Tuesday, November 1, 2011

Split/Second: A review

I don’t ask for a lot in a racing game. Just give me bare-bones flying down the road and some competition, and I’m happy. Many of the current racing franchises fall into two categories: there’s the RPG-style where you methodically build the car of your dreams by winning money in races and leveling up your tires, your suspension, your steering, your acceleration, etc.; conversely, there’s the driver-with-a-mission games that often include lots of cut scenes and dialogue, Grand Theft Auto-style, and which usually feature really, really crappy driving simulation. I recently played a free demo of one of these on Xbox Live which was a showcase for Vin Diesel. It was spectacularly bad as a driving game, and completely hilarious at the same time.
But I’m here today to talk about a racing game that I have very much enjoyed, despite a few problems: Split/Second. The central conceit is that the racers are participating in a reality game show, playing through a season through a series of episodes that each consist of 4-6 competitions. Some of the competitions are races, some are time challenges, and others are pure survival stages. To add some reality TV-style spice to the proceedings, there are various traps set up around the courses which can be activated by the drivers, resulting in explosions, collapsed buildings, and other inconveniences that can cause opponents to wreck in spectacular fashion.



The Story
The tracks are all part of a massive chunk of studio real estate that bears a striking resemblance to Seattle, complete with an airfield, port, downtown viaduct and other bridges, and something that could only be described as Space Needle-esque. There is also a track that seems more like a river gorge area, and one that seems to run through a nuclear power plant. A few of the tracks overlap in parts, which is kind of disappointing. True to the reality show theme, the game pits you against a variety of challenges which can play to your strengths and weaknesses. By far the most fun and interesting challenges are the races, followed closely by the Detonator and Elimination events. Race Mode features an 8 car field, with all the traps, or Power Plays, armed and ready. In Elimination Mode, there is a timer running that eliminates the last place car after a minute of racing, and every 15 seconds thereafter, until only one car remains. It’s a fairly common occurrence to be in first or second position, only to crash and be passed by the field with only a few seconds left on the elimination clock.  In Detonator Mode, you race solo against the clock while the game activates Power Play events (i.e. tries to kill you). The other two events that I’ve encountered thus far (both solo time course events) are just annoying. In Air Strike, you are targeted by a missile-laden helicopter, and Survival has you trying to pass a seemingly endless string of tractor-trailers that are spilling explosive barrels into your path. The many ground-level explosions that buffet your vehicle in these events throw your car out of control, which is a pretty frustrating experience. More annoying, no matter how well I run these courses in the later episodes, I can never come close to cracking the top 2 times. As in, I need to somehow shave 10-15 seconds off my time.


The Cars
As I said, this is no RPG. Forget about gradually improving your intake, or adding airfoils or other minutia. Here, you start with 3 cars from the storied Hanzo, Cobretti, and Ryback corporations. As you win races, you win credits. Eventually, you earn enough credits for a new car, but you do not get to choose the car. Instead, the game extravagantly bestows upon you the next car in the series, revealing its stats.  The stats indicate relative Speed, Acceleration, Toughness, and Drift. Toughness describes how well the car stands up to interactions with explosive things and other cars, and Drift describes the degree to which the back end will come around when you powerbrake around a corner. A lot of Acceleration and Drift can make for an interesting driving experience.  Some cars are all Acceleration, making them very touchy, and some are more balanced.  I enjoyed most of the cars, but I find the driving experience with the rally-style trucks to be not particularly "realistic" or fun.
I only have one grouse about the car system, and it’s a pretty specific grievance: I finally won a car that had solid stats in every category, and I couldn’t wait to get it on the track. In my first race with it, I placed last. Then 7th. Then last again. I raced on three different courses for at least 15 stubborn races and never placed better than 6th, before I realized that my car was only barely faster than the field, but had liabilities in acceleration and drift, such that I would have to run a perfect race while maintaining enough power to continually take out people in front of me with Power Plays. The trouble being that if they got too far ahead, I couldn’t trigger events, and I’d never catch them. So this awesome car generates an upgraded field, while backing away to a weaker car results in a weaker field that I could beat rather handily.


