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What Happened to Raiden? June 2, 2012

Posted by Maniac in Editorials.
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In 2001, after about twenty minutes of gameplay, players of Metal Gear Solid 2: Sons of Liberty were thrown a curve ball.  The game’s protagonist shifted from the series staple character, Solid Snake, the hero of Shadow Moses and probably one of the most popular main characters of all time, to a new, unknown character who was the polar opposite of Solid Snake, Raiden.

In the United States at least, this was met with a pretty critical backlash.  Raiden was nothing like Solid Snake.  He was inexperienced, younger, and his appearance was completely different.  He had acrobatic capabilities that Snake did not have, but he also had really long hair.  His hair was so long in fact that some people (players and NPCs alike) originally mistook him as a woman.

However, over the course of the game we learn Raiden was not a completely inexperienced solider.  He had a troubled past he had blocked out of his memory.  In fact we learn as a boy he was a child solider who served under George Sears, better known as Solidus Snake.  Solidus was the only perfect clone made of Big Boss and was the leader of the rogue group DEAD CELL, the villains in Metal Gear Solid 2: Sons of Liberty.  By the end of the game, after defeating Solidus, Snake told Raiden he needed to find his own path.

In Metal Gear Solid 3: Snake Eater, the developers shifted the protagonist back to Snake.  Well, mostly, as the game was a prequel taking place thirty years before the events of the first Metal Gear Solid.  The character of Snake in that game was called Naked Snake.  While Naked Snake was identical in appearance and in voice actor to Solid Snake, it turned out he was Solid Snake’s father, Big Boss.  There were references to Raiden in the game, however.  With very little explanation you have the chance to wear a Raiden mask throughout the game if you choose to, in fact if you tell the game at launch you liked MGS2, Snake will wear that mask in the game’s opening cinematic.  You will also get the chance to wear it in a later scene in the game, as one of the top men working for the bad guys had Raiden’s appearance.

Then, in Metal Gear Solid 4: Guns of the Patriots, Raiden returned, and he was a whole new person.  After the events of MGS2, it became clear that Raiden had upgraded himself in order to continue his fight.  Probably inspired by the sword given to him by Snake and Olga in Metal Gear Solid 2: Sons of Liberty, Raiden was now sporting a powered exoskeleton and a sword.  Very little about what had happened to him in the intervening years between the second and fourth game were told to the player, and we are mostly left to determine that for ourselves.

Metal Gear Solid Rising, when it was originally announced in 2009, was supposed to explain this story to us.  Powered by the FOX Engine by Konami, the game was designed to tell the story between MGS2 and MGS4 and explain the backstory about what happened to Raiden in the years between those two games.  Two years later, the game was re-revealed to the world as Metal Gear Rising: Revengeance.  It had a new engine, a new developer and a whole new story.  The game was now a sequel to MGS4, and would follow Raiden after the events of that game.

So what happened to him?  Konami released this video series that hopefully may shed some light on that.  Take a look for yourselves.

Is it just me or does that sound exactly like Solidus is talking in that last video?

Twelve Years of Diablo May 15, 2012

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My first exposure to Diablo came when a copy of PC Gamer arrived in my mailbox back in Summer 2000. In the same issue where Daikatana was reviewed (and received its low score) there was another game reviewed in the exact same issue which took one of the highest scores that PC Gamer had ever handed out at the time. It was my first exposure to the game known as Diablo II. Written by Greg “The Vede” Vederman (who would later become Editor-In-Chief), instead of just a review, he detailed his entire journey to play the game. He wrote about the long nights he would be spending in the offices of Blizzard, his late night triumph over the game’s final boss, and finally he posted up a scoreboard detailing things like the total time it took him to complete the game and his total deaths along with the game’s vital statistics.

I must admit I’ve always been late to the Blizzard game. While I do own plenty of Blizzard’s games including, Starcraft, Warcraft III, and the Diablo games, their difficulty, as well as my preference at the time for action games opposed to role-playing games, made them quite difficult to get into. However, I appreciated the fantastic attention to detail that the games had, the great gameplay, and the wonderful cinematics that made the cutscenes themselves deserve their own DVD boxed set release.

Gamasutra has recently reposted the original postmortem detailing the development of Diablo II, written twelve years ago. It’s a fantastic read which serves as a time capsule for Blizzard and how much game development and technology has changed. I also recommend reading one of the funniest gaming articles I had ever read before, when Dave “Fargo” Kosak decided to stop going to work for one week and instead try camping out in a mall waiting for Diablo II to be released. Ironically enough, Kosak is now working for Blizzard, making the possiblity that he needed to repeat his mall camping adventure slim.

Well, now Diablo III is officially out and I’m sure all new memories will be made from it. Enjoy the games guys, you’ve certainly waited long enough for it.

