Review: Louisiana Firestorm

Black Berets: Louisiana Firestorm

The Black Berets series was a range of now obscure 1980s men’s adventure novels. My first exposure to it was in Louisiana Firestorm, the fifth installment. I found it a sad disappointment. For an action novel series, there really wasn’t that much action, and what there was wasn’t that well written.

These are the perils of a quantity based series that has every book being short. It should come as no surprise that the listed author, “Mike McCray”, was actually two separate people sharing the pen name. One of those people, Michael McDowell, was also someone whose work included screenwriting for the movie Beetlejuice (!). Ultra-cheap thrillers seem to attract the weirdest array of people.

Unfortunately, McDowell’s presence in this series is far more interesting than anything in Louisiana Firestorm itself. You make as many shots as a quickie, throwaway mens adventure series does, and you’re bound to have a lot more misses than hits.

AI Art and Wargaming

So I’ve fallen to the dark side and have begun making prompt-generated pieces of AI art. This is a very controversial subject with a lot of undeniably talented artists who I respect being furious about it, and understandably so. If I had to sum up my opinion on the controversy (beyond specific technical issues like how to treat stuff like training images for the sake of copyright and licensing), it’d be condensed to this:

  • AI art is here and isn’t going away. It also has undeniable advantages as well as issues. The economic concerns of traditional artists are real.
  • Many AI artists have done their medium no favors by just spamming out low-effort prompts and/or deliberately copying obscure internet artist styles, either by model-making or just plain image-to-image.
  • The backlash, while understandable, is a Canute-ian endeavor (sorry, had to be a little pretentious). The same thing was said about Photoshop and similar tools. And online self-publishing. And recorded music. And photography. And pipe organs (seriously-the 17th century equivalent of “tech-bros” was applied to the stereotype of organ players back then). Like when free agency became a thing in sports, you have to learn to understand it and see if you can use it to your advantage.
  • There’s more to good AI art than just typing in “anime girl trending on artstation”, even if a lot of people only see that (see point 2 above)

But as a hobby, since I can write much better than I can draw, AI prompt tools have let me explore visual media in a delightful way. Yet what struck me when I really started getting into was how natural it seemed to me. And then it occurred to me: I’d done something similar before. Many, many times before. In wargames and simulators like Command, Nuclear War Simulator, Title Bout Boxing, and WMMA, I’d enjoyed simply creating a situation, allowing the RNG to add the needed element of chance to it, and then witnessing the result. And yes, frequently getting inspired by the result.

AI prompt tools allow me to do something similar with art and pictures. Yes, it can be an end. But a casualty list after a wargame scenario or results screen after a sports simulation can also be the beginning of a very human story.

As for AI writing, which is a thing, I’m strangely unfazed by it. I’m an artisanal sculptor, so seeing the metal casting factory rev up means little to my specific work. If that makes sense. Also, I’ve had the warped perspective of reading so many bad and mediocre books that I’m sincerely convinced that a computer can’t really do much worse.

Review: Tomorrow’s Soldier

Tomorrow’s Soldier

David Alexander’s Tomorrow’s Soldier is a book that you’d expected to be dated based on its subject matter. It’s a 1999 popular account of the WARS AND WARRIORS OF THE FUTURE. And it is dated. It’s also somewhat shallow even by the standards of the time.

It’s still interesting, but isn’t really a rigorous study. The descriptions basically consist of trends that were obvious even at the time (ie, more digitization/etc…) and the obligatory description of wunderwaffe like power armor. This is a little less triumphalist than some other books of its nature, but it isn’t really more substantive.

This felt like a throwaway book even when it was written. And now it’s an older throwaway book. So I’m not really recommending it except as a curiosity. I do wonder if the same “David Alexander” who wrote this was the same “David Alexander” who wrote the ultra-middling Marine Force One. If so, it would be fitting.

Weird Wargaming: The Emperor of Bombs

In Nuclear War Simulator, one of my favorite creations to use and drop is something I’ve called the “Huangdi Bomb”. The name, after Chinese for “Emperor”, is a pun on Tsar Bomba. Only this has a bigger boom at 75 megatons. It’s also, in the backstory, a lot more advanced and sophisticated. Unlike the publicity stunt that was the Tsar, the Huangdi is a mass-produced, deployable weapon capable of fitting inside either an H-6 or large ICBM without issue.

It’s also, judging by the maximum payload of the Badger and its yield (the classic yield-weight calculation), the most efficient nuclear weapon ever made. As it has a multi-decade lead on the other megabombs, this isn’t surprising. As for how and why such a beast is used, the theories for the gargantuan warhead are hitting extremely large targets, making accuracy issues irrelevant for simple countervalue operations, improving warhead efficiency in a big design before trying to apply it to smaller ones, and contributing to deterrence by intimidating would-be-opponents with its yield.

In various NWS scenarios, I have about twenty Huangdis made overall, in both air-dropped and missile carried versions.

