Showing posts with label Tomb Raider. Show all posts
Showing posts with label Tomb Raider. Show all posts

Monday, May 28, 2018

Plot Twist

So I went to TechShop -- sorry, "TheShop." (Idiots). And despite the calendar showing it was open, and even the tool reservation calendar showing tool reservations being made....it was actually closed. No, there wasn't any notice. Closest they came was a question asked by a member on the private Facebook group that was answered by another member.

Yeah, great communications. Why am I paying membership to these idiots?

Wasn't a total waste. I went over to MOMA and looked at art (I get in free all year -- more benefits of the full-time job).

Was kind of tired after closing night anyhow. Had a light go out. I have five front lights so I really, really needed it. Corroded socket of course, so all I could do is scratch out the worst of it with a nail file. On closing night the instrument dropped out right at the top of the show...fortunately it hangs right in front of the light booth so I was able to tap it back to life with a broomstick and then I spent the whole show carefully never turning it all the way off (because it would never turn back on).


So I still don't have anything I need at TheShop. But I'm eager to get checked off on the machines I've used in the past so when a future need comes I can go in and start bending metal. (Well, not bending metal...I didn't do the Safety and Basic Use classes on the brake and sheer yet).

What I have for the moment is random fun-to-do projects. Chief among which is making a mini loom. Honestly, for what I want in a loom I can tinker up something at my workplace. The only reason to do a laser-cut version is to, yes, get my permission in order for future lasering.

Could also cut some guitar picks, again just for the fun of it. Weaving tools gives me a few other excuses to unlock tools; 3d print a spindle whorl. Or even lathe one up on the wood lathe. Or could even CNC a spindle whorl out of aluminium but...


Oh, right. Haven't ordered the churro yet (did order some deerskin scraps and rawhide to make a tool roll for my traditional flint-knapping kit). Found a 1oz pack of wool roving in the embroidery supplies at my favorite local fabric store but my first attempt at hand spinning did not go swimmingly. Mocked up a quick drop-spindle from a bamboo chopstick and some red clay. Did eventually get a short two-ply that doesn't look horrible, but I went back another 2,000 years down the tech tree to create that one; I rolled it on my thigh.

Yeah, looms. Sure, I might make a ukulele strap with a tablet loom, but it is primarily for historical research. Even if I don't even know if my Cretan weaver is using a fixed heddle. Or any heddles. Certainly not tablets. Well, probably not. Remember what I said about adoption? It is a tech that is of limited use in that time and place, and I can defend that it might have arose here, been known to a few people but never documented or achieved any prominence.



As for prop projects: after I've gotten some cleaning done I'll dust off the Holocrons and see if anyone at the RPF still wants one. Unfortunately I haven't been able to think of anything that really leverages the kinds of equipment I have available at TheShop. There's always Aliens grenades, but they are a finicky machining project that takes way too long to be profitable. Or interesting.

Unfortunately top of my prop list right now seems to be re-doing the "Yamatai" necklace. This is actually a good lead-in project for the Wraith Stone as I intend to do the same sculpt-and-scan process to make a 3d file. Which I'll then have printed at Shapeways for the fine detail available there, clean up and hand-detail the print, then cast it in resin. Then make the 3d file publicly available.


References are of course poor. I'm almost tempted to play the game again to see if I can get a better screen shot. There are some visualization and promotional artworks, but they look rather different. In fact, there's almost reason to go with two necklace designs (at least in part because the artwork version has a clearer link to real existing traditions -- chiefly Maori -- and to my eye is a more pleasing design anyhow).


And actually, that might be a quick laser project too. Would make the sculpt easier if I created a flat "armature" out of some thin, stiff material like 1/16" acrylic...

Wednesday, January 31, 2018

Hello, I'll be your bunny for today

Two more (related) fanfic bunnies:

2013 Lara Croft looks for Atlantis instead of Yamatai.  This is not the story you'd think at first glance. The 2013 reboot is somewhat more realistic but certainly more gritty than the original (or Anniversary remake) story. More so, the character and arc presented in the 2013 reboot is far from the person Natla would have hired.

So take it that one step further. The thing I've loved about the reboot Lara -- as much as the actual games largely fail to deliver -- is that she is an actual academic. She's a professionally trained archaeologist, not a treasure hunter. Plus of course she has (as she discovers in the game) remarkable depths of endurance and determination.

So change the entire Atlantis setup until it becomes something that a college student could reasonably be sucked into. Discover it not as a great adventure by a skilled adventuress, but as a completely unexpected and world-changing discovery made during an ordinary excavation.



2013 Croft (yes, that's the theme of this pair of bunnies. Sorry.) discovers the Stargate. Sorta. You have to change the Stargate universe significantly, not just to make it a story the, again, college student just starting out and unsure of her strengths Lara would fall into, but because having the whole Stargate Command thing already happening is to me not as interesting a story. So it's a rewrite there, too. The Stargate is still buried in Giza.

Or is in a warehouse outside of DC, because once you've changed one canon that far, why not change the other...that Lara's dad played the Ernest Littlefield role, the circumstances of his disappearance were covered up by the government, and, yeah, Ra is still out there.




Sigh. That's one of the downsides of learning to write. You start seeing story elements as little gears and pulleys you can re-arrange. And some pieces are like that block in the Tetris world; just so easy to fit into anything you want to keep reaching for it -- even as everyone else has already done the same. That's how well-used furniture and worn-out tropes and stock characters keep coming back and back. It is too easy to think in mechanics, not in the complexities of life. Too easy to go "Say, why don't I just add a spoiled princess here; she could tell them about the magic sword then...."

Associated with that is the urge to tinker. To take a work that someone else has produced and try to fix it. Or just shake it up and see what happens differently. What if Paris had taken Athena's bribe instead? (I bet it still would have worked out badly for Troy). What if the Ten Thousand hadn't stood down when they got word that Cyrus was dead (still probably in a world of hurt after the heirs of Artaxerxes got their shit together.

From such exercises comes alternate histories, sequels...and fanfic.

Saturday, January 6, 2018

...or a children's toy*

I found myself liking Rise of the Tomb Raider much more than I expected. Sure, there are problems. Many of the worst problems of the previous game of this reboot series have been fixed, at least.

One thing that you can say, though; not only is it a decent game, it is, finally, a Tomb Raider game. The puzzles are back. There's more archaeology. And the Mansion is back (in DLC only, but that's why you wait two years after release and get the GOTY version on Steam sale).





I'll write a full review eventually. At the moment, I just wanted to comment on a more nuanced understanding of archaeology that almost sneaks in through the cracks. Yes, Lara Croft is a tomb robber, no questions asked. What she does to ancient monuments, even Schliemann would be shocked into making some remark. And the games still push the artifact-centric view of the popular press (in addition to the underlying "Ancient myths are just the hiding places of ancient super-science.")

It is almost like someone in the developers is taking the piss, though, when "Loot" is the verb that pops up whether Lara is standing over either a can of rags (useful for making bandages and flaming arrows), or a sarcophagus. There, and in other small places, it seems to recognize how she's a worse role model than even Indiana Jones.

But here's the place where I really feel like an archaeological voice was in the conference room. The game still has collectable items. Like the previous entry in the series, these pop up with very nice rotatable 3D model (based on actual archaeological artifacts) while Lara talks a little about the find. Here's the interesting difference. In Tomb Raider 2013 she would identify the culture and date and often give a little note on usage. Basically she'd read the museum tag. In Rise of the Tomb Raider she is more likely to describe the object, like one would in a field journal, and make some educated guesses as to its nature. Sometimes, in fact, she is truly puzzled.

The same is generally true when she is reading inscriptions -- this is due to an underlying Language mechanic, but still, it is refreshing to see her unsure of her translations.

And there is less of a clear distinction between information that will advance the plot, and information that won't fit into the current project. Again this is meta-game; it comes from the way documents are collectable, and these documents are little snippets of text nicely voice acted for the player.

The place where this distinction is really erased is in the "Bloodlines" DLC, a mansion-based exploration in which both the plot-centric mechanical resolution and the emotional resolution are developed in parallel as two of multiple twining threads. The game goes out of its way to tell you to read all the documents, as you do not know going in which of the various threads you are following through them will lead you to the desired conclusion. This, then, is a heck of a lot closer match to field research than the "find the address to the next game level written in a prominent place right after the boss battle" structure.

The "Bloodlines" DLC also does the Language mechanic one better, in that it requires you, the player, to recognize and use several hieroglyphic characters! (The best is when you have to identify a similarity between the character for a district of ancient Egypt and the depiction of said character in a child's cardboard crown).

