Sunday, January 2, 2011

I got an iPod Touch!

Photo provided by onlygizmos.com
2010 was one of the worst years of my life. College sucked. My love life sucked. A lot of things sucked. But, there is a light at the end of the tunnel. I got the one item I desired. An iPod Touch.

I bought the latest model, the one with the camera. It is the 8 GB model. I wanted the 32 GB model, but I could not afford it at the time. I could have just saved long enough to buy it, but I did not feel like waiting any longer. I needed the new companion like bread needs butter.

I have most of what I wanted this Christmas. I did not expect much. I believed I would just spend it with my family, get drunk and have a jolly good time with the faces I grew up with. I was right.

Have a happy new year everybody!

Monday, December 13, 2010

I'm about to get into a Paranormal State


Ryan Buell on the cover of his book, "Paranormal State."
My friend gave me my birthday and Christmas gift today. A copy of "Paranormal State," written by Ryan Buell and Stefan Petrucha. I fucking love the show!

Ryan is a guy I admire. He does what needs to be done and puts everyone before himself to help the clients featured on the A&E-hosted show of the same name. He also has strong beliefs in his personal views, which he does not hide.

I am only in the first few pages of the forward, but it sounds interesting from the start. It leads with Michelle Belanger, auther of "The Ghost Hunter's Survival Guide," meeting Ryan for the first time at UNIV-CON, a paranormal convention.

Hopefully, I will finish this book by the end of the month and I've a better impression, but I'm excited and I have only just begun.

Friday, December 10, 2010

Escapism Through Video Games and Why We Want To Lose Ourselves In Them

Courtesy of daniellewilmer on Flickr

Ever had the urge to escape your life? To leave what you know behind and enter someone else’s reality? Maybe you lost your job, perhaps your significant other left you, or you have a class that takes you to a new reality. You need that moment where you can just forget the world around you ever existed and enter someplace fantasy and different. Video games give us that means of transportation from reality to a place we can control, if for only a couple of hours.

Video games are a form of modern day entertainment. Without them, we lose something very vital to everybody’s existence: a gateway outside of ourselves. We lose a sense of immersion that keeps us going to work or class every day. Video games allow gamers to see into new insights on current topics by playing through the stories of totally different people; people that we will never become, but admire none the less. Video games allow gamers to experience new and exciting things that they would not dare to do themselves because there is an underlying fear that we have everything to lose by doing so. Games allow us to not be ourselves. To leave everything we worry about behind for bursts of hours or minutes.

Mass Effect, a role-playing action video game from developers Bioware, was a title that gave us the opportunity to not only be ourselves, but to amplify the people we want to be. Gamers take the role as Commander Shepard. Commander Shepard becomes a part of us. Shepard can be a man or woman, black or white. He is what we create. He is either an extension of us or the polar opposite. Playing Shepard gives us the journey of a life time as we become a hero and a seasoned individual. Gamers can choose to be evil, good, or neutral. Shepard lets us take on the persona of someone we always wanted to be deep inside. A person without a purpose; a person who does what he wants and aims to do what is right or wrong. The Mass Effect series ties together not only that benefit of being someone else for a change, it also gives us perspective on our actions we have, both in game and in reality. When playing Mass Effect, Shepard takes on assignments for people who he does not need to help, but he can choose to. These missions give not only experience points and credits, but the option to make decisions. These decisions signify your character and who you are. Shepard can kill a criminal or introduce him to the law enforcement and talk him out of his evil ways. There is free reign for what choices you can make and what experiences the player has. The viewpoints Shepard can experience are based on who you are or not as a person. You can see how criminals, government, and law enforcement work in a fictional situation. Shepard can have in-depth conversations with characters in the game that feel real and spooky. They give feedback people in the real world would give and they have beliefs and situations that you actually care about and can affect. The consequences of Mass Effect pour into Mass Effect 2 and that is where it really dawns on you that you have become this person and you have made decisions that count. If you spare the life of a crime boss and talk her into stopping the gang violence, she will become a social worker and help others get on new feet like she did.