The Problem With Lollipop Chainsaw at PAX East April 21, 2012

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It’s time for a rare Saturday editorial guys. At PAX East 2012 I couldn’t help but become interested in seeing Lollipop Chainsaw. The developers really went all out, bringing a bus into the show floor, and it wasn’t just any bus, it was a living replica of the bus featured in the game! Here’s a behind the scenes video to show you what I’m talking about.

It really was a sweet idea and you could tell a lot of care was put into every single detail about it, and was assembled by people who were probably the best at what they did. But the problem with it wasn’t in its construction, it was in its design, in particular the problem was its size. As you could hear in the video, there were only four demo units inside the bus. Now this was likely due to reasons of comfort and safety, but that meant that only a maximum of four people could be demoing the game at any given time. The typical time frame for a live demo of a game is about thirty minutes. So that means, theoretically that if only four people could see the game every thirty minutes, a line filled with just several dozen people could take hours to clear. So not only were the lines long and took a while to move, when it did move it was only by a tiny amount. A large handful could cap off a line just a few hours after the show started for the day, and that’s exactly what happened on the days I was at PAX East. – Ed: I’m guessing at that timeframe based upon average time of every other game I’ve seen demoed live at events and memory of the line, I didn’t get a chance to see the game demoed but if anyone did could they please post how long the demo was.

The objective of these trade shows are to promote your games and generate buzz among as many people as possible before the game releases. I understand the desire to have lines to keep order in crowded events, but many developers just did not take into account the massive amount of people that had sold out PAX East for months prior to the event. Having booth setups to accommodate the large yet expected crowds is just practical and if planned properly very possible, and there were many publishers who had properly designed their booths to accommodate the sold out show.

This was all I was able to get of Lollipop Chainsaw at PAX East. Really wish I could’ve seen more. I’m a huge fan of Suda51 since the first No More Heroes and I can’t wait to play this game when it releases.

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Lollipop Chainsaw is coming June 12th, 2012 to Xbox 360 and Playstation 3.

A Gamer’s Dream March 27, 2012

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I’m not a very good sleeper, and whenever I do fall asleep, if I can remember the dream I had the night before at all when I wake up, it’s usually because I had a nightmare.  But I’m not the type of person who has a typical nightmare.  I don’t run from the monsters in my dreams, I stand my ground and fight them with whatever I can.  Typically, this will bring the dream to a stalemate until eventually I wake up.

When I was in high school I had a dream that probably should be recorded in history books.  My details are a bit fuzzy about it over the years but I still have a complete memory of its beginning, middle, and end.

The dream began and I was in a mall with my family just as it was closing.  As the sky in the skylights turned dark, I saw them.  The mall began to fill up with droves of aliens, and I’m not talking about just any aliens!  Sharp pointy claws.  Drooling mouths with sharp gnashing teeth.  They were fast as hell and even able to climb walls.  They were also filling up the mall, headed right for me and my family.

The decision was made that we had to make it to the top floor of the mall and get to the parking garage where our cars were located and escape.  As more aliens piled into the mall and started filling up the lower floors we knew we would have to do that as quickly as possible before the aliens got to us.

But with all of my reasoning, I knew that our odds would be better if we had some kind of help.  I hoped that something, anything, in the mall would be able to help us.  I broke into a game store and after going through it, out of all the things there, I stole a Game Boy.  Upon switching it on, I suddenly had the same technology of the Predator!  Two plasma cannons formed holographically over my shoulders and a series of vision modes extended in front of my face.  When I pushed the A button, one of my cannons fired, the B button cycled through my vision modes.

Armed with Nintendo’s technology, I was unstoppable in the halls of the mall.  No matter what aliens appeared before me to tear me and my family apart, thumb fixed on the A button, I continued to plow them down.  Leaving a trail of aliens in the wake behind us, my family finally arrived at the parking garage, which, thankfully, the aliens had not yet made it to.  Rushing to pack into our cars, we leave the mall.

That’s when I woke up, and all the questions started entering into my head as to why I have such weird dreams.  That was just at the beginning of my gaming life, and while it was a total fantasy, it sure was a wild ride.

Figure that one out, Freud!

Science Check: Metal Gear Solid March 5, 2012

Posted by Maniac in Editorials, Science Check.
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I have previously done a Science Check article on Metal Gear Solid 3: Snake Eater, but even when I was writing it back then, I knew I wanted to talk about the first game in the Metal Gear Solid franchise.  That game was probably the first I had played which featured actual scientific principles behind its technology, and, to me, it was what made its ultimate weapon, Metal Gear Rex just that much more terrifying.  What is Metal Gear Rex you ask?  Well let me show you.

This week on Science Check, we’re going to be talking about Metal Gear Rex, a nuclear equipped walking battle tank.

Sometimes, you’re forced to make some severe leaps of logic as to just how plausible a video game’s grounded reality can be.  Some things we’re willing to take for granted, like enemies will simply just carry health and ammunition supplies with them at all times, and you will be immediately able to make use of them.