Spoilers, by the way!



*yes, and she does make the "children's toy" comment over one of the artifacts she uncovers. Again, I'm convinced someone over at Core actually did some reading.

Tuesday, May 30, 2017

A Friendly Plug

Nathan McCree, the wonderful composer behind the first four Tomb Raider games, has launched a kickstarter to get a suite of fan-favorite selections from those games recorded by a full symphony orchestra.

At Abbey Road Studios. Well the full support of Crystal Dynamics and Square Enix.

Check him out!

https://www.kickstarter.com/projects/1636910846/the-tomb-raider-suite/description

Wednesday, April 19, 2017

After the battle

I've been trying to learn "Far Horizons" from the game Skyrim and that's led me to muse on a contrast.

In both Skyrim and Tomb Raider 2013 there are lethal encounters with the locals. In Tomb Raider, when the fight ends there's a brief quotation of the character theme; muted and tinged with the melancholy of all you've lost, as with every other piece of music in this particular Tomb Raider, but nonetheless a horn flourish celebrating a moment of triumph.

The only time you hear the "Dragonborn" character theme in Skyrim (outside of bardic performances in taverns) is when you are being attacked by a dragon. What plays at the conclusion to most encounters is something more wistful, even elegiac. It is a piece of music that invites one to contemplate the fragility of life and the shared humanity of you and those you've just slain against this harsh, bleak, starkly lovely landscape of steep rocks and chilly snow.

(It is in fact one of the generic wilderness travel snippets -- the piece I opened this discussion with -- but it is scripted to always show here and I can't believe the emotional impact of that choice was not considered).

Im Tomb Raider  the bad guys are somewhat humanized before the fight; if you sneak well enough you can hear snippets of conversation. Unfortunately there is no conversation allowed during the fight; once guns are drawn there is no negotiation allowed. Following the fight, all that is left is to search the bodies for more ammunition.

In Skyrim, you also search the bodies. Such is the stock mechanics of AAA games. But in doing this you are also led through their campsites and rooms and shelters. Where you find bedrolls tucked into a niche of the rock out of the rain, personal possessions tucked away in drawers, a couple books beside a table, a meal on the fire, a chair set up for no other purpose but to relax and take in a vista of distant mountains. These material goods are so particular and homely they give a mute description of their owners, a more sharply drawn and more universal one than any dialog snippet.

You can not help but place yourself shivering in that bedroll, warming yourself over a rude meal on that campfire (as often enough, you do in the course of the game) and greeting the day sitting in that chair looking over the vast snowy land of Skyrim. It invites you (sometimes literally) to put yourself in the hide shoes of those you were forced to kill. (Of course, in this game there is also no great distance between you and them. Your background is similar, your adventures similar. You aren't some well-equipped American stand-in mowing down foreign hordes, not in this game).

Even the nature of the encounter is different. In Skyrim you largely chose to engage; you can leave the bandit camp alone, or even run away. In Tomb Raider you are largely scripted in. It is an extremely linear narrative and often the next door will not even open until you've performed the sacrifice the game demands. Once combat is joined, of course, most AAA games are alike. There is no parley, no quarter.

Except not even this is absolute; Skyrim has a third-party mod that can be installed that allows your enemy to surrender instead of fighting to the death. And, sure, this is not a creation of the original designers. But the original designers did permit the end users to change the story and make this possible. Tomb Raider will not even allow the player to look in a different direction than that which the script requires.

(The only AAA game I've played in which quarter is possible in the base game is Batman: Arkham City. In that game, psychological warfare is all-important. The Batman is, after all, shaped to be a figure of fear to the cowardly and superstitious. So if you do well enough in striking from the shadows and otherwise appearing as an unstoppable phantom, some of the bad guys will drop to their knees to cower in place instead of continuing the fight. It ain't much, but it beats having to flatten everyone).

Am I reading too much into this contrast? Perhaps. Skyrim is intelligently designed by a company that knows how to search out a specific and nuanced emotional tone.  Tomb Raider 2013 is a lumpen creation-by-committee where every decent emotional arc sputters out in ludonarrative disconnect against the brainless mechanics and an insulting restriction of any player choice.

(I have to go a little bit further here. This isn't just a contrast between open world and linear narrative. The Half-Life series is also a linear narrative, and restricts exploration just as much. But Half-Life is designed by people who knew what they were doing; it leads the eye and hides the choices rather than forces them on the player. It shows that a linear narrative and even tightly scripted events can take place without making the player feel like a passive observer of the game being played).

Thursday, March 16, 2017

Chapter Up

Been not feeling up for anything more physical than writing. I'm overdue for a full physical, I think. But at least I got another chapter done.

I cast my net a little wide this time. I spent a while browsing maps of New Mexico, trying to plan an itinerary of properly colorful places. I knew I wanted to include the Trinity Test Site and erroneously drew up a tentative route down to the far South of White Sands. Then I did a new search for rock climbing areas and that turned up the fact that Hueco Tanks, "The Tanks" themselves, were close to my route.

A few more scribbles and searches and I had it; leave Roswell, stop at Alamogordo and admire the Great Atari Video Game Burial, continue through El Paso to Hueco Tanks and get a little climbing in, cone back North to the White Sands Missile Range Museum and gaze longingly through the parking lot fence at Victorio Peak -- while Lara grabs a dirt bike and "sneaks" up through White Sands to the Trinity Site. (Which is, of course, to the North).

That was looking about right for material. Add something about Chief Victorio and the Apache Wars and I'd have a 6,000 word chapter, right?

Didn't work out that way. I hit 10,000. First off, I'd only meant to open the chapter with Lara in the middle of climbing some rock. Because I really didn't want to open with more talking heads. But that scene got more and more elaborate as I thought of new wrinkles, until it is a good thousand words with a literal cliffhanger to boot.

And the Victorio stuff kind of got out of hand. Maybe it was because, due to more coincidence than anything else, I've been listening to a lot of programs on the Indian Wars. And, yes, it is pretty topical stuff, what with the Dakota Access Pipeline started up again and so on. Even in my own town there's a shell mound which is being contested over. So I ended up with a lot more words there than I had expected.

And I'd thought of more to do with the Trinity scene. Like throw a predator after her. I was thinking cougar but research turned up that jaguars were rare but had been seen in New Mexico. And that's when I tried to do something extra tricky; to have an injured Lara fabricating an improvised weapon whilst going over in her wandering mind the history of stone tools and human hunting from the golden age of the Plains Indians back through paleolithic mastodon hunters to the encounter at Olduvai between a troop of chimps and h. zinjanthropus and his unfair invention, the club.

Cross-cutting between that and the resolution of the cliff-hanger at Hueco Tanks. And bringing out some of the information Lara went to Trinity to find, in the form of a series of hallucinatory memories of the distant past.

And I don't think I made it work. I've got ten thousand words and most of it is talking heads. And most of what they are talking about advances the plot not one iota. And I even cut stuff!


Friday, December 23, 2016

10,000 Fleece

I've made the first major error on a PCB. The drill holes are too small for the LEDs. I can ream them out easily enough, but I'm using the through plating as a via in several places. With luck I can solder top and bottom and restore connection...but that also emphasizes that I completely forgot I was going to increase the size of the annular ring on several of the pads, too.

Ah, well. It is going to take weeks to laser-cut enough Holocron kits to even use up the first set of PCBs. The lasers are booked nearly solid, and even on top of it being cold and dark and often raining when work ends I've been feeling sickly and not up for the trip to the shop anyhow. And besides, I have enough parts to build one full production model, so I'm doing that first (in case I discover something new that needs to be adjusted).

And as for the boards? The v1.1 revision was just a stop-gap, mostly improving the silkscreen and adding a resistor to the resistor ladder. The next revision I suspect strongly I'm going to go for a "larger" CPU chip (but do it in surface mount instead of DIP). I'm also tempted in the direction of taking off the USB socket and replacing it with a microSD socket. Except the controller chip for above is a thirty-six pin SMD that can't be hand-soldered -- that's a big jump up in my SMD skills.



Made a breakthrough on the fiddle. Apparently the beginner is supposed to play detaché, separating each note. I've been practicing legato since the beginning.

Well, immediately on hearing that I tried putting a slight pause in the bow between notes. Wow. All that struggle to get clean string crossings in a slur has really paid off. With that little pause it is downright simple. Oh, and I can dial the pause down to barely perceptible and still get the benefit.

