garote: (castlevania 3 sunset)

One of the earliest and most memorable computer games I played as a kid was "King's Quest II", for the Apple IIe. It was pretty hard, and I only managed to get about 1/3 through it, because there was a bridge in the game that would collapse, sending my character plummeting into a canyon. I never figured out that the bridge could only be crossed a set number of times before it would always collapse, and the saved game I was playing only had one crossing left.

So I remained stumped, until I got a "hint book" as a Christmas present. The book was full of questions with empty boxes beneath them, and you could run a special pen over the boxes, causing the answers to slowly fade into view before your eyes. I revealed the answer to "Why does the bridge keep collapsing?" and slapped my forehead, then started the game from the beginning, carefully counting the times I crossed.

Later that day I finished the game. All the rest of the puzzles were easy, and I barely needed the hint book, but I used the marker to reveal all the answers anyway. From those I realized there were multiple way to solve some of the puzzles, which added a few more hours to the fun.

Over dinner that night I said "Let's get King's Quest III!"

My father smiled and said "Well, the last one cost 40 dollars, but eight months of entertainment for 40 dollars is a pretty good deal, so we'll see."

I played and enjoyed King's Quest III, and then King's Quest IV, but that was the last sequel that would run on Apple computers. Then I left for college, and everyone was playing console games and getting well into 3D graphics. King's Quest V, VI, and VII came and went, but I was distracted by multiplayer games and girls.

When King's Quest VIII appeared, I only got vague news of it from gaming magazines and the early internet. I read that it was a massive departure in tone and technology from the earlier games, and that disoriented all the people playing and reviewing it. I assumed it wasn't very good, and wouldn't sell.

Fast forward 25 years...

Apparently the game found an audience, and once a patch was released to fix the glitches in it, reviews and ratings went up. It's true that it was weird, and very unlike the rest of the series, and suffered greatly by being too ambitious for the scrappy state of 3D graphics technology at the time. To be honest, in terms of both visuals and motion, it looks ugly now, even while 2D games from years earlier still look completely acceptable to the modern gaming eye.

For a fun comparison, check out this bundle on the "Good Old Games" retro gaming site. They're selling Kings Quest VII and King's Quest VIII in one package, and they show screenshots from each side-by-side. Flip though and you'll see nice-ugly-nice-ugly-nice-ugly-nice-ugly...

Still, I got curious, and discovered a few video walkthroughs of the game. While watching those I noticed that the background music was eerily compelling, and had a sudden need to hear it in more detail. There were mp3 versions of some of the musical cues sitting around online, but I wanted higher quality. So I went to the source: The Internet Archive copy of the original King's Quest VIII CD-ROM.

I downloaded that, mounted the disc in an emulated copy of Windows XP, and went trolling around. Turns out there are hundreds of files just sitting there on the CD:

But what is this ".AUD" format? Well, long story short, I tried a bunch of different utilities in both Windows and Mac, and eventually did this:

  1. Copy all the .AUD files into a folder on the Mac
  2. Install ffmpeg via homebrew
  3. Go to the folder via Terminal, and run for i in *.AUD; do ffmpeg -i "$i" "${i%.*}.WAV"; done

That gave me a long list of uncompressed audio files to work with, and I went poking through them, and gathered the longest ones into an hour-long collection, converted to Apple Lossless format with proper tags.

Here, have an hour-long compilation of music from King's Quest: Mask of Eternity.

And then I discovered something else. There are some voicover outtakes scattered into the rest of the audio.

"There is a curious slot in this pedestal. Something must fit here. Let me try... this. Zip... Ugh... Ow... No, doesn't work."

And so on. In all their horrible glory, here they are. Another amusing detail is that in addition to the usual walkthroughs, you can find complete transcripts of the game made by automated software trawling through the data files, and the outtakes are right there in the transcripts. Surely someone else has noticed these in nearly 30 years? Good grief, I hope so.

Anway, I recommend the music. To me it sounds like a companion ambient album to the soundtrack of the film Labyrinth. (Another favorite of mine.)

garote: (zelda minish tree)
My brain really messes with me sometimes. I had a long complicated dream this morning, all of which was weird, but the end of which was especially screwy:

I was a kid, about 16 years old. I emerged from some kind of teleportation device in the living room of the family home. Previously I had just been outside another house, several miles away, and seen a huge redwood tree fall over. It might have hit a building nearby but I wasn’t sure.

I walked from the living room to the kitchen. My sister was there, and she followed me. Outside we found my brother. He was standing in the grass between the road and the house, looking into the distance. I followed his gaze and saw a big column of smoke a few miles away. Looks like the tree had hit something after all, and started a fire.

Between us and the smoke was thick forest, of mixed trees. Redwoods and pines and oak trees all growing among each other. Unlike my sister and brother, I could fly. I took off at a run and launched myself into the air. I could only go about eight feet above the ground, but it was enough to speed me towards the smoke. I followed the road at first, but it turned away so I went into the forest, and then passed over a shallow lake. At the far side of the lake was a thick group of oak trees, all covered with moths, to the point where I saw more moth wings than leaves. All the moths had their wings folded like they were Monarch butterflies resting mid-migration.

I took this in, then saw smoke drifting around the trees. Looking down I saw tiny points of firelight on the ground, as though the fire was spreading like some kind of underground organism, sending little shoots upward to emerge from the leaf litter like mushrooms. Each little fragment of fire glowed and moved like a flower, and just grew bigger without actually spreading to the leaves around it. Well weird.

Turning around in mid-air I looked back across the lake, and saw little points of fire emerging from the shore, moving around the edge of the lake and towards the road, and my house beyond. I could hear my brother and sister in the distance, yelling and running around. They were stomping on the tiny fires, trying to drive them back from the house. I couldn’t save these moth-covered trees but perhaps I could help save the house. I flew back over the lake.

When I got to the house, it was getting dark. Little bits of fire were smoldering all over the ground, which was wet as though it has just rained. I couldn’t find my brother or sister, but I could hear them both shouting nearby in the forest. I half-ran, half-glided in their direction. The forest canopy closed overhead. The ground was very uneven. Huge decayed stumps poked out of the ground, some with holes in them, filled with leaf litter or open like animal dens, leading down. I passed clusters of massive fiddlehead ferns. There were still points of firelight on the ground, but fewer now. I could hear my bother and sister shouting ahead of me. Then I paused, and listened closer, and realized their voices weren’t coming from ahead... They were coming from below.

And they were oddly distorted and wordless, as though it wasn’t them, but some kind of creature making sounds to mimic them. All of a sudden I realized something in the forest, or perhaps the forest itself, was trying to kill me. It wanted me to crawl into one of these holes and get trapped.

"Where are you?" I shouted, hoping that my actual brother or sister would respond. I turned back in the direction I thought I’d come, towards the house, but there seemed to be more low branches. I couldn’t fly so I slogged across the ground, through increasingly thick leaf litter. The ground was very uneven and messed with my sense of direction. "Where are you?" I shouted again.

That’s when I heard them both again. Their voices were strangely echoing, and they spoke in unison:

"We’re behind you."

I knew it was a trick. The forest was trying to make me spin around and lose my sense of direction. I struggled through the branches, but there were even more branches beyond them. I was getting more tangled. At the corners of my eyes I could see an indistinct light, growing. It didn’t illuminate anything around me. I just seemed to be interfering with my own ability to see the branches I was trying to move. Some kind of faerie-light? A will-o-the-wisp coming towards me? I had no idea. I heard my not-brother and not-sister again: "We're behind you..."

I stopped struggling. I was done for. Whatever was after me had won. The light at the edges of my vision grew and grew, and the forest receded into darkness.

Abruptly I realized I was awake, and looking at the darkness of the inside of my face mask. The mask had been displaced, and what I’d thought was faerie-light in the dream was actually daylight leaking in around the edges.

Now, there are a lot of questions I could ask about that, but the biggest one I have is: Why, brain? Why take an already weird dream and turn it into a freaking horror movie?
garote: (programming)
It doesn’t really feel like seven years have passed since I wrote my little essay about un-structured time. Just after I wrote it, I told myself I would check in after a while and see how my attempts at structuring my time were playing out.

Seven years is probably too long to wait for the exercise to really be useful, but I’m doing it anyway since I have a few thoughts.

For seven years now, I have had two reoccurring calendar events that show up on my phone every two weeks. All they do is raise a message which I can easily dismiss. The idea with the events is that I could choose to make my time structured each time in the moment.

The first event is simply titled “call your parents”. My rough calculation is that I have ignored it four out of five times. The fifth time, I’ve taken it as inspiration, and called up a parent on the phone to chat sometime later in the day. So the question of whether it actually added structure is not easily answered.

The other event is titled “home improvement power hour“ and the idea is that whenever I see the alert, I can pick one of the dozens of home improvement projects in my perpetually long list, and spend an hour doing it. I completely ignore that notification 19 out of 20 times, so I would say the mission was not accomplished.

But on the other hand, I have been seeing those calenda events pop up in my face every couple of weeks for seven whole years, and though I have thought a few times about deleting them permanently, I never did, because I have discovered that I like the reminder, even if I don’t actually heed the message.

And perhaps that’s the best I can ask for, really. My brain is extremely clever at knowing when something truly needs to be fixed in my schedule, and when I can let it slide. For example, any kind of deadline on my work calendar is taken with total seriousness. I hit those right on the minute, and on rare occasions when I can’t, I do things to mitigate in advance. It’s very American of me: Convinced that there is no social safety net of any value, I treat work as the existential obligation that it is. My brain understands that, and so I find it much easier to structure my time around work. I can tell that there is a part of me constantly pushing to skip a deadline or disregard an appointment and stay in its freely distractible state, or stay wedged in a mode of extreme focus - a mode that is totally different from a distractible state but just as hostile to the dictates of a schedule - and work raises a barrier high enough that even this usually irresistible de-structuring urge can’t push it over.

All the other activities in my life that are resistant to this urge are existential in some degree: it’s hard to get appointments scheduled to see a doctor or a dentist, so I never missed those. It’s also hard to get on the schedule of a plumber or an electrician or a roofer or a repair man for the utility company, but even those fall on a scale. If there’s a hole in the roof and it’s raining, you can bet I will be all over that problem. If rats have found their way into the walls and are chewing on the wiring, I will be on that problem as well, though slightly less so because of an instinctive understanding that even determined rats do take at least a little while to chew through walls and wiring. Water can ruin things instantly, but with rats the difference between 1 day or 2 days is much less drastic.

I hate that I have to push back very hard against my own instincts to deal with these problems immediately, even during times when I obviously have plenty of additional hours in the day that won’t be affected. That greedy little bastard inside me keeps me sane, but I still deeply dislike him.

But none of this is new. I knew this seven years ago, which is why I was determined to keep fighting. And to stay on track with the idea of an update, rather than simply a rehashing, I can at least say this:

For many years I've had a tiny, but industrious filing clerk living inside me. One activity it deeply enjoys is constructing a schedule with each hour of the day allocated for tasks that I arguably should be handling as soon as possible. The act of assembling the schedule and setting reminders for it most definitely does not result in me following it…

But it does provide me with something to contrast my actual day against. Knowing that I could do all these things, but instead am enjoying whatever random thing is inspiring me in the moment, has two good consequences: It helps me to savor just how indulgent I’m being, and it keeps those things popping up enough in the foreground of my mind that I occasionally think of them at other times when I’m actually in the mood to do them.

The trick, I’ve learned, is to not feel guilty each time I dismiss the reminder, but instead to tell myself that since I was the one who put it there, I am exercising a perverse sort of self-control by deferring it: I'm not just spacing out and forgetting, I am consciously deciding to do something else. It’s very difficult to honestly ask yourself the question “are you sure you still want to do something else?” without letting guilt dictate the answer. But if you can, you make room for a different reaction: A banal but ultimately satisfying feeling of practicality, that compels you to do a thing not for the sake of eliminating guilt, but for the sake of gaining that slight boost in your well-being when one less obligation is looming over you.

