All posts by cerandor

July Book Reviews

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Nothing to do with books, just a visual representation of my state of mind.

In the absence of anything resembling a summer, it was no hardship to retreat into a few good books (and at least one not so good). Wholly fiction this time out, if with a hint of history in some of the pieces reviewed. Plus, my first review of a graphic novel and a stand-out piece at that.

The Betrayal, Helen Dunmore: In the years after World War II, a Leningrad doctor and his family find themselves caught up in the politics of paranoia and fear, where the desire to be a good human being comes into conflict with the need to protect oneself and those one cares about. Deeply researched, this is a very human story taking place in a world that feels entirely genuine, from the daily lives of those surviving in the last days of Stalin’s reign to the constant fear of the political apparatus that surrounds them and crushes those that come to its notice. It never hits the heights of drama, but that’s not really the point: this is a human story of endurance and patience, one in which the small victory of surviving is enough to overcome the terror of being mangled by the machinery of an oppressive state.

Seven Days in New Crete, Robert Graves: Cast into a future utopia founded on Goddess worship and occult social control, a poet finds himself the catalyst for the introduction of evil as a force for change. Writing in the wake of WWII, from the perspective of a veteran of WWI, Graves is clinical as he cuts into the notion of how ensuring the best of all possible worlds can’t account for the imperfections and the desires of the human heart. His vision of a future grown stagnant in its peaceful compacency is a chilly one, even as it builds towards a frenzied climax, but it’s the voice of the observer who comes to understand the world he finds himself in even as he begins the process of its disintegration that makes this worth reading.

A Visit from the Goon Squad, Jennifer Egan: Charting a spiral course through the lives of an interconnected group of characters, Egan’s novel constucts a web-like frame on which she hangs the struggles of those characters to connect, comprehend and survive everything that life throws at them, as well as their decisions to maintain their masks or reveal their fragile selves. That unusual structure provides much of the life for this novel, which paints its characters in humour and desperation as they strut their brief moments on the stage before stepping into the background of someone else’s tale. It’s an easy book to become attached to, and it’s over all too soon.

Surface Detail, Iain M. Banks: Returning to the Culture, his galactic society of hyper-intelligent AIs and adventurous and occasionally lost humans and aliens, for a tale of war, revenge and heaven and hell, Banks proves himself in fine, if somewhat light, form. The central conceit of artificially constructed hells and a war fought over the moral right to destroy them interweaves with a woman seeking revenge for her own murder, but this is a romp with disturbing overtones rather than an exploration of deeper themes. Tinged with more Adamsian touches than usual, particularly in the form of a warship AI absurdly delighted at the opportunity to exercise his gifts, but this is a fine addition to the series of Culture novels in its own right, albeit one where the whimsy occludes the admittedly heavy subject matter.

Criminal: The Deluxe Edition, Ed Brubaker and Sean Phillips: Brubaker and Phillips are one of the finest writer-artist teams in comics, and this beautifully presented collection of three interwoven tales of betrayal and secrets among the criminal fraternity is a fantastic introduction to their oeuvre. Damned by their own pasts, the protagonists of the three tales may be the most moral of the characters inhabiting their shared world, but that’s a relative term, and the world of the lawless that they inhabit is one where no-one has clean hands and the spark of hope is always at risk of being snuffed out by someone more brutal or better prepared to step beyond the bounds of the unthinkable. Phillips’ scratchy, yet solid, art perfectly matches Brubaker’s terse dialogue and descriptive narration, and together they create a world of dark corners and filthy alleys that’s impossible not to get sucked into.

Mythago Wood, Robert Holdstock: Delving back deeper than Tolkienian fantasy, Holdstock works with the clay of primal mythmaking as he crafts a tale of a family whose encounters with the last vestiges of chilly antiquity change them utterly. Steeped in British folklore and spanning the human imagination from the last ice age to the second world war, this is a story in which the very human emotions of love and loss are rooted in and sometimes overwhelmed by the unconscious need to craft stories out of the world that surrounds us. Deservedly a modern classic of the fantasy genre, it’s a fascinating read, dominated by the stunning creation of the myth-infused world that lies within a single scrap of primeval woodland.