Similar really to my fun with shoulder rests. It was far too hard to handle the violin at first. Shoulder rest allowed me to progress. A better shoulder rest allowed me to move to the next stage. But now that I'm so much more comfortable moving about the fingerboard and keeping the violin balanced, I can omit the shoulder rest and play nearly as well.

So now I throw in a "naked" practice session at intervals. No shoulder rest, no Snark tuner; just ears and meat (and a thick shirt...yes, it can hurt without that padded rest!) So I can get through Hava Nagila without stumbling...but I still have squeaks and some other finger noise to clean up (and my intonation will continue to need work. Especially as the string crossings are just horrible in the C part and I've been playing that in third position as an alternative).




Trying my first audiobook now; listening to a free reading of the Anabasis I found online. Which means I'm avoiding spoilers for a work that came out 2,300 years ago.

Also read a couple more Kindle books. Both were oddly alike in having a very breezy tone; short sentences, short paragraphs, simple construction. Also both alike in having fairly poor description. One is (more or less) in first person and eschews scene breaks or other real organization, letting changes of space or time roll right past, moving in and out of dialog or action without pause or even change of pace.

The other at least has some of that helpful organization, but uses the increasingly rare third-person omniscient. Which I think is a horrendously poor choice, but could perhaps be excused or at least explained as a larger choice that may not be that of the authors.

To explain; this is a Tomb Raider book -- a proper printed book for all that I read it on Kindle -- and it features the 2013 "reboot" Lara Croft and is explicitly set immediately following the events of the 2013 game.

This game is basically subtitled "Birth of a Survivor." It takes Lara as a young, inexperienced student on her first serious expedition, and drops her into a hellscape where she is beaten down to her essence; becoming both dogged survivor and (as necessary) brutal killer.

Which means any work featuring her, and particularly one that pretends to follow the events of the game, should be about her struggle to return to the normal world and come to terms with what she was forced to do. And indeed, the book -- The Ten Thousand Immortals -- shows her having panic attacks and flashbacks and struggling to re-define her belief system after being confronted with the reality of nigh-immortal weather-controlling undead queens on the haunted island of Yamatai.

This can be done in third person omniscient. It is just in my opinion much harder to do it right. Because what matters to the reader is not the clinical dissection of Lara's inner life. It is not the unwrapping of the complexities of a psyche in the way of Joyce's Ulysses. What the reader wants is to feel along with Lara. To be invited in, to even experience this vicariously -- the way the game allows you to do. Third person limited, or first person, are better narrative choices.

(Something which even one of the game development team seems to have misunderstood. But never mind about that now!)

And this is even a good point from a mechanistic story-telling direction. Much of the story has Lara possibly being followed, not sure who to trust, wondering if she is surrounded by enemies or if she is merely letting her post-traumatic stress drive her to unwarranted paranoia. This confusion on her part is completely undercut by an omniscient point of view that at any moment can and does cut to the very person who actually is following her, and listen to their interior monologue about exactly why they are following her and who they work for and what the whole mystery is about.

A more limited perspective is perfect here. Seeing only what Lara sees is a better mechanical way to present the mystery and suspense of who to trust and when to be wary (as well as being a vastly superior way to let you empathize with her situation emotionally). This shades all the way down to the small tricks; a detached omniscient observer makes Lara look foolish in those rare moments when she lets her guard down. Seeing the scene through her POV, the narrative can subtly guide both where you are allowed to look and how you feel about what you see; presenting open, clear vistas or presenting menacing shadows, and make her reactions feel justified and rational to the reader.

So the escape hatch I alluded to earlier is this; perhaps the authors were asked to provide an adventure, told not to actually develop her character any because all that would be in the games, and basically were led into presenting the bones of a story without most of what allows for proper emotional involvement. It is Saturday Morning Cartoon stuff; lots of running around and shooting and that all sounds exciting on paper but there is so little tangible about any of it -- especially the inner life of the people involved -- it is not terribly thrilling.

But there is more here. One of the two authors involved has a more recent book featuring the "Classic" Lara Croft. And three paragraphs in he threw me right out of the story by featuring a "20mm steel-kern climbing rope."

Okay, sure, the movies (and many books) will always get the details wrong of that thing you yourself are expert in. And maybe the non-expert will never even notice, although to someone who knows anything about climbing, that description is ridiculous as specifying a "Diesel powered laptop computer with a 74" screen."

But no. It takes less than a minute to do better than that. This story was written within the last few years and yes Google and Wikipedia were available. Heck; Lara Croft is using both constantly within the story itself! If the author did enough research to find out what kernmantle construction is, then he damned well would have learned the difference between static and dynamic, and as well been presented with examples of appropriate diameters.

Even going from first principles, a basic understanding of the physical universe would clue you in that something was off. As my friend put it, Lara Croft must be tough stuff if she nonchalantly ties a knot in a half-inch steel cable.

(And, no, you can't get out of this one by assuming a typo on the number. Because pretty much every single other detail about this rope and how it is used is wrong.)

In any case, 10,000 Immortals (the previous book and the one under discussion) doesn't make quite such obvious errors. The archaeology is terribly simplistic, and I think that too is a mistake. The games may not give that much detail, but there's good indication there's a contingent of the audience that does want to see more. What bugs me, though, is the ways the book looks like it is getting wrong things that people with even a smattering of a classical education will already see are wrong.

The title is one. It is referring to the Persian Immortals. Sort of. It is about half-way through the book that it becomes clear there is a group that calls themselves "the ten thousand immortals" and has based the name on the so-called "Immortals" of Persepolis et al. And the book correctly at that point explains the legend that there were 10,000 of these elite soldiers, exactly; as one died, another would be sworn in to take his place.

Except that this is another one of those many, many places where Herodotus...well, you know the drill. And even the name is quite possibly a mistaken translation. So the book jars once in that Lara doesn't seem to know who the Immortals are (despite apparently having that good Classics education) and that makes her look like an idiot. And the book doesn't correct her at first, making it look like an idiot. Only eventually does the truth out, finally making the title seem less awkward -- but it does this a few chapters in and never moves past that "revelation" that is probably within the first hour on Persia in your History of the Ancient World 101 class. (And what is especially ridiculous is that at some point the writer provides the name "Anûšiya." So he almost certainly knew and was choosing to either ignore or withhold the more complex real story.)

The Golden Fleece is an even better case, reeling out the bit about gold-panning with sheep wool about five chapters in, but never moving a step beyond that not particularly obscure revelation. This book has either a frightfully low opinion of its audience, or is written by someone a lot less educated than he thinks he is. One keeps hoping there will be something about the Argonauts that goes beyond what appeared in the Harryhausen film. In vain. The story actually moves the Aegean and an archaeological expedition and a rock-cut cliff dwelling and reveals -- damn-all. Again, what little is revealed on the subject happens less than half of the way in. The rest of the book spins out chases and shootout with nary a new bit of historical information or archaeological clue from then on out.

I am tempted to blame the usual process of "Decide on the plot first, then pick and chose the historic and/or scientific details that support it." There is also some hair-thin evidence that the bad-guy group are the ones who are making the stupid errors; that they are essentially Foucalt's Pendulum-ing themselves. There's a bit of business, for instance, with a derringer that is claimed to be but is as likely not to be the one used by John Wilkes Booth. (A derringer which is never fired, despite being on that damned mantlepiece at least twice). So one can half believe the bad guys were meant to be idiots who didn't understand who the Persian Immortals really were, or know anything more than a teenager (and from the evidence, a poor student at that) does about Jason and the Golden Fleece.

There's another oddity there. The reviews on Amazon fall into two categories; long, carefully written reviews that lay out in detail the literary offenses, or one-word reviews with five stars. The suspicious take here is the latter are spammed to drive the rating up. A different view, though, is potentially illuminating. Maybe the breezy, error-filled, childishly simplistic writing is all these particular reviewers needed or even wanted. The ones that have a word or two other than "Amazing!" talk only about how cool it is to have the character from the games be in a book. It would be informative to introduce these reviewers to something like the deeply psychological fanfic "Easier to Run" and see if that opens their eyes to how much more a story can offer.



A few words now on the other Kindle find. I've now read the first and second books of the "Athena Lee" chronicles and I doubt I will read any others. The premise is promising; a young woman is marooned amid the wreckage of a space battle that went well for nobody. Her thing, however, is engineering. Survive until rescue? Deal with the changes in politics back home, threats on her life, pirate attacks, treason..? Whatever it is, she's got a spanner and a slide rule and she's going to engineer the heck out of it.

