The Witch - Wood Engraving

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This is another wood engraving based on an ink drawing I created for the Nox Archaist manual. This was engraved in Resingrave plastic engraving medium which offers smooth lines and pretty good control. The main problem with it is that it does not hold the ink of a layout sketch. I started this print by trying to do an acetone transfer (which worked very well on my Ettin print). The resingrave was having none of it.

So, I reverted to the old standard, transfer paper and lots and lots of tracing. Then reimbursing the lines in ink (which, as mentioned earlier, will just smudge on the resingrave block).

It took about a month of hacking away with plenty of COVID-19 booze fuel to keep me going:

Here’s what the (almost) final block looked like:

I always relish that first ink roll. The block will never look this velvety good after this first proof:

After this first proof I added more hairs to Black Phillip. With this print I have finally succumbed to the wood engraving cliche of depicting a hairy mammal (the goat is pretty hairy too). Contact me if you want to buy a print (or use Etsy, I get paid more if you buy direct).

Bayonetta on Nintendo Wii U (6/10)

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The WiiU is not known for much other than being a failure. The whole two screen thing doesn’t make any sense. Bayonetta is the first game I have played through on the system and is one of the few WiiU titles that was held in high regard. This game is part of a two pack that includes the sequel as well. I have only played part one.

Bayonetta is a spazzy game for spazzy people. After playing Devil May Cry 4 I was pretty sure I disliked this style of fighting game. There’s just way too much going on and it feels like button mashing after a while. I was ready to give up and then things sort of clicked with me about five chapters in to the game. I came to accept that exploration is meaningless, the story in nonsense, and you only move around the world as a means of getting to the next fight. Your goal is to keep replaying old levels in an attempt to perfect your scores and gain more money. By approaching it like a casual arcade game, there is some fun to be had.

But eventually, tedium begins to take hold again in the last third of the game. It becomes an endless repetition of the same types of fights, and just when you think you’ve beaten the final boss, there’s another larger creature waiting. Worst of all, the game will not save your progress mid-level so, after that intense battle, you can’t stop and take a break lest you have to do it again. No wonder to demographic for this style of games is Mountain Dew chugging tweakers.

And a final note about the story: It’s a confusing mess probably written by a mentally-challenged manga fan.

Legend of Grimrock on PC (8/10)

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Legend of Grimrock brings the real-time dungeon crawl formula of Dungeon Master and Eye of the Beholder to the modern age. Perhaps the best single improvement is auto-mapping. I know that filling out that sheet of graph paper was half the fun in the originals but I really didn’t miss it here. You are still exploring the layout and looking at your map to guess where secrets might be located. You can even jot down notes if you want to be thorough. But because I was not constantly having to look away from the screen, I was able to get a feel for the spaces much more quickly and look more carefully for secret buttons and loot. This is crucial because, in reality, Legend of Grimrock is a puzzle solving game at its core. The goal is to figure out the correct combination of levers, buttons, and pressure plates to trigger in order to open doors and make your way deeper into the dungeon.

The combat works the same as in the old games. You have four characters with a front and back row. Right-click a weapon to perform an attack and use the WASD keys to dodge and move around your enemies. The magic system is much improved too. Your mage will have a sub menu of nine tiles and the various spells are triggered by quickly clicking runes on the tiles. Weaker spells use a single rune, more complex ones have more complex patterns. Remember, all this is happening in real-time, so the combat feels much more like an action game than a tactical RPG.

As far a story goes, there is only the barest amount of narrative to follow. Most of the details are in various notes you find lying about and the occasional vision while you rest. Nothing fancy, but the final boss fight brings it all together into a satisfying finish. What the game lacks is a diversity of environments. There are only three wall tile types and when everything is laid out in a concise grid, lots of visual detail would have brought it up a notch. Thankfully, the game is just about the right length for the minimal amount of content in the game.

Tireless Work During This Crisis

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This quarantine has been hard on all of us, but let us not forget the dedicated work that still continues for our nation’s homeopaths. They’re out there in the middle of the fray insuring that the correct dosages in parts per million are being applied to their tinctures. All this despite the disruptions in the world-wide rhinoceros horn supply chain.

The City and the Stars/The Sands of Mars by Arthur C. Clarke (4/10)

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Why do I do this to myself? I am always disappointed with classic science fiction. This stuff is so boring. Of the two books, The Sands of Mars is the better one. It is wildly off-base with its depictions of Mars. He just nonchalantly assumes there is plant life everywhere and you can walk around without a space suit. Many of the plot points from the film 2010 are in this story and the ship’s description is very much like that of the Discovery. I don’t remember much about the first story except that it involved the last city on earth or something.

Transistor on PC (4/10)

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The only thing Transistor has going for it is a beautiful art style and high-quality voice acting. The rest is an exercise in tedium. Despite the artistic detail there is little interactivity to the world. The level designs are dull. The combat tries to be original but is just frustrating in that it lives uncomfortably between turn based and real-time. Plan your moves, take your actions, then run around. Boring. All this might be forgivable if not for the deliberately obtuse story telling. You’re a singer in a computer or something? With a talking sword that speaks in circles. It’s horrible.

Gangs of New York (6/10)

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I appreciated the 19th Century art direction, especially the hats, but it was way too long for such a simple story. Kid tries to make it at a gangster only to confront the gang leader is like the plot of half of all kung-fu movies. Also, there was some really sloppy editing throughout the early parts of the film. That’s the sort of thing that normally doesn’t bother me, but I kept being jolted by actors’ heads being in different positions as shots switched.

Crouching Tiger, Hidden Dragon: Sword of Destiny (7/10)

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While I think it is a reasonably good wire-fu martial arts movie, Sword of Destiny isn’t really a worthy sequel to the near-perfect original. For one, the decision to film in English is regrettable. The native English speaking actors seem out of place and the Chinese speaking ones have trouble delivering. Second, there’s also a bit too much of those made-for-TV CGI effects. Finally, it tries a bit too hard to hit the same beats as the original but doesn’t quite understand why things like the extended flashbacks worked in Crouching Tiger. But, it’s easy to look past its flaws and just enjoy it as a well-executed martial arts picture that manages to muster a few fun original moments like the ice fight and tavern brawl.

Haunted House: Remastered

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Followers of this site (ed. yeah like that’s a thing) will remember a few years ago I created a in-browser playable version of the Applesoft BASIC game Haunted House for this site. Over the past month or so I got it in my head to push my skills as a programmer and make a much more fully realized version of the game. Today I am releasing my new version of the game, Haunted House: Remastered! It’s a vast improvement on the original in almost every way possible. In other words, it’s actually fun to play.

While it’s nowhere near the level of sophistication of an Infocom game, I think it does some pretty impressive stuff (for my skill level as a programmer). It’s still a two word parser, but the vocabulary is increased. There are full-page help screens, triggered story events, a retro-styled monochrome monitor look, and a bunch of scary sound effects! Please take a few minutes and give the game a try. It’s not too long and I try to keep the puzzle reasonably fair.

Mind Hive by Wire - CD (8/10)

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Wire has been on autopilot since their 2015 self-titled release. There’s nothing wrong with the records, just none of them rise to the brilliance of Change Becomes UsMind Hive starts off with some pretty good rock songs. There are some strings buried in the mix and other nice touches but the record looses steam by the end. That said, Wire remains one of the few bands left whose albums I will still buy without question (5.6.7.8.s and the various remnants of Cabaret Voltaire also included).