Category: maxeditpls

  • This Way Up: When Maps Go Wrong (And Why It Matters) – Book Review

    This Way Up: When Maps Go Wrong (And Why It Matters) – Book Review

    I guess I’m doing book reviews for a bit. Look, at least some of these books will be about games, so at least that helps. Not this one though!

    This Way Up: When Maps Go Wrong is a (generally) non-fiction book by Jay Foreman and Mark Cooper-Jones, who are better known for their Map Men series on YouTube. I quite enjoy their videos, so when a friend got their book, I decided to take the opportunity to borrow it, and give it a read.

    An image of the book This Way Up by Mark Cooper-Jones and Jay Foreman
    Are you supposed to include pictures of books in the book review? Does that help anyone?

    It’s roughly 15 chapters, each of which are standalone stories, all of which are about maps, or mapping, or the role maps have played in various things. If you’re a fan, consider it to be effectively 15 episodes of Map Men in book form.

    As a fan, I have mixed feelings on it.

    One problem is that some of the chapters are effectively remixes of some of their existing videos. These chapters mostly retell stories that they’ve covered before, such as their chapter on the history of Russian maps in the cold war, or the one about trap streets. To be fair, they often expand the on the base, but the general “oh neat” moment is one long time viewers will have seen before.

    If this was the only problem, I think I’d be mostly satisfied with the book. Unfortunately, the larger problem I have is with the writing style.

    Problem: Books are not videos

    Based on the credits in their videos, I would consider Mark and Jay to be very solid writers and presenters, and good at delivering on a specific and possibly very British tone. This tone works very well in video content. I think it works very poorly in books. And unfortunately, the pair have not adjusted their style for this book.

    Here’s an example: One semi-consistent bit the duo will do is to give a straight-faced accounting of a set of true facts, coupled with either an additional ridiculous fact, or a ridiculous explanation of the true fact. In their video on the North/South divide in England, at 47 seconds in, they note that “Which side you’re on can affect your house price, education, or your life expectancy!” followed by the presenter cheering for the wrong football team, while surrounded by a group of supporters for another team.

    This works well in video, where we as the audience can understand that the stated “Fact” is likely true, but not for the reason it’s being presented, IE, the shorter life expectancy is not because you’re going to get the shit beaten out of you. Video has a lot more signals to work with then text.

    The problem is, when you convert this style to a non-fiction book, you end up with little mental traps where it’s necessary at all times to ask yourself if what you’ve just read is true, or if they’re taking the piss.

    This continues with other jokes as well. The aforementioned chapter on Russian maps is written as to imply that Russian hackers have broken into the publishers database, and censored the book themselves. This is mildly amusing when it’s used on a word that is easy to suss out, or pokes fun at Russia, but it shifts to being purely annoying when there are multiple pages of entirely censored text that have to be skipped.

    An image of the book This Way Up, with the pages opened to a page that is almost entirely censored. On the second page, only 1 word is visable through black censor bars.
    A paragraph of this is funny. A page is pushing it. 4 pages makes me feel like I’ve been ripped off.

    Again, this is the sort of joke that might work well in a video, where having Jay and Mark say something that is clearly edited to give a favorable impression of Russia, but is just annoying in a book.

    Speaking on annoying, lets talk briefly about the two chapters I skipped. One is written as a series of letters from various countries and individuals, and I found incredibly frustrating to follow as it used a lot of different fonts/tones for no real reason other then commitment to the bit. The second is a script for a true-crime podcast on the Donner party.

    Another one is a song/poem, which I did read, and Jay is a very good comic songwriter, but I don’t want to read comic songs.

    Jay, Mark, on the off chance you read this, I would like to offer a single piece of feedback.

    When I read a book, I want to read a book. I do not want to read a podcast. I do not want to read a series of fake letters.

    I want to read a book.

    These could have been the most interesting stories in the book, and I wouldn’t know, because the format in which they were presented was obstructive to actually reading them.

    The Twist

    The thing is, I think the pair can tell effective stories in books, as best evidenced by chapter 14. Chapter 14 is about the Marshal Islands, Operations Crossroads, and Bikini Atoll. It’s a fascinating story, and my only critique is that I wish they had spent slightly more time on the whole thing.

    I think that because of the nature of the chapter, a lot of the comic material is front-loaded, with the later half taking a much more serious tone. And frankly, I prefer that.

    I won’t spoil it because 1. At least two of the people who will read this review want to read this book, and 2. I do want the book to be successful, if less for the quality of the book then so that Jay and Mark can keep making cool stuff. But it’s a better example of what I’d hoped for from the entire book, instead of portions of it.

    Overall

    I can only really recommend This Way Up: When Maps Go Wrong to folks who are already fans of Map Men. I felt when I was reading it that there were multiple points where I would have misinterpreted the book if I wasn’t already familiar with the duos specific tone.