But then sometimes there will be moments in gaming which skirt the bounds of reality and you are forced to ask yourself…COULD THAT REALLY HAPPEN?  Fortunately for me, I happen to have a bunch of friends on speed dial with science backgrounds and when I ask them questions, they have no problem filling me in on just what reality would do in these situations.

So this is Science Check, where I take a look at the leaps and bounds of scientific logic that games have made over the years and check if it would indeed work, or if you tried doing it in the real world, you’d be totally screwed.

The dangers behind Metal Gear Rex stemmed more from the design of the tank itself.  It has been promoted in several Metal Gear games (in particular Metal Gear Solid 3) that it makes a lot more sense for weapons of war to use legs to navigate instead of treads.  By using legs, a tank would be able to scale difficult terrain just as a human being does, making it the perfect blend between machine and infantry.  However, that’s not the scariest part of the Metal Gear, the scariest part is in its nuclear weapon delivery system.

As I stated in the Metal Gear Solid 3 Science Check, during the height of the Cold War between the United States and Russia, each side was working to stockpile nuclear weapons with the intention to launch against the other in case the other side launched against them.  With spy satellites, radar, and other tracking systems, it would be glaringly obvious to the other side if their enemy was to launch their missiles against them, giving enough time for the other country and their allies to launch a retaliatory strike, mutually destroying both sides and probably the rest of the world along with it.

Inside Metal Gear Rex was the solution to this problem, a brand new nuclear weapon.  How did it work?  I’ll let Otacon explain it to you.

That’s right, an invisible nuclear warhead.  Would it work?  Well, Otacon’s speech was pretty convincing.  Lets see how it holds up.

A rail gun uses magnets to fire projectiles at extremely high velocities.  The technology was initially developed for the SDI system and later scrapped.  However, within the past few years at least, there have been plenty of scientific minds, both civilian and military, who have been looking deeper into this technology.  The strength of a rail gun is in its ability to fire at extremely high velocities.  The destructive force of a weapon is measured by more than just its mass, it’s also measured by just how fast the projectile is going.

A rail gun is composed of a long barrel with a series of individual electromagnets placed on each side of it of it end to end.  When an electrical field is applied, the magnets become active and accelerate the projectile along the barrel, as the magnetic field pushes the projectile along the array.  Just how fast are we talking here?  The typical maximum velocity of a rocket that uses solid-fuel (like the ones that would be in our missile silos) is pretty consistent.  According to Dr. Travis Taylor, a well designed rail gun would be able to launch a projectile at ten times the speed of a conventional missile.  It is without a doubt the best weapon modern science knows of for projectile velocity, as a projectile fired from it would be limited only by its aerodynamic design and the speed of the electrical current.

The problem with using a rail gun to fire nuclear weapons is that without any kind of propellant, you cannot have any type of missile guidance system.  While it theoretically would be possible to adjust the direction, angle of launch, and launch speed of the projectile, once it’s fired you will not be able to alter its heading.  The weapon would work best on completely stationary targets, like bunkers or bases.  Firing it upon a moving target would be mostly pointless if you were going for pinpoint accuracy.  Of course, since the payload is nuclear and not conventional, a few feet here or there would be meaningless given the blast radius of a nuclear warhead.

Another problem is without any fuel or propellant, there would be a maximum distance the projectile would be able to fire.  A solid-fuel rocket has a maximum distance as well, but that’s limited by its fuel capacity.  While Rex’s nuclear warhead would be able to travel at speeds ten times faster than that of a solid fuel rocket, that velocity would not be sustainable forever, things like drag would start to work against it immediately and it would gradually decrease speed after launch.  You would not be able to encircle the globe with such a projectile.  However, Rex was designed to be eventually mass-produced and deployed across the world.  That mention of it being able to get around international treaties spoke volumes to that.  With Rex’s stationed all over the globe, the maximum deployable distance of its projectile would not need to be able to circumnavigate the globe.  Unlike MGS3’s Shagohod, which had specific orders to be able to fire missiles capable of reaching the US from anywhere in Russia.

Finally I want to talk about the stealth system. While we do have stealth material in existence which can reduce the heat signature and radar cross-section of airplanes, the Metal Gear itself could not be stealthy.  You would need a highly conductive metal to build a rail gun and once fired an enormous amount of heat would be detectable from its barrel.  All the stealth technology would have to be built into the projectile.  A nuclear warhead is relatively small, which alone would make it difficult to detect on radar systems.  Without any propellant or heat signature, if it was picked up by radar, it probably would not be considered a danger.

The game took stealth a bit further and used a type of stealth technology which was able to bend light around its user.  This technology was used by Otacon and the Cyborg Ninja over the course of the game.  Well, we haven’t figured this out yet.  While there are things in development like invisibility cloaks which rely on projecting an image over its wearer, it requires a projection system with cameras and the user to be completely still.  Modern science has not yet been able to bend light around an object to render it invisible to the naked eye.

