Monthly Archives: February 2013

Persona 3

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As we head toward Spring Break, I’d like to share with you one of my favorite games, and one I’m looking forward to playing in those long hours in which there’s nothing to do. Shin Megami Tensei: Persona 3 is a rather interesting specimen of a particular genre called the JRPG. For those of you who aren’t fully familiar with them, Japanese Role-Playing Games are often characterized by turn-based combat, non-customized main characters, and linear story lines (think Final Fantasy). Shin Megami Tensei (or “True Goddess Reincarnation”) is a series of games that focus on the machinations of people in an established universe.

Basically the idea is this: There is a 25th hour in each day, known as the Dark Hour. During the Dark Hour, most people are peacefully asleep within magically conjured coffins (just roll with it), but monsters lurk outside to try and disturb their dreams. That’s where your characters come in, because they remain aware during the Dark Hour, and can fight the monsters to keep everyone safe. How? Well, you use spectral entities that draw on portions of your personality, framed after the Arcana cards found in the average Tarot deck, and referred to as Personas.

Combat is centered around physical skills, and those that require your Personas, and this in turn leads to my favorite part of the game: the social element.

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Apart from the combat aspect is the social one, in which you have free time to go around and talk to various characters, each representing one of the Arcana symbols (the businessman above represents the Devil, go figure). Talking to them creates what the game labels as “Social Links,” which get stronger and level up as you get to know the characters better. Leveling up the social link  will make Personas that fall under the corresponding Arcana stronger. Take President Tanaka for example: His Arcana is the Devil, so if I were to use a Devil persona after leveling my social link with him, it would be stronger because of it.

The best comparison I think I could make would be to a more popular series: Pokemon. In Pokemon, you gather creatures to fight for you, and then use their unique abilities to defeat various enemies. Persona is along similar lines, but you have the extra layer of social links on top of it, which allow you to take a break from combat for a while and do something else. What makes it truly good, though, is how the two aspects are intermarried. Social links are worth it just to see the interesting characters, but they also serve a larger purpose in helping with the overall gameplay. Similarly, the Pokemon-style gameplay is fine with a game that you only pick up occasionally on a hand-held console and then put down again, but with a console game it could easily get repetitive. Persona avoids this problem by adding that extra dimension to the game, which keeps the combat feeling fresh and new because of the connections made between these two separate aspects.

Now, you may be reading this and thinking to yourself: “What is he talking about? That doesn’t sound like fun at all.” If so, I understand, but I’d say give it a try if you have a few dollars to spare, and a lot of time.

War Diary #4 – Heroes

It always seems that, at some point, we all encounter the prevailing sentiment that our service men and women are heroes. A hero is a “man of distinguished courage or ability, admired for his brave deeds and noble qualities.” Dispensing with whatever patriarchal sentiment dictionary.reference.com may possess, it’s hard for me to accept that anyone who joins the military must be praiseworthy, noble, brave, etc. After all, they’re there to protect our freedom, right?

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One of my favorite war films, which you may or may not have seen mentioned in Stahl’s recent class reading “Why We Support the Troops.” Fundamentally, Stanley Kubrick’s Full Metal Jacket is not one but two movies, each detailing a different aspect of wartime. First, and in my humble opinion most memorably, is the boot camp film, which follows a group of trainees being steadily turned from wide-eyed, naive boys to cold, remorseless killing machines.

The Vietnam War marked a significant point in which depictions of war became far less heroic, far more brutal and real. As the first televised war, Vietnam brought us brutal images of slaughters at My Lai, the execution of helpless prisoners of war, and the deplorable conditions of the native populace. Americans watched as the death toll climbed higher, and the images became more graphic still, gradually stirring their discomfort with the war. Full Metal Jacket gives us some perspective on what might lead to atrocities such as these.

