Wednesday, April 8, 2009

Hey Kids, Do Ya Like Violence?

So, we've had a few shootings recently. Brings me back.

We're coming up on the 10th anniversary of Columbine, an event I've spent far too much time writing and thinking about in a world that also contains rape, slavery and Battle for Wesnoth, and the subject of a new book by the guy who really got me into internet journalism. (Not that I consider what I'm doing now to be journalism, but...y'know, internet journalism is cool.) And I'm proud to say that Mortal Kombat was not mentioned at all in the recent shooting of three police officers by a crazy guy who thought Obama was going to take away his guns.

Granted, I'm not sure why he felt that shooting three police officers would be an effective way of preventing this. I'm fairly certain his guns are now in the possession of the Philadelphia police, which seems to be the opposite of what he wanted. And even if Obama had taken them, he could have held onto them for at least a few more weeks if he'd just stayed at home watching TV like the rest of us. But anyway, he shot them, and I hope he was satisfied with that result, because it's kind of too late to change course for him at this point.

And then, with much fanfare and at least a little organ music, entered the blogs.

Distilled, some rather avant-garde, largely wordless posts from the left digging up old video and text of The Clinton Chronicles, G. Gordon Liddy's famous exhortation to aim for the head or groin of armored ATF agents--which I can only assume he picked up from Metal Gear Solid 2--and the modern-day Martin Luther who took an armed stand against the medieval tyranny of the Unitarian Universalist Church. The right picks up the ball and insists that the left should be ashamed for trying to criminalize speech on the specious grounds that the aforementioned clips, or conservative sensibilities in general, cause this kind of violence. And some of the posters seem to agree about the causation, and some are more vague, and I thought it deserved a think.

I've written stuff I'm not proud of. Which is not to say that I think it's dangerous, or that I'm not a total attention whore about urging people to read it. I have, however, written a thing or two that I'm proud of, but I'd never actually want published. Case in point, a short story written in my late teens called Last Will and Testament, which is basically an emphatic defense of suicide that borders on celebration. It should go without saying that I don't exactly agree with the protagonist, in the sense that there are around ten ways to kill myself located in the room I'm typing in, and I've not opted to avail myself of any of them. But I like (my memory of) the story, I like its parsimony, its rhetorical force, and its general shamelessness. But I really, really wouldn't want it falling into the hands of a random teenager I don't personally know. So that, apparently, is my line. That's the idea I wouldn't want to express in public for fear of what someone might do with it. I don't know if it's morally necessary for me to have a line, and I can't really apply my line, by analogy, to anyone else's work. They can draw their own lines; it's really not my job.

I don't believe that causality is as simple as yes/no when we're dealing with something like human relations, a subject so ridiculously complex that it only makes sense to deal with it in terms of metaphor and analogy. But I do think that, were I the kind of person who had disliked Clinton's policies to the point that I had (if not actually believed or endorsed) tolerated the kinds of insane conspiracy-mongering highlighted in these posts, to the point that I didn't actively ridicule them, I'd want to take this moment to stop and consider what I had said, and what I had done, and what I had implicitly or explicitly defended or repudiated.

Because, even if there's no causality, these ideas matter. Ideas matter for their own sake, and ideas about politics--ideas about power, and justice, and how rights, duties and resources ought to be allocated in a world of finite resources, fluid wealth, and unfathomable social complexity--ought to be respected. The processes of politics, maybe not. I'm not suggesting that there's anything wrong with thinking that representative democracy is, at its heart, pretty stupid. And I'm certainly not suggesting that there's anything wrong with treating politicians with no more respect than any other human being of similar character. But human beings matter, once the sun's up and all the trendy nihilists have eaten their pancakes and gone to bed. And politics is about us, about who gets paid, and who gets shot, and who gets left alone. It might not be a noble endeavor, but we are fucking stuck with it, for no reason other than because we are human.

I am not a principled conservative, and my imaginary readers may form their own opinions as to whether I am, by default, unprincipled, unconservative, or both. But were I a principled conservative, I'd want to look at the shooters, and look at their opinions, and take a careful account of where they differed from my own. And then I'd want to look again, to see where they seemed similar to my own, and see if that made me look at my own ideas differently. I'd think about my own writing, and how to express those ideas more clearly and more forcefully: if not to be more civil, or more safe, but only to be more honest.

Imaginary conservative reader retorts, why don't those other asshat bloggers and assorted media whores have to do this?

