Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Thursday, December 5, 2019

Holiday Gift Guide: Games (All Kinds!)

It's the most wonderful time of the year... for people who aren't me. I am basically the Grinch. I hate people feeling like the have to get me something, so Christmas is basically my own personal hell (as is my birthday, which is a closely guarded secret because... I really hate my birthday). But for the rest of you, GIFTS! And I do love giving people gifts, and I love games, so:


Just One by Repos  (Recommended by Mikey)

This has quickly become the party game at my house and it is equally entertaining for both of my kids and all of my adult friends. It is a cooperative word guessing game that forces you to provide one word clues to the active player. The twist is that if multiple people write the same word the active player does not get to see the clue. This game takes about five minutes to teach, 10 minutes to play, and is a hoot. I have yet to complete a round of the game without the group wanting to run it back in order to improve on their score.





Untitled Goose Game (Recommended by Adri)

It will come as a surprise to nobody that Untitled Goose Game is my pick for a video game gift this year. This year's most memeable game, from indie developer House House, combines elaborate stealth-based mechanics with the aesthetics of a rural English village, and puts you in the shoes (well, the webbed feet) of a horrible goose completing a number of tasks to mess with a series of villagers. Featuring four main areas for mischief which open up into an increasingly elaborate world, its a game whose puzzles are satisfying and unrepentantly sadistic, with a great flow through the "level-based" tasks and into more elaborate post-game tests. There's also plenty of fun to be have in tasks which serve no in-game purpose apart from the pure-hearted joy of being a goose, and while this isn't quite Breath of the Wild levels of "exploring the world because its there" content, it's still a diversion that can be returned to even once your goose to-do is all crossed off.

Not only is it one of the best times I've had playing a game ever, the goose game's charm is wide ranging and, despite the rampant sadism, great for all sorts of gamers. Its also an experience that rewards viewers as well as players, meaning that you can give it to somebody you actually intend to spend Christmas day with, knowing that if they decide to play it in your company you'll get a kick out of watching their beautifully-scored slapstick antics. Plus, I cannot think of anything more festive to balance out the capitalist consumerism of Christmas than with the socialist anarchism of the Horrible Goose - especially if you've got one of its friends on your festive menu.





Tiny Towns by Alderac Entertainment Group (AEG) (Recommended by Mikey)

This game might be my current favorite gateway game on the market. In Tiny Towns, you are the mayor of a....wait for it....tiny town. As mayor you are responsible for populating your town on a 4x4 grid in an attempt to make the best town in the world. It plays 1 to 6 players and has zero down time regardless of player count. This is what makes the game so engaging and entertaining. The basic premise is that you will take resource cubes, align them on your grid to match the patterns on various building cards. Once you match a pattern, you clear the cubes off of your board (freeing up space for future cubes) and replacing one spot with the building you completed. Space on your board becomes a valuable commodity as it fills out and the spatial element of this game is extremely well done. When you are the active player you get to dictate what resource will be active for that round granting you a significant advantage as everyone else has to place that resource on their board as well. Do you focus on your town, or try to stick it to one of your opponents by giving them a useless resource? This game plays extremely fast, is quick to learn, and has a wide variety of building card combos giving it a ton of replayability.




Control by Remedy Entertainment (developer) (Recommended by Brian)


Glue together LOST, The X-Files, internet creepypasta, House of Leaves, and Max Payne, and you’ll get something looking like Control. Control is a supernatural third person shooter that puts you in the otherworldly offices of the Federal Bureau of Control. You use your magical weapon (a gun that transforms into other guns) and psychic powers like telekinesis to fight an awful lot of possessed Bureau employees. The action is as fun as you’d expect from the makers of Max Payne, but the game really shines in its setting. Control is jammed full of tons of weird internet horror. It has collectables worth collecting, documents worth reading, and the Remedy signature TV show within the game, The Threshold Kids, is truly creepy. It’s an excellent blend of action game and horror setting.

Control is available on PC, Xbox One, and Playstation 4. 





Observation by No Code (developer) (Recommended by Brian)

It’s been a banner decade for games where you play with security cameras, and Observation may be my favorite of them. You play the whole game from the point of view of an on-board AI on a space station. Something bad happens and you have to help your crew figure out what happened and how do you all survive. Observation is third person horror. Bad things are happening and you’re mostly resigned to watching it. But it’s not completely passive, you do get to manipulate station objects, like opening doors and working with the station’s computer systems. It’s good looking, well-paced, and doesn’t require twitch reflexes to enjoy. 
 
Observation is available on PC and Playstation 4.


Blood Bowl by Games Workshop (Recommended by Dean)

I gotta tell you... I sort of forgot about Blood Bowl. For years, my local game group had a league and it was a blast and then my life took me away from there, and, well, you know how that song goes. Now established in a new area, with new gaming friends, I found they had never heard of Blood Bowl. I find myself telling you, gentle reader, the same thing I told them: I don't know how to explain it.

It's so stupid.

It's so fun.

It's football.. with fantasy characters. And blood. And you get to level up your team with stupid, awesome upgrades.

Just buy it.



Please Help Me
X-Wing (second edition) (Recommended by Dean)

Did you like how, at the beginning, I was all "I'm not selfish" and then all my picks are for things that benefit TWO people? Does that make me a good person, or bad? Either way, make no mistake: Buying someone this gift is a curse. You have doomed them for life, and the only reason you should do it is if:

A) you really hate that person

or

B) you already have a crippling X-Wing addiction of your own.

But, yes, buy them the core set. It has an X-wing and TWO TIE fighters, which should allow for many hours of gaming fun! Except, your squad will be better with another X-wing! Or a specialty TIE! OK, yeah, that works, but what your squad REALLY needs is... you see where this is going.

I need more X-Wing stuff, is what I'm saying. Or an intervention.


-DESR

 Dean is the author of the 3024AD series of science fiction stories. When not holed up in his office tweeting obnoxiously writing, he can be found watching or playing sports, or in his natural habitat of a bookstore

Wednesday, March 1, 2017

Introducing...DYSTOPIAN VISIONS


Dystopianism is back in vogue. 1984 and The Handmaid’s Tale have both recently topped bestseller lists, with other classics making appearances as well. The reason for this sudden surge of interest should be no mystery; science fiction is, after all, a reflection of our hopes and fears for the future, and fear undoubtedly rules the present.