The Driving Experience
This is where the game really shines. After a short time behind the wheel, you get a really good idea of how your car is going to perform in different situations. I think the illusion of speed is as good as I’ve seen in any racing game. It helps that the graphics are top-notch, the field of view is uncluttered by a ton of status stuff, and that long, flat straightaways are kept to a minimum. You can toggle between a bumper-cam view (which is too close to the ground for me) or the 3rd person view from about 15 feet behind your car. There is no speedometer-- just a timer and your current race position shown at the bottom center of the screen. Oh, and your power meter. You fill up your power meter by drifting, jumping, and drafting behind other vehicles. If your meter is at least ⅓ full, you can trigger an event on a rival vehicle when it is near or approaching a trap. If the meter is all the way full, you can trigger an extra devastating event, or one that fundamentally alters a huge section of the race track (usually demolishing several cars in the process).  You have to learn where the traps are, and what they do, in order to effectively demolish the competition and avoid getting pancaked yourself.  This is in addition to needing to find the perfect line through the course, and learning how to min/max your car's capabilities.  And I must say, gaining the achievement for wrecking 3 cars under a collapsed nuclear cooling tower (High Pipe)? Priceless.
In terms of a racing experience, there is a bit of rubber-banding, where the leaders never get too far away, and you can often overtake them with solid driving in the final lap. The game does get less forgiving in the later episodes, where one wreck can put the leader out of reach. What’s worse is that the other vehicles never seem to trigger events on each other, even when there is a clear opportunity for one car to outright win the race by wrecking the lead car. This makes the Season Championship standings a little bogus, as it is always me and the same 2 other cars in the top 3 slots. I feel like the other cars in the field are just there to make my life miserable.


The Production
Not bad. It has a cool graphic opening that can be skipped past, and intuitive menus. It takes about 4 button presses to get to your current game, and there’s not a lot of lag between menus. My biggest complaint about the production (and the game overall) is the loading screens to get from the menu to the actual race. It can feel like forever. Once you have loaded a race, you can retry the race without the loading screens, but if you want to change cars, you have to exit and reload the race. It can really kill the pace and excitement of the game. In addition to the story mode, the game offers a Quick Race mode, an Xbox Live mode, and a Split Screen mode for 2 player face to face (which I haven’t tried yet).

 At any rate, I’ve been having a blast with it. The traps are really fun, and there are quite a few, "Did you see that???" moments.  It’s from Disney/Black Rock which is now, sadly, dismantled, but there is some DLC content available. I recommend this without hesitation if you enjoy racing games, but not if you need to have control over the vehicle building process.
(image from kusohappens.com)

Thursday, May 27, 2010

Made you look!

Right, so I'm not actually saying anything here...just an update or two. I am now playing D&D, having been generously accepted into a well-established and competent group for a weekly session. Most of my between-session "work" on this is basically done, but I've decided that I'd like to expand my character's back story to practice a bit of creative writing and to get a stronger sense of the campaign setting. I am also At This Very Moment totally procrastinating on preparations for my lab meeting tomorrow. And I've been working on a project for my parents which involves 1)watching over 40 hours of digicam recordings (mostly of Elaine) and 2)cutting and pasting the cute/funny/tender moments into a watchable DVD. I may even use text and music, if it's not too onerous. So I've got a few projects going right now, all of which have a definitive endpoint. My goal then is to get back to nurturing this blog along, with more of an emphasis on good writing. I've been spending way too much time softening my brain online, and not enough time being creative and constructive. This is reason #2 why I canned my Facebook account. Reason #1, of course, is that their dithering made me feel like a sucker for patronizing their services, and reason #3 is that, while addictive, the experience there basically sucks. Anyways, see you soon, hopefully.

Thursday, March 18, 2010

A Bevy of Bulletpoints

-Recently tried a Bear Republic Hop Rod Rye. It's my first rye beer, I think, but I'm struggling to get a clear sense of how adding rye malt makes this beer any different from plain old barley beer. It's a very malty beer, but the bittering hops and decent attenuation keep it from being overly sweet. I think that if it was not so heavily hopped, it would taste a lot like a medium-bodied Scottish Ale. On balance, I like it, and would pick it up again.

-I've just begun using Google Reader, and I think it's a great tool. I started with a few webcomics, Geekologie, and some news sites, but took Google's recommendation and added Lifehacker, Slashdot, and blogs like Design Milk and the Urbanist. Also had Engadget, but that was just 50 stories about cameras and cell phones every day. I'm looking at adding more content, but wondering how many more feeds I can add before it just gets overwhelming. Maybe if the sites in question only update a few items per day...

-I lost my iPod Shuffle about 2 weeks ago. Now I have no defense against earworms, which always strike when I'm out of headphone cord reach of my desktop at work. There I am, attempting to be industrious at the bench, when my brain is assailed with such gems as Black Velvet by Alannah Myles (for those in the know, replica plating), some stupid flash meme song called "Amazing Horse", and, inexplicably, the theme to "Welcome Back, Kotter" (what I wouldn't give to identify the trigger for that one). Anyways, it's pretty much a living hell.

