A Thousand Words: Heading Out

Heading Out

I saw “road trip” themed games and got Heading Out on a lark. I want to say that it was a worthwhile playthrough simply because of the feelings it generated and how at the very least it was interesting. But to be honest, this is a game where the messaging actually felt insulting to me.

So the gameplay itself is moderate roguelike resource management between driving set-pieces that control like a second-rate arcade racer from the mid 90s. I think it says something about its interest that I turned the difficulty down at the first chance. Beyond that, the best strategy is to frequently cut off road, which doesn’t feel right. Which unfortunately meant I had to experience the plot. Oh boy, the plot.

You’re a faceless figure on a trip of reckless driving in the 1970s USA. Through a series of not-exactly difficult deductions, it’s revealed the player is stuck in a Groundhog Day loop after being tricked into a deal with the devil. Is it real or metaphorical? I know it’s pretentious. As they go west to face the “world’s greatest driver” (an instant obvious hallucination), they develop a reputation as the “Interstate Jackalope” and various people comment on them (and other things) over the radio. This is the worst part of the game. The music itself ranges from serviceable to very good, with a lot of guitars and early 1970s electronics (think electric organs).

The “talk radio” is not. It is what happened if someone took the anti-American axe-grindiness of Grand Theft Auto at its worst but with none of the goofiness, and (even?) worse quality all around. It’s honestly one of the most mean-spirited pieces of fiction I’ve seen. Like the overwhelming theme is of some bitter underemployed elitist screeching at everything and everyone. You have the screaming right-wing host who is designed both to be completely wrong about everything while also being sanded down to the point where he can’t be as vile as a real George Wallace-era figure of that time and place would be. There’s a ripoff of the movie Network desperate host broadcasting and two liberal women who are supposed to be better than Mr. Right Wrong but who you’re also supposed to sneer at (see what I meant?), and the literal (drug?) devil who’s providing social commentary that is still supposed to be profound but ends up being the ramblings of someone who just read A Peoples History of the United States while listening to turn of the millennium whine-rock.

Also the story scenes/adventure book style choices you encounter are variations of: “I don’t really care because this is all a time loop/crazy drug-induced hallucination anyway” – “the same bitter nihilistic things you had to listen to now you have to read and watch” and, in my least favorite scene, treating immigrants who are sincerely in awe of America’s wealth with barely concealed subtext of them being naive fools and not, you know, people who actually have firsthand knowledge of what real poverty and oppression is like.

Anyway, I spited the game by ramming into as many things on the road as I could while giving my character the least sympathetic backstory in the choices allowed. (He was an adulterer who was driven to despair and rampages out of boredom).

…Whoa, never thought the plot of a rougelike would invoke this much reaction in me.

A Thousand Words: Gone Home

Gone Home

A 2013 game about a young woman exploring her now-deserted family home, Gone Home has been pretty controversial back in the day, being one of the first video games classified as the dreaded “Walking Simulators.” Now that I’ve played it, it’s weirdly better in terms of actual gameplay but worse in terms of central plot than I’d expected it to be.

So the game is not just “hold forward to win while listening to some pretentious narration” like too many of its successors were. It’s really atmospheric, you have to do some exploring even if it ultimately boils down to “go everywhere and interact with everything”, and it’s no worse in terms of kinetic gameplay or lack thereof than say, the classic PC adventure Myst. That’s the good part. It’s still just a short fun experience but there’s substance to it.

The not so good part is that the “secret” hidden is a melodramatic teen drama where I saw every twist and development coming despite not really knowing the game before I played it. The first world problems of upper-middle class America here just aren’t that intriguing.

That said, I have to give this a positive overall score. It is better than the firebreathers have made it out to be.

Review: Skygods

Skygods: The Fall of Pan Am

Written by aviator and former Pan Am captain Robert Gandt, Skygods is the most fun I’ve had reading a history book in quite some time. First, I want to get the small negatives out of the way: This is very much a David Halberstam style ‘History as Narrative’ book, so I’d recommend taking specific claims with even more grains of salt. That said, everything important I did find corroborating evidence for.

The good part of this “history as narrative” is well, it feels great to read, flowing smoothly and going into the minds of people in a way that Gandt can clearly write from personal experience. And what he says about Pan Am is both interesting and dismal.

Pan Am’s decline, arguably inevitably terminal, started long before Lockerbie. It started long before deregulation. The impression I got from Skygods was that Pan Am was basically to airlines what Harley Davidson is to motorcycles: A wheezing lummox with poor fundamentals whose longevity was/is due to mystique over any practical advantage. There’s also the “British Industrialization” problem Pan Am had where being the first to do big international routes meant they were stuck with the most baggage.

So this is a great book I highly recommend for anyone, not just aviation/history enthusiasts.

Review: Hard Landing

Hard Landing

Thomas Petzinger’s Hard Landing is a 1995 book about the corporate wars in the airline industry. It’s naturally dated, but that’s not something it can help. I view it as a very good book that could have been great. Why?

On the plus side, there’s lots of things even I didn’t know. Everything from FDR’s attempt to renationalize the air transport industry that served as a rare early bungle to how the Gulf War was truly what finished off Pan Am is there. This is a very detailed history.