    The good news is they’re at least somewhat easy to be fans of, and I’d suggest checking out this video they made about map projections to see if you enjoy their style.

    When Maps Go Wrong is $30, unless you borrow a friends copy, in which case it is free!

  • Brutal Kunnin – Book Review

    Brutal Kunnin – Book Review

    Confession time: I loathe Warhammer 40k. I always have. I’d like to tell you I have a good reason for it, but honestly, it just boils down to the fact that I don’t like grimdark as a mood, or setting. I remember in Highschool that I joked that if I wanted to read something and be depressed, I’d just read a newspaper, a joke that remains accurate to this day.

    This raises an obvious question: If I loathe this setting, why on earth did I bother to read 200+ plus pages of tie-in novel? Two reasons. First, as much as I loathe 40k, I do kinda enjoy orks. And second, I wanted to run a quick sorta fact check on a video I’d watched about Orks, that seemed to quoting a lot of it’s info from Brutal Kunnin.

    It was mostly this fact checking that made me spend the $10 to grab this, and spend a few hours on it. There are 3-ish points of view in the book, and sadly only one of them is an Ork. The other two are a member of the human-computer mars people, and corrupted human-computer mars people. (Adeptus Mechanicus, and Heretek Adeptus Mechanicus).

    Look, this isn’t really a book you can read for the plot. In order for a lot of things to make sense, you already need to be at least mildly familiar with the setting, and the action itself is a series of fights. Instead, this is a book you read because you’re curious about how these characters think, or what they prioritize, more then anything else.

    Speaking of how characters think, lets return to that “reading this for fact checking” thing I mentioned earlier. I was a bit disappointed to learn that this video I’d enjoyed just kind of ripped a lot of it’s point about “how Orks think” in 40K straight from the primary Ork point of view character. I found this kind of annoying, because there are a few specific examples that seem exclusive to this POV character, and not really exhaustive of the species. Anyway, this is my particular brand of being an annoyed pedant.

    Did I enjoy this book? Mostly, in a sort of turn your brain off, and be amused by the incredibly stupidity of the people in this setting. Shockingly, the most idiotic decisions are not in fact made by the green sentient mushroom people made for battle with zero self-preservation instincts, but by the human-computer mars people.

    Do I recommend it? Not really. I don’t know enough about 40k to say if it’s a good 40k book, and I don’t think it would be much fun to anyone who doesn’t at least have an interest in 40k.

    Will I think about it ever again? Probably not until I’m stuck on a bus or something, and decided to re-read it out of boredom.

    Possibly this has melted my brain enough that I will try to read Dungeon Crawler Carl at some point in the future.

  • Dusk

    Dusk

    Dusk is a boomer shooter that came out in 2017, and then finally got released in 2018. Or maybe it’s an arena shooter, because there’s some verticality? Or maybe a twitch shooter, which is how it describes itself at one point.

    Look, games in the vein of Doom have had 30 years of evolution. If you’re the sort of person whose played through myHouse.wad, you don’t need me to tell you shit about this genre. Honestly, leave this review now.

    On the other hand, if you’ve never played a Doom game, or like me, you’ve only played stuff like Wrath and Strafe, this is the writeup for you.

    I do want to quickly talk about the music in Dusk, quickly because I don’t really have anything to say about it. See, Dusk is going for a horror vibe, and no matter how much weaponry I ended up with, I found somewhere through the first act that game was scaring me.

    So I opened YouTube, pulled up a mashup of Ready to Die/Party Party Party from Hellsing Abridged, and used that on repeat for a bit as my background music.

    This is the energy I endeavored to bring to my play through. I don’t think it was the tone the developers were aiming for.

    This gradually transitioned into a combo of AJR, Panic At the Disco, and other random songs YouTube thought I wanted to listen to.

    If you’ve ever wondered what the inverse of Zen is, I would suggest playing through Dusk Episode 2, Map 6, titled the Erebus Reactor with This Town by Niall Horan playing in the background. The result was an emotional state where I found myself constantly torn between trying to not get blown up, shot, or fall into lava while wondering what I was even doing with my life, and if I’m going to die alone.

    Anyway, if you like horror themed shooters, Dusk seemed to do a good job. If you don’t, and for some reason have emotionally committed yourself to finishing the whole thing anyway, adjustments to soundtrack may aid you.

    This of course, won’t change the general vibe. Whether it’s a cursed farm, the worlds worst industrial park, or a research facility co-designed by Escher and Geiger, these are not pleasant places to be.

    Despite that, it did feel like the level design massively improved between acts. Dusk has 3 episodes, with about 10 maps each, and secret levels. I did not play any of the secret levels.

