Val or Rant | Games / Reviews | Coagulopath

On Oct 15, 2019, a video was uploaded to Youtube. It did not set the internet on fire, because most of the internet is actually deep-sea cables that are underwater, but it did provoke discussion.

Riot Games, creators of League of Legends, was working on an FPS game. It was called Project A.

The video was stuffed with technical buzzwords (“server tickrate,” “peeker’s advantage”), and although the gameplay footage didn’t dazzle, the comp-gaming focus gained the attention of the coveted “20 gallon piss bottle” demographic. Could this finally be it? That mythical game with priorities beyond selling $20 character skins to Little Timmy No-Thumbs? A game that actually caters to hardcore, competitive players?

Project A was soon basking in (totally undeserved) kudos as the savior of the industry. Apparently claiming you’ve solved peeker’s advantage (the unintended consequence of internet lag that causes players making a move to have an advantage over defenders) is tantamount to actually solving peeker’s advantage, and numerous pro gamers publicly announced that they’d switch to a game they hadn’t played a single second of. References to the game became common in Twitch and Twitter profiles.

The feeling was that with the massive development firepower Riot Games possesses, Project A simply couldn’t fail.

Now the game is 1) released and 2) called Valorant. My feelings are mixed.

The game makes no attempt to disguise the fact that it’s a CS:GO clone. It’s five versus five – a team of attackers against a team of defenders. You buy guns with money you earn from killing people. A highly sophisticated user-interface streamlines the in-game economy, so that “rich” player can easily buy and drop gear for a poor teammate.

Valorant is class-based and character-driven, as is the trend these days. Sova wallhacks, and Viper does area denial. This isn’t as big a change from CS:GO as it might appear – although some characters (like Jett, who is highly mobile; or Raze, who brings some old-school Quake 3 nade jumping back into the mix) flip the gameplay in a new direction, for the most part it’s just a different way of having smokes, molotovs, and so on.

The gunplay works the way CS:GO‘s did, except more so. Moving is good. Shooting is good. Shooting while moving is bad. To hit shots in this game you have to be a turret, as any movement causes shots to wildly flick out ten feet from your crosshairs. Winning gunbattles in this game is less about where you’re shooting than where you’re shooting from: everyone’s jockeying for stable, defensible angles that provide maximal sightlines and minimal exposure. Valorant specialises in tense, white-knuckle moments where both you and the enemy are about to roll the dice and peek around a corner.

Unfortunately, “roll the dice” is indeed the operate phrase, as fights in Valorant have a heavy random element due to inconsistent recoil patterns. This screenshot (taken by Diegosaurs) reveals what you’re up against:

Look at how different the bursts are, and remember that this is a game where you two-tap people with virtually any weapon. Getting the first recoil pattern versus the third could mean the difference between life or death. FPS games should be “git gud, noob”. They should never be “git lucky, noob”. This is a huge issue. I couldn’t find a way to make my tapfires more reliable, no matter how much I tried.

Issues with recoil aside, the game also gets a lot of stuff right. Movement and “gunfeel” is excellent. I liked how you can move around while in the buy menu. CS:GO has a kind of stop-start rhythm. Action. Then downtime. Then action. Then downtime. Valorant’s gameplay feels more of a piece.

The weapons are also great: ranging from pistols to massive, Schwarzenegger-worthy LMGs for big spenders. Wall-penetration is a factor: sometimes it’s smart to forget about angles and just turn a wall into swiss cheese, and the game’s visuals are clear enough to know when you can do that.

Graphically, the game left me cold. As mentioned before it looks similar to Team Fortress 2, right down to its use of Gooch Shading (where models are shaded along a hot-colour/cold-colour axis instead of light-to-dark). Visually, this results in a game that’s colourful but cheap-looking. Arms wave like slabs of putrescent plastic.

…But perhaps in a competitive FPS you really want flat. Valorant is made for players who dial all their graphics settings to low anyway to squeeze out an extra 3 frames per second. Its playerbase would probably be satisfied if all the models were placeholder rigs from Blender, just so long as the hitboxes were balanced.  But if your selling point over CS:GO is style, Valorant needs more of it. Everything unrelated to gameplay is stunted and abstracted away. Here’s what trees look like in a triple-A game released in 2020, by the way.

