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<channel>
<title>Quintin Stone</title>
<link>http://www.rps.net/QS</link>
<description>Quintin Stone's notablog</description>
<language>en-US</language>
<copyright>Copyright 2005, Quintin Stone</copyright>
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<managingEditor>stone@rps.net (Quintin Stone)</managingEditor>
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<item>
<title><![CDATA[A female cosplayer's view]]></title>
<link>http://www.rps.net/QS?ID=495</link>
<description><![CDATA[I just saw this write-up on the Simon Pegg dust-up: <a href="http://storify.]]></description>
<author>stone@rps.net (Quintin Stone)</author>
<category><![CDATA[Internet]]></category>
<category><![CDATA[Rant]]></category>
<category><![CDATA[Society]]></category>
<guid isPermaLink="true">http://www.rps.net/QS?ID=495</guid>
<pubDate>Sun, 22 Jul 2012 11:10:51 CDT</pubDate>
<content:encoded><![CDATA[
I just saw this write-up on the Simon Pegg dust-up: <a href="http://storify.com/chloedykstra/simon-pegg-should-know-better">http://storify.com/chloedykstra/simon-pegg-should-know-better</a><P>

This perspective comes from a female cosplayer who thinks there was 
nothing wrong with Pegg's comments.  "Actually, in my very controversial 
opinion, you might be setting women back with this kind of stuff- 
because people just get annoyed, build up a negative opinion of 
feminists, and their arguments become less effective."
]]></content:encoded>
</item>
<item>
<title><![CDATA[Blogger accuses Simon Pegg of sexism, objectifying cosplayers]]></title>
<link>http://www.rps.net/QS?ID=494</link>
<description><![CDATA[Here's blogger Courtney Stoker laying into Simon Pegg for some 
appreciative comments he made about Comic-con attendees dressing up like 
Princess Leia: <a href="http://storify.]]></description>
<author>stone@rps.net (Quintin Stone)</author>
<category><![CDATA[Internet]]></category>
<category><![CDATA[Rant]]></category>
<category><![CDATA[People]]></category>
<guid isPermaLink="true">http://www.rps.net/QS?ID=494</guid>
<pubDate>Sat, 21 Jul 2012 10:42:51 CDT</pubDate>
<content:encoded><![CDATA[
Here's blogger Courtney Stoker laying into Simon Pegg for some 
appreciative comments he made about Comic-con attendees dressing up like 
Princess Leia: <a href="http://storify.com/cnstoker/cosplayers-are-geeks-too">http://storify.com/cnstoker/cosplayers-are-geeks-too</a><P>

Did Pegg claim the Leia cosplayers were there to fulfill his sexual fantasies?  Since Stoker makes the claim multiple times, let's take a look at that first.  Clearly the phrase "sexual fantasies" doesn't appear in any of his tweets.  Did he imply it then?  "I've got a thing about cosplay girls" he says.  "They're like zombie stormtroopers, a glorious combination of beloved things."  Then he posts the pic and describes Homer Simpsons trademark sound of desire.<P>

Does Simon Pegg have a sexual fantasy regarding Leia cosplayers, and what is it?  It's not clear because he, of course, never mentions sex or sexual fantasies.  But here's the thing: a sexual fantasy by definition involves sex.  So it's really unlikely that just <i>looking</i> at a picture of girls in bikinis fulfills any kind of fantasy.  That wouldn't be much of a fantasy!  An actual sexual fantasy would involving <i>having sex</i> with them.  Did Simon Pegg say he was going to have sex with them?  No.  Did he claim that the whole reason they dressed up was to sex him up good and proper?  Of course not.  Did he suggest that they were "existing solely for [his] fantasies"?  Fuck no.<P>

So bullshit count so far: 1.<P>

Stoker's other initial accusation is one of objectification.  She doesn't entirely explain <i>how</i> Simon objectified them, or what she means by the term.  Online dictionaries are rather sparse on its meaning, so let's see what Wikipedia has to say:
<div style="{margin-left:20px;border-style:dashed;border-width:1px;padding:4px}">"Sexual objectification refers to the practice of regarding or treating another person merely as an instrument (object) towards one's sexual pleasure, and a sex object is a person who is regarded simply as an object of sexual gratification or who is sexually attractive. Objectification more broadly is an attitude that regards a person as a commodity or as an object for use, with little or no regard for a person's personality or sentience."</div><P>