-Pet peeve: places that make sandwiches and use the wrong bread. Allow me an awkwardly shoehorned analogy: The star of the sandwich is the inside part, and the bread plays a supporting role. Sometimes, you can get a great contribution from the bread, but you usually don't notice overmuch as long as the type of bread, bun, or roll is appropriate, and it's relatively fresh. What I hate is when the roles are reversed, and the bread is fancier than the filling, or completely unsuited to the task. I would list my recent disappointments in this arena, but I fear I've already lost you.

-Elaine is a trike-monkey now. We made a run to the 7-Eleven on the corner earlier tonight. It was strangely cool to help her pick a spot to park her trike outside. Even cooler for her to suggest that I wanted to get a beer. Turned out I did!

-The wit beer that I brewed a few weeks ago is done. I tried it the other day, and was a little disappointed. Either the orange peel, the hops (unlikely), or the yeast have contributed a sharp bitterness to the aftertaste. Despite the similarity in bitter character to that of orange peel, I have a feeling that it is actually the yeast. It's still plenty drinkable, but is not one of my bragging beers.

Saturday, February 27, 2010

I play games!

I played a few new games the other night that turned out to be quite a lot of fun. The first, Thunderstone, is the first big, er, homage to the deck-building mechanic in Dominion. For the uninitiated, you have three virtual stacks of cards in front of you: 1) a personal deck of cards from which you deal 2) your hand, and 3) your personal discard pile. You can use cards in your hand to buy more cards (meaning you use the cash value on the cards to claim a card in the display…you don’t actually spend the cards—they go into your personal discard pile, along with the card you just bought). Thus, your deck grows in size as you seed it with cards that help you achieve victory points. The cards that give you victory points don’t really help you until the end of the game, and so they water down your deck if you accumulate too many too soon. The play in Thunderstone is similar to Dominion, with small exceptions, but it still manages to be its own game.

Unlike Dominion (and Dominion: Intrigue…I have yet to play Seaside), you have three options on your turn. You could visit the Village, which allows you to buy a new card according to the treasure value in your hand, which is really your only option in Dominion. Secondly, you could Rest, which enables you to trash any number of cards from your hand (these are taken out of play for the rest of the game…handy for getting rid of negative cards like Diseases). The third option, and primary source of VPs in Thunderstone is the Dungeon. Here you are trying to defeat one of three revealed monsters using the attack capabilities of all of your heroes, militias, and their weapons and spells. Buried in the bottom 5th of the monster deck is the Thunderstone card, which signals the end of the game.

I like that the VP cards (monsters) are variable (in VPs offered, XP offered, and battle modifiers), and that you can’t just employ a simple strategy like streamlining to have a money-rich hand to do well. You have to have a good mix of heroes, spells, and weapons to be successful in battle. Another cool feature is leveling up your heroes, which can be done in the Village. If you’ve accumulated enough XPs, you can cash them in to convert your Squire to a Knight, and then to a Lord, which can have profound effects on your ability to fight, as well as offering another reason to go to the Village. Another seeming piece of chrome that ends up working quite well is the requirement for a light source in the Dungeon. The deeper you go in the Dungeon, the more light (torches, flaming swords, etc) that you need to avoid incurring a nasty disadvantage in battle. Just one more thing to juggle as you seed your hand with items.

As I said, the system works quite well. The only real niggle I have with the game (aside from the packaging) is that there is no unseen hazard in going dungeoneering. What I mean is that you would never go into the Dungeon unless you had a good enough hand to beat one of the monsters, all of whom have completely revealed stats. There are some monster cards will tell you that you will lose a fighter in a battle with that creature, but such creatures can be defeated with, say, wizards and militia, negating that threat. I would prefer some amount of chance in these battles, despite the certainty that the game would be that much longer.

Desire to own: moderate *** Desire to play again: very high *** Overall: 8/10

After Thunderstone, we played Campaign Manager ’08, which is as fun as it sounds. I played the Obama side against Josh’s McCain. It was quite a blast to play up the quotes and throw around phrases like “Politics as usual”, with mock pathos. It was a little eerie when Josh rasped “I already know how to do that,” with that classic McCain, "I'm not an angry guy--listen to my quiet, pleading voice," voice.. All of the components were top-notch, game depth and game length were completely appropriate, and many laughs were had.

