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    <title>Not Clickable</title>
    <link>http://www.notclickable.com/blog/</link>
    <description>Anime, games, web design</description>
    <dc:language>en</dc:language>
    <dc:creator>jordanroher@gmail.com</dc:creator>
    <dc:rights>Copyright 2008</dc:rights>
    <dc:date>2008-11-10T04:49:01-05:00</dc:date>
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      <title>A better life, underground</title>
      <link>http://www.notclickable.com/blog/a-better-life-underground/</link>
      <guid>http://www.notclickable.com/blog/a-better-life-underground/</guid>
      <description>Cut to the chase: Fable II is a bad game. If you like it, you&apos;re a bad person. Consider it the ultimate moral judgment in a game that  does little else. This is clearly what the original Fable was supposed to be: a go  anywhere, do anything RPG where your choices shape your character and the world  around you. At first glance they&apos;ve succeeded. The levels are larger, the  combat is better, and your choices of what to do are more varied and   interesting. But this doesn&apos;t excuse the obvious lack of polish and thoughtfulness  in every aspect.
Consider the opening cinematic: with epic Harry Potter&#45;esque  music humming, a sparrow flies through the woods and into the gorgeous city of  Bowerstone. It perches on a roof, looks around, and craps right on your  character&apos;s head. You gain the nickname &amp;quot;Sparrow&amp;quot; and a clear message  from Peter Molyneux: I will shit on you. Whatever happened to Will Wright&apos;s Pee? 
&amp;quot;Sparrow&amp;quot; is a beggar child in a world Charles Dickens would  have found oppressive. Your older sister runs you through an hour of tutorials  only to be shot and killed. You are merely shot and tossed out a tower. The  long fall, an old video game clich&amp;eacute;, guarantees your survival. Nursed back into  health by the creepy narrator lady, you emerge from some gypsy camp as a young  adult on a quest for vengeance.
If you so choose. Me, I couldn&apos;t wait to tell the main quest  to go F itself. The writing in Fable II isn&apos;t bad, but it&apos;s too grandiose for my  tastes. They did the absolute minimum to bond you to your sister and I was glad  to be rid of her. What you are supposed to bond to is your stupid dog.

You meet the dog in the intro and he stays with you  throughout the entire game. The deal is that your dog will turn good or evil  depending on your moral decisions. He&apos;ll help out in combat and point out treasure  and dig spots in the world. You can be nice or mean to your dog, play fetch,  give him treats, whatever. The reality is that your dog can&apos;t path find worth a  damn, has even less meaningful interactions than the robotic townspeople, and  is pointless in combat. Though I&apos;ll admit that he&apos;s spotted a few  treasure chests I overlooked.
Puppy&apos;s path finding problem is part of a larger epidemic. The townspeople walk around idiotically, sure, but your player is the  top offender. It feels like your shoes are dipped in butter. No matter where  you are or what you&apos;re doing, your character slides around, maddeningly  imprecise to control. Your dog has a similar issue: he gets stuck on all sorts  of obstacles. Sometimes he&apos;ll warp ten feet ahead and run in circles. Or clip  through your character, his snout poking through your knee. If I have problems  just walking around in a game, I can&apos;t enjoy anything else.
Okay, so I did enjoy the combat. It&apos;s been decried as a one  button mash&#45;a&#45;thon, but if you&apos;re bored you&apos;re not doing it right. Your  character&apos;s sloppiness is less of an issue and changing between melee, ranged  weapons and magic on the fly is great fun. The only problem is that it&apos;s too  easy. So long as you can maintain some range between you and your target,  fighting is a cinch. You&apos;ll also have these strange brawls where a dozen guys  surround you but only one bothers to attack at a time. As you mop up small armies by your lonesome, your  incredulity meter rises dangerously.

But combat isn&apos;t the main draw of Fable II. Go into the  cities and target a civilian. They have names, likes and dislikes, favorite  places, differing sexualities,  jobs, homes, just like real people. They know  your name, will congratulate or condemn your accomplishments, and may even fall  in love, marry you and have your children. It&apos;s unfortunate that all of them  feel less human than Commander Data. Ladies, I ask you: would you marry a man  if he did a heroic pose for ten seconds and then a little Russian dance? That&apos;s  all it takes. You can read a book to get more poses, which seems  unnecessary until you realize that &amp;quot;have sex&amp;quot; is a hidden pose.  That&apos;s right: there&apos;s no abstinence education required in this world, as nobody  has kids until a book explains the mechanics.
You could probably write a feature list for this game that&apos;s  longer than a traditional review. There are actually jobs in this bloody game.  Be a blacksmith, woodcutter or bartender. Own property and rent it out.  Buy low and sell high. It&apos;s a cliche to say the list goes on, but here it actually  does. Sad that the interface can barely keep up. It&apos;s slow to respond at all  times and lacks many obvious features. Buying an outfit? You won&apos;t know what it  looks like on your body until money has changed hands. Is that sword better  than the one you already have? Who knows? I rented out a house in Bowerstone  and couldn&apos;t find it in the local map. How are you supposed to play this  mini&#45;MMO if the menu is so tight lipped?