The character has an engaging voice and what can be seen of her personality is amusing. There are some cute touches elsewhere (although a little 1990's pop culture goes a long way). The problem is, the author doesn't seem to know how to describe engineering. Actually, the author doesn't seem to know how to describe anything. Well, actually -- the author doesn't seem to have much of a grasp of how to write. I read a free excerpt from Book 8 and he seems to be just starting to learn how to handle POV changes and exposition.

These books, too, have many short (as few as one or two word) reviews praising them highly. Again I have to wonder if someone is gaming Amazon's rating systems. But the unsettling and more likely answer is that there are people who have read so few books they have yet to discover that they get a hell of a lot better than this.

Like the Tomb Raider story above, it should not be enough that a character you like is on the page. Or that people are shooting at stuff and so it must be exciting. Those can be, should, usually are a given in a piece of genre fiction, but said piece is also generally expected to bring a minimum standard of craftsmanship with it. To leave one with a sense of place, to portray characters well enough one can speak of them as if you had met them in person, to immerse the reader in the experience and smoothly and seamlessly carry them through transitions and exposition and all the other necessary stage machinery of an unfolding plot.

Ten Thousand Immortals is a madeleine offered in excuse of a full meal. The Forgotten Engineer is a handful of granulated sugar offered in excuse of actual food.




Sunday, December 18, 2016

Game Levels

Just reviewed the chapters to date of my Tomb Raider/SG1 fanfic. Funny how much it looks like it was planned, even though I know I'm pretty much writing it as I go along.

I started with a McGuffin; a small jar in the shape of a falcon. About all I knew was that it was connected to the ancient Egyptian god Horus. Next I needed a setting for the opening scene. The yacht from the third game, of course. Put it in some nice waters for skin-diving; where? How about near Malta.

I literally had not made the connection until I was writing the first scene set in Valetta and thought of tying the Tribute of the Falcon -- yes, the Black Bird itself, the Maltese Falcon -- to the story. Similarly, I had already passed through Libya before silphium became an important plot point. It wasn't until doing research eight chapters later I realized silphium, that wonder drug of the ancient world, had only grown in a narrow strip of coast near Tripoli. And these were not the only bits of serendipity (it helps, of course, that I cast my net very wide in the first place, including putting lots of random trivia in each passing chapter that I might later profitably mine).

The main place where the lack of planning shows up is that the evil scheme the protagonists eventually discover isn't that interesting, and doesn't lend itself to a satisfying resolution. But, then, similar could be said of the plots underlying many of the games. Where things worked out in a surprising way is how close I came to the game framework of go to an exotic locale, pick up a clue amid the archaeology and/or history there, and have a bit of action (a fight, some climbing) before moving on.

The first "Level" is essentially Malta. Surprising this location hasn't been used in Tomb Raider before. It is close to the center of a number of the historical events around the Mediterranean and is littered with the archaeology of Romans, Byzantines, Turks, etc., etc. For my story I concentrated mostly on the period when the Knights of Malta were in conflict with the Ottoman Empire in a multi-nation struggle for supremacy in the Mediterranean that came to a climax at the Battle of Lepanto (not coincidentally the last major naval battle conducted between rowed galleys).

The "action" for this level, however, takes place in a flashback, in which a teenaged Lara climbs up and BASE jumps off the pyramid-shaped Transamerica building in downtown San Francisco.

The next level is Cairo, and this one is almost complete; for archaeological puzzles there is the mysterious object dug up in Giza in 1928 and spirited away to America before the Second World War, and mysteries surrounding a newly-discovered Amarna-period tomb in the Valley of Kings (the real-world KV63). There's a brief tomb crawl with a bit of life-or-death gymnastics, and a knife fight with some thugs on the outskirts of "Garbage City," the grass-roots recycling center in the heart of Cairo's slums.

Outside of fulfilling the basic game objectives (the sprawling, semi-abandoned munitions plant in the desert would of course have made a great map in an actual game) this sequence also fulfilled some more literary requirements. I got to talk a little about the long history of Egypt and current sociopolitics, and as well explore a little more of Lara's psychology and her ongoing inner struggles. (It also took me much deeper into the rabbit hole of research, including staring at old sales brochures trying to identify exactly which guitar donated by the Red Hot Chili Peppers hung on the wall of Hard Rock Cafe Cairo).

The following level is on the face of it less exotic; Colorado Springs. I touched a little on the gilded age and silver barons, and the natural history of the area, but this is largely about NORAD. There are excursions to another bit of Cold War history, the Strangelovian "Project Pluto," and to the tiny idiosyncratic would-be island nation of Sealand, as well as passing mention of Semipalatinsk, Tsar Bomba, Bluegill Prime et al, but the star is NORAD, that underground city behind giant blast doors. The action in this level is a long climb in very much the style of the games.

As for literary purposes, I am most happy with a little scene that came out of thin air. I wanted a little excitement before Lara went into the mountain, and I threw some local punks at her. And then in the middle of writing the scene discovered the unexpected and comedic resolution.

The level I'm most proud of is Prague. I feel like I almost had a good grip on the whole mix here; the mystery and McGuffin, the historical background, the scene-setting, the Tomb Raider style action. It also accomplishes the "layers" which is part of my favorite levels in the various games. In this case the team visits modern-day Prague (with some short side conversations about occupations of World War II and the following Communist take-over), goes into the Gormenghastian Prague Castle, then has to struggle past booby-trapped passages left by the SS to get to where secrets of alchemists and seers were hidden, at last solving a 17th-century puzzle...and encountering the Golem of Prague in a neolithic cave.

In almost all of the games Lara's home is an optional level. So I sent some of my cast there to explore the Abingdon Estate, wrapping that sequence up with a big fight. The archaeological revelations, if you could call it that, is expressed in a long bull session concentrating mostly on the period of transition between Egyptian pre-history and the first recorded dynasties. Side lines included various and sundry artifacts on display in the manor, with passing mention of events as varied as Gallipoli and the Siege of the Legations.

The next "level" is essentially the American Southwest, focusing on pre-Columbian archaeology, but with a secondary emphasis on particular bits of 1950's ephemera; Roswell and the "Gray" aliens, Route 66 with the usual roadside attractions of giant lumberjack statues, and Trinity with the first atomic bomb. So far the big discovery has been a paleolithic site in New Mexico, and the action has been a little run-in with a heavily jimmied solar power facility.

And from the looks of it, I'm going to conclude at Mount Shasta, bringing in as archaeology mostly clearly false nonsense about Atlantis and Mu and the Shaver Mysteries, but also tying in an ancient alien engineering project that had been the background threat of a stand-alone sequence I did on Thera during the height of the Minoan civilization.



Thursday, November 3, 2016

The Qualopec Solution

I've been stumped on my fanfic for far too long. Every time I thought I'd managed to clarify just what had happened in the past, it made it even more plain it didn't happen in New Mexico. Where I'd put my characters as of the previous chapter.

So back to primary sources. I watched all the Tomb Raider: Anniversary cutscenes. And oh my. Apparently the White Sands area was a seat of power for Qualopec. Complete with Mesoamerican-style pyramid, surrounded by (!!) what look like Olmec heads. Cripes.

So I'm going out on a Doylist limb here. These aren't flashbacks, after all; they are visions Lara is granted when she assembles the Atlantean Scion. So call them a little confused, the way visions are. Oh, and the opening scene? It's obviously wrong already -- there was only one atomic test in 1945, it wasn't at Los Alamos itself, and it most certainly did not include the buildings of a mock-up town getting blown down. But, hey, the cutscene starts in black and white anyhow. So call it a documentary, with some fudging of the facts for better dramatic impact. And Natla did not fly, burning, out of the crater whilst the mushroom cloud was still growing.

This is far too tempting a road to travel further and further, of course. I'm strongly leaning towards deciding that re the Stargate universe, nothing is canonical that hadn't been shown by the end of Season 4. So I don't have to stick with some of the really absurd stuff about Merlin, for instance.

One is further tempted to assume that everything you've seen about Lara's adventures actually comes out of one of the highly dramatized fan magazines (or ghost-written accounts, before she decided the publicity wasn't actually helping). So Atlantean script looks half-way like a reasonable language, and not like the crazy hodgepodge of cabalistic signs and ersatz hieroglyphics shown on screen during the game. And maybe it wasn't really a t. rex.  Ah, but that way lies madness.

Part of the fun of the fanfic game is sticking with what was actually in the original, and making an effort to explain it (or at least make it seem to make sense).





But when you get down to it, as fascinating as the question is of what the Ancients were up to prior to 2 MYA and after 10 KYA (the dates the show gives for their two sojourns on Earth), particularly their interaction with human (and homo neandertalis) migration, the neolithic revolution, etc., the schema I have for my story isn't going to allow any of the characters to actually figure it all out. It's going to be a mystery to them. It might as well be a mystery to the reader as well.