The Bone Hunters, Tom Holland: When one of your leading characters is a “naive but wilful heiress,” you know that you’re in for a traditional romance, for all that the setting is the Bone Wars between palaeontologists in 19th century U.S., amid the blood and recrimination of the Indian Wars. So it proves to be, though that’s a far less important sin for this book than the kludgy language and the choice of the author to mark every encounter and glance between two characters with at least three paragraphs of insight, flashback and emotional resonance. There’s an interesting story here, one with historical resonance and clever use of its setting, but it’s buried very, very deeply by the language and syntax, and I’m still not altogether sure it was worth unearthing it.

A History of Laptops

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A laptop sandwich: From bottom left, iBook, MacBook, MacBook Air.

To date, I have owned four Mac laptops, more or less. The first, back in my college days, was a Powerbook 145, which came with a black-and-white screen, a floppy drive and 2MB of RAM. From the privileged vantage point of the present day, it would seem unbearably clunky, heavy and underpowered, but at the time it was a revelation. I’d been using Macs for a few years, but to own one that I could throw into a bag and carry over one shoulder? Genius. (Mind you, my un-ergonomic habits with this laptop probably contributed significantly to a tendency to stoop and lean to one side that persisted for years.)

The one major drawback of the 145 was one that plagued most laptops of the time and would continue to do so for years: reliability. It didn’t last me more than a few years before it broke down to the point where repairing cost as much as replacement. Since I didn’t have the coin to do either, I passed out of the realm of Mac laptop-dom for several years, reverting to a desktop iMac when I finally got a job and could afford a machine of my own.

When I finally got my hands on a Mac laptop again, about ten years ago, it was in the form of a 12-inch white iBook. (The bottom layer of the laptop sandwich above.) With a PowerPC G3 CPU, an unheard of 128MB of RAM and a combo CD/DVD drive, it was a major step up in every way. The 12-inch form factor made it all the more appealing, as it was far easier to carry than the by-then lost in the mists of time 145. It was a lot more robust too, and it suffered its fair share of battering as it accompanied me for several years. However, it had one fatal flaw: a logic board issue that broke the connection between the computer and its screen. As before, the cost of repair rose too high, and the iBook was banished to a cupboard as I returned to the world of the desktop.

Five years ago, I took another shot at the Mac laptop scene, this time in the form of a 13-inch polycarbonate MacBook. (The middle machine above.) Like the iBook, it was white and plastic, but it raised the solidity factor a few notches, and despite the fact that it had a larger, 13-inch screen, it felt sleeker and lighter to carry. Despite the plastic shell’s tendency to fray at the edges (and the fact that the first iteration of this laptop was stolen by an absconding flatmate when only a couple of months old), it was by a long distance the most robust laptop I’d ever used. In five years, the only problems it suffered were a few hard drive glitches that eventually ironed themselves out.

However, five years is a long time in computing, and the MacBook has been struggling with newer software for a while. So the time came last month to put it out to pasture and move on. Where to? To a MacBook Air, leaving behind the world of polycarbonate in favour of an aluminium unibody. This leap shouldn’t be understated. The screen is a mere 11 inches yet bright and pin-sharp, and the laptop itself is so thin and light that the first time it was in my shoulder bag, I had to resist the urge to check whether it was there.

For all that, it feels amazingly robust. For someone who is used to thinking of computers as circuit boards wrapped in a plastic shell, this feels like a solid lump of computing ability. Apple gets a lot of grief for making machines that users are never supposed to delve into or alter, but the tradeoff is clear: this has been engineered to within an inch of its life, and picking out a flaw is very hard to do. The leading edges are so thin that the thought of attaching the Air to an axe-haft and using it to split wood isn’t completely ridiculous. The sound that the lid makes when it closes is redolent of solidity in much the same way as the sound of a high-end car door closing.

No doubt I’m still in the afterglow of an encounter with the new shiny. It’s happened before. There may yet be flaws that time will reveal. At the moment, all that occurs to me is the fact that my hands are a little large and come into contact with those sharp case edges when I type a little too often. A case may be needed, but for once it’ll be for my protection more than it will be for the machine’s.