Yet dystopia—or, more accurately, dystopianism—never really went away. Indeed, in the 96 years since Yevgeny Zamyatin published We, authors working inside and out of genre have offered a broad spectrum of dystopian visions. Many are quite distant from the statist nightmares imagined by Zamyatin, Huxley, Orwell, Bradbury and Atwood. Postapocalyptic fiction, for example, presents readers with a stateless dystopia, in which the collapse of the modern state redefines the human life as nasty, brutish and short. And gritty or grimdark fantasy is arguably another form of dystopianism, where societies are marked by the arbitrary use of violence and a near constant state of war. Meanwhile, the classic statist dystopia has ruled the burgeoning YA space for nearly a decade—first with the breakout success of Suzanne Collins’ Hunger Games trilogy, and followed by the popular Divergent and Maze Runner franchises.


Dystopianism, Broadly Defined

This broad definition may surprise some readers, or strike them as unreflective of established convention, which holds that dystopian fiction relates narrowly to life under oppressive states. This convention exists, however, for strictly historical reasons.

Dystopianism, in essence, emerged as an inversion of utopianism, a fictional style with roots in philosophy (think Plato) that grew in popularity alongside the Romantic movement of the late 19th century. At that time, growth in literacy, global connectedness and faith in the notion of scientific/technological progress were fueling interest in a broad range of idealistic movements, from the individualized (e.g. liberalism and democracy) to the communal (e.g. nationalism and socialism).

Unsurprisngly, most romantic works of utopian fiction are political treatises barely disguised by their science fictional clothing. Take News from Nowhere by William Morris (1890), in which the Victorian protagonist wakes to find himself in a post-scarcity future marked by socioeconomic egalitarianism, volunteerism and communal rather than state authority. The central idea, then, is to use science fictional extrapolation as a mechanism through which to explore what society could be like if only certain (great) ideas would be implemented.

Zamyatin, who authored the first modern dystopia, simply took this formula and reversed the polarity—telling the story of atomized individuals trapped in a Marxist-Leninist nightmare desperately seeking to assert even the most rudimentary form of individualism. Huxley followed with Brave New World, where eugenics, corporate “Fordism” (i.e. labor mechanization) and psychosocial manipulation achieve the same effect. Orwell’s 1984, the most widely read of the three foundational texts, combines elements of both earlier works. And all three reflect the deep anxiety, embedded in the 20th century zeitgeist, of a mechanized terror that reduces individuals to cogs in the machine.

Later dystopias play a similar role, albeit reflecting somewhat different conceptions of the oppressive state. Fahrenheit 451, published at the height of McCarthyism, takes place against a backdrop of anti-intellectualism and the criminalization of knowledge; and The Handmaid’s Tale, published at the precise moment when fundamentalist Christianity became a force in U.S. electoral politics, imagines class and gender oppression in a science fictional theocracy. Like their forebears, these books follow the established protocol of juxtaposing the individual against oppressive state and society.

But is statism really intrinsic to the concept of "dystopia?" I would argue that no—it’s not. Rather, this is defining a genre by its tropes, which Ian Sales has rightfully critiqued as a rationale for defining genre boundaries. Instead, I’d argue that dystopianism is defined by the extrapolation of our sociopolitical nightmares onto invented worlds, whether they by futuristic or fantastic. Dystopianism, furthermore, exists for the express purpose of theorizing about the present. Thus dystopianism can and should encompass other forms of extrapolation beyond those portrayed in the classic dystopias.


Stateless Dystopia

While one group of 20th century writers envisioned futures defined by terrifying, statist modes of oppression, another began questioning what would come after nuclear war, pandemic disease, ecological extinction event or anthropomorphic environmental disaster. These works are commonly labeled postapocalyptic, in reference to their “creation event,” but nearly all center on forms of precarity engendered by a breakdown of political and social institutions (rather than their repurposing for oppressive means by a modern state apparatus). In other words, stateless dystopia.

Postapocalyptic fiction is not always straightforwardly dystopian. The subset of “cosy” postapocalyptic fiction, best exemplified by Earth Abides, is distinctly utopian—cheerfully (some might say naively) imagining better worlds built off the ashes of this one. Others, like Octavia Butlers Parable of the Sower and Emily St. John Mandel’s Station 11, juxtapose the extreme precarity and threat of living in stateless spaces with the indomitability of the human spirit and its creativity in adapting to circumstances. And other works, like Alas Babylon and On the Beach, have too short a time horizon to really explore what comes after.

Most works of postapocalyptic fiction, however, present the reader with straightforwardly bad places where bad things happen as a matter of course, and as a consequence of the collapse of both political and social institutions. Like The Road, in which a boy and his father navigate an inherently violent and threatening post-disaster landscape; or Marcel Theroux's Far North, where the prevalence of such landscapes enables the would-be architects of a more traditionally Orwellian nightmare to begin construction of such a state out of the chaos. The absence of the state is what defines these envisioned futures as dystopian.


Fantasy Dystopias

While dystopianism is most commonly associated with science fiction, there is a distinctly dystopian streak evident in fantasy—especially in fantasy’s recent, gritty turn. Glen Cook’s pathbreaking Chronicles of the Black Company centers on a mercenary company warring on the side of oppressive tyranny against a fanatical religious movement. A Song of Ice and Fire presents a world in which violence is arbitrary, cruel and ever-present. And Steven Erikson’s Malazan Book of the Fallen is replete with dystopian themes of misery, corrupt, falling societies and cultures, and endemic warfare.

Dystopian themes are also evident in epic fantasy that isn’t normally classified as gritty or grimdark. Take Brandon Sanderson’s Mistborn series, which is set in a fairly classic statist dystopia, or N.K. Jemisin’s Dreamblood series, with its society focused on harvesting dreams, the most powerful of which are found at the moment of death. Those who are deemed too corrupt or elderly to contribute to society are killed by the Gatherers, their dreamblood extracted in the process..   

And one could equally argue that the bulk of traditional epic fantasies, in which stable polities are threatened with the unending terror of conquest and subjugation by malevolence, are animated by fear of dystopia! However, unlike Mistborn, few actually examine what life is like under said malevolence. Yet dystopia looms nonetheless.


Dystopianism in Young Adult Fiction

While dystopianism is evident in these corners of adult-focused genre, it practically rules the burgeouning YA space. This began in 2008, when Suzanne Collins’ Hunger Games trilogy emerged to fill the popular void left by Harry Potter. Though derivative (of Battle Royale especially), Hunger Games became a bona fide sensation, leading to a high profile film series and numerous imitators—many of which, like Divergent or Maze Runner, are now multimillion dollar franchises themselves. And postapocalyptic YA, most of which fits into our category of stateless dystopia, is nearly as popular among YA readers.


