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

Sunday, November 17, 2019

Be Prepared

Be Prepared

By Vera Brosgol

All Vera wants to do is fit in―but that’s not easy for a Russian girl in the suburbs. Her friends live in fancy houses and their parents can afford to send them to the best summer camps. Vera’s single mother can’t afford that sort of luxury, but there's one summer camp in her price range―Russian summer camp.

Vera is sure she's found the one place she can fit in, but camp is far from what she imagined. And nothing could prepare her for all the "cool girl" drama, endless Russian history lessons, and outhouses straight out of nightmares!
This is a middle-school readers semi-autobiographical graphic novel about nine year old Vera, who, finding herself not fitting in amongst her (non-Russian) schoolmates after a disastrous sleepover, begs her mom to send her and her brother to Russian scout camp - where she unhappily discovers that there's just never a guaranteed way of fitting in and making friends.

This was going to be a Ten Second Review but - as you'll notice - I got a little expressive and the review got a little lengthy.

I really loved this book. It's beautifully illustrated, with muted colors and expressive faces, but more than that, it really gets to the heart of a common pre-teen girl (and boy) experience: beginning to compare yourself and your family to others and feeling awkward or embarrassed or just plain uncool.

I remember myself the pain of having to leave a slumber party early (god, ALL the slumber party shit.  Why do I still love the idea of slumber parties when all of my memories are of like, extreme embarrassment? WHAT PYJAMAS YOU WEAR DETERMINES YOUR SOCIAL STATUS FOR LIFE AND LET'S NOT EVEN TALK ABOUT THE DELICATE ART OF GIFT-GIVING), and the like, social minefield that is your pre-teens and early teens. Why no, I haven't been scarred at all by events that happened decades ago and I definitely don't still remember the excruciating details of another twelve year old making fun of me (with what is, in retrospect, not even good sarcasm).

And I - OH MY GOD I just remembered how much I hated bringing my sleeping bag  - which was flannel and super bulky and had to be wrapped up with elastics tied together because they had worn out and snapped - when my friend had, like, the speedo of sleeping bags - shiny, tiny, with its own cover bag to stuff it into. It was teal and hi-tech and shaped like a coffin, not a rectangle (remember that I don't make the rules about what is cool, I just know that coffin shaped sleeping bags are cooler than rectangles, or at least they were back in the mid-90s) and so fucking cool and everything my sleeping bag wasn't and I bet you my friend had not one clue that I was dying inside about her sleeping bag. She's happily married now with a really cute baby girl who slept on me for like an hour during dinner once, which was amazing and I highly recommend, and I really hope I have enough willpower not to message her and be like, "REMEMBER YOUR SLEEPING BAG FROM TWENTY YEARS AGO? I think I'm finally working out my feelings about it!"

I'm going to move on from my own traumas for like, one hot second, to reiterate that Be Prepared makes me want to, like, go back and relive my youth except now, I would be able to unclench and actually enjoy it more, having learned the hard lesson that is growing up and becoming (and loving) your own self.  Be Prepared achieves the hard balance of getting to the heart of these seemingly insurmountable embarrassments and cruelties (which are in hindsight pretty minor) without actually wallowing in it or becoming too schadenfreude-y.  This is not cringe-kink (ew, gross, I hate this word I just made up and will never use it again). 


I will definitely be reading more from Brosgol (I already have Anya's Ghost waiting for me at the library), and if you want to relive your youth, without actually, you know, reliving it, please pick this book up.  

Ironically, the girl whose slumber party I left early now leads hiking expeditions into the wilderness for young women. What a wonderful world.

Thursday, August 8, 2019

Montague Island Mysteries and Other Logic Puzzles

Montague Island Mysteries and Other Logic Puzzles

By R. Wayne Schmittberger

Solve logic puzzles AND play sleuth at the same time! This thoroughly unique book—written by the former editor of Games magazine—offers the immersive pleasure of a novel as it follows a group of friends who meet regularly to play murder-mystery games at the island home of a wealthy couple. As you go about completing the puzzles, you’ll learn more about the guests, the house, and the island . . . and uncover a secret about the mansion itself. Maps of the island throughout enhance the atmosphere and draw solvers deeper into the story.
So although I was somewhat incorrect in my original understanding of what this was, I still had a really good time solving the puzzles.  I originally though that this was a story-based book with puzzles to solve, which would require the solving of an earlier puzzle in order to arrive at the correct solution for later puzzles, and this isn't set up that way at all.  It does have a loose "story" (seven guests are invited to the island and solve puzzles, but every so often there's an allusion to some secret reason the guests were invited, which is resolved in the final puzzle) but none of the puzzles require information or answers from any of the other puzzles.

