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Section 8

June 18, 2008 by L. Bane. Leave a Comment

Ever the source for political incorrectness, Steve Sailer has a new article up discussing the dynamics of section 8 housing.

But Rosin shows at great length that it’s not “paranoia” at all—poor people really do destroy suburbs. The tearing-down of Memphis’s inner city projects, while making Memphis’s historic downtown more fashionable for young white professionals, has launched a crime wave in the inner suburbs.

This piece actually solves two issues that I’ve been too lazy to rectify in my mind:

    • First, what has made so many inner city areas suddenly habital again? There’s even slick condos on Clevelands near west side, an area given up for gone no more than fifteen years ago.
  • Second, why have so many formally decent suburban areas gone to pot? Forest Park in Cincinnati and Maple Heights in Cleveland both spring to mind. I’m sure some demographic issues don’t help, but still.

It turns out that the two are directly related through, get this, government mismanagement*.

First, inner city government housing which should have never have been built in the first place is torn down under assumption that the hellish conditions of the projects are caused by concentrated poverty rather than the hellish inhabitants. Second, section 8 housing is handed out to those same occupants so that instead of having to work hard to live in a nice area, said occupant can just mooch on the efforts of others. All this is done with the thought that when the moochie beholds his neighbor struggling to actually pay for his house while paying taxes so that the mooochie can live next to him; that Mr. Mooch will realize the errors of his ways and start working smart and hard for his place in society which he gets for free anyway. Or something like that…

“… the match was near-perfect. On the merged map, dense violent-crime areas are shaded dark blue, and Section 8 addresses are represented by little red dots. All of the dark-blue areas are covered in little red dots, like bursts
of gunfire.
The rest of the city has almost no dots. … they were amazed—and deflated—to see how perfectly the two data sets fit together.”

*Mr. Sailer trys to make the point that section 8 is part of long term, well thought out government strategy to aid developers. I only wish our politicians were smart enough to be that corrupt.

Filed Under: law and order, politically incorrect

Xenosaga II, A Comparison

May 7, 2008 by L. Bane. Leave a Comment

Xenosaga II

Hopefully they’ll find a way to cram some numbers and gauges into the boring bottom left corner of the screen on the next episode.

Pluses: The deepest RPG combat system I’ve played to date. Improvements to the story and artwork over Xenosaga I.

Minuses: A deep combat system means that even routine battles turn into drawn out affairs. The skill upgrades (casting magic, etc.) is largely a waste of time.

After assuring that I would play no more of the series, Kid Sandmich picked this one up for me for Christmas. I thought the story from the first one was OK and I loved the set designs as well so I had something to look forward to going in.

First off I was a little disappointed to see the chintzy items given to me by this game as a reward for completing the first game; I was kind of hoping for some additional levels or skill points. However, this iteration has been so completely revamped that it feels like a completely different game so any expected bonuses may not have matched up. Much like the original, this game again is delightfully paced with the play time slipping in at under 40 hours. Some grinding is expected, but probably less so than the typical RPG. This is fortunate since the battles can be rather involved at times.

Early on in the game I was upset to see that copious level grinding wasn’t making the battles any shorter or easier. It was then I learned that the game all but requires a semi-complicated use of chains, combos, and vulnerability exploits in order to easily get through any battle as well as to have any prayer at all of making it through a boss battle. This differed from the previous edition, and all other RPGs I’ve played, as the individual battles here are much more geared toward strategy and peppered with puzzles. I was used to applying differing skills and techniques to difficult boss battles in other roll playing games, but Xenosaga II takes it a step further and is closer to a tactics game than a roll playing game. This setup made individual ‘grind’ battles much more entertaining as a whole and it was fun figuring out how to quickly discharge opponents. This changed into a problem later on in the game though when intricate, yet repetitive five to ten minute minor league battles seemed to exist solely to pad out the playing time. The game does take some mercy on the player though by eliminating around two thirds of the defeated opponents instead of respawning all of them when leaving an area and coming back.

Additionally, one irritating aspect from the first game got ported over to this version is the cheating AI that gets to break your combo at will. As is typical, a combo consists of consecutive hits to a single opponent; the higher the combo, the more damage subsequent hits cause. Combos are much more critical to this game than the first episode since it’s well expected that the only way to defeat most enemies in a prompt fashion is to rack up a large combo by using various forms of chicanery. I can understand bosses getting a little leeway but every peon in the game gets the option of interrupting a strategic execution. It’s as if the developers determined that the easiest way to increase the game’s difficulty was to allow for the field goal posts to get moved when the computer opponent was about to get knocked onto the ropes.


This episode focuses much more on Junior and Momo, two of the genetically engineered, lab grown replicants realians.

Being a Xenosaga game there are a generous number of cut scenes. I should mention that the previous edition piled on hours of disjointed cut scenes that featured spotty voice acting in an effort to cram as many plot points and characters into the story. Don’t get me wrong it was still entertaining, but the story in this second episode corrects many of those missteps and focuses on a handful of well voiced characters and brings some sanity to the first episode’s everything-but-the-kitchen-sink approach to storytelling. This cuts back on the game time somewhat, and the wheels do eventually get a little wobbly toward the end in what seems to be an afterthought effort to open up questions for the final installment; but overall it’s an improvement on the first episode.