Desire to own: unclear...high, I think *** Desire to play again: high *** Overall: 8/10

Sunday, February 14, 2010

The Mystery 5-Pack, Part 2

OK, I'll try to wrap this up quickly.

I'm not expecting much.

First up, by virtue of its likelihood to be as bland as I remember, is...

Alaskan White (ABV ?%)
It pours a cloudy, pale gold, gives off hints of a very faint spiciness, and exhibits light carbonation and a slight head. The first sip revealed more flavor than I was expecting. The light malt is balanced nicely by a judicious use of spices. There is, of course, no hop character to speak of. It's not overly sweet, and is quite refreshing. The problem that I have with most of these Alaskan and New Belgium beers (OK, add Red Hook and many other Macro-microbrews) is that they end up watering down everything to a point where the aftertaste is a sharp tang, likely brought on by the carbonation. A beer that has sufficient mass of ingredients (hops and sugar) can overcome this because those components contribute noticeably to the aftertaste as well as to the main flavor. So this White, while tasty, has that tangy aftertaste that compels one to take another sip, if only to cleanse their mouth of the metallic burn. Which doesn't exactly make me excited to settle into a night of drinking such a beer. Verdict: Who am I kidding? For around $6 per 6 pack, I'd totally buy this on the way to a party.

Finally...

Scuttlebutt Gale Force IPA
Poured caramel-colored, rather heavy-bodied and with minimal head. The predominant aroma is floral hops. Hmmm. Definitely a Pacific Northwest IPA. Just the hops, please. Not nearly enough sweetness to balance the onslaught of hops (ABV 5.25%). It's not terrible, but it's a one-note affair. Verdict: Exactly what I was expecting. I could be tempted to drink another, but my options would have to be rather dire.

Thanks for playing along. I'll have to include some nice beers in the future.

Saturday, February 13, 2010

The Mystery 5-pack (Pt 1)

We picked up this intriguing little item on our trip to the grocery store today:

From Blogger Pictures


Intriguing in that I don't know what's in the bag, specifically. The bag is opaque, and stapled shut, and is labeled clearly with the word "Mystery". But there are clues. Clue #1: the $5.99 price tag. Clue #2: the motivation of a store to package a variety of beers in this way is most likely to get rid of slow-selling beers. The combination of the two clues leads to the conclusion that the bag contains slow-selling, modestly priced beers. In short, a gamble. Of course, I took one look at the bag and thought, "Mystery six-pack plus long weekend equals blog post!" and quickly snatched it up.

Here's the contents:

From Blogger Pictures



As would be predicted, IPAs account for half of the beers. I've had the Alaskan White before, and I'm not much impressed with that company anyway. The Caldera is interesting due to the packaging. Two of the IPAs are duplicates, from the Terminal Gravity Brewery in Portland OR, making it a Mystery 5-pack. The most intriguing of the offerings, by far, is the Stone Levitation Ale, so that's where I'll begin.

I've had the Stone IPA and didn't like it, but I've not tried any of their other offerings. The label on the bottle is enough of a pain to read (very tiny, approximately 2 point font, stamped in grey paint right onto the amber bottle) that I just skimmed it looking for some clue of what to expect. It was, unfortunately, about 400 words of blather that basically informs you that this beer is made of the ingredients that beer is made of, and it has wonderful flavor. Can't understand why it's a slow-seller.

Let's pop the cap and check it out...
Stone Levitation
It pours a burnt caramel with very little head. Not a lot of hop character evident from the pour, except for a slight juniper note. Aroma is mildly malty. Huh. It took three good sips before I could begin to define the flavor. For such a dark beer, it's surprisingly light ("Levitation"?). There's a foamy lightness contributed by the carbonation that takes a while to settle out in your mouth. It first leaves behind the malt character mingled with the spruce-like hops, then it slowly turns slightly sour, but mostly clean. But the overarching quality is light. I think they were successful at hitting the fine line between light and watered down (ABV 4.4%). The verdict: I doubt that I'd go out of my way to get this, but if it was on sale, I could see picking up a six.

Terminal Gravity Brewing IPA (ABV 6.9%).
The label says nothing more than "Live Beer Keep Cold". It pours light amber and a little viscous, as you'd expect from a beer with a crap-ton of hops packed into it. Maybe I'm a little stuffy, but there's not a lot of hop character on the nose. That bodes poorly, as I only really enjoy IPAs when there's a strong citrus/floral aroma to fool my brain into liking the astringent hop bitterness. Now, to taste...you know, this is not bad. It's slightly sweet with a clean finish, and is fairly malty. I'd characterize this as an English-style pale ale, not an IPA. Carbonation is on the low side, and the body is fairly heavy. Pretty tasty. Verdict: Work on your branding, Terminal Gravity. That label screams THIS BEER SUCKS. It's a nice beer, but not an IPA.