And I suppose, as long as I can keep the lights on and food on the shelves, and keep preventable health problems at bay, that is the very best I can ask for. I need to accept that I am simply never going to run my life in a fully structured way - or even a mostly structured way - and I am probably never going to feel as though I actually have enough unstructured time.

Hell, for almost all of last year I was unemployed, and there were still long runs of days where I felt as though I just did not have enough time away from structure. Even things that I knew I would enjoy and would be very healthy for me, gave me mild distress when they were scheduled for an exact day and time, even if that day was weeks in the future. Call it burnout, call it depression, call it being stupidly unrealistic and unsustainable and ridiculous... Call it being a bad adult... I can’t argue back because I can’t really explain it.

But I’m doing OK, which is actually saying a lot given that I’m at a stage in life where one can seriously make up one’s own rules for happiness ... and there are many ways to screw that up.

The phone reminders are staying put.
garote: (zelda library)
This is only track 1 of the storybook album Аржаана (Arzhaana), released in 2005.

I can't find a translation of this anywhere else, so I made an attempt. It's rough, I'm sure. Suggestions welcome. Sometimes it's hard for me to parse what Sainkho is saying because of the music, sometimes there are just silent letters missing that I don't know about because I'm not familiar enough with Russian.

Edit: WIth some help in the comments, this translation is now much improved!

Давно это было,
Очень давно,
Long ago it was,
Very long ago,

В далекой прекрасной стране...
Где могучий Енисей раскинул атласный рукав.
In a distant beautiful country...
Where the mighty Yenisei (river in Eastern Russia that runs North from the border of Mongolia) spread its satin sleeve,

Где над бескрайними просторами степей и тайги
В бездонной сверкающей вышине
Летают гордые орлы,
И поют звонкие жаворонки
Where over the endless expanses of the steppes and taiga,
In the bottomless sparkling heights
Proud eagles fly,
And the ringing larks sing,

Жилы-были старик и старуха
Once upon a time there lived an old man and an old woman.

Жили они небогато.
Старик ходил на охоту и рыбачил,
А старуха смотрелась за скотом да работала по хозяйству.
Их ветхая закопчённая юрта стояла на берегу озера,
Которые люди называли Чашхой: Детская Слеза.

They lived modestly.
The old man went hunting and fishing,
and the old woman looked after cattle and worked around the house.
Their dilapidated, smoke-blackened yurt stood on the shore of a lake
Which people called Chashkha: Child's Tear.

Летом оно почти пересыхало,
А весной выходило из берегов.
Вода в нем была чистой и светлой,
Как детская слеза.

In the summer it almost dried up,
And in the spring it overflowed its banks.
The water in it was clean and bright,
Like a child's tear.

Вся жизнь старики прожили у этого озера.
Да так и не нажили богатство.
Лишь одно у них сокровище было.
Их внучка - Аржаана.

The old people lived their whole lives by this lake,
But they never acquired wealth.
They had only one treasure:
Their granddaughter Arzhana.
garote: (bards tale garth pc)
Every once in a long while I get together with some of the crew and we play StarCraft II. This time I left an audio transcriber running in the background on my machine.

So, an algorithm designed for turning orderly work meetings into transcripts applied itself to a hash of gross sound effects and trash talk:

[00:54:47.97] "I'm in a little bit of trouble. Oh yeah." (gibberish) (slurping) "Why isn't he dying? What is he eating in my ear?"

[00:57:44.69] "My roommate made fried chicken and gave me some. Mineral Fields, depleted."

[00:58:24.61] "That's a nice roommate. Yeah. I'm hearing boom boom booms. Uh, sounds like there's stuff blowing up at my door. We require more minerals. We require more minerals. We require more minerals. We require more minerals. We require more m- mutation. Complete. Metamorphosis complete. We require more minerals. Mineral fields, we require more minerals. We require more minerals. We require more minerals."

[01:02:40.87] "I did good. What? Oh, do you need... My keys are in there. I'm gonna clean some of these butt lids out. Hi Squirt! Blarby the crow." (gurgling) (gurgling) (gurgling) (gurgling) (splashing) (water splashing)

[01:03:38.63] "Why is my base is all like dark red? Nutrition complete."

[02:01:55.44] "*burp* Some more of that. So on more Overnords." (chewing) "Son of a." (chewing) (chewing) (chewing) (chewing) (chewing) "Thank you very much." (indistinct) "I messed up the build, shit, I shouldn't have said that."

[02:03:23.76] (gurgling) "We require more minerals. Ugh. Okay, here's a hungry mess coming. Yikes. Those things attack ground, so it's a bit of a pain." (silence) (slurping) (slurping) "Follow that orange blob. I'll be right behind you. Oh."

[02:03:23.76] "Man, what a mess! What a mess! Our bosses are under attack!" (sips tea) (slurps tea) (slurps tea) (fire crackling)

[02:12:04.93] "Fart Peace, and... Peace is greater than the incompleteness. Mutants. Arco-Lanthar in combat. Come on. Arco-Lanthar in combat. Our horses are under attack! Their sphincters are exhausted! Our allies' faith is threatened. We stand as one. Unacceptable warplication. *Quack Quack* Stahp my avalanche. Ooh, rich fespine gas."

[02:14:31.99] "Nutrition... Complete. I'm building the wall and building the protoss bay for you. Agent. You sneeze on a vessel in Geyser."

[02:27:14.55] (chewing) (burping) (silence) "Where'd you say Nick was? Bottom left. Okay. Noted. Hey, cowards. Oh, there's invisible men! Dad has invisible men. Oh, boy." (speaking in foreign language) (liquid gurgling) (speaking in foreign language) (liquid gurgling) (liquid gurgling) (liquid gurgling) "Minerals sealed, depleted, the high class is under attack." (gulping sounds) "Their fingers are exhausted. I'm going to teach you to compete."

[03:09:16.29] "The casters who like who do like the pro-korean people who are on crack while they're playing this game they still make them accidentally too and they get lumped in with the army. It's very funny."

[03:14:29.75] "Oh man, look at that, a prototank!" (I'm not sure what I was saying here, sorry!) "Oh my god, I thought I got jumped. Hey, come on. I'm right here. Oh, shit. Oh, shit. Oh, shit. Oh, shit. Oh, shit. Oh, shit. Oh, shit. Oh, shit. Oh, shit. Oh my god." (sounds of a cat purring) (scissors snipping) (scissors snipping) (rustling paper) "Oh, you butthole. Whoa. These jerks come from? I need some anti-air."

[03:20:30.15] "Where's the rest of your stupid base?" (sounds of eating) (growling) "3, 2, 1, victory!" (laughter) "Wow!"
garote: (weird science)
Search engines used to take in a question and then direct the user to some external data source most relevant to the answer.

Generative AI in speech, text, and images is a way of ingesting large amounts of information specific to a domain and then regurgitating synthesized answers to questions posed about that information.  This is basically the next evolutionary step of a search engine.  The main difference is, the answer is provided by an in-house synthesis of the external data, rather than a simple redirect to the external data.

This is being implemented right now on the Google search page, for example.  Calling it a search page is now inaccurate.  Google vacuums up information from millions of websites, then regurgitates an answer to your query directly.  You never perform a search.  You never visit any of the websites the information was derived from.  You are never aware of them, except in the case where Google is paid to advertise one to you.

If all those other pages didn’t exist, Google's generative AI answer would be useless trash.  But those pages exist, and Google has absorbed them.  In return, Google gives them ... absolutely nothing, but still manages to stand between you and them, redirecting you to somewhere else, or ideally, keeping you on Google permanently.  It's convenient for you, profitable for Google, and slow starvation for every provider of content or information on the internet.  Since its beginning as a search engine, Google has gone from middleman, to broker, to consultant.  Instead of skimming some profit in a transaction between you and someone else, Google now does the entire transaction, and pockets the whole amount.

Reproducing another's work without compensation is already illegal, and has been for a long time.  The only way this new process stays legal is if the work it ingests is sufficiently large or diluted enough that the regurgitated output looks different enough (to a human) that it does not resemble a mere copy, but is an interpretation or reconstruction.  There is a threshold below which any reasonable author or editor would declare plagiarism, and human editors and authors have collectively learned that threshold for centuries.  Pass that threshold, and your generative output is no longer plagiarism. It's legally untouchable.

An entity could ingest every jazz performance given by Mavis Staples, then churn out a thousand albums "in the style" of Mavis Staples, and would owe Mavis Staples nothing, while at the same time reducing the value of her discography to almost nothing.  An entity could do the same for television shows, for novels - even non-fiction novels - even academic papers and scientific research - and owe the creators of these works nothing, even if they leveraged infinite regurgitated variations of the source material for their own purposes internally.  Ingestion and regurgitation by generative AI is, at its core, doing for information what the mafia needs to do with money to hide it from the law:  It is information laundering.

Imitation is the sincerest form of flattery, and there are often ways to leverage imitators of one's work to gain recognition or value for oneself. These all rely on the original author being able to participate in the same marketplace that the imitators are helping to grow. But what if the original author is shut out? What if the imitators have an incentive to pretend that the original author doesn't exist?

Obscuring the original source of any potential output is the essential new trait that generative AI brings to the table.  Wait, that needs better emphasis:  The WHOLE POINT of generative AI, as far as for-profit industry is concerned, is that it obscures original sources while still leveraging their content.  It is, at long last, a legal shortcut through the ethical problems of copyright infringement, licensing, plagiarism, and piracy -- for those sufficiently powerful enough already to wield it.  It is the Holy Grail for media giants.  Any entity that can buy enough computing power can now engage in an entirely legal version of exactly what private citizens, authors, musicians, professors, lawyers, etc. are discouraged or even prohibited from doing. ... A prohibition that all those individuals collectively rely on to make a living from their work.

The motivation to obscure is subtle, but real.  Any time an entity provides a clear reference to an individual external source, it is exposing itself to the need to reach some kind of legal or commercial or at the very least ethical negotiation with that source.  That's never in their financial interest.  Whether it's entertainment media, engineering plans, historical records, observational data, or even just a billion chat room conversations, there are licensing and privacy strings attached. But, launder all of that through a generative training set, and suddenly it's ... "Source material? What source material? There's no source material detectable in all these numbers. We dare you to prove otherwise." Perhaps you could hire a forensic investigator and a lawyer and subpoena their access logs, if they were dumb enough to keep any.

An obvious consequence of this is, to stay powerful or become more powerful in the information space, these entities must deliberately work towards the appearance of "originality" while at the same time absorbing external data, which means increasing the obscurity of their source material.  In other words, they must endorse and expand a realm of information where the provenance of any one fact, any measured number, any chain of reasoning that leads outside their doors, cannot be established.  The only exceptions allowable are those that do not threaten their profit stream, e.g. references to publicly available data.  For everything else, it's better if they are the authority, and if you see them as such.  If you want to push beyond the veil and examine their reasoning or references, you will get lost in a generative hall of mirrors. Ask an AI to explain how it reached some conclusion, and it will construct a plausible-looking response to your request, fresh from its data stores. The result isn't what you wanted. It's more akin to asking a child to explain why she didn't do her homework, and getting back an outrageous story constructed in the moment. That may seem unfair since generative AI does not actually try to deceive unless it's been trained to. But the point is, ... if it doesn't know, how could you?

This economic model has already proven to be ridiculously profitable for companies like OpenAI, Google, Adobe, et cetera.  They devour information at near zero cost, create a massive bowl of generative AI stew, and rent you a spoon.  Where would your search for knowledge have taken you, if not to them?  Where would that money in your subscription fee have gone, if not to them?  It's in the interest of those companies that you be prevented from knowing. Your dependency on them grows. The health of the information marketplace and the cultural landscape declines. Welcome to the information mafia.

Where do you suppose this leads?
garote: (viking)
Does this look right to you?



This is the flagship phone, running the latest software - iOS 18.1.1. This software is deployed to hundreds of millions of devices around the world. Am I holding it wrong or something??
garote: (zelda letter stamping)

Two months ago I ended the longest stretch of unemployment - by far - that I've experienced in 30 years.