Trouble is, I do sort of have to know myself. Because I'm still trying to figure out what the hell Natla was trying to dig up in New Mexico (it can't have been the infamous UFO, despite this taking place not far from Roswell). Or why there's a History Channel group of pseudo-archaeologists there now with their video cameras. Or why Amanda was there, and why the heck she thinks Lara Croft would soon follow!

Monday, September 19, 2016

Burke and Heir

Okay, that was bad. Really, really bad. "Heir" because my plan for Chapter 22 is road trip across America, with Lara doing some soul-searching and recapping about her life, including the nasty little inheritance battle she got involved in after Lord Croft vanished while on expedition.

And "Burke" for James Burke, of the Connections television show, because I'm following every trail off in whatever random direction they go.

There's three good reasons to close out this fanfic within the next few chapters. One is that it was shaped as a three-act structure and we've passed that critical Act II-III break (also, it's up over 100,000 words now and that's plenty for a one-joke story).

Another is that I should put this down and free up time to do other things. To do work that pays (even if the prop work doesn't pay much). Or if I'm to write, to go back to attempting to write for publication. Any lingering traces of the writer's block I had after sending out Shirato is gone now.

Lastly, it is that I didn't plan and it doesn't really come together properly. I could blame the sources for that; the Stargate universe is internally inconsistent, and it doesn't mesh as smoothly as it might with the Tomb Raider universe. My intent in starting out was just to have fun with the clash of characters. Unfortunately I realized shortly in that I cared about making the history right, and it became an increasingly onerous exercise in trying to reconcile these two ridiculous canons with something resembling our own world.

And even putting that aside; I have dangling plot lines that could be properly treated, but to really do justice to the history of the Ancients on Earth -- and especially to harmonize with Natla and the Atlantean Triumvirate -- I'd need a lot more pages. Enough perhaps to justify an entire sequel, especially if I simultaneously send Daniel Jackson to Syria to track down a Sumerian artifact that's passed through the hands of multiple conquerers through the tangled history of the ancient world.

But that's too much good money to throw into the bad of the ridiculous and bloated mess the source material already provides (not to mention my own confusing contributions).

And, yes; if I think of the current story in terms of Try-Fail structures, it looks right that the current arc is going to result in another failure for our heroes, another increasing of the stakes, and another full act of material as they go on for the big final try.

Except I don't really see it that way any more. Although I originally wrote this as "Tomb Raider and SG1 join forces to stop a villain" it actually reads more -- and I think will work better as -- "Tomb Raider and SG1 join forces." Full stop.

That is to say, the dramatic thrust is all about Lara finding out about SG1, losing their trust, then earning it back/becoming part of the team. It's the plot to every time a new character joins an existing cast, or two comic book titles meet (in the words of The Tick, "First we fight, then we are friends.") The template looks a lot like that of a Rom-Com.

So I don't actually have to save the world. I don't even have to stop the villain I introduced during the story. All I have to do is have Lara do something useful that will mend the temporarily broken fences between her and Stargate Command.

(She was brainwashed by a Goa'uld into letting him onto the base. That doesn't go down real well. Then the NID asked for her custody and she broke out. Also doesn't look that good. But the worst problem is she really doesn't know who she is now or where she is heading. She's having a mid-tomb crisis here.)

So only question now is, can I set Mount Shasta to ticking, get everyone else assembled there in time for a big showdown, and introduce some nice extra complications.....without going all Umberto Eco on Chief Victorio, the Silver Purchase Act, Solar Power, the Solutrean Hypothesis.........

Sunday, September 11, 2016

Holoback

The hypercube works:


I created a 2" cube of white translucent acrylic and propped the lighting circuit inside that. (Actually, the picture shows the cube being illuminated by one of my 3 watt Cree). It looks very nice now. More, the diffusion works so well I'm no longer forced to bend the LEDs around to try to get 360' coverage (although the construction of the cube and support means the underside of the circuit board, where the holocron lid is anyway, is going to be less than properly illuminated).

While I was lasering that, and doing the final tweaks-and-tests for the revised circuit board supports and inner layer pieces, I also ran off a test of an idea I'm calling the Imperial Archives Holocron:


This is actually done with 1/16" translucent white mated up with identically-outlined 1/16" opaque black acrylic. Unfortunately I don't have a holocron-sized white light source, and this photograph is using a Maglight Solitaire propped up on a roll of solder.

The circuit is routed as well. Just needs the silkscreen cleaned up.

Is funny; I felt like hell all week (longest four-day week ever) but after getting some sleep managed to crawl out to the shop for the lasering above, plus put down the next thousand words on my Tomb Raider/SG1 crossover.

Well, I've got some problem-solving to do before the latest chapter is complete. Because I've put Checkov's Concentrator Solar Power Plant up on the Mescalero Escarpment mantlepiece, and I need to figure out why it is about to go off...

Saturday, September 10, 2016

Raider of Blue Highways

The Tomb Raider fanfic is still going. One of these days I'll take what (I hope!) I've learned and try and write a marketable book again.

And I've given up on trying to make a lean narrative. I've decided it is a travelogue. (I thought there was another term for this: a term for a book that is nothing but a bunch of set-pieces interesting in themselves that don't actually go anywhere. I thought the term might be a "Picaresque" but reviewing the definition it seems to require a sort of aimless -- if not amoral -- rascal that doesn't seem to describe any of my protagonists.)



I have Lara Croft in New Mexico, hiding from the NID, and looking for Natla. Jaqueline Natla, one-time Atlantean Queen, who was freed from her ten-thousand year prison by "an atom bomb test in 1945" as the game put it. Well, there was only one atom bomb tested in New Mexico in 1945.

So I just scribbled 800 words of what will be about a 1200 word scene on the Trinity test. With excursions into Admiral "Amazing Grace" Hopper, the peculiar humor of George Gamow and the eccentricities of Fermi and Feynman, Luiz Alvarez and the iridium clue that has bloated into the "asteroid killed the dinosaurs" meme, and I'm not even sure what else besides.

There is an overwhelming wealth here. I've got her started in Roswell because I simply could not resist the giant coffee cup over a diner there. Or as much other Roadside America I can work in, from Mystery Spots to Cadillac Ranches. And that's Roswell, with little green men, in a universe where the little grey Asgard are real and are a thing. And a 50's diner, and she'll be going road trip in a sort-of replica of the Landmaster from the pre-Mad Max post-atomic war epic Damnation Alley. So we're full-on Atomic Cafe. Plus aliens.

(Carter already got into the act last chapter, explaining about raycats.)

New Mexico just by itself is fascinating enough, with a mix of cultures and very much still there questions of cultural identity, appropriation, and institutionalized racism. Historically fascinating of course. And wealthy in pre-history as well, right back to Clovis and the questions surrounding the first human migrations through the New World. (And it leans on, although the connections are light, the even more spectacular early history of Central and South America).

So I started her where she can dig for some clues in the neolithic for Natla's previous identity, and simultaneously mine for what the heck Natla was doing in 1945. And the dig she's checking out is being run by someone who puts a face to the whole Ancient Aliens hyperdiffusionism epic (which still seems to filter down to the same place it started with back in the 1800's; "anyone but the native Americans.") This person is strong on the giants/nephelium part of a very messy Venn Diagram, meaning there's tentacles here leading out towards fundamentalist evangelicals, creationists -- sorry, "cdesign proponentists" -- white supremacists, even David Ickes royal lizard family fearers.

And I just realized through a happy accident (listening to a random program from Dan Carlin, and one of the bloggers I follow googled the wrong mountain by mistake) and I've realized I can send her next to Victorio Peak and talk about the Apache and the lost gold treasure and a few other things in that particular mix. And if she gets a longing for a proper tomb crawl, there's some ridiculous caves around the state as well.



Honestly, this is all going so James Burke (aka, his great show Connections). The guy in the ladder story (crazy stunts copying Akkadian inscriptions from a cliff face) was also involved in the deadly retreat from Kabul. George Smith (who shares with Howard Carter a working-class background unlike many of the big names -- Carter's financial backer, Lord Carnevon, whose death gave new life to the existing "mummy's curse" meme* -- oddly enough, his house is the one used for Downton Abbey) anyhow, he was the one who found the Flood story in among the epic of Gilgamesh. He'd been brought in by Budge, who was moving on from Egyptian into harder puzzles like Akkadian (no Rosetta Stone there) and Budge is the one who tells the story of George getting super-excited about the work he is translating and, in the middle of the library of the British Museum, begins to disrobe...