Officially, a stealth payload has never been deployed as a weapon of war before.  A stealth vehicle designed to deliver weapon payloads will become detectable as soon as its weapon systems are ready to deploy.  To create a completely stealth weapon like the one used by Metal Gear Rex would be a highly sought after accomplishment, but as of now it just has not been done.  However, that’s not to say that the technology to create such a thing is impossible.  The fear induced by the thought of something like Metal Gear Rex being developed comes from just how plausible its design is.  The technology behind Rex’s rail gun is still being figured out, but smaller scale rail guns have certainly been built and tested successfully.  While we haven’t developed the technology to bend light around an object yet, we may not need to.  There are plenty of ways developed in order to minimize the radar cross-section of objects.

Lets just hope it never gets made.

The Arcade, Reissued March 2, 2012

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With the recent resurgence of the very early classic arcade games from the 70s and 80s like Donkey Kong, Dragon’s Lair, Joust and others, a lot of players from that generation should be quite pleased to find pretty accurate versions of these arcade games available to them in a variety of platforms ranging from the PC to their phones. This has been a fantastic development, as it means that so many of these games which required huge arcade cabinets which had to be purchased, housed and transported can have a much cheaper equivalent version made available to their die-hard fans as well as a new generation of gamers.

However, I’m not a product of that generation. I grew up in the 90s, well, that is to say, I mostly grew up in the 90s. In those days the arcades were getting a major resurgence after the revival of the home video game platforms like the Nintendo Entertainment System. The arcades, which originally started to go south following the gaming crash of 1983, started to regain ground and a new generation of arcade games, with superior graphics to what was achievable with home consoles were being released. Games like Mortal Kombat, Street Fighter, Teenage Mutant Ninja Turtles, and The Simpsons sucked plenty of quarters out of my pocket back then.

To compete with the home consoles the arcades had to be several steps ahead of them. They needed to be capable of things that the home consoles just couldn’t do, or else they would never be able to compete with them. I can think of two major steps that they took to accomplish this. First off, they had better hardware, capable of making games with higher fidelity graphics. Even if a home version of the game could be made, they wouldn’t look anywhere near as good on the console’s of the time. The other thing some of the later arcade games did, especially by the second half of the decade, was make the games more immersive, either by creating larger fully enclosed cabinets, or games with bigger custom screens. When I was vacationing in Vegas fifteen years ago there was a major interest in Virtual Reality, and there were arcade games provided that had fully gyroscopic cockpits. Oh I miss those.

While there was plenty of attempts to get those games on home platforms back when they were in their heyday, in fact there was certainly some success towards it during the 16-bit generation, there were plenty of games that never saw home console releases that met the quality or feel of the original arcade version. Others never saw a home port at all. It may have been that the home consoles just didn’t have the hardware on par with what the arcades at the time could produce, but you can’t imagine how disappointed I was in so many home games that claimed to be ports of the arcade version turning out awful with problems ranging from bad controls, extreme difficulty, to insufficiant graphics and sound.

After an arcade port of Teenage Mutant Ninja Turtles hit Xbox Live Arcade, I was hopeful that a lot more of the games I played in the 90s on the arcades would make it to the platform. The digital marketplace has really become the best possible distribution channel for these arcade games. The games don’t take up a lot of storage space and can be launched at much lower prices than a retail disc game. Plenty of games would follow from all over the arcade catalog, but unfortunately I would still be waiting for some of my absolute favorites. Finally, The Simpsons got released, and twelve years after playing the game I have a copy of my own to play.

So, I beg you, can we get an HD-release of Area 51 now?

Halo Reach, Our Generation’s Dirty Dozen February 29, 2012

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War movies used to be little more than propaganda to encourage positive support for the country’s war effort. Then, in 1967, The Dirty Dozen was released. It is, to this day, considered one of the greatest war movies of all time, and probably is up there on some lists of the greatest action movies of the last generation.

Based on the bestselling book, The Dirty Dozen told the story of twelve American soldiers during World War II who had been found guilty in a military court-martial and had sentences ranging from death to extended hard labor. Instead of serving their sentences, the military cut them a deal and trained them for a mission to France. Their goal was to break into and eventually destroy a château where several high-ranking Nazi officers were staying and disrupt the Nazi chain of command just before D-Day. It was, by all accounts, a suicide mission. While they were promised exoneration for their crimes if their mission succeeded, if anyone, even anyone in the army, found out their identities or what their mission was, their deal was off and they would be sent back to serve their sentences.

E. M. Nathanson, the author of the original novel, was inspired by the urban legends and rumors that were traded among the soldiers after World War II. He had heard stories about a mythical dirty dozen who were made up of condemned men, and then when he later asked what happened to them he found out that they all perished on their mission. While the US Government and the book’s author readily acknowledge the story as a complete work of fiction, many believe that the story of the dirty dozen was true.

