[Work: Death Comes for the Archbishop, Willa Cather, 1927]
Personal Ethics and the Old West:

The Unique Form and Common Values of Willa Cather’s Death Comes for the Archbishop

 

Willa Cather - Death Comes for the Archbishop - ethics, Old West, CatholicIntroduction:

One of the first books covered in this series was one of my favorites: The Island of Dr. Moreau by H.G. Wells. And, as I said in relation to Wells’ Moreau in that earlier article, it is the case that even if today’s book, Death Comes for the Archbishop by Willa CatherDeath Comes for the Archbishop - Willa Cather - ethics, Old West, Catholic, were not well-written enough to be worthwhile throughout (which, also like Wells’ novel, it fortunately is), it would still be worth reading so as to provide context for its extremely insightful and satisfying ending. But that said, I would like to set the ending aside and encourage you to check out this curious piece of semi-biographical historical fiction.

Death Comes for the Archbishop so stretches the boundaries of conventional plot development that its status as a novel is widely debated. Willa Cather herself preferred to refer to it as a narrative rather than a novel. Rather than a series of events which build to a climax, the text is comprised of nine small vignette-esque sections (and a prologue) which present periods of time and experiences that are thematically interrelated.

All nine sections cover portions of the life of Bishop Jean Marie Latour, the novel’s protagonist. Bishop Latour is a reserved, efficient, handsome Catholic official. In accordance with the will of the Cardinals, Latour is removed from his post in Sandusky, Ohio and sent to take charge of the parish of the New Mexico territories, (then) recently annexed by the United States, and build up a diocese there.

Continue reading

[Work: Death Comes for the Archbishop, Willa Cather, 1927]
Personal Ethics and the Old West:

The Unique Form and Common Values of Willa Cather’s Death Comes for the Archbishop

was last modified: July 23rd, 2016 by Daniel Podgorski

{Guest Post} [Game: Soccer Spirits, Big Ball Co., 2014]

Recalling Soccer Spirits:

A Galaxy-League Player’s Opinions on its Successes and Shortcomings

 

Introduction:

On July 17, 2015, I offhandedly downloaded Soccer Spirits, a Korean mobile phone card game published by Com2us Corporation and developed by BigBall Co., Ltd. It was the latest of several card games I have played, meant to fill the void: Urban Rivals, Sword Girls, Rise of Mythos, Valkyrie Crusade, Chain Chronicles, and Devil Maker Tokyo.

Three days later, I began playing Soccer Spirits in earnest and was quickly hooked. The fact that I had a late start, as Soccer Spirits already had its first year-anniversary two months before, did not discourage me too much as I grinded my way up the ranks.

However, once I came to understand the mechanics and metagame, it became readily apparent that in spite all of its charms, my newest mobile app game had more than its share of glaring flaws.

Soccer Spirits Season 2 Homescreen - Big Ball Co. Ltd. - review

Please note that this review will gloss over the basics, as there are a multitude of beginner guides available, in lieu of highlighting my opinion of what Soccer Spirits has done right and wrong. Furthermore, the Japanese version of Soccer Spirits is a whole other beast, one foreign to me, and hence will receive minimal acknowledgement.
Continue reading

{Guest Post} [Game: Soccer Spirits, Big Ball Co., 2014]

Recalling Soccer Spirits:

A Galaxy-League Player’s Opinions on its Successes and Shortcomings

was last modified: December 16th, 2016 by Joshua Fu

[Game: prog.1, Vector Arcade, 2016]
Pithy Platforming:

On the Strong Visual Design, Strong Thematic Gameplay, and Light Content of prog.1

 

prog.1 screenshot with late-game level - Vector Arcade

Introduction:

Today I am writing about a somewhat unique take on a common indie gaming design trope: casting the player in the role of a computer program. It worked for A Virus Named Tom and it worked for Thomas Was Alone; but does it work for Vector Arcade’s new platformer prog.1?

I played through all 48 of prog.1‘s levels three times prior to writing this review (my reasons for doing so are available below as well), and I am ready to provide my assessment. The general form of my experience with the game is that I am mostly pleased with it. I enjoyed the gameplay, loved the visual design, and found the story energetic. But I also found the game light on content and had a number of minor nitpicks.

Continue reading

[Game: prog.1, Vector Arcade, 2016]
Pithy Platforming:

On the Strong Visual Design, Strong Thematic Gameplay, and Light Content of prog.1

was last modified: June 25th, 2016 by Daniel Podgorski

[Film: Solaris, Andrei Tarkovsky, 1972]
Humanism and Pessimism in Space:

How Andrei Tarkovsky’s Solaris Turns an Unnerving Premise into an Intimate Film

 

Introduction:

Andrei Tarkovsky Sketch by M.R.P. - Solaris - technology, emotion

Sketch by M.R.P.

Back in January, I wrote an article for this series advocating the watching of movies in languages besides English, taking up Tomas Alfredson’s Let the Right One In as a prime example of value that would be lost by limiting your viewing via language. This is a topic I would like to revisit today, with my endorsement of a film that really needs no endorsing: the classic Russian science-fiction film Solaris, co-written and directed by auteur Andrei Tarkovsky.

Just four years after American science-fiction cinema was forever altered by Stanley Kubrick’s 2001: A Space Odyssey, Andrei Tarkovsky also released a methodically paced, over-two-hours, thoughtful movie concerning technology, space travel, extraterrestrial life, and the limits of human understanding. But where Kubrick made a film that foregrounded topics and questions related to technological and intellectual development beyond earth, Tarkovsky instead imbued Solaris with a primary focus on human grief, guilt, and connection beyond earth.

The nature of this article is such that it requires spoiling basic plot details of Solaris, so you should only continue reading after this paragraph if you either do not mind spoilers or have already seen the film.

Continue reading

[Film: Solaris, Andrei Tarkovsky, 1972]
Humanism and Pessimism in Space:

How Andrei Tarkovsky’s Solaris Turns an Unnerving Premise into an Intimate Film

was last modified: August 24th, 2016 by Daniel Podgorski

[Game: Portal, Valve, 2007]
Thinking, with Portals:

Why Portal‘s Campaign is Superior to Portal 2‘s Campaign (in Tone and Design)

 

Introduction:

I think it’s fairly trivial to say that Portal is a significant and influential franchise, and that both titles in the series are excellent experiences well worth the time of any player. In fact, I would go so far as to say that the original Portal is such a cohesive and nearly flawless gaming experience that it should be remembered alongside such other towering encapsulations of solid game design and execution as Shadow of the Colossus, the original Half-Life, and the first entry of the Dark Souls trilogy.

But my praise for Portal 2, while still extensive and enthusiastic, is simply nowhere near as unmitigated or unending as my praise for Portal. In terms of its narrative, Portal 2 opted for a lighter tone, with a heavy emphasis on blatant comedy which marred the established atmosphere of Portal and the established character of GLaDOS. Meanwhile, in terms of gameplay, Portal 2‘s single-player campaign opted for easier puzzles overflowing with a large number of lightly utilized new mechanics.

Portal screenshot with companion cube incinerator - Why Portal is better than Portal 2 - Valve Continue reading

[Game: Portal, Valve, 2007]
Thinking, with Portals:

Why Portal‘s Campaign is Superior to Portal 2‘s Campaign (in Tone and Design)

was last modified: December 2nd, 2016 by Daniel Podgorski