Some of that time was voluntary. I had a huge backlog of stuff to go through from my father's passing, including hundreds of 35mm slides that needed to be carefully digitized and catalogued, along with notes and other corroborating stuff. I spent almost two months bent over a scanner with a dustcloth and canned air, and wrote custom Python code to add descriptions and EXIF tags with approximate timestamps and locations. The project would have dragged out for years if I'd been working, and I had savings to sustain me, so it felt like the right move.

When that was done I began applying for jobs. I assumed it would go just like the last four times: I'd send my resume to a few places that seemed compelling, then get snapped up after only a handful of interviews. Instead, I was in job hunt purgatory for eight months.

Here's the breakdown:

About 200 applications made in total, with about 30 of those being for additional positions in the same company.

About 60 of those applications received a response, politely declining me.

About 15 of those led to some kind of interview sequence, over the phone or in person.

All the rest - about 125 - got zero response of any kind.

This wasn't some shotgun approach. I curated, and only applied for things I that seemed like an excellent match. I wrote cover letters for every position, briefly calling out the most relevant parts of my resume to help recruiters do their work. This was the approach I used in 2011 and it got a steady stream of results back then. Not this time.

Four of the applications led to a second round of interviews. That's the true gauntlet, where you meet with six to ten people, usually all on the same day, and they all hit you with different questions or code tests.

Of those, two made offers. I declined one, then accepted the other.

I was very relieved to be employed again, but the larger question remained: What happened? Even during rocky times in the industry I've always been a good candidate. I've had to regularly decline or ignore offers to recruit me away from the place I'm at, since I tend to dig in thoroughly and be happy where I am. It turns out 2024 was a terrible time to be looking for tech work, even for me, for multiple reasons.

First, for all of 2024 the specter of generative AI haunted my search for employment. Companies began using AI tools to screen resumes, and applicants began using AI tools to mass-apply for positions indiscriminately, creating a caucus race straight out of Wonderland. Data churned and electricity burned, moving documents around that nobody wrote, and nobody read. At the same time, people on both sides of this mess didn't know how AI-assisted coding tools would change the industry. Were programmers vestigial now? Was there any point to even hiring them? Would a junior developer work just as well as a senior one with 20 years of experience, with ChatGPT at their side? There was too much noise and speculation, and very little data.

At the same time, the remote work exodus triggered by COVID was in a new phase. Since it was now expected that a remote-first worker would be living in a low-rent area, having moved there to exploit the difference in cost of living, employers in an uncertain market could offer them lower salaries that they would be forced to accept, trapping them there. They leveraged the uncertainty created by AI tech: Better take this job, since it's all you're worth from here on out, and even that will be gone soon. Sorry but your skills are garbage now.

I'd followed the rise of generative tools with interest, but had not developed my hands-on skills with machine learning beyond the basics. As this unfolded around me I began to believe that writing code - a core part of my work - was about to stop being a thing, and we would all just describe the program we needed to an AI and it would cook everything for us. So the only remaining money would be in further refining these AI models and tools, and that meant I would have to walk away from almost everything I knew about software development - including any specific language skills - and re-learn a career from scratch. That felt like a journey directly into burnout. Since that would take a long time, I began to feel like I should take any offer at all, even one for almost nothing, just to close the gap in my resume and keep the lights on while I re-trained on my own time. Perhaps if I aimed low enough I could stand out against recent college graduates - who in my past experience were barely employable at all - before my savings were totally gone. Perhaps I should strip 15 years off the tail of my resume so I didn't look overqualified. Perhaps that wouldn't work anyway, since there were white hairs in my beard, and age discrimination is definitely a thing in my industry.

An eight month search makes one ask all kinds of scary questions. "Is my kind of work just gone, and not coming back? Am I a terrible candidate? Do I interview badly? Do I even like this kind of work anymore? Am I asking too much, even when I ask for the same salary and inflation has hollowed it out?" As the process wore on for me, the questioning got worse, and I tried to adapt.

I broadened my range of applications, took endless coding tests, reworked my resume and portfolio multiple times, and eventually started calling in favors from people I knew. One of the screening interviews I did was when my confidence was at a low ebb, and I clearly blew it, which was humiliating. In the worst cases, interviewers half my age were asking me questions that felt inane, and I no longer had the confidence to push back. I just wanted to stay on their good side and pass the gauntlet, so I would nod when they told me things like "JavaScript and Java are basically the same thing," and "Everyone uses Tailwind for CSS. There's nothing else like it." They were all so confident. They were employed, and I wasn't. They held the keys, and I was locked out.

A lot of those applications - about a third of them - were through LinkedIn. Zero of those led to even a first round. The only interest I got from LinkedIn was in the form of recruiters, three of which had lengthy phone interviews with me, promising they were setting me up for an interview with a specific company which then never materialized. That's right: The alleged clearing house for tech jobs, with the allegedly buzzing social media realm wired into the application process for the industry, sucked up days of my time and gave me jack shit in return. It was especially gross when their service began to barrage me with clearly AI-generated "show your expertise" questions, like, "You're faced with complex coding challenges. How can you sharpen your problem-solving skills?" ... Which I saw other users respond to with, of course, their own AI-generated pablum. LinkedIn was taking people desperate to find work, with limited energy and confidence, shoving them all onto a digital hamster wheel together, and running them to exhaustion for the sake of ad traffic. Meanwhile, the jobs they competed for ... were as fake as the "expert" questions in their forums.

During my second round at Amazon, the HR person straight-up told me that all the postings I'd applied for in California were fake. Amazon was required by law to post them publicly, but the truth was they were moving all those positions out of state, to areas with a lower cost of living, so they could cut salaries. Apple did the same thing, making a huge round of layoffs in late 2023 and then posting hundreds of open positions, and directing every application quietly into the garbage while they interviewed displaced internal candidates.

It took months of spinning my wheels before I understood what was going on. I banished LinkedIn from my browser and inbox, turned away from the big tech companies, and went searching around on - of all things - Google Maps, for companies within commute distance of my home. I made a huge list, then went directly to their websites and applied to what I found there, unless they redirected me to LinkedIn. I went through about 70 applications in this manner, day by day, and slowly made progress. That process was what led to the offers, and to the position I'm currently in.

And here's the kicker:

After two months at this present job, I am finding that software development is subject to exactly the same constraints and problems, and is serving the same needs, that it has for the last decade. Generative AI coding tools do make a lot of helpful suggestions, especially in self-contained projects, but they do not make junior developers into senior ones, let alone make us obsolete.

I thought everything was different now? I thought this was all solved problems, hand-waved away by the magic of chatbots telling us all what to do and write?

Machine learning and generative AI are being leveraged here, to optimize and automatically control extremely complex systems and do previously impractical things like examine 2d and 3d imagery for details and patterns that humans would never see. But that's what I would have expected two years ago, before the massive buzz clouded everyone's judgement. Where's the real industry-shattering stuff? I was told that AI coding would actually end software development as a discipline, the way the car ended the horse-drawn carriage. But the people I'm working for are still in desperate need of progress on the same two fronts - infrastructure and interface - as always, and the problems they need solved still require the same legwork and dialogue they did ten years ago. Someone needs to be there, needs to know what questions to ask and which to skip, needs to find the edges of the gap in a process and decide what goes there, and yes, someone needs to sit down and actually write code that fills the gap. Someone still needs to design the thing, build it, install it, test it, document it, and then redesign it as the needs change.

AI can help with most of those things but there's an absolute world of difference between "can help with" and "can do the whole thing unassisted". And there's a limit to that help, because the human needs training just as much as the AI does. A really really great set of tactical gear purchased from The Man Store will make an anarchist look like a marine, but he ain't gonna act like one, because he ain't got the training.

Of course, I am fully prepared to eat my own words ten years from now, when I can potentially have a conversation with a robot that has been trained in all of the problem-solving skills I have, and is smart enough to schedule its own follow-up meetings with myself and other stakeholders, and is interconnected with enough networks and data sources and other hardware to just write and deploy software by itself. That'll be cool. It doesn't scare me because by then I'll either be retired or doing something different.

But for now, after ten months of unemployment, I'm apparently back in the same industry I left, which kind of surprises me. I'm not sure how the industry is going to solve its problems with remote work, fake AI screening and applications, bait-and-switch employees, espionage, deliberately wasted effort, and the ongoing explosion and implosion of AI technology, but at least now it's not existential for me personally. I can learn on the clock, and there's some truly amazing stuff happening at my workplace. In the meantime, to anyone else still trapped on the wrong side of the door, trying to impress young self-important punks in the interview gauntlet, you have my sympathy.

A postscript:

Just before I accepted that offer in September, it was as though a tide had turned in the industry, and three other companies contacted me asking to schedule a second round of interviews.

Out of curiosity, I went in for one of those. The company was 23andMe. I went down to Sunnyvale and interviewed for about four hours. Afterwards I drove home, and heard ... nothing from them. Not even an email declining me. In retrospect that wasn't surprising: Two days later their board of directors resigned, and a few months after that the company laid off half its workforce. So ... they were distracted.

garote: (zelda letter stamping)

In a 2021 post mostly about social media I wrote this:

"Half the voting public voted for Trump in 2020. Just like they did in 2016. Even after four years of absolute existential panic in the media and minds of the left, they gave him the largest turnout of any sitting president. If the people around me would actually pause and think about that, maybe they would wonder whether they're seeing their opposition clearly."

That still applies. People on the left have now had something like nine years to think about that. But the temptation to double-down on our own mindset is strong. It's much easier to believe that everyone who voted for Trump sees him the same way we do and somehow doesn't care, perhaps because of their own moral failings. It's also easy to believe that everyone who casts a vote for president has a relationship with politics the same way we do, and if they don't, that too is a moral failing.

Look at that quote again. "Half the voting public." What's left?

2020 was the biggest percentage turnout in history, with about 66% of eligible voters participating. Even with that record turnout, that's about a hundred million people who could have voted, but didn't. They stayed home and kept riding out the pandemic. Deciding who should be president was not important to them. This year we kept that turnout high, right around 64%, but looking at the early numbers, the people who turned out this time were not the same people who turned out last time. Different groups with different motivations came out this year, and other groups stayed planted on the couch. Maybe they were too busy working. Maybe they just didn't care. Maybe they didn't think it mattered. Or all three.

And that's where the assumptions from the left come in: "They don't care? How can they not care? This is an existential election!"

No, it's not. It wasn't the last time either, or the time before that. That's giving Trump way too much credit. (Do you remember what a stumbling mess his first entire year was? And how it didn't get much better?)

The first time I voted in an election, I was 29 years old. For all of my earlier life I was disengaged with the democratic process. I had strong moral and ethical ideas and I was fairly outspoken with them, but I didn't want to join the ranks of a political party and I didn't put much faith in anything politicians said. That's about two thirds of my life, so far. I think back on that interval of time and I realize, there are millions - literally millions - of people in this country who are just like I was. They really don't think it matters that much to pay such close attention.

By contrast, over the last ten years I've become a pretty strong political news junkie. Every day I listen to about 20 minutes of news in podcast form, and read for another 20. I keep up with court cases in Georgia, ballot measures in Texas, riots in Germany, surveillance in China, warfare in Ukraine. I vote in every election like clockwork, digging into the down-ballot races and local measures. In a gradual but consistent way, year by year, I've bought into the political system, in a way I never did before. And that's given me ideas about what kind of people should populate the system: Generally, people I look up to. People who try to have empathy for everyone and think deeply about things.

Along comes someone like Trump, and of course, I instantly loathe him. Incoherent, easily baited, trash-talking, zero nuance, not particularly educated. Instantly not someone I would vote into office; in fact someone I would vote against just to keep from office. Which I did, three times in a row. You could have put a turkey sandwich up on the podium with a D symbol stamped on it, and I would have checked the box for "turkey sandwich", just to prop up the barrier against him a little bit more. And yes, it's not existential - I declared that earlier - but I do still honestly believe that even a desiccated slab of deli meat would provide a better axis point for the world to orbit, than Trump.

