This just screams “Screw you, righties”

Saw this on a desk at work and it made my mind boggle a bit.  I wonder if this is how left-handed people look at the world EVERY SINGLE DAY.

OK, a little googling suggests that this isn’t actually a keyboard for angry left-handed people.

Rather, it’s designed to improve ergonomics by making it so that a mouse on the right side of your keyboard can be put closer so you’re not reaching as far every time you need to move the cursor – and, to be fair, I use the apple keyboard that doesn’t have a keypad at all for much the same reason –  but I like my initial impression better.

 

 

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Not sure what’s more amazing here.

I was in a Goodwill the other day looking through their selection of PC software.  I’ve found some surprising gems this way, though it’s become less and less necessary with the advent of gog.com.

Anyway, I didn’t find any software.  I did find a SMAP album for 4 bucks, and I figured 4 bucks was worth it for an hour of Japanese boy band music.

Don’t judge me.

I also found these six DIVX movies.

Now, this isn’t the Divx we all know and love; rather, they’re simply evidence of a brief dark period in history when Circuit City thought that they could make their own format of almost-DVDs.  If you don’t remember, the shtick with DIVX was that you’d buy a disk for 3 or 4 bucks and then watch it once and then pay another 3 or 4 bucks the next time you wanted to watch it, which met with massive market rejection for so many reasons.  I think a couple of companies have tried similar things since then, and they’ve also met with massive market rejection; they combine all the problems of physical media with all the annoyances of pay-per-view.

Anyway, the system shut down back in 1998 or so, rendering all DIVX discs utterly useless, which brings me back to my original quandary – I’m not sure what’s more amazing here: That someone actually bought a DIVX player to begin with, that they bought this many movies, or that they actually took 13 years to get around to dumping them on Goodwill.

They were five bucks each, by the way, which is pretty expensive as far as coasters go.  I thought about buying one just for the novelty, but that’s a lot to pay for the privilege of owning a piece of utter failure.

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I kinda want this bag

It’s not a purse, right?  Even though this person is carrying it as a purse?  It’s a bag, the sorts of which any man might be excused for wanting?

Screw it.  Purse or no, it’s pretty keen.

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Now what?

 

A gap of a month or so between posts usually means that I’ve gotten back into MMORPGs, and this one is no exception.  I’ve been sucked back into Everquest 2 with the release of the latest expansion, Destiny of Velious, which is basically a massive nostalgia fest for all of us poor bastards who were playing EQ1 back in the 2001 time frame.

Good gods, that’s been ten years.

Anyway, Destiny of Velious is only a half-expansion so far (they’re releasing the other half in a few months) but what they did get out the gate has been a lot of fun, even if I had to do a lot of leveling to catch up to the content.  It’s a complete gear reset sort of expansion – within about an hour of entering the first Velious zone, I’d replaced almost everything my character was wearing – which gives the developers a lot of freedom; they have established a sort of baseline of “this is what your character should have” which allows them to develop content accordingly.

Oh, and they added flying mounts, which is a massive game-changer for going back and doing any earlier content that wasn’t designed for players to have control over their Z-axis.

On the other hand, it’s designed exclusively for characters who are at least level 85, and even at that level you’re going to have significant problems until you reach the level cap of 90, so it’s not really a “bring people into the game” expansion.  By way of contrast, while the EQ1 Velious was a “high level” expansion, “high level” at the time meant that it was designed for people who were at least level 40 (with a cap of 60)

Oh, and I graduated from college.  That happened too.  And I got hugely sick twice, which wasn’t a lot of fun; my finals week consisted of me going into my Japanese final while running a massive fever and cough while sleep-deprived from too much EQ2.

Needless to say, I pretty much bombed the final (74% or so) and my term grade was a fairly pathetic B+

Still, it’s over and done with and now all I need to do is find a job.  I’ve applied for several technical positions at the local university and not had a great deal of luck, which is a pity – they’re pretty much the whole of the local economy – but the process has given me the motivation I needed to get my resume up to slightly higher standards and to take a hard look at the way I write cover letters, so I guess you can say that it’s been a positive experience.

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TROFF

A couple of weeks ago, I realized that I had some Best Buy gift certificates that were about to expire, so I went out to our local store to try to find something to buy with them.

I wound up coming home with the PSP tie-in game for Tron Legacy, because I’d read that it was, well, different from the console games, which were more or less universally panned upon release.

It is, for the record, different.

Problem is, it’s still not very good. It’s basically a collection of mini-games, where completing a game gives you a number of qualifying points which you can eventually use to unlock another set of mini-games where you can build up qualifying points again and so on, and that’s not necessarily bad – the original TRON arcade game was nothing but a set of four mini-games, after all – but for some reason I just wasn’t having any fun with most of them.

