Stockbrokers cheered as they watched Wolf of Wall Street. Thousands of girls tried to redeem Draco Malfoy through fanfiction. It’s actually pretty hard to create a bad guy that people actually dislike.
Flashman take a bully from Thomas Hughes’ Tom Brown’s School Days and describes his later adventures in the British Raj (and beyond). He rides horses, plays cricket, embarrasses himself in battle, and has carnal knowledge of many famous historical women.
He’s incredibly cowardly, but his attempts to desert, abandon, and betray his own side are always misunderstood as acts of heroism, and he emerges from each book with a lapel weighed down by still more (spectacularly unearned) medals and decorations.
Fraser seems to be taking shots at Victorian-era vainglory. Or maybe he’s not even being cynical: Flashman legitimately inspires people, even though his heroics are a sham. If someone as fundamentally worthless as Flashman can achieve glory, what’s your excuse?
The books are hilarious and action-packed. What’s often ignored is how well researched they are. Fraser was himself a soldier, a journalist, and a historian, and the Flashman Papers are packed full of footnotes illuminating the time period, all written as if Flashman was a real historical figure. (“Flashman, like many other European writers, uses the word “Ghazi” as though it referred to a tribe, although he certainly knew better. In Arabic “ghazi” is literally a conqueror, but may be accurately translated as hero or champion…”)
The books contain walk-on appearances from legendary figures, both real and fictional (ie, Sherlock Holmes). Frasier takes glee in depicting beloved cultural icons as nasty, malevolent people, as bad as Flashman himself. It’s like the monster movie cliche where you have to show Godzilla smashing Big Ben or the Eiffel Tower.
I hit the eject button on this series after about four or five books. They were blurring together, and Flashman’s sheer number of improbable escapes (along with his supernatural ability to learn every new language he encounters) was stretching believability. But (like many women) I had a good time with Flashman, at least while he lasted.
Fantasy writer David Gemmell learned early on to never discover the truth about his heroes. As a boy, he read a history book about the Alamo, and was amazed that he’d ever admired Jim Bowie and Davy Crockett. He took refuge in the books of Tolkien and Moorcock, where heroes’ names are written in permanent ink. Nobody can ever make Gandalf less than Gandalf. But some of us prefer heroes with feet of clay – or in Harry Paget Flashman’s case, an entire body made of the stuff.
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When I was born, Australia had lots of wilderness and very few computers. I didn’t like this arrangement. But now that we have less wilderness and more computers every day, I’m starting to relax. My side is winning the war.
The years keep coming, and we need all of the computers we can get. They’re under our control. Predictable. Every single one of them has a known state, known behavior, and a known purpose. No more of them exist than we desire to exist. Nobody ever woke up and had to weed unwanted computers from their front lawn.
The world’s getting too big, too complex, and too interconnected for unpredictability. I want every idea, thought, and entity to either submit itself to humanity’s control or die. The big killer in the modern world isn’t technology, it’s wildness – by which I mean chaos, and unpredictability.
Cars are big stupid blocks of metal, exerting only a few hundred thousand joules of kinetic energy on impact. Meanwhile, the United States has thousands of nuclear warheads, each of which would release dozens of petajoules of energy on detonation. Yet cars massacre hundreds of thousands annually, while nuclear explosions have killed nobody in years not ending with “4” and “5”. You know why? Because are nukes are domesticated and cars are wild.
You could invent a disease par excellence, such as an airborn variant of Ebola, and so long as it stayed in a test tube or petri dish it would infect nobody. Meanwhile, 36,000 die per year thanks to the flu. It’s like having a foolproof plan to beat Mike Tyson/Mr Dream and instead you get knocked out by Glass Joe.
There’s a prayer that goes “God, don’t give me a lighter load, give me a stronger back.” Safety follows a similar precept: we don’t need a less dangerous world, we need a better control on that danger. And anyway, the world will keep getting more dangerous anyway, so what choice do we have?