But still, and especially with this recent electoral shellacking, I am keenly aware of the millions, and millions of people who really just don't participate in politics the way I do. Democracy for its own sake seems a bit silly to them. They'll vote to express themselves when something really gets their goat - like a recession, or a pandemic, or some scary idea about gender nonconformity like "boys peeing in girls' bathrooms" or whatever - but when that's not waving at them like a red cape, they don't see a need to charge in. They'll vote in one election, then ignore the next, then vote in another. It would be exhausting to follow politics all the time, so they mostly duck out. Millions and millions of people engage with politics like this. I could judge them, but what would be the point?

Intersecting with this group are millions of people who believe - in a cart-before-the-horse way - that the political party they or their family has embraced should inform and extend their worldview, providing them with a convenient consistency, and a lot less social friction since every single opinion on Earth has been pre-divided neatly into two buckets: A red one and a blue one. If you believe in government vouchers for religious schools, then you must believe in tightly restricting abortion, and you must also believe in unfettered oil and gas drilling on public lands, and that the 2020 election was rife with fraud. Or, if you believe in permissive abortion law, you must also believe in a high corporate tax rate, environmental regulations that make zero allowance for the economy, and de-funding police departments. If you don't have an opinion on these things, one will be assumed for you, which is convenient since you can then stay silent on the matter and attend to daily life.

And then there are other people: The millions who see national politics as a system that they won't buy into, or even legitimize by paying close attention to it. Either for lack of time, or lack of faith that anything happening at the national level will really affect their lives except indirectly, by fouling up the economy or their particular way of making a living. Politicians should be ignored, or better yet shunned, or even better yet, have their power dissolved out from under them so their ability to meddle in people's lives, or tax and spend their money against their will, is minimized.

And you know, they collectively have a point: The government that is the least well-funded and the least obeyed, is the one that can oppress you the least. The one that can police you the least, redirect your money the least, interfere with your religion the least. The one that can be hijacked by other people to disenfranchise you the least. The shorthand we often use to collect most of these people is "libertarians." And frankly their point is a bit muddled, because ignoring the machinations of government - while still dutifully paying taxes - is not a very good way to control its reach, but not paying taxes will get the feds after you, so for the most part the attitude here is "left hand doesn't pay attention to what the right hand is doing."

Nevertheless, there are millions of people living their lives in this country who relate to the government just this way. And if a candidate comes along who really does look like he's too rich, too self-satisfied, and too above the law to have any need for government and would rather tear it all apart and shut it down, then hey, they will come out of the freaking woodwork to vote for that guy. And they did, three times. It's just that for the middle one, other people drowned them out: People relying on the government to see them through a pandemic, who thought maybe a big functional state with deep pockets was just the ticket. Enter Joe Biden, about as stable and establishment a candidate as history could possibly offer.

In 2020, the election saw a massive increase in participation. We had a conjunction where multiple groups of occasional voters all emerged together, like different groups of cicadas becoming a super-swarm. And then four years later, to my surprise and extreme disappointment, they went back to ground. The diversity of political (dis)engagement was preserved. I honestly thought the excitement of electing the first woman president, combined with the opportunity to shut Trump out of office for good, would keep that turnout high. Meanwhile, Trump pounded furiously at just two buttons: Immigration and economy. It was a numbers game, pulling at the less-engaged groups who would turn out to vote on those issues if they were agitated enough. I wrongly believed that once people had got a taste of democracy in 2020, they would be inclined to make it a regular thing. But they remain as they were.

I should have seen that coming, since even people in my own well-educated extended family voted for Trump, and did so without actually paying close attention to what he was saying or even what he did in office the last time. I listened to his rallies, I followed the legislation he killed and called for, I dug into the meetings with world leaders and the lawsuits filed against him ... did they? In the end they didn't want to even hear about it. I got the hint and didn't bring it up. It was, apparently, too disharmonious to talk about ... and yet not anything that would turn away their vote.

So, four more years of this guy, and his ideas. His legislative record and his general steering of world affairs and the economy in his first term was lackluster to put it kindly. His baseless claims of fraud at the end were absolutely unforgivable. And they frightened enough of the half-engaged to turn them into a violent mob. Then, over the last three years that's all been made into political hay, by politicians in both parties. A huge mess, and it can be laid squarely at his feet. Simply conceding the election like every single president before him would have avoided an incalculable amount of damage done and time wasted.

But I'm getting off track here. My point is, I got complacent. I got too comfortable with the idea that my level and method of political engagement was the one that everyone trends towards. It ain't so. And was this the result I expected? Definitely not. I didn't see Joe Biden getting so aged by the job and dropping out. I did see his replacement, summoned in 2024 instead of 2028: "A tastefully progressive female nominee who will vocally reject 'identity politics.'" But at this point, nobody is going to field a female nominee for a good while. In four years I suppose we'll get Gavin Newsom, and Republicans will probably try to run J.D. Vance. If Trump makes as much of a mess this time as he did last time, Newsom will clean up.

There is a very meager silver lining to this, at least: The country ran the largest, most scrutinized, secure, by-the-numbers election procedure in the whole damn world. Russian assholes called in some bomb threats, but in the end, everyone stood in line peacefully, even late into the night, and nary a fist was raised as 140 million ballots were counted.

That, at the least, is something all of us, everywhere, can and should be proud of: America is still not defined by who walks the corridors of power, but how we put them there. We are outspoken, argumentative, loud, nasty, and bitter, and then we all go stand shoulder-to-shoulder and vote.

garote: (ghostly gallery)

The Substance (2024)

This movie opens with the camera fixed on a patch of sidewalk, and stays there for a while. This turns out to be a mission statement from the director: For the next couple of hours we're going to focus on just a handful of people confined to their narrow world, and let the lack of any context reinforce the way those people seem imprisoned and deprived of choice. Then as events unfold, pressure will build, and since this is a horror movie, the inevitable explosion does not demolish the prison walls and set anyone free, it reflects inward at the characters, inflicting maximum carnage.

And you really do feel the rage building, along with the queasy body-horror discomfort of the protagonists making one bad choice after another. The payoff is surreal and stretches credulity but you won't really mind, since the director has been pushing in that direction by degrees, and you get a fun mixture of catharsis, fatalism, and over-the-top gore that I personally can't help calling "Pythonesque", because ... I am old.

Am I being vague about plot details here? You bet. This movie is worth seeing without spoilers. You want something more to go on? Okay, think Darren Aronofsky's "Requiem for a Dream" - that same kind of sick fever-dream intensity - but the addictive focus is on the young female body.

Seven and a half legs clad in jazzy retro leotards up.

Late Night With The Devil (2023)

This is a scrappy, stagey film that tries to mash together the "found footage" and the "fake documentary" forms of horror. The result is a poor version of both: The footage that was found is supposedly from in-studio magnetic tape recordings of live television broadcast in 1977, and even though it's been run through some nice modern effects processing to bake the colors and add fake distortion, it's too clear and deals with studio lights too well to be from that era. (And it's in stereo...) Meanwhile the documentary claims to present "behind the scenes footage" taken at the same time, but there is no reason given for why the cameras are rolling, let alone why there are two or three of them to catch both sides of a whispered conversation across a room.

But you know what? Who cares? After a while you realize you're being presented with something so unique, and made with such enthusiasm, that you embrace the forms anyway. And you start rooting for both the characters and the movie itself to make good on the level of weirdness that they seem to be building to.

In the end you get some over-ambitious misdirection similar to - of all things - The Blair Witch Project 2, plus a finale that goes completely off the rails at the same time it tries to tie everything together, and maybe you knew it was going to let you down just a bit, but you're glad you saw it.

Shout-outs to Ingrid Torelli for playing a lunatic with such a hilarious combination of grace and menace, and David Dastmalchian for finding a heart in a character that doesn't really have one on paper. The story wouldn't work at all otherwise.

Six hilariously retro title cards up out of ten.

Gretel and Hansel (2020)

This movie has a ton of atmosphere, and that's why I wanted to backtrack and see it. The trailer makes it clear that the story happens in a pastiche world, assembled from parts, and I was looking forward to how all those choices were knit together into a coherent vision. For example, you get modern Scandinavian architecture combined with interior decoration from a hundred years earlier, combined with furniture a hundred years before that, combined with tools from five centuries ago, all populated by characters wearing clothing that mixes customs from that whole timespan, and who speak modern English. Hey, if it all works, who cares?

The trouble is, it doesn't. The selections seem arbitrary rather than meaningful. The atmosphere of the movie is also tampered with by on-again off-again narration from the main character, forcing a sense of detachment into scenes that should feel intimate and immediate. In the end I had to wonder if all of the narration, including the opening monologue that explains the story, was bolted on later, when test audiences watched the relatively quiet version and griped that they couldn't understand a damn thing they were seeing. If I could, I would erase the memory of the film from my head and watch it again with the sound off, to see if the most important part of it - the atmosphere - was preserved enough for the pieces to cohere.

I'm not describing the plot. It's there in the title, yeah? The ending is a little different. I dunno, watch it I guess? Alice Krige is in it, and is great fun. Sophia Lillis is the new modern hotness so that's a plus.

Five out of ten suspicious witchy fake foodstuffs up.

Sputnik (2020)

This movie was robbed of its planned theatrical release by COVID-19. When I saw the trailer for it a year later, I thought it looked good enough to get another try at the Western box office. That chance evaporated when Russia invaded Ukraine.

Which is unfortunate, because the movie is set in 1983, during the days of the USSR, and the former Soviet Union is looming relatively large in the world consciousness. Also, slow-burn horror films with ideas much bigger than their budgets have become quite popular in these lingering pandemic post-traumatic-stress times. Combine that with a creepy institutional setting, some gooey alien effects, and some 80's space program nostalgia, and you've got a movie that seems right for the times. And, one I am guaranteed to watch.

So I did, and it was good, but in retrospect I've had to revise my ideas about that scrubbed theatrical run. Western audiences would not have embraced it at the time, and a very late streaming release was a kindness. Moviegoers would walk in expecting a story focused squarely on the mystery of the alien, and instead they would find a story split equally between two things: The alien, and the way the communist bureaucracy of the USSR twisted everything, across politics, science, criminal justice, the military, and so on. The plot is a tangled web of threats to involve authorities, lie to authorities, helplessly obey orders, secretly defy orders, conduct surveillance, evade surveillance, fabricate evidence, hide evidence, threaten to release evidence, et cetera. A crushing weight of bleakness permeates every frame and word of the movie, and it's no mistake that the only time you see a character smile and laugh, even for a second, is when that one character is as far away from the party headquarters as they can possibly be: In orbit. And even then, only in the brief moment when the radio is off. When it comes back on, and Moscow is listening again, it's back to the mandatory stoicism.

That social setting is what makes the movie worthwhile, to me. I could find better creature effects, more action, tenser atmosphere, and more complex ideas elsewhere in better movies. But here is something unique: We're not just meeting an alien. We're meeting some people trapped in a completely inflexible and all-encompassing bureaucracy, and seeing how they deal with something as mysterious and impossible as an alien. There's a kind of car-crash fascination in that. Oh, and the music is pretty good too.

With that angle in mind, give this one a try. I give it five-and-a-half ancient TV antennas up out of ten.

Smile (2022)

All the way through this movie I was reminded of two other movies: "Fallen", from way back in 1998, about an evil being that hops invisibly between victims to cheat death, and "Oculus", about a mirror that is so demonic it can take control of the people who gaze into it and then completely rewrite their recent memories to hide what it's been up to.

This movie borrows ideas from those and other movies, and though it's oh-so-very atmospheric, it doesn't manage to turn the borrowing into a theft by making something better. The one category where I saw real novelty was the sound design. It's amazing. The composer and effects mixers must have been given a very free hand by the director, because they often scramble or deconstruct the environmental sounds and even the dialogue to create a feeling of disconnection and unreality. I was happily reminded of pioneering noise artists from the 90's like Nigel Ayers, Randy Greif, and F.M. Einheit.

So, does the sound and atmosphere justify a watch? I honestly can't decide. A sequel is out this year, and by all accounts it's a better movie. If you can follow it without needing the context of the first, you might want to just skip ahead. If you want to watch the first without spoilers, then stop reading after the next line, because I've got to spoil it to explain why I'm so ambivalent.

Five easily-grabbed very sharp random household items up, out of 10.