Well, shit, I hope they do. I think crafting words into communicable ideas is pretty much the most awesome thing about being human, and it's part and parcel of consciousness, rationality, and the very idea of intentional action. Words fucking matter. I think political discourse, in the main, probably ought not to be conducted via stream-of-consciousness or automatic writing. But when the "Bush/Hitler" stuff gets brought up, I can only say...yeah, kinda stupid.

On the other hand, Bush's government did kidnap and American citizen, Jose Padilla, take him to a legal phantom zone, and torture him until he lost his mind. His staff did write memos that granted the office of the president theoretically unlimited power, even if we do not honestly believe he planned to suspend elections and start building concentration camps. He did either a) start a war on false pretenses, or b) start a war by accident, from a bad reading of widely criticized intelligence. He did, publicly and repeatedly, utter false statements about Iraq's WMD capabilities, even if we didn't notice because Clinton had publicly and repeatedly uttered the same false statements. WMD experts knew Clinton was wrong, and they knew Bush was wrong, and we spent four ridiculous years arguing with each other over the largely irrelevant point of whether or not these false statements constituted lying. He authorized torture. I said that before, but I think it's important, so I'm going to say it again:

Oh my fucking God the President of the United States authorized torture. Of anyone. Prisoners of war, foreign civilians, American citizens, your mom, anyone. He made it legal for the government to waterboard anyone they felt like.

These things are facts; they are well-documented, and to deny them or dismiss them is to opt out of social reality and voluntarily take up the identity of a schizophrenic. This makes them a bit different than, say, claiming that Obama's volunteer corps thing is a) mandatory and b) suppresses religious practice, since in this case, but a) and b) are ridiculous fucking lies. Bill Clinton did not murder Vince Foster and half of the state of Arkansas. In 1994, ATF agents were not about to kick in the door of every American who had legally purchased a handgun. These things did not happen. So I'm hesitant to argue that it's equivalent to things like Bush=Hitler, which identifies itself as hyperbole by the very fact that it is literally absurd. Hitler died in 1945. In Germany. You can look it up. The Red Army got custody of his body, and in all likelihood they did something truly hideous to it. George W. Bush cannot be, literally, the same person. Are we all clear on this? That making a literally absurd claim is not the same thing as making a literally possible but factually untrue one?

Lastly, there is one more point that tends to come up in these arguments that deserves mention: the Bush=Hitler people don't seem to have actually murdered anyone specifically because of what they feared Bush would do, despite whatever horrible paranoid fantasies the left might have been feeding them. This isn't bragging, and it isn't an attempt to criminalize speech. It's just a suggestion if we are going to talk about consequences and tragedy, we would probably do well to focus on tragedies that have actually happened as opposed to imaginary future tragedies that might reassure us of our own innocence.

I really did use the word "fuck" quite a bit in that post. Which, I suppose, leads to a nice mea culpa to end on: I do talk about politics in a largely improvisational, stream-of-consciousness sort of way. More accurately, I think about politics that way, and then carefully and intentionally form sentences deliberately constructed to look spontaneous. It's not just politics, I do it with everything. Unless I've tried to date you in the past, you really can't imagine how irritating it is.

Friday, March 13, 2009

It's true. It's science.

Since the birthing of the science-fiction genre from the sticky womb of the romantics--it was a difficult birth, as the mother was in poor health, having received more than a few machinegun slugs from the modernists--we have imagined many futures. Some are the bright, utopian dreams of the Christians and the Marxists; others are the black, dystopian nightmares of the Nietzscheans and the LaRouche Democrats.

But the one thing we all seem to agree on, in every iteration of the future, is that there will be co-ed showers.

One might think upon this, and wonder exactly where our predictive priorities lie.

PS-Tonight's Dollhouse hinges on the fact that one of the male dolls, when showering with Sierra, gets a boner. Leaving the plot itself aside, do you think they mentioned that the role would require ogling a naked Dichen Lachman when the actors were auditioning for the role?

Saturday, January 17, 2009

This I Believe, part I

Last night, I ended up staying up far too late, and found myself politics and philosophy on Facebook. Which in turn reminded me of just how confused my ideas about this stuff are. So, as much for my own benefit as anyone else's, I figured I'd lay down some baselines.

My formative moral influences are Christian. Partially because I grew up in Western civilization, and partially because of more direct parental influence, and a great respect for non-violent resistance and pacifism. So I start with a basic idea that violence is bad, and ought to be avoided.