I DID like the tanks mini-game, because I’ve been wanting to drive around a Tron tank since roughly 10 minutes into seeing the movie for the first time as a small child, but the rest – lightcycles, disc battles, recognizer sequences – just didn’t grab me.

It’s also very poorly designed for a portable game. There’s a LOT of loading in Tron: Evolution, and it’s especially noticeable whenever you fail a match – rather than getting a “retry?” prompt, you have to wait for the game to reload the overworld screen, reselect the mini-game, confirm that you want to play that particular mini-game, wait for it to load, sit through the little intro animation for the mini-game…

Oh, and if you put your PSP to sleep, then wake it again, it for some reason assumes you’ve changed the memory card, so you have to sit through some more screens while you’re prompted to reselect the card & save file, confirm that it’s OK to overwrite it, blah blah blah.

Put simply, a proper portable game should be one you can take out of a pocket for a 15 minute bus ride, make some progress, and sleep your PSP again until your next bus ride, with minimal frustration. This particular game fails that test, and isn’t engrossing enough to make me want to put up with it.

On the plus side, it more or less looks like a Tron game should, and the music is pretty good, and they got Bruce Boxleitner to do some voice acting, so they got those bits right.

Oh, well. It was pretty cheap, even before the gift certificates, and I got to feel good about myself for actually buying a PSP game instead of downloading it which seems to be more or less the norm these days. Seriously, I was in a Gamestop the other day and one of the employees was telling a new PSP buyer that the first thing she should do with her new system is get custom firmware on it, and this is a store that is theoretically in the business of selling games.

But I digress.

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In which I triumph over the IT guy.

So, I do helpdesk sorts of things at work these days. It’s a pretty good gig, but I do have to put up with one IT guy who’s kind of a roadblock sometimes.

See, I have a Mac and a PC on my desk, and I mostly use the Mac for things, if only because it has a much better monitor than the PC and I’m more comfortable, these days, with OSX.

Thing is, the IT guy in question really doesn’t like Macs, and though he can’t do anything about the fact that we have a lot in the building, he can make them inconvenient to use.

Case in point: our internal firewall blocks port 3389 for most machines. This is the port that Remote Desktop uses. It’s unblocked for my PC so I can do remote support from the PC, but the guy won’t unblock it for the Mac.

I asked him about this a couple of times early in my employment, and his reaction was, well, derisive at best.

I toyed with the idea of spoofing the PC’s MAC address on the Mac, but I rejected that as a little too directly confrontational.

On the other hand, I realized yesterday that port 22 is NOT blocked from the Mac, and from there it took me about 10 minutes to get Cygwin installed and an ssh proxy running on the PC, and a few more minutes to figure out how to make all requests to 3389 go out through the proxy (Since Remote Desktop Connection on the Mac doesn’t use the SOCKS proxy setting) and now I have remote desktop connectivity from the Mac and, well, life is good.

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Random Number Generators

When I was a kid, up through about my late teens, I played an awful lot of pencil & paper RPGs.  It started with Dungeons & Dragons, of course.  A friend had the Basic Set – the “red box” that was the genesis of so many geeks – but we quickly outgrew that and went looking for more.  It was followed by AD&D, then Car Wars, Call of Cthulhu, Twilight 2000, Traveller, Gamma World, Rolemaster, Champions, Top Secret, and on and on and on.

These all needed dice.  A lot of dice.  Now, the hobby shops sold really nice dice, but I was pretty broke, so I made do with the dice out of introductory sets, and dice scavenged from old boardgames, and the occasional die from the hobby shop when I was feeling rich, and I kept them all in a Crown Royal bag that more-or-less epitomized the Height Of Cool as a teenager.

I still have that bag, and the dice.

Eventually I discovered girls other hobbies, sold most of my gaming books and stuck the bag ‘o dice into a box, and in general left the world of pencil & paper RPGs completely behind.

So it’s rather odd to find myself part of a gaming group once again.  It’s a good bunch of people – my wife and myself, another couple about our age, a friend from school and her husband, and two teenage boys.

One of the teenage boys keeps his dice in a Crown Royal bag.  It made me feel all warm inside to see it.

Anyway, being an adult, I can finally afford to have a nice set of matching dice. I actually thought about getting metal dice, but I realized that most of the gaming takes place around a glass-topped table and that I didn’t want to go accidentally chipping my host’s furniture, so I settled for “pretty”.

Being old: It has advantages.

 

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Sidekick: The Game

Back in August of 2009, out of a vague sense of obligation, I played through the first Jax & Daxter game.

My conclusion at the time was that it was, if not particularly overwhelming, at least OK.  I thought it suffered a bit from Enforced Wacky, to be honest; it felt like the game WANTED me to laugh but at the same time wasn’t quite up to MAKING me laugh.