In Stoker's view, how did Simon objectify the women?  She doesn't say in her tweets.  She just repeats "objectifying" and "turning women into objects".  Is it expression appreciation, or the way he did it?  Here's what she says on her blog: "This kind of attitude is really common and really destructive. It reduces cosplayers down to objects, and suggests that they are NOT fellow geeks, but actually decoration. They are only there to serve as fantasy fodder for male geeks. You know, the actual PEOPLE in this equation. (A good sign you're objectifying women: you're comparing them to food.)"  What attitude is she talking about?  Saying they're a combination of beloved things?  <b>He never specifies what those beloved things are.</b>  It's probably the donut reference that really got to her.<P>

Except he wasn't <b>comparing</b> the girls to donuts.  Homer Simpson is a notorious oaf who makes a gurgling sound when he sees anything, food or otherwise, that fills him with longing; donuts are probably the most iconic subject.  Simon was trying to pick something self-deprecating and humorous that almost everyone would recognize.  Was it a crude method of expressing appreciation for beauty?  Yeah, definitely.  Was he saying that the women are objects, that they're like food to be eaten?  No.  God no.<P>

Bullshit count: 2<P>
	
Finally, she talks about agency.  "Sexuality implies some agency on their part."  What I don't even.  As if these women were forced, at gun point, to make and then wear these costumes.  The slave Leia costume, worn only in 1 part of 1 Star Wars movie, when Leia was captive of the disgusting Jabba the Hutt and forced to deal with his advances and nasty slimy tongue.  An outfit so revealing and sexy that it became an iconic symbol of geek fantasies for decades to follow.  (On Friends, Jennifer Aniston's character even wears it at Ross' request.)  Stoker would have us believe that not only are these cosplayers completely unaware of the history of the costume, they are also completely oblivious to the fact that wearing a bikini costume expresses some kind of sexuality, and then of course she'd also have us believe they had absolutely no choice in the matter.<P>
	
Bullshit count: 3, 4, 5!<P>

Hopefully, in the future, Simon Pegg will have a little more sense than to try and engage the loonies, assholes, and trolls that go out of their way to pick a fight with him.


]]></content:encoded>
</item>
<item>
<title><![CDATA[Some people call him Maurice]]></title>
<link>http://www.rps.net/QS?ID=493</link>
<description><![CDATA[Date: Thu, 15 Mar 2012 11:15:17 -0400<br>
From: Ryan North &lt;ryanqnorth@gmail.]]></description>
<author>stone@rps.net (Quintin Stone)</author>
<category><![CDATA[Internet]]></category>
<category><![CDATA[Personal]]></category>
<guid isPermaLink="true">http://www.rps.net/QS?ID=493</guid>
<pubDate>Thu, 15 Mar 2012 14:20:21 CDT</pubDate>
<content:encoded><![CDATA[
Date: Thu, 15 Mar 2012 11:15:17 -0400<br>
From: Ryan North &lt;ryanqnorth@gmail.com&gt;<br>
To: Quintin Stone &lt;stone@rps.net&gt;<br>
Subject: Re: NICE TRY, SPENCER<p>

Absolutely!<p>

On 14/03/2012 11:33 AM, Quintin Stone wrote:<br>
&gt; Does Spencer speak of the pompitous of love?<br>
]]></content:encoded>
</item>
<item>
<title><![CDATA[Skyrim: Next mod]]></title>
<link>http://www.rps.net/QS?ID=492</link>
<description><![CDATA[<p>Here's some before-and-after shots from the first stage of my next mod 
(utility mod, adds new types of weapon stands, containers, some fixes, and 
more).]]></description>
<author>stone@rps.net (Quintin Stone)</author>
<category><![CDATA[Games]]></category>
<category><![CDATA[Personal]]></category>
<guid isPermaLink="true">http://www.rps.net/QS?ID=492</guid>
<pubDate>Wed, 07 Mar 2012 10:10:12 CST</pubDate>
<content:encoded><![CDATA[
<p>Here's some before-and-after shots from the first stage of my next mod 
(utility mod, adds new types of weapon stands, containers, some fixes, and 
more).</p>

