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22 Apr 17:04

'Fract' is a trippy game that tricks you into making music

by Andrew Webster

The first time I played Fract, I thought the sound was broken.

I was wandering around a strange, neon-lit landscape — think the world of Myst with a Tron makeover — filled with hard angles and imposing towers lingering in the background. But the game itself was completely silent. It wasn't until I started interacting with the world that it slowly started to fill with sound. Eventually I was solving spatial puzzles that helped create the game's ethereal electronic soundtrack — I wasn't just exploring an alien world, I was making a song. "We're essentially tricking you into writing music," says designer Richard Flanagan.

Playing Fract is a slow and methodical experience. You're given very little information on what to do or how to do it — at first I found myself simply walking around, inspecting the strange and colorful alien architecture. Eventually you'll be working through puzzles made of buttons and movable objects that have to be solved in order to progress and open up new areas to explore.

872-1280-300px872-1280-300px"Anyone can experiment and twist knobs and have fun."

These puzzles prove to be surprisingly intuitive, despite the lack of instructions and the abstract visuals. I had no musical background whatsoever, but managed to find solutions to problems that involved rhythm and timing; I just needed to do a bit of experimentation. Essentially the game becomes a musical toy, and progress is based on learning to use that toy properly. Eventually you're even given access to a virtual studio environment where you can put what you learned into practice, and actually compose your own music that can be exported out of the game. If you’re new to musical theory, you might even learn what things like pitch and voice mean.

The idea for the game formed years ago, when Flanagan built the earliest version of Fract while still a student at the University of Montreal. He continued to work on it in his spare time, before eventually submitting the game to the Independent Games Festival and ultimately winning the best student game award in 2011. That award encouraged him to flesh out the experience into a commercial release, enlisting the help of his wife Quynh Nguyen, who served as a producer and designer, as well as programmer Henk Boom and musician Alex Taam.

In some ways, Fract mirrors Flanagan's own experience with music. He has no proper musical training, but learned to make his own electronic tracks by playing around with different software. "I draw a lot of inspiration from tools," he explains. Early on, the team had bigger ambitions when it came to teaching players about music, hoping to really get into the nitty gritty of synthesizers and how they work. But it turned out that didn't really make for a great game. "So we readjusted our goals and got back to the root of what inspired the game — the idea that music making can be playful," explains Nguyen. "You don't necessarily have to have a musical background or be a musician, anyone can experiment and twist knobs and have fun."

3

One of the reasons the game works so well is that it doesn't actually feel like you're learning — it's not the kind of educational game that drills concepts into you through repetition. Even if you have no interest in music, Fract is still a fantastic game. Exploring a strange, forgotten place and uncovering its secrets, solving puzzles to literally transform the world around you is an engaging proposition in its own right. And the trippy, otherworldly visual design and constantly shifting and evolving soundtrack just make the experience better. You could probably play the entire game without even realizing it's trying to teach you these musical concepts — and that's kind of the point. "You can learn without explicitly being aware of learning something," says Nguyen.

872-1280-300px872-1280-300px"A fine line between empowerment and bewilderment."

Fract blends together two seemingly disparate types of games. There are exploration elements that let you venture through a large open world with plenty of freedom to do things at your own pace. But there's also the more guided process of learning musical tools and interfaces. In some ways these two elements are at odds: if players are able to wander around aimlessly, how do you ensure they're learning what they need to in order to progress? Fract gets around this in a few ways, perhaps most importantly through its visual language. When there's a towering spire in the background, chances are you're going to head in that direction to investigate. It’s as if the world itself is subtly guiding you where you need to be.

Getting this process to work as smoothly as it does in Fract proved challenging. "Since we are trying to introduce people to certain ideas, there is a progression that is ’better’ suited to picking up on things," explains Nguyen. "But at the same time, we wanted to keep the openness of the experience — so the two aspects were at times difficult to reconcile."

The result is a game that's difficult to explain. It's a mysterious exploration game where you're uncovering secrets and solving puzzles, but it's also a musical toy that has you experimenting with tools and sounds to help better understand how music is made. You may go in expecting one or the other, but either way you'll find a wholly unique experience in Fract. The game isn't particularly interested in telling you what it is, either: it just wants to show you.

"Fract often walks a fine line between empowerment and bewilderment," says Nguyen.

Fract is available today on Windows and Mac.