Dystopian Visions



This series, conceived of as a sequel to Cyberpunk Revisited, seeks to explore questions of what dystopianism is and what purpose(s) it serves. What are the tropes and conventions of modern dystopian fiction? How have dystopian visions evolved over time, both in terms of approach and theme? And what do dystopian visions about the points in time and space in which they are written?

Equally, we will ask questions about why we like to read about dystopias. Is it possible that we even find them comforting, and if so, why?

Finally, but perhaps most importantly, we will consider dystopianisms’s complex relationship to its forebear, utopianism. We will explore works where dystopianism serves to negatively define utopia, as well as those where dystopia and utopia are presented side-by-side. Just how essential or intrinsic is the concept of utopia to that of dystopia?

We will explore these and other questions through a series of essays and dossier-style reviews, including of works not commonly associated with dystopianism, but which present dystopian themes. Our dossiers will have the following subheadings:

Filetype: whether the work under review is a book, film, game, etc.

File Under: whether the work presents a statist, stateless, fantasy or hybrid-form dystopia.

Executive Summary: summary of the plot. 
Dystopian Visions: discussion of dystopian themes/content present in the work. 

 
Utopian Undercurrents: whether and to what degree the work's dystopianism underlies a utopian understanding of politics, society, etc. 
Level of Hell: a quantitative rating of how terrible the presented dystopia is, from first to ninth—with an explanation of the rating.

Legacy: the importance of the work in question within its field.

 
In Retrospect: an editorial commentary on how good/not good the work is, from the vantage point of 2017.
Interspersed with these dossier reviews, we and a selection of guest writers will explore how to contextualize dystopia and dystopianism within literature and other media, as well as the moments in time and space when it has surged forward into popular consciousness.

The 1980s represent one such period. The Empire in Star Wars, one notes, is essentially a statist dystopia, while George Lucas paid more direct homage to his literary forebears in THX1138. For that matter, nearly every action/sci-fi flick from the '80s takes place within, or makes reference to, dystopian futures. So do the most memorable science fictional comics of the day: Judge Dredd, Akira, Days of Future Past, V for Vendetta, etc. And cyberpunk is arguably dystopian as well.

Similarly, we will try to understand what social and cultural factors may have fueled the emergence of YA dystopias during the 2000s, or how current world geopolitics might alter our view of dystopianism in entertainment media. Conversely, we will ask whether interest in dystopia necessarily reflects underlying concerns with the direction of the world, or whether one may talk of dystopia in purely aesthetic terms.

In the end, our goal is to come to some sort of understanding--messy as it may be--about what dystopianism is and why we are attracted to it. And, of course, we hope to have fun in the process.

Dystopian Visions will run through March and April, 2017, with stories posted every Monday and Wednesday.



Wednesday, December 21, 2016

Holiday Gift Guide: Games (of all types!)

Winter is the perfect time for gaming. It's cold and wet outside. You've got time off for the holidays. Friends and family are around. So get together and enjoy some games of all types! We've got some of the very best here in our Games gift guide. Check them all out, and share the love!


Mike: for the battling wizard in your life


Harry Potter: Battle of Hogwarts
USAOpoly

I had a chance to watch other people play this title at Gen Con this year and it immediately jumped to the top of my most wanted games.  One thing my family enjoys greatly is playing cooperative games.  It is easier for the kids to lose together and it is extremely satisfying to win a game together.  My kids (ages 9 and 6) just finished the fourth book so this game is timely for us. Having said that, I wanted to make sure that I didn't spoil anything for them playing this game.  One thing that is brilliant about this game, is that it is divided up into 7 games, with the cards from those games lining up with the corresponding book. This system also allows the players to decide on what difficulty level to choose.  Much like the books, the game starts off simple and then really ramps up after he who must not be named comes to power.  The game is a deck builder, and games 1-3 almost serve as a tutorial for those who may not be familiar with this style.  More experienced players will want to start at least in game 3, but the way the game is organized it is easy to revert to any previous game depending on who you are playing with.  The components for this game are phenomenal (my son mimics the motions on the spell casting cards) and this is a must buy game for the whole family.


brian: for the demon slayer in your life


Doom
Bethesda Softworks

Doom was my favorite game this year. There were plenty of opportunities for it to go wrong, but it succeeded magnificently in making a new game with respect for the original's legacy. This may be a new game with new mechanics but it's still fast paced action focused on movement and utter demon destruction. The gameplay loop of shooting and executing demons to get health promotes the kind of in-your-face action that was so prevalent in the first two games and has since been discarded by much of the FPS genre. There is no cover in Doom. You will not wait for your health to recharge. You will not pop and stop. You will kill demons. You will make them fear you. You're going to fight like hell.


Shana: for the nostalgic gamer in your life

The Oregon Trail Card Game
Pressman Toy

Okay, full disclosure, I don't actually own The Oregon Trail Card Game but a friend of mine received it for his secret santa and has been sharing how much he is loving it. Now I'm obsessed with getting it for myself and thought others might like to know about it as well. It is for 2-6 players and a full play through will take about 30-45 minutes, allowing for multiple attempts to blaze The Oregon Trail successfully in an evening. I adored this game in the computer lab of yesteryear, and I can't wait to enjoy it once again!


Joe: for the person in your life who wants to stab everything


Dishonored 2
Bethesda Softworks

I'll be upfront with this: I neither have played Dishonored 2 nor do I own a PS4. So, why recommend the game for this gift guide? Simply put, playing the original Dishonored earlier this year was one of the most sublime gaming experiences I have had in some time and finding out there was a sequel was almost enough to cause me to buy the next Playstation just to play Dishonored 2. The original is nearly perfect, offering multiple ways to achieve your objectives and I highly recommend you play that, too, but Dishonored offers so much promise and is so good that regardless of whether or not you choose to play the original, Dishonored 2 is an essential game. 