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The movie begins with this quite somber scene, playing a very soft song to the image of future Marines being shaved before arriving for service. The focus in each cut is the facial expressions of each man: sad, resolved, blissfully unaware, even in shock, they come in all kinds. Above all, I can easily see the feeling captured in this scene, and it was likely that of many of the men chosen to serve in the war. The tune is low, somber, sad, but also seemingly at peace. Many future soldiers were likely devastated as they were chosen to fight, but ended up taking time, weighing consequences, and accepting their fate. This feeling can be further elucidated when one listens to the lyrics themselves: “America has heard the bugle call / And you know it involves us one and all. / I don’t suppose that war will ever yield / There’s fighting that will break us up again.” Heavy stuff, and it’s only a taste.

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The boot camp scenes in this film don’t hold back at all. We hear every second of the brutal, mocking, vaguely southern drawl of Gunnery Sergeant Hartman (pictured above) as he shoves these unwilling recruits through exercise after exercise. Our characters react in different ways to the training. Private Joker, named such for insulting the Sergeant in the first scene, is more or less the film’s protagonist. Throughout, he passively accepts the realities around him, seemingly going along with all the violence and mental conditioning while secretly believing that it’s all bullshit. Many of his straight-faced statements appear as if they couldn’t possibly be anything but satirical. In an interview during the war scenes, he says: “I wanted to see exotic Vietnam, the jewel of southeast Asia. I wanted to meet interesting and stimulating people of an ancient culture and… kill them. I wanted to be the first kid on my block to get a confirmed kill.”

The satiric nature of this statement is pretty obvious. Being the “first kid on my block” to do something refers to the prevailing consumerist sentiment, wanting to have “more” than those around you. In this case, he twists it to being about violence and death, perhaps saying something about some possible motivations for joining in the war. Others are not so introspective.

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When they actually enter the war, our members of Marine Corps boot camp encounter some people who learned the lessons of becoming killers a little too well. One particularly infamous scene from the movie, though only a few minutes long. Joker and his new friend Rafterman have to ride in a helicopter with machine gunner on the door who yells “Get some!” while firing at random civilians for no apparent reason. He gloats about all of his “dead gooks killed.” Joker asks if he killed women and children, to which he responds: “Sometimes.” When Joker asks him “How could you shoot women, and children?” Finally, he responds almost jokingly: “Easy, you just don’t lead ’em so much! *laughter* Ain’t war hell?”

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Another, more long-lasting character, called Animal Mother, had similar nihilistic professions to make. As they all pay their last respects to a dead comrade, one man says: “At least they died for a good cause.” AM responds: “What cause was that?” “Freedom?” “Flush out your headgear, new guy. You think we waste gooks for freedom? This is a slaughter.”

What this tells me about war, or what it makes me think, is that some people can deal with the horrid things they have to do and see by removing the emotional impact behind it. Killing becomes not a horrible display of destructive force, but rather simply as something to be tolerated, accepted. There is no reason for it, there is no goal, there is just killing in the name of victory. I have to wonder how many troops actually think this way, and think of killing as an insignificant, everyday activity.

Returning to the point, about whether our troops are really heroes or not: It’s difficult to say. Kubrick’s portrayal definitely gives a message that not all of our troops are necessarily good people, or out to serve the cause of freedom and justice, but they definitely go through a lot to become what they are. Adversity can become a crucible that tests our resolve and virtue, but not all will pass the test unscathed.

 

War Diary #3 – Reality

Last week I use the War Diary to discuss my personal disconnection from war and conflict, and how some of our modern technology could be creating a similar distance even for those who serve our country. Call of Duty 4 provided us with a near-perfect example of disconnection: jaded gunship pilots raining death down from the skies in a manner that could only be described as apathetic, nonchalant. People had been reduced to dots on a screen, “hostile units” to be wiped out in black plumes of smoke, never to be seen again. It doesn’t take too long to wonder what it would be like to see the other end of the devastation. And what do you think happens to the pilots, as they lie awake at night, thinking about all the human life they’ve tragically snuffed out? Luckily, I’m not the first person to ask this question, as Spec Ops: The Line gives us warfare on both ends: physical devastation on one hand, and mental degeneration on the other.

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Make sure you’re ready before you click on this image. It will be disturbing.

