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Thursday, January 30, 2014

Review: Batman Arkham City

Arkham Asylum was the first game I ever finished on the PS3, and Arkham City came with extremely high reviews, with many critics saying that it was even better. Unfortunately, by the time I got around to starting Arkham City, Bowen was born and I was too busy to play. A recent upgrade of a video card and a Humble Bundle sale meant that I could continue on my PC with its 1440p screen and all the glory thereof, albeit several years later.

First of all, to properly play this game on the PC pretty much requires an XBox 360 Controller. For a while, I used my PS3 controller using DSTool, but then one day DSTool went and took over my Logitech Wireless receiver, which was not cool. And yes, I did try a cheap Logitech knock-off controller, but it was unsatisfying and imprecise, so I can't recommend any of the alternatives to giving Microsoft money. At least the Microsoft wired controller provides vibration control, so you do get something.

Once you've got everything set up, the game plays well, and it's a beautiful game, provided you like night-time or indoor spaces. If I'd never played Uncharted before, I would say that this was a great game, but having compared to the best of the story-based games, I have to say that Arkham City has several flaws, even when compared to Arkham Asylum.

First of all, the game is a bit too open, and tries to bombard you with information overload the entire time. This is par for the course if you're Batman, of course, but seriously, we already get plenty of information overload during our daily lives, I'd think that an escapist video game wouldn't need it. You could barrel along at full speed through the main story and ignore all the side missions, but that's not how the game was designed, so you'll find yourself ignoring the ticking clock the story points you at and do a few, just to get enough experience points to upgrade Batman a few times.

I played the game on easy, but even then, in some places there were just a few frustrating places where you felt that the controls just didn't work. The remote-controlled batarang, for instance, were an exercise in frustration with keyboard and mouse (I bought the controller to get over this section). Even with the controller, it's not perfect, and just barely workable. The fight with Joker and his underlings was a major difficulty spike: none of the rest of the game is nearly as difficult or challenging. It took me about 6 tries to get past that.

The story, of course, is incredibly well written. The writers pulled out all stops and didn't balk at eliminating the possibility of a sequel (though, as we find out a few years later, the franchise tries to get around the problem by providing a prequel). I think this is easily one of the best Batman stories ever told, in any medium, and the fact that it ties in with the Arkham Asylum very well as a direct sequel is a strength. The penalty, however, is that it's overly long, and uses way more of Batman's portfolio of villains than you can keep track of. I clocked about 17 hours finishing this game, and that's without trying to do all the side missions or the additional DLC.

The game also enables you to play as Catwoman several times during the story, and she plays differently enough from Batman that it's a fun adventure in its own right, though relatively short and fairly easy. It's a good relief from all the craziness that Batman usually gets.

Having said all that, the game does a great job of making you feel like Batman. The controls are fast and responsive, and whenever you work around the room or environment picking off one goon and intimidating the rest, you get a thrill of what it means to be Gotham's greatest detective.

Overall, I recommend this game, but I think it's a bit too hard core for a general audience. If you're not a hard core gamer, you might discover halfway through that you've bit off quite a bit more than you expected. Arkham Asylum's quite a bit better in that regard, so if you haven't played that, do that game first. Both games are relatively old now, so are cheap to get.

Friday, January 24, 2014

Review: The Emperor of All Maladies

If cancer doesn't strike fear in you, it should. I've had a friend die of cancer, and it was scary to watch and difficult to forget. Dr. Murkherjee subtitled The Emperor of All Maladies "the biography of cancer,: and that's as descriptive a name as any.

It discusses the history of cancer discovery and its remedies, from the primitive (early surgeons worked without anesthesia, so you can imagine how horrifying it is) to the modern (like Genentech's invention of Herceptin). Along the way, you get all the fascinating stories of heroes and villains that aren't just interesting to read about, but as fascinating as any exciting adventure novel.

For instance, early anesthetics were cocaine and morphine. Doctors frequently experimented on themselves, and as a result, many surgeons were themselves addicted to cocaine and morphine. In fact, the history of cancer research seems full of doctors who bravely experimented on themselves, including a much more recent account of a doctor who swallowed a glass full of bacteria he suspected of creating an inflammation that could eventually lead to cancer!

Since it was written by a research oncologist, the book is strongest when it discusses recent research, where details about how new targeted cancer drugs are developed and how they attack the cancers they target. Dr. Mukherjee also does not flinch from describing cancer prevention and its villains, chiefest of which is the tobacco industry. The account of the fight between the medical profession and the big tobacco companies is detailed, and exposed many things I didn't know about. For instance, smoking was so prevalent in the 40s and 50s that no one thought to consider smoking might be a cause of lung cancer. When the researchers involved made the connection, they immediately stopped smoking, but in at least one case, it was too late. The researcher had already developed metastatic cancer. Even so, the tobacco companies won reprieve after reprieve by using the familiar phrase, "correlation is not causation."

The creation of the National Cancer Institute and the politics involved is also thoroughly explored. I generally find politics less interesting, but Mukherjee did a great job tying the cancer movement with what went on later with regards to the AIDS epidemic, as well as the consequence of approaching cancer via a directed "therapy first" project as opposed to the traditional vision of government funding basic research without particular goals in mind. I wasn't excited to read it, but in the end was glad the author saw fit to cover it.

The genetic origins of cancer is thoroughly explored, and provides a great discussion of how our genes operate, and why cancer is fundamentally part of our genome and a consequence of evolution.
If there's any flaw in this book, it's that the book flinches away from discussing detailed statistics behind cancer survival rates. There are references to statistics showing that the survivor rates for cancer is still abysmally low, despite the new therapies. If the new therapies are so good, why does it not affect the population of cancer patients statistically?

In any case, the book well deserves its Pulitzer prize, and is well worth the time spent reading it. Recommended.

Thursday, January 23, 2014

Review: Brothers - A Tale of Two Sons

It's hard for me to review Brothers as a video game. It certainly has all the credentials of a video game, being available on the PS3, XBox 360, and as a PC download. It requires a decently strong video card, and is probably best played with a controller in your hand, as opposed to mouse and keyboard.