22 Apr 16:58

Photo



22 Apr 16:56

YouDubber:McConnell Working for Kentuckians+Final Fantasy VII - One Winged Angel

by gguillotte
22 Apr 16:50

‘Harry Potter’ Imagined as a 1980s Cyberpunk Anime

by Rollin Bishop

Nacho Punch imagines what the Harry Potter franchise would look like as a 1980s cyberpunk anime in a recent parody video. A number of references are made to the 1988 anime film Akira.

submitted via Laughing Squid Tips

22 Apr 16:46

Comics Prove Their Awesome Status, Give the Doctor a Hispanic Companion

firehose

'According to The Hollywood Reporter, the Doctor is reluctant to take on a new companion after Donna Noble, but, as usual what he wants and what he gets can be two different things.'

A Hispanic New Yorker gets to hang around with the 10th Doctor? Titan Comics, have you bugged my apartment?
22 Apr 16:46

Mad Men in space: the ads that sold NASA's golden age

by Molly Osberg

Of all the alternative and privately funded spaceflight experiments to crop up in recent years, Mars One has arguably been among the most visible. Which is, of course, exactly what Bas Lansdorp wanted. After all, the Dutch entrepreneur modeled his endeavor, a mission to send regular folks to Mars, after the reality TV show Big Brother, going so far as to meet with the series' producer for guidance. “We’re talking about creating a major media spectacle,” Lansdorp told the New York Times near the project’s launch a little over a year ago. “Much bigger than the moon landing or the Olympics.”

But despite Mars One’s unconventional business plan — which involves funding the colonization effort through crowdfunding, corporate sponsorship, and what it hopes will be massive ad revenues — Lansdorp’s group isn’t exactly rewriting the playbook. Spats with NASA notwithstanding, the Mars One website still borrows the agency’s most famous slogan: “The next giant leap,” it reads, “starts right here on Earth.”

Which comes as no surprise to David Meerman Scott and Richard Jurek. The two marketing professionals — one of whom has been collecting moon memorabilia for two decades — recently compiled over 200 advertisements, TV stills, and photographs from their private collections to illustrate the massive effort required to garner public support for the Apollo program.

Screen_shot_2014-04-21_at_1

A screenshot from Mars One's website.

In their recent book, Marketing the Moon (MIT Press, 2014), Scott and Jurek trace the Apollo-era collaboration between private industy and NASA’s internal public affairs office. They contend that the massive campaigns launched then were some of the first deployments of what we’d call brand journalism and "real-time marketing" today. In fact, what Mars One is doing, with reality TV, brand partnerships, and an upcoming book called Mars One: The Human Factor, says Scott, is largely "the same as Apollo — but updated for today."

Pete Conrad poses for Revo sunglasses in 1988.

Lansdorp would be lucky to recreate that success: in July of 1969, 94 percent of American televisions were tuned to the Apollo 11’s moon landing. And such widespread enthusiasm for the event was the culmination of a decade-long campaign to educate the public. At NASA’s inception in 1958, the agency hired public affairs staff "not as pitchmen, but as reporters," according to the authors, a move largely at odds with the rise of a glamorous, oily advertising industry like the one portrayed in Mad Men.

NASA’s PR staff were broadcast- and print-media veterans, and they served up copy like a newsroom. The team grilled engineers for stories, churned out bylined articles, and sent press releases meant to be copied verbatim by news outlets. They produced pre-packaged broadcast segments that often made it straight to the airwaves. In the early days the office largely strove to introduce and explain complex technologies, tech that had previously been used mostly by soldiers and military men, to both the press and the public.

It was a task that, for over a decade, private companies involved in spaceflight were eager to augment. As a government agency coordinating with the military and Congress, NASA ultimately dealt in the release of information and facts — the agency’s first press director, Walter Bonney, described it as "cleaning the windows of NASA." But private companies who earned NASA contracts often employed more glamorous tactics, including colorful press kits and advertisements for the watches astronauts wore, the Tang they slurped from packets, the cameras they used, and the companies like IBM that helped build their spaceships.

NASA worked "to carefully craft the image of the astronauts"

NASA did, however, enforce some restrictions. The agency’s photos were taxpayer-funded, so private companies could use them in advertisements without paying to license them — as long as NASA’s public affairs office approved how they were used. But NASA found itself blindsided by what would become its most in-demand asset: the astronauts themselves.