June Book Reviews

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A slice of bookshelf, from Malory to Moore

Another month that seemed to be heading down a quiet path as far as book reading went was turned around by a lazy weekend at the parents’ place, which allowed me to polish off three titles. I guess there’s something to be said for having a few days where you attempt to merge with the couch through osmosis…

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Night of Knives, Ian C. Esselmont: A stand-alone story set in the world of Steven Erikson’s “Malazan” tales, this is almost as dense in terms of detail as that series, which is to be expected coming from the setting’s co-creator. Set over the course of a single night, it provides a meaningful chunk of backstory to Erikson’s opus, and as a result is probably required reading for diehard fans of the Malazan books. However, it’s not quite as wild and baroque as the series it springs from, and in the course of a single book it cannot explain all the elements of the world that it draws upon, leaving it solely for fans, perhaps.

At Swim Two Birds, Flann O’Brien: Irish myth and folklore twist together with the bluster and verbosity of Irish pub conversation in a surreal, multi-level narrative. Telling multiple stories at various levels, vaguely centered around an author trying to wrangle his recalcitrant creations, it’s filled to the brim with poetically wordy digressions and strange depictions of the wild and the weird of the tiny green island it sprang from. Deeply erudite, constantly playful and Irish in a way that few other books are, even as it launches volley after volley of affectionate digs at the cliches of Irishness, this is a book that demands a lot of the reader but packs more than enough in to reward (if not require) multiple readings.

Girlfriend in a Coma, Douglas Coupland: The title of the book is the kicking-off point for a meditation on the meaning of life, mediated through the experiences of five friends and the few others who come to share their lives as they face the banal apocalypse of adulthood. There’s a vein of weirdness running through the book that comes to overwhelm it towards the end, but the author keeps a careful eye on the point he’s making, and even amid the strangest occurrences the characters remain true to themselves, if not necessarily true to life. Some readers won’t like the overly preachy tone of the last few chapters, but this is a thoughtful book, casting a jaundiced eye over the modern world and comparing its meaningless pursuit of prosperity to a wasted maturity after the promise of childhood.

Last Argument of Kings, Joe Abercrombie: The First Law series of books comes to an end in suitably bloody, ambiguous fashion, with deaths aplenty and destiny revealed to be the inevitable result of choices made by the person affected and those who’ve treated them as pawns. Fittingly, there’s a real sense of returning to where the story began, even as all the secrets and lies laid down before are exposed, leading to results that are all the more satisfying for being unexpected. Joe Abercrombie spots the landing perfectly, even taking the time to have a dig at the fantasy genre and provide plenty of skewed humour amid the blood and gore.

Snuff, Terry Pratchett: At this stage in the author’s career and his long-running Discworld series, there’s a real comfort in revisiting a very familiar setting, but this is Pratchett, and underneath the comfort there’s the steel point of an author who still has things to say. The humour in the newest tale of Sam Vimes, policeman to the bone no matter how high he rises in society, is obvious here, cutting there, but it wouldn’t matter a damn if it weren’t as well-constructed a story as ever, populated by characters who always remain just the right side of caricature. The writing isn’t as sharp as it once was, and the Discworld series has moved far beyond its knockabout roots to warmly told tales of injustice thwarted, but so long as Pratchett keeps issuing invitations to this unique world, I for one will continue to visit.

Dry, Augusten Burroughs: The memoir of an alcoholic trying to go sober in the face of a life that seems to be doing its best to drive him to drink, this is an occasionally hilarious but mostly scouring look into the mind of an addict. An ad exec in New York, Burroughs is at his funniest before he’s forced into rehab, an experience that leads him to confront the reasons for his behaviour and learn whether or not he’s capable of going dry. The degree of self examination can be wearying at times, but there’s no self pity to be found here, just an self awareness that’s at times completely raw.

Pocket Planes: Fly the 8-bit Skies

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Flying out of Baghdad – generally considered a questionable idea…

Not too long ago, in a review of Tiny Tower, I commented that the publisher, Nimblebit, may have missed a trick in not selling out to Zynga, which proceeded to photocopy its game when rebuffed. As addictive as Tiny Tower was, it was an ultimately shallow experience, with most of the enjoyment coming from comparing towers with your friends. Well, I may have been worried prematurely, for Nimblebit’s follow up to Tiny Tower, Pocket Planes, is in an entirely different league.