Mike: for the competitive stargazer in your life


Starfall
IDW/Pandasaurus Games

This game had quite a bit of buzz leading up to its release and I am happy to report that the early praise was well deserved.  The mechanics of Starfall are very simple and easy to learn, but the decision making process each turn will hurt your brain in a good way.  Players assume to role of astronomers who are competing over who can identify the most elaborate formations in the night sky.  On your turn you have three options.  You can either add a new sky tile to the board (if there is room), bump the price of a sky tile down, or purchase a sky tile to add to your collection.  You earn various multipliers depending on what is on your sky tile, so it becomes a difficult choice in terms of when to buy.  Players have a fixed amount of money in which to spend and once it is gone it is gone. One of the players who I played with at a launch event described the game as "elegant" and I couldn't agree more.  Easily one of the more mechanically sound games I have ever played and one that is sure to spend a lot of time at the table at my house.


brian: for the adult you want to introduce to games in your life


INSIDE
Playdead

If Doom is the game you get for adults who used to play action-y video games, INSIDE is the game you get for adults who've never played video games. INSIDE's simple controls allow the player to pay attention to the beautifully crafted game world. It's a grim game, but it's impossible to put down once you've started. INSIDE makes one of the best cases for games as art. It tells a story without uttering a single word, and does so in a way that wouldn't have worked as well as a simple movie. What makes it work is that you're a part of it. It's a short experience, but it's powerful and grim and should be played by everyone.


***

POSTED BY: brian, sci-fi/fantasy/video game dork and contributor since 2014

Monday, February 9, 2015

Introducing...CYBERPUNK REVISITED

I'm highly susceptible to nostalgia, especially if that nostalgia references the formative decade of my life--the 1980s. Sure, '80s nostalgia has been done. And redone. And then done again. But let's be frank--the decade is like a golden goose for the nostalgia-inclined. I mean...


So it was with some glee that I grokked a budding nostalgia movement for cyberpunk, the path-breaking science fictional literature of the 1980s--the one that gave us terms like "cyberspace" and predicted the rise of hacker collectives and online corporate espionage. The one that envisioned a future marked by endless, inescapable urban sprawl, in which transhumanism and cybernetic enhancement would become commonplace, multinational corporations would grow autonomous from the control of national states while the states themselves withered away. And the one that birthed a million tropes, from "jacking in" to virtualized data fields via a physical plug to the head (typically located on one side of the requisite mohawk) to the ubiquity of...er..."street samurai."

Clearly while some elements of cyberpunk are as plausibly futuristic now as they were thirty years ago, and other things have already happened, certain visions of the future feel, well, a bit silly from our 2015 perch. So what is it like to (re) read Neuromancer or Mindplayers in 2015? What are the enduring legacies of cyberpunk--in literature, film, music or popular culture? This series, which will unfold over the course of an as-of-yet-undetermined period of time will explore these and other questions. It will envelope many of our bread-and-butter post series: reviews, We Rank 'Ems and an episode each of Blogtable and Perspectives.


An Abridged History of Cyberpunk

Though William Gibson's 1984 novel Neuromancer is often credited with launching cyberpunk, it is perhaps more accurately described as the first novel to capture the attention of science fiction writ large. As such, it is arguably the most important work of cyberpunk. But it was not the first--either Rudy Rucker's Software (1982) or John M. Ford's Web of Angels (1980) has that distinction, depending on what you count as cyberpunk. And the term "cyberpunk" was actually coined by Bruce Bethke--the title of a short story about hackers, written in 1980 and eventually published three years later within the pages of Amazing Stories. In Bethke's words:
[In 1980] I was living in River Falls, Wisconsin (population 7,000), selling Radio Shack TRS-80 Model 1's, taking courses at the local college, and hanging out on the very distant periphery of the Minneapolis music scene. I thought I was doing okay; after all, I'd gotten the sales job by a dazzling display of computer prowess (I'd shown the Radio Shack store manager how to load and run the BASIC demo program for his display model), and I was making as much money each month as I'd made in the previous year as a musician. (Which mostly speaks to how badly the music business sucks if you're not doing Top 40 covers.) 
Then one day a trio of kids, the oldest maybe 14, came into the store and started puttering with the demo computer. I turned my back on them for about two minutes. When I looked again the kids were gone, the demo program was trashed, and in its place they'd left me with something that had the Model 1 jumping through hoops. I took a few minutes to admire their ingenuity, then broke out of the program and looked over the code. Damned if I could figure out what it was doing. Okay, no problem. The Model 1 had this big orange RESET button on the front panel. I hit the button, reloaded my only copy of the demo program (can you tell where this is leading?), keyed in RUN -- And that's when I discovered their other little surprise.
That got Bethke thinking: kids and teenagers were wired for language acquisition in way adults never would be, yet were also, when left to their own devices, loose cannons. So what would the next generation of kids be like, particularly if they were living in a social environment in which power was a function of your ability to manipulate computer systems? He continues:
The kids who trashed my computer; their kids were going to be Holy Terrors, combining the ethical vacuity of teenagers with a technical fluency we adults could only guess at. Further, the parents and other adult authority figures of the early 21st Century were going to be terribly ill-equipped to deal with the first generation of teenagers who grew up truly "speaking computer." THEREFORE, if you thought that punks on motorcycles were a problem, just wait until you meet the -- the -- You know, there isn't a good word to describe them?
The term stuck--mostly due to the influence of editor Gardner Dozois, who felt "cyberpunk" captured the essence of an emerging style of science fiction that matched an abiding interest in cybernetics to visions of the near-future marked by urban sprawl, the rise of megacorporations accountable to no one but shareholders and a concomitant decline of the social and political institutions that would otherwise provide the checks and balances.


Though styling themselves a movement, the early practitioners of this style were, in reality, a small and close-knit group of writers developing the "meta-world" of cyberpunk. Writing in the New York Review of Science Fiction, James Patrick Kelly describes the "movement" thusly:
...the first Cyberpunks were less a “self-willed aesthetic school” and more a group of ambitious, like-minded, American late baby-boomers who read and liked each other’s work. Mostly writers at the beginning of their careers, their influence on one other grew until they coalesced into a self-styled Movement. They included William Gibson, Bruce Sterling, Rudy Rucker, John Shirley, Pat Cadigan, and Lewis Shiner. As their stories hit home, their ideas about science fiction began to gain traction, in part due to the withering attacks on the status quo that appeared in their fanzine-cum-propaganda organ, Cheap Truth.
Cyberpunk, then, was to be a vanguard literature--a self-styled revolutionary literature, and one its progenitors framed as a total break from the past. In truth, though, like all other things cyberpunk had its antecedents--many of which have been explicitly acknowledged by Sterling, Bethke, Gibson and others. Among the most significant and influential works of "protocyberpunk" are:

John Brunner's futureshock novels Stand on Zanzibar, Shockwave Rider and The Sheep Look Up; the films Blade Runner and Videodrome; James Tiptree Jr.’s The Girl Who Was Plugged In; Alfred Bester's The Stars, My Destination and The Demolished Man; Nova by Samuel R. Delaney; Through a Scanner, Darkly by Philip K. Dick; and the non-fiction futurism of sociologist Alvin Tofler--all of which laid groundwork for cyberpunk in significant ways. Some, like Shockwave Rider, are as close to cyberpunk as Kraftwerk is to techno.