<p><img width=320 height=200 
src="http://cloud.steampowered.com/ugc/505766590285649492/4E4E3C394F14E155FE9C782B69BE78164B202558/">

<img width=320 height=200 
src="http://cloud.steampowered.com/ugc/505766590285637443/4834810DB7620913A8E68CD6DFC2FF694D05AD0C/"></p>

<p><img width=320 height=200 
src="http://cloud.steampowered.com/ugc/505766590285645988/00B7652FCF73301EA08C63F116E97BA0F04F6A85/">

<img width=320 height=200 
src="http://cloud.steampowered.com/ugc/505766590285639543/2DA4122591D15170782E32FF4D0996FC5032787F/"></p>

<p>In vanilla Skyrim, there are just some weapons you don't want to put on 
a shield/weapon plaque.  Basically anything that's not symmetrical except 
for battleaxes, which they managed to get right.</p>
]]></content:encoded>
</item>
<item>
<title><![CDATA[Skyrim: Q's Windhelm Basement]]></title>
<link>http://www.rps.net/QS?ID=491</link>
<description><![CDATA[<p><a 
href="http://steamcommunity.]]></description>
<author>stone@rps.net (Quintin Stone)</author>
<category><![CDATA[Games]]></category>
<category><![CDATA[Personal]]></category>
<guid isPermaLink="true">http://www.rps.net/QS?ID=491</guid>
<pubDate>Wed, 07 Mar 2012 09:56:15 CST</pubDate>
<content:encoded><![CDATA[
<p><a 
href="http://steamcommunity.com/sharedfiles/filedetails/?id=14288"><center><img border=1
src="http://skyrim.nexusmods.com/downloads/images/11825-1-1332620735.png"></center></a></p>

<p>Windhelm's Hjerim is a fine estate, but worthy of <b>The 
Dragonborn</b>?</p>

<p>The true Dovahkiin needs a place to display his prizes, treasures, 
trophies, and spoils of war. This mod adds the option to purchase a 
basement addition to the house in Windhelm. Within it you'll find 10 new 
mannequins, display cases of assorted sizes, wall plaques, and a dozen 
weapon racks. In the corner are 4 tall bookshelves, with a knapsack, 
satchel, and locked safe. Extra weapons and armor can be stored in various 
chests. A full smithing chamber is provided, complete with smelter and 
component storage. </p>

<p>Along the back wall are plaques for your symbols of rank: a wall 
plaque 
for each Hold which can grant the title of Thane. Each plaque is adorned 
with a shield to indicate the source of the weapon. </p>

<p>The cases and ranks and mannequins all come empty, waiting for you to 
fill 
them with your story. <p>

<p>Once the mod is installed, talk to the steward of Windhelm. The 
basement 
is another decoration option you can purchase. When you do, the ladder 
down will be unlocked. </p>

<p>Get from <a 
href="http://skyrim.nexusmods.com/downloads/file.php?id=11825">Skyrim 
Nexus</a></p>