As with much of Valorant’s design, it doesn’t make mistakes, it makes choices. Choices that will alienate many players, as they have me.

I sort of enjoy a focus on content, rather than an abstract skeleton of a game that will hopefully have flesh later. The character-based element draws comparisons to Overwatch, Apex Legends, and League of LegendsValorant is worse in that area than any of those: the content side of the game is so bland and threadbare that I wonder if F2P was the right business model. The game  hopes to support itself with cosmetics…for characters who look bland and who you don’t care about.

Whatever, though. The game’s boosters are probably correct. Valorant is the new paradigm and there is not a chance it will fail. I probably won’t play it again.

We Three Kings, the Re-Orient Are | Books / Reviews | Coagulopath

An 18th century German composer who wrote the theme for a king, with a principle melody that ascends yet remains trapped in tonal space. A 19th century Dutch artist who created maddening and hallucinatory artwork, defying intuition about perspective and reality. A 20th century German mathematician who described the limitations of a formal system addressing itself.

According to this book, Godel, Escher, and Bach were three blind men touching the same elephant: the Strange Loop.

“The “Strange Loop” phenomenon occurs whenever, by moving upwards (or downwards) through levels of some hierarchial system, we unexpectedly find ourselves right back where we started.”

You get on an elevator on floor 1, go up nine floors, emerge on floor 10, and then take the stairs back down. This is a loop. But imagine taking the elevator from floor 1 to floor 10, and the door slides open to reveal…floor 1. This is a strange loop.

“But things like that don’t exist.” They might not in architecture, but they do in the things that give rise to architecture: math, language, and human consciousness. Statements like “this sentence is a lie” and “I am nobody” are linguistic paradoxes. They’re like MC Escher’s Drawing Hands: destroying and recreating themselves over and over.  Idioms like “pulling oneself up by one’s own bootstraps” are loopy. “This is not a pipe” is loopy. Barbershop poles are loopy.

One of the eye-opening parts of this book is how you start noticing strange loops all around you. The website you’re reading is powered by PHP, which stands for “PHP: Hypertext Preprocessor”. This isn’t a mistake: the language’s name is an acronym containing its own acronym inside it! Like spiders, strange loops exist closer to your body than you think.

But there’s more to strange loops than weird art and logic puzzles. Hofstadter seems to be poking towards a theory of consciousness itself.

In 1996, David Chalmers explicated the two main problems of consciousness. 1) How does a collection of atoms develop a consciousness (meaning a subjective experience, an internal monologue, or whatever). 2) Why does this happen? Why don’t we experience the world the way a robot might?

Hofstadter’s sense (never forcefully argued) is that strange loops are responsible for the consciousness we experience. Just as the three letters “PHP” contains an infinite number of “PHPs” inside them, our three-pound brains are able to “unfold” into something more than the sum of its parts, via iterations of very complicated loops. This doesn’t address the second of Chalmers’ questions, although in a later book Hofstadter compares the soul to a “swarm of colored butterflies fluttering in an orchard” – something attracted by the fruit, but not a part of the fruit. The loops don’t require conscious experience, the conscious experience emerges as a kind of froth when all of these loops combine.

This implies that an algorithm would be capable of introspecting about its own existence. A string of math on a very large blackboard would perceive the color red, and feel pain. It’s a provocative idea, but don’t expect to find this formulated with a QED at the end. As the constant artistic motifs suggest, GEB isn’t a hard science book. This is probably why people actually read it.

GEB is filled with illustrations, games, puzzles, and – most notoriously – dialogues inspired by Lewis Carroll. Some of these are astonishingly creative. The passage about the crab canon made me stop reading for a moment, because it was incredible, and I wanted to be able to remember it instead of immediately forgetting.  It was mind expanding. Nearly mind-exploding.