In an effort to maintain control over the astronauts' public profiles, the agency signed a deal with Life magazine, essentially granting the publication exclusive rights to the astronauts’ lives. Until the contract ended in 1962, the magazine ran cover stories featuring the astronauts and their families ("Making of a Brave Man," "Astronauts’ Wives") and spun off a handful of books as well, including a collection of first-person space tales. As Scott and Jurek write, "The astronauts and NASA worked with Life … to carefully craft the image of the astronauts, not as military men, but as middle-class average family men thrust into service for the good of their country."

Which sounds a little like a scaled-down version of Mars One’s most striking feature. Since the campaign’s inception, the reality TV hook has been central to Lansdorp’s plan to raise the billions he’ll need to colonize Mars; he’s fond of citing the Olympics, in particular, for raking in $1 billion of revenue per week in advertising. But his project has also drawn significant criticism, perhaps most brutally on Reddit, for employing such a raft of PR people and graphic designers. As one writer pointed out early in Mars One’s Kickstarter project, the nonprofit is essentially just a marketing company — "and a good one at that."

As Jurek tells it, NASA, as a civilian government agency, packaged and communicated the space program’s activities in their most easily digestible forms. The agency’s goal wasn’t to invent or manage the need for a product, the way most commercial projects do. Lansdorp’s venture has done a fantastic job at that management, largely by tapping into the more wistful emotions associated with NASA’s golden age. Screencaps of the moonwalk appear in many of Mars One’s YouTube videos, and the website compares the Mars One candidates with "the Vikings and famed explorers of Old World Europe." Which isn’t to mention the kind of real-time brand-building that would have been incomprehensible to anyone glued to the TV as Apollo 11 landed on the moon (#space #cake, anyone?)

"Mars one is a marketing company — and a very good one, at that."

But now, it looks like Mars One is trying to ape aspects of NASA’s dual-pronged strategy. Next spring, the company is publishing a book titled Mars One: The Human Factor, edited by its chief medical officer, Norbert Kraft, an expert on the psychological effects of long-term spaceflight. "There are many tough, philosophical, and scientific questions that need to be answered about our upcoming selection of the four heroic individuals that will lead us on our mission to Mars," says Kraft in the book’s press release. "We’re pleased to be able to provide a real-time look at many of these issues."

It’s a far cry from the acetate diagrams given to journalists in the 1960s, designed to help them understand the complicated machinery NASA used to send American heroes to space. But it is a sign that Mars One is attempting to communicate something more concrete than the general sense of wonder it’s employed so far.

Browsing through the material collected by Scott and Janek, it’s clear that NASA selling spaceflight to a less technically literate public involved making cold, military technology more human and required selling space exploration as an American pursuit not just feasible, but glamorous.

So far, Mars One has used tactics on the other side of the spectrum, going for the human interest stories first, focusing on the flight's applicant pool and capturing the public's imagination using artist renderings of its proposed colony. Now it has the challenge of proving it's not just a marketing agency armed with an inflated sense of wonder, but a company with practical goals. Projects like its upcoming publication could read as an attempt to mimic NASA's internal press room. But after pumping out jaunty catch phrases ("Let’s go to Mars!") for more than a year, it would take quite the marketing campaign to make Mars One look more like a spaceflight company than a TV production house.


Editor markup for Gallery: Marketing Mars photo essay. This is only visible in the story editor.

All images courtesy of Richard Jurek and David Meerman Scott.

22 Apr 16:45

Here’s What the Writer and Director of Game of Thrones‘ Controversial Rape Scene (Plus GRRM) Have to Say About It

firehose

tl;dr:

Q: "Is it rape?"
A: "No."
Q: "Clearly it's rape. Is it rape?"
A: "Yes... and no."

"Yes and no" is a direct quote from Coster-Waldau.