Ok, pretty simple here, and few people would disagree with that under most circumstances. Where I started getting into trouble was, if violence is so bad, why the hell do we have armies? Or, for that matter, cops?

Because law enforcement is, fundamentally, state-sanctioned violence. That's not an argument about the validity or morality of law enforcement, but that's what it is. Contrary to what I always enjoy reading from Dennis "Marx was right, marriage really IS prostitution!" Prager, laws are not a psychic expression of a citizens' collective moral values. A law is nothing more and nothing less than an authorization of the state to use violence against its citizens under certain, carefully delineated circumstances. Some people might quibble with this, stating that some (most) infractions are dealt with via alternative means such as fines. Well, ok, you have to pay a fine. And if you don't pay it, alternative means of acquiring it are employed. If that doesn't work, agents of the state are authorized to kidnap you for the length of your trial and, if applicable, subsequent incarceration. If you run, they are authorized to chase you down and subdue you by force. If you fight back, they're authorized to extend that force. If you fight back enough that the agents' lives are in danger, they're authorized to kill you.

I'm not suggesting there's anything wrong with any of this--well, I did as a kid, and will discuss that in a minute--but this is what law is. Right or wrong, it's serious business, and ought to be taken seriously.

As a kid, I had a fundamental problem with the idea that any freedom, even the freedom to do violence to others, would be so unevenly applied between the state and its citizenry. There are reasons for this, many of them good, but we're in flashback mode now. I grew to identify as an anarchist. As I got older, and got into gnosticism and deontological ethics, I made the connection to Christianity. How can one be morally ok with any form of government when said government depends on institutionalized violence for its very existence?

"Well, because otherwise you'd be dead," was the common answer. And that works out ok if we assume that life matters more than principle. It seemed/seems to me that the Christian, pacifistic reply to this claim, however, is some variant of "so the fuck what?" Doesn't this world belong to the sinners anyway? Isn't this entire enterprise founded on martyrdom? In this sense, a "Christian state" becomes something of a contradiction in terms. An army of pacifists? More to the point, even Christian leadership of a democratic state presents some issues: if a president believes that martyrdom is a higher good than "defensive" killing, it doesn't seem like something that'd be wise or moral to put into practice if the voters don't agree. Martyrdom is one thing; volunteering others for martyrdom is trickier.

But, leaving aside Christianity for the moment, even a baseline belief that violence is wrong on a basic and transcendent level makes it difficult to interpret law enforcement morally. The most commonly employed argument is a utilitarian one, the "necessary evil" referred to in Common Sense: violence directed towards a net reduction in the total violence of a system is moral. The death of a multiple murderer is an evil to be balanced against the good it creates, i.e. a less fearful populace and a few lucky individuals who avoid being murdered by that particular person. But utilitarianism has its own problems that I don't particularly feel like going into here; suffice to say that this argument always kinda rubbed me the wrong way.

So what's left? Pacifism, I suppose, would seem to be the conclusion, except I'm not sure it's possible to practice it. I can sit here and promise not to kill, even in self-defense, and it might sound moral or crazy or both. I can even make it more ambiguous and promise not to kill in defense of others. But the society of which I am a part--there's extensive documentation on this, no matter how much of a shut-in I might be on a given day--has already taken extensive action on my behalf to ensure that I don't have to. Armed, uniformed men and women walk the streets of the city in which I live, and when something happens, they check it out, fill out a great deal of paperwork to ensure a record of the event, and when possible, arrest people who are then tried and imprisoned. I benefit from the violence done on my behalf, funded by my taxes and moderated by representatives elected by people like me. And, short of finding an unclaimed patch of land somewhere in the Massachusetts area that has no legal jurisdiction, there is no way for me to opt out of this system. I cannot avoid benefitting from the violence of others. And thus, as a citizen, I must accept that the violence done in my name is, on a psychic level, my own.