<p>Get from <a 
href="http://cloud.steampowered.com/ugc/506891845341214645/E3920B41869608AC870927C96B899A0ABE02E1D2/">Steam Workshop</a></p>
]]></content:encoded>
</item>
<item>
<title><![CDATA[Meat Part 3]]></title>
<link>http://www.rps.net/QS?ID=490</link>
<description><![CDATA[Sunday brunch was a pair of chicken parm sandwiches made from chicken that 
had been soaking a full day in brine.]]></description>
<author>stone@rps.net (Quintin Stone)</author>
<category><![CDATA[Personal]]></category>
<guid isPermaLink="true">http://www.rps.net/QS?ID=490</guid>
<pubDate>Mon, 11 Apr 2011 09:42:48 CDT</pubDate>
<content:encoded><![CDATA[
Sunday brunch was a pair of chicken parm sandwiches made from chicken that 
had been soaking a full day in brine.  Except for a single salty bite that 
suggested I could have washed the breast a little more thoroughly, it was 
the best chicken I've cooked myself.  Sadly I did not have any blocks of 
whole milk mozz cheese, so I used a slice of provolone as the base and 
added shredded mozzarella and shredded parmesan.
]]></content:encoded>
</item>
<item>
<title><![CDATA[Meat Part 2]]></title>
<link>http://www.rps.net/QS?ID=489</link>
<description><![CDATA[For dinner, a New York strip steak pan broiled in a dollop of bacon fat 
with salt and ground garlic.]]></description>
<author>stone@rps.net (Quintin Stone)</author>
<category><![CDATA[Personal]]></category>
<guid isPermaLink="true">http://www.rps.net/QS?ID=489</guid>
<pubDate>Sat, 09 Apr 2011 21:17:49 CDT</pubDate>
<content:encoded><![CDATA[
For dinner, a New York strip steak pan broiled in a dollop of bacon fat 
with salt and ground garlic.  The marinade taste was a tad too strong 
though, so either I should not have let it marinade too long or I should 
have watered it down some.  Also I forgot to set a second timer and 
let the 2nd side cook a little too long.  But still delicious.
]]></content:encoded>
</item>
<item>
<title><![CDATA[Meat Orgy Weekend]]></title>
<link>http://www.rps.net/QS?ID=488</link>
<description><![CDATA[This afternoon I started off my meat orgy weekend with a BBQ bacon 
cheeseburger, made from 1/3 pound of 80/20 ground beef and freshly cooked 
bacon on top.]]></description>
<author>stone@rps.net (Quintin Stone)</author>
<category><![CDATA[Personal]]></category>
<guid isPermaLink="true">http://www.rps.net/QS?ID=488</guid>
<pubDate>Sat, 09 Apr 2011 21:09:59 CDT</pubDate>
<content:encoded><![CDATA[
This afternoon I started off my meat orgy weekend with a BBQ bacon 
cheeseburger, made from 1/3 pound of 80/20 ground beef and freshly cooked 
bacon on top.  A couple hours was spent prepping the rest of the meat, 
marinading the ribs & steak, brining the chicken breasts.
]]></content:encoded>
</item>
<item>
<title><![CDATA[Minecraft subway]]></title>
<link>http://www.rps.net/QS?ID=487</link>
<description><![CDATA[My first minecraft subway!]]></description>
<author>stone@rps.net (Quintin Stone)</author>
<category><![CDATA[Games]]></category>
<guid isPermaLink="true">http://www.rps.net/QS?ID=487</guid>
<pubDate>Tue, 28 Sep 2010 09:18:03 CDT</pubDate>
<content:encoded><![CDATA[
My first minecraft subway!
<object width="853" height="505"><param name="movie" 
value="http://www.youtube.com/v/eRdP2P96MKU?fs=1&amp;hl=en_US"></param><param 
name="allowFullScreen" value="true"></param><param 
name="allowscriptaccess" value="always"></param><embed 
src="http://www.youtube.com/v/eRdP2P96MKU?fs=1&amp;hl=en_US" 
type="application/x-shockwave-flash" allowscriptaccess="always" 
allowfullscreen="true" width="853" height="505"></embed></object>
]]></content:encoded>
</item>
<item>
<title><![CDATA[Civilization 5 (Update)]]></title>
<link>http://www.rps.net/QS?ID=486</link>
<description><![CDATA[It got here earlier than expected!]]></description>
<author>stone@rps.net (Quintin Stone)</author>
<category><![CDATA[Games]]></category>
<guid isPermaLink="true">http://www.rps.net/QS?ID=486</guid>
<pubDate>Thu, 23 Sep 2010 17:24:25 CDT</pubDate>
<content:encoded><![CDATA[
It got here earlier than expected!  Time to crush some nations.
]]></content:encoded>
</item>
<item>
<title><![CDATA[Civilization V]]></title>
<link>http://www.rps.net/QS?ID=485</link>
<description><![CDATA[The USPS reports my copy of Civilization V should arrive tomorrow!]]></description>
<author>stone@rps.net (Quintin Stone)</author>
<category><![CDATA[Games]]></category>
<guid isPermaLink="true">http://www.rps.net/QS?ID=485</guid>
<pubDate>Thu, 23 Sep 2010 14:09:09 CDT</pubDate>
<content:encoded><![CDATA[
The USPS reports my copy of Civilization V should arrive tomorrow!

