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Cake day: June 3rd, 2023

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  • Let me add one thing more, that a realistic aesthetic brings with it certain expectations. For example, I don’t question how Security Bots in Bioshock refuel themselves, or fly, or recognise intruders. I don’t ask how come the turrets in Portal never run out of bullets (though it’s answered as a gag in one of the videos). They’re not presented as realistic, and I don’t expect them to be. But when you make the choice to use realistic miniguns in Talos, those questions are going to bubble up to the surface, like “Where’s the ammo box on that thing?” and “Who’s maintaining these on islands in the middle of nowhere?” and “Scratch that, who’s making them?” and “If Elohim (yeah real subtle name there) did all this then why bother with a machine that requires maintenance in the first place instead of a magic pillar of fire or smth?”



  • I can say I was put off at first glance by the “realistic” aesthetic, with props like jammers and minigun turrets that have an unnecessarily detailed, grounded look when as a puzzle game, graphics should not be the focus of the experience. A stylised, or minimal, graphical style would put the focus firmly where it belongs - on the puzzles themselves.



  • The Federation makes it quite easy to quit a term of service before completion (even during war time)

    I’m fairly sure it’s mentioned that once war broke out Rico was no longer allowed to leave, but he didn’t pay much attention because his two years weren’t up anyway.

    once someone has quit they are never allowed to enroll again. This is to ensure that all volunteers are dedicated, whilst also discouraging people from leaving.

    On the contrary, the Federation deliberately makes leaving as easy as possible to get rid of anyone who would otherwise leave later, or worse stay and let his squaddies down in a way that would get them killed. You can’t just up and leave (though no effort is made to find you if you desert), but at any time you can ask to see a superior, get your papers voided, and walk out off base.

    This is because Federal Service is tough and dangerous (by design). It can involve joining the Military, being a Human Guinea Pig, testing survival equipment or Manual Labour.

    This is a funny one. On the one hand, in execution it’s mentioned those physically unfit to serve in the military do get any pointlessly dangerous job available. But in principle, many speeches are made specifically saying military service is what makes someone worthy of political rights, because of the responsibility of military service. Someone counting the hairs of venomous caterpillars (an example job given in the book) has no responsibilities that could harm or help the country he’s serving.









  • I expect any war game or film to be at least somewhat propaganda-ish, though some do it with more nuance than others.

    My go-to example of an anti-war war game is Ace Combat. Despite having licensed planes from Lockheed, Grumman, Sukhoi and many other real life defense manufacturers, every single depiction of the wars in its games are negative. In fact, one of the most often cited criticisms of Ace Combat 5 is that it took the anti war message too far and became preachy.

    This is the Ace Combat 04 between mission storyline, it’s twenty minutes and is a nuanced view of the war you fight in those missions, from the perspective of a young boy in a city occupied by the enemy.


  • Bioshock games (and System Shock before them) have in-game systems for reviving protagonists after death. Sometimes they’re Quantum Reconstructors that need to be turned on in each level to use them, sometimes they’re Vita-Chambers ready to use, sometimes it’s your all-in-one utility companion Elizabeth with a medical bag. In all cases you’re free to continue the fight after your death, though sometimes with penalties like restored enemy heath or monetary costs.