Give the image a click and you’ll see probably the game’s most chilling scene. To give you some background: You play as Captain Walker, a Delta Force agent sent into storm-shattered Dubai on a search for survivors from a missing United States Infantry unit known as the Damned 33rd. When you arrive, however, you discover things are worse than you could have imagined. Armed looters run around almost entirely unchecked, survivors struggle to eke out even the barest existence, and the 33rd sustains its power through a brutal rule, disconnected from accountability to the United States government. Why Walker and his companions remain in Dubai after the conclusion of their mission is not an easy question to answer, but their restless journey will take them through the very heart of darkness.

What I love so much about Spec Ops: The Line is that it does not merely talk the talk of being an anti-war game, it walks the walk. Call of Duty gives us some intense combat, and a perhaps satirical jab here and there, but Spec Ops takes us down into the dirt and shows us violence in a pure, unsaturated form, so much that its horror becomes self-evident. The devastation we wreak is not just left to our imagination, it’s right in front of us: We have to wade through the burned out husks we’ve made of what were once honorable men with families, friends, personalities, lives of their own. There are also attempts made to humanize the enemy soldiers, such as through the casual conversations we see them having while not in combat. It truly makes them appear like they are human beings rather than merely obstacles.

This is not to even touch on the cruel irony of it all: The same civilian lives your trip to The Gate was meant to save end up destroyed instead. Violence waged ostensibly in their defense was the very violence that destroyed them. No matter how we try to justify it This horrid image reminds me of the quandary I’ve always experienced when trying to figure out if I support a war: Can the measures we take to defend ourselves distort what we are, to the point that we are no longer worth defending?

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But this is only one half of what Spec Ops looks into. The destruction, as it turns out, works both ways. The three Delta Force operators who enter Dubai on a simple mission start as wise-cracking, friendly, and duty-bound, but end up in a much worse state. As Captain Walker gains more and more scars from battle, his mental deterioration and that of his crew fully on display as well. Their yells of “Reloading!” or “Take out that sniper!” become “God-dammit I’m out!” or “Get this motherfucker off me!” The strain in their voices increases, and they begin to bicker between themselves.

Spec Ops has almost single-handedly changed the way I look at violence in any kind of medium. Instead of just numbly beholding it, I have to wonder what is going on behind the cold eyes of our protagonists and antagonists, how these characters think of the lives they are snuffing out. I even look further, into myself, and how much these pornographic images of violence are distorting even my views of the human condition and the value of human life. Maybe the sheer naked force of violence corrupts all that it touches, a mindless destruction that should be avoided at all costs, and corrupts even that which attempts to justify its use. In a way, Spec Ops depressed me, but I feel like the narrative experience and subsequent discussion regarding this game has helped me grow as a person, and look at violence in a worse way.

You may view it as sad, that it took a video game to do such a thing, but whatever the change might be, I’m given to looking at war in an entirely different manner now. It feels strange, but I think I might be closer to the truth of what I should feel.

Droning on…

So tonight I had the pleasure of attending a PSU Debate Society event with my stupendous classmates Mike and Steve, and our wonderful teacher Anne. It was a worth wile experience, and I’d recommend that anyone reading should probably attend any PSU Debate event they have the slightest interest in. Odds are they’ll go away from it with some food for thought and maybe even some changed conclusions.

The debate format was interestingly deliberative, in the sense that there was a limited ability for each side to stand up during the other’s constructive speeches in order to voice disagreement. I much prefer this format to the other formal debates I’ve seen, which call for a complete separation between speaking times to the point where penalties are imposed for crossing that boundary. The contributions made were interesting, and the need to keep on your toes rather than adhere to an entirely pre-prepared speech really fosters knowledge about the topic.

Further, audience interaction and deliberation was interesting as well. The system of Parliamentary Debate allowed for a lot of interaction not only between members of the audience, but also between the audience and the debaters. I had a particularly interesting discussion with an Air Force ROTC member who brought a point up I hadn’t thought of before (always nice for a debater). Mike, Steve, and I got to be among the floor speakers (all male, I would note), and each contributed meaningfully to the discussion in our respective ways. I would again suggest that anyone even remotely interested in or informed about subjects the Debate Society deals with attend their events, preferably with a friend.

