Colonialism 2.0 (with French expansion)

Being in this hotel is really disturbing sometimes – especially at dinner. All these rich white people being served by poor black people… sometimes you feel that you’re in the wrong century. And it’s not just a visual thing. The other day a tourist dropped a glass, which shattered. OK, shit happens. But the way in which he didn’t even acknowledge the existence of the staff members who came to clean it up, didn’t seem to be sorry, didn’t even seem to think that anything had happened, was truly disturbing. And that isn’t the only example of such behaviour.

You know what else is odd? The French. They seem to be running their own colony-within-a-colony. We think of it as the French Quarter: a whole area of the hotel full of French people, French travel agency adverts, and activities in French for the French. The rest of the hotel is perfectly mixed, but not that area. Really, really odd.

The French are also incredibly loud. It’s tragic to see a stunningly beautiful beach, otherwise quiet and not overcrowded, be completely ruined by group of French people and their “animateur” yelling and pretending at sports. And, even worse, listening to dreadful “music” so loudly you can hear them at the other end of the beach. In fact, nearly every time there is noise somewhere, you can bet it’s the French.

Of course there are also nice French people. My cousin married one of them. But they’re not in this hotel.

Progress Report

My main creative project here in the Dominican Republic is working on my novel. I know I keep mentioning it without ever providing details, but let’s hope that this will change in the next few months. I’m not done yet, but the possibility of being done is becoming more and more real. There’s still some really challenging bits to tackle, but I’m working on it – today I actually started writing one of the trickier parts, which I’d attempted before and failed miserably. Now it’s working, because I figured it out. Yay!

I also started making myself a glossary, which is useful when you’re dealing with an enormously complicated setting. I was shocked to find that going through 15 pages of story resulted in two pages of glossary entries. But it’s all good: the book has its own voice. I just really hope I can get it published by a non-genre publisher – I am so disgusted with the categorization of books and the whole mentality behind it that I would love to contribute, if only in  a little way, to dismantling that kind of thinking. Yeah, I know, good luck with that.

I’m also itching to finish Phenomenon 32, and to do more film-work. The moment I get back I’m going to upload both trailers for the film to YouTube.
That’s it for now. Keep checking back – there are likely to be regular updates again, especially in Verena’s wonderful blog.

Updates from Samana

So there is an internet connection at the hotel… which is ridiculously expensive and hard to use, so we will only be updating every now and then.

Verena has written a short post (with a photo of a beautiful landscape and an ugly man) over here.

Honeymoon!

If not too many more catastrophes occur today, we shall be off to our honeymoon in the Dominican Republic. I don’t know how often I’ll update in the next 18 days, but I probably will.

(Note: If you’re an agent who is reading this in relation to Verena’s queries, we’ve set up a system so that we can immediately respond to anything agent-related. Thank you.)

Now. We’re already late, we still need to set up timers with the turtle lights, and a couple of things to pack…

ARGH!

Grarghness

I am currently immensely frustrated by Pinnacle Studio’s refusal to recognize videos that were created by other software. Yes, I know, I should be using something better… but I have yet to find editing software with a decent GUI that is also free and runs on a PC.

Actually, when it comes to video, everything seems to be off somehow. Maybe I’m unlucky. Maybe I should update my codecs. Maybe it all just sucks. We’ll see.

Any ideas when it comes to video editing software or related stuff would be appreciated.

Warren Zevon: Boom Boom Mancini

Here’s one of the greatest musicians of all time doing a song that is just dripping with cool. Ladies and gentlemen, the one and only Warren Zevon.

We lost a truly great one when Warren died.

A Hidden Story

I don’t know how many people are aware of this, but the story of Last Rose in a Desert Garden has continued through three different games.

I usually don’t like to spend time explaining my own work, since I generally believe that if I could really do it justice in an article, I wouldn’t have written it as a story. But this is one small aspect that I’ve been thinking about lately, and I thought it might interest those who haven’t noticed it.

In Last Rose in a Desert Garden, we follow the story of the last survivor of a nuclear holocaust, told in melodramatic and fairly archaic language. But is the story over there? Is that all there is to it? Not really, even though it may not be immediately apparent. You see, in The Infinite Ocean, we are told that SGDS, the sentient computer, is capable of dreaming, and has such a powerful imagination that he can essentially live any story/simulation he chooses to. That is one central reason he is opposed to war: SGDS has literally experienced what nuclear war would mean; he/she/it has lived through its horror through the eyes of millions of individuals.

And on several screens in the game you can see… yes, images from Last Rose. And that’s not just me re-using old graphics; that would be very much against my artistic beliefs. When something reappears, it is always intentional and meaningful. So these images could be read to indicate that perhaps all of Last Rose happened inside the mind of SGDS, that it is a story/dream/simulation (no real difference) about the horrors of a post-apocalyptic world.

So it makes perfect sense that the lone wanderer from Last Rose, being part of a story or a dream, would one day walk long enough through the desert to end up in the House at Desert Bridge. He doesn’t stay there long, and we’re told that at some point he continues on to Oneiropolis, the City of Dreams.

What happens to him after that? (He cleverly didn’t have gender in Last Rose, but turned into a man on the way. No-one asked me about it.) We’ll see. But I’m pretty certain that I will return to his story one more time.

Divinity II: Ego Draconis

Divinity 2

Note: Verena and I are playing this game together, even though it’s a single-player game. You can read Verena’s review here.