Yet, it is much more of an interactive story than it is a video game. For instance, the game, while ostensibly a puzzle solving adventure game, doesn't actually have more than a couple of puzzles that aren't completely intuitive. Only a handful of puzzles would be considered challenging by even a puzzle-game-hater like me. The game deliberately eschews many of the conventions of video games. There's no leveling system, there's no real escalation of puzzle difficulty, and the designers even wisely omitted the trophy system from the main story, eliminating the usual carrots games usually dangle in front of you to keep you playing. The only thing that keeps you playing is the story, which is whimsical, charming, and gorgeously rendered. The game even provides many benches from which you can sit and just admire the scenery, which is something I used more than a couple of times. The story is told completely without dialog, just murmurings between characters, and a soundtrack that hovers barely at the edge of your perception.

The story begins with two brothers going off on a quest to find a treatment for their ailing father. What's interesting about the design of the game is that you control both characters with one controller. This sounds challenging, and it is, to the point where the design nicely eliminates time based puzzles, for instance, since most humans would have a hard time completing anything too quickly. There are a few places where you have to move by a certain time, but they're far and few between and not a big challenge even if you're not a twitch gamer.

The game excels at putting you in a state of flow, because the puzzles are well designed and intuitive. You really feel as though you're there, linking one puzzle to the next, and encountering one interesting event after another without being bogged down. The adventures are a lot of fun and the game teaches you everything you need to know as you go along without hints, prompts, or dialog. To me, this is the hallmark of an excellent UI and a coherently well-thought-out design.

It's only at the climax of the story that you realize that the game's major goal was to get you attached to the characters, learning their quirks and differences. This enables the director and story to take you places emotionally that most games cannot touch. I won't spoil it for you, but the game takes about 5-6 hours to play through and the ending defies conventional fairy-tale, movie, and video game endings.

Brothers is short, non-violent, with very few elements of horror. It's reasonably priced, at $15 full price and is currently free if you're a Playstaton Plus member. In short, you don't have any excuses for not playing it, and you should. Recommended.

Monday, January 20, 2014

Review: Tomb Raider Reboot

I've never actually played Tomb Raider, so when I saw that it got a 2013 reboot, I decided that the stellar reviews it got and critical acclaim meant it was worth a try. As an engineer, I tend to over-rate engineering achievements, and I have to say, the game engine underlying this version of Tomb Raider is amazing. The graphics are gorgeous, the controls relatively snappy, and the end result is very pretty. If while playing the game you think to yourself, "This looks like a million dollars!", you'd be right, because the budget for Tomb Raider was $100 million. By all accounts, the PC version of the game is the prettiest, especially if you have a strong graphics card to take advantage of it.

What the game designers have chosen to do with the engine is also fairly enjoyable. The game in it's main story line, plays a lot like an Uncharted game. In fact, the first few hours of the game is just as intense as the best of the Uncharted series, with superb writing and great visuals moving the plot along. In fact, the emotional connection the player has with Lara Croft might even be stronger, as she seems more vulnerable than Nathan Drake ever is. And yes, the game passes the Bechdel test, on multiple occasions, not surprising considering that the writer is Rhianna Pratchett.

If the game had continued at this level of intensity through the experience, it would be a better game than any of its competitors. Unfortunately, the game falls apart in the second half of the story. The story isn't to blame. What happened was that the game tries to integrate the experience mechanic of the Batman games, along with the side missions like the optional tombs. If all the side stuff was truly optional, then you could just barrel along and ignore all that, much like the treasure collection in the Uncharted games. Unfortunately, the experience system and weapons upgrade mechanics means that unless you get certain upgrade progressions, the later parts of the game become harder, so you end up scrounging around collecting collectibles for the sake of collectibles.

Now, some of the side missions are fun. The tombs themselves are entertaining puzzles that would take you about 10-15 minutes each. The document discovery stuff is also interesting, since it gives you some back story on the other characters in the game. These pieces fills out the game somewhat, and I have no objection to them. The salvage system, GPS caching, and challenge systems, however, are just silly. They do nothing for the game, forcing you to basically explore the locations thoroughly outside the story, and they dilute the experience severely. Basically, these elements of the game further reinforced for me why the Uncharted games are successful: Naughty Dog studios had the courage to stick to the story that they wanted to tell at the expense of alienating part of the potential audience for their work, while Crystal Dynamics doesn't feel as though they were willing to do so. Ironically, I think eliminating the ancillary systems would have made the overall game quite a bit stronger.

The other thing that broke the flow for me was the way the game let you have a lot of cheap deaths. By this I mean that there are some things that you would never do as a human, but given the limitations of a controller, might result in a death unless the game designers caught it. For instance, if you're standing on a ledge and tip a joystick by accident (or because you're reaching for some other button), Tomb Raider would have Lara fall off the ledge and die. By contrast, every time I've done that in an Uncharted game, Nathan Drake would just grab the edge of the ledge instead, allowing me to recover from an accidental touch. Incidentally, the cheap deaths result in famously gruesome death animations, which are the main reason why I'm not letting my kid touch this game for a while. What's crazy about these death animations is that the one time an NPC dies gruesomely, Lara turns away from the scene. You would think that if you were going for an M rating you might as well do it all the way.

Finally, I wish Crystal Dynamics had spent some of the $100 million budget on giving us a full score for the background music behind the game. There is background music, but it's relatively muted and you only notice it during the cut scenes. It's nothing noteworthy, which made the game feel like it was punching below its weight otherwise. The other place where the game doesn't quite pull it's weight is that Lara Croft is alone all the time. None of the NPCs are helpful outside of the cut scenes, except in a bridge traversal scene, and even then it was obviously scripted. There's essentially no interaction between Lara and the other characters in the game outside of cut scenes.

I just spent several paragraphs complaining about the game. But it was overall, a fun experience and especially in the first half of the game, well written and an intense experience. I'd recommend the game (especially since it has no zombies, unlike some other AAA titles out there), but if you have limited time, try Among Thieves or Arkham Asylum first.

Thursday, January 16, 2014

Review: Soy Sauce for Beginners

I picked up Soy Sauce for Beginners as part of the Kindle First program. For one, it's a book about food. Secondly, the author's from Singapore, where I grew up. Any book from a Singaporean about food has got to be good, right?

One of the smartest people I know once said to me, "There are only two types of people who like Singapore: women, and foreigners." It's a deep insightful statement if you know Singapore well, but unfortunately, it's clear that Kirstin Chen doesn't share that insight. The novel is about Gretchen, who at 30, discovers that her husband has been cheating on her and moves back to Singapore to take a break from her disastrous marriage.

