Posted
by
Soulskill
from the unique-spookiness dept.
An anonymous reader writes "Nick Rush-Cooper has an insightful article at Rock, Paper, Shotgun about his visits to Chernobyl. He's made many such trips for research purposes, and he's mapping radiation levels in the Exclusion Zone, which can 'vary by tenfold or more over the space of less than a meter.' But he's also a gamer, and he's played S.T.A.L.K.E.R. Shadow of Chernobyl and other titles that take place there. He writes about the unusual perspective this afforded him: 'If you travel and recognize something you have seen in a film, that's visual recognition. You're seeing something you have seen before. With games it's a recognition of experience, not just a visual memory of a three dimensional space, but the sense of being somewhere you have been before. Even in Call of Duty 4, which uses Pripyat just as much as an aesthetic choice with little meaning as many movies have, its shooting gallery still requires the player to think of Pripyat as a space that requires positioning; identifying firing lines and choke points. It wasn't until I was actually in the Zone myself that I realized to what extent the games manage to capture the sense of the Pripyat landscape itself as a malevolent, even antagonistic, presence. Of course, guided tours in a hot, sunny summer bear little resemblance to Stalker's world. But, as an invisible presence known only through little blinking, chattering devices, I never really got used to radiation during my two-dozen trips to the Zone.'"
Posted
by
timothy
from the more-guns-less-crime dept.
cremeglace writes "Have you ever noticed that the first cowboy to draw his gun in a Hollywood Western is invariably the one to get shot? Nobel-winning physicist Niels Bohr did, once arranging mock duels to test the validity of this cinematic curiosity. Researchers have now confirmed that people indeed move faster if they are reacting, rather than acting first."
Posted
by
Soulskill
from the all-hail-battletoads dept.
The Wii and various mobile gaming platforms have done wonders for the trend toward casual or "easy" games. But the success of a few recent titles, despite their difficulty, has caused some to wonder whether the pendulum has swung too far; whether a little frustration can be seen as a good thing. Quoting:
"The evidence is subtle but compelling. For one example, look to major consumer website GameSpot's Game of the Year for 2009: Atlus' PS3 RPG Demon's Souls, which received widespread critical acclaim – none of which failed to include a mention of the game's steep challenge. GameSpot called it 'ruthlessly, unforgivingly difficult.' Demon's Souls was a sleeper hit, an anomaly in the era of accessibility. One would think the deck was stacked against a game that demanded such vicious persistence, such precise attention – and yet a surge of praise from critics and developers alike praised the game for reintroducing the experience of meaningful challenge, of a game that demanded something from its players rather than looked for ways to hand them things. It wasn't just Demon's Souls that recently flipped the proverbial bird to the 'gaming for everyone' trend. In many ways, the independent development scene can be viewed on the macro level as a harbinger of trends to come, and over the past year and into 2010, many indies have decided to be brutal to their players."
Posted
by
samzenpus
from the non-stop-service-to-the-Perseus-Arm dept.
astroengine writes "Assuming you had an interstellar spaceship, how would you navigate around the galaxy? For starters, you'd probably need a map. But there's billions of stars out there — how complex would that map need to be? Actually, Samuel Arbesman, a research fellow from Harvard, has come up with a fun solution. He created the 'Milky Way Transit Authority (MWTA),' a simple transit system in the style of the iconic London Underground 'Tube Map.' (Travel Tip: Don't spend too much time loitering around the station at Carina, there's some demolition work underway.)"
JamJam writes "Air Canada has been told to create a special 'buffer zone' on flights for people who are allergic to nuts. The Canadian Transportation Agency has ruled that passengers who have nut allergies should be considered disabled and accommodated by the airline. Air Canada has a month to come up with an appropriate section of seats where passengers with nut allergies would be seated. The ruling involved a complaint from Sophia Huyer, who has a severe nut allergy and travels frequently. Ms. Huyer once spent 40 minutes in the washroom during a flight while snacks were being served."