Even if you don't watch Game of Thrones, you're probably at least vaguely familiar with the controversy surrounding the most recent episode, "Breaker of Chains." Tl;dr—a sex scene that is widely read as consensual in the books was changed to be rape. It's all the entertainment corner of the Internet's been able to talk about so far this week, and rightfully so: Aside from being messed up on its own, the scene serves as a crystallization of this extremely popular, critically lauded show's problem with using sexual violence against women for shock value. Since "Breaker of Chains" came out, director Alex Graves, co-showrunner David Benioff (who also wrote the episode with D.B. Weiss), Nikolaj Coster-Waldau, and George R.R. Martin himself have all spoken out about the scene. What they have to say will probably make you angrier. Fair warning.
22 Apr 16:44

Enter to Win Awesome Skyrim and Tomb Raider Gear for Ladies!

firehose

that dark brotherhood hoodie (pictured) is great but get some electrical tape to cover that fucking stupid text

Would you like to seize the day in a shirt proclaiming you a sister of Artemis, and then head home to cuddle up in a hoodie proclaiming you a member of the Dark Brotherhood? We've got the contest for you, courtesy of Treehouse Brand Stores.
22 Apr 16:43

movinpastthefeeling: 8 years of Psych in a nutshell. 



movinpastthefeeling:

8 years of Psych in a nutshell. 

22 Apr 16:41

I came in like a wrecking ball

firehose

'neighbors in Eastmoreland had appealed the planned demolition of a single house to make way for two new houses to the council. The demolition was halted and the hearing was postponed after two neighbors bought the house from developer Vic Remmers for an undisclosed price. Other neighbors have volunteered to help remodel it as a rental.

And perhaps the most heated controversy before that was the demolition of a house in the Beaumont-Wilshire neighborhood to accommodate two new houses. Burnett Woods LLC plans to build two houses on the lot. Neighbors tried to stop the demolition when they heard about it but were unsuccessful.

Randy Sebastian of Renaissance Homes argues there are numerous sides to many infill projects. He says a lot of the homes his company acquires for demolition have not been well maintained, have little insulation and few energy upgrades and are smaller than families moving to Portland now prefer.

"Portland's schools are finally beginning to recover because more and more families want to live in Portland instead of the suburbs. They are creating the demand for housing that we are working to meet," says Sebastian.'

22 Apr 16:37

Woman attacked by duck suing for $275,000...

22 Apr 16:10

virused: list of people i like: dogs

virused:

list of people i like:

  1. dogs
22 Apr 16:08

Photo

firehose

via Tadeu



22 Apr 16:03

In the US, Rich Now Work Longer Hours Than the Poor

by timothy
firehose

weird definition of rich: "Americans with a bachelor's degree or above"

ananyo (2519492) writes "Overall working hours have fallen over the past century. But the rich have begun to work longer hours than the poor. In 1965 men with a college degree, who tend to be richer, had a bit more leisure time than men who had only completed high school. But by 2005 the college-educated had eight hours less of it a week than the high-school grads. Figures from the American Time Use Survey, released last year, show that Americans with a bachelor's degree or above work two hours more each day than those without a high-school diploma. Other research shows that the share of college-educated American men regularly working more than 50 hours a week rose from 24% in 1979 to 28% in 2006, but fell for high-school dropouts. The rich, it seems, are no longer the class of leisure. The reasons are complex but include rising income inequality but also the availability of more intellectually stimulating, well-remunerated work." (And, as the article points out, "Increasing leisure time [among less educated workers] probably reflects a deterioration in their employment prospects as low-skill and manual jobs have withered.")

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22 Apr 15:53

Alton Brown’s Inexpensive Mustard Caddy Hack

by Lori Dorn
firehose

'an inexpensive hack to keep his many bottles of mustard organized'

I feel like this is a problem that only Alton Brown is capable of having

Television food host and self-described “culinary loner” Alton Brown dramatically demonstrates how he came up with an inexpensive hack to keep his many bottles of mustard organized in his refrigerator and ready-to-squeeze – without even saying a word.

via Uproxx

22 Apr 15:51

VK CEO Fired, Says Company Under Kremlin Control

by timothy
firehose

welp

An anonymous reader writes "The embattled founder of VK, Russia's largest social networking site, said this week that the company is now 'under the complete control' of two oligarchs with close ties to President Vladimir Putin. In a VK post published Monday, Pavel Durov said he's been fired as CEO of the website, claiming that he was pushed out on a technicality, and that he only heard of it through media reports."

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22 Apr 15:51

Elvis Andrus valiantly protects the hit-and-run, takes worst swing of the year

by Grant Brisbee
firehose

this stupid game

Baseball!

The Rangers and A's are the bullies of the AL West, and what do bullies do? Pick on people. Look at these bullies pick on the Astros, who have absolutely nothing to do with this game.