It is, however, undeniable that cyberpunk captured genre's collective imagination, with a cultural influence that has reached far beyond the relatively small confines of science fiction fandom. Cyberpunk ideas not only appeared to describe an emerging future, but began to shape it as well. And its main themes have been revisited and repackaged again and again--in films like The Matrix, video games like Deus Ex, in music, fashion and even farther afield. Whether one cares for it or not, cyberpunk is, without question, one of the most culturally impactful styles of science fiction to emerge in the past half-century--perhaps second only to the New Wave.


Themes and Tropes

Cyberpunk's central thematic concern is with the integration of "high-tech" and "low-life." As Sterling notes in his introduction to the influential Mirrorshades anthology:
Thus, "cyberpunk"...captures something crucial to the work of these writers, something crucial to the decade as a whole: a new kind of integration. The overlapping of worlds that were formerly separate: the realm of high tech, and the modern pop underground.

In another era this combination might have seemed far-fetched and artificial...But the gap is crumbling in unexpected fashion. Technical culture has gotten out of hand. The advances of the sciences are so deeply radical, so disturbing, upsetting, and revolutionary, that they can no longer be contained. They are surging into culture at large; they are invasive; they are everywhere. The traditional power structure, the traditional institutions, have lost control of the pace of change.
And suddenly a new alliance is becoming evident: an integration of technology and the Eighties counterculture. An unholy alliance of the technical world and the world of organized dissent - the underground world of pop culture, visionary fluidity, and street-level anarchy.
Cyberpunk writers self-consciously rejected the elite heroes of classic SF--the brilliant scientists, the wealthy industrialists, the space-faring starship captains and other "leaders of men"--in favor of antiheroes living on the margins of society--hackers, mercenaries, anarchists, criminals and streetwise punks. It is, in essence, technonoir, a conscious inversion of the social and moral order situated at science fiction's institutional center. Sterling again:
Science fiction - at least according to its official dogma - has always been about the impact of technology. But times have changed since the comfortable era of Hugo Gernsback, when Science was safely enshrined - and confined - in an ivory tower. The careless technophilia of those days belongs to a vanished, sluggish era, when authority still had a comfortable margin of control.

For the cyberpunks, by stark contrast, technology is visceral. It is not the bottled genie of remote Big Science boffins; it is pervasive, utterly intimate. Not outside us, but next to us. Under our skin; often, inside our minds.

This was an explicitly political stance. Rucker sums it up thusly:
All of us had, and still have, an implacable and unrelenting desire to shatter the limits of consensus reality....We started writing cyberpunk because we had a really strong discontent with the status quo in science fiction, and with the state of human society at large.
 Or as Gibson put it to David Wallace-Wells:
It seemed to me that midcentury mainstream American science fiction had often been triumphalist and militaristic, a sort of folk propaganda for American exceptionalism. I was tired of America-as-the-future, the world as a white monoculture, the protagonist as a good guy from the middle class or above. I wanted there to be more elbow room. I wanted to make room for antiheroes.
These antiheroes were positioned within clearly dystopian futures--marked, in varying degrees, by: unchecked globalization; urban sprawl; the accumulation of power by autonomous multinational corporations; the privatization of violence; rising crime; the decline of democracy, social welfare and the nation-state; and rapidly scaling inequality. Yet there is nothing Orwellian about the cyberpunk dystopia--it is a loose, chaotic hotbed of social activity. It may be horrible, but it is also, fundamentally, a place of opportunity--even for the "low-lifes."

Cyberpunk is, then--like other forms of genre focused on "low-life"--centrally concerned with questions of agency. In cyberpunk, however, agency is typically mediated by cybernetics--enhancements rendering the bearer "more than human"; modules that allow the user to navigate visualized data streams; drugs that heighten sensory perception; and so forth. These are not just elements of world-building, but tools--mechanisms through which agency is realized and with which opportunities are seized.

By the end of the 1980s, the boom had largely run its course, with many cyberpunks authors beginning to distance themselves from the style, or at least from the label. Presumably what had once felt like a shot across the bow of genre convention had become a straightjacket of tropes and expectations. After all, like any art movement based on a strong critique of reigning conventions (real or imagined), cyberpunk risked losing its edge once it was accepted as part of the mainstream, and that's exactly what happened. Bethke again:
Cyberpunk fiction went from being something unexpected, fresh, and original, to being a trendy fashion statement; to being a repeatable commercial formula; to being a hoary trope, complete with a set of stylistic markers and time-honored forms to which obeisance must be paid if one is to write True Cyberpunk.
And Shirley:
But on the whole what happened to it, is that it was appropriated, co-opted, by other people, into other forms…cannibalized…

Cyberpunk's Ending Legacy

Fans of other media--film, TV, games, etc.--probably associated cyberpunk more with 1990s culture than the 1980s literary artifact. After all, the 1990s were the decade that gave us a slew of cyberpunk-inspired films, most of which--like Timecop (1994), Hackers (1995), Strange Days (1995) and The Matrix (1999)--had the form but not the substance of the 1980s literature. (It also gave us the occasional gem, like the 1995 anime film Ghost in a Shell).


For gamers, the 1990s were the golden decade of the Shadowrun franchise (launched in 1989 as a pen-and-paper RPG but later also serving as the basis of a revered 1993 Sega Genesis game), which mixed traditional fantasy elements (non-human races, magic, etc.) into a dark cyberpunk world littered with tropes lifted straight out of Neuromancer. And it concluded with Deus Ex, technically released in 2000, but with its cultural feet planted firmly in the 1990s--a video game that is still considered one of the best ever made.