I think I'll take this downstairs and see if I can catch Apolo Ohno being absolutely OWNED by the South Koreans.

OK, one more before I turn in (you see how I suffer for you?).

Caldera Pale Ale
(ABV ?%)
It's pale, I'll give it that. Looks like cloudy Budweiser when you pour it into a glass (the label informs you that it's a "Live Product: Keep cool, just like you". Right on, boss. It has a nice, floral aroma, which is the signature of Cascade hops on the finish. Unfortunately, upon tasting, it's clear that they don't understand balance. I don't mind being hopped through my skull if they do it as the second act, but when your first response upon sipping is "This tastes funny", followed by your tongue shriveling up from the hops, it's a fair guess that the target has been overshot. It really doesn't help that they put it in a can, since they didn't use one of those new sort of cans that keeps the flavor of the can out of the beer. Verdict: I'm not sure that I'll be finishing THIS one (my mouth is angry with me). I'll definitely avoid it in the future.

More to come tomorrow...

Thursday, February 11, 2010

In which one vacates?

We took a trip this past weekend! Seeing as we haven't actually left Seattle since Jill's emergency second opinion flight to San Francisco (May 2008), this was a pretty big deal. Jill's dad and Debbie rented a two-room unit in Coupeville on Whidbey Island. This was about a 40 minute drive, 15 minute ferry ride, followed by another hour or so of driving on the island.

Some trivia: Whidbey Island was originally settled by several tribes, before it was discovered on a Spanish expedition. When Peter Puget and Joseph Whidbey were mapping the region, Whidbey was the first European to demonstrate that it was an island by successfully navigating through Deception Pass.

Here's some shots near Deception Pass, which has a bridge to the mainland:
From palm


The water was a beautiful green
From palm


Standing on the bridge, looking beyond tiny Deception Island at the Strait of Juan de Fuca, which connects Puget Sound to the Pacific Ocean.
From palm


We also visited Fort Casey, a WWII installment of big guns, and it was pretty cool, but my phone had died by then, and we had forgotten our camera. It was a shame that we couldn't explore the parks on the island more than superficially, but it's close enough that we could go back for a day trip if we want. Although, honestly, there's so much to do around here that I don't see Whidbey Island as a first choice if we get a chance to get out of town again. Unless it's to get some more Penn Cove mussels (omigod nomnom), or to visit awesome establishments like this one:
From palm

From palm

Monday, February 1, 2010

Facebook ate my blog

Right, so it's a lame excuse, but it's essentially true. I have the ability to sprinkle my pithy wisdoms to the Facebook community (ok, my 50-some friends) in compact little packets, and it kind of fills the same urge to connect that I was getting through this medium. But, NO MORE! There will be discipline, and word counts, and blog angst!

Well, enough about my lengthy absence. Everyone knows that I have a precocious toddler, an interesting life-situation vis-a-vis Jill's illness, and serious demands at work, but I know plenty of people who manage to do a lot more than file a fracking blog update a few times a week, so I'm done with excuses. Let's get right to it.

I bought some pants the other day. Jeans. So last week, it was New Jeans Week. I tried to stretch it out, wearing the same pair for two days (but not consecutively!) so I had new denim happening for all five days of the work week. It's pretty nice when they're new, since jeans are completely pre-shrunk these days. Instead of breaking in your jeans like you used to do, they actually feel good the first few times you wear them. That, combined with the visceral sense of power that comes with wearing newly acquired goods, makes those first times in public particularly exciting. Were you looking at my ass? Of COURSE, you were. And I have to say, my ass is pretty comfortable (new boxer briefs, too).

Some douchey entrepreneur is posting anonymous ads on some of the comments pages here. I try to delete these as they happen. Sometimes, they are on really old posts, and I find myself scanning through a few months worth of posts. This is part of why I missed writing; I had so much fun reading it again and reading all of the back and forth with you guys. I also realized that I disagree with former me on many points to do with my amateur music analysis. So if you ever come across any of those earlier posts, just think of it as how I felt then. I'm way more sophisticated now.

The other major reason why I came back to these old pixels is that Jonathan Woodard was surprised to learn that I was not much for cats. I realized that my branding was slipping, and I needed to get back before my entire online identity slipped into some sort of brown, averaged, everyperson. Listen: I kind of don't always like cats. OK, Jon?