Why bring the Astros into it? They weren't even doing anything. It was just a game between the A's and Rangers, and these bullies had to stop what they were doing and make fun of the Astros. I don't find it funny, but I guess that's just society now.

Unless they were just playing several seconds of unimaginably crappy baseball.

Maybe that's what happened.

Screen_shot_2014-04-22_at_8

Baseball!

22 Apr 15:50

Lytro’s new Snapdragon-powered “light field” camera coming in July

by Lee Hutchinson

We last looked at Lytro's funny little tube camera a couple of years ago when we sat down with one of the devices during a crowded PR event at 2012's CES. The camera's light field capture technology uses a high-megapixel CMOS sensor to record a large amount of "extra" data points over a standard camera CMOS sensor. Rather than using the extra data to pump up the scene's resolution, the camera instead tries to capture a holistic representation of the rays of light it sees. This, coupled with some software magic, allows Lytro cameras to set or alter a picture's focus point after the picture has been taken.

Although Lytro's initial product was small and relatively low-resolution, this July the company will be releasing an updated and vastly improved model: the Lytro Illum. Engadget has posted a lengthy hands-on with the Illum, which sports a sleek exterior that begs to be touched:

The Illum is powered by a Qualcomm Snapdragon 801, and the SoC's processing power is used to drive a high-resolution sensor that captures about 3.6x the number of light rays that the Illum's predecessor could capture (40 "megarays," versus 11 for the first-generation Lytro). The Illum can not only change an image's focus point after capture, but it can also alter an image's depth of field, making the focus plane shallower or broader to change exactly how much of the image is in focus.

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22 Apr 15:50

Photo



22 Apr 15:49

Normcore

Normcore is an anti-trendy trend.[5][6][7][8][9][10][11]

Link

22 Apr 15:49

Haagen-Dazs Launches Tomato and Carrot-Flavored Ice Cream in Japan

by Brian Heater

SpoonVege

After a releasing hints through its Facebook page, Haagen-Dazs Japan has announced the launch of their SpoonVege “Tomato Cherry” and “Carrot Orange” ice cream flavors. The flavors will be released in Japan on May 12th, 2014 in 110 milliliter cartons. As part of the campaign, the Japanese wing of the US-based ice cream will be giving away 100 cartons of the flavors via its Facebook page. The full list of ingredients for both flavors can be found on the official press release.

image by Haagen-Dazs Japan via RocketNews24

via Haagen-Dazs Japan, RocketNews24

22 Apr 15:48

Jillian Tamaki And Mariko Tamaki 'This One Summer' [Interview]

by Caleb Goellner
This One Summer InterviewFirst Second

We may still be in the thick of spring, but First Second is getting ready for the May 6 release of This One Summer by writer Mariko Tamaki and artist Jillian Tamaki, prolific Canadian cousins known for a variety of solo works on top of their 2008 collaboration at First Second, the graphic novel Skim.

Set in a quiet beach town, This One Summer shows readers the culmination of preteen Rose’s vacation, which deviates from its annual fun-in-the-sun standard and comes peppered with new parental problems, local teen drama and horror movie-watching. You can get some insight into how the Tamakis’ worked together to craft a coming-of-age story for 2014 in our full interview after the jump.

This One Summer CoverFirst Second

ComicsAlliance: Even though it’s fiction, This One Summer hits like an autobiographical or semi-autobiographical work, which seems like a testament to the experiences the two of you drew from to create it. What were your summers like as kids and into your teenage years?

Mariko Tamaki: For most of my childhood, August was “cottage” time. We had a cottage not unlike this one, by Penetanguishine, Ontario. When I was a kid it was a lot of playing in the sand and making up complex and dramatic story lines for imaginary characters. Many of which were equine. When I turned 14 it was suddenly all about boys. I remember spending an hour getting ready to go GOKARTING and trying to figure out with my friend what t-shirts showed off our bras the best.

Jillian Tamaki: I grew up on the Canadian prairies where we don’t have cottages. I spent my teenage summers riding horses and teaching summer camp. Yes, I was one of those horse people. I can admit that now.

This One Summer Preview 1First Second

CA: Along those lines, was there anything you had to dig into and research for the first time while working on This One Summer that wasn’t already a part of your experiences?