Maybe you&apos;re supposed to play Fallout 3 instead. It features  a wide open world full of possibility, except the only green you&apos;ll ever see is on your LCD interface. Post&#45;nuclear Washington D.C., the &amp;quot;Capitol  Wasteland,&amp;quot; is a sea of gunmetal gray and dog shit brown. I&apos;ll happily  call it a worthy successor to the 2D Fallout games. Or the most expensive total  conversion of the Oblivion engine ever made. While there&apos;s not a single texture  shared with the land of Tamriel, you still find rooms full of useless junk, a worthless  third person view, sub&#45;Mass Effect characters with that lovely neck problem,  and identical controls to our last adventure in the Elder Scrolls universe. All  it&apos;s missing is Patrick Stewart as the voice of your father.
Ah yes. Fallout 3 has the most fascinating character  development I&apos;ve ever seen. It starts with your birth, in a POV shot of you,  the infant, coming out of your mother&apos;s womb. Your father wonders aloud if you  are a boy or a girl. You, via the interface, answer him and choose your gender.  Then the &amp;quot;gene sequencer&amp;quot; finishes determining what you&apos;ll look like  as an adult, and you go through the requisite cheek depth and eyebrow angle  nonsense to shape your face. The screen flashes white and you&apos;re a toddler,  escaping the playpen to read a book called &amp;quot;You&apos;re SPECIAL&amp;quot; and pick  your stats for strength, perception, endurance and the rest. Then you&apos;re ten,  receive your Pip&#45;Boy wrist computer and dialogue training. Then sixteen and  taking your GOAT exam to determine your starting skills. It takes about as long  as Fable II&apos;s intro and tutorial, but it feels better and bonds you to your  ever&#45;present father.
When you&apos;re nineteen he leaves the vault illegally and you  go after him. Your first vista of the ruined landscape is incredibly powerful:  the earth is dry and cracked, burnt&#45;out cars litter the road, and houses and  schools are shattered skeletons. The atmosphere of this awful place makes a  powerful statement against nuclear war. Then again, considering how much fun  the game is to play, maybe not.

What you do from here is up to you. Find the nearby  settlement of Megaton and begin the search for Daddy&#45;o. Wander around idly. Try  and reach the Capitol building (hint: the Super Mutants will kill you). There  are lots of quests to do, most of them rather complex and allowing for moral  flexibility. I ran into a group of so&#45;called vampires and was able to talk them  out of converting a captive. I cleared a city of fire ants &#45; literally giant  ants that breathe fire &#45; and helped a scientist reverse his awful mistake.  Should you tire of mutilating yourself for nutty Minnesotan researcher Moira  Brown in Megaton, go ahead and detonate the unexploded bomb in the middle of  town. I doubt anyone would notice one more crater.
Combat is essentially the same as in Oblivion, though guns  are obviously the big draw now. Your l33t skills are mostly for naught, as your  character&apos;s abilities determine your accuracy. Returning from the 2D games,  amazingly, is the VATS system, which lets you pause time, pick a specific body part  and roll the dice to calculate the hit. It feels remarkably natural, like a RPG  version of bullet time. Plus, the cinematic camera is great fun when you score  a headshot and a cranium goes flying. Perks like Bloody Mess guarantee  dismemberment and contribute nicely to the hellish theme.

Buildings in Fallout 3 fascinate me. I love walking through  bombed&#45;out towns, reading scraps of signage and picking through people&apos;s  mailboxes. There&apos;s a town on top of a highway on&#45;ramp that seems like a cool  place to live. An aircraft carrier has been converted into a floating fortress.  Even the Washington Monument is here, and you can take an elevator to the top.  You&apos;ll spend a lot of time in grimy sewers and subways, yearning for the  desolation above. Like the original Gears of War, you can use your imagination  to turn back the clock and see what a great place this used to be.
In the second Gears of War you don&apos;t need to use your imagination. Believe it or not, the impressive graphics of the original are even better, showcasing huge cities, complex architecture, and clear textures. Everything looks fantastic: the nearly ruined city of Jacinto, the Locusts&apos; underground caves, the abandoned research facility in the middle of nowhere with all the cobwebs. Some places &#45; especially the research facility &#45; look like what other games only wish themselves to be, Fallout 3 included. I stood in front of a bank of tubes full of green liquid and had to remind myself I wasn&apos;t looking at concept art. If we still have room to go up from here, the future is going to be awesome.

