So I got some comments about my poem earlier because of the connotations it gives. Namely that it was a sexually charged poem about a dog. Well, the sexual connotation is picked up by the reader, if you have a clean mind you will perceive clean things. But because I believe in giving people what they want I now present "Cute Poems that Don't End Well."
The first is a short one I wrote called "the house is full of children" that starts out kid's book sweet then goes weird.
The House is Full of Children
by: Harley Dean Ziembicki
The House is full of children
Ages four to seventeen
The house is full of children
Some of them are getting mean
The house is full of children
Packed in wall to wall
The house is full of children
I can hear their high pitched calls.
The house is full of children
I can't make it to the door
The house is full of children
Now their lining all the floors
The house is full of children
And it's hard to be very nice
The house is full of children
One is reaching for a knife
The house is full of children
Now they're stabbing at the masses
The house is full of children
Blood staining all the glasses
The house was full of children
Now it's fulll of blood and meat
The house was full of children
Now a smell so sickly sweet
The house was full of children
And i know i cannot run
The house was full of children
Now i kiss the loving gun
The house was full of children
But it's children of the flies
The house was full of children
Now it's full of whispers and their lies
The house was full of children
But now only dwell the ghosts
The house was full of children
Now they seek new hosts
Ok now you read that and think "oh my god he killed all those children" but you did not even read the poem did you? The kids killed the kids, not the narrator. But he knows if he leaves he'll be implicated for it so he kills himself. Now then you can make some ridiculous fantasy story about it how it's about a orphanage that gets too full so they start killing kids but where does it say anything about an orphanage? I'd use some great emotional imagery on a poem like that. Oh just think of it. All like "the blood we have been spilling down the gutters it does run, we look down at our bodies and wonder what we've done" see, powerful.
I didn't have a point this time I just wrote a gross poem and wanted to post it.
Sunday, August 9, 2009
Wednesday, August 5, 2009
Far Cry 2 Impressions The first Five Hours
So I at first intended to play the game for just an hour and then report on my findings, then do a sort of interim thing and then a review when I'd finished it. Unfortunately I've played way more than an hour, so this is sort of a "The first Five hours" sort of thing. And I'm not sure I've even played that much, but anyway let's get started.
My first impressions of the game where as a sort of FPS RPG, but it's very light on the RPG. It reminded me of STALKER but much lighter. It is however an FPS RPG but just a streamlined simplified one with the BS taken out. You could say stuff like "there's no quests and there's no inventory" but that's not exactly true. Doing that discredits the minimalist thinking the developers have done. You can only carry a primary, secondary, melee, and special weapon, as well as five morphine ampoules (for health, but sometimes for starting the day right hyuk hyuk). You could describe this as an inventory, a limited inventory. And you don't get Quests, you get Missions.
Missions are actually quite interesting and do take alot of hints from RPGs, ecspecially more modern RPGs with different outcomes and paths. Each mission you get from a major faction has a vanilla go from point A to point B kill/protect/interact with C style set up but they have a wrinkle in that your buddies offer you optional outs. For instance you have to head to a desert location to kill some parachuting special forces guys. But you buddy offers you another solution. If you find their informant and change the drop location, you can kill them in a more tactically advantageous position. Everyones happy then, your buddies like you more and the factions always pay in advance.
Going back to buddies, this is the most interesting mechanic in the game. Instead of giving you lives, if you're out and about and get taken down (whether by shotgun or by barrelling jeep) your buddy will show up and toss you over their arm and carry you out, blasting people as they go. Sometimes though your buddy will get hurt and you have the choice of mercy offing them or using your meds to save them. It's a very interesting system and the animations for this stuff are pretty good.
Speaking of animations, if you get critically wounded you're treated to scenes of your character graphically removing bullets from themselves. This ranges from them pushing a bullet out with their finger to digging in with a knife and pliers. It's bloody, it's gross, and it almost makes it worth it to get hurt.