The Sims is not as action packed as the Mass Effect series, but it still has the same qualities that allow gamers to steal themselves out of the normal and into a new life with new focuses and responsibilities. The Sims allows gamers to create a complex character from the start. You can change every aspect of your character’s life from their facial features to their career. You control what they do and when they do it. Gamers can escape the world where there is little to no control and invite themselves into a reality that they have all the power. They can have all the things they want come their way with the push of a button and without consequence. The thing that makes people come back to The Sims is that the molding players can do in the game can be addicting and fun. The Sims gives so much control and an environment that can be anything you dream, whether it is close to yours or not.

“Video games are real and reality, sometimes, is like a video game,” says Kurt Reymers, associate professor of humanities and social science at Morrisville State College. He uses video games as a way to interact with his students in an intuitive way in his Cyber Culture class. He understands the benefits people gain from playing video games and releasing themselves into them. “I think today, people see the virtual worlds as more as an idealized version of reality where you can be who you want and do what you want,” says Reymers. He believes that is what America wants: the freedom to do anything. He states the urge for freedom has slipped into all parts of society whether it is from a book, in a movie, or a video game. “People can meet out their ideal behavior; their ideal life,” said Reymers. He glorifies the idea that a lot of us want to “be the hero.” To him, the structure of video games is a part of what drives gamers to continue playing until they climb a social ladder, one step at a time, until they beat the game and come back to themselves and have a sense of success. Control is another big factor that makes gamers seek video games. “We seek to have control over that which we can and in many cases, the obstacles that are presented as a result of one’s social status, economic situation, troubles of life that people experience and don’t have control over can be soothed with that escape,” says Reymers. He compares video games to drugs. Both give the user an escape from their reality and brought into a “drug consciousness.” He says both also change the user’s perspective and awareness of reality. The users become unaware of the things around them. They are escaping into their own minds and stimulated by the flavors presented on the television screen or in the drugs. He notes that people can get so addicted to the virtual world that they don’t keep themselves healthy and in rare cases, have died from not keeping themselves away from the escape. He says that there is a form of ecstasy when playing in a virtual world that makes gamers so immersed in the world they are playing in. “You are embodying yourself into that avatar on the screen…you can, in some cases, fool yourself into being that avatar,” says Reymers. He brings up the idea that we play games in order to “play with identity.” We play to challenge our political and social views. He states some people can have some confusion when identifying themselves from their characters. He says we sometimes take on the role we play rather than going back to who we really are. Reymers recalls a story he read about a woman who got into a car crash and lost both of her legs. She took interest in a video game that allowed her to portray herself as who she was or who she is now. She chose to have no legs in the game and be herself. She ended up having an online romantic relationship with someone who accepted her for her. He told me he believes that video games can be therapeutic and another reason why people retreat into virtual worlds in order to get over their real world. Reymers states that video games are more appealing to some people rather than television or books and other forms of entertainment because of the social and story aspect, for single-player titles, that is integrated into video games. He believes that America tends to find and integrate new ways of adding to the social side of gaming and how we meet people in multiplayer video games. Reymers believes that everyone has a “core self” inside of every one of us that we cannot run away from or change. It is a part of every character we create to mimic ourselves. “I like the idea of a core identity referring more to the identity that we develop through that process and growing up, even though that’s not necessarily natural. In the past, there was the idea we have an n essential nature,” says Reymers. He goes on to referring to religion and how that “essential self” is the identity given to us by God, but disclaims that the belief has disintegrated over the years and now evolved to what we stated earlier about the “core self.” He says we can lose the core self. “You can lose that and one great way to lose that is not spend much time with yourself,” said Reymers. He says that going too in depth with the virtual world can lead to you losing yourself, even if the only reason you wanted to play was to escape; you become more of a prisoner to who you want to be and lose who you are as a person.

Reymers gave some good points about escapism and why we run towards video games when we want to get away from our daily tasks. Mass Effect and The Sims provide great examples of games that provide a sense of immersion that developers want and a way to escape and gain control for gamers. We all want a way to shed a new light on our lives. We are not special, but we want to be and a video game is the key we’re looking for to unlock who we really want to be.      

Sunday, December 5, 2010

Social Networking Gets Educational With Edmodo


My university uses Blackboard to keep the students and teachers connected. It does a pretty good job for what it does, but it does not invite communication between teachers and students. Edmodo seems to change that by mixing in social networking with education.

Edmodo allows students to interact with each other as they would with their friends and family on Facebook and Twitter. You just create a free account and the magic happens. Teachers can create groups where students can message them and get class materials.

It also works the other way around. Teachers can find useful items to enhance their classes and also interact with other teachers on the network.

