a few veterans of the first game who, upon finding out that you’re playing it for the first time, take care to say that the last boss is a huge difficulty spike compared to the rest of the game, and this is true.  It took me four attempts to beat him, and I was flat broke from re-buying ammo by the time I did.

It didn’t get frustrating, though.  I’m not sure if that’s excellent game design or if Psychonauts just hurt me so badly that I can never again feel pain.

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OK, this was my fault.

One of the courses I’m taking this term is an online Geology course, because I need science credits to get my AA degree so I can enter the next school as a Junior.

I don’t much care for science courses.  In high school, I took a combined total of six years of various science courses, so I really think I’ve done my part for test tube suppliers worldwide and can be excused from any more.

Nonetheless.

This geology course has, in addition to an essay-format final exam worth 18% of the grade, a term paper worth another 18% of the grade.  It has to be on a topic that the teacher approves, and it has to be five pages long with a bibliography.

This isn’t anything TOO extreme, I guess, for a college class, but it’s a bit daunting considering that we also have weekly labs and weekly written assignments.  This class has a hell of a lot of homework.

Anyway, I’ve been sniping away at the assignment for the last three or four weeks, gathering sources and taking notes, and I finally polished it off in a marathon session this weekend.  It took fourteen hours of my Sunday to get it up to a full five pages, and I am a little ashamed to admit that I had to toss in a bit of padding, but I’m done and even submitted it a week before its due date.

So go me, right?

Before I submit it, I check the syllabus one last time to see if there’s any special submission instructions other than “email it in”.

And I read the description of the term paper one last time.

And I see, for the first time, the bit where it says:

“At least five pages (double spaced)”

And I said some rude things.

And then I opened up my paper in Word, selected everything but the bibliography, set “line spacing” from “1.0” to “2.0” and submitted my newly-ten-page monstrosity of a paper.

So, yeah, that was my fault.  I even went back and checked my printed copy of the syllabus from the first week and it says “double spaced” there, too, so it’s not like he snuck it into the syllabus halfway through the term.

But the guy had better appreciate it, damnit.

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Lightly ironic

So, after class today, I went through the Burgerville drive-through.

Burgerville, for those of you unfortunate enough not to live between Tacoma and Albany on the Interstate 5 corridor in the Pacific Northwest, is a local burger chain.  They’re really quite good, and if you don’t live near one, you should consider moving.

Anyway, they emphasize their use of local suppliers and sustainable packaging and so on.

They’re “environmentally concious”, you know?

Anyway, I got 3 small cheeseburgers and a small pumpkin shake.

In the bag with the cheeseburgers, I was given napkins, each printed with the slogan “Save the environment, one napkin at a time.”

I was given TEN napkins.

I think this might be a teensy bit off-message.  🙂

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AD Police: Stop me if you’ve heard this one…

Spoilers follow for the first episode of the 1999 AD Police series – some might say that nine years later is well past the point where one really has to give warning, but I figure that it’s only polite to mention it.

OK, so as I started out saying… stop me if you’ve heard this one.

You’ve got a young, hothead cop, see?  Who doesn’t play by the rules, see?

He’s always making trouble for his captain and he’s racked up a series of dead partners.  His current partner is the last guy willing to hang out with him.

Anyway, he’s part of a police force in the nearish future, and one day he’s late responding to an incident and the aforementioned partner winds up mortally wounded, with the killer escaping before Our Hero can get to the scene.

Now, his boss, understandably upset, tells this young, hothead cop that he’s “off the case” and that the rest of the team will handle things.

At this point, the young, hothead cop, uh, goes to drown his sorrows in alcohol while, uh, the rest of the team tracks down the killer.  Also, he punches out a guy in a bar.

But, he doesn’t go all renegade and vow to track down his partner’s killer, and, well, the rest of the team is shown as being pretty competent at doing their job without the main character.

Episode 1 ends with Our Hero meeting his New Partner, also known as “the other guy on the DVD packaging”

That bit – the bit where he, you know, follows orders, in clear defiance of the Laws Of Cop Shows –  is pretty much the only reason I watched episode 2, because there was nothing else exceptional about the first episode except for rather decent opening and ending songs.  The art style wasn’t really to my taste and the action sequences lacked a certain ooomph.

The art never did grow on me, by the way, but the music remained quite good.  In addition to the OP and ED, there were a couple of rather enjoyable insert songs.

Now, a little bit of history and some more rambling:

The 1999 AD Police TV series came out as a spin-off of the Bubblegum Crisis 2040 TV series, which itself was a remake of the 1980s Bubblegum Crisis OVA series.  I really didn’t care for the BGC2040 series – it started off great and stayed great through the halfway mark, after which point it took a nose-dive – and I honestly wasn’t expecting great things from AD Police after that disappointment.

But, I’d bought it and I figured that I should at least give it a try.