    Episode 1 was fun but a bit bland, episode 2 had a lot more variety in layout and design, and episode 3 has some downright nutty bits, with E3M7 probably reaching the pinacle of weirdo level design, being based around flipping gravity.

    And while they may not be pleasent, I found them fairly fun. Okay, except for some of the claustraphobic underground sections, but I enjoyed the larger maps.

    I also feel obligated to talk about the weapons. This is classic shooter, so you can carry all of them at once, there’s no reloading, and the only real cap on using them is ammo. My personal favorites were the super shotgun, duel pistols, and a explosive bolt thrower called the riveter. The most interesting one is probably the spectral crossbow which pierces multiple enemies, and shoots through walls, but it never really clicked for me. Generally, I just used whatever felt best in the moment, and only really felt ammo starved in boss fights.

    I really only have two complaints about Dusk. The first is bosses. I did not find any of them particularly fun. It’s hard to put my finger on why that’s the case, but mechanically I found most of them pretty dull. The second is an enemy type called the wendigo.

    Wendigos look like this.

    You might be looking at this, and going “That doesn’t seem particularly bad” and you’d be correct. But there are two things I can’t show in a still image.

    1. Wendigo’s (or maybe just a map trigger) make the lighting dim when they activate, and make a screech like a parrot being squeezed to death.
    2. Wendigos are often placed in dark enclosed spaces in the first two acts.
    3. Wendigos are invisible until you shoot them for the first time.

    The end result is an enemy that can organically jumpscare you every time it shows up in a level.

    I hate them. Fortunately they’re at least kind of rare, so my terror was generally short lived.

    I got Dusk on sale for just about $7. I had $7 worth of fun with it.

    Right now it’s $20 on Steam, but you can probably just wait for another sale. It’s not my favorite game I’ve played so far this year, but it also isn’t my favorite genre, so I don’t think that’s on Dusk.

    I thought the game was the most fun when it managed to blend it’s evocative tone with maps that were enjoyable to traverse, and least fun when it shoved me into coal mines filled with Wendigos.

  • Sir, We Have an Orc Problem

    Sir, We Have an Orc Problem

    I first saw Sir, We Have an Orc Problem in a random review I clicked on browsing BlueSky last night. I can’t find that review anymore. However, that review plus seeing another friend playing it on Steam was enough make me buy a copy.

    I am easily influenced.

    Sir, We Have an Orc Problem, which I’ll now be abbreviating to SWHOP to, to the determent of my SEO, is an incremental tower defense game. It’s $9, and it’s fairly short. It took me about six and a half hours to beat the whole thing, and do a bit of achievement hunting.

    The loop is simple. Pick a map. Place towers. Start the map. Watch as orcs die. Did you kill them all before you ran out of lives? Great, you unlocked the next map. Did you fail to kill them all? Spend the currency you got to boost your towers.

    This is the biggest difference between SWHOP and most other tower defense games I’ve played. There’s no in-round building, or economic management element. Instead, all of your available towers and their power is gated by an incremental game style tree.

    There are three resources you use on the incremental tree, blue, red, and pink crystal. Red is used for unlocking new towers, and you earn it by beating new levels. Pink is generally used for unlocking large single upgrades for towers, and earned by beating levels without letting any mobs get through. Blue Crystal is used for everything else. Blue has 3-ish sources. First, lump sum bonuses for beating a level. Second, you can earn crystal by killing orcs. And third, there are unlocks that grant crystal at the end of finishing a level, based on the levels difficulty.

    This brings me to my big “problem” with SWHOP. It has the systems and functionality for an incredible tower defense game, but the part of the tower defense gameplay loop that is satisfying is completely subsumed by the incremental game elements.

    There are a few things that collide to make this true, so I’m going to try to pull them apart, and point out how they interlock to cause this problem.

    First, it straight up isn’t possible to beat the game without using the incremental game upgrades. You can’t. Without those systems, you cannot place towers, and you’re expected to lose the first level at least a few times before you get enough upgrades to beat it.

    Second, because this is the first lesson you learn as a player, its the easiest mindset to adopt going forward, and until the very last level of the game, you’ll be rewarded for it. While you could micromanage your tower placements, it’s easier to just buy more towers and bullet penetration until you can brute force your way through a level. It also makes it very hard to gauge why you’re failing a level. Was it poor tower placement? Or was it just because you’re not at the power level needed yet?

    And gauging that power level is hard, because enemy health scales between levels. On level 1, Orcs have a maximum of 6.4 health. On level 12, they can have 625. Upgrades are necessary.

    The end result is a loop that feels like it encourages you to turn off your brain a bit. My response to losing during a level wasn’t “Let me re-evaulate my placement”, it was “Lets just run it back so I can save up enough to get more penetration on my cannons.” It’s the zen of the incremental game instead of the planning of tower defense.