To sign up is free, all you need is a group code from your teacher and you will be on your way to a new form of education.

Thursday, November 18, 2010

Tools I Use: Screenshot Apps

For all the blogging and posting I do online, I often need a photo that I can't take with a camera.  I may need a picture of some software running on my computer for a tutorial or for a blog post like this. Here is a list of the ones I use when I need a screenshot.


Awesome Screenshot

Ever needed not only a screenshot, but an annotated screenshot? Awesome Screenshot lets you not only take screenshots of a selected portion of your Web page, the visible part of it, or even the whole page, but allows you to write and draw on it. Say you want to point out something within the image, just create a pointer or a shape to highlight something of interest. You can event place text.  
Download Awesome Screenshot is currently available as a browser extension for Google Chrome and Safari. Firefox should receive a version in the near future.  


LightShot

Need something that gets the job done? LightShot does the trick and fairly well. You just select the portion of the screen you want as a screenshot and that's it. You have the option to upload it online, save it or edit it. If you choose to edit it, LightShot takes you to its custom online photo editor so you can make your edits and be on your way.
LightShot is available as a Firefox add-on, Chrome extension, Internet Explorer add-on, and desktop application and you can download it here.


Screenpresso 

A favorite app of mine because it works so well at what it does. You can create shortcuts for on the fly screenshots. Don't want to install it? You can use Screenpresso right the minute it finishes downloading, no install required. The need to save shots onto your hard drive is nonexistant with Screenpresso; it has its own memory bank to story your screenshot history. Email, edit, and share your screenshots with your friends, family, and co-workers. 

Download Screenpresso and give it a try. 
    

Monday, October 25, 2010

Robo Review: Castlevania: Lords of Shadow



Castlevania: Lords of Shadow is a unique title in the Castlevania series. It is different because it has all the things that made Castlevania titles the classics they are today, but does not entirely play itself out as a part of the series.

The game includes old elements, like numerous weapons that can hack your enemies and integrate with the world around you, intriguing puzzles that are rewarding, and deep characters that could hold a place in your library of interesting people. Also, I forgot to mention there are ferocious demons waiting for you in every damn section waiting to rip heroes apart.

The story in this game is actually told in a very fluid way and the voice acting is pretty good to say the least. Patrick Stewart lends his vocals to the story as the narrator and friend of Gabriel, the hero of the story. Really, who wouldn’t want to spend three minutes listening to the gripping tales between every level told by the enchanting Patrick Stewart? Nobody. The classic battle of light vs. darkness is slurred as things are not always as they seem. The game also focuses towards the tragic take on love as Gabriel looks for the killer of his beloved wife and childhood sweet-heart, Marie. While also completing the dangerous task of killing all three of the retched Lords of Shadow before they decay the world even more than they’ve already done. For the technical people, like myself, who want to keep track of how many levels they are going through, there are ten chapters with sub-chapters within each. The game is two disks long and it has to be said, this game takes time and patience to master, even on the easiest difficulty.

The combat is reminiscent of God of War and Shadow of the Colossus, but unlike the story, the game play outside of hacking and slashing foes, has a pace I could not keep up with. As with most of the Castlevania games, Gabriele starts off with a special whip contained within a large crucifix.  It can be upgraded to suit a new fighting style or help advance within the story. Combos can be bought and upgraded by points earned either from completing different puzzles or finishing a chapter and sub-chapter. Just hitting the close and range attack buttons are not going to get you anywhere though; combining the shadow and light magic earned early within the game add to the formula and the fun. With the light magic, Gabriele can attack foes and gain health back at the same time. Where as the shadow magic increases attack damage and has its own unique combos. Other tools for beating demons and other mystical creatures to death can be found throughout the game, after or before defeating a special boss at the end of each level.

 A majority of the game relies on quick button presses, which I frown upon seeing it as a lazy part of the development. But there are other bosses who are quite unique, they are known as the Titans. These titans and other large creatures add some change to the dynamics of bosses in this game, because you need to find a way onto them and hitting their weakest points without falling off. It adds a sense of vertigo and space when fighting them, because of their enormous size and power. Gabriele can also mount beasts he defeats within the game. They can be used as weapons or used to platform to places Gabriele cannot normally reach.