Questions, Questions

1. How is your writing process for the CI posts similar to other blogs we’re doing? Different?

I’d say it’s similar in length and personal interest, but compared with a Passion blog is definitely a lot more formal and less personal. A Civic Issue is something that could potentially affect a lot of us, and it’s thus way more important to get things right. It also lends itself to more intense discussions and opinions, and it always helps to have a solid foundation for discussions of that kind lest they become uninformative.

2. What, now that you’ve read several, do you think makes a good CI post?

Gwen Fries. (Just kidding! (partly))

In my experience, a good CI post will teach us something new, present us with a perspective that is not commonly offered, or otherwise interest us. What makes these issues “civic” is their potential for debate, discussion, and different possible resolutions, so anyone speaking up on that issue should be able to inform us about the discussion with facts, and eventually help add their own unique perspective and commentary to the larger discussion itself (to the extent that it is possible to do so from such a platform).

3. What did you learn from comments on your post? How did they change your thinking about your post or your topic?

I don’t think I’ve learned or changed my thinking based on any of the comments I’ve gotten. Patrick gave a very interesting response to my second post, and though our opinions no doubt still differ on the subject, the goal was to establish a little more common ground than already existed, and perhaps get some people to think in a slightly different way. That being said, we’re very early in our careers as civic issue documenters, and I hope to get some more interesting comments in the future.

4. What did you learn from reading your peers’ CI posts? What did they do that you’d like to emulate?

I learned a bit about the history of presidential politics from Gwen, and something about athletics from Patrick, as well as some interesting approaches to CI posts. One thing I’d like to emulate is the tendency to not only address but challenge existing perceptions of the topic. I’ve attempted to do so in my most recent post, but I have a feeling I can do better with it.

5. Where do you see your CI blog going for the remainder of the semester? What are your goals for your remaining two to three posts, and how do you plan to accomplish them?

What I’d like to do is get into some more complicated lessons, some subtle issues, and perhaps some more contentious material. The field of race is rife with commentators who specialize in it, or otherwise have something specific to say about it, and no doubt there will be plenty to say about it all. I hope to achieve a higher standard of research and proofreading in my latest post, and incorporate a lot more media to make the posts more visually interesting. Hopefully this can be accomplished without too much stress.

FTL: Faster Than Light

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I know you’ll all be disappointed, but this week we’re actually not going to be talking about much in the artistic direction. No, now I’m just going to use this blog to tell you all about a fun game that I’ve been playing a lot lately. As you’ve probably gathered by now, the game is FTL: Faster than Light, and above this paragraph is a picture of it.

Let’s start with the story: You are the captain of the Kestrel, the last hope for the fading Galactic Federation. The long arm of the Rebel fleet lurks behind you always, moving ever closer toward the last Federation base in existence. Your mission is simply this: survive long enough and travel far enough to relay the message.

What I think is unique about this game is that it’s very easy for you to develop your own style of play. Your ship starts out with just a bare minimum of equipment, but as you go along you can get more power, more weapons, more utilities, etc. Every sector you travel to is completely random, so no two games will ever be the same, and your ship and crew will always be different by the end. You also control every aspect of the ship: where your crew members stand, what they do, how much power you have and where it’s allocated, which weapons you’re using, what part of the enemy ship you want to target if you choose to fight, etc. etc. There are lots of interesting (and dangerous) things out there for you to see and experience, so you’ll be able to play this short game many times through before it gets stale.

The reason I chose this game for the blog, though, was to highlight one particular aspect of gaming in general. Games can be easy, moderately challenging, very difficult, or outright murderous. Unlike any other media, the game takes your skill and intelligence to finish, and there’s never anything quite like seeing that final confrontation take place, the thing all your hard work was building toward, when just one false step will mean having to start it all over again and things go absolutely down to the wire. FTL gave me one of the most satisfying gaming experiences that I’ve had in a long time, mostly because it is very difficult, and there’s a lot you need to learn before you can hope to reach (let alone complete) the final three-part boss fight. That being said, I consider my time with FTL well spent, and there are worse ways to spend $10.