Now for things I don't like. You get a journal which is sufficiently well written, maybe a bit to verbose for a mercenaries war journal but it's an entertaining read. But on the Xbox 360 where i'm playing it you can't flip pages and look at previous entries. Also you can't track your standing with factions, just your buddies. Maybe this is because there are no faction standings, or maybe I'm not far enough into the game, but it's annoying.
Also, everyone, and I mean everyone, who isn't a mission giver, a buddy, or a weapons dealer, wants you dead. This is explained that you're a rogue element. Even if you're doing missions for a particular faction you're a no name nontrackable asset so the grunts of the faction you're working for don't know you. Needless to say this is annoying. It speaks of laziness on the part of the developers, to me anyway. I can understand not wanting to allow for allies, and even your life saving buddies are pretty useless after they rescue you, but it's still annoying. I don't need squad commands, I just want people not always shooting at me. I'd like to pass through a gaurd outpost without getting shot at. Is that to much to ask for, ubisoft?
As for my playthrough, I picked the chinese guy, Xianyong something. He's the same age as me so I thought it was meant to be. I've been favoring boats because of his Chinese smuggler origins. I also started with a machine gun, but hated how inaccurate it was so I switched to a shotgun. More later I suppose.
My first impressions of the game where as a sort of FPS RPG, but it's very light on the RPG. It reminded me of STALKER but much lighter. It is however an FPS RPG but just a streamlined simplified one with the BS taken out. You could say stuff like "there's no quests and there's no inventory" but that's not exactly true. Doing that discredits the minimalist thinking the developers have done. You can only carry a primary, secondary, melee, and special weapon, as well as five morphine ampoules (for health, but sometimes for starting the day right hyuk hyuk). You could describe this as an inventory, a limited inventory. And you don't get Quests, you get Missions.
Missions are actually quite interesting and do take alot of hints from RPGs, ecspecially more modern RPGs with different outcomes and paths. Each mission you get from a major faction has a vanilla go from point A to point B kill/protect/interact with C style set up but they have a wrinkle in that your buddies offer you optional outs. For instance you have to head to a desert location to kill some parachuting special forces guys. But you buddy offers you another solution. If you find their informant and change the drop location, you can kill them in a more tactically advantageous position. Everyones happy then, your buddies like you more and the factions always pay in advance.
Going back to buddies, this is the most interesting mechanic in the game. Instead of giving you lives, if you're out and about and get taken down (whether by shotgun or by barrelling jeep) your buddy will show up and toss you over their arm and carry you out, blasting people as they go. Sometimes though your buddy will get hurt and you have the choice of mercy offing them or using your meds to save them. It's a very interesting system and the animations for this stuff are pretty good.
Speaking of animations, if you get critically wounded you're treated to scenes of your character graphically removing bullets from themselves. This ranges from them pushing a bullet out with their finger to digging in with a knife and pliers. It's bloody, it's gross, and it almost makes it worth it to get hurt.
Now for things I don't like. You get a journal which is sufficiently well written, maybe a bit to verbose for a mercenaries war journal but it's an entertaining read. But on the Xbox 360 where i'm playing it you can't flip pages and look at previous entries. Also you can't track your standing with factions, just your buddies. Maybe this is because there are no faction standings, or maybe I'm not far enough into the game, but it's annoying.
Also, everyone, and I mean everyone, who isn't a mission giver, a buddy, or a weapons dealer, wants you dead. This is explained that you're a rogue element. Even if you're doing missions for a particular faction you're a no name nontrackable asset so the grunts of the faction you're working for don't know you. Needless to say this is annoying. It speaks of laziness on the part of the developers, to me anyway. I can understand not wanting to allow for allies, and even your life saving buddies are pretty useless after they rescue you, but it's still annoying. I don't need squad commands, I just want people not always shooting at me. I'd like to pass through a gaurd outpost without getting shot at. Is that to much to ask for, ubisoft?
As for my playthrough, I picked the chinese guy, Xianyong something. He's the same age as me so I thought it was meant to be. I've been favoring boats because of his Chinese smuggler origins. I also started with a machine gun, but hated how inaccurate it was so I switched to a shotgun. More later I suppose.
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