Sunday, July 5, 2009

Summertime

Ever notice how you don't have as much to say online when it's all nice and beautiful and summery outside?

Sunday, June 21, 2009

I love a parade

Wait, what?

Zebras!

Flying Spaghetti Monster!

My mind...!

Fight Global Warming!?




Who knew? We celebrated the Solstice this year (I guess) by dragging Elaine down to the self-proclaimed Center of the Universe, aka the Fremont neighborhood in Seattle, to witness the legendary Solstice Parade. We got there way in advance and scored some front curb seats. It was pretty incredible. There was a lot of dancing and tribal drumming, costumes that ranged from the lavish to the bizarre, and the signature opening event: cyclists wearing nothing but body paint. I was highly entertained from start to finish. Elaine was a little freaked out. The coolest thing for me was that every float/exhibition/whatever-the-hell-that-thing-is had some sort of meaning as related to the Solstice celebration or some progressive cause, but there were no signs or symbols associated with the parade to clue you in to it. It was art, and it was lots of fun. Flaky as Fremont is, they really manage to pull off a great parade.

Since I've got a general rule against the posting of bosoms and weewees on my blog, I kept those images out. If you'd like to see more great images of the parade (and I recommend that you do), including an extensive gallery of the naked/painted cyclist parade, visit this page. In addition to gratuitous nudity, you'll be rewarded by pics of the completely awesome Soviet era statue of Lenin, situated at the heart of Fremont.

Wednesday, June 17, 2009

She's Two!

Deal with it!

This past weekend, we marked the event of Elaine’s second birthday with a bash for the ages (of one, two, and three). Jill took care of most of the prep with a very productive Target run. We had a small helium tank and balloons, cupcakes, a pizza lunch, and little gift bags for all of the kids which contained plastic dinosaurs, party favors, and bubbles. Some of the children blew bubbles, some poured bubble soap onto the lawn, and some just drank it straight from the bottle.

The party, with Elaine's big present in the background. Clockwise, from top: Big Molly, Madeleine, Susanna, Phillipe, Elaine (not pictured: Matthew, Olivia, little Molly


The festivities got underway a little early when Jill got locked in the bathroom at T minus ten minutes. We disassembled the doorknobs, but the mechanism had been installed from the edge of the door. Jill decided that we needed to call someone, leading to this exchange:

Me: I could kick the door in…?
Jill: Really?
Me: Sure!
Jill: (after a pause) OK, I’m in the bathtub.

Needless to say, I didn’t wait for her to change her mind. How often does one get to fulfill destructive fantasies like this? Amazingly, the door survived intact, but we’ll need to get the jamb reassembled. Anyways, this is a total word of warning to any crooks out there who think they can hide from the kicking foot of justice. I know you’re in there, and I’m a-comin’ in! (Please don’t have any weapons, because Jill won’t let me have a gun.)

Sunday night, I got to play Through the Ages: A Story of Civilization for the fourth time. This time, it was just Josh and I. Man, this is a really well-done game at 2, 3, or 4 players. I believe the third printing is underway right now, so I’m definitely going to be picking it up.

Elaine’s birthday fun times continued into Monday night, when we took her and her grandma (technically, grandma paid, but I drove) to Red Robin! Milkshakes, burgers, and balloons, oh my! When we got home, there were presents that had come by mail from various people. She scored some radical toddler clothing, a few small empty boxes (awesome idea), a bunch of crayons, and some books.

We got a lot of good video from the party, but not very many pictures. I’m looking into editing the videos on my MacBook (it has to be good for something) to post at a later time—perhaps on Picasa or Vimeo. Any suggestions for video hosting are welcome.

Tuesday, June 9, 2009

Deploy the grappling hook

A friend of a friend knows this guy who builds weird cars. Most of them are based loosely on the ship Serenity from the movie of the same name (and the series Firefly). I got to drive this one yesterday:



I was not able to see the looks on the faces of other drivers and pedestrians, as it took all of my concentration to keep it in the intended lane. Steering this vessel did approximate drifting through the vacuum of space: any direction on my part was largely suggestive. Also, it kept wanting to stall out at traffic signals. Also, it is a manual transmission vehicle, which is not a recommended feature in a hilly place like Seattle. It was fun, though.

Oh, and if you've never seen Firefly, do yourself a favor and rent the whole series (it is only one season long, as it was tragically cancelled), and then watch the movie. I can't recommend it enough.