So long as everyone keeps their mouths shut. Or rather, Dom keeps his mouth shut. His wife Maria is missing and about once an hour you get ten seconds of moping from the testosterone&#45;fueled dope. This game and Crysis Warhead share perplexingly poor cutscene direction. There&apos;s no shortage of cool stuff happening: choppers exploding, people fighting, but the sound effects seem muted and the music only swells up to your shins. President What&apos;s&#45;his&#45;face delivered an impassioned speech about striking back against the Locust that compelled me to grab a Dr. Pepper until he was done yapping. At least Marcus&apos; action movie grunts are still fun: &amp;quot;oh yeah,&amp;quot; &amp;quot;good to go,&amp;quot; &amp;quot;gimme that&amp;quot; and other low syllable phrases never get old.
Gunplay feels the same, but the set pieces are constantly changing. March through a hospital. Tiptoe down a tunnel with a giant drilling machine providing light. Go through the belly of a giant worm and chainsaw through its arteries before the room fills up with blood. Disgustingly awesome scenarios await you. I just hope I can resist curbstomping Maria if we find her.</description>
      <dc:subject></dc:subject>
      <dc:date>2008-11-10T04:49:01-05:00</dc:date>
    </item>

    <item>
      <title>YES WE CAN HAS</title>
      <link>http://www.notclickable.com/blog/yes-we-can-has/</link>
      <guid>http://www.notclickable.com/blog/yes-we-can-has/</guid>
      <description>And so Barack Obama becomes our next president. This gamer says, thank God.
Can I express my joy with something more mature than an Internet meme? 
Nope.

Also this one.</description>
      <dc:subject></dc:subject>
      <dc:date>2008-11-05T04:20:01-05:00</dc:date>
    </item>

    <item>
      <title>Monster Captain Fn&#8217;Gaaah</title>
      <link>http://www.notclickable.com/blog/monster-captain-fngaaah/</link>
      <guid>http://www.notclickable.com/blog/monster-captain-fngaaah/</guid>
      <description>Dead Space is a triumph. I&apos;m supposed to say something about how unusual this is for a publisher like EA, but who else (besides Ubisoft) could conjure a title of this quality? THQ can&apos;t even make the menus of its off&#45;road racing game Baja as exciting as the powerfully dull Forza Motorsport. If this is a sign of the &amp;quot;New EA&amp;quot; I&apos;d better divert the funds I was going to put towards that Snickers bar and buy a controlling interest. Sorry. Economic apocalypse joke, not funny. I&apos;m glad to see this original idea and attention to detail has rejuvenated what I assumed was a bland Madden and Need for Speed franchise machine. Did I mention I&apos;ve already finished the Dead Space animated movie, preordered Dead Space 2, and bought all 37 items of Dead Space content from Xbox Live?
May as well say this upfront: Dead Space is not a very scary game, even though it could be a very scary movie. The team clearly studied System Shock 2 and Resident Evil 4, but they made three serious mistakes. First are the monsters: they suck. Every single one looks like a skinned human being whose bones were put in backwards and given tentacles or claws or a spiky tail or something. Some crawl on walls, others leap great distances or charge you, but none have any personality or even a name. Whenever one appears onscreen there&apos;s a dramatic noise as if to say, &amp;quot;we&apos;re scaring you now!&amp;quot; After the first two times they may as well pull out Candle Jack.

Which brings me to problem two: these horrible monsters have taken over the gigantic &amp;quot;Planet Cracker&amp;quot; spaceship Ishimura, and job #1 under Monster Captain Fn&apos;Gaaah is to leap out of the ventilation and try to scare the player. They don&apos;t roam the halls, guard certain areas, or even spawn from a nest. They just appear when you complete an objective or walk far enough into a room to trip the invisible wire placed by the developer. Then ugly flesh pile #23,782 bursts through a fan and goes &amp;quot;fngaaah!&amp;quot; before he&apos;s cut to ribbons. It&apos;s sad, really. The cheerful, talented, hard working people of the Ishimura were cut down to make room for these uninteresting blobs of flesh. Imagine a slow&#45;moving version of The Flood from Halo on every single level and weep for a Bioshock Splicer.
Problem three is the protagonist, Issac Clarke. I don&apos;t mind that he&apos;s a breathtaking non&#45;entity as talkative as Gordon Freeman, but the secondary goal of finding his girlfriend is completely hollow. You see a frightened transmission from her during the opening scene and then nothing for six hours of gameplay. When your commander &amp;quot;motivates&amp;quot; you by mentioning that Nicole may still be alive, I had to look in the manual to remember who he was talking about. The player has no emotional connection to this straw woman. If it was Alyx Vance on that ship I&apos;d be raring to go. Even Ashley Graham created more compassion than this chick. Then again, considering how shallow Issac is, they&apos;re probably made for each other.
Maybe I&apos;m making it sound dull. You will get the willies during most of Dead Space regardless of the bland beasties. The lighting is spooky without being Doom 3 dark, the ship creaks and groans ominously, and you&apos;ll hear snatches of someone chanting evilly in Spanish, perhaps summoning the space devil. Traditional audio logs are augmented by text and video logs, all well written and superbly acted. The two surviving crew members of your repair ship mean more to you than a dozen Nicoles (which still isn&apos;t a lot). If the monster design and placement were fixed it would be pant&#45;wettingly awesome.