I like the idea of a more mechanized world. Roads with perfect right angle intersections. Hills graded flat, so nobody has to switch gears. Maybe there’s a point where someone recognises me as wildness, but so far the domestication of our autonomous bodies has produced good fruit (glasses, artificial limbs, “Vote for Pedro” shirts for the continuation of one’s virginity, etc) and I’m interested in what happens next..
But there’s a risk: what happens when computers start to become wild? In September 2016, a malware called Mirai spread across the internet, brute-forcing unsecured devices using a table of common default usernames and passwords. The resultant effect was very wild: a large botnet of thousands of devices, capable of crashing web servers with a massive 1Tb/s influx of traffic. At the moment, such chaotic effects are only possible through human mismanagement. At the interface of the computers themselves, a transistor can only be on or off. Not much room for stochasm between those two points.
Maybe one day, we’ll have quantum computers that are capable of spontaneous wildness. They’d be machines par excellence, the highest echelon of computerhood. I’ve always been impressed by how the education of computers the same as the education of humans, just with the direction arrow reverse. They start out sane, and have to learn to be mad.
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In 1996, an amazing first person shooter came out. Regrettably, this is not a review of Duke Nukem 3D.
Quake isn’t a game: that’s the big misconception people seem to have about it. It was an advanced 3D demo showing off some John Carmack’s latest tricks so he could sell his engine to licensees. It’s furthermore a product for modders and hackers and people who knew what “IPX tunneling” and “strafe jumping” meant.
If you picked it up expecting to install it and have a good time, then the joke’s on you.
Gotta hand it to Carmack, this is one hell of an engine demo. For the first time, we were three fucking D. What does that mean? Better perception of height and depth. Camera angles that lean and sway realistically. Light and shadow maps. More elaborate architecture (remember, in Doom you couldn’t even have a room on top of another room). Network architecture also got a shot in the arm, as Quake ditches Doom’s clumsy ad hoc netplay for a contemporary server/client model, meaning you got to enjoy nice low latency while a thirteen year old calls you a faggot.
But there’s no game, and that can’t be emphasised enough. The storyline could be written on a postcard (using a paintgun as a pen). The weapons are mostly copies of Doom’s. There is exactly one good monster in the game. The bosses are of the “push a button and watch it fall over dead” variety. There was more environmental interaction in Commander Keen.
Quake gets called a horror game, for some reason. Other than a Lovecraftian tilt to some of the artwork, most of the game’s ambience stems from its stark technical limitations.
Quake out of the box uses a range of 256 colors (well, 226, to be exact), meaning lightmaps utterly hog the palette (every single tone needs like 16 lighter/darker versions of itself). The verdict? You’re running around gray castles…but they’re very realistically lit gray castles! In movies, they say that it takes a lot money to make something look shitty. Quake was a game people bought 200Mhz Pentiums to play, but visually it looks like something you’d scrape off your shoes.
The single player mode is six hours of running around brown/grey castles, collecting keys. Multiplayer consists of trying to play the maps that came with the game, realising they suck, and downloading better ones from the internet.
Ditto for everything about Quake. It just feels unfinished. The weapons, the monsters…everything’s a placeholder reading [INSERT MORE COMPELLING CONTENT HERE]. This game begs you to mod it, and reskin it, and make it into something worth playing. You are the variable in Quake’s quality, not the developers. The power is in your hands!
Quake is the stone soup of PC gaming – a non-product that only becomes valuable when you put additional effort into it. It was impressive as an engine demo, but those degrade at exactly the speed of Moore’s Law. The best FPS games lengthen their replay value with great content, but that wasn’t the priority here. By the time you realised Quake was a lemon, you’d already bought it.
I still play Duke Nukem 3D and Blood. And though I don’t exactly hate Quake, I cannot fathom a universe where I play it again. It’s a museum piece now, and you know what happens to those. They put them behind glass, and you’re not supposed to look but not touch.
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