Instead of building a skyscraper and filling it with stores, apartments and occupants, Nimblebit now asks you to craft a globe-spanning airline, starting from a handful of airports and a few rickety planes. It might seem obvious, but the premise of the game permits it much greater depth than Tiny Tower, as you actually have to think about how you expand: go for cheap airports for quick cash or save for more expensive ones and build for the future.

Some Tiny Tower mechanics are carried over: the whimsical 8-bit graphics and tone, and the “bitizens” that fly with your airline. There are still two forms of currency as well: cash for building and upgrading airports and “bux” for purchasing new planes and hurrying your flights. You can purchase bux for cash through the game, but there’s nothing you need to spend money to achieve. All it costs you is a little more patience.

The main substance of the game comes in routing flights of bitizens and cargo from one airport to another: the further the flight, the more money you make, and if you can fill a plane with items for a single destination, you’ll get a bonus. Meandering flights will make you less money (or even cost you money), so some strategic thinking when purchasing airports will pay off in the long run. As your airline grows, you’ll purchase airports further and further apart and faster planes with longer ranges to connect them. In turn, you’ll need to concentrate on higher tier airports that can support those planes.

There are plenty of achievements to pursue, unlockable items to collect, upgrades to pay for and cosmetic changes to tinker with. As for social elements, there’s both a step forward and a step back from Tiny Tower. The ability to view your friends’ efforts has been lost, but in its place there’s a chance to cooperate as part of a “Flight Crew” sharing a hashtag to achieve particular tasks in-game and win bux and special aircraft. It’s a little less personal, but it offers new content every few days, and novelty in a game like this is an important feature.

Pocket Planes isn’t perfect: it’s still a little buggy, with a tendency to quit quite often and an odd Flight Crew glitch that delivered me way more bux than I’d actually earned. The Flight Crew mechanic is also somewhat compromised by the fact that the #toucharcafde hashtag is by far the biggest anywhere. Still, Nimblebit will undoubtedly patch the game until it works smoothly, and for a free offering, there’s a huge amount of content in here. Whether I’ll follow it as far as I did with Tiny Tower, a game that burned out my obsessive-compulsive habit, I’m not sure. However, Pocket Planes is a far superior game to its predecessor and well worth trying out just to see if it suits you.

Bags of Memories

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Shattered in Salt Lake City: Near the end of its journey…

On my travels around the Northern Hemisphere last autumn, I had the benefit of three faithful companions: three bags that between them carried all my gear. They were on their last legs even then – their ratty appearance, I suspect, had something to do with the fact that I didn’t once face anyone trying to steal from me – and now the last of them has been replaced. Seems like a good time to reflect on them.

The biggest of them, pictured above, was a mid-sized rucksack. It was also the oldest, originally purchased for a skiing trip when I was around sixteen, meaning that it was with me for something close to twenty years. Too unwieldy for short trips, it accompanied me whenever I was going somewhere for a week or more, meaning that it was with me on my most memorable journeys. Its waterproof inner coating was already coming off in sheets at the start of my round-the-world trip, and by the end one of its shoulder straps was hanging on by a thread. However, it went out in a blaze of glory, from Irkutsk to Vladivostok and on to Walden Pond.

My sports/shoulder bag, a black Nike sack, wasn’t quite as old – I bought it around the time I started college – but it was a far more regular companion, seeing use day in and day out for much more than a decade. Quite how it survived all the wear and tear, I don’t know, but it wore down slowly rather than gave way suddenly, and I used it long after it had ceased to look respectable. A hole in a side pocket led to a few lost coins and the right shoulder strap was more of a string by the end, but it was still useful right up until the end. Much less of a traveller than the rucksack, it proved a much more convenient store for everything I didn’t like letting out of arm’s reach as I headed in search of the rising sun.

The smallest of the three bags was a washbag. When I got it, I don’t remember, but I do remember how: it had lain unused in my parents’ house and I nabbed it for a trip somewhere. Ever since then, it accompanied me on every journey, long or short, full of all the toiletries that kids don’t seem to need but adults do. Nothing more than a pouch with a zip and some internal pockets, it was replaced yesterday by a bigger, fussier-looking alternative, which currently sits half-empty in a bigger bag, ready for a trip home.