But enough complaining. I love Dead Space so much I can forgive its un&#45;scary monsters and uninteresting love interest. There is a lot of real innovation and all of it is good. For one, I can take out my frustration with the monsters in a very exciting way. Your guns n&amp;eacute;e cutting tools &#45; which are uniformly excellent, by the way &#45; can and should cut off the limbs of the aliens you encounter. Don&apos;t shoot the chest or even bother with the head. That&apos;ll just piss &apos;em off. Instead, aim for the arms, legs or tentacles. EA dubs it &amp;quot;strategic dismemberment&amp;quot;: chopping off limbs reveals a new method of alien locomotion and kills them quicker. Whoever did the animation for this game deserves a medal.
Issac himself animates and controls perfectly; no other word can describe it. There&apos;s no quick turnaround button, but since you can walk while shooting, you don&apos;t need it. Moving your character through the world should be a game&apos;s first priority, but I can&apos;t think of a third person shooter that controls as naturally as Dead Space. He even turns his head when watching videos or browsing the holographic interface. Compared to The Force Unleashed, this is complete immersion.

What a delight it is to see a revolutionary user interface in one of my favorite genres. There is no HUD. Issac&apos;s health is the green tube on his back, and his ammo count appears floating above each weapon when he readies it. When you press the menu button your inventory appears as a hologram in front of the character. Rotate the camera and you can even see it from behind. We&apos;ve never experienced anything like this. Of course, you&apos;ll have trouble viewing the menu in confined areas, and the &amp;quot;spine as health meter&amp;quot; is apparently a fashion mandate in this universe. Doesn&apos;t make much sense unless everyone has a floating camera two feet above their head, but whatever.
For all its other qualities, Bioshock didn&apos;t do much with the fact that it was set in an undersea city. You never had rising water, swimming, or air supply issues. Dead Space is very glad to be in space. You&apos;ll occasionally enter areas of vacuum where limited breathing keeps you on your toes. There are also zero gravity sections of the ship, allowing Issac (and the monsters!) free rein over the floor, ceiling, and walls. Put the two together and you get breathlessly intense combat. Killing aliens and watching their corpses spin gently through the void spurting blood is just delicious.

There&apos;s also stasis and kinesis, borrowed from Max Payne&apos;s bullet time and Half&#45;Life 2&apos;s Gravity Gun. The developers have mixed it up a bit: stasis only slows down one monster at a time, and kinesis is practically useless. For the fast monsters stasis is a godsend, letting you carefully sever limbs and conserve ammo. Kinesis is used for puzzles and moving tables and chairs out of your way. While you&apos;ll find explosive barrels scattered about, there&apos;s not enough of them and barely any room to throw them. It&apos;s amazing that the central conceit of Max Payne can be turned into an ancillary feature of a modern game. I wonder if strategic dismemberment will show up in Grand Theft Auto 5.
Words fail to express my joy over this game. The graphics are beautiful, the ship design is superb, and the frame rate stays steady throughout the entire game. In more than a few places I had to force myself to move forward, the fear was paralyzing. I don&apos;t mind the frequent save spots or guided lines on the ground. They&apos;re optional and fit within the universe. Plus, it looks like EA realized that times are changing and it&apos;s acceptable to hold the player&apos;s hand if he wants to be held.
Not a problem over here. My hands are locked in the shape of an Xbox controller.</description>
      <dc:subject></dc:subject>
      <dc:date>2008-10-20T01:09:00-05:00</dc:date>
    </item>

    <item>
      <title>For starters, I&#8217;m going to do something about those robots!</title>
      <link>http://www.notclickable.com/blog/for-starters-im-going-to-do-something-about-those-robots/</link>
      <guid>http://www.notclickable.com/blog/for-starters-im-going-to-do-something-about-those-robots/</guid>
      <description>Give Mega Man 9 to a child and let him play it for a month. You&apos;ll end up with either a gaming prodigy or precise numbers on the stress of a controller cable as it constricts a human trachea. Capcom made this game because it loves its old gamers, and we scream for more as their cat &apos;o nine robots flails our dignity into a bloody, pixelated mess. No one designs a game this difficult by accident. It must have taken countless play testing sessions to expose humanity&apos;s weaknesses. What horrors the Quality Assurance team must have suffered! Was Auschwitz unavailable? The ledges, timings, and attack patterns are designed to unwire Homo sapien&amp;rsquo;s conditioned response to a platform shooter.
One of the problems with a throwback game is that it tends to hit you in the face. You can&amp;rsquo;t have a full serving of nostalgia without some unfortunate side effects. For example, which robot master do you take out first? Who knows? Try &amp;lsquo;em all and see which one you can actually reach. I feel like a velociraptor testing for weaknesses in an electric fence. Once the weakest link is broken you&amp;rsquo;re &amp;ldquo;free,&amp;rdquo; but what then? Not only do you have to reach another of the eight robot masters, you have no idea if it&amp;rsquo;s the right one. Best consult GameFaqs, the modern equivalent of Nintendo Power.
I&amp;rsquo;ve conquered Galaxy Man and Jewel Man after six hours of controller&#45;snapping frustration. My entry point for the Mega Man series was the third one, and there&amp;rsquo;s no way it was this hard. I&amp;rsquo;ll forgive them the silly robot progression, but there&amp;rsquo;s a thin line between a challenge and a suicide mission and they&amp;rsquo;ve overshot it by a mile. Scattered along that miserable road are flecks of blue metal.