The movie was made after World War II and ironically enough many actors who had served in war through various branches of the armed forces brought that experience to their role. Lee Marvin, who starred in the picture and was the soldier assigned to lead the dozen had been a Marine. Ernest Borgnine, who played a General responsible for overseeing the mission, had been in the Navy. (Yes, McHale really was in the Navy.) As for members of the dozen, Clint Walker had been a Merchant Marine, Charles Bronson and Telly Savallas were in the Army. You can tell that war experience was influential when seeing the actors in their roles. The people who watched him on the movie’s set said Marvin’s performance was “…all Marine” and watching him in the role, you can tell.

Everything about that movie worked in its favor, and it turned out to be a fantastic picture which pulled no punches in its graphic depiction of war. Many believed that something like it could never had been made again. Even the three direct to television sequels of The Dirty Dozen failed to reach anything near the acclaim of the first movie.

In 2010, Halo Reach was released.

Here was the story of six soldiers, called the Noble Team, of extremely differing backgrounds forced to fight in a war with overwhelming odds against them. Just like the dozen, they never had the chance to get to know each other very well. Only five of them knew each other, Noble Six was a recent replacement for a squad member who had died. They also never trained together. Noble Five, (Jorge) was part of the SPARTAN-II program, the same program that produced John-117, the Master Chief. The others were part of the controversal SPARTAN-III program, which was made up of revenge motivated orphans of war. They were developed in secret after the success of the SPARTAN-II program, in a way to be more cost-effective they were not given training or armor nearly as good as the SPARTAN-IIs had, as, like the dirty dozen, they were considered expendable.

One thing I found interesting was that Halo Reach and The Dirty Dozen were both shot in the same aspect ratio. While this could be played off as a mere coincidence, Bungie did also make Halo 3 and Halo 3 ODST for the Xbox 360, and chose to Letterbox those game’s cinematics, so that they would have black bars even when displayed on a widescreen HDTV. In Halo Reach, the cinematics are not letterboxed, and display at the same aspect ratio as the rest of the game, which ironically enough is the aspect ratio The Dirty Dozen has.

Like The Dirty Dozen, Halo Reach cast members did have military experience. Noble Two (Kat) was played by Alona Tal, who, according to the game’s Legendary Commentary, had served in the Israeli Defense Forces. Heck one of the guys who played a soldier in the game, Ron Livingston (who you probably remember from Office Space) had some experience. He went through military basic training (probably in preparation for Band of Brothers), and the Reach developers remarked that he did the whole recording session while in character (even calling the people at Bungie, “Sir”). When they asked him why he did that, he said he had to since that was how he was trained.

Just to warn you guys right now, I’m going to wrap this article up with some spoilers. As those of you who have played through the game, you know that one by one, the members of Noble Team are killed in action. The game’s promotional material, as well as very early foreshadowing in the first cinematic of the game makes it clear to the player, that Noble Team is on a suicide mission, not because of choice, but out of necessity for the survival of the human race.

It would be a lie to assume that everyone in a war would simply be able to walk away from it just because they’re likable. The Dirty Dozen dared to show that to people at a time when other movies kept that away from audiences. Forty years later, it would take a video game to bring that same message to the next generation.

Science Check: Mass Effect February 20, 2012

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After five years I’ve dusted off my copy of the Mass Effect Limited Collector’s Edition and decided to finish it. Previously, I had only gotten as far as the end of the first act, my intention now was to restart the game and play every bit of it I could. As I was playing the game, it became quite clear that the game was based in a very plausible reality when it came to science fiction, making it a perfect candidate for a Science Check.

Not familiar with the Mass Effect series? Let me introduce it to you in the way that it was originally introduced to me, its E3 2006 video.

I know what you’re thinking, didn’t Dr. Michio Kaku already talk about this game in a video series for GameTrailers? Well yes, he did. But he focused on specific technology in Mass Effect 2 like invisibility and force fields, so I’m not going to discuss what he’s already covered. Instead, I’m going to focus on the most important technology in the Mass Effect universe, space travel, and talk about how well the game’s presentation of how starships can travel through space holds up under scientific scrutiny.

Sometimes, you’re forced to make some severe leaps of logic as to just how plausible a video game’s grounded reality can be. Some things we’re willing to take for granted, like enemies will simply just carry health and ammunition supplies with them at all times, and you will be immediately able to make use of them.

But then sometimes there will be moments in gaming which skirt the bounds of reality and you are forced to ask yourself…COULD THAT REALLY HAPPEN? Fortunately for me, I happen to have a bunch of friends on speed dial with science backgrounds and when I ask them questions, they have no problem filling me in on just what reality would do in these situations.

So this is Science Check, where I take a look at the leaps and bounds of scientific logic that games have made over the years and check if it would indeed work, or if you tried doing it in the real world, you’d be totally screwed.