Thursday, August 18, 2016

Sam I Am

I need another project -- or a story idea -- like I need a thing that is not needed. But try telling that to the Plot Bunnies.

Like the bunny that came this afternoon muttering, "No one leaves!" in archaic Japanese. I just can't seem to leave Yamatai alone. Well, here's the latest wild idea; leave Lara Croft home. So this becomes Samantha's story...and the rest of this meandering sketch-in-progress goes below the fold.


Edit to add; I went ahead and started it, and I just put up Chapter Five.   The changes from the game get larger and larger from this part in, though, which I assume means I'll have to spend longer on each chapter as I try to figure out how to make things work properly.

Sunday, August 14, 2016

Yamatai II (fanfic thoughts)

I've written before about my issues with the reboot "Tomb Raider" (2013). I'm left with no firm idea of how one could have made it a better game. However -- and topical in that a movie is apparently about to enter production -- one can put aside questions of playability and game balance and ask only what would make a better narrative.

And this is another rambling ranting essay, so the rest is below the fold.


Thursday, August 11, 2016

Box of Plot Bunnies

I've been reading Mass Effect fanfiction and thinking again about all the missed opportunities of the Tomb Raider (2013) game.

Had some trivial thoughts about the Harry Potter universe as well. Main one; the story is hermetic. It is about magic versus magic. Neither the magic system nor the entire Magical World as presented are ever intended to interact with anything outside of magic and the magical world. Thus to my mind cross-overs and most fixfics are non-starters; magic is an out-of-context problem to any other setting, and the muggle world (be it our world or the world of Darth Vader) is an out-of-context problem for the magic world. It makes as much sense as asking whether a Checker can put a King in check, or how many spaces a domino advances in Monopoly.

The other is that the magical world is Britain between the wars. They lost so many in the first Wizarding War against Voldemort, they simply can't deal with the threat of a second one. They don't want to believe it possible, and they can't bring themselves to commit to planning against it, they don't even want to talk about it. Thus the ineffectual and even counter-productive actions by so many of the adult characters, and the willful ignorance they impose on the young characters.

And that led to the first thought; perhaps the best way to break the pattern of what happens to Lara Croft on Yamatai is to pick a character who comes to their interactions with the world from an entirely different context. Say, Sherlock Holmes. First Bunny here; Holmes and Watson on Yamatai, with the Endurance expedition taking place in the late Victorian age. A lot more deduction, a lot less shooting (well, unless you cast the Robert Downey version).

Flipping that, though, since the story of Lara on Yamatai is about growing from a scared kid into a survivor...switch up and put Lara in Shepard's shoes. In the Mindoir origin. Given the way the events of Yamatai unfolded, I'd say it would be a bad day to be a Batarian.

(There's another Bunny lurking here; given that the archaeology of Liara T'soni is what gives the first good clues to the nature of the Reapers, some of the tools used to defeat Sovereign, and in one of the outcomes of the third game leads to the only really decent resolution, one could make an argument that an adventure archaeologist makes as much a fitting protagonist for the story as does the universe's most persuasive soldier-hero since Darth Revan.)




From a completely un-quantified survey of Fanfiction.net, about a third of the Lara Croft stories are set in the 2013 reboot continuity (almost another third are in the original continuity, post Angel of Darkness, and include Kurtis as a character), and of those the majority are post-Yamatai and of that number the majority are Lara/Sam fics. There's also a sizable contingent of Amanda fics, and just enough of a sampling to be statistically significant of Lara/Natla fics.

Of the Harry Potter fics that have attracted my eye, most have turned out to be fixfics. Either crossovers or introduction of out-of-context elements like dragonriders or unexplained new powers or just plain Harry-gets-a-clue, they almost inevitably reveal the rest of the magical world as a bunch of dopes. To my mind, it never really works (as much fun as a snarky bit of "take that!" can be).

What few Mass Effect fics I've looked show the following trends; generally through all three games or set post, inevitably femshep (aka Commander Shepard is female), and she most often romances Garrus (I agree -- I was happy enough to leave Kaiden on Virmire.)

The vast majority of SG1 fics are Jack/Sam. But there's a statistically significant trend for builder fics, in which the Stargate Program is managed differently, with different methods, gear, etc. The best of which so far is one set in the late 40's, with an Ernest Littlefield who remembers to take a radio along.




And mostly unrelated: the title music to Tomb Raider: Angel of Darkness (which opens with Lara's old mentor Werner von Croy getting killed in Paris) reprises the main theme from Tomb Raider: Revelations (in which that character was strongly featured.) So I'll definitely see if I can work a reference to that theme in the Tomb Raider: Legacy title track I'm tinkering up!

(Which will be multi-tracked with a little pennywhistle and violin from your's truly. The violin is I'm afraid going to have to track itself into string sections, though. I am years from being able to do a soulful solo on that instrument.)



Wednesday, July 6, 2016

For want of a Niall

I'm taking a couple of sick days off from the Holocron. Mostly resting, but also working on the fanfic. This is a big fight at Croft Manor, which was originally thrown in to put a little action into a chapter of archaeological discussion. But said chapter ran long, kicked the fight scene into its own chapter, and so that had to grow larger as well.

In the original Legend/Underworld canon (aka, the first trilogy of games produced by the studio Crystal Dynamics) Amanda sends the Doppleganger into Croft Manor to steal back the Wraith Stone. My head canon is Amanda tried earlier but was stymied by the house security (one of the in-game excuses for using Doppie is that she passes for Lara on a retinal scanner).

And in my fic, this first attack takes place while members of SG-1 are visiting.



See, this is what is exciting about cross-overs. Like AU stories, you've established a change. It may be a small change (there are a large number of fanfics in which "Harry" Potter is born a girl. And for whatever reason, many of them get rather lemony as well -- usually involving Hermione. But nevermind!)

The fun is that changes cascade. It is almost never a matter of replacing each occurrence of one name or gender or hair color or whatever but otherwise retelling the same story. Instead, events diverge, proceeding inexorably from that first change.

Of course one reason is that fanfics are by their nature fix fics; they are an author's response to another's work, and they may chose to comment on or to change elements of that work. This ranges from exposing some of what one might consider poorer choices in the original, to completely changing the spirit. (This may be why in, say, Harry Potter fanfics, Voldemort rarely survives much past the Triwizard Tournament.)

This is a dialog that happens within original works as well; many works of science fiction and fantasy were written to ridicule or overturn existing genre conventions. Or to introduce elements that had been previously lacking (c.f. feminist science fiction, the New Wave, etc., etc.)

The other reason is because this is the fun. The fun of all the alternate history and What If stories. Make one change, whether it is Lee victorious at Gettysburg or the Enterprise showing up in orbit around Caprica, and see what follows.

(Personally, for me this is practically the point. The original canon Harry Potter universe is all about how special magic is and how useless muggles are. Making Harry...err...Amaryllis Potter the (other) young ward of Bruce Wayne means that muggle skills and muggle ways proceed to kick ass.)



Unfortunately I'm not really doing this. There's no specific linkage of events that causes my Amanda to send a full team of mercenaries to get the Wraith Stone back. If this does come out of anything, it is from something that far predates Lara's awareness of the Stargate program.

It comes from the fact that in this universe, both canons are true. At least, as much as is possible to reconcile them. The Stargate and the Goa'uld have always been part of Lara Croft's universe, waiting for her to explore the right tomb to find them. And Amanda and the Wraith Stone, Excalibur and Mjolnir and Natla have always been part of the Stargate, SG1 universe; again, just waiting for the heroes of that show to discover them.

Oh, and one other thing. In my particular universe, the fusion I've chosen for this specific work of fiction, people aren't idiots. Actually, in the SG1 universe military people are surprisingly competent (of course "by TV standards" is a low bar, but still). And so are scientists, by and large. What's been the biggest problem for me in the majority of the fic is my efforts to admit history, archaeology, paleontology, geology, evolutionary biology, etc., etc. to the competence club; to assume that archaeologists would probably have noticed if, say, the Great Pyramid of Cheops at Giza had gone flying around the galaxy ca 3,000 BC.

In any case, this chapter brings the general military competence of the SG1 universe, as well as my general slant towards improved realism (but only when and if compatible with telling a good story) to an armed attack on Croft Manor.

It ain't going to be Home Alone. Stupid tricks don't actually work against even poorly trained gunmen (well, not often enough to risk). And you don't fire off automatic weapons indoors without someone getting hurt. I mean to maim one of my cast before this is done.