Warhammer Online has ceased to be interesting. I wonder if it&amp;rsquo;s the structure: the game is so similar to World of Warcraft in terms of questing that I don&amp;rsquo;t feel like I&amp;rsquo;m doing anything new. Of course, the games that do try something new, such as Age of Conan, are awful because they screw up the game mechanics. What would be nice is a peacetime hook, like meaningful player housing or the democracy of A Tale in the Desert, alongside visceral, bloodthirsty combat. Not getting my hopes up.
I&amp;rsquo;m proud to say that I actually got somewhere in my game. Now there is a character that walks along the screen, collides with objects, and is tracked by the camera. Going from a stateless language like ColdFusion to the what&#45;are&#45;you&#45;doing&#45;this&#45;very&#45;second game programming mentality has been a tough switch. Garage Games&amp;rsquo; Torque engine (the crappy 2D one) is a pleasure to use, once you figure it out. Until then you may as well play Mega Man 9.</description>
      <dc:subject></dc:subject>
      <dc:date>2008-09-29T00:55:00-05:00</dc:date>
    </item>

    <item>
      <title>More like World of Warhammer. Online. Craft.</title>
      <link>http://www.notclickable.com/blog/more-like-world-of-warhammer-online-craft/</link>
      <guid>http://www.notclickable.com/blog/more-like-world-of-warhammer-online-craft/</guid>
      <description>Massively multiplayer games may need to be classified as  controlled substances. I keep trying each new one that comes out, hoping it&apos;ll  have the smooth aroma of World of Warcraft without inducing Westfall Dry Mouth  or Teldrassil Skin Discoloration. Warhammer Online is the closest anyone&apos;s ever  come to challenging Blizzard&apos;s juggernaut. It promises epic PvP encounters and  the encyclopedic Tome of Knowledge as well as smaller delights like armor  dyeing and collision detection. There isn&apos;t the glass ceiling of Lord of the  Ring Online and none of the forced 20 level solo play in Age of Conan. Here&apos;s  one to root for, if not jump ship.
Getting started with Warhammer was a breeze, probably thanks  to my existing account from Dark Age of Camelot. Put in the key, accept the  agreement and you&apos;re done. Oh sure, there was about an hour spent patching the  game, but the servers were snappy and I didn&apos;t have to rely on any peer to peer  BS. Unfortunately, these kudos are instantly repealed during the game&apos;s opening.  You have the unskippable EA/Mythic/Games Workshop logos, the skippable CGI  intro, and then another unskippable video of the logo flying into view. By this  time in Warcraft I&apos;ve already killed my first monster. And I&amp;rsquo;m not even  counting the fact that you have to accept the terms of service every single  time you launch the game. If your lawyers are telling you this kind of player  abuse is necessary, Mark Jacobs, you need better lawyers.

Remember the shock when Mythic announced they cut half the  game&apos;s classes? I was actually looking forward to playing an Orc Mathguard.  Worry not: the remaining options are pretty cool. You can be a witch hunter. Or  a fine Legolas impersonator. Or an evil Mage that rides on something that looks  like Tenser&apos;s Floating Disc. Neat, huh? Except that many visual options are  tied to your class, not just your race. As a Bright Wizard (i.e. Fire Mage) my  choices of hair are: Vegeta, Super Sayian Vegeta, or some variant of an 80&apos;s  Mohawk. Early in the game I searched desperately for respite in the form on a hat.
Humans start in the lovely town of Grimmenhagen, sort of a  cross between Northshire and Hellfire Peninsula (there&apos;s grass and explosions). If this were Everquest  2 and the NPCs talked, everyone would be screaming. Screamy guy #1 would be the  requisite Huge Dude in Armor who tells you to go murder three marauders  currently marauding the flaming houses behind the tavern. Ah, your first kill  quest. You can also pick up another quest to save the people inside the houses,  a dim lot if they prefer safety and immolation to running and disemboweling.  Thus your first activity feels substantial: kill the marauders in front of the  house, then click the door and let out the fearful villagers. Then move on to  the next house, lest you see the marauders and villagers respawn and continue  marauding and cowering.