As you saw in the video, you have control of your own starship called the Normandy, which at the time of the beginning of the game is the newest and most advanced starship in the Alliance Fleet. Its revolutionary stealth drive allows it to travel through space virtually undetected by other starships.

It’s clear that Bioware had access to a scientific advisor when developing this game because after going through a lot of the game’s Journals and Codex files you can read intricate details about how all the technology in the Mass Effect games work, and all of it is based upon our most recent understandings of how the universe works. I haven’t seen a fictional medium this up to date with its real-world scientific information since Star Trek.

To explain how a starship can mask its engine signature I must start off by breaking some sad news. I hate to say this, but the movie Predator 2 lied to you. If you haven’t seen Predator 2, let me give you a little backstory. A government agent, played by Gary Busey, wanted to capture an alien hunter who was having a grand old-time in Los Angeles. With knowledge gained from Arnold in the first movie, the government deduced that the predators could only see in an infrared spectrum of light (it could only see based on body heat). When Busey tried to capture the predator with his team, he had them all wearing bodysuits which completely masked their heat signature with the hope it would block the predator’s infrared vision. However, it turns out that the predator can also see in other light spectrums such as ultraviolet, and detects the team coming for him by the beams of their flashlights.

In real life, if you were to wear a suit that rendered your body heat undetectable, you would die (and I’m not talking about from a predator attack). Heat cannot simply be masked or destroyed, only transferred. You can’t completely mask the body heat of a human being, as it would dangerously contain that heat, and without a way to vent it the suit would continue to build up heat until whoever was wearing it overheated and possibly died. Even if the suits contained some sort of air conditioner, the heat would still need to be removed from it through some sort of airborne exhaust system (which would have been visible to the predator) or a series of tubes (which they did not have). Your refrigerator, for example, doesn’t just cool your food by adding cold, it cools itself by removing the heat inside the box and dissipating it out the back. Even an air conditioner cannot cool the temperature of a room without first removing the hot air from it.

The Normandy’s engines actually have a pretty ingenious solution to the problem of what to do with its heat output. Ships in the future are tracked by the heat trail left by their engines. In order to move through space undetected the Normandy masks its heat trail by storing the heat generated by the engines in massive heat sinks, instead of releasing it as exhaust. The ship does not bend light around itself like a Star Trek cloaking device would, so it would certainly be visible by looking out of the window of another space ship in close proximity, but it would be next to impossible to track its trail with typical sensors, and with space being as big as it is, the chances of another ship in open space being close enough to the Normandy to be in visual proximity is quite slim. However, the ship cannot operate in stealth forever. Eventually the ship will have to vent the heat it is storing or it would risk catastrophic overheating.

In Mass Effect, in order for a starship to travel faster than light, a ship needs to pass through a mass accelerator, which are massive relays spread all throughout the galaxy by a long-lost alien race. By traveling through one, the ship gains speed as the accelerator, um, accelerates it. As the ship leaves the accelerator it will be travelling faster than light towards its destination. When it comes to light speed travel, scientific workarounds must be written because Einstein’s Theory of Relativity (and the reason why so many say faster than light travel is impossible) says the faster an object goes as it reaches the speed of light, the more mass it gains. Pesky little problem, right? Mass Effect says that while traveling at light speed, the mass of the ship is reduced to zero. This gets it around the Law of Relativity similar to how a starship in Star Trek must slip into subspace in order to reach warp speed.

The mass accelerators that a spacecraft like the Normandy travels through, pushes the spacecraft to faster than light speeds, and releases it. This reminded me a lot like how a linear electric motor works. Since nothing is faster than an electrical impulse, a projectile can be moved along a series of magnets placed end to end. The accelerated object gains speed as it is being pushed from magnet to magnet. gaining great speed over a short period of time. With this system, the vehicle’s speed is limited only to your craft’s design. This kind of technology is also used in a rail gun, which uses the same concept to accelerate a projectile. In fact, the animation of the Normandy using a mass accelerator to travel faster than light looked very similar to how a rail gun accelerates a projectile out of a barrel.

The stealth drive is not supported during faster-than-light travel, the amount of heat generated by the engines during that procedure is so massive that no amount of containment would be enough to mask the ship’s engine trail. So any ships tracking it would be able to know if they had entered a star system, and if they had left, but not where they were while they were in there.

I also wanted to talk about the other little vehicle included in the Normandy’s cargo hold, which you can take when cruising around uncharted planets and asteroids, called the M-35 Mako. The Mako is a fully enclosed six-wheel-drive vehicle designed to hold three occupants and allow safe travel over great distances of difficult terrain in hazardous atmospheres. It even has its own life support systems and can withstand high pressure or extreme temperature environments which could be fatal to a person if exposed for very long.