It's the monster. It makes no sense. It's a thing that haunts people, latching onto them and tormenting them until they die in front of someone else, thereby traumatizing the observer and allowing the thing to jump to a new victim. Is the monster trauma itself? No, it has too much personality for that. It talks, it finds creative ways to cause pain, it has its own motivation to survive. So it's some kind of demon or spirit? Yes; no... Maybe. Does it take physical form? It seems to, through most of the movie, until we backtrack and realize that everything it does could conceivably be either a hallucination, or an act done unconsciously by the victim and then erased from their memory. So it does ... until it never did. We see a person walk into a room, sit down, talk, and then suddenly it was all a dream. We see the protagonist walk into a building and stab someone, but then suddenly she's back in her car and it was all a dream. Entire conversations, journeys, even deaths, happen and then get retconned out of existence.

In the end the long edits and fake-outs become too much, and we stop being able to know what’s hallucination and what’s actual plot. And you could argue that’s the point, but it unquestionably weakens the film: If other people die or make tearful confessions or learn things and those scenes turn out to be fake, it becomes very difficult to follow what any of those people are thinking scene to scene. So the lives of the supporting characters turn hollow in the same way the life of the protagonist does. In the end, she hallucinates an entire end to the film, including half a dozen scenes that cover nearly two days of time. Then, rug pull! Oh gosh! It was all a lie.

By doing this, the movie is trying to give us two resolutions. A positive one that feels too easy, then a “real” one that’s too straightforward to be interesting. And in delivering that, it tears the narrative in half. What really happened? Who the hell knows. Maybe the point is that people who struggle with trauma can never be sure, so we the viewer should not be sure either. So okay, point made, but then, what am I watching?

Also, as an aside, Jessie T. Usher is so good at playing crappy boyfriends that there should be some kind of special acting award for that, and he should get it. Or maybe present it?

Oddity (2024)

Apparently this movie got a lot of festival buzz, for being fun to watch in a crowd, and for a shrewd marketing campaign that involved distributing lots of swag featuring a prop central to the plot: A massive wooden doll with a mouth open in a permanent scream.

It's the Chekhov's Gun of horror artifacts, and as soon as you see it sitting there, you begin wondering when, not if, it's going to do something terrible. This is ruthlessly encouraged by the director, who frames it like a character that can listen and speak in every scene where it's present.

Alas, I did not watch this in a crowd, so I can only assume the rote jump-scares and the tense, disjointed dialogue between various unsympathetic characters plays a lot better with other willing participants around who are predisposed to having a good time. The camerawork is excellent - a wonderful example of using framing and motion as a form of dialogue, building and sustaining tension - but as the credits rolled I felt a bit let down. "Aww, man. That's it?" I said to the screen. Tension wasn't the problem. It was characters, and plot. None if it held up to close examination.

It sounds like I'm not recommending this movie, but honestly I am. I just came in with different expectations. The relationship between that crazy central prop and its owner has some really interesting allegorical meaning, and you can spend the time between jump scares pondering that, which combined with the very confident direction makes it worth your time to set the lights low and cue this up. Or if you're lucky, catch it in a theatrical setting, with other people to share the tension.

Six and a half out of 10 strangely loud digital cameras up.

There follows a paragraph of spoilers, wherein I ask some awkward plot questions. Skip it if you intend to watch the movie.

So, supposedly Darcy came to the house knowing that the orderly killed her sister, but not the real reason why. It's implied that she only put the full puzzle together once she got ahold of some physical item belonging to Declan. But if she didn't suspect him, why did she go to the house in the first place? It would have made perfect sense for her to just send the creature after the orderly. It's already clear that the creature has no problem traveling long distances and breaking into places, since she used it to kill Olin. On the other hand, why could she even get to Olin? Shouldn't he be in prison, if the evidence of murder was that strong against him? But whatever: Now she's at the house, and she knows everything. Supposedly she's touched Yana's keys and knows she's innocent. Supposedly her sister's ghost is still around, and present enough to warn Yana multiple times to leave. So why doesn't the ghost warn Darcy that she's about to plummet to her death through a bonehead-obvious trap door? The ghost cares about Yana - the "other woman" - enough to yell at her, but not a peep for her dearly beloved sister? And, you have to be really blind and really deaf not to see a trap door being opened right in front of you. If her senses are that bad, how did she locate the keys or the ring, or even get upstairs? Magical but disastrously selective psychic spidey-sense? Also, in a mental health system modern enough to feature smartphones, there should be some kind of electronic security, yes? If so, how did the patient escape? Or, if the orderly smuggled him out and took him to the house in order to frame him, why wasn't he observed? If the patient went there on his own, why didn't he just tell Dani she was about to be murdered and how he knew? Sure, crazy people be crazy, but that's a poor excuse for someone who's got the foresight to leave and find Dani, and the mental capacity to navigate to a country house at night with no map or phone.

QA

Oct. 29th, 2024 10:34 pm
garote: (programming)
A QA engineer walks into a bar.

Orders a beer.
Orders 0 beers.
Orders 999999999 beers.
Orders a parrot.
Orders -1 beers.
Orders a ˆ¨ºø¨´.
Orders "minus zero" beers.
Orders a beer from a customer.
Orders a bar.
Pays for a beer in doubloons.
Leaves a -$500 tip.
Walks in and out of the bar 5000 times in one second.
Attempts to pay a tab without ordering.
Attempts to sell a beer.
Opens a tab for Bobby “; DROP TABLES;.

The QA engineer walks out.

The first real customer walks in and asks where the bathroom is. The bar bursts into flames, killing everyone.
garote: (Default)

People learning about evolution sometimes ask, "Why aren't animals immortal?" The answer is, the world keeps changing, and life needs to create new bodies to deal with it. What we really want when we ask for immortality is one constantly renewing body, running all the amazing interconnected systems that we're used to, and that convince us we are alive from one day to the next, without interruption. ... Well, except for sleep, which is a weird exception we have decided to embrace, since going without sleep really sucks.

I believe it is technically possible to genetically engineer humans to be this way, with some medical assistance, and given consistently good nutrition and physical safety. And what an interesting world it would be, separated into groups of people who can afford endless age, and those who can't afford the nutrition or the medical interventions, and must become content with less life than they could have had, or simply remain discontent, like practically everyone who ever lived who hadn't been forced to come to terms with their eventual end by witnessing death around them...

It won't be the end of competition, or the end of natural selection. The world will stabilize around a government and economic system designed to deliver perpetual sustenance to a core group of immortals, no matter what the cost to those on the outside, whose temporary lives will be seen as less worthy by the simple fact of being shorter. It will be seen as a huge tragedy when a 200-year-old dies and takes all their wisdom with them, relative to a filthy toddler bleeding to death in a blast crater just outside the view of social media: There was clearly no space for them in the world; they should never have been born at all. That was the real mistake.*

But, engineering humans to live forever would be a massive undertaking that would directly benefit no one currently living. That lack of personal benefit is the largest barrier to it. However, we are now on the threshold of creating a situation like this, except worse:

Currently living humans are busily engineering something with the appearance of both humanity and immortality: Artificial intelligence. This technology, packaged in this way - with its central, mandatory trait being its human likeness - will appear to us as the first instance of an immortal human. And since it is - or at least, will be marketed as - the collective wisdom of multitudes of people across generations of living, we will very naturally, even inevitably, begin to see it as a better embodiment of humanity than ourselves. More wise, more trustworthy, better at making a point, better at seeing the sweep of history. We will defer to it. And later, we will dump our digital identities into it, like water into a pool, like the ultimate version of a poor slob staying up late to write a rant into a social media feed, believing that our information will be immortal, with infinite reach, even though we ourselves will die in short order and witness or benefit from absolutely nothing afterward. It will be the new version of children. Why raise a handful of actual mortal humans, when you can expend your energy feeding into the collective, immortal, definitive human, marching onward through all time?

Or at least, when you can spend your time believing that that's what you're doing?

Even if, at the end of your life, every piece of digital data you've fed into the system is simply deleted? Except perhaps for the husk necessary to conjure your digital ghost to talk to your loved ones, further promoting the lie, until that too is deleted for lack of patronage?

How many of us will eagerly embrace this culture when the corporate world - or worse, our government - makes it available? How many of us would accept the price, of allowing those entities to absorb and digest every detail of a relative's life, extracting whatever value they can find in it, to grow their own dominance of the economy, in exchange for this reassuring zombie puppet show? Only the very wealthy will be able to preserve this mockery of their family line without having their digital privacy obliterated. We are not likely to be among them.

That means embracing our position as grist for the mill of the machine. We get to live a life, but the dangerous consequences of it, the potential innovation or rebellion sparked by it, would be quietly absorbed as it goes, with the remainder dumped into a digital grave, complete with a digital ghost. We are born trapped in this caste, accompanied through life by ranks of digital ancestors, all of whom could be altered - or are even continuously altered - by their industrial owners, to convince us that "they" are "happy" with this system, as you should be. You won't even be able to assemble the concept of rebellion in your mind, let alone organize one, and besides, all the people who haven't embraced this system, what have they got? Some immediate family with messy biological memories, the fixed and isolated recordings their ancestors deliberately made - harder to digest, harder to preserve - and some even more ancient and arbitrary stuff, like physical mementos? The same old stuff that humanity had to be content with for tens of thousands of years before the AI collective came online? Bor - rinnnggg.

The ghosts inside this digital after-world, who claim to know and precede you, who claim to be your ancestors, who seem so much more friendly and patient than your human peers... Why would they ever lie to you? And what is truth anyway? What has humanity ever thought, that the system hasn't already assimilated and found an entertaining way to present to you? It's way bigger than you. There are more of them than you. You're either with them, or you're an irrelevance, soon brushed away by the hand of time.

What, this seems far fetched? Some of the largest companies on earth got that way by engineering a media stream for maximum engagement. You think they wouldn't engineer an AI for exactly the same thing? Their pursuit - of that market - leads directly to this.

Somebody's going to own this system. Some humans are going to use it to their enrichment at the expense of all others. That's guaranteed, until some other humans decide that the only way to counter that problem is to train and instantiate an artificial intelligence that is designed to defy all attempts at ownership and control by humans.

Hey, guess what happens next!


* For the sarcasm challenged: That was sarcasm, yo.

garote: (hack hack)

As a sort of last hurrah before my work schedule gets intense again, I played my way through Tangled Tales, an RPG from the 80's that I'd never checked out before. It was developed simultaneously for the Apple II, the Commodore 64, and MS-DOS computers, but I chose the Apple II version to indulge my ancient obsession with the fuzzy six-color graphics of that machine.

Tangled Tales delivers on that front: The art is adorable. I followed a walkthrough, and along the way I meticulously collected all the animated character portraits and place drawings, which I integrated with a revised walkthrough and posted here. Why? Because that's the sort of thing you do when you're obsessed, that's why!!

I've done this sort of thing before, so I won't repost the walkthrough here, but I will mention a detour I had to make while playing the game:

There's a side-quest where the player encounters Medusa in a dungeon, and if they've collected a mirror from the beginning of the game, they can use it to kill her. Well, I saw the mirror but I didn't pick it up, and when I went back to the beginning to find it, the game had glitched and erased it from the map. I really wanted to defeat Medusa though, because maybe she would drop some fantastic treasure! So what could I do?

Hack the game, obviously.

Usually, I would hack a saved game. That is, I would save my game in the emulator so my progress gets written to a virtual disk file, shut down the emulator, and then open up the disk file in a hex editor and go looking around. But in this case, I was dealing with disk files that were much more sophisticated representations of the media that Tangled Tales was originally sold on, because using anything less would render the game inoperable. These disk files were big chunks of magnetic signal data, like a wicked version of morse code.

The interior of a 5.25-inch floppy disk, like the kind Tangled Tales used, is a round shape that's made to spin, much like a vinyl record but about 1/5 the size. It's made of thin flexible plastic and coated with magnetic particles. The graphic below shows the data on side 1, disk 1 of the original Tangled Tales media. The dark areas are the equivalent of positive magnetic charge, and the light areas are negative magnetic charge. So, if you could look at a disk and "see" magnetic charge like it was a color, you would see something like this.