Three bags, long-used and redolent with memories. All gone now. That’s the way of things. We can hang onto items longer than we should, spurning better alternatives because of the memories that they accrue over years of use. Not the best of ideas. I’m a partial fan of the idea of a de-cluttered life, but my main argument in favour of letting things go is that separating the memories from the things is a good step. Learning to let go of things takes you halfway to allowing your memories to release their hold on you.

My kingdom for a laptop, but which one?

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The Retina Laptop: shiny takes a quantum leap.

So Apple revealed the long-awaited upgrades to their laptop line at their WWDC last week. As someone who’s been using their products for years, and for whom a new laptop is rapidly becoming more of a necessity than an option, I was keen to see what they might provide. And amidst all the glitz and sheen, I got plenty of information on what my next laptop might be, but also the one after that.

I’ve had my eye on the MacBook Air ever since its first revision made it a compelling option rather than an overpriced status symbol. The 11-inch version is eminently portable, and all it seems to lack over its 13-inch brother are an SD-card slot, a slightly faster processor, and better battery life. All things that are desirable but not must-haves. The new MacBook Airs are faster than before, now come with USB 3.0 ports and improved video cameras and are just as sleek as ever.

However, the MacBook Pros also got their due upgrades, also with faster processors. Shiny and sleek though they may be, they lack something in the portability department when compared with the MacBook Airs, but make up for it in terms of connectivity and storage. Hard drives are still streets ahead of solid-state storage in terms of capacity. The 15-inch Pro is out of my price range, but the 13-inch would be a very fitting replacement for my 5-year-old MacBook.

And just to delve into the future, Apple’s 15-inch MacBook Pro with Retina Display is a sleek replacement for the 17-inch MacBook Pro as an Apple status symbol, ditching the DVD drive in favour of wireless connectivity and a gorgeous screen. It is, undoubtedly, the future of Apple’s laptop line, in the same way as the MacBook Airs were when they arrived. A few years down the line, this is the path that Apple and the rest of the industry are going to follow. However, if its non-Retina 15-inch brother is out of my price range, this slice of things to come isn’t every within view.

So which to go for? The 13-inch MacBook Pro seems the more professional option, with everything I might need to actually work on it and more screen real estate than my other preferred option, the 11-inch Air. Except that their screens are pretty much equal in terms of resolution, and the Air is far more convenient to carry around. Add a DVI connector to the purchase so I can use an external monitor and even that advantage slides away, leaving only speed and storage. Speed isn’t something I need to worry about much – I don’t play games on my laptop, and both machines use the same Intel graphics anyway. As for storage, I’ve been coping with a 130GB hard drive on my old laptop for years. A 256GB solid state drive would be a massive leap in terms of both capacity and speed.

So I guess I’m opting for the 11-inch Air, tempted though I was by other options. Dock it at home for professional work and take it on the move for whatever else I might use it for (including work). All the while, I’ll be casting eyes at the Retina display and dreaming of future machines…

Prometheus: A Return to a Different World

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You just know this won’t end well…

Ridley Scott’s reputation as a director was built on two science fiction classics: Alien and Blade Runner. The most recent phase of his career began with a Hollywood blockbuster: Gladiator. With Prometheus, he makes a long-awaited return to science fiction, and all three of the above-mentioned films inform what he’s created with his latest offering.

Spoilers Below – I went into the film knowing as little as I could about it. That may have informed my reaction somewhat.

Continue reading Prometheus: A Return to a Different World

April and May Book Reviews

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A small slice of bookshelf…

Two months worth of book reviews in one post – I fell behind in my reading in April and only caught up last month. Still, what I did read I mostly enjoyed.

April

Strip Jack, Ian Rankin: An early tale of Rankin’s dour, dogged detective John Rebus, Strip Jack rings with authenticity as it depicts Rebus’s Edinburgh haunts, but in having its central mystery revolve around the doings of that city’s upper crust, it loses a lot of its weight. The central crime is appropriately twisty, but it never feels quite dark enough, and Rebus’s own troubled personal life has at least as much heft. The sharpness of the writing, especially Rankin’s ear for dialogue and the cutting line, as well as the fully-drawn character of Rebus himself, still make this a more than rewarding read.