She then plunges into her family business of making soy sauce, not as a relief from the mess of her life in San Francisco, but as a burden. Her white friend from her Stanford days joins her, and she starts dealing with her mother's alcoholism, dating as a soon-to-be-divorcee, and possible return to San Francisco. This could all have been interesting, but Gretchen engages in all the stereotypical behavior of an Asian woman you could think of, and no, Chen isn't making an ironic statement about it: she's just oblivious.

For instance, Gretchen only dates white guys. This is pretty common, but she's also oblivious enough to be proud that she was the first Asian woman her ex-husband dated. She's then devastated that he cheats on her with another Asian woman. Her white friend in Singapore gets a lot of attention (as white people would), and Gretchen is appropriately jealous of her, but also without insight.

The references to food, the use of Singlish, and notes on the culture are somewhat appropriate. They're also divorced in general from how non-rich people live in Singapore. There's a deep assumption that people get around in cars, which of course, isn't true in Singapore or any major Asian city. There's no reference to the mass transit systems there, nor is there any reference to a single sympathetic Asian man other than the protagonist's father. This gives you an idea of how skewed Chen's world view is.

I should note that most Asian American fiction is essentially a body of work by Asian American women: very few Asian men are represented, so to some extent this is accepted and standard for a novel that's considered "literature" or "literary fiction." But life is short and you only have so much time for so many novels, so why read yet another standard Asian American novel?

Ultimately, the ending is predictable, as though written for a Singaporean audience, in complete contradiction, of course, to the author's real actual life. I wanted very much to like this book, but I'm afraid I cannot recommend it as a good use of your time.

Sunday, January 12, 2014

Review: Among Thieves

I approached Among Thieves with trepidation. First, the reviews for it have been nothing short of amazing, but I'd been a little bit disappointed by both Drake's Deception and Drake's Fortune. Neither were as good as Golden Abyss. I was starting to think that I enjoyed the Uncharted series only because I was new to the genre when I played Golden Abyss.

I needn't have worried. Among Thieves is quite simply the best video game I've ever played. Midway through Chapter 14 (there are 26 chapters in total), I found myself thinking: I hope this game never ends! I'd already died 3 times, I was getting my ass handed to me, but I was never frustrated, and just wanted to keep going. The scenery was gorgeous, set high up in the Himalayas, the action was perfect, keeping the player in a state of flow that made even me, a mediocre video gamer at best, feel like a competent action hero.

Ultimately, that's what video games shine at. They're not great story telling vessels, as deaths and puzzles break up the story flow. They're not even that great for puzzles, since computer interfaces aren't as open ended as a real life puzzle game would be. But Rock Band could make you feel like a rock star, Arkham Asylum could give you a taste of what it feels like to be Batman, and Among Thieves makes you feel like Indiana Jones.

Which is not to say that the story-telling is poor in Among Thieves. It has the best story I've seen among video game properties. You come to care about Nathan Drake and his relationships with his cohorts. You even learn to hate Flynn, the guy who roped him into this mess in the first place. The scenery is nothing short of amazing, especially when you consider that it's being rendered for you by an 8 year old piece of hardware with crippling small amounts of RAM (both the HDD and the blu ray drive on my PS3 spun like crazy while playing this game).

The music is amazing, sounding more like a major feature film soundtrack than any other game in the series. This is big-budget game production at its best, and it's impossible to feel cynical about the entire enterprise by the end of the game because it's been executed so well.

Where Drake's Deception and Drake's Fortune got wrong was in the pacing. Both those games had places where it felt like the action had gone on just a bit too long, and you just can't wait for it to end. Among Thieves has no place where you feel that way. Even the penultimate chapter's fights are broken up into bite-sized chunks, enabling the player to rest and recover between bouts. None of the puzzles are so hard that you get stuck, and none of the individual fights are so challenging that you feel demoralized. Whenever I got frustrated by either Drake's Deception and Drake's Fortune, I would switch to playing Tomb Raider for a bit. Once I put Among Thieves into the PS3, I never found myself even tempted to play another game.

And the set-pieces are amazing. chapters 13, 14, and 15 flow as well as any action movie or novel that I've seen or read. Chapter 19 and 20 make you really feel like you're high up in the Himalayas, helping villagers defend themselves from an invasion. And chapter 16 just shows off how confident Naughty Dog was: they put in a chapter solely as a breather after the intense action that happened before, and don't feel compelled to throw in any puzzles, fights, or other inanities that a lesser video game maker might consider. You simply have a chapter consisting solely of moving through a mountain village, granting you vistas, and watching the authentically moving NPCs. You feel like you're in a magical dream.

Now, the rendering isn't as drop dead gorgeous as Tomb Raider (that game came 4 years later). But the art direction is far better in this game. Tomb Raider feels like it's doling out pretty scenery one drop at a time, as  if in fear that your eyes might get used to natural beauty and then what it showed you wouldn't be as effective. Among Thieves has no such restraint. It throws stunning vistas at you, one after another as though it was the last hurrah of a lost age.

The only disappointment I felt upon finishing the game is that now that I've played through the entire Uncharted series, I'll have no other games in the series to play until Uncharted 4 comes out for the PS 4. Needless to say, Among Thieves comes highly recommended. It would be worth borrowing or buying a PS3 solely to play this game.

Monday, January 06, 2014

Review: Do You Believe in Magic?

Do You Believe in Magic? is a book about alternative medicine. It is a very well balanced book, considering the topic. I don't think I would have been as restrained in my criticism of alternative medicine practitioners given all the facts on display in this book.

For instance, there's a section on why the FDA is not allowed to regulate supplements, and how messed up the supplement industry is:
Of the 450 supplement manufacturers inspected, at least half had significant problems. One, ATF Fitness, substituted ingredients without changing the product label. Others didn’t even have recipes for their products. And some manufactured products in buildings contaminated with rodent feces and urine—in one facility a rodent was found cut in half next to a scoop. (Location 1143)
Offit covers all the usual suspects: cancer cures (including the alternative medicine practice that killed Steve Jobs), homeopathic medicine, the anti-vaccine movement, the vitamin pushers, acupuncturists, chiropractors, and even some doctors who're selling questionable "cures."

Offit doesn't just discuss the many failings of the supplement/natural foods/health foods, including the huge amount of effort and money spent so that the FDA does not even have the ability to stop herbal supplement sellers from making untrue medical claims. The depiction of this lobbying would be enough to make your blood boil. The stories of how parents would treat their children by taking them to quacks instead of using proven medicine is terrifying.