    This strategy falls apart on the last level, which I’ll be honest, I had to go and look up a guide for, because after spending what felt like an hour on this one level, I was getting a bit grumpy. SWHOP doesn’t have infinite scaling, so once I’d bought all the upgrades, I was booted back into playing an actual tower defense, while having absorbed zero lessons about the nature of the game over the last 5 hours.

    And it’s a shame because SWHOP does have what feels like a competent set of tower defense bones. Orcs move and flow in satisfying waves, towers feel physical in a fun way. Deploying towers and setting their line of fire is fun. And while I find the actual map designs a bit unsatisfying, their scale in parts of the end game is incredibly enjoyable. This doesn’t feel like an incremental game with another system bolted onto it, it feels like a tower defense game that got consumed by the nature of it’s upgrade system.

    Side Note: I will say though, I don’t get the line of fire system in this game. The short version is that you can set up a cone, and all tower shots will be within that cone. The problem is that it’s always better to just keep your shots concentrated on a single choke point then to spray and pray, even with towers like the flamethrower.

    Sir, We Have an Orc Problem gave me the mental feeling of scrolling on TikTok for five to six hours. It’s not really a bad feeling? But it’s not really a pleasant one either. This morning when I woke up, I’d actually forgotten that I’d played this game, despite having spent 6 hours on it yesterday.

    If you know that you enjoy incremental games, and need one to play, this might be for you. Personally, the most value I’ve gotten out of this one is that it’s kicked me out of my funk of not getting any writeups finished.

    I just wish I liked it better.

  • The Maine Renaissance Faire

    The Maine Renaissance Faire

    Note: Normally I would link to things/people I see, but most of these folks don’t seem to have a website, so instead I’m just gonna put the full title of the performer/store/thing in italic quotes near the paragraph about them.

    I went to a Renaissance Faire for the first time recently! It was pretty neat, and for once, I’m writing about an event before it’s completed, so if anything I write today sounds neat, you can get tickets here, and drive yourself down the Acton Fairgrounds in Acton, Maine.

    First though, some photo!

    Yeah, uh. That’s the only photo I took. Sorry.

    Listen, the idea of cheese divination is one of those things I heard, and it just kinda took over my brain for a bit. Now, I did sit down to chat with the women running the both, who is a cheesemonger by trade, and learn about the history of Tyromancy, but I didn’t get a reading done. I just don’t like getting my fortune told for reasons that are neither here nor there to this blog post.

    Still, this is the sorta idea I will absolutely steal for a game at some point in the future.

    (Tyromancy by Rachel)

    Another great thing I saw, but also don’t have photos of was a performer named Sylvan Farelight, doing slight of hand. Specifically, he was running shell and pea games on a small table. There’s something about slight of hand that I find really impressive, so that was another highlight for me.

    (Sylvan Farelight)

    I then spent some time just wandering around the fairgrounds. I’ll be honest, while I can appreciate the effort that goes into a lot of this stuff, some of it isn’t for me.

    That said, I did see two gamified experiences I was very curious about. One I did get a chance to try, and one I did not.

    The one I did try was Treasure Hunt. This was a bit of a cross-faire escape room with various puzzles to solve to collect parts of various clues to solve a larger meta-puzzle.

    I will observe that while I did struggle with understanding these puzzles a bit, my friends did not, and it legitimately might have just been the result of not drinking quite enough water that day, and wearing almost all black, and doing a lot of walking and-

    Look. It might have been dehydration rather then puzzle design.

    [Treasure Hunt X]

    The second one was Adventures from the Wizards Tower! This was slightly larger system that seemed to work a bit like a combo of a stamp rally and DND. I can’t comment on the game experience at all since I didn’t play, but the presentation was incredible, and the folks running it were kind enough to talk to me a fair amount about the system, and how it works.

    One of the interesting things I do remember asking them was how they solved the meta-progression problem, since this is a game that runs across multiple Renn Faires. They explained that since they’re primarily PVE, everyone can contribute to any given challenge, even if for some challenges, some folks are going to be doing more then others, and also that sharing gear was something that had organically sprung up in the community.

    [Adventures from the Wizards Tower]

    Finally, I bought a bunch of 3D printed mini’s that I haven’t started painting yet from The Workshop of Many, and hiked back to my car.

    I do want to make 2-ish quick sidenotes on this one. First, the models I purchased were sculpts from Becca_3D. And second, the general “realistic Pokemon” aesthetic I believe is at least inspired a little bit by the work of RJ Palmer. Just a quick “credit where it’s due” thing here.

    (The Workshop of Many)

    Overall, this was a fun time, and I probably would have enjoyed it more if I had 1. brought a proper costume, and 2. it had not been a 4 hour round trip by car. But yeah, if I was closer I’d probably go again, and if you want to go, the last weekend it’s open this summer is coming right up.