Ah, but sigh; I have no real battle plan, no good overall flow. Just a bunch of character "bits" I want to do. Half of which are, well basically, those same Home Alone kinds of gags. The cake is getting divided at least four ways here.

So none of this is unfolding organically from the original assumptions. Instead my choices are thoroughly constrained. I'm leveraging the architecture of the manor itself for every bit of plot convenience I can get from it, and as well forcing each essentially isolated encounter to fall the way I want it to fall instead of developing in any logical way.

One day. One day I will write a proper AU/cross-over, in which I really do defend how each battle came out different because of my original nail.



Monday, June 27, 2016

Lithic Reduction

I have one slim lead on the Holocircuit; the MOSFET I got may not have the right specs. I have a different -- better-tested in actual circuits -- one to try. I wish I could do all the calculations myself, but at the current extent of my electronics knowledge I'm basically doing this by cookbook. As long as I don't descend all the way to cargo cult...



The new instrument is here and looks good. I am actually a little disappointed. In that I put on new strings, checked the bridge height, tuned it, and did some practice bowing...and had no problems. I didn't break a string or drop a bridge, the pegs are all holding fine, and the very first time I touched rosined bow to the strings I got a clean tone. I was prepared for all sorts of difficulties. None of them showed up.

Maybe this was the Thomastik Alphayue's that made it this clean? Well...I do have a little work yet in string separation!

In any case, I actually expected I'd pick up bowing fast. I figure, if I can learn how to hold the tools for a wood lathe in a couple hours, I can pick up how to hold a bow. The part that I'm a lot less sanguine about is fingering. This is my first fretless instrument, and I'm really unsure if I've got the ears to manage it.

(I'm also thinking my collarbone is really going to prefer if I stop trying to be traditional and go and get a proper shoulder rest).



And no progress to speak of on the next Tomb Raider/SG1 chapter. I've been casting a research net in the general direction of North American neolithic, plus a little Mesoamerica and a side of Assyria up through to the Ottoman's.

But I've been thinking about flint knapping. And that led to an image, which opens up a very different approach to the flawed Tomb Raider (2013) story. I really like those moments where a Checkov's skill comes up; where the protagonist is backed into a corner, but it turns out to be a very familiar corner. And they give a thin smile, and say to themselves, "You're on my home ground now."

I really like the image of Lara Croft -- as the young student shipwrecked on Yamatai -- making herself a stone knife, or spear, or arrow points. This is divergent from the idea of wilderness survival skills. What I'm linking to here is the idea of experimental archaeology.

Oddly enough, the flint knapping community (the chance is that there are more people knocking flakes off stone today than had been doing so at any particular moment in neolithic times) doesn't really appear to be conscious of their activity as neolithic per se. They are more likely to characterize it as an art of indigenous people, to the extent that one popular tool/method is referred to as an "Ishi Stick" (after The Last of His Tribe himself).

(The flint knappers also don't see it as a "dead" technology. To them, there is a continuum between faithful recreation of what they sometimes refer to as aboriginal tools to modern hunting, wilderness survival, and general crafts.)

Experimental archaeology gets into all sorts of things, including the monumental; transporting a stone Moai from Rapa Nui using nothing but ropes and volunteers, erecting a (small) pyramid, and of course crossing the Pacific on a balsa-wood raft. It is stretching things a little to expect Miss Random Grad Student to have gotten so deep into the practical neolithic reconstruction that she could knock out a nice biface in a couple of hours.

But it's a cool conceit, and that counts for a lot in writing. And I've harped on this before. Lara Croft has always spent a chunk of her adventures finding the secret passage or starting the ancient water wheel in order to progress, and the (generally not experienced as such by the player) implication is that her knowledge of ancient cultures is what lets her do this.

So here's an island that's a rabbit warren of mouldering old temples and shrines, with all sorts of hidden secrets, and here's someone who understands what it is she's looking at; who can read the glyph pointing to a debris-hidden doorway, or understands the purpose of a deadfall. A lot more interesting, I think, than her magically developing the entirely orthogonal skill-set of firing off WWII era sub-machine guns and gunning her way through the opposition.

Perhaps this doesn't look a lot like Yamatai. But what it does look like, if you played it right, is that moment where the scared but determined young woman, fleeing from the men pursuing her, realizes just where she is and how her specialized skills can be of use. And smiles. "I'm an archaeologist, boys," she says softly to herself. "And now you are on my home ground."

(Of course it's no cakewalk. There are reversals. And there are plenty of places where those skills aren't what she needs. Because one of the best things you can do to your characters is throw them into a situation where they are uncomfortable. That's why I'm aiming in my fanfic, across the distance of at least another four chapters, Jack O'Neill separated from the usual engineer types like Samantha Carter and having to try to fix a complicated machine all by himself. "What do I look like," he grouses, "MacGuyver?" But with that said, there is such a satisfying moment when your character gets to demonstrate why they are the best at what they do.)

Thursday, June 16, 2016

Crisis (on) Infinite Tombs

If you got the joke above, you are too much of a geek to need the explanation following.

Still hopeful to have a prototype new-model Holocron up by the end of the month. I revamped the shell design again and I really, really like the "stolen" design (aka, design inspired by one of the few holocrons to actually appear in a film or animation). I cringe to think of how much time I wasted trying to get other shell designs to work properly, when I should have just gone straight to doing this one right.

But work is tiring this week. Maybe a mistake listening to fan covers of game music instead of the history podcasts I usually listen to while I'm sanding wood and sorting scrap. Means I have more CPU cycles spare to dream up more ideas I don't have the time and energy to implement.



Such as: it would be a fun challenge to try to create the title track to a Tomb Raider game that never was.

Hence the reference above to DC Comic's famously flawed attempt to sort out their canon. There are essentially four unique Tomb Raider canon. Start with Core Design. In 1996, this game company released Tomb Raider. They followed it up with five more games, with 2003 seeing release of the polarizing Angel of Darkness. But in the end the sales figures, and some behind-the-scenes creative differences, sounded the end of that sequence.

Already there are two phantom games here; Core Design saw Angel of Darkness as the first of a tightly connected trilogy. In any case, although the earlier games in particular are rather casual towards any attempt at establishing an internal canon, as the games progressed they became progressively tighter-woven.

In the meantime the two movies with Angelina Jolie came and went. Core Design and Eidos (the parent company) thought the movie tie-in would help flagging sales but alas, neither property did as well as hoped. The two movies are consistent to each other, but have sharp differences with any other Tomb Raider canon.

(It is, of course, more...complex...than that. Winston has been a constant in every game but in the movie was replaced by Hillary. Yet, the Abingdon Estate of the movie became, quite clearly, the model for the manor in the Crystal Dynamics games. And so on and so forth.)

Crystal Dynamics took over, but gave some appearance of floundering with three games of markedly different character. Legend was the first, with a cheesy title sequence and more emphasis on the action-adventure aspects. Then Anniversary, which was a remake of Tomb Raider I...Natla, the T-rex, and all. Their third offering, Underworld, surprised everyone by making both previous games canonical with each other, and tying elements of both together into a single overarching plot.

Leaving aside a parallel Game Boy title as insufficiently memorable, 2010 also saw a new console set of top-down, cooperative-play games that appear to generally agree with the Crystal Dynamics trilogy. There had also been a comic book and a few books of debatable quality.

Finally, there is the 2013 game by Crystal Dynamics. This was the first time the series saw a complete reboot, a fully conscious and intentional change to the character and her back story and the style of the games. This is a darker and more psychological turn; the confident, independently wealthy adventuress who crosses the world with twin pistols blazing is replaced by a shy young archaeologist who has to find her inner strength after a shipwreck on a rather nasty little island.

Tomb Raider (2013) was followed by Rise of the Tomb Raider and a licensed comic book kept carefully within the framework established by the company. There are also plans for at least one movie; this marks the first time the series has clearly established a canon -- a brand, really -- and made sure all available materials stay in agreement with it.



So, right. A lot of background there. My idea, such as it was, is that there was a fourth Crystal Dynamics game building on what they had done before. I'm calling it Tomb Raider: Legacy. Fresh from the events of Underworld, Lara has at last achieved closure after her encounter with the remains of her vanished mother in the Norse underworld. She has returned home to the ruins of Croft Manor.

But it turns out another figure from her past is not as dead as everyone thought. Werner von Croy, her one-time mentor, and time has not mellowed him in the least. He is as dangerously obsessed as ever, and he leads her into discovery (in the usual exotic locales, particularly the Giza Plateau, the Bolivian jungle where her father vanished, and much nearer home; Stonehenge) of some particularly dark secrets of her own family. And betrayal is sure to follow.