The Mako actually has a real world counterpart. NASA has constructed a similar vehicle with the intention to send it on a manned trip to Mars or the moon. Called the Lunar Electric Rover, or LER for short, this vehicle is just plain awesome. Last time I checked, astronauts were testing it on Earth under simulated Martian terrain conditions. The vehicle has a very similar redundant wheel configuration to the Mako, and also has high tork to help it travel over rocky uneven terrain without getting stuck. It is entirely electric with power from solar panels on its exterior. If you’re curious I believe its top speed is about fifteen km/hr. So not only was the design of the Mako plausible, a real world analog to it actually exists!

Okay, I just spent a few paragraphs drawing from what scientists have been debating for half a century. Would it work in reality? Right now, there’s just no way to know, while Mass Effect clearly had its scientific principles grounded in the most recent information available, the human race has not used this information yet to build a starship capable of traveling faster than light, and because of that I can’t put a verdict on it. Okay NASA, I’ve talked about it, now build it. If this method works, it will get a pass from me.

Mass Effect 3 is coming March 6th, 2012 to Xbox 360, PC and PS3.

The Janitor in Mirror’s Edge, I’ve Read That Book Before February 1, 2012

Posted by Maniac in Editorials.
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I got a lot of enjoyment out of EA and DICE’s 2008 game Mirror’s Edge, which was the story about a freerunner who used her parkour abilities to transport important information that the senders didn’t want to be seen by the totalitarian government who listened in and censored everything. Over the course of the game you can find a secret room in one of the levels, a janitor’s room, made up to look like an office. In it, you see the Janitor has a pet mouse in its cage, and notes left over that look like they had been written by a small child. When I first saw this room I asked myself, “Where had I seen this before?” and then remembered exactly where I had seen it.

When I was a freshman in high school I had the pleasure to read what I personally consider one of the saddest short stories ever written called Flowers for Algernon. It is a short story written by Daniel Keyes structured as a series of journal entries written by what originally appears to be a child but is actually a grown man named Charlie, who is a janitor living in New York with a mental handicap.

At the start of the story Charlie is about to undergo an experimental operation, specifically, brain surgery. A procedure was invented they believe could fix his mental handicap which was originally tested on a lab mouse named Algernon. The mouse was born mentally handicapped and had already undergone the surgery. Field tests in mazes before and after the surgery showed the mouse had an incredible improvement in its mental capacity and Charlie was selected as a test subject. Charlie and Algernon would race each other in mazes, Algernon would run the maze while Charlie would navigate through the same maze on paper. In the beginning of the story, Algernon constantly beats Charlie at racing the maze.

Charlie undergoes the operation, which is successful, and in the process of retraining his mind learns years worth of studies in mere weeks. As time passes he ends up falling in love with his teacher. It gets to a point where Charlie becomes so smart he becomes distanced from most of the intellectuals around him, smarter even than the people who worked with him at the start of the project.

However a lingering fear comes into everyone’s mind when the mouse’s intelligence starts to wane. Algernon becomes depressed, no longer wanting to run the maze, stops eating and eventually starves to death. Charlie leaves flowers at Algernon’s grave, showing that even in his state he considered that mouse a peer and probably his only friend. Charlie reasons the same will eventually happen to him and he works day and night to publish a thesis of his experiences before he reverts to his previous state. Eventually he does become handicapped again and starts falling back into his old habits. He stops writing his journal entries and instead plans to leave NYC so he didn’t have to see anyone who knew he was smart.

Okay, now onto the Janitor. Judging by the notes he left in his office, along with notes he had passed along to a businessperson who may have been his brother, he appears to be in a mental state of about six years old. You’ll also notice he idolizes his pet mouse (who appears to be alive) who probably is his only friend (like Charlie). They both have the same profession.

Could the Janitor of Mirror’s Edge be a “Flowers for Algernon” reference? It is considered a very popular and well known story, especially among nerds, or people who would design or play video games. The Janitor’s graffiti did also make it into the iPhone/iPad game, which could also give some credibility that this wasn’t just some fluke easter egg but a recurring point of the series. I would love to hear from one of the game’s developers if this was just a coincidence or if anyone working for the company intentionally created the character as an homage to that fantastic story.

Where Will Arkham Take Us Next? January 31, 2012

Posted by Maniac in Editorials.
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I just finished my second playthrough of Batman: Arkham City and I have to say that the game is a tremendous achievement that Rocksteady should be quite proud of.  It’s the superhero game that so many have asked for so long.

Now that I’ve come to the end of the game for a second time its gotten me thinking about just where is the series going next?  I know a lot of people will cite the game’s finale as exactly that…final, but there is a tremendous amount of tidbits and easter eggs sprinkled through the game which have been found by various individuals online that speak volumes that Rocksteady is planning a third Batman game.

Before I go any further I would like to make it clear to anyone reading this that this is an editorial, and it is my opinion based upon all the evidence I have gathered from the game.  Please do not take anything I post here as biblical or essential to what the third Batman game is going to be, or that I feel so strongly about my conjectures that if the third game turns out to be something different I will lose all interest in it.  I am doing this for two reasons, one, to inform the reader of anything they may have missed playing through Arkham City, and two, because its fun.  Prepare to be spoiled.