Friday, December 5, 2008

Rationality and Diminishing Returns

Long ago, when Bill Clinton was president and reality television hadn't yet destroyed the American psyche, I spent a summer term in an intro to world politics class at a school that had not yet officially admitted me, with my stoner roommate and the non-talkative girl I had a crush on at the time and a professor who I believe has now become a sorcerer of some sort. I took four classes with this prof, slowly making my way up to an A--I think the A- I got for a 92.25% was sending me a message--but the first thing I remember from my short time as a poli-sci major was realism, and its Dark Knight Returns cousin neorealism. After the collapse of political idealism in the epic clusterfuck of World War I--the bloodiest, most hideous folly of human cruelty and stupidity until the next one a couple decades later--political realism sure seemed like a pretty sound theory, and held sway nicely through the cold war. Look it up; I don't really plan to explain it here, but if you pay attention to international politics, it's a concept with which you're familiar. And if you're a cynical dude, it's obvious and intutive. But I am not a cynical dude, all evidence to the contrary--I prefer hyperskeptic idealist, myself--and the view of human nature that political realism always seems to be coupled with, even if it's not strictly part of the theory, always rubbed me the wrong way. It's a view that's constitutive of the doctrine of total depravity, and therefore has its tendrils in much modern Protestant thought, as well as every consdescending lecture about "the real world" you ever received from a parent, teacher, or court-appointed psychiatrist. Put simply, I find it rather unfathomable that people spend so much time and effort thinking about right and wrong if they honestly believe that we're all a bunch of bastards who couldn't choose right if we wanted to, which we don't. In practice, total depravity is commonly deployed as a descriptor of everyone else's behavior, but is rarely (in my experience) argued coherently.

So, walking home one day, I stopped at one of those lovely sidewalk book sales that periodically dot the Cambridge landscape, and picked up a copy of Reinhold Niebuhr's Moral Man and Immoral Society. It's a hell of a title, aside from the fact that it seems to have been so named in an effort to market to me, personally; it's a marketing practice reminiscent of Become Who You Were Born to Be, which I believe was designed to appeal to the tastes of Aragorn, son of Arathorn. Anyway, Niebuhr neatly dovetails political realism and original sin in a way that makes eminently more sense (to me, at least) than either of them do separately. To wit: though morality is neither wholly rational nor wholly social, the keeping of the Christian moral law--which is short, and you should know it by now--does require a rational mind, the ability to see ourselves and our neighbors as equivalent when our sensory perceptions and emotional reactions plainly think it's stupid. And yes, Virginia, small groups can behavor morally, with effort and forethought. However, the world does not consist of small groups, but a series of nested groups of varying size, and groups are not rational. Niebuhr suggests a kind of law of diminishing return for rationality among groups, and at a sufficiently large level, groups are incapable of acting in any interest other than their own. (There's a lot of "ifs" in here, of course, in that one could argue that all manner of moral behavior operates from self-interest, if one happens to be a psychological egoist, but I digress.)

Whatever the virtues of Niebuhr's theories--it's fascinating and thought-provoking, right or wrong--videogame design does seem to reflect a similar perspective. When we talk about moral choice in games, we almost exclusively do so in terms of individuals. Fable, The Sims, GTA, etc. What would even make sense as a "moral decision" in, say, SimCity?

I'm not sure if this is something new design ideas could surmount; the serious games movement has pointed in that direction with its public policy angle (public policy can be interpreted as a means to moral action by groups, but Niebuhr has some thoughts on that as well), but it does seem that we have an awfully hard time conceiving of morality outside of small groups, or imagining anything outside of self-interest for larger ones. The philosophers, of course, have gleefully attempted to reduce all morality to one or the other, to varying degrees of success. And perhaps it is the job of systems-thinking to help us learn to think both morally and collectively.

This, he mused, he must think hard upon.

Character Sheet

Back in the day, I had the good fortune to be friends with a bunch of nerds. These nerds, taken collectively, connected me to most of the various nerd tribes, but there was a specific preponderance of Tolkien among their specific schools of nerditude. 2000-2003 were good years to be a Tolkien nerd, thanks to the efforts of various Australians, and it was comparatively easy to pick up my slack in that area. (Full disclosure: I still have not read Lord of the Rings. I read The Hobbit and Fellowship of the Ring, but got caught up in thesis prep about 60 pages into The Two Towers. So my thoughts on Tolkien aren't exactly authoritative.)

My nerd lineage starts with videogames and spreads out from there. I've never seen the pre-Special Edition Star Wars, and therefore never saw any of them until I was 15 years old. Nonetheless, at 15, I developed a near-encyclopedic knowledge of the universe through games and a wonkish interest in Joseph Campbell. Similarly, I've never played Dungeons & Dragons, but picked up the basics of the ruleset through adaptations, and the elements that spread throughout the RPG genre. So, as I watched the Rings movies, I'd see a lot of things I recognized from various RPGs, many of them Japanese, and my Tolkien nerd friends would smugly assert that, of course, everything in the fantasy genre has a straight line back to Tolkien.