War Diary #2 – Distance

So, I unfortunately wasn’t able to take my own video for this one, since I didn’t want to play Call of Duty 4 up to this point again, and all the workarounds I tried didn’t work, so instead credit goes to syoun678 on Youtube for this one: http://www.youtube.com/watch?v=xAscuD4loh8

If you would be so kind as to watch (please do so because it’s kinda crucial to the subject of this post), take note of the responses you hear in the background while you’re gunning down all those little man-shaped dots on the ground. “Hot damn!” “Enemy personnel on the road.”  “Copy, smoke ’em.” ‘Ka-boom.”

If you were curious, this is what an AC130 Gunship looks like.

If you were curious, this is what an AC130 Gunship looks like.

When I played this game at first, this was one of the most striking scenes for me, because it’s just so much like… a video game. Weird, huh? Anyway, what I mean by that is that you’re so unbelievably detached from the fighting compared with the rest of the game. While the visuals aren’t entirely photo-realistic, they give good enough approximations of human beings for you to be fighting, but not here. Now all you have is a bunch of tiny black dots on the ground, and little plumes of smoke come up when you click that make them go flying in all directions… And the chatter from all the men on the radio makes it sound like they’re playing a fun video game as well, or at least one that’s not too engaging. The sheer lack of interest, even amusement at all the little plumes of dust, which coincidentally happen to contain within them the shattered remains of what was once a unique, irreplaceable human being, is a tad chilling when you think about it.

I suppose what I’m getting at here is that in my personal estimation, war is a far away thing. I could never imagine what it would be like to be one of those horrified souls who, with death raining down from the skies, has the whole of his life flashing before his eyes. I also can’t imagine what it would be like to stare another man (or a woman!) down knowing that we both want to kill eachother for reasons that are equally ingrained in both of us. What technology seems to have done is make for us a war that requires neither of those things, where one can just sit in the relative comfort of a gunship thousands of feet in the air and rain death down on helpless specks that hardly resemble human beings. (While I personally doubt that the interface is exactly as simple as Call of Duty 4 makes it out to be, I can’t see operating an unmanned predator drone as being any more humanizing than that.)

Also, in a larger societal context, I have not contributed at all to the war effort. I haven’t saved fuel, food, water, electricity, or anything else to conserve it for future military use, as was required in World War II and others. I go about my daily life almost completely oblivious to the fact that there are people fighting and dying half a world away (some would say “for my freedom”) who lived in my country, said the same pledge to the flag, felt the chill go down their spine when terrorists destroyed the World Trade Centers. As I believe we mentioned in class, war is now something the populace merely has to tolerate a war, not actively participate and condone it. This very much disturbs me, and I think I should be fighting harder to make sure that wars waged partly in my name are truly justified, and doing whatever I can to change the minds of those who disagree with me. After all, this is life and death we’re talking about, isn’t it?

This gets me thinking that perhaps even some of the members of our own armed forces have this distance from war and conflict. After all, delivering radio signals from thousands of miles away is hardly what you’d call intimate involvement with a conflict. What goes through a person’s head when they order a missile strike that will undoubtedly kill people? Does it even feel real?

I guess where I’m going with all of this is that we may need a lesson in empathy. When I think about the fire bombs used on Japan in World War II, the mass devastation they caused, the hundreds of thousands of lives they took and the millions they left without homes, I think about the technological genius that must have gone into crafting such a weapon. Instead, what I should be thinking about, is what a horrid waste of genius this is, how world-shattering it must have been to see fire falling from the very air, to desperately try to put out a flame that could not be stopped, that was burning everything I had on this Earth, to slowly gasp for air after realizing too late that the inferno took my life’s breath away.

Honestly, I don’t know what the solution is. Perhaps if we all had perfect empathy, most of us wouldn’t be able to go to war. I don’t know about anyone else, but that suits my purposes just fine.

The Racial Contract – Part 2 (History)

“All whites are beneficiaries of the Contract, though some whites are not signatories of it.”

I didn’t quite understand this point Mills made in The Racial Contract at first. After all, how could it be that I am the beneficiary of a contract which I never signed, and the terms of which were never dictated to me for my consideration? Once I got to reading the rest of his book, however, it’s more clear what he was talking about. Mills’ point is a very important one in terms of historical fact, but it might also help us understand modern points of view on certain subjects: namely, affirmative action.