A Princess of Mars, Edgar Rice Burroughs: One of the founding texts of the now mostly defunct space romance genre, this is an old-style adventure that barrels along at a furious pace, never afraid to stoop to contrivance or convenience in its efforts to get to the next cliffhanger or climax. John Carter is an able and sympathetic romantic hero, marooned on Mars/Barsoom by a mechanism that amounts to authorial handwaving but swiftly adapting to his new surroundings with a verve that a modern reader might decry as wish-fulfillment if it weren’t all so much fun. You’d have to be hard-hearted indeed not to get caught up in Burroughs’ planetary adventure, with its barbarians, princesses, ancient cultures and strange mysteries, and when you reach the end of the breathless ride, you might just find yourself eager for another.

May

The Black Book, Ian Rankin: Following on from Strip Jack, Detective Inspector John Rebus returns with an altogether darker and more satisfying dive into the grimy criminal underworld of Edinburgh. Not only is Rebus himself at his dogged, incisive best, but his supporting cast stand up well to him and the array of ne’er-do-wells he navigates in chasing down the leads in a long-cold murder case are colourfully drawn. Few characters get out without some blood on their hands, and none of them (with the exception of Rebus himself) come across as being guaranteed to make it to the final page.

Mortal Causes, Ian Rankin: The blood and grim purpose of the conflict in Northern Ireland intrudes into the Edinburgh of John Rebus, further darkening an already bleak depiction of the city. A little of Rebus’s own past is also revealed, suggesting some of the demons that haunt him, and he remains a thoroughly flawed protagonist, yet admirable in his unstated insistence on pursuing the unjust into whatever corners they have chosen to hide. Rebus’s world is further deepened by the use of threads from previous novels, and the cast surrounding him are almost as well written as he himself is.

Winter King, Thomas Penn: The repressive, paranoid reign of the first of the Tudor kings, Henry VII, is depicted in epic detail, from his early years in exile to the chaotic scenes that accompanied his death. As much a portrayal of the kingdom Henry created as of the man himself, it’s a fascinating retelling of his efforts to bind together a kingdom and pass it on to his son in the face of rebellion, conspiracy and personal tragedy. With a cast of hundreds, it can sometimes prove tricky to keep track of all the players in this game of court intrigue, but for anyone with an interest in English history, this is a must.

The History of England Volume 1: Foundation, Peter Ackroyd: Speaking of English history, this is an entry in the “magnum opus” corner of the history section of the library, as Ackroyd attempts to chart the history of the English nation from the earliest settlers onwards. It’s a tale full of digressions, and Ackroyd regularly gives his writerly side free rein to express itself as he picks his way through the bones of England’s past, unearthing odd gems and revealing rarely seen sides of otherwise familiar stories. His habits of passing judgement on everything he sees and ending nearly every section with an enigmatic hint or a witty bon mot get somewhat repetitive, but there’s plenty of information in here to keep a reader fascinated.

Spoiler Sport and the Art of Avoidance

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Spoilers: Not just a way of life; also a catchphrase.

I have a strong attachment to my many books, but every so often I do lend them out. When I do, I often sell that loan by saying what makes it worth recommending: characters, plot, setting, etc. What I don’t do is say anything along the lines of “Well, it’s the tale of a group of small folk who come into possession of a evil magic ring, and they have to travel across half the world, accompanied by allies from different races, in a quest to destroy it.” Not that I’d be giving away all of “The Lord of the Rings” by doing so, but I’d be depriving the loanee of some of the joy of discovery.

So why do movie studios seem determined to go a lot further in spoiling their wares ahead of time?

Last night I had the pleasure of watching “The Cabin in the Woods,” the new film from the fertile brains of Buffy alumni Drew Goddard and Joss Whedon. Partly due to the long gap between its filming and release, but mostly due to the creators’ determination to keep as much of it as possible under wraps, I managed to go into the cinema knowing very little of what it was about. This was a very good thing, and I’ll say no more about that film other than that it’s not so much as slasher movie as a movie about slasher movies (and manages to be a lot more fun than its meta-horror precursor Scream).