Combat doesn&apos;t stray too far from WoW&apos;s template, though the  class roles have been jumbled a bit. As a Bright Wizard I can cast fireballs  and place damage over time spells. And there&apos;s a combo point system called  &amp;quot;combustion.&amp;quot; I haven&apos;t had a chance to explore the other classes but  they&apos;re probably as grab&#45;baggy as this one. You start to get the feeling that  those other classes were cut because they ran out of gameplay combinations. I  don&apos;t really mind mixing things up, I&apos;m just not sure what my role is anymore.
I am happy to report that Mythic spent some time fixing  Warcraft&apos;s annoyances instead of just photocopying. For instance, if a quest  says to collect 10 yeti skins, how many yetis would you need to kill? If you  said &amp;quot;potentially infinite,&amp;quot; Mythic would like your $15 a month. An  early quest had me venturing into Murder Wood (yes, everything is named like  this) to bring back 10 beastmen horns. Each dual&#45;horned beastman coughed up no  less than one horn. It was amazing! It was unbelievable! It was... pathetic  that I have been conditioned to think &amp;quot;the way things should work&amp;quot; is  a novelty rather than a given. We&apos;re nearing the launch of Wrath of the Lich  King, but surely Blizzard can appropriate this &amp;quot;innovation.&amp;quot; Setting  the drop rate to 100% is all it takes, guys.
Public quests would be much harder to steal, but well worth  the effort. They&apos;re the new revolution in MMO questing, a logical upgrade of  Stitches rolling hungrily into Darkshire. Say you come across a spooky manor in  the woods. You notice there are a few players there fighting off witches, so you  join the fray and drive them off. Then a squad of evil mages show up, and  behind them is a 40 foot giant who smashes trees and sends your tanks flying.  After a hard battle you topple the beast. A gold chest appears and you roll for  loot depending on your effectiveness during the encounter. All without clicking  an Accept button. Public quests are freely joinable, scripted multi&#45;stage  encounters with good rewards and a quick reset counter. You&apos;ll find them  everywhere; they&apos;re a lot of fun and worth the effort.

Unlike Age of Conan, which disgusted me pretty quickly with  its pretentions toward maturity and hellhole of a starting area, I can&apos;t find  anything to dismiss Warhammer Online right off the bat. Graphics are fine,  questing is fine, combat is fine. If I could extract the public quests there  would be nothing special that I care about. So, um, congratulations Mythic, for  releasing this perfectly acceptable game. I&apos;ll be sure to write something nice  about you in the memo field of the check I send to Blizzard every month.</description>
      <dc:subject>Anime</dc:subject>
      <dc:date>2008-09-21T20:49:00-05:00</dc:date>
    </item>

    <item>
      <title>Off to PAX again</title>
      <link>http://www.notclickable.com/blog/off-to-pax-again/</link>
      <guid>http://www.notclickable.com/blog/off-to-pax-again/</guid>
      <description>Is the third time the charm? I dunno, I did pretty well on tries one and two. So it&apos;s to be my third year at the Penny Arcade Expo, having enjoyed the novelty in the first year and Seattle in the second. Why am I going again? I&apos;m not sure. Probably because I couldn&apos;t stop myself. I like flying, I like games and anime, and I like wandering around a metropolitan city.
My list of pointers from last year includes getting a girlfriend. No luck there, but there&apos;s still fun to be had. Maybe I&apos;ll actually spring for a Space Needle visit this time. Or find some nook in Seattle that I missed last time. Or hell, even take a bus to some other nearby city and wander around there. I feel aimless.
Maybe shopping is the answer (cue horrified gasp from mom). Anybody want any interesting souvenirs? Or any uninteresting ones? I&apos;m all moved into Sephiroth&apos;s house and we&apos;re having a swell time. I don&apos;t feel like I should be driving a thousand miles and flying six thousand more.
Then again, what else am I gonna do? Work on The Villain?
Heh.</description>
      <dc:subject></dc:subject>
      <dc:date>2008-08-27T02:03:00-05:00</dc:date>
    </item>

    <item>
      <title>Hard work and guts (or neither)</title>
      <link>http://www.notclickable.com/blog/hard-work-and-guts-or-neither/</link>
      <guid>http://www.notclickable.com/blog/hard-work-and-guts-or-neither/</guid>
      <description>So  I&apos;m 26 years old. Doesn&apos;t feel that different from yesterday, when I was 25. My interest in blogging appears to be waning steadily, as with my other passions. I have an alternate design for this site that I&apos;m technically working on, though I don&apos;t seem to be in a hurry to be satisfied with it. Frustrating. I feel like I&apos;m mirror Rincewind, whose life is a succession of wonderful events. When you do whatever you want every single Sunday, how special is your birthday? Is that the day to burden yourself with responsibility? I failed at that.
 Some thoughts:

  Final Fantasy IV on the DS is bad. I love the original more than anyone, but they&apos;ve done terrible things to it. It&apos;s in 3D now, which means the charming hand&#45;drawn art is replaced by blocky polygons. The frame rate is unacceptable. Combat is hard: not because they&apos;ve ramped up the encounter rate or monster durability, but because the timing has no rhythm. Even the inferior port on the Game Boy Advance was better than this.
  Plus, the dialogue is awful. You can complain all you want about the voice actors, but they&apos;re forced to recite some horrific Renaissance Fair wannabe garbage. At least the superior plot is still intact.

  Gunbuster is excellent. There&apos;s two series, six episodes each, and they form a wonderful arc. The second Gunbuster is directed by the FLCL people, another of my favorite shows, so I&apos;m in hog heaven. Giant space robots, absurdly epic battles and perfect imperial marches from the original Gunbuster? Oh, kill me now, people. The ending had me crying, it was such a beautiful shock. I get misty even  thinking about it.