So with all this said, what are my expectations about the third Batman game developed by Rocksteady Studios?  Well, I believe it’s going to be titled, Batman: Gotham City.  This had been kicked around quite a bit since the end of the first game, Arkham Asylum, and all signs pointed before the official announcement of Arkham City that Batman was going to be fighting in a much bigger location than the first game.  After fighting through Arkham Asylum, and then Arkham City, to continue to up the size and scope of the previous game there really isn’t any where bigger for Batman to go than Gotham City itself, well that, and the evidence I’m about to provide ahead.

The game also intentionally left several loose threads for those who may have given the side missions a quick look.  While most of the side missions you partake in have a finality to their endings and usually end in the capture of whoever it was we were seeking out, like Mr. Zaazz or Deadshot, there are two sidequests in particular I want to reference which could be tied directly into what may be in mind for the sequel.

The first is the Watcher in the Wings mission, where Batman finds a masked avenger following him in Arkham City, and you can usually catch him at pre-determined points.  After following the trail left by him you will discover that it is none other than the superhero Azrael.  Azrael was a regular member of Batman’s allies in the early 90s and at one point replaced Bruce Wayne as Batman after his back had been broken by Bane.  He tells Batman that what he did that night would bring about an even bigger event that he could not even possibly imagine.  He explicitly says to Batman that from what happens in Arkham, Gotham will burn, giving credibility to my theory that Gotham City will be the venue of the next game.  The file is marked not as complete, but filed away into the Batcomputer for later review.

The other is the Identity Killer mission, where Batman investigates several murders involving corpses that had their faces removed with surgical precision.  You first get a tease about the mission when you meet one of the doctors in the church for the first time caring for a patient with his face completely bandaged and holding a box they could not pry out of his hands no matter how sedated he was.  When asked about the prisoner the doctor replied that the bandaged man wasn’t a prisoner but one of the doctors who did it to himself!  As you follow the trail, all signs point to Bruce Wayne being the killer (Wayne’s fingerprints were on one of the scalpels left at the scene and witnesses said Wayne did it), in fact Oracle had a theory that Johnathan Crane, The Scarecrow, may have been responsible for brainwashing Batman in some way to committing the murders.  It turns out that the murders were committed by Dr. Tommy Elliott, better known as the supervillian Hush, a former friend of Bruce Wayne and now insane criminal mastermind.  As he peeled off his bandages he revealed his face to Batman, the face of Bruce Wayne, which he was able to create for himself after taking certain facial features from all his victims and stitching them together.  He walks out of his apartment, letting Batman live.  Oddly, Batman reports to Oracle that Hush had left Arkham City and was “gone” even though all Batman saw him do was walk out the apartment’s front door.  The file is also flagged to the Batcomputer for further review and Batman said he’d go looking for him tomorrow.

The final tidbit I want to bring up is probably the thing you want me to talk about the most, and that is the secret easter egg which has been all over the internet for the past few weeks.  One of the ships in Arkham City actually can have its cargo hold opened by your cryptographic sequencer.  The sequencer spot isn’t marked like other spots, so you have to figure out exactly where to stand for the sequencer to work.  When you determine the password (hardest in the game) the hold opens.  If you move inside the shipment, the game shifts to a first person perspective, and you see various shipments of gross bugs inside of it, an obvious fear weapon.  In the far back is a human subject, alive and absolutely terrified.  The shipment is marked that it is to be delivered to Dr. Jonathan Crane, The Scarecrow.  The Scarecrow had been mentioned very rarely otherwise in the game.  One possible ending of Arkham Asylum showed he had survived the events of the first game and may have gotten his hands on the Titan formula (similar endings showed Croc or Bane getting it).  It was also clear he had been in Arkham City at one point (The Riddler marked Crane’s Scarecrow mask buried in some hay as the solution to a riddle of his) but overheard chatting of some thugs said they heard he may have been in Arkham City but they hadn’t seen him anywhere.  It was likely he had been in there but probably snuck out.

What does Dr. Crane have in mind for Gotham?  Will Hush be involved?  And finally, will the new Azrael be joining us?  Crane was part of the Hush storyline in the comics (as was the rest of the of the Batman villains, but I consider Scarecrow’s part to be left as a loose thread in that story) and the lingering plot thread about it involved Batman wondering if he had been exposed to the fear toxin at some point in the story, affecting his judgement, which is exactly the same feeling Batman has in the game during the Hush sidequest.  The original (and most well-known) character who held the title of Azrael was Jean-Paul Valley, who has been dead in the comics for quite some time.  Will this new Azrael, armed with the appearance and weapons of Valley but the name and story of Michael Lane be a friend or foe?  Gotham beckons.

Oh and, Harley’s pregnant.