For the sequel, I understand, they decided to turn the main character “dark”, which kind of reeks of “OK, we need to appeal to the crucial 12 to 17 year old male demographic, let’s uh make the main character all moody and stuff.”

So I didn’t even bother with the sequel.

I did, however, buy “Daxter” for the PSP, partially because it got simply amazing review scores – impressive enough that I don’t NEED to add “for a PSP game” to the end of that sentence – but mostly because Gamestop marked it down to $2.99 and I figured it had to be worth that.

I’ve been playing through that for the last couple of weeks, mostly in 15 minute stretches on the way to and from school.  It’s a pretty good portable game – it autosaves often, you can save anywhere if the latest autosave wasn’t recent enough, and it avoids having really long cutscenes.  Ready at Dawn gets some serious points for knowing how to design a game for a portable system, as opposed to making a straight-up PS2 port and calling it a day.

Much like “Jak”, Daxter-the-game turned out to be OK, but not great.  It did manage to pull off some genuinely comedic moments, and the final boss fight was frustrating only to the point of feeling tremendous satisfaction when I’d beaten him, not frustrating enough to make me want to hurl the PSP out the bus window.

Unfortunately, it also featured some really painful vehicle sections and really really terrible camera control.  I mean, it makes sense to map the camera control to the R and L triggers on the PSP, but it would have made a lot more sense if they’d mapped the R trigger to, say, “pan right” instead of “move the camera right, making the view pan left”.

Oh, and it takes camera control away from you during boss fights, which is great from the point of view of seeing the boss all the time but not so great when you’re trying to make jumps between platforms and the game won’t let you see which way you’re going.

Those gripes aside, I guess I did play through to the end, and the Enforced Wacky wasn’t nearly as omnipresent as the original PS2 game, and, uh, it was 3 bucks and gave me something to do during my commute.

B-, shows improvement.

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Nope, didn’t end well.

So, at the very end, Halo: Reach delivers exactly what it promised in the opening cinematic:  Your broken helmet lying on the ground and your character dead.

The trick that Bungie needed to pull off, then, was to make a game where you know the ending still worth playing through, and I think they pulled that off quite well.  You know from the beginning of the game that you’re fighting a losing battle, but you keep pushing forward, winning enough small victories to feel like you’re not giving up.  It helps somewhat that, if you’ve played the original trilogy, you know that it all ends well, but it’s the sacrifices on Reach that kick off the events of Halo 1 – you’re not getting to the eventual peace without paying for it in advance.

On that note, I thought they did a reasonably good job of making Reach seem like a natural lead-in to Halo.  It helps, of course, that it’s more of a universe-building sort of prequel rather than a character-origin sort of prequel – it doesn’t run into the same problem as something like Perfect Dark Zero, where you can’t be too badass inasmuch as it would ruin the opening of the original Perfect Dark.

Wait, let me take that back.  Both Reach and ODST have one unfortunate consequence of being released after Halo 3: They couldn’t really do any vehicle sequences to top the tank sequence from Halo 3.  Both games HAVE a tank sequence, but they just don’t live up to TANK BEATS EVERYTHING.

Alternately, Reach DOES score points for not featuring a Dramatic Vehicle Sequence as the final level.  It was getting kind of tired.  🙂

Special mention goes to the music, though that’s almost a given by this point.  The Halo series has always had an excellent soundtrack – I think it’s one of the things that made the first game stand out so much – so saying that Reach is “more of the same” is about the best compliment I can level at it.

I’ve heard a rumor that they’re considering releasing an updated Halo 1 in the Reach engine, and I’m looking forward to it.  Yes, I’m even looking forward to playing The Library again in HD.

 

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This won’t end well.

Within the first two minutes of starting Halo: Reach’s single player campaign, you’re treated to the sight of your helmet lying in the middle of a wasteland.

This is probably the first clue that things really aren’t going to work out for you.

After ODST, I probably shouldn’t have jumped directly into another Halo game, but the box was just so convenient and I couldn’t resist.  I was a bit worried that it might be just more of the same, but my fears turn out to have been unfounded.  After having played through the first four levels, I can safely say that while you’re shooting mostly the same aliens and you’re using mostly the same guns to do so and you’re driving mostly the same vehicles and so on and so forth, the two games are actually quite different.  You’re a Spartan in Reach, after all, not a “tough-but-not-quite-a-Spartan” like in ODST.

Oh, and after several games where you don’t fight Elites anymore, having them back in all their bouncy rolly ducking-into–cover-just-as-you-get-a-bead-on-them glory is equal parts joy and frustration.  🙂

I’m taking this game a little slower, though.  I’m at a pace of about a level a night, which turns out to be 30-45 minutes – just enough that I can honestly call it a “break” from homework rather than admit that I’m putting the homework completely aside.  Should have it finished in a week or so at this rate.

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