Offit does cover why certain alternative medicines appear to work by invoking the placebo effect. At one point, he reveals an interesting anecdote where Albert Schweitzer points out how witch doctors actually perform a service by providing placebos for psychological ailments, while pointing patients to effective western doctors for diseases which can be cured by medicine.

All in all, I found this book to be a great read, and very enlightening. Recommended. The book is currently available from Amazon at $1.99.

Thursday, January 02, 2014

Review: Drake's Fortune

It's my contention that now is the best time to buy a PS 3. Not only is the system cheap and easily available, it's also mature, with all the streaming media options (such as YouTube) available that aren't available on the PS 4, for instance. If you choose to use the machine for playing games, PS 3 games are also dirt cheap. I picked up the Uncharted Dual Pack for $10 over the holidays and started playing Drake's Fortune whenever I got frustrated at Drake's Deception.

Video games are the only genre of media where sequels are usually better than the originals. Game engine technology improves as developers learn to optimize for the console, and this goes triple for the PS3, which had a famously unfriendly processor to program to. Also, as game developers gain confidence with the console, they get to spend more time developing stories or new methods of game play that add quite a bit to the game, not just in terms of fun game play, but also in terms of aiding the story telling.

Drake's Fortune takes place mostly on a tropical island. As with the other games in the series, I love the art direction. Things are brightly lit, and most of the game takes place during the day, with caverns and underground environments less than 30% of the time. The game features cover-based shooting, traversal, and some light puzzles, but no chase sequences, which to me is the biggest thing I missed coming over from Drake's Deception.

The pacing is also much less even than Drake's Deception or Golden Abyss. There are several long sequences that feel like a shoot-fest that's dragged out more than I enjoyed. The jet-ski sequences are also less than enjoyable: the controls aren't very responsive, and at first you're trained to use the jet-ski like a tank, and only at the end are you encouraged to just accelerate and blind-fire to make it past the stage. Neither of these hiccups occur in later games, showing that the game designers actually learned from experience. The game also uses the dual-shock's motion sensor control, which aren't precise enough for me to consider fun. Fortunately, the few times it's necessary aren't frequent enough to annoy you.

Not everything is bad compared to the Drake's Deception, however. First of all, the easy mode is just challenging enough for an out of touch gamer but fair enough so that I didn't get too frustrated. It did give me a good feeling when I finished the game. I can't say the same for Drake's Deception. The jeep sequence was also fun, and also paced appropriately. What I like about the story as well is that the female lead, Elena, is no mere damsel in distress, unlike Marisa Chase in Golden Abyss. She rescues Nathan Drake as often as she is rescued. The music was also outstanding. It's scored by Greg Edmonson, who also scored the Firefly series. I have the theme song from the game stuck in my head now, and that's no mean feat. I don't know why I didn't think much of the music from Drake's Deception, but the music in Drake's Fortune stands out.

Nevertheless, this was my least favorite Uncharted Game so far. Despite that, it's still a lot of fun and certainly well worth the price I paid. Recommended.

Wednesday, January 01, 2014

Make Your Own Baby Monitor

The baby monitor my brothers gave me a couple of years ago died, the battery on the screen no longer charging. The cost of a replacement is $240, and I blanched at that. It's 2014, these things should be dirt cheap.

I bought a Tenvis JPT3815W, which is a wired/wifi internet camera. For about $45, this thing boasts night vision, streaming to Android, Chrome, iOS, and just about everything except IE. (For whatever reason, I couldn't get the ActiveX plugin to work --- this is what happens when companies don't hire Silicon Valley engineers to write software) There's no audio, but that's ok: our 2 year old is quite capable of screaming loud enough for us to hear from anywhere in the house. It also has the advantage of now enabling us to stream the video output outside the house, as long as our smartphone data plans can take the hit.

Setup is a bit of a pain. First, you have to plug in the device into your wired LAN router. Then, you run the wizard and tell it the SSID and password to your wi-fi network. After that, you're good to go. There's an LED light on the device that can't be turned off in software, but electrical tape taped over the LED does just fine.

One item that the baby monitor had that the Tenvis doesn't is a temperature sensor. I replaced it with a $15 wireless thermometer meant for outdoor temperature reporting. Nothing says you have to put the outdoor temperature sensor outdoors! It works fine, and tough the reviews for this unit are mediocre, you'll see that they're all because the temperature sensor isn't waterproof. Not a problem if you use it indoors.

All in all, I'm much happier with the new setup than with the old one. For one thing, since we have plenty of smartphones and tablets lying around the house, we can use our favorite devices rather than passing the old monitor around. Secondly, once the toddler grows up, this can be re-purposed as a security camera for the house. Finally, being able to get at the video from any computer is awesome, since you can monitor your kid while writing a blog post, for instance. And of course, it's $200 cheaper than the dedicated units.

The only way the dedicated units beat this setup is if you don't already have wifi in the home and don't have smartphones/tablets/laptops already sitting around.

Highly recommended.

P.S. Happy New Year!

Friday, December 27, 2013

Review: The Speed of the Dark

The Speed of the Dark is Elizabeth Moon's science fiction book about autism. The science fiction parts of the book aren't very apparent. It's set in the future where autism can be cured in the womb, and follows Lou Arrendale, one of the last autistic people left. He's a high functioning autistic, and can live on his own, hold down a job doing pattern matching, and goes fencing. The novel is told mostly from his point of view.

The central conflict in the novel describes a new director for Lou's job, Crenshaw, who decides that all the extra amenities and facilities that Lou and his colleagues need to be able to work are perks that should be cut. To that end, he "encourages" Lou's colleagues to try out an experimental treatment for curing autism. Crenshaw is a stereotypical corporate villain, and is never fleshed out, which is the biggest flaw in an otherwise excellent novel. But his attack on Lou brings up several issues: if you could cure a deep psychological problem like autism, would it be desirable to do so. If someone has come to an accommodation with his condition, wouldn't the change be traumatic, and possibly be effectively eliminating that person's former self? The novel explores these issues from Lou's perspective.