<P>

What, digital distribution?  Pfft!  I like phyiscal manuals!  Plus, it was 
$10 off. :)
]]></content:encoded>
</item>
<item>
<title><![CDATA[Google Backgrounds]]></title>
<link>http://www.rps.net/QS?ID=484</link>
<description><![CDATA[Google famously flubbed their new background procedure today.]]></description>
<author>stone@rps.net (Quintin Stone)</author>
<category><![CDATA[Internet]]></category>
<guid isPermaLink="true">http://www.rps.net/QS?ID=484</guid>
<pubDate>Thu, 10 Jun 2010 17:49:50 CDT</pubDate>
<content:encoded><![CDATA[
Google famously flubbed their new background procedure today.  The problem 
wasn't that the background was a bad idea, it was the fact that they 
flubbed the removal procedure.  Users (ones who don't use iGoogle that is) 
got a default background and they could change it, but "removing" the 
background reset it back to the default image -- not the normal white.  
And of course most of the images made the white text nearly impossible to 
read.  Hopefully it's been a learning experience for them.
]]></content:encoded>
</item>
<item>
<title><![CDATA[Down the street]]></title>
<link>http://www.rps.net/QS?ID=483</link>
<description><![CDATA[I confirmed yesterday that there's a new gun store opening up down the 
street from my house.]]></description>
<author>stone@rps.net (Quintin Stone)</author>
<category><![CDATA[Guns]]></category>
<category><![CDATA[Personal]]></category>
<guid isPermaLink="true">http://www.rps.net/QS?ID=483</guid>
<pubDate>Thu, 25 Mar 2010 14:06:57 CDT</pubDate>
<content:encoded><![CDATA[
I confirmed yesterday that there's a new gun store opening up down the 
street from my house.  I'm so excited!  A shame it couldn't be a whole 
indoor shooting range.
]]></content:encoded>
</item>
<item>
<title><![CDATA[Grand Theft Auto 4 Addendum]]></title>
<link>http://www.rps.net/QS?ID=482</link>
<description><![CDATA[I realized there were a couple of things I forgot to mention in my review, 
for completeness's sake.]]></description>
<author>stone@rps.net (Quintin Stone)</author>
<category><![CDATA[Games]]></category>
<category><![CDATA[Review]]></category>
<guid isPermaLink="true">http://www.rps.net/QS?ID=482</guid>
<pubDate>Mon, 15 Mar 2010 13:59:54 CDT</pubDate>
<content:encoded><![CDATA[
I realized there were a couple of things I forgot to mention in my review, 
for completeness's sake.

<P>

Like I said, I played the PC version, so the quality of the <b>port</b> is 
worth discussing.  GTA4 was originally a console game and later ported to 
the PC.  Overall they did a decent job, with a few quirky instances of its 
console roots showing through.  At first I thought the bizarre 
shadow-rendering was part of that but from what I hear, the shadows looked 
strange on the 360 too.  The other graphical oddity I've seen is quick 
camera spins can create a stray texture that obscures the ground at about 
chest level and then it slowly dissolves away to once again reveal the 
road and ground, etc.  I have no idea if that happened on the 360 or not.

<P>


PC controls are okay.  They let you remap most keys, but the problems 
arise when it comes to interacting with nonstandard things.  Like the cell 
phone, which was designed to be accessible with a gamepad.  On the PC you 
have to hit a lot of keys to use it and a lot of keys to get rid of it (if 
you're not in a vehicle, having your phone out is a royal pain because you 
can't run or use a weapon).  When trying to enter a phone number manually, 
you can't use the keyboard keys to simply type it in.  You have to use 
arrows keys to highlight each number on the phone keypad individually 
(ugh).  This is similar to entering your initials into the QUB3D arcade 
game, you can't type them, you have to use the arrow keys to scroll 
through the alphabet.  The game's menus are generally okay, with something 
just off about them.

<P>

There's no ability to take a screenshot!