Now, I know what you may be thinking: “Why give preference to one race over another in college admissions? After all, the playing field is level, now that the Civil Rights Act has been passed. I know there was discrimination in the past, but now I’m the one being discriminated against, aren’t I?” While I’m not trying to put words into anyone’s mouth, I would like to unpack this sentiment somewhat to show what I mean.

Perhaps the crux of this is the idea that the playing field is, in fact, level. The problem with this notion is the tacit assumption that the modern day exists as a “neutral baseline” as Mills puts it, that “That’s just the way it is” and the existing order should not be questioned. This is severely problematic when we begin to understand just the extent to which history and past events shape our present reality.

Think about it like this: For hundreds of years of U.S. history, blacks were considered either not human at all (property, “chattel”), or as second-class citizens who did not deserve the full complement of rights and privileges accorded normal citizens. This reality unquestionably led to problems with employment, disproportionate poverty, disproportionately poor education, and numerous other economic disadvantages. After this long history, in 1964, the Civil Rights Act declared major forms of discrimination against minority groups to be illegal. Now what? Did that enormous wealth inequality simply dissipate, and bring African Americans to the same level as the whites who had been benefiting from their suffering for so long?

The only reasonable answer to this question is no. While some of the previous inequities have been addressed in the legal and political realm, there is still a whole lot to be addressed elsewhere. Equality now exists as an assumed “equality of opportunity,” an abstraction that is not always applicable. Open discrimination is now prohibited, but more subtle forms have taken its place, such as Mills’ example of the codes used by certain employers to refrain from hiring blacks even though the specific racial information was not present. Even discounting discrimination, there is still a huge wealth gap, which takes an extremely long time to close. Affirmative action is an attempt to address the inequality that came from hundreds of years of oppression and second-class citizenship.

Whether or not you agree with the policy of affirmative action, I hope that you at least acknowledge that there is a reason behind it, and that the present should not be taken as an established norm that just “is what it is.” By beginning to question what is behind the things we take for granted, we might be able to better understand the truth, rather than seeing the present day, and the eras of slavery and Jim Crow as simply separate sets of facts.

For an interesting historical overview of affirmative action, and a look toward President Obama’s view on it, you can take a look at this news story from my online deliberation source: http://www.theroot.com/blogs/blogging-beltway/how-will-obama-handle-affirmative-action

Mills, Charles W. The Racial Contract. Ithaca: Cornell UP, 1997. Print.

Portal 2

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If you’ve been following my blog since the beginning, you no doubt remember my post about the first Portal game, and about how it’s one of the best interactive narratives I’ve ever seen. Its sequel, Portal 2, is possibly an even more comprehensive and interesting narrative experience. For those of you who are unfamiliar: Portal is essentially about a young girl named Chell, caught in a series of intelligence tests hosted by the company Aperture science, and run by an artificial intelligence called GlaDOS. It becomes increasingly clear throughout the first game that GlaDOS does not care much about Chell’s safety, and that the tests are a lot more lethal than is readily apparent. Eventually, Chell is able to get off the rails set before her and fight GlaDOS, causing the entire testing center to explode.

Portal 2 picks up several hundred years after the first game, starting with the same main character being effectively frozen in time as the ages pass by around her. When she wakes, she finds the entire testing center almost entirely destroyed, with only some small vestiges of the formerly massive complex remaining. Eventually, Chell’s adventures lead her deep below the testing center, into a long-abandoned section of Aperture Science. While there, she hears the story of one man…

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His name is Cave Johnson, CEO of Aperture Science. As you walk through these old testing chambers, he instructs you with pre-recorded messages, as if you were one of the original test subjects:

“Welcome, gentlemen, to Aperture Science: astronauts, Olympians, war heroes, you’re here because we want the best, and you are it. So, who’s ready to make some science? Now, you already met one another on the limo ride over, so let me introduce myself: I’m Cave Johnson, I own the place.”