The best thing about this novel is it's use of the first person perspective to grant insight into how an autistic individual works. If you're a Silicon Valley engineer, reading this novel will give you a very strong sense in how similar many engineers are to an autistic person, and where the big differences are. Jeff Bezoes is quoted as saying, "I learn more from fiction than from non-fiction books," and this book is illustrative: it's more insightful than even autobiographical books like Born on a Blue Day. The treatment is extremely sympathetic, and extremely well written.

For some novelists, the central conflict's resolution would end the novel, but not Moon. She goes on to explore all the deeper issues involved in the novel, and the conversation Lou has with himself is a lot of fun. This is an excellent novel, and I can highly recommend it.

Thursday, December 26, 2013

Review: Tearaway

I'll come right out and say it: I dislike mario-style platform games. I don't think I'd ever finished a platform-style game in my life, not even when it was Braid, written by my college friend (now video game illuminary) Jonathan Blow. Part of it is that most of those games are too difficult (and yes, Braid definitely falls into that category), and geared towards hardcore gamers or kids with a lot of time on their hands with which to get good at anything.

Yet the metacritic scores for Tearaway are simply amazing, with review site after review site proclaiming that if you bought a Playstation Vita, you should play this game, as it is not a game that can be played on any other platform. Thus when the Playstation Network had a holiday sale at $18, I jumped on it. As of this writing, Amazon still has this game at $19.99, but it is out of stock and could take a while to ship. It'd be worth the wait though.

The conceit of the game is that you're controlling a paper message with an envelop making it's way through a world made out of paper from kindergarten arts and crafts projects to you, the player. Everything in the world you wander through is made out of papers, from trees to waterfalls. The rendering is very well done, and has a very natural feel to it. I was never any good at those arts and crafts projects when I was small, but I still enjoyed the visual look and graphic design behind this game.

The word most frequently used to describe Tearaway is "Charming." Despite my prejudice against platform games, Tearway certainly charmed me into playing it. For one thing, the game is not too frustratingly hard, segmenting itself so that you can make it as difficult or as easy as you like. By this I don't mean that the game has difficulty settings: it doesn't. The sidequests and optional goals are what let you adjust the difficulty: if it's too hard you can proceed on with the story without much loss. Even though I dislike platformers, I found myself playing some of the levels in a mode of flow, indicating that the game designers did a good job of making you feel competent despite the complexity of some of the inputs: the rear touch pad, motion sensors, shake sensors, joysticks, and buttons all come into play.

The game makes a great effort to include you in it's presentation. This ranges from displaying a photo of you in the sun "teletubbies-style", to breaking the fourth wall, directly talking to you, the player. In fact, the entire game revolves around delivering a message to you, the player. In particular, one of Iota's idle animation sequences is to turn to you and look adoringly. Early on, the game asks you to draw a picture of a crown using the touch screen, and then immediately uses it when displaying characters to you. The game also lets you shoot photographs in game, in addition to using both front and rear facing cameras to capture textures for in game use. This is a game that truly makes use of every facility on the Vita, and uses it with a facility that puts other games to shame.

A lot of the complaints that hardcore gamers have about the game is that it is too linear. I'm definitely not going to complain about that. You never have to guess as to what you have to do next, and the game provides plenty of hints if you get stuck.  The story is fairly shallow, though I still found it exciting enough. Other criticisms are that the game is short, but I'm of the opinion that the game was just right: any longer and I might have the time or patience to play it through, and some of the mechanisms (especially the motion control) would overstay their welcome if they were used more liberally throughout the game.

There's some evidence  that girls should play more video games for the cognitive benefits thereof. If you're the parent of a girl, Tearway would be an ideal introduction to video games and 3D-style spatial thinking. Not only is the game non violent and without many horror elements, throughout the game when you snap pictures of white objects you gain access to PDFs of constructibles so you can make replicas of game world object out of paper you run through a printer. Any kid that can be trusted with scissors to build these replicas would be a good candidate to play this game.

I wouldn't go so far as to say that this game was worth buying a Vita to play. For my taste, Golden Abyss is still a more fun game: I wanted more Golden Abyss at the end of that game, but I'm not sure I wanted Tearway to last longer. Nevertheless, the game is creative, innovative, and worth your time to play. I hope it succeeds and Media Molecule (the creators) are encouraged to make more games for the Vita. And if they do build more content for Tearway, I'd probably buy it and play it. Recommended.

Tuesday, December 24, 2013

Review: The Everything Store

The Everything Store is a history of Amazon from inception to circa 2012. Of all the tech companies that affect our lives, Amazon is the least sexy to the business press. There's nothing more boring than retail, and it's easy to categorize Amazon as a simple retailer. The truth is, there's nothing simple about what Amazon does. I remember first ordering books over the internet from a bookstore that is now defunct. When I called them up to ask about my order, the woman said, "Oh, it's so nice to talk to you! So you're the guy who's been ordering these great books that I wished everyone would read." Further discussions led to my realization that she and her husband were basically doing all the shipping themselves, and were too overwhelmed with orders to do anything interesting with the website like setting up a review system, etc. When Amazon launched I ordered books from them instead (largely because of the large discounts they offered), I was impressed immediately by how complete their review system was.

Fast forward to just a few years ago, and it's astounding to see what Amazon has done with their razor-thing profit margins that Apple, Google, and Netflix would all sniff at. Amazon has dominated cloud services to the point where Google is an also ran with AppEngine and Google Compute Engine. Amazon has effectively outflanked Apple with the Kindle and continues to dominate ebooks even despite Apple's attempt to raise prices for consumers by entering the market. And I'm not a Netflix subscriber, but as an Amazon Prime customer, my son watches Blue's Clues and Curious George in addition to getting his diapers delivered by Amazon. My wife and I once calculated that the savings from buying diapers alone from Amazon as opposed to Babies R Us more than paid for Amazon Prime.

The book does a fantastic job of describing Jeff Bezo's background and how he came to start Amazon. We get interesting insight into several business decisions, including how Amazon negotiated to buy Diapers.com, and what happened back then. There's also some details about the launch of EC2 and S3, and Stone does a great job of debunking the myth that Amazon launched those cloud services because of excess capacity. And here's information I head from a former Amazon employee that's also in this book: that Amazon initially launched it's cloud services at a loss. "Fat Profits only attract competitors," is a classic Bezos quote.