Moving next week. What do you do with bulk garbage if you&apos;re in an apartment? I&apos;ve got a dozen bamboo logs I don&apos;t want to carry around anymore, plus posters and other junk. Will Goodwill really take anything you give them?</description>
      <dc:subject></dc:subject>
      <dc:date>2008-08-10T23:58:00-05:00</dc:date>
    </item>

    <item>
      <title>Ryuk takes Light in 37 episodes</title>
      <link>http://www.notclickable.com/blog/ryuk-takes-light-in-37-episodes/</link>
      <guid>http://www.notclickable.com/blog/ryuk-takes-light-in-37-episodes/</guid>
      <description>Imagine a book that kills people. Write someone&apos;s name in it, picture  his face, then wait 40 seconds until he dies of a heart attack. Works  on anyone, at any range, every time. This is a decent premise and is  executed very well in Death Note, a kind of parallel universe Fate:  Stay Night. Instead of Shirou Emiya, the stupidest man on earth, who  manages to come out ahead as he dawdles and dithers, we have Light  Yagami: honor student, smug and smarmy owner of the titular book.  Despite his massive brain and superior reasoning skills, Light paints  himself into a corner. He&apos;s been murdering enough people to arouse the  suspicion of the police, and decides to shake the detective on his  tail by murdering him. Sigh. When all you have is a hammer, you begin  to visualize every anime character&apos;s face as a nail.
 Doesn&apos;t this sound squeamishly like every teenager&apos;s fantasy? Light  goes through the thought process you or I might consider when assuming  such a responsibility: who gives you the right to choose who lives or  dies and blah blah blah. Using the power of mental thinking, or at  least market differentiation, Light resolves to use the Death Note to  kill bad people and make the world a better place. Or so he believes.  Light&apos;s &amp;quot;bad people&amp;quot; are criminals (and suspects!) who are unfortunate  enough to have their face broadcast on national television. He kills  them in their prison cells, while they&apos;re taking hostages on TV, or if  they try to rape a girl outside a convenience store. I suspect &amp;quot;due  process&amp;quot; is the only topic for which this genius ever received a B.


Research is another of Light&apos;s neglected skills. Not one to pour over  court cases and review evidence and witnesses, he relies on TV and  newspapers to find the names and faces of bad people to kill. I dread  the day he tires of those sources and turns to Digg. There doesn&apos;t even  appear to be a minimum offense that earns you the death penalty. If  society deems you evil, you&apos;re a goner. How many of the falsely  imprisoned have fallen under Light&apos;s pen?
 We&apos;ll never know that tragic number, but we do know a lot about the  supernatural origins of the Death Note. It comes from the Shinigami  realm, a sort of demon&#45;infested afterlife wasteland. Ryuk the demon  gets bored and drops the notebook in the human world to see if causes  anything interesting to happen. Gee, I think it might. Invisible to the  rest of the world, Ryuk follows Light around apparently for giggles.  Munching happily on apples, you might the demon was visiting an old  college buddy for all the portentous warnings he doesn&apos;t deliver.  Light&apos;s got the whole thing figured out; all Ryuk has to do is float  around and enjoy the show.

 The real excitement is watching the police react to this creepy  bloodbath. What would you do if scores of people died from inexplicable  heart attacks, even if they&apos;re criminals? If you&apos;re Interpol, you throw  up your hands, declare defeat, and turn the investigation over to  mysterious detective &amp;quot;L&amp;quot;. This is the point where Death Note goes from  remotely logical to not even remotely logical. See, Interpol cannot  contact L. But they know someone who can, this being somehow different  from &amp;quot;able to contact L.&amp;quot; Mystery detective L talks to them through  voice masking on a laptop and describes his devious plan. That the police agree to it is more fantastic than any dimension traveling demons.

Mystery detective L announces a worldwide broadcast for the specific purpose of gaining the murder&apos;s attention (known in Japan as &amp;quot;Kira&amp;quot;, their pronunciation of &amp;quot;killer&amp;quot;). On live TV, a man named something like &amp;quot;Lucius Langrove&amp;quot; condemns Kira and challenges the assassin to kill him. Never one to back down, Light writes the man&apos;s name in the Death Note and calmly watches as he drops dead of a heart attack. Then L&apos;s ornate symbol (it&apos;s an &amp;quot;L&amp;quot;) fills the screen and he announces it&apos;s all a sham. The broadcast only occurred in the Kanto region of Japan, where super genius detective L determined the strange killings began. Having determined that Kira is in Kanto, or at least has access to satellite TV and is somewhere on planet Earth, the manhunt condenses to the local police.

Shall we cover the &amp;quot;ends justify the means&amp;quot; methodology by which L intends to capture Kira? Mister Langrove, or whatever his name was, is now dead. Sure he was a death row convict, but his heart attack was broadcast on television. Are the decency standards in Japan that lax? L then announces he&apos;s determined Kira is in the Kanto region. We see Kanto shoppers gazing up at the jumbotron, not even slightly alarmed that there&apos;s a murderer in their midst. Where&apos;s the panic? The lawsuits? And why, oh why, is L shown to be an attractive, androgynous Japanese twenty&#45;something?