But this original triumphant greeting slowly degenerates when you realize just what the testing center is all about. Apart from being an enormous wreck of its former self, the testing center’s original purpose wasn’t entirely benign, as this little number will attest to:

“For this next test, we put nano-particles in the gel. In layman’s terms, that’s a billion little gizmos that are gonna travel into your bloodstream and pump experimental genes and RNA molecules and so forth into your tumors. Now, maybe you don’t have any tumors. Well, don’t worry. If you sat on a folding chair in the lobby and weren’t wearing lead underpants, we’ve taken care of that too.”

Not so pretty, is it? Throughout the testing chambers, these prerecorded messages tell the tale of Aperture Science’s fall from grace. Where at first astronauts, Olympians, and war heroes were the test subjects, the company was forced to turn to the homeless, and eventually their own employees. Cave himself undergoes a similar deterioration, both physical and mental, mirroring the company around him.

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As you go along, his voice starts to become more faint, and he begins to cough. The sickness slowly pervades and gets worse. He goes from driven and cynical to borderline insane in a way that’s almost pitiable. His formerly taunting yet informative messages become indecipherable rants. Cave Johnson’s descent into madness is mirrored by the player’s journey through the crumbled empire he created. The story is told in a subtle, clever manner, hidden behind some sharp, pitch-black humor, all while you solve challenging physics-based puzzles.

Only in a game could this kind of experience occur. So many elements: level design, narration, music, gameplay, pacing, all work together to create a sense of atmosphere that hammers a story home in an extremely effective way. Given that so many tools go into making a game, it’s truly a sight to behold when all of them work together so harmoniously for a single purpose. And, might I add, this is only one small section in the entirety of Portal 2. If you choose to play it yourself, there’s a whole lot more to be discovered.

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Deliberating, Reflecting, and Writing

Using the advice of John Gastil in Political Communication and Deliberation, I plan on critiquing my involvement in online deliberation using the following criteria:

1) Sources and Reliability (pg. 287) When Gastil talks about a study in which a nonprofit association studied the reliance on sources with apparent bias in the media, it struck me as being important that not only should deliberation have sources, but these sources should also be balanced, objective, and preferably lacking in self-interested motivation for the topic at hand (as lobbies for the oil industry in environmental issues would have).

2) Civility and Focus (pg. 46) Gastil quotes Jonathan Klein of CNN in response to Jon Stewart’s criticism of Crossfire as saying: “I doubt that when the president sits down with his advisers they scream at him to bring him up to date on all of the issues.” Simply put, while passion and fiery debate does not always indicate a lack of substance, sometimes personal involvement and emotion can get in the way of a discussion of the issues at hand, leading to a lack of focus. I hope to see this avoided in my online deliberation experience.

3) Critical Understanding (pg. 7) The very first chapter of PCAD talks about the three values a state must possess to be democratic, inclusion, effective participation, and enlightened understanding. Given that everyone has an equal chance to participate in an online forum, and that messages in any given comments section are relatively equal, the third is the most important part. Rather than simple statements, critical, enlightened understanding will lead to effective discussions that thoroughly examine multiple aspects of an issue, weigh pros and cons, and come to a final conclusion having considered more than one point of view.

4) Self-Awareness (pg. 9) Using the example of air pollution, Gastil examines the complicated nature of civic issues, making the point that everyone in a given discussion must concede that no solution is perfect, and that different competing values are involved. For example, a factory could take an action that would have benefits on health, but the cost may be too great and may lead to lay-offs or reduced productivity. In this case, the value of health goes against the value of efficiency, and participants must be aware that the decision they are making is between these two separate values.

5) Diversity of Opinion (pg. 16-17, 61) Gastil quotes Susan Herbst as saying: “The hallmark of an oppressive society is the absence of a rich and varied public sphere where citizens can convene to debate vital questions of the day.” A further section of his talks about “spiral of silence” theory, the idea that people shy away from presenting opinions not held by the majority, and that this silence leads to the silence of others. A good way to determine whether good deliberation is occurring is whether participants are being critical of the mainstream opinion of the rest of the site. Even if it’s only done for the sake of argument, or to further refine a point, one must avoid the “echo chamber” method of discussion, in which people simply loudly agree with one another and make an unwelcoming environment for alternative points of view.