Lest you think the book paints a rosy picture of Amazon, there's a lot of the ugly exposed as well, which is something that I don't see in books about Apple or Google, for instance. Stone does not shy away from the stories of burnout, the executive politics, mis-steps, and ruthless competition that Amazon imposed on others in the industry. It's quite clear that Amazon is willing to take deep losses in order to hurt competition, but that ruthlessness is tempered by one thing: Amazon's never willing to hurt the competition without also helping its customers, and Amazon is willing to work hard to understand its customers in a way that other successful companies don't.

All in all, this book is well balanced, and does not go overboard in worshiping Jeff Bezos or treating Amazon as a company free of blemishes. In a world filled with books written by sycophants such as Steve Levy, that's a rare thing and worth a read. Recommended.

Sunday, December 22, 2013

Long Term Care Insurance

Recently, we've had events that made me really glad that I bought long term care insurance for my parents a decade ago. While it's stressful to have any kind of health event at an advanced age, eliminating the financial worries that go with it is a relief no matter what.

This event caused me to look into long term care again, and the landscape is dramatically different from when I first purchased it more than a decade ago. Statistically, 60% of couples who reach age 65 together will need long term care for at least one of them. This makes the actuarial case for long term care insurance grim. When I first shopped for long term care, it was common to be able to buy unlimited benefits insurance. In other words, the insurance would keep paying for long term care indefinitely for as long as the insured needed it.

I modeled the cost of long term care insurance versus the payout at that time, and discovered that even at a high rate of return, if one of the insured needed long term care for more than a few years, the premiums were more than worth it. In addition to a high daily benefit, I also bought an inflation rider, which bumped up the benefit by 5% a year at a compounded rate. My concession to cost was to buy a high elimination period policy, since the point of insurance is to guard against the worst case scenario of needing long term care for years or even decades.

Well, what happened was that in turns out that those policies I bought were not sound: insurance companies lost money on them. It's not a surprise then, that over the last few years we've had offers from the insurance company to switch us to a limited benefit policy in exchange for a lower premium, and it is also impossible to buy similar long term care insurance today. I tried to get quotes, and the costs are in excess of what you would pay at a luxury senior living facility like Vi of Palo Alto.

Needless to say, long term care no longer makes financial sense for most couples: if you are poor, you'll depend on Medi-Cal if you live in California. If you're wealthy enough to cover the costs of say, Vi of San Diego, you might as well self-insure, since the cost of long term care insurance exceeds the cost of even the highest end nursing facility. There's only a narrow range of net-worth and health outcomes where the limited term long term care insurance benefits might make a difference as to whether your heirs get something out of your estate.

In any case, I suspect that given the numbers I'm seeing, it's unlikely that long term care insurance is worth the hassle. And if you have one of the unlimited term benefit policies that have a reasonable premium, you should do everything you can to keep it.

Saturday, December 21, 2013

Review: Drake's Deception

After playing Golden Abyss on the Vita, I downloaded Drake's Deception to see how it felt on a big screen. It's a 40GB download (mostly because the download included support for 3D movies), so it took multiple tries before I succeeded but I wasn't in a hurry. If this is the new era of console gaming, there's no question that 500GB HDDs on the next generation of consoles will definitely not be sufficient.

First of all, the game is gorgeous. I don't even mean compared to the Vita. Halfway through the game I liked it so much that I picked up the Uncharted Dual Pack on Amazon. I took a sneak peak and played a couple of chapters from Drake's Fortune, and the differences are immediate, significant, and very obvious. Character expressions are discernible in a way that I never expected to see in a video game. As a computer scientist, this makes me fear the impending death of Moore's law much less. In fact, the way I see it, the lack of continuous improvement to the hardware enables software engineers to pull every trick in the book to get these relatively low powered machines to produce gorgeous graphics. It could be that a few more cycles of stunted performance improvements on Intel's processors could even get Adobe to improve Lightroom's performance. It's ironic that by far the best time to buy a PS3 would be right now, when the game library is biggest and game developers have figured out how best to make use of the hardware.

Drake's Deception is not the most gorgeous game I've seen on the PS3. That title right now would go to the Tomb Raider reboot, which came out 2 years after Drake's Deception. But here's why the Uncharted series has me playing while other games sit on my hard drive: it's relentlessly upbeat, cheerful, and playable. While other games go for the dark, grim and gritty atmosphere, Drake's Deception choose bright, well-lit locations and saturated colors. If this was a movie, I'd say that the movie was shot entirely in Fuji Velvia.

The game play is the same across all the Uncharted games. You have some shooting, some platforming, and some (fairly easy) puzzles. All the puzzles are very fair, and fairly straightforward. I suspect that the puzzles and the platforming which are fairly easy are there so that the game isn't one relentless shoot-fest, which would be extremely monotonous. There two difficulty spikes which I found impossible to overcome in the second half of the game. This was in contrast to Golden Abyss, where the difficulty level didn't change dramatically the way it does. I would understand if the difficulty spikes came at climatic moments of the game's story, but they don't, which left me scratching my head as to why the designers did what they did. My guess is if my son was 6 or 7 instead of 2, that's when I'd just hand the controller to him and just say, "go do this for Daddy."

One of the most fascinating thing about the Uncharted games is that they school you in the visual language of film. The game subtly directs you to move in a certain direction, or jump in a certain way so as to continue the story. In some cases, of course, failure to move as directed results in death and a restart, but after a while you learn the language of the game and where to go becomes intuitive. I thought this part of the game was relatively well considered and well thought out. This is especially fun during the fabulous set piece on an airplane transport. There's a firefight and the plane starts to fall apart in the air, and Drake is not only fighting to stay alive, but is also constantly jostled about the plane and looking for things to hang on to as the plane loses altitude. The "wow" factor while playing this section is very cool, and by this point you are so well-schooled in the visual language of the game that at every point you know what to do and how to do it makes the game flow satisfying. The same could be set in a classic Lawrence of Arabia style chase through a desert canyon with horses, trucks, and motorcycles all mixed in a big climatic scene.

Not all the set pieces are so overtly flashy, however. Early on in the game there's a classic young urchin fleeing from bad guys sequence that's also lovely to play and watch. My wife and son watched me play parts of this and enjoyed it: it's non-violent, exciting, and a lot of fun.

Comapred to all this, however, the end of the game was anti-climatic. You would expect the final villain boss fight to be epic, but instead you're reduced to following on-screen prompt and button mashing. There are also a couple of places where the platforming goes on for just a bit too long. They're not particularly challenging, but I guess they're just there to make the game last the requisite 8-9 hours that hard core gamers demand.