What wasn’t an improvement was the moderately changed system for acquiring and using “skills”. The game had maybe a half dozen worthwhile “skills”: ‘heal’, ‘super heal’, ‘revive’…and…um…I’m sure some others. The remaining hundred or so abilities had very limited applicability and were difficult to acquire. This whole portion of the game seemed like it got halfway changed from the original, but then was abandoned due to the release schedule. That’s a shame since if it was tightened up (like if you were able to freeze an opponent and actually have it work) that would have turned an already decent strategy sim into an excellent one.

Filed Under: gaming

RPG!

December 18, 2007 by L. Bane. Leave a Comment

I’ve liked role playing games since I was a wee one, but I’m late to the electronic versions of RPGs since I never really thought that the graphics and limited game play on the early gen stuff could compete with the wide open, albeit imaginary, areas of a traditional RPG like Dungeons and Dragons. That changed when my brother turned me onto Final Fantasy X. If there was ever a gateway drug this was it since FFX is, at least in my very limited experience, one of the best single player RPGs to date.

It’s worth pointing out that computer RPGs work much like their pen and paper ancestors: you start out with a base character(s) that fight monsters so that they can level up and fight harder monsters while gaining special abilities. All this leveling should sit atop a story that makes it worthwhile to spend hours in dungeons and whatnot leveling up your (hopefully) entertaining characters.

With that, let’s take a look at some RPGs that I’ve blown some time on while I wait for Final Fantasy 13….

Xenosaga: Episode I

Synopsis: In the future Japanese anime type characters have to fight aliens and misguided…others, in order to…do….something.

Good points: Logged in at a brief (by RPG scales) 40 hours worth of game play. The game nails the ‘space opera’ motif with gargantuan ships performing feats that might be envisioned by the more pioneering minds. The artwork is quite ‘Star War’-sie with narrow platforms over deep gaps and lots of flashing lights, robots, and all the other appropriate sci-fi stuff. Characters for the most part are entertaining. Oh yeah, did I mention that this series of games is best known for being watched for as long as they’re played due to the length and frequency of their (for the most part excellent) cut scenes?

Bad points: Some enemies are uneven with bosses ridiculously harder than the run of the mill monsters in the dungeon and some bosses much easier than the creatures you had to fight to get to them. Like many newer RPGs you get more characters than you can have in battle at any one time, leading to half your characters sitting ‘on the bench’ and not fighting and thus (for the most part) not leveling up. The number of Characters and skills are wide, but shallow and for the back third of the game I found myself using the same two moves with the same three characters over and over and over again. The plot appears to have a Christian theme that was written by non-Christians (like all these games, it was made in Japan). I found out at the end of the game that ‘Xenosaga 1’ isn’t like the Final Fantasy games wherein Final Fantasy 1-12 have absolutely nothing to do with each other; ‘Xenosaga 1’ is actually the first of a trilogy that I probably won’t get around to playing out, despite the favorable reviews for the final entry.

Star Ocean: Till the End of Time

Synopsis: Galactic losers assault backwards planets and fourth dimensional near-do-wells.

Good points: Dungeon design is some of the best I’ve seen and the game features a punchy soundtrack. The story for the first half of the game is involving and interesting.

Bad points: The story eventually takes a third rate ‘Matrix’ type turn which elicits groans more than anything else. About the same time, in order to artificially pad the play time, the dungeon monsters get ridiculously overcharged further exposing the game’s absolutely horrid leveling system wherein your characters can only really level up in a rather arbitrary bonus scheme. Fast paced battles are devoid of strategy and are more closely related to a dungeon crawler like Diablo. New abilities seem to be handed out randomly and bench characters don’t level at all, meaning that adding new, irritating level 1 characters halfway through the game is completely pointless. I made it to the final boss, but didn’t make an effort to beat him since I knew there’d be another serving of inane dialog on the other side of the fight. And lastly, and the big rub for me, despite being sold with a sci-fi motif, the game has very little to do with anything remotely ‘sci-fi’.

Final Fantasy VII

Synopsis: Square’s classic RPG where a rebel group of misfits attempts to save the planet.

Good points: I’ve not played an RPG that started as quickly as this one (check out the remade beginning cutscene). Although quite dated (it’s ten years old at this point), someone took the time to re-do the character artwork (via the Reunion Patch) for the PC version, that I obtained completely legally. The characters are all quite entertaining, ‘bench’ characters level up (for the most part), and the story moves along nicely with some unexpected twists. Overdrives, summons, and swappable magic add a great deal of strategic depth to battles.

Bad points: What do you think of an extra large scoop of Japanese ‘Pagan Christianity’? Most aggravating as well is Square’s habit of putting mini-games into a game engine that’s in no way built for action since their character controls are optimized for moving in one of four directions*. The final boss all but required a secret ‘weapon’ that required about four hours worth of one such minigame and everyone in the Sandmich house was ready to murder the man who conceived of the chocobo.

*Apparently those crappy minigames have a draw somewhere since they’ve started making mobile versions of them.

Filed Under: gaming

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