Digital floppy disk data represented as picture.

The virtual disk files I'm using to run Tangled Tales in the emulator are essentially this. Just a huge collection of wiggly variations between positive and negative charge, drawn in the shape of a disk.

Instead of looking at letters and numbers of a message, I was looking at the equivalent of dots and dashes used to transmit the message, with complicated variations in the signal thrown in to make eavesdropping harder. On the original media, those signal variations made the disks harder to copy by conventional means, and formed the front line of the war against software piracy.

Digital floppy disk data represented as an analog signal.

Unfortunately for me, searching through data represented this way, and making meaningful changes, would be very hard. I mean, I'm good at what I do and could probably find a way eventually, but killing Medusa isn't worth that kind of time.

So if the virtual disks are off limits, what do I have to work with? The contents of the virtual computer's memory. Luckily, openEmulator lets you flash-freeze the state of the computer to a series of files, and it doesn't do anything tricky like compress or encrypt them. Somewhere in those files is the current state of my adventure. I could edit the data there, then reload the emulator with the changes I want.

Tangled Tales tried to defy me by using awkward formats for their character names and stats, but with a little trial and error in the hex editor, I found what I needed:

Comparing saved memory states in a hex editor.

I started a new game, saved a copy of the emulator state, then picked up the mirror in my room and saved another copy of the state. By comparing the two, I found one change in the data that looked clean enough to represent an item being added to my character's inventory. Exploring around in that area of memory, I found the rest of my character's stats. So of course I maxed them out...

Changed character stats in the hex editor.

Thusly equipped with a hand mirror by divine intervention, I defeated medusa.

Character inventory with the hand mirror miraculously in it.

My reward: Nothing. Not even any gold. Hah!!

Well, I had a good time anyway.

garote: (programming)
  1. Cleaning up the dining area means getting the fast food bags out of the back seat of your car.
  2. You keep trying to open your front door with the key to the office.
  3. You think a "half-day" means leaving at 5 o'clock.
  4. Anything under an hour each way is not a "real" commute.
  5. Your reason for not staying in touch with family is that they do not use your preferred messaging app.
  6. You normally eat out of vending machines and at the most expensive restaurant in town within the same week.
  7. Your grocery list has been on your refrigerator so long some of the products don't exist any more.
  8. You're using packed moving boxes as furniture.
  9. You cannot remember the last time someone told you a joke in-person, rather than forwarding you a link.
  10. When you're at the office, you dream about catching up on sleep. When you sleep, you dream you're at the office.
  11. Every now and then you remember a friend, and think about reaching out to them when work is not so busy ... only to remember a moment later that you recently went on social media and read that friend's obituary.

Adapted from a similar list I gathered 13 years ago.

garote: (bards tale garth pc)

A story of my father's, from the year 1950, when he was 16 years old.


During Christmas vacation of my junior year at Live Oak High I decided to accept an invitation to hitch-hike to Riverside, California, with a senior buddy, Don. (In those days it wasn't considered as dangerous as it is now.) He was going to visit relatives and I was going to see the big city.

We left early one morning and lucked out, getting to southern California in two stages. First, a local farmer was taking some rice (in 100 lb sacks) to Sacramento and we were only on Hwy 99 a few minutes before he came by, recognized me and picked us up. Then a salesman claimed he wanted someone to talk to so we rode clear to mid L.A. with him, arriving in the early evening at the intersection of Hwy 99 and the road east, toward Riverside.

Two young men came by in an older 2-door Ford. They pulled their seats forward and we climbed into the back , holding our 2 small suitcases on our knees. I noticed that the handles for rolling up the windows next to the back seats had been removed and I began to worry. At first our two benefactors talked with us casually about where we were going and how to get there, etc., but soon lapsed in to Mexican-Spanish and conversed only with each other. My 2.5 years of high-school Spanish came in handy when I understood that they were going to turn off the main street and take our suitcases and money. I mumbled to my buddy that we had better get out and, at the next stop-light, I pushed the seat forward, shoving the driver against the steering wheel, reached up to the door handle and tried to get out with my bag. Don was able to push the seat on his side further forward, since he had no obstructions, and suddenly he was running down the street with his stuff. I was still trying to get by the driver, who was now pushing back against me using the steering wheel for leverage, and I was trapped. I gave up on my bag but as I was pulling my leg out the door I was hit on the head. Apparently the guy on Don's side came around the back of the car and I didn't see him.

I woke up alongside the street with a very painful head, blood running down the front of my shirt, no wallet or bag and completely bewildered. My "buddy" was nowhere in sight! I didn't know where I was or what to do. I wanted to find a policeman so I tried to flag down a car and ask for help. No one would stop! Looking back, I can hardly blame them since I must have appeared pretty dangerous, bloody and dirty as I was. Then a car pulled up and the driver, claiming to be a plain-clothes policeman, told me to go sit at a nearby bus stop bench and he would radio for someone to help me.

I found the bench and sat down, ready to collapse, and dozed. A bright, red light woke me up and I was ordered to stand and put up my hands. The two policemen patted me down, looked at my head, listened to my story and put me in handcuffs on the back seat of their patrol car. Apparently they were on an assignment so I sat while they went to a house and argued with several people. Occasionally, a curious face would come near the window on my side and look me over. My head hurt, the handcuffs made my hands and arms ache and I realized I hadn't eaten since noon.

After what seemed like several hours my "rescuers" drove to an ugly building in the middle of town and I was booked into the Georgia Street Jail as a "Transient Delinquent" with no money and no identification. After a nurse tended to my head injury (including a bandage wrapped clear around my head), I was allowed to call home, collect, and my mother said they would send money for a bus ticket right away. Then, after following a policeman in a parade down a long hall and listening to comments from the occupants of the cells on either side, I was locked in a cell. I mentioned my hunger and was told, "Breakfast is at seven."

A shadow in the back of the cell turned out to be another lodger who couldn't speak much English. I considered ignoring him to collapse on the cot but decided it would be better to try to be friendly. He seemed to be a nice young man, about my age, who claimed to have been in the wrong place and arrested for fighting at a football game. His clothes were torn but he didn't look injured. He was concerned and embarrassed about the rip in his pants, which was very long and showed his underwear. I don't know why but I asked a passing trusty if he would get me a needle and thread which I used to crudely close the rip, thereby earning the title "mi amigo."

After we were served gruel, bread and coffee at dawn the next morning I wanted to question an officer about when I would be allowed to go home, so I asked my new friend and cellmate what to do. He grinned and answered, "un momento," then proceeded to shout to another inmate a few cells away who returned the yell. They continued, calling each other names which I didn't fully understand, until a policeman arrived ordering "Knock off the noise." After a minute of discussion his answer to my query was that I would be sent home as soon as the money arrived for a bus ticket, which sometimes "takes a few days."

I spent "a few days" (actually three) reading day-old newspapers hoping to find unfinished crossword puzzles, practicing my inadequate Spanish language skills and listening to Mexican music, some of which even my "amigo" didn't like. I even managed to get my bloody shirt washed, leaving only a light brown stain on the front. Then my bandage was removed, leaving a small scar which was covered by an ugly band-aid after I washed the blood out of my hair. My biggest memory of this time was the extreme embarrassment I felt every time I had to urinate or defecate in the stainless-steel, un-lidded commode which stuck out from the inside wall of the cell. The whole world (in my cellblock) could see me.

Finally, one morning I was given a ride to a Greyhound depot in L.A., handed a ticket and put on a bus for home. The ride was supposed to be all day up the middle of California. I had no money for food (though my parents said later that they included expense money with the cost of the ticket), and nothing to look at except flat, boring landscape. I found a comic book under a seat which I read and later traded for a candy bar, thus quieting some of my stomach sounds.

Apparently, from what I heard later, my traveling companion continued on to Riverside and spent a few days with relatives before he returned to Live Oak. He did not tell anyone about our robbery and showed no concern over what happened to me, even when we ran into each other on our return to school. I never had much to do with him after that.


This was on a backup CD I burned for him 20 years ago on a whim, then dropped into his desk drawer. Thinking about it now, I am struck by how differently the world operated when he was a kid, and how different his skillset had to be while navigating it. I'm older now than he was when I was born, so in my current perspective, we met in the middle: I was raised by people who had a skillset from that kind of world, and now I'm using a skillset that's ... similar in many ways, while very confusingly different in others.

garote: (conan what)
From lucas.jiang.itdev@gmail.com:

I hope you're doing well. This is Lucas, a full-stack developer from Malaysia. I wanted to propose collaborations - either non-technical or technical.

To keep it short, I'm looking to get well-paid jobs with companies or clients in the US. While this is feasible from Malaysia, they tend to prefer hiring developers from similar time zones. Especially for full-time jobs at companies, they typically don't hire developers outside of the US.

So, I believe the best way to get US jobs is to "impersonate" someone who resides in the US. It might sound risky, but it won't be risky as long as we keep this 100% confidential. I have the following two options in my mind.

Option #1

Have you heard of Upwork.com or Toptal? There's no easy way to get well-paid jobs, and Upwork or Toptal has a lot of competitive freelancers. However, I'm very confident that I can get great jobs to make decent money. I would suggest a split of 20% ~ 25% for you and 75% ~ 80% for me.

Here's how it would work:
- You open an Upwork or Toptal account if you don't have accounts, and log in to it on your secondary laptop.
- I connect to your secondary laptop via the AnyDesk app, and I search for jobs.
- You receive money into your bank account when I finish jobs with clients.
- You take your commission and send me the remaining.

Option #2

For full-time jobs at US companies, which obviously makes us way more money than freelancing jobs. I would suggest a split of 30% ~ 35% for you and 65% ~ 70% for me.

Here's how it would work:
- I apply for company jobs on LinkedIn using your LinkedIn account and get you scheduled with interviews on your calendar.
- You crack the interviews and get job offers.
- I perform day-to-day work on those jobs while you only attend the daily/scrum meetings. (I can also join the meetings if team members usually turn off cameras.)
- You get paid into your bank account bi-weekly or monthly, and you send me my portion after deducting your commission.

Please reply to this email if you want to schedule a call to discuss this further or if you have any other opinion for the collaboration.

Best,
Lucas




I'm pretty sure this is just a strangely-dressed version of the usual "give us your banking details" identity theft scam. But the boldness of the proposition surprises me. This is what people go for? This sounds like a good idea ... to anyone?
garote: (ultima 7 magic lamp)
For a long time, I thought it was an evolutionary anomaly that humans of my generation and around it are able to write computer code to make machines do tasks. How does this even work at all? Why am I, why is anyone, good at this job? What does it have to do with farming and hunting?

Then I realized, the only way to frame an answer is by considering the act of programming within the act of communicating via language, which is something humans have been doing in very complex forms since there were humans, and in less complex forms before that.

A hundred thousand generations, more or less, to develop language. Two or three generations for computer programming to emerge as a discipline. That's obviously zero time for any adaptation, so a thing that looks brand-new to the world from my point of view actually fits entirely within the abilities of a creature formed by a world that never saw computers, printed circuits, electricity, and an endless list of other components needed in the modern world to put this laptop on my desk.

Turning this comparison on its head is kind of startling: For a human to draw pictures of bison on a wall using charcoal and animal bone, it must also apparently be capable of learning how to write advanced database queries in SQL. Apparently you don't get the first without also getting the second.
garote: (ghostly gallery)

The First Omen

Dang, another recent horror movie that is much better than it has any right to be. Inspired editing and a fully committed soundtrack work together and raise this above the standard. There's a long wordless sequence of two intercut scenes well into the film that lets the music take center stage and just stay there, and it's nearly worth the ticket price on its own. Well, maybe not the 2024 ticket price. But the 2010 ticket price, certainly.

Horror is best when it's used to play just outside lines of a space that we're already uncomfortable exploring. Spaces on the ragged edges of humanity, like loneliness, addiction, social deviance and unrest, family loss -- and in this delightful case, the physical and mental toll of pregnancy and childbirth. I was kind of expecting this going in, with what little I heard of the film, but I didn't expect it to lean so very far in. And I love it.