The 1990s were also, of course, the decade in which the internet evolved from something some people do to that thing everyone does all the time. And like Neuromancer, Neal Stephenson's 1992 novel Snow Crash seemed to perfectly capture where everything was headed from inside the moment of change. Snow Crash is, among other things, a defining work of postcyberpunk, a style that strips off the tropes and adapts the framework of 1980s cyberpunk to the new reality and the new futures that reality implies.
In the years since we have seen countless works--fiction, comics, film and games--resurrect and reconfigure the initial formula--testament to our enduring fascination with cyberpunk. Some have even been good and original and forward-thinking--like Charles Stross' collection of linked, singaularity-themed short stories, Accelerando. Others have been...well, not so much.

Also worth noting is the cyberpunk revival movement. It is driven by nostalgia for the aesthetic and atmosphere of first-wave cyberpunk, the best examples of which ooze retro cool, but which--in celebrating the outmoded futurism of days past--arguably tilts more fantasy than science fiction. Nevertheless, this is an active fan culture that can be really fun for the nostalgia-minded. There are high-quality cyberpunk blogs, a dedicated subreddit with an active community and a dizzying array of cyberpunk-themed tumblrs--all testament to the enduring legacy of cyberpunk. I love it.


"Cyberpunk Revisited"

...which brings us back to the idea I had: to re-examine cyberpunk as a distinctly science fictional literature and as a set of themes within science fiction, from our position 30 years into the future. So we'll be doing that--starting with a series of structured reviews of classic cyberpunk fiction from the 1980s, but eventually moving on to other media and decades. We'll critically examine both the positives and negatives about the approach--the stuff cyberpunk does well, not so well or not at all--and also ask the tough questions, such as whether cyberpunk suffers from an "orientalism problem." Throughout the project, we will try to contextualize cyberpunk within broader histories of science fiction and global culture, and we'll draw in diverse voices (both among and beyond ourselves) to do so.


Practically speaking, our reviews will take the form of dossiers with standardized subheadings to help tease out the comparables, such as:
Filetype: whether it's a book, film, comic, game, etc.
File under - whether it's cyberpunk (i.e. the 1980s literature), proto-cyberpunk (i.e. something that foreshadowed cyberpunk), postcyberpunk (i.e. later evolutions/adaptations of the cyberpunk framework to new conditions), a cyberpunk derivative (i.e. something that draws from cyberpunk but is not cyberpunk) or a cyberpunk legatee (i.e. a derivative that is more substantively attached to the legacy of cyberpunk). 
High-tech - the technologies involved and how are they portrayed.
Low-life - how the nitty-gritty of life at the lower rungs is portrayed.
Dark times - the essence of the future envisioned, the degree and form of dystopianism involved and the key structures of the sociopolitical environment action takes place in. 
Legacy - the significance/influence of the work in question. 
In retrospect -  what it's like to read/watch/play it today.
The Cyberpunk Revisited project, of course, won't just consist of reviews. As I mentioned earlier, we'll be doing other stuff too--essays, lists, interviews, discussions and so forth--drawing in many of our writers and also some illustrious guests.

So sit back, jack in and enjoy the ride, decker.


***

POSTED BY: The G--purveyor of nerdliness, genre fanatic and Nerds of a
Feather founder/administrator (2012).


Friday, September 19, 2014

Destiny

[Destiny, Bungie, Activision, 2014]

One of the Biggest Video Game Releases in History, You Say?

Well, probably, but not as big as Activision Blizzard initially reported. Although they announced $500 million in first day sales, they only shipped $500 million worth of units to stores, but the actual sales were quite a bit lower. They really only made about $325 million in sales during the first five days on Destiny. However, that's nothing to smirk at, and Call of Duty: Ghosts did the same thing claiming $1 billion sold on day one when the actual number was also significantly lower. It has been one of the most hyped games the public has ever seen with the television marketing campaign costing somewhere in the neighborhood of $6.7 million. However, the fact that they didn't release early copies to critics for release day reviews was a bit disconcerting. When a movie does that, you know it is going to be a stinker. The reasoning Bungie gave for the decision, and it does make sense, is that they wanted critics to have the ability to play a fully populated MMO (Massively Multiplayer Online) rather than one with only a few other critics online at the time. With MMOs, there are thousands of people online at the same time occupying the same virtual worlds, so it would make a difference in how the game appears if critics gave it a try without all of the actual players running around doing missions in the area. It would also make some parts of the game unplayable as they require three-man teams to even begin, much less complete. Anyway, enough with the hype, let's get to the meat of the game!


Gameplay

I'll cut to the chase. This game is about as polished as they come with regard to mechanics. It plays like a Porsche drives. Smooth. You start out by choosing between three types of protagonist. There are Titans, which are the tanks of the game. They can take massive amounts of damage without dying, but lag drastically behind the other two in movement and damage recovery. The second is the Hunter. This character class moves quickly and easily with a high agility score. Unfortunately it takes forever to heal with the lowest recovery setting of the three classes. The third type is the Warlock. This is your typical mage that can recover quicker than the other two, but doesn't have very dangerous attacks outside of its special magic moves. The Warlock isn't the quickest of movers, either. All of that said, I've played all three characters and it seems like Bungie did a pretty good job of balancing out their various skills and deficiencies. Each character also has two subclasses that define their special moves. You should choose your subclass early because any upgrades to one won't transfer over to the other. Pick a subclass based on its special moves and stick with it throughout the game. 



Beyond that, you can choose between Human, Awoken, and Exo. You can customize the look of your character, but race and the appearance are only cosmetic. They don't effect how the character plays at all. Humans are, well, like us. They managed to survive the destruction wrought by the Darkness, dubbed the Collapse, and are just trying to survive in the last city not controlled by its minions. The Awoken are humanoids with bluish skin and an ethereal glow about them. They are based on mythological creatures such as elves, vampires, ghosts, and angels. The Exo are either machine or cyborg, I've read both definitions. They supposedly survived the Collapse but have no memory of their history before that. 


There are four species of alien enemies that fight for the Darkness: the Fallen, the Vex, the Hive, and the Cabal. The Fallen are scavengers that are attempting to take over the Earth. They are filthy urchins that constantly look for anything of value left behind after the Collapse. Vex are robots that employ a hive mind, all connected to a single consciousness. They came to our universe through warp gates from another dimension and mostly populate Venus. Hive are a species of undead that live on the Earth's moon. Their strength is in numbers and they tend to attack in hordes. Finally, the Cabal are massive creatures that employ thick armor and huge metal shields for protection. They generally stick to Mars missions and are the last species you encounter before finishing the campaign. None of the species like each other and you can often sit back and watch firefights where they kill off one another, leaving a much smaller force for you to take out before moving further through the game's many maps. Unfortunately I had to dig up nearly all of this information about the enemy species online because so little of their background stories is covered in the game itself due to the painfully thin plot. But more on that later. 