Coming from Vita's Golden Abyss, however, I have to say that I found the PS3's limited controls made for a less satisfying variety of interaction. The Vita has a motion sensor, two touch pads, and a camera in addition to the joystick/button controls, and the result is that the puzzles and reveals have much more of a wow factor. In particular, Golden Abyss's charcoal rubbing was something my toddler loved doing, and of course that's not possible on the PS3. If I had a choice between getting my next Uncharted fix on the PS4 or the Vita, I would definitely pick the Vita, and not just because the PS4 costs $400.

Nevertheless, I can see why the Uncharted series is such a marquee brand for the Playstation, and I certainly would contemplate buying a PS4 just to play the next release of Uncharted. The combination of excellent direction, decent story, and the fact that nobody's actually making movies like this any more makes this a winner, and deservedly so. Recommended. I'm happy I have 2 more Uncharted games to play through before I run out of content.

Thursday, December 19, 2013

Review: PS Vita Travel Pouch (and other accessories)

The problem with portable electronics is that you actually have to do something to protect them. The PS Vita is particularly problematic, because the twin joysticks stick out and can snag on other things in a backpack or pocket, and of course the beautiful OLED screen needs to be protected. (Note that the Amazon Walking Dead bundle I previously reviewed has gone up to $190 in price, making it no longer a screaming deal, but it's still cheaper than what you can find elsewhere)

The screen protection is easy. Amazon has the official screen protector available for $2 over the holidays (out of stock, but choose Amazon as the seller). The reason you want the official one is that it uses a very cool technique for lining up your screen protector: there's a template that goes over your joystick/button pad, and then when you peel off the official screen protector your screen is correctly covered. Well worth the $2.

The carrying case is problematic. My hope was that there'd be a good case that could carry the Vita, charger, headphones, and game cards, but it appears there's nothing that will carry all of them. The hard cases look intriguing, but none of them actually have the capacity that the soft cases have. I ended up with the official case. This case is designed to carry the Vita, 4 game cards, and pair of ear bud headphones, and the official extended battery, but won't carry the charger that comes with the Vita.

The section of the case that's meant for the Vita is well designed. The game card pouches work, but aren't suitable for extra memory cards, for instance. The memory cards are too small and there's a risk of losing them if you use the game card slots. I think the model that Sony went with is that you're likely to own only one memory card ever.

My favorite headphones to use with the Vita are the Knivio Bluetooth headset. I can pack both the headset the Vita into the carrying case and that's it. For most local use that'll be no problem. For an airplane, I'm guessing that I'll need some sort of extended battery (the Vita is particularly power hungry and will chew through a full charge in about 3 hours of play --- the machine actually gets warm, so you know that the CPU/GPU you paid for is actually working hard), and probably the etymotics instead. That'll probably fit in the case along with the USB cable.

I'm not sure I want to use the word recommended for the official case. It's workable, and fairly cheap for $10, which is as good as you can find.

Wednesday, December 18, 2013

Retrospective: How Nintendo lost me as a customer

Golden Abyss got me to start playing Drake's Deception on the PS3, which is pretty remarkable. (I'm certainly enjoying the game and how pretty it is) Looking back at the review of the Nintendo Wii that I wrote in 2007, this is quite a reversal of the turn of events that I expected. The Nintendo Wii is gathering dust, while the PS3 sees almost daily use, if not as a game machine, as a portal for Amazon instant video, blu ray player at times, and YouTube living room, where it serves as a better Google TV than the various Google TV demos I've tried over the years. I haven't even considered a Chromecast because the PS3 has been working so well.

How did this happen? I think the biggest deal was the advent of HDTV. With a big 1080p screen in the living room, the Nintendo Wii's graphics looked old. For a while, it still saw plenty of use as an avenue for Rock Band, but even then, the jaggies started looking more and more glaring compared to the PS3's 720p output for games and 1080p output for movies. For games where a motion controller was preferred, I ended up with a Playstation Move instead.

For the next generation of consoles, the difference is even bigger. Both the XBox One and the Playstation 4 will play Blu-rays and DVDs, while the Wii U, despite having a disc reader, won't even play DVDs. From a performance point of view, the Wii U is so much less powerful than either of the bigger consoles that it's likely to only get games that are coming out for the previous generation of consoles.

But by far the most important reason is the games. While it seems as though I've become an Uncharted addict, I noticed that I never did finish a single Wii game that had a "finish". To be fair, the Wii has many games that don't end. For me, that means that I'd rather pick up a PS 4 when the next Uncharted game comes out rather than getting another Nintendo console that gathers dust.

Tuesday, December 17, 2013

Wealthfront Client Meeting with Burton Malkiel

This year, Wealthfront hosted a fireside chat with Burton Malkiel at the Stanford faculty club. It was my first chance to talk with Malkiel since 2005, and I got to ask him about his opinion of the stock market. He said that while the US stock market is now historically expensive, but the developed markets and European markets are looking cheap, so "this is a good opportunity to do some rebalancing."

Wealthfront also divulged some interesting information: they currently have $450M in assets under management, compared to $90M around this time last year, so their service has gained a lot of traction. Not only are the number of accounts increasing, the average account size has also been increasing. (The first time you see the tax loss harvesting numbers they post to your account, you'll be motivated to shove more money into the account) They currently have 32 employees with 18 engineers, and they expect to have more than half the company be engineers for the foreseeable future.

Malkiel says they've been splitting up the fixed income segment to do things that make sense under the current environment. For instance, AT&T bonds are paying 4% while AT&T stocks are yielding 5% in dividends. It thus makes much more sense to own AT&T stocks rather than bonds. That's an interesting approach, though I would point out that Swensen thinks that corporate bonds are not worth holding.

Someone pointed out that with the new individual stock based tax loss harvesting, they risk accidentally triggering the wash sale rule if they have accounts elsewhere or vest company stock. The answer to the latter is that they allow you to have a blacklist of stocks that they'll never buy or sell on your behalf, and the wash sale triggering based on another advisor trading on your behalf simply means you don't recognize all the tax losses you could otherwise be entitled to. They note that they plan to provide turbo-tax compatible reports, so turbo-tax should be able to reconcile all the buys and sells that they do on your behalf.