I thought this was a little odd at the time, in that even I knew that Gary Gygax and company had at least one other major influence, Robert E. Howard, in establishing the D&D universe. From what I've read since then, it turns out that Gygax wasn't a big fan of Tolkien--he liked the American pulps, mostly--and the references to LOTR in D&D mostly amount to marketing ploys. More to the point, however, what makes D&D important has very little to do with evocative world-making. I don't know if Gygax's rule system was the first or even the most effective of its time, but it seems to me that the relevant thing about D&D as it relates to videogames and simulation in general is that it devised a system for measuring human behavior through the narrativized interaction of random and non-random statistics.

Case in point: A D&D character is fundamentally comprised of 6 base statistics: Strength ("the muscle and physical power of your character"), Dexterity ("agility, reflexes and balance"), Constitution ("the health and stamina of your character"), Intelligence ("how well your character learns and reasons"), Wisdom ("willpower, common sense, perception and intuition"), and Charisma ("force of personality, persuasiveness, ability to lead, and physical attractiveness").

Ok, that's all well and good, but what do they do? Narrative niceties aside, the issue is how it ties into actual gameplay. (I'll be referring to the NWN ruleset here, so, y'know, take heed.) Strength covers carrying capacity, melee weapon damage, and the "discipline" skill, which resists various combat skills. Dexterity covers bow damage and dodging, as well as hiding, sneaking, lock picking, parrying, pickpocketing, and setting traps. Constitution covers HP (i.e. how much damage one could soak up and survive), as well as concentration and the barbarian's "rage" ability. Wisdom allows characters to ask more insightful questions to NPCs to get better information, covers divine magic for clerics, druids, paladins and rangers, enhances monks' dodging abilities, and contributes to healing, listening, and looking. Intelligence covers the acquisition of new skills (general learning speed), as well as arcane magic for wizards and the disable trap, lore, search, and spellcraft (counter-magic) skills. Charisma covers arcane magic for bards and sorcerers and contributes to animal empathy, singing, persuasion, taunting, and using magic devices.

So we're now in a bit deeper; certainly better than the bare-bones "physical/mental/other" trinity from which most RPG rulesets are, ahem, divined. And we've covered a good many things a hypothetical person could do, with a semi-coherent system for what skills govern which actions.

What interests me most at this point is the treatment of the mind: at first glance, two of the main stats, intelligence and wisdom, seem to cover this category. The manual notes that high intelligence and low wisdom makes for something of an idiot savant, while high wisdom and low intelligence makes for a kind of non-specific street smarts. After all, "wisdom" comprises a fairly wide array of concepts--willpower, common sense, perception and intuition--it's a pretty heavy stat, from a narrative level. (Notably, Arcanum goes to the trouble of breaking it into "willpower" and "perception.") So we have two stats standing in for "mind." Except...charisma? That's more "interpersonal" than smart, so maybe that's a third category. And once we're into threes, hoo boy. One could alternatively divy up the stats into physical, mental and spatial/temporal, or internal, external and liminal: strength and constitution for the objective, visible world, intelligence and charisma for mind and speech (speech being, in this projection, a manifestation of the inner self), dexterity and wisdom for the relation of the world to the self. That these pairings seem to oppose each other--constitution makes enemies' strength less effective, wisdom counteracts dexterity skills--adds some legs to this model.

One more thing about these skills, which have (of course) evolved considerably over many iterations of D&D: saving throws. Certain attacks, curses, etc. can be turned aside by fortitude (constitution), will (wisdom), or reflex (dexterity) saves. In the 4th edition ruleset, all six stats contribute to saving throws, essentially pairing off the starting six: strength and constitution, dexterity and intelligence, wisdom and charisma. And this pairing also makes a kind of sense, which raises a new question: do any of these stats really work in isolation? I mean, in the universe we actually inhabit?

In practice, it's difficult to build muscle without also improving endurance and general cardiovascular health. Dexterity is a matter for people with more medical knowledge than I, but there's certainly a fairly significant physical component. Similarly, how well can one actually think with an unhealthy body? If the brain itself--a physical organ that runs on oxygen and regulates an unfathomably complex machine via electrochemical signals--doesn't problematize mind/body dualism, perhaps the ubiquity of anti-depressants in modern American society will. And shouldn't the "willpower" part of wisdom affect all of these?

