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We the Living

I’ve given up, and I’m not afraid. Only there’s something I would like to understand. And I don’t think anyone can explain it. You see, I know it’s the end for me. I know it, but I can’t quite believe it, I can’t feel it. It’s so strange. There’s your life. You begin it, feeling that it’s something so precious and rare, so beautiful that it’s like a sacred treasure. Now it’s over, and it doesn’t make any difference to anyone, and it isn’t that they are indifferent, it’s just that they don’t know, they don’t know what it means, that treasure of mine, and there’s something about it that they should understand. I don’t understand it myself, but that’s something that should be understood by all of us. Only what is it, Kira? What?

Ayn Rand, We the Living

GTA: Vice City

It's good to be back!

Last week I had one of those urges that only a pregnant man can have, to step back into the shoes of Tommy Vercetti and relive the delights of Vice City. This 2003 Rockstar outing was easily one of the best games I ever played, everything about it simply oozed style and polish. It’s almost as if the developers took a standard checklist of things that get rated in a game, made sure every area got given the works, and then spent the rest of their time filling in the gaps. Because it’s exactly that which nails it for this game, the attention to detail that makes playing Vice City like stepping into the ’80s: the clothes, the music, the cars, the giant mobile phones, heck, even the intro scene features the game being loaded on a Commodore 64. Rockstar’s particular sense of humour is also here to see by the bucketload, from the tongue-in-cheek nature of some of the missions, through the fantastic dialogue and hilarious radio stations, to the small jabs and puns that little the streets of Vice City.

All of which is without even touching on the gameplay. Sitting firmly in the sandbox genre, Vice City gives you a wonderful feeling of being able to go about things your own way. Goofing around, stealing cars, running from the police, there’s plenty to do in the game when you aren’t really doing anything! But fortunately that doesn’t mean that Rockstar skimped out on the main storyline, which is by all means fantastic, and features all sorts of mission types, from starting riots, racing through the streets, to knocking off banks and delivering numerous methods of ‘persuasion’ to various denizens of the city. Aside from the main plot, there are plenty of other side missions and extras to discover, which add ample distraction to the standard mayhem generally meted out whilst driving between missions.
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Wo blieben wir alle?

Meine Gedichte brauche ich dazu nicht mehr; in meinen Bücherregalen ist das alles viel besser gesagt. Aber was würde mit einem passieren, wenn das schon ein Grund wäre, etwas aufzugeben? Wo blieben wir alle? So schreibe ich weiter, doch oft genug erscheint es mir grau und papieren gegen den Abendhimmel, der jetzt über den Dächern weit und apfelfarben wird, während der violette Aschenregen der Dämmerung schon die Straße füllt.

Erich Maria Remarque, Der schwarze Obelisk

Ten reasons Valve’s Steam fails to live up to standards

Steam

I’ve been using Steam for a fair while now, in fact pretty much since the beginning, and have seen the program grow on from its fairly humble origins. There are now hundreds of titles available, including games from big-name publishers and independent game houses alike, and the usual crashes and quirks that afflicted the early releases are pretty much gone. Nevertheless, there are still a number of key areas in which Steam continues to live up to standards, at times making using the system a bit of a nightmare. This is a list of some of those issues which in my eyes prevent Steam from becoming a really top class product, delivering everything the platform really promises. Some of these issues admittedly have their origins outside of Valve’s headquarters, but the way in which they are dealt with only compounds the problems further, for both customers and clients.

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Intelligence² Catholic church debate: Transcript

The Intelligence² group hosted a debate in the Methodist Central Hall, Westminster, in October, considering whether the Catholic church is a force for good in the world. Speaking for the motion were Archbishop John Onaiyekan, the Roman Catholic Archbishop of Abuja, Nigeria, and the Rt Hon Ann Widdecombe, Conservative MP and Catholic convert. Speaking against were Christopher Hitchens, writer, broadcaster and polemicist, author of the bestselling book “God is not Great”, and Stephen Fry, actor, comedian and television presenter. The debate was presented by Zeinab Badawi.

Since the new Intelligence² website appears to have done away with transcriptions, I’m publishing this one here. Please note that this is an entirely unofficial transcription, so any mistakes are my own. The full video can be found on the official site, as well as on YouTube.

Before After Change
For: 678 268 -410
Against: 1102 1876 +774
Undecided: 346 34 -312

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Ireland’s sons

Ireland may have been the land that saved western civilization,1 and certainly enjoyed a period of setting priests alongside agricultural products as the major export, but that’s not to say that nothing good came out of the experience. Their perhaps unique relationship with the Catholic church has put Irish comedians in a wonderful position, and combined with a deep love/hate relationship with the English, provides a rich source of material for us all to enjoy. Republicans, Catholics, Patriots, Atheists: here are some of my favourites of Ireland’s sons.

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  1. À la Thomas Cahill, How The Irish Saved Civilization: The Untold Story of Ireland’s Heroic Role from the Fall of Rome to the Rise of Medieval Europe. []

Profit for free

Pay for free

Dungeons & Dragons Online: Play for free

How do you turn a free product into a profitable enterprise? That’s normally the challenging issue to be faced in today’s increasingly competitive online market. Internet giant Google continues to have issues attempting to monetise its expensively acquired YouTube daughter. Yet game developer Turbine is looking to do exactly the opposite, converting their current business model into a subscription-supported free product. But does ‘free’ pay?

It certainly appears that Turbine’s decision to offer their MMO Dungeons & Dragons Online for free has paid off. Hundreds of thousands of new players have signed up to take advantage of the new offer, and despite the ‘free’ price tag, subscriptions are up 40%. In addition, many players are taking advantage of an in-game payment mechanism to buy additional items and open up new sections of the game. Previously the game had required players to pay a one off purchase price, followed by a monthly subscription fee. Now just about anyone can download the game and be playing within half an hour, paying or otherwise. Turbine also maintain that some players are paying even more per month than the previous subscription fee alone, removing an important cap on how much individual players could pay into the game. Rather than seeing players who play without paying as freeloaders, Turbine are confident that such players bring their own benefit to the company, generating interest, advertising via word-of-mouth, and thereby generating new subscriptions and one-off payments.

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