On the minus side, it misses the forest for the trees too often. We get long, long descriptions of meetings and takeovers mixed with the occasional vignettes that aren’t really relevant. Yet it’s not good at articulating the basic problem with airlines, similar to sports betting of all things: It’s hard to truly differentiate the product, and costly sales wars are one of the few weapons marketers have.

But there’s a lot more good than bad here. It just hit a triple instead of an inside the park home run.

A Thousand Words: Knuckle Bash

Knuckle Bash

One of the weirdest Final Fight descendants, Knuckle Bash is a very strange game. Yes I know I repeated myself. But it is. That it was made by the same people who made Zero “All Your Base Are Belong To Us” Wing explains some of it, including the plot which involves pro wrestlers fighting a group called the “Bulls” (well, Michael Jordan was at the height of his power when the game came out…)

The game is janky and poorly translated (to put it mildly) but the best/worst part is the enemies. For instance, the first stage is outside a hotel. The enemies there include hotel doormen. Then a later level as sunglasses wearing tourists alongside the typical thugs.

This isn’t good by any means, but it is memorable. And that’s more than can be said for a lot of video games.

A Thousand Words: Lex Imperialis

The second major DLC for the Rogue Trader RPG, Lex Imperialis brings in the galactic police, the Arbites, as well as pets (ok, “familiars”). The pets are the most fun part of the DLC. But for some reason, I considered this worse than the previous one, Void Shadows. Not unplayable or not worth it, but not as good. Maybe it’s just I wasn’t the fondest of the ingame stuff, but I think the biggest reason is the plot.

Void Shadows centered around a horrific cosmic nightmare (genestealers). This centers around…. tax evasion. Everything involves an investigation for unpaid or stolen Imperial Tithes. I don’t mind lower-stakes stories, but this is just too mundane. It’s almost Postal 2-esque.

That said, many set pieces are good and the music is probably the best I’ve heard in the game.

A Thousand Words: Tough Turf

In 1989, Final Fight revolutionized the arcade brawler. In that same year, a game called Tough Turf showed just how much Final Fight revolutionized the genre. The game has… no story. Just a well dressed person beating up a bunch of less well dressed people.

Do you like stupid arbitrary game-over restrictions even by arcade standards? Controls terrible even at the time? Platforming that Final Fight mercifully stopped? Then Tough Turf is the game for you. About the only good thing is the jumpy upbeat music. That and the weird conclusion where the would-be damsel in distress is actually the final boss and the ending is just a picture of her slumped body.

Just play Final Fight instead.

Review: The Last Republic

The Last Republic

The alternate history of the beginnings of a war between a US and an independent, Iran-allied Utah/Deseret, The Last Republic is one of those books that is only distinguishable by its premise. It would be a medium-grade techno-thriller if it involved real places. Granted, given the comparative scarcity of technothrillers today, that would be praiseworthy (mildly), but it doesn’t, of course.

The bizarre alternate history, which is very much a soft AH (Iraq with a surviving Saddam is similar to real life Saudi Arabia in terms of relationship with the US, both sides use historical F-16s, etc…), is what makes this stand out. Still, I just don’t think the author took advantage of it as much as he could. Could that have made it worse? Quite possibly. But would it have made the book much more interesting? Quite possibly as well. As it stands, it’s a 51% book with weird sauce.

Review: Aviation Stories For Curious Kids

Aviation Stories For Curious Kids

Reading a book made extensively with AI is a genuinely interesting feat for me. The illustrations in Aviation Stories For Curious Kids give it away from the start-diffusion image models are notoriously bad at making airplanes without an established outline. That the text parts follow the Q and A quiz model of “Here’s things in a whimsical tone, now a question” gives it away more, though I’d be curious how much was manual.

As it sticks to the famous events that LLMs can (generally) get right (even if it’s just big sample size), there isn’t much too objectionable here. The exception is Laika, which is treated as a wonderful canine adventure and not a cruel sacrifice of a dog one on what everyone knew was a one-way trip for the sake of a publicity stunt.

At least it’s interesting, which is more than I can say about a lot of books reviewed here. Even if it’s not exactly recommended.

Review: Airframe

Airframe

Michael Crichton’s Airframe is a book I really, really wanted to like given my interest in disaster investigation and systemic failure. One of the issues is that I already knew a lot about the topic. But there’s two more.

The first is that has Arthur Hailey meets Herman Melville levels of “look how much I know/research I did.”. The second is that air disaster investigations, while a fascinating topic, are one of the worst main topics for a thriller novel, especially with the setup Chrichton makes. He has to use a large impending sale as a mostly artificial way to increase the stakes, race the clock, and create a conflict (said conflict is: The accident might cost the manufacturer a large order. Oh the huge manatee!) The reality is that disaster investigation is one of the least punitive or conflicting events there is, with the worst being various stakeholders understandably trying minimize their direct fault. Which can be problematic and difficult, but isn’t exactly Jon Land conspirators trying to rule the world.

Spoiler Alert: The problem is that it tries to shoehorn the Aeroflot “kid in the cockpit” disaster in, when a far more interesting and realistic method would be to have even the highly trained pilot making a mistake, especially given that what happened (tried to keep controlling it manually too long, which is what someone with a lot of skill would be more vulnerable to falling for.)

So yes, this doesn’t get off the ground. Metaphorically speaking.