Just like with Anniversary and Underworld, this game would have brought elements from some of the first games -- particularly Tomb Raider: The Last Revelation -- back into canon. It also would both reproduce the "Teen Lara" section from Legend and the legendary Revelation tutorial level by having you play as Von Croy's young student.

This is yet another direction, as the game would be deeper psychologically, generally slower and rather more role-playing in style; like Angel of Darkness you'd spend a lot of your time above ground in the everyday world interacting with people.

And Troels Brun Folmann is back again for the musical chores. This is an orchestral score like Underworld but with a lighter touch; more of a chamber orchestra sound, with the ethnic instruments of Legend -- except in this case, often referencing English folk music.

Every Tomb Raider game has had a unique theme, but usually close to or otherwise audibly referencing the original haunting melody Nathan McCree composed for solo oboe. A large part of the fun of this project would be to see if I can develop a theme and treatment that seats itself within the real history of the scoring for this franchise.



So I actually turned on the Behringer this evening and spent a few minutes trying to work the kinks out of my hands. I've never been even a "good" keyboard player -- on my best day I might achieve "passable," and I'm rusty now. But it does seem to still be there.

Maybe once the holocron is finished I'll have some more time to play....

Tuesday, June 7, 2016

A Perfect Crash

I'm finishing up the Holocron PCB; it should go out to the fab house Wed or Thursday. So no time to write fiction. (And no time to make short, clear, interesting blog posts, either).

But I was browsing random images today and ran into one end of a perfect string of what I need to do with the second next chapter of the fanfic. The picture was of one of the UFO-themed eateries in Roswell, NM. And an expansion of an existing search turned up petroglyphs not far away. And a glance at the map confirms New Mexico makes a lot more sense as the start of a road trip to Northern California from someone who started in Colorado (well, more sense than Raleigh, NC, which is where I had her before!)

And one of the bloggers I follow has just recapped an older post he had about the claims of medieval Europeans in Arizona by one of the two people who inspired the character Lara Croft will be encountering. So everything points towards the Four Corners, generically.

I'm going to miss the chance to check out the Indian Mounds of the Mississippian culture but I should be able to do all the stuff I want to about the racist underside of hyper-diffusionism and the actual (and impressive) cultures of North America, and the strange bedfellows between weird strains of American evangelicalism, UFO belief, and Atlantis...the way the need to believe that a Greek/Jewish/White European culture was behind the Pyramids, the bronzework of Benin, or Indian Mounds, which grew and morphed with much help from Theosophy to a "Atlanteans/Space Aliens were the seed of all world culture" (which in recent years has been re-costumed yet again with the influence of pre-millennial dispensationists and the like as "Atlanteans/Space Aliens/Angels" -- fused into a hybrid concept often given the name "Nephilim.")

I've always loved the desert -- took road trips out to Lassen and into Death Valley before, trained in that area as well -- and Roswell NM is just such a weird place in that American Roadside Attraction way it will be a lot simpler to make some memorable visuals as backdrop to the (also thematically very appropriate) long-distance road trek of the Damnation Alley- like "Ark III" they'll be riding in.

And I'm afraid I'm going to have to push back a little on the directions "Colonel" Newberry was moving. I still think he is wicked smart, and probably knows a lot of the pseudo-archaeology he's pushing is bullshit, but really he has two important jobs to do in the narrative. One is to be a foil, a devil's advocate; someone who can argue intelligently for the, shall we say, non-mainstream views. But the other and in my mind more important task is to amplify on my peculiar take on just what the relationship is between Lara Croft and real archaeology (for the purposes of this story, note. I firmly believe there are multiple valid takes one could make).

Basically, it is that her world is very close to ours. Almost every legend and myth and tall tale, almost every Bigfoot sighting and Coso Artifact and so forth are exactly what they are in our world; mistakes and hoaxes. Very, very rare are those things that are actually true. Lara has the seemingly magical talent (or maybe just sheer luck) to have found more than one of them. And in my construct, once you find one, your chances of finding others goes up. The Colonel is Lara Croft without that luck. He's smart, he's physically fit, he's got the money and the gear, the smarts and the determination....the only thing he lacks is one of those tremendously handy "tombs" to raid.


Saturday, April 23, 2016

Pathetic Fallacy

I fired up Tomb Raider 2013 recently just to play the hunt-for-your-food sequence again (and try out some DLC -- like a warm jacket, finally!) And I couldn't help noticing this time around that no matter how long you spend wandering around the woods, the rain starts the very second you shoot a deer.

But I've also been playing other games, and reading reviews, and a lot of what impressed me earlier no longer impresses me. There is the core of a nice little story there and the voice acting and motion capture support it well. But ninety percent of the game is a stock first-person shooter with stock mechanics, graphics tricks, game assets, character AI, etc. As nice as some of the shrines and other scenery are, the majority of the art assets are the same tired variations of room full of boxes and cluttered alley between cookie-cutter buildings.

The new game, Rise of the Tomb Raider, ups the graphics, adds a little more variety to the combat options and improves the crafting system, but basically is the same routine. Of which an absurd amount is still the barely-interactive scripted sequences.

Really, what happened with games? So many of them are striving for spectacle. Sure, with modern graphics cards you can do spectacle, but Hollywood can do it even better. The peculiar strength of gaming is that it is interactive. And spectacular action sequences that force the player to be an almost completely passive viewer are not playing to this strength.

I've said this before. There's one sequence in Tomb Raider 2013 where a scared (but determined) Lara has to climb to the top of a rusted, shaky, and very tall radio tower in order to send out a distress call. On the first play through, this is nail-biting, seat-of-the-pants scary. But on a second play, a terrible truth becomes obvious; the entire sequence is so tightly scripted you can not fall even if you try. In fact, the only action you as a player ever take over the entire five-plus minutes of this sequence is to hold down the "go forward" key.

And so many games do this. They put in pre-rendered cutscenes. They put in quicktime events (which stab themselves in the back, as they force the player to not get involved in the spectacle but instead focus narrowly on whatever symbol has popped up that requires that corresponding key to be hit). They don't even make it possible (in far too many cases) to skip through this junk on a second play-through. So they sacrifice playability in that way, too; they force the gamer to do things that aren't interesting (like waiting through a Quicktime Event) instead of letting them, well, play.

Interact. Be involved in the material. Be immersed, in those ways that games permit and movies do not.



I also just played one of the old Call of Duty games -- a World War II setting, in keeping with my current interest in history. And the biggest problem I have with this game is a similar one to that which I have with Tomb Raider 2013. I want it to be more about the purported subject, and less about generic mechanics.

Not that I think this would be easy to achieve. Or even necessarily sell well. Call of Duty is very much a "twitch" game. Now, it does focus on events -- such as the Normandy Landings -- which were incredibly fast-moving and chaotic. But I've taken part in military exercises and outside of the last moments of a banzai charge the pace is a little slower.

The first sequence, for instance, places you as a Soviet peasant conscripted into the defense of Stalingrad. It actually frames pretty well, with such cute bits as having you practice how to throw a grenade with a bucket of potatoes, that the Soviet army is poorly equipped. But then combat begins, and for all intents and purposes the only reason to ever conserve ammunition is because the reloading animation takes so long. Really, like practically every other first-person shooter, you are encouraged to hose the landscape.

I made a point of going through even large parts of the Normandy sequence with a rifle, and choosing to look through the sights rather than firing through the hip. And this slowed down the breakneck pace just a little, but it is still far from a realistic experience.

And, yes, there are nice models of appropriate settings, uniforms, equipment, There are little set-ups in film reel style, and short diary entries. Just enough to where I did sort of get the sense of being a British soldier at El Alamein (or whatever). But really the mechanics trump any need to pay attention to specific details; grab any weapon you see on the battlefield and pull the trigger whenever the cross-hairs turn red, run in the general direction of the big arrow and keep shooting until the next cutscene begins.

Now, I'm not asking to have to study a topo map and strain to understand static-swamped radio messages in order to figure out the next objective, any more than I'm asking to have to spend three hours scraping a one-meter grid with a trowel to find the next artifact in Tomb Raider. But I think there's room for a lot more context.

And I think the standard model of the first-person shooter was sufficiently exercised by the time Doom II came out. Playing as an Army Ranger at the cliffs of Point du Hoc should not be essentially identical to the experience of playing as a young archaeologist shipwrecked on an island filled with savage cultists and an ancient mystery. Let's not be afraid to tinker a bit. Especially, lets find a way to support game length other than spawning a truly ridiculous number of essentially-identical targets.