Special Moves



Each character type has two special moves. The first is called a Super Charge and it is the more powerful of the two. The second is a melee attack that has various effects depending on character type and subclass. All special moves can only be used sparingly and take time to recharge. Grenades act the same way. 

Titan



The Titan's Super Charges are titled Fist of Havoc and Ward of Dawn. The Fist causes the player to jump in the air and come crashing down, slamming both clinched hands into the earth causing high levels of damage to any nearby enemies. Ward of Dawn creates a small shield through which the player can fire but no projectiles can penetrate. The Titan's melee attacks are dubbed Storm Fist and Disintegrate. Storm Fist is simply an overpowered punch that does a lot more damage than your average pop to the jaw. Disintegrate actually has nothing to do with disintegration. After you smack an enemy you absorb any incoming attacks and transform them into ammo, health, or a quick recharge for Storm Fist. 

Warlock



The Warlock's Super Charge attacks are referred to as Nova Bomb and Radiance. Nova Bomb hurls a bolt of damaging light at the enemy. Radiance boosts your skill recharge speed, damage resistance, and melee damage resistance for a brief period. The Warlock's melee attacks are called Energy Drain and Scorch. The first one, strangely enough, drains energy. Heh. It removes health from your enemy and speeds the recovery of your health, grenades, or Nova Bomb. More than any other character class, I found the effects to the Warlock's Super Charge attack to be vastly superior to its melee attack. 

Hunter


The Hunter's subclass' Super Charges are Arc Blade and Golden Gun. These two are easily the most visually appealing of all the special moves. Arc Blade generates a knife of pure energy for about eight seconds, letting you attack as many enemies as you can in that time period. For most, one shot is all it takes. Bosses may require multiple hits, but the attacks come so fast that they can't do anything but reel in pain from the impact. With Golden Gun, you fly up into the air in a yellow whirlwind of flame, landing with a fiery pistol in your hand. You have three highly damaging shots with the revolver that, again, take out nearly anything but a boss with a single shell. The Hunter's melee attacks are Throwing Knife and Blink Strike. It's as if Bungie had to balance the beauty of the special moves with the plainness of the melee attacks. Throwing knife is decently effective, but no more impressive in graphic design than a knife thrown in Call of Duty. Blink Strike is also unimpressive, being merely an extended melee attack with more range than your standard stab with a kitchen knife. 

Bang Bangs and High Fashion


There are a plethora of weapons and armor to choose from in Destiny. Your character carries one primary weapon, one secondary weapon, and one heavy weapon. The primary weapons include auto rifles (machine guns), hand cannons (revolvers), scout rifles (hunting rifles), and pulse rifles that fire three-round bursts. The secondary weapons are the shotgun, fusion rifle, and sniper rifle. Heavy weapons are just a rocket launcher and a machine gun. Each weapon group can have a variety of upgrades. I won't bore you with every single option as that list would take up three pages and this review is long enough already. Some examples are Quickdraw, Upgrade Damage, Kinetic Damage, Extended Mag, Hawkeye, Warhead Verniers, Reactive Reload, and Void Damage just to name a few. Upgrades are available on every weapon and must be earned in battle. On top of that, you have to have enough Glimmer, the primary currency of Destiny, and, with many, additions like Ascendent Shards, Weapon Parts, and Plasteel Plating. 


The armor consists of four different pieces: the helmet, gauntlets, chest armor, and leg armor. Each one carries with it bonuses, just like the weapons. Not only do they have the same upgrades as the guns, but they also hold bonuses for Intellect, Discipline, and Strength. That's just a short way of saying your Super Charge, your specialized grenades, and your melee attack, respectively. You also wear a class identifier, which is a scarf for the Titan, a cloak for the Hunter, and a bond for the Warlock. You can also purchase these pieces of clothing in order to ally yourself with one of the cults (More on them later). While wearing a piece of cult clothing, all of your reputation points go toward that cult rather than your Vanguard score. It makes little difference beyond allowing you to purchase items from specific vendors. There is no bonus or upgrade given by wearing one piece over another. 


Campaign


While the gameplay in this game is fantastic, its one shortcoming is in the story. I suspect the reason for so many of the hot-or-cold reviews that have been coming out is the plot. It is very vague and there isn't much to it. The Traveler - a massive, moon-sized, planet-looking thing - comes to Earth and teaches us about space travel. Humans populate Mars and Venus. Then, the Darkness, the Traveler's ancient enemy, destroys nearly all of mankind. A small group of humans, Awoken, and Exo survived and are fighting the minions of the Darkness. There. That's the whole thing in four sentences. Of course there are more detailed mini-stories in the missions, but that's the gist. The missions usually consist of traveling to somewhere, killing a bunch of minor enemies, then killing a boss and going back to the Tower for a reward. Usually I'm worried about giving away too many spoilers in a review but with Destiny it's hard to do so because there's just not that much to spoil. It's unfortunate that the story doesn't have much depth because the rest of it is spectacular, but sadly that's the case.  


For players that were expecting the next science fiction epic like Halo or Mass Effect, they will be sorely disappointed with Destiny. The universe is sparse and barren. The massive hype of the next epic science fiction masterpiece has fallen painfully flat. For players that just wanted a finely polished FPS MMO, there are few out there that are better. I believe that the main culprit behind all of the highly polarized reviews, both from professional critics and users, is the thin plot. It's like Bungie spent so much time building lush, verdant landscapes and intelligent, believable AI that they ran out of time and threw the story together in the last thirty minutes before the deadline. I fully expect that Destiny 2 will flush out the universe quite a bit due to all the negative press. At least I hope so, because the franchise has such great potential that it would be a crying shame to let it remain so unfulfilled. 

There is a soft cap of 20 on every character, but it is possible to go beyond that ceiling by collecting "Light Points." The only way to get light points is by equipping gear that has a certain light point amount assigned to it. With this light-infused gear on your character, your level can rise above the level 20 cap. I've seen players online reach as high as 27, but I'm not sure there is a true cap on your character. Due to the limit of 100 Vanguard/Crucible marks (other currencies) you can accrue per week, it's hard to tell this close to the game's release what the true limit is, if any. It isn't necessary to join a cult in order to get gear with high light points, not to mention damage/defense numbers, but it helps. 