Although GEB contains a primer on the basics of computer language, intellectual rigor isn’t the book’s goal. One of Hofstadter’s many interests is Zen Buddhism, which is our culture’s most potent form of anti-logic and as such is of interest to the student of the strange loop.

When the nun Chiyono studied Zen under Bukko of Engaku she was unable to attain the fruits of meditation for a long time. At last one moonlit night she was carrying water in an old pail bound with bamboo. The bamboo broke and the bottom fell out of the pail, and at that moment Chiyono was set free! In commemoration, she wrote a poem:

In this way and that I tried to save the old pail / Since the bamboo strip was weakening and about to break / Until at last the bottom fell out. / No more water in the pail! / No more moon in the water!

Zen never makes lessons easy for the student: you’re the one who has to do the work and become cosmic. But GEB makes the road far more fun than it has to be. What stands out about Hofstadter’s prose is how readable it is. Hofstadter isn’t a wordsmith, he’s a word alchemist, making dull things sparkle. The prelude to my edition contains a digression in the difficulties he had typesetting the book, which sounds as gripping as Hannibal crossing the Alps. (There’s also a somewhat cringeworthy part self-flagellating about the how the original printing of the book uses the default male voice.)

So is “loopiness” the way a collection of atoms can collectively seem to think, reason, and experience? The book leaves me unsure, as I think it was meant to. It’s the world’s longest Zen koan, fragments of information that never coalesce into a hard idea, but seem to get me closer to enlightenment than I was before.

Interesting aside: Godel, Escher, and Bach are three wise men (initials GEB), also the three wise men of the Nativity tale are Gaspar, Melchior, and Balthazar (initials GMB), also M is E rotated 90 degrees, also they brought gift of gold, frankencense, and myrrh (initials GFM), also F is the letter after E in the Roman alphabet, also “Godel” is nearly an anagram of “gold”, also I lied when I said this part was interesting.

Adam and Thieve | Music / Reviews | Coagulopath

Bowie had a stock response to chameleon comparisons: “a chameleon’s trying to make you ignore him…that’s not my ambition!” Nor was it Adam Ant’s, who came from a similar art school background and cycled through an even more outlandish cast of characters: Indian brave, highwayman, cossack: visuals that sold (and were sold by in turn) some of the most exciting songs of the early 80s.

The first Adam and the Ants record is jittery, cold, and fraught, like ice cubes rattling in a glass. The second is a much easier listen, featuring powerful African-influenced drumming and really catchy songs. This is the third, which, as the title would suggest, is extremely charming and easy to like. It thus overcomes big problems, such as nearly every song on side B sucking.

It’s made of similar stuff to Dog Eat Dog, meaning sharp layers of vocals and guitars interspersed with empty space that crackles with energy. There isn’t the omnipresent Burundi drumming of Dog, but the busy tom fills achieve much the same effect. “Scorpios” is a nice, sprawling song with horns and many-tracked vocals that seems to stretch itself out on the airwaves. “Picasso Visita El Planeta De Los Simios” is even better, featuring lacerating funk-inspired guitar. “Stand and Deliver” is an amazing classic that summarises Adam Ant’s career, like a leaf that looks exactly like the tree it came from. Energetic danceable post-punk decked in brilliant visuals that saturate the music beneath it.

Quality control issues become evident as Prince Charming progresses. “Mile High Club”: dogshit. “Mowhok”: dogshit. “Ant Rap”: dogshit inexplicably released as a single. This is another trend of Ant: about half the songs absolutely do not work, despite containing similar ingredients as the ones that do. At least the bad songs mostly run together this time, so skip button jockeying isn’t necessary.

Ant broke through in the gulf between two eras, like a surfer trading one wave for another. The Ants were originally signed (according to Adam) because Decca Records wanted “in” on the then-waning punk rock trend, and grabbed the nearest band to hand. Then they blew up in the MTV music video era, when listeners started using their eyes as well as their ears and it began to pay to not be an absolutely hideous fucking goblin.

You know what they say about Elvis: 90% of what he did was worthless, and the last 10% made him king. Adam Ant was inconsistent, but when he was good, he was very good. You might say he burglarized the king.