Review: Fire and Maneuver

Fire and Maneuver

The second entry in James Ronsone and Alex Aaronson’s 1981 World War III, Fire and Maneuver continues its predecessor’s excellent work. While it does not bring the most novelty to the subgenre in terms of its structure, in execution it does very well, hopping between viewpoints in a way that’s both smooth and fast. And it actually has an M47 Dragon being able to destroy something in a stretch of logic that works for story reasons.

Jokes about the Cold War’s worst ATGM aside, this is a good entry in a scarce genre. If I had to make one criticism, it’s that long, exact system designations are used a little more often than I found credible. But that’s a tiny nitpick and doesn’t detract from the experience.

A Thousand Words: Carrier Air Wing

Carrier Air Wing

Capcom’s 1990 Carrier Air Wing is a fairly standard side scrolling plane shooter. Except for one thing that elevated it massively in my eyes. That’s the surprisingly detailed and (in a visual sense) accurate depiction of military hardware. You can control either a Hornet, a Tomcat, or an Intruder (which is marked as an A-6F. Wonder if they knew of the never-was upgrade or if it was a happy coincidence because they chose the next letter after E.)

When I saw Tu-22 Blinders as enemies in the first level, I was in love. When I saw Yak-38s in a later stage, I was even more in love. This is quite possibly the most Fuldapocalyptic shmup there is, and I loved playing every second of it. Yes, there’s the sci-fi superweapons (such as a final boss that includes a Buran shuttle) but it’s otherwise very grounded-looking compared to other games of its time and nature.

This is basically a video game adaptation of a Mack Maloney novel. What’s not to like?

A Thousand Words: Progear

Progear

What do you get when you push an inherently limited genre as far as it can go? Probably something like Progear, a 2001 Capcom arcade “shmup”, the classic Gradius-type arcade game where you control a little spaceship moving around on a scrolling field. Only this “spaceship” is a World War I-type fighter plane, and the game has a very dieselpunk theme that I like. The graphics are very good, being (or at least looking like) beautiful sprites in an age of polygons.

The story is utter nonsense, and I have to wonder how much of it is due to iffy translations and how much is due to just limited information. Basically a group of young pilots have to fight off a conspiracy of posh Victorians led by a lion-man, and I’m not making that up. It feels like you only got ten seconds of a thirty-minute show and had to piece everything together from there. But this is a classic video game where such stuff was par for the course.

The gameplay is nothing to write home about, as it’s the same “fire away, use limited power ups, and try and dodge at least some of the impossibly large number of projectiles heading your way” formula. But that’s a fun formula for a reason. And whether by accident or design, one boss seemed to mock the formula. In a game where your ship faces right and only right, the boss tries to counter by…. moving to the left of the screen. Too bad you have homing missiles.

This is not a deep game, even by the standards of arcade classics. It’s not the most polished or fair game. But it is quite the fun game, and a sign of how far “handmade” graphics could go.

Review: A Dream Of Empire

A Dream Of Empire

A recent work of alternate history by someone with the pen name “Grey Wolf”, A Dream of Empire is about a war between 19th Century Britain and a surviving Byzantine/Eastern Roman Empire. There are lots of characters. And there are airships. Because this is an alternate history work set in the 1800s, there has to be airships.

This isn’t bad, but it feels a little overstuffed and shallow. It’s trying to be a “big war thriller” and a spy thriller, but that’s hard to do with something that’s one third the length of a normal book, much less a big and sweeping one. That’s the literary critique. The alternate history nerd critique is that a Byzantine Empire surviving, Victorian semi-steampunk, and airships are all genre archetypes, if not cliches.

You could do a lot worse for the very low purchase price than this book. But it could have also been a lot more and a lot better than what it actually was.

Simulating the Arc Light Approach

First, a primer on nuclear war terms. Counterforce means military targets, countervalue means civilian ones. That being said, on with the post.

Eric Harry’s novel Arc Light, one of the first reviewed on Fuldapocalypse, has a way to get a large but survivable nuclear exchange. This is to have both sides aiming for an incredibly counterforce-centered approach. Doing such approaches in Nuclear War Simulator (and there are official scenarios that show such focuses being done) generally means something similar to the novel: Around a few million dead on both sides (especially depending on which way the fallout blows), but most “important” stuff still intact, as the damage is concentrated in remote bases.

Besides the obvious “but what if it goes beyond missile silos in the middle of nowhere” objection, there’s also context that the US and Russia/USSR are very big, which makes it more possible to have “remote” areas at all. Have a big fallout wave anywhere near the dense massively populated belt of eastern China and the toll rises dramatically. Do it basically anywhere across India’s generally “spread out” (for lack of a better word) populace or in a smaller country and the result is similar.

I have to repeat that the Arc Light approach is something I find a lot more acceptable (not plausible, I use acceptable as a better term) than the Hackett’s WW3 approach. The strategic exchange is aimed purely at military targets? All right, I can believe that. Tac nukes are used but nothing more? I can also accept that. But just a small number of countervalue targets (ie the infamous Birmingham and Minsk?) That’s harder for me to accept.