Multiplayer Games


Initially the pure multiplayer aspect, dubbed the Crucible, left me feeling more than a bit disappointed. There was only a single game type on the Xbox One. I'm not much of a multiplayer addict. I just prestiged my first character on Call of Duty: Ghosts last month if that's any indication. Due to that fact, I've done less-than-spectacularly in the Crucible. That said, I've managed to level up to 24. They equal out the leveling for the purposes of multiplayer, but I suspect from my numerous deaths that the same can not be said for the weapons and armor. I'll shoot someone five times with a high-powered rifle and they just hit me once with a machine gun and I'm the one that goes down. Something's not right about that.


Vanguard


The Vanguard is a game mode where you take on Strike missions with two other players. There are four levels of Vanguard mission to choose from of varying difficulty. The game requires that you undertake these missions with three players, but that doesn't mean you have to have two other friends online in order to complete them. The servers do a good job of matching you with similarly-leveled players. These missions offer you Vanguard Reputation and Marks that can be spent with the Vanguard and cult merchants in the Tower to purchase special armor and weapons. There is a limit of 100 Vanguard/Crucible Marks per week that can be earned. I'm not sure if that's to keep the multiplayer from becoming an unbalanced mess, to keep players coming back each week for more, or a little of both. Either way, I've maxed out my Vanguard/Crucible Marks for the week so my desire to run these slightly more difficult missions has wained until next Monday. 


Crucible

The Crucible is the game's true multiplayer portion. It started with only one game type on day one of the release, but it has since expanded to four. That's still a sadly low number for the developers who essentially created the multiplayer craze with Halo, but it's enough to keep a casual multiplayer participant like myself happy for the time being. The four game types are called Control, Clash, Rumble, and Skirmish. In Control, two teams of three players have to capture three zones and hold them. Doing so increases your point total for every kill. Clash is classic team deathmatch with six gamers on each team. Rumble is an every-man-for-himself game where every one of the six players is out for the others' blood. Skirmish is just a smaller version of Clash where the teams are made up of three players instead of six. In Crucible matches, you win Crucible Reputation and Marks, which are spent on weapons and armor from one of the three cults. 




Join a Cult


There are three factions in Destiny. Bungie refers to them as "cults." They include The Future War cult, the Dead Orbit cult, and the New Monarchy. You have to reach level 20 before you can join up with one of them, but they're the only way to get the most powerful weapons and armor in the game. Well, almost the only way. You can stay non-affiliated and use your Crucible Marks to buy things from the Crucible salespeople in the Tower. All four factions' pieces of armor contain a light point amount. As mentioned before, light points are the only way you can level up your character above the soft 20 cap. From what I can tell, the cult contacts in the game (there are three, one for each group) and the two Crucible salespeople (a non-political, general group) have the best weapons and armor for sale when compared to the Vanguard leaders.  


There are advantages to choosing one cult over another based on the way you choose to play. Each one has an effect on two of your three attributes, those being Intellect, Discipline, and Strength. Choosing a cult will give you the opportunity to gain bonuses to these attributes through their armor. If you purchase Dead Orbit armor you get a bonus to Discipline and Strength, reducing the cooldown time of your grenades and melee attack. Joining the Future War gives boosts to your Intelligence and Discipline (grenade and Super Charge cooldown). The New Monarchy offers you the chance to get bonuses in Intelligence and Strength (Super Charge and melee). Each group has a history that isn't really covered in the game and I won't get into here. You don't use Glimmer to purchase items from the Dead Orbit, New Monarchy, Future War, or Crucible vendors. Instead, you have to earn Vanguard and Crucible Marks. These are an entirely separate type of currency that must be earned by doing Strike missions for Vanguard marks or Crucible battles for theirs.


Music and Environment


Two places apart from the gameplay where Destiny really shines are the lush soundtrack and the impressive, varied battlegrounds. That shouldn't be a surprise, though. Bungie used the same duo of composers that wrote the music for the Halo series, Michael Salvatori and Martin O'Donnell. Even Paul McCartney collaborated on the project. Yes, that Paul McCartney. The music fits the game perfectly, building with the action and easing off into lush soundscapes for the menus and load screens. The suspenseful parts of the game were made even more intense with spooky ambience. There are even seamless transitions between portions of the game where there normally would have been only silence. 


The environments are as sumptuous and varied as the planets on which they represent. The Earth portions take place in what used to be Russia and it is every bit a decrepit wasteland as Mad Max or Cormac McCarthy's The Road. The moon looks just like the footage we've all seen dozens of times in movies and on television. The Red Planet appears like the shots that were beamed back from the Curiosity rover. Some poetic license was taken and "ancient" ruins were added to give the maps some variety. Finally, Venus emerges as a tropical rainforest after it had been developed by terraformers. Suffice it to say the graphics in this game are second-to-none. 


Tick, Tock, Tick, Tock...

According to www.howlongtobeat.com, Destiny takes ten hours to complete the main story and seventeen-and-a-half for the campaign plus extras. I found that to be a bit of an underestimate. I did all of the missions in the game including the Strike missions and easily spent twenty-plus hours on the campaign before I even touched the multiplayer modes. Now, I'm a bit of an OCD perfectionist when it comes to finishing a big game that I'm enjoying (That's a nice way of saying I'm anal), but even so, it isn't something you can do in a day like the Call of Duty campaigns. So plan on a good week or so unless you're one of those people who partakes in eight-to-ten hour marathon gaming sessions. 


The Math

Objective Score: 9/10

Bonuses: +1 for being one of the smoothest games I've played, mechanics-wise, not to mention it's just plain beautiful. Plus, your sidekick, Ghost, is voiced by Tyrion, Game of Thrones' Peter Dinklage!

Penalties: -1 for the paper-thin plot. I mean, come on! What did they spend, twenty or thirty minutes writing the story? This is supposed to be the next big science fiction franchise, but instead it's merely an FPS MMO, albeit a very good one. Here's hoping Destiny 2 brings a lot more to the universe than Bungie's first outing did. -1 for the painfully long load screen scenes. I realize that it would take light years to reach Venus, but that doesn't mean you have to take it literally in the game for the sake of realism. I probably spent at least 2 hours of my life during the last week watching my ship hover in space between missions as it loaded up the Tower or the next mission. 

Nerd Coefficient: 8/10.  Well worth your time and attention.