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"The Russian surgeon Leonid Rogozov’s self operation, undertaken without any other medical professional around, was a testament to determination and the will to life." Rogozov was the surgeon on a Soviet Antarctic expedition, on the ice for a year. When he developed appendicitis, his only choice was to operate… on himself. This remarkable BMJ article draws on his diary to explain what happened. (There are two moderately icky photographs, should you not like that sort of thing).
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"Over at The Border House, they’re having a bit of a backlash against the constant presence of Stubbly White Male Shepard in the marketing for the Mass Effect series. (Seriously, who is that guy anyway?) Border House writers are posting details of their Shepards, and I was asked if I’d post mine. So, here is something that might give some idea." I'm rather enjoying this series, although this entry in it is probably my favourite.
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"The laser has become vital for our way of life, yet no researcher who worked on it after Einstein's paper could have predicted what would emerge. If Mandelson had had anything to do with it, we'd be reading barcodes by flashlight."
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Via Waxy; a lovely, lovely, and very rare late NES game (from 1992). This is a lovely video, too – the annotation is well-done and entertaining. And it saves me having to play something that's clearly ferociously difficult.
Eurogamer in 2009: Score Analysis
18 January 2010
I really liked last.fm’s end-of-year charts. I also really liked this analysis of Pitchfork’s scoring in 2009, just for the statistical fun. And then I thought about my favourite score-oriented website, and wondered why no-one’s done this for Eurogamer yet. I’d be the first to argue that scores in reviews aren’t that important – but everybody loves arguing about them in comments threads, and besides, they make for interesting statistics. What I’d really like would be something like the Pitchfork analysis, but looking a bit more like the last.fm site.
And then after two days I just decided to build it myself.
It’s relatively straightforward: a small app to explore a year’s worth of review scores, built around the pillars of reviews, writers, and scores. Most blue things are clickable; writers have pages that show their reviews, as well as their own averages, deviance from EG’s norm, and the scale of their contribution to the overall average. That latter figure is something I call influence; it took a long while to get to, and I write about it more here. Here’s Simon Parkin’s page as a good example of a writer’s page.
Reviews also have pages – here’s one for Modern Warfare 2, which show how the review compares to the site’s average, the writer’s average, and also to Metacritic. And, of course, you can see just how many games scored 7 – or any other score – if you want. Basically: have a click around.
I started two weeks ago, and guess I stopped committing in the middle of last week, but towards the endit was just front-end tweaks. It’s not been a big project at all – about an hour or two’s work a day on average, in evenings, and lunch-hours, over about ten days.
It’s not a very advanced project, and touches lots of bases I’m working with a lot right now – data analysis, visualisation, scraping. That said, it’s got some interesting stuff under the hood. I’m using Typekit for the attractive type, and it’s been a pleasure to work with. The graphs are a combination of the Google Charts API and gRaphaĆ«l, which I’ve had reasonable results from recently. gRaphaĆ«l’s strength are beautiful visualisations, rather than ultra-accurate charting, so the pair of tools are used for their strengths. Finally, it’s all deployed on Heroku, which has been a joy as ever; cloud deployment of databased apps, on dynamic hosting, as simple as pushing to a new git repo. And, for the scale of the Eurogamer tool, totally free.
So there you go. A little exploration of some numbers, which bring some interesting figures to light, and was also fun to build. It only felt right to share it. As the site says, scores aren’t everything – you should read reviews too, folks – but when you’ve got numerical data, it seems a shame not to do anything with it.
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"There are easter egg QR codes in Borderlands." Well, fancy that!
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"The premise was this: Division 9 would have put players (and their friends) in the middle of an ever-encroaching zombie menace. Co-op gameplay, scarce resources, base-building, and strategic rescues were a part of the conceptual blueprint." Big interview with Ken Levine – including some video footage – of Irrational's cancelled take on the zombie genre. In a nutshell: slower, more strategic, more long-term survival than L4D's short campaigns, and had it been released, would have come out around 2006/2007.
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"This suggestion was derided by EA execs at the time — they literally couldn't imagine going to Wall Street with a message of increased profitability rather than top-line revenue growth. They wanted to make the transition to digital while continuing to grow the packaged goods business." Great Mitch Lasky post on the problems facing EA – and, indeed, almost every big games company out there. Though it stems from their announcement that they missed their targets last year (again), really, it's about the changing shape of the games industry.
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"Die Hard asks naive but powerful questions: If you have to get from A to B—that is, from the 31st floor to the lobby, or from the 26th floor to the roof—why not blast, carve, shoot, lockpick, and climb your way there, hitchhiking rides atop elevator cars and meandering through the labyrinthine, previously unexposed back-corridors of the built environment?" Marvellous, marvellous article, citing that Weizman piece I always end up citing, and looking how John McClane traverses the Nakatomi Plaza tower not through its corridors and elevators, but by literally infesting it.
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"As computer technology has evolved to make artificial images look ever more real – so that the latest generation of shooter and war games will look as realistic as possible – ajpeg is intended to go the opposite way: Instead of creating an image artificially with the intent of making it look as photo-realistic as possible, it takes an image captured from life and transforms it into something that looks real and not real at the same time." Beautiful.
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"The premise is simple – it's the 1920's, and you're a guy on a decadent cruise liner, one of four you can pick from the outset. Something goes wrong, of course, and the ship begins to sink. You have one hour, in real time, to escape the ship, while rescuing as many survivors as possible. Halfway through the game, the ship begins to sink and floods with water. If the time runs out, you're dead." Wonderful sounding Clock-Tower-y survival game for the SNES.
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"This is my Sony Ericsson MBW-150 bluetooth watch, showing the next few SF Muni bus arrival times for a nearby stop. The code to fetch the arrival times is running on my Droid phone, and communicating with the watch using Marcel Dopita’s OpenWatch software for the Android platform."
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Dan interviewed Tale of Tales for Wired; this, published on his blog, is the full interview, and it's got lots of great stuff in it. I'm really not sold by them – indeed, I'm less sold by the firm than I am by their work – but it's interesting to hear something from the horse's mouth, as it were.
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"It still amazes me that with the Practical Application of Codes and Pictures, 1145 lines of gobbledegook and 554KB of compressed images can be turned into this." Making stuff is awesome.
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"But I think to succeed eReaders need to meet the needs, not just of the direct user, but of those around them, the friends and family who may not welcome their loved one’s absorption in this exciting new media. They are the “next largest context” within which the new device must win acceptance… The first question [with a digital device] is no longer “what are you reading?” It’s “what are you doing?” – a question that somehow already carries a hint of reproach."
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Beautiful: capturing graffiti with an ultra-basic setup (torch sellotaped to pen and webcam), and then translating that into vector geometry that can be stored as an XML dialect. I like how simple and open it is, and the fact that Graffiti Markup Language is designed to be used in the field (even if it can't be yet).
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"In one sense, Up Against the Wall, Motherfucker! is a truly exotic bit of esoterica — a game on the Columbia riots, printed back in 1969 in the pages of the Columbia Daily Spectator, and designed by James F. Dunnigan, one of the finest and most prolific designers of board wargames… In Up Against the Wall, Motherfucker! you play either as Columbia University's administration, or as the radicals who have seized control of Fayerweather Hall. You are attempting to influence the opinions of various stakeholders in the university — students of different sorts, the alumni, and so on. Random event cards influence play. Ultimately, the side that gains the greatest sympathy on the part of university stakeholders wins."
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"Zoom in on that spot there." Blade Runner has a lot to answer for; notably, this.