The platforming, puzzle-solving and adventuring aspect of Castlevania: Lords of Shadow are quite fun, but a bit linear and fast-paced. When roaming around the world hunting down mighty demons, Gabriele tends to move at a very fast pace. Stopping, actually felt like I was breaking the flow of the game, but at the same time it gave me a chance to look at the beautiful scenery and find all the collectibles.

The collectibles range from health and magic upgrades to scrolls held by dead soldiers. These scrolls, give some small side story as to who these deceased warriors were and why their bodies lie lifeless in the world. They also give hints as to other collectibles and are something fun to read, even if they are not as well written as witty poetry. The puzzles are quite clever, but nothing gamers haven’t already seen before. They can be as simple as a fetch quest, to the more complex ones like reflecting a stream of magical light to the several mirrors in order for it to hit the right target and get Gabriele on his way. The scrolls held by dead soldiers can also hold hints towards these puzzles, but at the cost of losing experience earned from completing the puzzles on your own.

Castlevania: Lords of Shadows sets itself apart from the rest of the Castlevania series by giving gamers fresh characters with a good, well-told story and exciting, finger-twitching combat. The puzzles are well thought out, the adventuring is fun, and the scenery is beautiful if you stop to take a gander. LoS is an engaging experience and one truly worth investing in. If not for the moments, then do it for Patrick Stewart.      

Sunday, September 26, 2010

Robo Review: Halo Reach



Halo: Reach is, by far, the best Halo experience to have been released on the Xbox platform. Halo reach is a top nominee for game of the year with seriously beefed up graphics, great first person game play, and a story which has some serious emotional weight to it.

Bungie created a whole universe with Halo: Halo Reach adds to the story with a view of what went down before the events of Halo: Combat Evolved. It tells the tale of Noble Team and their struggle to save humanity from the gloom of the Covenant, an evil race of aliens bent on wiping humans from the face of the galaxy. It’s not a spoiler to say that this game is a prequel. And most people who read the Halo novels know that Noble Team does not succeed in their mission and Reach is lost forever. Still, it is a quality story and something that should be examined. How Noble Team, the last few of the super-soldiers known as Spartans, lost the fight to the covenant and how the infamous Master Chief’s tale began.

The campaign is as you’d expect from a Halo game. On easy, you’ll be blasting the hell out of Covenant scum for 10 missions. On legendary, you’d be wishing you never held that controller you almost slammed on the floor. The difficulty doesn’t let down for anything, and on harder difficulties, the enemies seem almost psychic as to your whereabouts.

The difficulty may be the same, but some of the new features may be exactly what Halo fans have been wanting. There are now assassinations. Instead of a regular one hit assassinations to the back of the head, if the player holds the melee button long enough behind an opponent, an assassination that takes about a few seconds happens. You can’t move during the motion, but it one cool way to catch enemies off-guard. This feature is available to Spartans and the Covenant during multiplayer.

There also small tweaks to the game like switching different bullet types on certain weapons like the brand new Saber, which is a very different flying vehicle we haven’t seen in a Halo game yet, but it’s only available for one short level, which is really saddening seeing as it is one of the most fun levels in the game. All the levels in the game are places where you’d want to be, not like Halo 3 or Halo 2 where some levels just went on for way too long.

The biggest change to Halo: Reach is that you are not Master Chief. Instead, you play as Noble 6, the newest recruit to the Noble Team. He can be customized to the players liking, from armor variations, color, emblems and even gender. Master Chief was a one-liner spitting, bad-ass soldier of few words. Noble 6 is a Spartan trained to kill, but also trained to follow orders and get the job done.

Halo multiplayer has also stayed the same, with a few new modes and tweaks. The new invasion mode has Spartans vs. Elites in a battle for protect and destroy. Forge mode, the map creation tool integrated into Halo 3 has been beefed up to allow new maps to be created for custom multiplayer mayhem. Co-Op has stayed in for the campaign and a future update will allow for more options in that area including online Co-Op.

Firefight mode from Halo: ODST has been added to the mix and has become exactly what it should have been. It has many more levels to play on and enough customization to leave players shooting unlimited rounds from a rocket launcher for hours or playing for an unlimited amount of time seeing who can kill the most covenant. 

Halo: Reach may be one of the last Halo games Bungie will make, and even if that may be as sad as the knowledge that the story ends on a rough note, it is still one of the most enjoyable experience Bungie has ever pushed out.