I have an awful lot of anime that falls into that category, by the way.  There were a few years where I got sucked in by every “I can get this entire series for 30 bucks?  That’s a deal!  I should check it out!” slim-pack re-release.  I am close to drowning in DVDs as a result. I admit this.  Moving on…

AD Police, set in 2020, sits neatly on the BGC timeline at a point several years before either the original OVA series – starting in 2032 – or the TV series remake, set in 2040. As a result, the technology used is several generations behind that seen in the BGC series – some things that exist in BGC are seen in prototype form during AD Police, and locations that exist in both exist in dramatically different form.  Also as a result, you can watch it even if you prefer one version of the future over the other, it doesn’t tie itself down to one or the other.

It’s refreshingly free of name-dropping; it doesn’t do the “here, look!  It’s a younger version of xxx character you’ve seen in the BGC series!” thing, so you’re never able to say “well, xxx won’t die because we’ve seen him 20 years in the future.”

It does play with the viewer a bit with one particularly familiar name, but it turns it into something completely unexpected by the end of the show.

To sum up: 12 episodes, about 5 hours long, of a surprisingly good cop-buddy-action-drama show that works as a standalone but also does some universe building for fans of Bubblegum Crisis.

Next up – I have no idea.  Right now, I could either just start working through the anime backlog alphabetically, or I could jump around based on what looks good. 🙂

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Control Issues

As previously mentioned, I tried Resistance: Fall Of Man recently and quite liked it.

I was getting really fed up about the controls, though, particularly the commands assigned to the L1/L2/R1/R2 buttons, until I realized that I may have, for the last 13 years, been holding Playstation controllers wrong.

Superficially, both modern consoles have four buttons on the edge furthest from the player – the PS3 has L1/L2/R1/R2, the Xbox has LB/LT/RB/RT – but they’re used completely differently.

LB and RB on the Xbox more or less correspond to L1/R1 on the PS3, but they’re not buttons you use frequently during gameplay.  They’re usually mapped to stuff like toggling ammo types or what have you – your index fingers rest on LT/RT most of the time and you only occasionally have to reach up and hit one of the Bs.  Your middle, ring, and pinky fingers are supporting the bottom of the controller.

When you hold the PS3 controller in the same fashion, your index fingers hit L2 and R2.

Resistance has “crouch” on L2 and “secondary weapon” on L1.  This was frustrating.

I couldn’t figure out how I was supposed to use a secondary weapon while crouching, and if I uncrouched it tended to give one of the really rather accurate Chimera a clear shot at me.

I also kept trying to hit R2 to fire.  R2 is weapon select, by the way.

Then I looked at how I was holding the controller, and realized that if, instead of really trying to grip the controller, which took three fingers, I just sort of rested the controller on my ring and pinky fingers, I would have my index fingers on L1/R1 – the “fire” buttons – and my middle fingers on the crouch and weapon select buttons.

It also put my thumbs on the analog sticks in a way that – and this is probably subjective – seemed to give me a lot more fine control.

I’ll try a little more time with this until I really commit to the idea that I’ve been doing things wrong since 1995, but right now it’s looking like that might be the case.

I blame Sony; obviously they made their controllers wrong.

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Resisting Falling Mans

…something like that.

Our PS3 gets frequent use as a Blu-Ray player, but doesn’t get a whole lot of use as a game console, mostly because the games are still so expensive.  There are an awful lot of really decent Xbox 360 games that can be had for $20 or so new, while looking for a $20 game on the PS3 limits you to the likes of, oh, Fantastic Four : Rise Of The Silver Surfer : The Game or – everyone’s favorite – Last Year’s Sports Game.

PS3 game pricing seems to assume that you are (a) a single-console owner and (b) so loyal to the brand that you never ever look at the selection available for Other Consoles.

Rainbow Six Vegas being a PS3 “Greatest Hits” release at $30 when it’s been a $20 game on the 360 for months, for instance, or Bioshock being released for the PS3 at full price after it had already been marked down to $20 for the PC and $30 for the 360.

From a business sense, this is a little more excusable for PS3 exclusives – there’s a huge art budget in creating these games, after all, and if you’re only selling your game on the PS3, you can’t spread that budget across multiple releases.  Even so, I don’t think Heavenly Sword should still be $51 on Amazon, 14 months after release.  It’s a FINE six or seven hours of beating up mans and throwing hats, but it was a Worth Renting when it was released and it remains a Worth Renting to this day.

Obviously this same rant can’t be extended to new releases – PS3 games cost the same as 360 games if they’re released at the same time, after all – but that overlooks one thing.  I’ve played an awful lot of cheap 360 games.  If a game comes out for the PS3 and 360 at the same time, I’m likely to pick up the 360 version just because it’s a more familiar console, which means I have less incentive to get familiar with the PS3, and so on and so forth, it’s a vicious cycle.

Anyway, uh, where was I?

Oh right.

So anyway, a couple of weeks ago, I found Resistance: Fall Of Man on sale for $19, so now I have a second PS3 game to sit next to my copy of Stranglehold.