<P>

Like so many games ported from a console, the save system is poor.  The 
only place you can perform a manual save is in one of your safehouses and 
doing so advances the game clock by 8 hours, because you sleep as part of 
the save.  There are a number of save slots available, which is good.  
There's an auto-save performed at the end of each mission and many of the 
sandbox activities, which is also good.  Of course, if you load one of 
those auto-saves, you will <b>not</b> find yourself in the same place 
where you saved.  Instead, you'll be located in the nearest safehouse and 
the clock will be advanced by 8 hours, as if you slept to do a manual 
save.  And of course, everything in the city will be reset.  In a word: 
<b>LAZY!</b>

<P>

Screw up a mission and you're given the option to restart.  Sometimes 
this is the same as loading from your last save though, except without 
all the ammo you expended during the attempt.  There's no mid-point 
milestone saves, so if a mission is particularly involved and long, you 
might screw up at the end and have to repeat the beginning part over and 
over again until you get it all right.  The very last mission of the 
game had this problem.  I had to do the same gun battle about a dozen 
times because the finicky part after it was giving me trouble.

<P>

The mouse-controlled driving camera works well except that it annoyingly 
keeps trying to return back to the chosen camera location after about 2 
seconds.  And the available camera defaults are all too low for my tastes.  
So I swing the camera back up and I have to keep compensating for the fact 
that the stupid game wants to return my camera placement back down.  Yeah, 
that shit might be helpful on a console; not on a mouse-driven PC.  And 
then there the occasions that pointlessly lock the camera into a fixed 
position: some (not all) carjackings and driving up to pick-up a friend.  
I can understand the stunt jumps trying to be move cinematic.  The other 
ones make no sense.

<P>

Like San Andreas, GTA4 has shops and <b>clothes and accessories</b>.  But 
the selection is bafflingly small.  You start near a "Russian" shop which 
has a small array of frumpy and utilitarian apparel.  Once you get to 
Manhatten, you can access three more store, though 2 of them are the same 
chain for some reason.  One is a hipster shop, with clothes meant to be 
chic and modern.  The other is a formal-wear shop with expensive suits and 
dress shoes.  That's it.  You can buy sunglasses and regular glasses, 
though you have to squint to tell the difference because the sunglasses 
are so lightly tinted.  You can buy a furry hat or a ballcap... or go 
hatless.  Once you've made your purchases and you're trying on your 
wardrobe back in a safehouse, you encounter the other problem with outfits 
in GTA4: the interface for changing clothes is atrocious.  Use the arrow 
keys to cycle through clothing for chest, face, head, legs, and feet.  
It's terribly slow because of the fade-out and fade-in involved with every 
single change.  There's no way to filter what kind of outfits you want to 
try on.  It doesn't tell you the name of the current piece.  You can't 
pick pieces by name, only cycle through them all.  It just leaves me 
wondering why they went through the hassle of putting this stuff in the 
game and then did a half-ass job of it.

]]></content:encoded>
</item>
<item>
<title><![CDATA[Grand Theft Auto 4]]></title>
<link>http://www.rps.net/QS?ID=480</link>
<description><![CDATA[There were a number of sites declaring Grand Theft Auto IV to be a 10/10 
game.]]></description>
<author>stone@rps.net (Quintin Stone)</author>
<category><![CDATA[Games]]></category>
<category><![CDATA[Review]]></category>
<guid isPermaLink="true">http://www.rps.net/QS?ID=480</guid>
<pubDate>Wed, 10 Mar 2010 14:11:48 CST</pubDate>
<content:encoded><![CDATA[
There were a number of sites declaring Grand Theft Auto IV to be a 10/10 
game.  It's good, I'll agree.  I would not rate it quite that high though.  
(And keep in mind, I played it on the PC.)

<P>

So how does GTA4 differ from previous iterations of the series?

<P>

We'll start with <b>driving</b>.  There's no mouse control of the cars, 
which sucks.  It takes some getting used to, controlling only with the 
keyboard.  The reason you can't drive with the mouse is they added the 
ability to aim fire while driving.  I know that in Vice City you could 
only shoot directly left or right and I can't remember now how San Andreas 
did it.  The shooting is definitely much more convenient, with almost 360 
degrees of aiming.  Of course, your choice of weapons is limited (no 
assault rifles or rocket launchers from the driver's seat).