Working from this concept, one could easily split up the starting six into primary and secondary groups, making the secondary stats by combining the primary. Wisdom and dexterity are pretty convincing as the building blocks of charisma, at least where I'm stanging--dexterity is already associated, metaphorically, with wit and mental processes, and a general comfort with and awareness of one's company and surroundings is always the part of interpersonal relations at which I suck.

There are a theoretically infinite number of these kinds of models that can be produced, of course, even with a relatively small number of variables, just by rearranging the relationships between them. And each of these models would no doubt be consistent with some aspects of observed or imagined reality and not others. RPGs aren't my favorite genre to play, but they're definitely my favorite genre to think about, for the same reason I find my liberal-arts-major knowledge of science so useful in my everyday walkin' around time: it gives you a new way to look at your regular, boring-ass life.

Wednesday, November 19, 2008

The first of many posts on Mortal Kombat

So, yesterday I picked up Mortal Kombat vs. DC Universe, because, come on. The first ad was a movie of Sub-Zero fighting Batman. Beating each other up in mid-air. I rest my case.

Anyway. The good: it's an old-school MK game. Not like Deadly Alliance, Deception or Armageddon. Not even like MK4 or the MK3 clusterfuck. It feels like MK2. Well, no. It feels like a version of MK2 designed by Capcom or Namco, a team more competent than ambitious. It's MK3 and 4 with all the gimmicks well implemented and balanced. It's simpler than any of the last generation MKs, easy to pick up, and a blast to play. The DC characters are well designed and narratively consistent (aside from the obvious Superman Problem, the graphics are gorgeous, and--let me say it again--Batman can fight Sub-Zero.

The story mode pretty much plays the MK universe as a superhero comic, in a way that actually helps iron out some of the narrative oddities of Boon and Tobias' little world. The comic association also makes it easier to swallow that MK has, over eight "main" games and two spinoffs, played incredibly fast and loose with its own continuity. The complete failure of MK's narrative is a multi-level train wreck I refer to as "The Mortal Kombat problem," a case study in how not to run a fighting game franchise, and it could easily fill several blog posts. And it will. Because, seriously, have you seen my output on this thing lately? It's not like the D&D, God of War and Jane Austen posts are writing themselves. If I don't pick up the pace soon I'm going to have to outsource this thing to grad students in unpaid internships, and even my supply of those has been threatened by recent events.

There isn't much bad to be had, aside from the lack of big New Features. Then again, after the run button, vs. screen "kodes," clumsy weapons and the most truly boring use of 3D movement yet seen in a fighting game, I hope we can agree that the MK team ought to have stopped bothering with New Features somewhere around 1993.

The one thing I will say in this post: this whole fatality business. Fatalities, as a gameplay device, only make sense in the context of arcades. They should have been radically revamped as soon as MK went console-only. And while that hasn't happened yet, a curious thing happened with MK vs. DC. Due to DC's stranglehold over portrayals of their IP, there were initially rumors that the game would have no fatalities, or that the DC characters would have no fatalities. Fine; whatever. It's not like anyone actually ever dies in either universe, anyway. They settled on the DC villains having fatalities, and the whole MK cast, but not the heroes. Instead, they have..."heroic brutalities."

Read that again.

Heroic. Brutality.

I appreciate the effort, but really, guys, you need to hire a lit major. Someone who could tell you that, unless we're openly embracing fascism, those concepts are antithetical.

While we're on the subject of violence, a parting shot--supposedly the Joker's famed gun fatality has been edited for the American release, but remains in the European release. I haven't tested it myself, but here's what amuses me. In America, it was edited so the game could get a Teen rating, and avoid legal hoopla. In the UK, where people beating the crap out of each other is, in and of itself, enough to be considered graphic violence, it got by with a 16+, which apparently presents no such hurdles.

So, in short, America gets the less violent version of the game because we are more tolerant of violent media.

Go figure.

(PS--I like that Liu Kang has something resembling a Chinese accent, but why does Kitana sound like the actress actually recorded her dialogue while wearing a mask?)

Wednesday, October 15, 2008

Ok, so this thing's been dead for a while.

We're working on that. I was, um, abducted by aliens. They've been helping me figure out this MTEL thing.

At any rate, I haven't abandoned this thing, so all of you who are reading this. Which, based on demographic data, consists of you, whoever is reading this sentence. Right now, the person reading this sentence is me, but eventually it'll probably be someone else.

Incidentally, while I am typing this right now, I will likely not be when you're reading it. So try to use your best judgment on this and related matters.