What I appreciated about this book was the variety of logic puzzles (some had maps, some were based on tournaments, some were very traditional, and I just skipped the ones that asked about card hands, since I don't have time for that) and the care the author took to keep the puzzles as little confusing as possible.  What I mean by that is, names weren't similar and didn't start with the same letter, clues and important categories weren't overly long or unnecessarily numerical or anything like that.  For example, there weren't any puzzles that required you to figure out if events took place in 1912, 1931, 1971, 1928 or 1952.  Maybe it's small news, but the online logic problem site I've been going to (puzzle baron, if you're curious) seems way too invested in small puzzles which are incredibly confusing for keeping the categories straight.

I liked that we followed the same group of people the whole way, although it took me a bit to get used to the "one of these people is lying" puzzles.  I would do a few puzzles a week, and with some pauses, it took me about two months to finish.  It felt substantial.   I also really appreciated the solution key in the back, along with the explanations, they helped me when I couldn't figure out what some of the early puzzles were.  I checked it sort of religiously, although I suppose that wasn't quite necessary, since the correct answers didn't impact any later puzzles.  In fact, if there would be one change for the next book, I'd love if one or more of the puzzles had hints which relied on previous puzzles.

It's not a normal book, and I'm not at all sure that I was really following the prompt, since this is more like a book of crosswords than it is a typical book, but it's one of my most enjoyed of this project, and I am already anxiously waiting on the sequel!

39: A Book Revolving Around A Puzzle Or A Game

Thursday, March 14, 2019

Blood, Sweat, and Pixels

Blood, Sweat, and Pixels

By Jason Schreier

Developing video games—hero's journey or fool's errand? The creative and technical logistics that go into building today's hottest games can be more harrowing and complex than the games themselves, often seeming like an endless maze or a bottomless abyss. In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous.

Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart.

Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.

I have to say, the Popsugar challenge is definitely getting me to read more books that I might not have prioritized before, and some of them are quite interesting!  BUT NOT BS&P! Just kidding, I was very much entertained.  I am a person who plays video games, but I am by no stretch of the imagination "a gamer", or at the very least, not of the games described in this book.  I do love and live with someone about whom that is accurate, and I have to tell you, video games are some weird cultural touchstone for these generations.  I had some basic familiarity with some of the games that Schreier zooms in on, which helped a little, but not so much that I didn't need some of Schreier's occasional oversimplification, like "an ENGINE for a GAME is like the INSIDE GUTS of a CAR." Honestly, I appreciated it.

BS&P is, at its heart, an attempt to draw out how games succeed, mostly, it seems, in spite of what is put into them.  As a reader, it seemed to boil down to two things: not enough time/money (these go basically hand in hand - when you run out of one, you run out of both) and not enough leadership (or too much leadership).

As much as I enjoy reading about How Things Are Made, I don't think I'm the target audience for this book.  I read it and was immediately like, "What a terrible waste of time and money."  Actually, my first thought was, "I hope that Amber Hageman is adequately compensated for basically supporting Eric Barone for five years while he diddled around making Stardew Valley, because she is in a real precarious position." It's nice that he has 12 million dollars now, but he has that because of her.  Like, directly because of her.  And they were not and still aren't married, it's giving me hives.   I did appreciate Schreier's shout-out to the fact that video game development is still very much a boys club, for better or worse (probably worse, though, right?  I mean, without other perspectives, this is how you wind up making tunnel visioned games). Let's hear it for the ladies.

I was actually just watching GoldenEye (the movie) the other night, I don't think I've seen it in at least a decade, if at all since it originally came out.  There's a fun oral history of the video game that was floating around a little while ago, and it's a great article.  You hear a lot of the same issues: younger crew of guys, 100 hour work weeks, building a new game while simultaneously working out the way new technology actually works, and again, a complete lack of direction (in this case allowing crucial proposals and ideas like multiplayer and slap fights to become part of the game).  And at one point, one of the creators says, what made the game so popular and successful was - luck, a lot of luck, a perfect storm.  I think that idea is what's missing from BS&P in some ways.  We hear about all these successful games, but what distinguishes them from the unsuccessful games?  The last chapter discusses a mythical Star Wars 1313 game that was never produced, but the game is cancelled because the studio gets cancelled, not because they made it and it sucked.  I wanted to hear more about those types of games, to compare them to the ones described in the book.  I'm sure there's games out there that someone's spent years working on that fails - what makes those different from these?

This is ostensibly my "book about a hobby" but BS&P reminds us how much work it takes to make effortless entertainment.  There's no such thing as a free lunch, young man!  I still think video game development is in an ass-backwards state of operations, but I appreciate the peek behind the curtain. 



08: A Book About A Hobby