A better question might be why Light and L play this idiotic cat and mouse game when they&apos;re clearly looking at each other&apos;s notes. Light&apos;s father is the chief of police, so he hacks into his dad&apos;s laptop and can see what L&apos;s up to. L, in turn, is a genius detective and guesses what Kira is thinking / doing correctly every single time. Not once does L&apos;s theory deviate from  what Light himself said  five minutes earlier. You&apos;ll spend the first disc muttering &amp;quot;oh come on!&amp;quot; as The Infallible Detective and The Uncatchable Killer play Marco Polo with their eyes open.
I could do without L and Light&apos;s insufferable smugness, but until Lucky Star disc 2 falls into my lap, this is all I&apos;ve got to watch. Your pity, I can haz it?</description>
      <dc:subject></dc:subject>
      <dc:date>2008-07-21T01:10:00-05:00</dc:date>
    </item>

    <item>
      <title>What is this strange interface?</title>
      <link>http://www.notclickable.com/blog/what-is-this-strange-interface/</link>
      <guid>http://www.notclickable.com/blog/what-is-this-strange-interface/</guid>
      <description>Oh yeah, a blog.

Umm... stuff is going on. Microsoft announces Final Fantasy XIII for the Xbox, thus nullifying 50% of my PS3 purchase. Irritating, but nice.

And moving, and other things. Mainly Warcraft is keeping me away. Outland is fun.

Strawberry Eggs is still a good show. Shudder.

That&apos;s all. More later, assuming I regain even the slightest bit of self control.</description>
      <dc:subject></dc:subject>
      <dc:date>2008-07-15T01:24:01-05:00</dc:date>
    </item>

    <item>
      <title>Regarding disabled menu items</title>
      <link>http://www.notclickable.com/blog/regarding-disabled-menu-items/</link>
      <guid>http://www.notclickable.com/blog/regarding-disabled-menu-items/</guid>
      <description>I&apos;m a big fan of Daring Fireball. Love the line&#45;by&#45;line takedowns of illogical articles about the Mac and the iPhone. When he veers into OS warfare he&apos;s usually in the right, but not today.

Joel Spolsky was making a point about disabled menu items in applications. Start up Microsoft Word with a blank document and open the Edit menu. Some of the choices (undo, redo, links, etc) are grayed out. You can click them, but nothing happens.

Spolsky believes the menus should look active all the time, but when you click them they should tell you why they won&apos;t do anything. Gruber correctly disagrees, saying this would drive users batty. What should happen is that the menu should look grayed out, but with an icon to indicate this menu item is different from every other grayed out menu item. Clicking or hovering over the icon would give the user a brief explanation of what the option does and under what circumstances it would become active. 
What bothers me is not that Gruber missed this compromise solution, but that he threw the unhelpful &amp;quot;Windows users are stupid&amp;quot; flag into play. He believes that Spolsky&apos;s recommendation is based on the idea that users are stupid. Specifically Windows users, since Spolsky is a Windows developer. Better, says Gruber, to assume users are clever and will experiment with the program to figure out why the menu item was disabled.

Gruber is confusing the user&apos;s  intelligence with  the user&apos;s patience. Productivity applications are not games. They are meant to be used to accomplish a task, not explored for enjoyment. When I play Metroid Prime 3 on the Wii and I can&apos;t reach a certain ledge, I&apos;ll explore the area and experiment with my powers to find a way up. Because I&apos;m doing this for fun, I can press every button on my controller without worrying about what will happen. The game is allowed to be tight&#45;lipped. 

Power users and young people like me don&apos;t mind mysterious disabled menus. We&apos;ll play around and discover because we enjoy it and usually have nothing better to do. But when Dr. Joe Smith, a highly intelligent &amp;quot;curious and clever&amp;quot; senior physicist at Genius Research Center is typing a letter in Microsoft Word, he isn&apos;t interested in messing around. He wants to accomplish his task and go home to play with his kids, not the application&apos;s preferences window.
Imagine walking down the isle of a supermarket. You spot the box of Fruit Loops you want inside a clear plastic safe with a combination lock. What&apos;s the combination? None of the store clerks will tell you. If you&apos;re an amateur safecracker this probably sounds like a lot of fun. If you&apos;re a mother with two kids jumping up and down next to you, this is a nightmare.
The disabled menu item is the cereal in the safe: you can see what you want, but you have to guess wildly at which number combination will let you get it. The difference in the computer world is that the software developer knows why the menu item can&apos;t be selected. He had to write a dozen lines of computer code to tell the menu to gray out that option. Why can&apos;t he write a sentence or two to tell the user, in plain language, what conditions would cause that menu item to be available?
The reason is fairly simple: because nobody else does. I&apos;m not aware of a single program that explains why you can&apos;t click a disabled menu item. Could there really be nothing in the Mac or Windows APIs that provides for the &amp;quot;disabled with an explanation&amp;quot; menu item?
I doubt there&apos;s anyone at Fog Creek Software, much less Joel Spolsky himself, who believes the user is stupid. He likely believes, like all good programmers, that if a program won&apos;t let the user perform an action, the program should tell the user why.</description>
      <dc:subject></dc:subject>
      <dc:date>2008-07-01T21:48:01-05:00</dc:date>
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