I tried it out when I got it home, got a bit frustrated with the first level, and put it aside until I could have a friend come over and help me through the tricky bits in co-op mode.

I am not proud, but I make no excuses.  Those Chimera are fiendishly accurate and you have no way to heal yourself.

And yes, I WAS playing on Easy.

As I was saying, I had a friend visit – and, with his help, got through the first level – whereupon we immediately got hit with what I am going to assume was only the first of the game’s Big Reveals.

Here I will take a moment to commend the creators of the game.  The game is played in flashback – the opening dialog is from the point of view of a survivor of the events – and you know right up front that your character disappeared four days after the start of said events.  The Big Reveal at the beginning of level 2 not only serves to give you your first inkling of WHY you’re going to be disappearing, it also puts the rather difficult first level into perspective.

Oh, and you get the ability to heal yourself quickly using items, which wouldn’t necessarily be forgivable in a game set in 1951 – alternate universe or no – but which makes sense after the Big Reveal.

It’s rather neatly done and I’m looking forward to the next things the game throws at me.

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In Which, I Rant About Sequels

So, I have a good friend who occasionally comes over for a day of couch-potatoing.  It’s good in several ways, especially because it helps me cope with the schedule of full-time-work and full-time-school that I’ve saddled myself with, by blowing it off for a day.

Sometimes, we spend our gaming time in ways that could be seen as questionable, like spending several hours playing – and being frequently humbled by – The Adventures of Cookie and Cream on the PS2.

This weekend, though, the same friend joined me for a day of gaming and there was none of that – no silly pink rabbits for us, no sir.

In his last visit, we’d played through Halo 3 in Co-op mode until we got through the end of level 7 or so, so we set about finishing it.

Now, I quite like the story in the Halo games; I know that it’s not Great Literature but it puts a nice framework around all the shooty.

Problem is, my compatriate had never played through the previous Halo games – sure, he’d played plenty of multiplayer Halo and Halo 2, but he hadn’t seen much of the stories.

This meant that all the dramatic Big Reveals and Returns of Familiar Faces from previous games were, well, pretty much unwelcome interruptions.  The shooty would occasionally stop and there’d be weird bits where people were talking for no reason at all except to get in the way of more shooty.

The whole thing might have been made rather more comprehensible for the poor guy if the story designers for Halo 3 had included, oh, I dunno, some flashback sequences or maybe some bridging dialog, or even – god forbid – a clueless new character to whom facts have to be explained as a surrogate for the player.

I wound up thinking a little more about this, and I realized that, while you would expect to have these sorts of helpers in, say, a weekly serial TV series, you wouldn’t necessarily expect to have them in a movie.

What I mean about movies is this:

If you’re writing a movie sequel, you don’t necessarily need to cover the events of the previous movies.  Anyone going to see Return Of The Rightful Patriarchal Authority Figure, for instance, can be assumed to have seen The Multiple Allegorical Towers and The Guys Who Got Together Because Of A Ring Or Something.

If they haven’t, they have easy access to them through video rental, and they only need to take a couple of hours – OK, OK, 3 or 4 hours, considering my example – per previous movie to get caught up to the point where they can go into Return of the Rightful Patriarchal Authority Figure.

TV’s different.

When you’re writing for TV, you have no way of knowing if your viewers have seen episode 402 : Attack of the Cardboard Standees, in which Dr. Biggoggles was introduced and first menaced our heroes.

If you’re writing episode 708 : Biggoggles Returns, you can’t start your episode with “This really assumes you’ve seen episode 402 – if you haven’t, you can go rent it and we’ll be here when you get back.”  You had best have some sort of bridging device to get the audience caught up, or you’ll have them sitting there all confused.

I think that games have come to follow the Movie model, and I’d argue that this is a case of writers Getting Things Wrong.

Yes, someone buying Halo 3 back in September of 2007 COULD have gone out and rented or bought Halo and Halo 2, and if they’d spent 30 hours or so, they would have been caught up in the story to the point where they could jump into Halo 3 with a reasonable understanding of, say, who Guilty Spark is, but that’s a heck of a time investment to demand of someone.

The best game I’ve ever seen for storytelling structure was Phantasy Star Universe, which concluded every segment of the story with a “Here’s what you just did” ending credits sequence and included a next episode preview thing giving you hints as to what was coming up in the next bit.

Phantasy Star Universe also featured cute, pink-haired robotic girls with impossibly huge guns, so it’s just about the perfect game except for the bits where the characters started talking, which were, by the way, painful.  I’m not really sure whether that’s the fault of the voice actors, or if it’s just because listening to rebellious youths, teenage angst and halting attempts at romance is a lot less painful if it’s in a language you don’t fully understand.

But I digress.

Summary: Game writers: If you’re going to write sequels, find some way to catch new players up to current events.  Also, less English voice acting, more cute girls with improbable weaponry.

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