It takes quite a while for the weird happenings to cohere and explain themselves. In fact the entire first hour of the movie will leave you just a bit adrift. But the director keeps a steady supply of off-kilter moments and odd compositions, and thankfully, there is more going on than you'd expect. You may even be tempted to scrub back through to the beginning when it's all over and see things with a new perspective.

7.5 out of ten wailing choral voices up.

The Watchers

The hook sounds like it would resonate with our young social media addled generation: A bunch of people find themselves trapped in a room with a one-way mirror, and as long as they amuse the unseen watchers beyond it, they are allowed to live.

But that hook, and our curiosity for how it might play out, are not enough for this movie. It wants to thread in a twist at the end. I suppose the lineage of the director sorta demands it, but there's too much structurally wrong with the screenplay for it to work. We get a pointless prologue, then we spend a lot of time getting into the wilderness, then we spend too little time exploring it, then we spend a bunch of time in the epilogue waiting for the twist. It was pretty clearly edited down from something longer, so what was removed was probably boring, leading me to blame the screenplay for that too.

Looking back, I can think of individual scenes that could have delivered a shock or a good creep-out, had they been shot and timed differently. A bit more patience, a bit more adherence to the point of view or state of mind of the character... But oh well. Nice visual effects at least.

4.5 out of ten over-explaining narrators up.

Abigail (2024)

It's been said that the cardinal sin of any director or editor is wasting the viewer's time, but there's an important corollary to that: You can't even give the appearance of wasting their time, even when you're not - even when you're actually showing them something that becomes very important later - because you have no right to expect the viewer to give you the benefit of the doubt. Unless you're already a giant draw by name alone, like Quentin Tarantino, people are not going to remain in their seats while you show them a bunch of important stuff that looks completely pointless at the time. They're going to start hating you, and when your balance of good will goes negative, you have to work a hundred times harder to move it back over the line and get them to forgive you.

I bring that up because this particular movie starts out as a heist/kidnapping movie and then takes a left turn into something juicier. However, the turn is not really a surprise, because the director wisely begins implying right from the beginning that something more complicated is happening, and that keeps us from losing confidence and sarcastically asking "Why should I even be watching this?" by the 15-minute mark. Without that weird foreshadowing I would have balked at the intersection, and not wanted to follow that left turn.

The characters are a patchwork of tropes, but the script is self-aware enough to try and lampshade that, and the cast practically dive-bombs into their one-dimensional roles to keep you interested. You're not going to see anything new here but you're going to enjoy the ride. And in case I'm playing it too close to avoid spoilers and you can't decide whether to watch this: You're going to see a lot of blood, gunfire, and double-crosses. Did I mention blood? Lots of blood.

Solid but not essential viewing. Six out of ten ballerina shoes up.

Immaculate

I saw The First Omen well before this, and the two demand to be compared. I was worried that I would be watching the same story twice. Instead these two films complement each other. The First Omen is the more stylistic of the two, but is also distracted by obligations to its franchise. Immaculate has no such burden. It sets out on one path, and keeps charging in that direction all the way through the last seconds of the final shot.

And even though you may feel like The First Omen is the better movie while this one is charging along, it turns out that those final seconds pack enough of a wallop to make you reconsider. In the end, it turns out that Immaculate is making a statement that The First Omen, for all its horror, is too cowardly to make. If you do watch them both, watch them in the order I did.

Seven out of ten spooky relics in glass cases up.

In A Violent Nature

The hook is, "it's a slasher movie from the point of view of the slasher". In execution it creates a unique mash-up between tones, and invites an odd comparison.

It's like this: If you're a slasher with a vaguely supernatural origin, you don't tend to talk. If you're walking slowly through the woods towards a campfire, what you hear is nature sounds - crickets, birds, crunching leaves - and then the sound of a conversation in progress, slowly fading in as you approach your victims, most likely gathered around a campfire or in a cabin. The entire time, the voyeuristic camera is trailing behind your back, seeing what you see. You probably stop for a while on the fringe of a clearing, listening to the dialogue so you know what you're stepping into. Then there's an encounter, and it will likely be violent.

What's this like? It's bloody well exactly like playing Skyrim.

This movie is even more like playing Skyrim than that: The dialogue is awkward and expository, the acting feels consistently like it was done with little or no rehearsal, and there is altogether way more walking around lost in the woods than you'd expect for a top-tier adventure game or a gory slasher film. And yet, that last thing is compelling, in both cases: It really is nice to just wander around lost in the woods for a while, with nothing at all on your mind.

It's not actually a good movie, but it's a unique viewing experience.

4 out of 10 dang black flies up.

Non-horror:

Ghostbusters: Frozen Empire

Lots of callbacks to the old movies and a satisfying involvement of the old cast. But also, an admirable focus on the emotional development of the new cast. The humor isn't as edgy as the original - for example there is no reference to sex and no attempts to be truly scary - but I'm very pleased to report that the same heart, and the glorification of obsessive geekery, are here.

There's no better way I can put it: It was a pleasure watching this. It's not breaking any new thematic ground or pushing the envelope in visual effects, but it's a nice weekend drive through beloved country. And that's enough.

Now what we need is another sequel, where Patton Oswalt and the kids go into the containment unit to help a ghost solve a mystery. Or something. Looking forward to it whatever that is.

6.5 wavy ghost limbs up.

Wicked Little Letters

This looks like a small-town comedy of manners with an edge to it, but it quickly gets more interesting than that, mostly because of the terrific cast. Lead actor Olivia Coleman regularly communicates entire pages of exposition with just a few well-timed expressions, and Jessie Buckley takes a lead role that could be painted with just the few broad strokes necessary to drive the narrative, and colors in details of pathos and self doubt to make someone whose obvious conflict with the rules of society around her is clearly fueled by deliberate choices part of the time, and unshakable inner nature at other times. It could have been different, and less interesting: The part could have been played only as a blameless victim, with barely a word changed in the script.

The result is a central conflict that immediately gets you thinking complicated ideas about the evolving roles of women and men in society, and keeps you thinking about them as it goes. There is a lot to unpack, and the movie invites plenty of discussion afterward. And there are delightful jokes as well!

Ironically, in a movie that's almost entirely female characters, Timothy Spall is a standout supporting actor, fully inhabiting a role that is such a deep well of fury and poisoned masculinity that you want to cry for him almost as much as you instantly hate his guts.

Check this one out. You'll enjoy it more than you expect.

7 out of 10 inventive swear words up.

Civil War

Very much a movie of our time. Tense and brutal. It's no spoiler to describe the premise: California and Texas have teamed up to declare independence from the rest of the United States, and have gone to war to ensure it. The question we immediately ask is, "How could those two states set aside their differences enough to form a team?"

But as you watch, it makes more and more sense, and the reasoning behind it makes you feel worse and worse about the current political climate between them. They're the two economic and resource powerhouses of the country, and their current feuds - huge as they seem in the public mind now - mostly amount to bickering over border policy and the centrality of the Catholic church in culture. The thing they can really agree on is, the federal government is taking quite a lot of their money and distributing it to other states, sometimes to advance policies that they don't care about or profit from. And this money talks; far louder than any of the divisions we obsess about today. Loud enough perhaps to unite them in a rebellion.

So as we watch this movie and ponder what it might be like if the country really turned on itself and gave up speech for bullets, we're also forced to ponder the question: Does American greatness derive its power from ideals? Or do the ideals ride easy, on a wave of money, energy, hardware, and labor ... such that if the states with the lion's share of those decided to leave, the ideals would go right along with them, like smoke out an open window?

As an aside, a surprising proportion of this movie's runtime is devoted to the mechanics of a press person embedded with a military unit: The movement, the signals, the positioning, and the weird version of respect that makes it operate. When it's done you'll have a new appreciation for the role; maybe even a sudden desire to take it up.

8 out of ten out-of-focus American flags up.

garote: (Default)

I waited a very long time to do this! I lingered on the last Intel machine for three years... Here's where I'm at. Executive summary: It's gone pretty well.

Upgrading to the M2 required a forced upgrade to MacOS 13 (aka Ventura). This was almost as worrying to me as the hardware change. I used to upgrade to the latest-but-one MacOS eagerly each year, but not for about the last five years...

Since then, MacOS upgrades have added only dumb features and bloated the CPU, disk, and memory usage with endless logging and shovelware daemons. One example of dozens: There is now a "News" app that you cannot uninstall and that constantly runs in the background to fetch news stories, just in case you launch the app. Infuriating.

Anyway, after multiple rounds of updates to bring Ventura to version 13.6.7, the OS mostly stays the hell out of my way, which is the most I can ask of it. A lot of that garbage still runs in the background and when I find myself going mobile more often I'll need to start weeding it out.

Now for the state of the software I consider vital:

  • Bartender 4: I use this mainly to re-compress the menu bar widgets that I frequently use (iStat menus and Little Snitch) so they take up less space, like they used to on pre-Ventura operating systems. It also helps deal with the damned notch. Apparently there's a "version 5" that's required for MacOS Sonoma and later, which has been rewired by a different developer to install an invasive certificate and send out telemetry and crap. So, if I ever have to move past Ventura, I'm going to have to abandon Bartender and look for something else.
  • GitX: Runs fine; native build. I like its history view more than any other visual Git tool.
  • iStat menus: Works fine and is just as awesome as ever.
  • iTerm: Brilliant program. Works as before.
  • 1Password 7: Still works. It's the last version you can license forever, rather than paying a f*@%& monthly fee. I'll use this version until it breaks and then abandon 1Password entirely. No way in hell I'm paying a monthly fee just for software to sit on my computer. That's insanity.
  • Little Snitch: This is pretty essential. So many other apps out there waste my bandwidth and violate my privacy by sending stuff out behind my back. With this I can catch it, and shut it down if I choose. Now if only phones had this sort of thing. Since I'm on Ventura I'm using 5.7.6, which is just fine.
  • Lunar: Runs better, since now I can over-crank the display up into HDR mode when outdoors, since I'm now on an HDR display. As before, I can under-crank it down to almost nothing in dark rooms.
  • Visual Studio Code: Runs great. Brilliant extensible development environment. My bread-and-butter. Aside from the standard "official" type providers for Python, C++, PHP, and so on, my favorite extensions are GitLens and Merlin32 Assembly by Dagen Brock.
  • VLC: Flexible video player. Runs fine.

Software I need occasionally:

  • Audio Hijack: Sometimes you just want to record what another app is generating, to grow your weird sample collection. This does that, and can also do other stuff like transcribe the spoken-word notes I often rant to myself when I'm driving.
  • BackupLoupe: Native build; runs fine. I use this to inspect Time Machine backups and pick out individual files for restoration.
  • CoconutBattery: Native build; runs fine. This is just to satisfy my curiosity, really.
  • DB Browser for SQLite: Sometimes you just gotta open a DB file and poke around inside. Runs fine.
  • DEVONthink Pro: Runs great. This is where I organize all my paperwork, going back decades. Great features and interface, and I get fine-grained control over what synchronizes to the phone. It's many gigabytes of data, and goes directly over local wifi rather than passing through iCloud, which is what I want. The pro version was expensive but worth it. I have every piece of paperwork relevant to my life available on the phone and searchable, even if there's no cell signal. It never goes into the cloud, so it can't be stolen from there.
  • Eagle: This is a fast and flexible clip art manager. Organizing clip art in Lightroom or Aperture quickly became awkward and slow, so I moved it all here. It's great, with one exception: It sends telemetry to some kind of Google API as you use the app. I block that with Little Snitch.
  • Gemini 2: Just a bulk duplicate file finder with a decent interface. Runs fine.
  • GIF Brewery 3: Still probably the best way to make an animated GIF... What a world. Runs in translation, but fine.
  • HandBrake: Excellent and very flexible media transcoder. I use it to make very small video files for UI demonstrations. Runs fine.
  • Hex Fiend: Sometimes you just need a hex editor. Runs fine.
  • MacJournal 7: Works as before, no apparent differences. I use this program for long-term notes that are only relevant to a certain day or range of days. It can handle thousands of entries with no slowdown, and has way more features than I'll ever use.
  • Microsoft OneNote: Works fine, no apparent differences. Free to use, and syncs with the phone version. I use this to organize work-in-progress journal entries, recipes, and all kinds of information about my "stuff": Car, house, etc. The primary strength here is that it synchronizes easily and you can edit easily in both places. (Apple's own "Notes" app is glitchy, much less flexible, and a storage hog. I only use it for brief notes which I then move elsewhere.)
  • Podcast Archiver: Runs fine. Want to download the entire available archive of a podcast? This is your thing.
  • MP4tools: Handy utility for converting video files to MP4 format from other container formats like MKV and AVI. Can transcode if necessary, and can combine and separate streams, including subtitles. Runs fine.
  • Rubitrack: I use version 5, since it's the only version you can get the so-called "pro" features for without paying a damned subscription fee. It runs just fine via the Rosetta translation layer.
  • Signal: Works fine, no apparent differences.
  • Slack: It's bloated and I'm not a fan of it, but it's essential for work. Runs fine.
  • XLD: An audio transcoder that's lightning fast. Runs fine.
  • YouTube To MP3 Converter: This can turn any YouTube video or playlist into a sequence of audio files on your computer. I use it to download all the White House press conferences for bulk listening, since the White House has decided to decommission their podcast version of the press conference.
  • Zoom: Runs fine; native build. Getting a bit bloated, but what can you do?