Remember how in the podcast I complained about the lack of good RPGs? Well, exactly one day after I recorded my complaint, we bought Divinity II: Ego Draconis.

And?

And, it’s good. Not perfect, but pretty good. We haven’t finished it yet, so I can’t give a full opinion, but we’ve played enough for me to be able to say a few things.

Let’s start with the negative, to get that out of the way.

I intensely dislike the way the engine makes the graphics look. The graphics themselves are perfectly well-designed, if only rarely inspired. But the engine – which reminded both of us of Gothic III, which is not a good thing – somehow manages to make everything look flat, and it’s very hard to recognize details. (Yes, my computer can handle the game pretty well. But my computer is a bit of a monster.) It’s a shame, really, because many of the locations are very impressive.

I’m also a little unhappy with the world. Not in terms of design, but in terms of worldbuilding. There’s plenty of detail, but it’s basically all a bunch of fantasy clichés – or at least that’s what it looks like so far. There are some bright points, which I shall mention later, but in general I could’ve done with more originality.

There’s also something of a tendency to have really stupid jokes that refer to things in our world. Some games can afford that kind of humour – like Fallout 2 – because of their setting and mood. This game cannot, and it really damages some of the quests.

Finally, combat works but is a little uninspired. The various combat-related abilities are interesting and useful, and the balance is excellent, but it’s not terribly exciting. But then, very few RPGs ever manage that. (Dark Messiah of Might & Magic should be obligatory playing for every game designer from now on.)

On the bright side, the game has a lot of very cool features, and is really well-designed. The world is open – if a tad too linear for my taste – and you can go wherever you wish in whatever order you wish. At some point, you get your own tower, and a group of people to work with you (or serve you). You can use alchemy, improve your weapons with magical thingies that you find, and enchant items. You can turn into a dragon. And you can necromantically construct your own pet undead.

That feature is probably the coolest in the game, even cooler than turning into a dragon. I think this is the first time that I’ve seen an undead monster that is actually cute. And it is. It really is. Like a cute puppy, only more dangerous. And undead. Great fun.

There are some other cool creatures, too, like the goblins. While their basic concept is the same as with most fantasy worlds (“Evil Natives”), their visual design is entirely unique, and I wish the engine would allow the player to get a better look at them.

The music is also very good. It really helps to set an atmosphere, and it’s a lot more varied than the five and a half pieces of music we got on games like Morrowind and Oblivion. Sometimes it even reminds me of Gothic II, which is a great compliment, since Gothic II is one of my favourite games of all time.

Speaking of Gothic II, Divinity II has another great feature in common: vertical space. So many games these days are so incredibly flat, giving the player no climbing abilities whatsoever. This results in the games totally lacking a sense of scale (and of grandeur). Divinity II gets this right, for the most part, and I like that very much. I do wish there were more non-combat skills, but that kind of RPG is hard to find anymore.

I also quite like the skill system. Skill points are hard to come by, but that makes them meaningful – Bethesda could really learn something from that. All the skills I’ve used so far are also quite useful, and different enough from each other to make choosing really interesting. The same goes for equipment and other items – the game provides enough variety to make it all quite interesting.

As for story and writing… well, I’m not entirely sure. The writing is good on average, and occasionally brilliant. The story is more focused and feels better-realised than in Divine Divinity, the game’s predecessor (and winner of the award for silliest game title ever), but so far isn’t particularly full of originality. Still, it’s interesting enough to motivate me, and it’s never made me cringe like The Witcher did. The various dialogues with NPCs are well-done, both in terms of writing and of design, giving you distinct characters and multiple ways of solving quests. Also, you can read people’s minds, which makes you feel like a Jedi.

In the manual, we’re told that one of the main design principles of the game is to keep providing you with new gameplay options throughout the game and to avoid grinding-type gameplay. From the few dozen hours we’ve played, my impression is that the designers succeeded very well at that.

So: some flaws, but plenty of interesting content framed by enjoyable gameplay. Recommended!

Another Note: We played this game in German, because it’s not out in English yet. The voice acting is not as brilliant as in Gothic II (what is?), but it’s only made me cringe twice, in the case of two characters who speak with an English accent and are absolutely embarrassingly terrible. I’ll blame the translators, not the designers. Thankfully the characters are extremely minor. Shame you can’t cast spells on them, though. Would love to turn them into ladybirds or something.

Murphy and his motherfucking Law

And just when you think all is going well, a bottle full of almond syrup gets knocked down in the kitchen by a package of coffee filter thingies badly placed by your roommate, covering the kitchen in sticky syrup and glass shards.

And then you cut yourself on one of the glass shards while trying to clean the mess, making writing blog posts no fun at all.

So, the updates shall wait until tomorrow while we grumble to the heavens.

Aaaah. (tired)

So, our honeymoon shall be in the Dominican Republic! The country had been greatly recommended by one of my professors, who knows the country quite well (and was the first person to write a travel guide about it, at least in German), and the offer we got was really good. The hotel we’re going to is fairly large, but not in one of the over-touristy areas, and we will most definitely avoid staying in the hotel the whole time. I don’t feel particularly comfortable with all this hotel culture anyway, and don’t want to spend my time hanging around colonialist-type people who wish that there was more “normal” food and everyone spoke their language.

I’m looking forward to getting a shitload of writing done, enjoying the beach (yes, I know it’s the rainy season) and getting to know a tiny bit of another country. And having a honeymoon that is memorable in a good way.