One thing that I was very pleased to see was when someone asked whether the resulting decreased cost basis of your holdings wouldn't wash out in the end when you do withdraw the money. Malkiel's response was that he was so old he didn't expect to pay any capital gains at all on his holdings as they will get stepped up upon inheritance. Andy Rachleff also mentioned that "our tax loss harvesting service is not suitable for short term investments." It's a strong statement of where Wealthfront wants to go, and I applaud them for making such a strong statement up front.

Monday, December 16, 2013

Is Sony making a comeback?

Without noticing it, I somehow ended up being a Sony consumer this year. If you asked me about it a few years ago I would have laughed, since Sony seemed so moribound. For instance, Sony had to buy Minolta to get into the camera business, and Minolta was long considered the weakest of the SLR manufacturers. The PS3 launch was well known for being disastrous, especially when compared to the Nintendo Wii. It still hasn't done anything in the smart phones worth buying, and their tablets are pretty sad.

Then this year, I found myself buying a Sony RX-100, which has a well-deserved reputation for being easily the best point and shoot camera you can buy. Despite being a Canon loyalist for as long as I've been a serious photographer, I ended up buying one. I would have expected Canon to have a better answer to the RX-100 by now, but it seems as though they've been caught flat-footed this time.

Then I found myself buying a Playstation Vita on black friday, and it's re-kindled a love of games that I'd thought I'd lost.

Looking around as I visited Costco and the occasional shopping mall, I can't help notice that the PS 4 is pretty much sold out everywhere, while you can saunter into any Microsoft Store or Costco and buy an XBox One. Sony also did something clever with the PS 4, which is to require all new games be PS Vita compatible, doing the kind of integration that Microsoft was famous for.

If Sony keeps executing the way it has been for the last couple of years, the future will be very bright for it indeed. If I were the kind to buy individual stocks, I'd definitely do more research into its financials.

Saturday, December 14, 2013

Review: Unaccountable

Unaccountable is Dr. Marty Makary's book about the lack of transparency in medicine. For me, it's an eye opener about how to approach healthcare, surgeon selection, hospital selection, and potential surgery. Here are a few (by no means exhaustive) interesting titbits from the book:

  • The best hospitals don't pay doctors based on the number of procedures they do, but rather a salary. The incentive based/market based approach breaks down for healthcare because insurance companies pay per procedure, rather than on the basis of patient outcome. As a result of the "Eat What You Kill" model of compensation, many patients get unnecessary and potentially life-threatening procedures rather than minimally invasive surgery.
  • If you're told you need major surgery by an older doctor, get a second opinion from a younger one. The younger surgeon might know about newly invented minimally invasive surgery techniques that the older one does not.
  • If you're told you need surgery on a major body part for a disease, get second opinions from both experts on the disease as well as experts on the body part. For instance, if you have cancer of the liver, you want an expert on the liver, as well as an expert on cancer of the liver. For instance, many transplant experts would recommend a transplant, while a cancer surgeon would suggest eliminating the tumor through surgery.
  • The easiest measure of safety culture is simple. Collect answers from the nurses and doctors of a hospital to the question: "Would you want to be treated at this hospital." This data is actually collected, but isn't published by the government or hospital. Similarly, readmit rates are collected but are not published. This means that it's nearly impossible for a patient to select hospitals on the basis of competency, which is why hospitals compete on the basis of parking lots and advertising.
  • Ask for a video of your procedure if possible. Merely knowing that someone else will watch the video improves quality and increases time spent on the procedure.
  • Children's hospitals frequently have a more people in fundraising than doctors. That's because fundraising for children's hospitals is so effective that it's a better revenue model than actually treating patients.
Fundamentally, there's a culture of secrecy in healthcare today where transparency is not the norm. Nearly everyone at a given hospital, for instance, knows which doctors routinely screws up on his patients or has a higher complication rate. But the culture is such that you'll have a hard time getting anyone to tell you this. For instance, a story told in this book was that a patient asked an intern if his surgeon was good. Since his surgeon was terrible, the intern replied, "He's one of the top 4 surgeons in this specialty at this hospital." (There were only 4 surgeons in that department)

What strikes me over and over again is the importance of culture at hospitals. Makary refers to many prestigious hospitals that nevertheless have poor safety culture (and therefore poor patient outcomes). In keeping with the culture of secrecy in medicine, however, he's not allowed to name them. If you read between the lines, however, you get a good idea of which hospitals he's not recommending. Furthermore, he explains why certain hospitals such as the Mayo clinic are so highly regarded and how they come about having a great safety culture.

At $3.99 at the Kindle store, buy this book and read it. It has the potential to save you and your loved ones a lot of pain. Highly recommended.

Friday, December 13, 2013

Reread: The Things They Carried

I first read The Things They Carried right after high school. As a soon to be conscript, the book struck a deep chord in me in a way none of the books that were assigned in school as "literature" ever did. The book was so raw, so filled with reality while acknowledging that some stories cannot be told correctly, no matter how many times the author circles back to his material, that it spoke to me in a way that no mere novel could provide. Over the years, I've given away so many copies of the book that I've lost count, and over several moves, I've never managed to recover any of my personal copies. When the Amazon Matchbook program listed this book for me at $2.99, I jumped on it so that I could have my very own copy, which cannot be given away or lost as long as Amazon stays around.

Many books lose their power over you as you age. The intensity of emotion that I had as a youth has no parallel in me today, but this book brings back those memories in ways that even reading my own writing from 20 years ago cannot. O'Brien brings home the nastiness of being a soldier in South East Asia, where even the weather and climate will bury you despite all the technology at your disposal (though remembering that the war was fought in the 60s, there wasn't actually that much technology).

What strikes me the hardest this time around, however, is the lack of fulfillment you sense in O'Brien throughout the novel. It's palpable in the way he retells the stories over and over again, sometimes from a different angle, sometimes in the same way but in a different context, and other times to make a completely different point. Together, the stories in this book form a mosaic that lets you get at the essence of the truth in O'Brien's past and his trauma, and explains why 20 years later, he is still telling these stories.

One of the big differences between the USA of today and the USA of Vietnam is that since switching to an all-volunteer army, the gulf between the elite and the soldiers who fight on behalf of the country are wider than before. As a result, books like this are more important than ever. I highly recommend this book, but more importantly, if you're a US citizen or green card holder, you need to read this book:
‘’If you don’t care for obscenity, you don’t care for the truth; if you don’t care for the truth, watch how you vote. Send guys to war, they come home talking dirty.’’