However, it’s getting harder and harder to avoid learning most of what a film has to offer long before its release. I already know more about Whedon’s next movie, The Avengers (or Avengers Assemble if you don’t live in the U.S.) than I’d prefer, and I’ve resorted to sticking my fingers in my ears and shutting my eyes to avoid seeing trailers for Ridley Scott’s forthcoming Prometheus.

I do accept a portion of the blame for this. Anyone who trawls the internet habitually can at any moment be enticed by a rumour, press release or teaser trailer. On the other hand, movie studios are always eager to attract more attention for their releases, and media outlets are just as eager to scoop their rivals with the latest unrevealed details of films just over the horizon. The only thing standing in the way of a tidal wave of spoilers is a common awareness that revealing everything ahead of time defeats the purpose of marketing the film in the first place.

It’s good to be surprised by a film. When a trailer shows clips from a film’s climax, or an article leaks details of the plot, then the person thus spoiled loses something. The best movies bear repeated viewing, but there’s a reason why we feel envious of those about to experience something exceptional for the first time. (This is also the case for other forms of entertainment: witness the recent tortured efforts to discuss the ending of Mass Effect 3 without actually talking about it.)

After years of being a happy consumer of rumours and spoilers, I’ve become a convert to the art of avoidance. I’ll happily watch trailers for, and read about, movies I’ve never heard of in the hope of finding something worth watching, but if it’s something I’m already looking forward to, it goes on my interdicted list. I’d definitely recommend it as a habit to get into. If nothing else, it offers a chance to enjoy a movie twice over: once for the new experience and once again to appreciate the artistry with which it was put together.

Tiny Tower – An Addictive Experience

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The tip-top of my Tiny Tower.

Tiny Tower on iOS isn’t so much a game as it is a drug for obsessive-compulsive completists (people like me, in other words). As is the way with most drugs, I was introduced to it by a friend, and even though they’ve had the sense to wean themselves off it, I haven’t quit just yet. Maybe tomorrow

The purpose of the game is to build a tower up to the heavens, filling it with shops and apartments full of “bitizens”. The 8-bit graphics are almost terminally cute, and there’s a quirky sense of humour at work, but just how much game is there here?

The game itself runs on two currencies. The first, money, is used to build floors and stock shops and can be gained through selling goods from those shops and giving lifts to bitizens. The second currency, towerbux, is used throughout the game to speed up the sometimes slow process of stocking floors and gaining new bitizens, as well as to spruce up floors with new paint jobs and bitizens with costumes.

Importantly, players can purchase towerbux for real money, which is where the profit part of the equation comes in for the developer NimbleBit. It’s perfectly possible to play without ever paying for towerbux, and the more attention you pay to the game, the more towerbux you’ll pick up from in-game sources, such as completing tasks and fully stocking floors, but in order to make towerbux an attractive option, the game has to tweak players’ impatience, and it does so by getting slower and harder to build floors as it goes along.

Most of the fun to be had with Tiny Tower comes early in the game, when you get to add a few new floors every day. There’s a basic community element too, which uses iOS’s Game Center to show your friends’ progress. However, as the pace of the game slows (at the moment, I get a new floor slightly faster than every other day) there’s not much attachment to your tower or bitizens to keep you coming back. Worse, the ability of towerbux to speed your progress diminishes, making them less appealing right at the moment a player might want them most.

There was a lot of fuss not long ago about Zynga’s decision, after being rebuffed in an attempt to buy NimbleBit, to simply copy Tiny Tower wholesale for their own game Dream Heights. Whatever the rights and wrongs of that kerfuffle, I can’t help feeling that NimbleBit missed a trick. Tiny Tower was the iOS game of 2011, but the two main wikis on it haven’t been kept properly updated. Perhaps selling at the height of the market might have been a good idea?

At the moment, this obsessive-compulsive completist is still playing, mostly because I want to get all the available floors. Which, at my current rate of progress, will take perhaps two more months, assuming that NimbleBit don’t release yet another update adding a batch of new floors. Is it really a game? I’m not sure, but I’ve had fun with it. I’m just not sure that I’m still having fun with it.