<P>

Cars in GTA4 have far too little traction, and the real beaters and crappy 
cars can drive as if their tires are made from congealed cooking fat.  
High-end cars are much better at gripping the road.  The emergency brake, 
necessary to get some good sideways slides and fast turns, will 
temporarily disable both your ability to steer (to some degree) and to 
accelerate.  While in a sideways slide, your spinning drive wheels won't 
give any traction at all until you slow down.  Kind of annoying, I wish it 
felt more authentic.

<P>

<b>Combat and weapons</b> work pretty well.  Right mouse button puts you 
into aim mode, left button shoots.  Melee weapons and hand-to-hand combat 
use a lock-on system, where your right mouse button locks onto a 
particular target and then when you move, it's in relation to your target, 
and when you swing, stab, or punch, it's at that target only.  The mouse 
controls here were a bit twitchy.  The game (a console port) did not quite 
recognize very very minute mouse movements, so if you try to aim 
<i>too</i> precisely, your mouse won't move at all.  GTA4 also has a cover 
system, whereby you hit a key to take cover behind a wall or barrier, then 
you can pop out and fire or shoot blindly.  It's pretty useful, especially 
the blind-fire.  I just wish it was more reliable.  Sometimes you'll be 
rapidly sliding the mouse to move your crosshairs and it just won't react.  
This only happened with using cover.  So other than the flakiness with the 
cover system, combat in GTA4 (at least on the PC) is pretty solid.

<P>

Ever since GTA3 came out, Rockstar has been trying to incorporate more of 
a <b>story</b> into the GTA games.  And they've all, more or less, 
revolved around organized crime.  This seems to be the easiest way to 
weave a narrative around a sandbox game where you can run people over 
without a second look from the cops.  The character's personality is far 
more defined here than in GTA3, where your silent protagonist was a blank 
slate for whatever the player wanted to bring.  In GTA4, the problems 
arise when the actions of your main character (Niko) are completely at 
odds with what he says.

<P>

GTA4 is two games at war.  One, a sandbox game where the player can wreck 
havoc on an unsuspecting metropolis, go on grand crime sprees, and indulge 
in epic shootouts with police.  The other game is a wannabe-Scorsese mafia 
drama told through cut scenes, with nearly as many betrayals as it has 
characters.  It's a bit self-indulgent and long-winded and takes itself 
far more seriously than it should.  And when the two games interact, 
problems arise.  The cut scenes and dialog are all laid out in advance, 
with little flexibility or openness to player choice.  Thus the game 
easily presents situations where Niko in a cut scene expresses reluctance 
to perform violence, just after finishing up a mass murder spree.  Or if 
you don't make the choice to hang out with certain characters outside of 
the story missions, you'll be left wondering scratching your head at some 
of the character dynamics in cut scenes.

<P>

What most impresses people is the realizing of <b>the city</b>.  The 
game's setting of Liberty City is a scaled down rendition of New York City 
with a bit of Jersey City.  The illusion is very impressive.  You can get 
around by car, taxi, subway, and there are bridges and tunnels connecting 
the islands.  The architecture of the buildings reflect their location 
(skyscrapers in their version of Manhattan, industrial buildings along the 
harbors).  The smallest prying reveals the illusion right away, of course.  
While many of the buildings will have stairs or ladders that let you 
access the roof, the insides can't be reached because the majority of the 
doors are fake.  There are a few stores that can be entered (clothing 
only), some bars, a few restaurants, a couple of strip clubs.  Everything 
else is a mirage.  Now I'm not saying that Rockstar should have created a 
fully interactive model of New York City!  That would be a ridiculous 
task, at least for a game like this.  It's just that people need to 
realize what you can and can't do before jumping into the game with false 
impressions.  Liberty City can give you a great sense of immersion, but as 
soon as you try to do anything, you're reminded of the fact that it's just 
window dressing.