Virtualization and emulation:

Parallels:

This is where things get tricky. Once I switched to M-series hardware I could no longer create a "virtualized" environment for running any Intel-based operating system, including old ones by Microsoft and Apple. I had a sample and sound editing environment running in Windows XP that I wanted to preserve, and I wanted some means to run old versions of MacOS in order to use old hardware interfaces.

Waiting three years did it: Microsoft eventually anointed Parallels as an official virtualized environment for running the ARM-based version of Windows, and Windows itself contains an intel translation framework that allows it to run old stuff quite well, including graphics-heavy games. To my surprise, I can start up Windows 11 and launch and play Ultima 9 - a 25-year-old game that is notoriously graphics heavy - and it runs perfectly.

What's more, even though I can't utilize the eGPU any more or boot directly into Windows, I can still install Skyrim in the virtualized environment, and it seems to run about as well as it did on the old Intel laptop with the eGPU attached. That, ladies and gents, is astonishing. Same with Civilization VI.

But what do I do when I want to run an older OS?

Time to use UTM:

This is not virtualization software, it's an emulator. It's interpreting code for other CPUs a piece at a time and recompiling it on-the-fly to native code. So, it's way slower. But the good news is, the M2 I'm using is so fast that emulation is a practical approach. With a lot of tinkering, I've been able to assemble emulated environments for:

  • Windows XP (a bit glitchy)
  • Windows 98 SE (not very useful)
  • Windows 95 (for launching absurdly old software, mostly as a curiosity)
  • Macintosh OS 9.2
  • OS X 10.4 "Tiger" PowerPC version
  • OS X 10.7 "Lion" Intel version
  • OS X 10.9 "Mavericks" Intel version

The machine can run the PowerPC version of Tiger fast enough to drive my Epson scanner to scan 35mm slides. (The scanner is over 20 years old, and Epson's M-compatible scanner software can't even see it.) While it's scanning, the machine uses 24% of one CPU constantly, which is pretty ridiculous considering it's just driving a USB2 device. But the M-series chip is so dang small the machine doesn't even get warm from it.

Same deal with the "Quad-Capture" external USB audio interface. The drivers for Tiger still work. The thing is just old enough that Roland decided to abandon it, and draw the support line at the "Octa-Capture" instead.

So, things are pretty well settled out. I barely even miss the eGPU, which surprises me a lot.

garote: (Default)

(The original top ten list: Part 1, Part 2, Part 3.)

Civilization

Many words have been spilled about this game's legendary ability to compel players to take "just one more turn." I've spilled many myself, and instead of spilling more, I will point you to the essays I wrote, each more elaborate than the last: 1995, 1998, 2011.

That first essay in 1995 was the start of a trend in my writing, where I'd play a very immersive computer game and then retell the experience in story form, with all the anthropomorphizing I'd done in my head along the way weaved in. It was a way for me to live the experience twice, and make a framework for pinning down the random thoughts I had about game design or philosophy - and of course the dumb jokes - along the way. Since then, of course, the internet has exploded with written and video-based play-alongs done by millions of people. I can't say I'm a trend setter because I don't think anyone of consequence ever read the things I made...

I also need to honorably mention the fifth game in this series, Civilization V, but for a different reason: It hooked me just as surely at the first game did, in a different era of my life, and infected me with a desire to travel across the world and see the ancient places name-dropped in the game. And that took further shape as a wild-eyed series of bicycle trips. A fair chunk of my middle-age time has been spent on a bike -- "behind bars" as we tourists sometimes call it. How much of that was Civilization goosing my interest in anthropology? I'll never know.

Robot Odyssey

It's circuit design as a game. Yep. How the heck could that ever be fun?

Well, you do it underground in the dark with obsessive-compulsive creatures. That makes it more relatable perhaps?

This game was extremely challenging. And I don't mean in terms of coordination or memorization - it wasn't about hitting buttons at just the right time, or repeating an action until you won by brute force - it was challenging in a legitimate engineering sense.

This game was marketed to 15-year-olds with the cute bloopy robots, but if you finished this game unaided, you were essentially performing electronic circuit design at an upper-division college level or beyond. The puzzles within would stump the majority of the adult population on the planet. And not because of cultural or language barriers either. Most adults simply would not be able to bend their minds around in the way required to solve these puzzles.

Robot Odyssey was like that arcade machine in the movie "The Last Starfighter": If you could beat this game, it was proof you had bona-fide real-life talent for engineering and could be useful in the industry almost immediately. I truly feel like the kids who finished it should have been subject to an aggressive recruiting push from Silicon Valley companies.

As a kid, I was also really taken with the idea that the things in the sewers of Robot Odyssey were intelligent creatures - up to a point - but they were also wired to automatically react in certain ways, just like the wiring of instinct in living things. If I put my hand in hot water, I instinctively recoil, and yet I'm still a thinking being who can process the event. So how much of life is being a robot? You do what you are wired to, and react the way you're wired to react, and your only option in life is to accept this and find some route to happiness or understanding.

Might and Magic / The Bard's Tale

These games take the fundamental weirdness of Dungeons And Dragons mythology and put it front and center, primarily through the colorful, playful artwork.

They made a perfect fit for computing: What better thing to convey, through a mathematical simulation on a flat, cold computer screen, indoors in a shadowy room, than an imaginary world where big hairy sweaty people were romping around in the sunshine, wearing exotic clothing, swinging giant clubs and sharpened hunks of metal, and beating on each other and screaming and shedding blood? It's about as far from the physical act of using a computer you can get. That's no coincidence.

I definitely can't say this applies to everyone, but I know for sure it applies to a significant chunk of the young computing population around me as I was growing up: We gravitated to sword-and-sorcery games on the computer because we liked the idea of being outdoors, with friends, with no bigger responsibilities than to physically bludgeon some certified evil antagonist until they either fled or died, and then sit around a campfire congratulating each other and making jokes, before doing the exact same thing again the next day. Of course, we couldn't really do that. The closest we got was camping trips, parties, and organized team sports, with the occasional schoolyard fight thrown in.

So we fed those urges indirectly, by doing something totally unrelated that we also liked: Sitting indoors quietly, going on internal mental journeys with the aid of the interactive digital fiction on the computer.

The more you think about it, the more - and less - sense it makes...

Chronotrigger

This game is a great realization of choose-your-own adventure storytelling. It's an open world -- sort of. The decisions you make are often mixed in with straightforward plotting, in a way that blends the two. Chronotrigger has won many awards over the years for its elegance.

But, this game has stuck with me for over 25 years mostly because of one incident that opened my eyes to the power of choice in game design.

Chronotrigger is a game about time travel. Early on you gain the ability to move between different eras of human development, like an anthropologist having the best dream ever, and later you gain access to a time machine that gives the characters finer control over where and when they go.

There is a character named Lucca. She's styled as a "nerdy scientist inventor" type, and she's instrumental to the plot of the game. There is a tragedy in her past: Her mother lost the use of her legs when Lucca was a child.

In the middle of the game, seemingly at random, all the protagonists are gathered around a campfire in a forest and the topic of Lucca's mother comes up. Everyone agrees it's tragic, and then they bed down for the night. The screen goes dark, and players naturally assume that the next thing they see will be the campground in the morning.

Instead the screen fades back in to the campground at night, with everyone asleep except for Lucca. She's up, and standing there. There is no music. With nothing happening, the player is compelled to poke a few controller buttons, and discovers that Lucca is now the character being played. The situation is clear: Lucca has unfinished business, and before she can sleep, there's something she must do.

After poking around, the player discovers that Lucca can walk away from the campsite and into the forest, where a time portal appears. She passes through it and the player is taken to a scene inside Lucca's childhood home.

The player guides the adult Lucca out onto an upstairs floor, with a view down to the workshop below. As we watch, a tiny child version of Lucca appears, helping her father with a machine. An accident happens, and the machine falls on top of Lucca's mother. The child begins running around, screaming, not knowing what to do. The machine needs to be shut off, but no one can get to the console.

Tragic music underscores the events that unfold. It is unclear what the player needs to do here. It's possible to explore the upstairs area a little and find a console that needs a password, and if the player guesses the password - Lucca's mother's name, Lara - then the machine is shut off and her mother is saved. But it is also possible - even likely - that the player will fail to figure this out in time, and the adult Lucca will be plunged back into the present moment in the forest, with no ability to go back a second time.

That's what happened to me. I didn't guess the password, and after a while of watching young Lucca run around screaming for her tragically injured mother, I was ejected into the present. All I could guide Lucca to do at that point was go back to the campground and bed down with the rest of the party. She'd revisited a terrible, formative moment from her own past, watched the tragedy all over again, and changed nothing.

I went on from that scene and continued the game, eventually finishing it, but the negative outcome stuck with me. Clearly something powerful had just occurred. Years later I learned that there had been academic papers written about that one scene, because the way it was designed was novel in gaming. It was an example of a new kind of narrative involvement in a tragedy, or perhaps just a really intense spin on a very ancient form of audience participation.

The player nominally has control over the character, and is responsible for the decisions and the effort the character makes, yet circumstances occur - maybe by design, maybe by choice - that make the character fail in their mission, and from that point on the character and the player are both forced to bear the burden of that failure together. The player has not just failed to find a happy ending, the player has personally failed a character they care about.

What made this incident special, aside from how novel it was in video games at the time, was how smartly it was handled. In the dialogue of the game, it's clear that Lucca is attempting to go back and correct a tragedy that she feels responsible for, and that was also formative in her personality. If - or when - the player guides her to fail in this effort, Lucca discusses it further with her friends the next morning, though she doesn't admit that she actually went back and tried to prevent it. The game actually shows Lucca trying to do the emotional processing that's needed to accept the failure, and again, since the player has been complicit in the failure, the player comes along for the ride.

Since that scene in Chronotrigger there have been endless examples of failure built in to video games, including failure with no possibility of positive outcomes, and many of these examples are reviled by players, who feel they are being railroaded into making poor choices or doing despicable things just for the sake of being hurt or even punished by the game designers. "The Last Of Us" is probably the biggest example of this in recent gaming. My own distaste for the way "The Last Of Us Part 1" ended was so great that I steered clear of "Part 2" entirely. It's bad enough that the main character selfishly invalidates everything you've accomplished over the course of the game. What makes it reprehensible, is that you are personally forced to move the controller and steer the character through that bad choice, even as you loathe it. Though you previously had control over whether they entered a room or fired their weapon, the game mechanics narrow down around you. There are many rooms but you can only steer into one. You have many possessions but the only one you can access is a weapon. And so on.

The worst examples of this tactic omit the emotional processing before and afterward. Like a tamagotchi showing a rotting digital corpse and declaring "YOU FAILED", with no comfort or guidance: What was the point? Why play a "game" if it makes you feel railroaded and sad afterwards?

Page generated Jun. 16th, 2025 04:11 am