<P>

As you encounter more and more characters in the progressing storyline, 
many of them will go into your phone as contacts.  Some of them you'll be 
able to call up and go do social activies with, like bowling, darts, 
drinking, that kind of thing.  These are your <b>friends</b>.  The game 
tracks how much they like you and for some of them if their appreciation 
gets high enough, they'll offer to do special favors for you.  One girl 
had the ability to give me health over the phone if I called her.  Another 
was able to get police to stop chasing me (as long as my offenses weren't 
<i>too</i> egregious).  The irritating side to friends is that you have to 
keep doing crap with them or you'll lose their approval.  Then the favors 
stop.  Sometimes they'll call you in the middle of some goings-on and nag 
about how you never hang out anymore.  Turn them down and their approval 
drops.  A nice idea, but poorly implemented.

<P>

Grand Theft Auto games are famous for having <b>sandbox</b> environments, 
with near total freedom to go and do as you please.  GTA4 is no different, 
with an even bigger city than ever before.  And without the need to drive 
through along boring country roads to get from one area to another, as 
they did with San Andreas.  Some aspects of the sandbox will only get 
unlocked as you progress through the story missions, however.  There are 
locations around the city where you can find weapons; except these only 
start appearing after certain missions make them available.  So you cannot 
ignore the missions and expect to get the full experience of the sandbox 
(especially since the other islands are closed to you initially).

<P>

With all the moves forward with GTA4, what were the <b>steps back</b>?  In 
their drive to make a more serious story-based experience, Rockstar tossed 
out a number of game aspects that I really enjoyed.  There's no buying or 
controlling property now.  You get a few safehouses as you progress 
through the missions; they're just places to safe your game and change 
your clothes.  (You can also watch TV there, if you're so inclined.)  A 
safehouse has a parking area out front where you can stash cars so that 
they'll persist if you leave or load a game.  This area's pretty small 
though: you can only park 2 large cars in it.  It's not as nice or 
reliable as the garages you'd get in Vice City though.  And the safehouses 
are far apart, so if you find your have no room to park, it's a hell of a 
drive to get to the next one.

<P>

So there's no owning property the brings you income or gives you access to 
cars.  The money thing doesn't bother me.  I do hate having to hunt around 
for nice cars though.  (As I said before, the crappier cars can't drive 
worth shit.)  Your properties won't have weapons readily available at them 
either.  It used to be that you'd find "packages" around the city and as 
you grabbed them, you'd unlock various stuff at your safehouses.  Not in 
GTA4.  Instead, you hunt pigeons (flying rats) and you have to exterminate 
<b>all</b> 200 of them before you get <i>anything</i>.  And even then, 
it's 1 thing: a military helicopter placed the top of a single building (I 
have not yet unlocked this).

<P>

They dropped the chop shop part of San Andreas.  No more customizing a car 
you're really fond of (with the tiny parking spots, you probably wouldn't 
have anywhere to put it anyway.)  GTA4 has nicer 60s American muscle cars 
than San Andreas did; a shame the most common ones -- the Dukes (a '69 
Charger) and  the Stallion ('68 Cutlass) -- are two of the worst handling 
cars in the game.  The Sabre GT is a blast to drive though and looks 
great, much like the Sabre Turbo in Vice City (my favorite of that game).  
There are a few specialized vehicles in the game that have parts that look 
like they should function (forklift, car-carrier with ramp) except that 
there's no apparent way to work them.

<P>

They did away with some staples of the series: while you can still hunt 
criminals from a cop car with the help of the police computer, there are 
no taxi missions, no ambulance missions, no firetruck missions.  This is 
the biggest deficiency of the game.  The sandbox nature of GTA is really 
crippled when you take away the most popular alternatives to the main 
missions.  So what do you do in the game without them?  Drive and cause 
mayhem.  There's side mission to collect cars for a shadowy Stevie 
character.  Go bowling?  Play darts?  They're fairly shallow mini-games 
with (IMO) poorly implemented controls.  And I still haven't gotten the 
handling of putting spin on my ball when I bowl.

<P>

I'm kind of frustrated that Rockstar seems to have a habit of taking one 
step back for every two steps forward when it comes to the GTA games.  
Somewhere there has a vision of what the games should be and it just 
doesn't seem to match mine.  They want to turn it into a serious vehicle 
for crime dramas, no matter how at odds that may be with the gameplay 
mechanics.  Even so, it's a really good game, especially for a console 
port.  And it didn't hurt that I only paid $7 during the Steam holiday 
sale for it.
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