MT: Not especially. I spent a little time researching horror movies until I started having trouble sleeping. Then I stopped.

JT: Same. I hadn’t really watched a lot of those horror movies. Also, I had never been to Ontario cottage country, so we went on a fact-finding mission. I took a lot of photos.

This One Summer Preview 2First Second

CA: While This One Summer is essentially a black and white work with gray tones, the black lines are printed in a kind of dark navy on a slightly cream-colored paper. What made that the right stylistic choice for your story?

JT: I stole that from vintage manga. Rose, one of the kids, is a manga fan, but it’s not really that significant. Mostly, I just thought it would look cool and different.

This One Summer Preview 3First Second

CA: One thing I always try to do when I read an original graphic novel is look at the page count and appreciate how long it took to create from start to finish. At 360 pages, This One Summer was a big commitment on your parts. What was your timetable like for This One Summer and how did you manage the workload?

MT: As always, mine was incredibly light compared to Jillian’s.

JT: Mariko writes the story then I sketch it out then we tweak it together, quite a bit, then I take a year off to draw it. Well, not completely off. I still took a few freelance jobs, but it’s a drastically reduced workload.

This One Summer Preview 4First Second

CA: This One Summer and your last graphic novel Skim explore the relationship between girls who have some familial qualities to their friendships. Do you think being cousins helps you nail that aspect of characterization in your work at all?

MT: I don’t think so. We are familial in nature but I don’t think we work like family.

JT: Only that we share a similar sense of humour. Which I guess is pretty dry, like our dads’, who are brothers.

This One Summer Preview 5First Second

CA: Horror movies factor into how Rose and Windy experience their time together over the summer. What informed your choices for the story?

MT: I tried to think of what would be available in a dusty convenience store. And I tried to get a few of the classics in there. When I was a kid, being so close to the water, we were obsessed with Jaws. I remember being goaded into watching it as a kid and then it haunted my swimming days for YEARS.

JT: The classics are touchstones that every reader instantly understands, which is helpful. ’80s slasher flicks have their own aesthetic and tropes, which I could play with a bit.

This One Summer Preview 6First Second

CA: Jillian, your art is always evolving from project to project and you work in a variety of styles. How’d you land on the approach you took on This One Summer?

JT: Well, the style is informed by the time-constraints (has to be quick and easy and flexible) and appropriateness to the material. It’s a very realistic, naturalistic, specific setting and story.

This One Summer Preview 7First Second

CA: There’s a ton of subtle imagery in This One Summer that I only caught my second read through. Rose’s mother scolds her for a bad habit that she herself is shown to have much later in the book, for example. It’d almost be a blink-and-miss-it moment in film or TV, but in comics I was able to catch it and really appreciate that detail. How do the two of you work together to accomplish that extra depth in your comics work?

MT: Some of the things we talk through. Some things, like Alice’s tattoos, are from the complex brain of Jillian Tamaki.

JT: Comics allows you to do stuff like that. Hopefully it allows for multiple readings and a sense of depth. I try to be OK with some people not getting certain references or other things . . . it will feel more like a reward to the people that do. I like specificity and the discrepancy between words and actions.

This One Summer Preview 8First Second

CA: Do either of you have a scene, page, moment, etc. from the book that you’re especially proud of or that you feel like you really got perfect?

MT: I love the feminist show down between Rose and Windy. It makes me so happy that it exists.

JT: I liked that scene too!

CA: What’s next from each of you? Any future collaborations in the works?

MT: Working on a few different projects at the moment. Including final edits on my next YA book.

JT: I’m working on my second episode of Adventure Time, my webcomic, and a new not-yet-announced print comic.

First Second Announces New Graphic Novel From Andi Watson

22 Apr 15:47

Photo



22 Apr 15:47

Newswire: Danny Boyle in talks to direct Leonardo DiCaprio in Steve Jobs biopic

by Dan Selcke

Sony Pictures’ Aaron Sorkin-penned biopic of Steve Jobs may have found a new director. As previously reported, David Fincher recently declined to helm the movie, dashing the hopes of those who wanted to see the team behind The Social Network reunite to tackle the life of another technology mogul. Instead, Sony has turned to Slumdog Millionaire director Danny Boyle, who has in turn reportedly approached Leonardo DiCaprio to star as Jobs. So audiences may have to settle for seeing the team behind The Beach reunite to make a better movie.

Neither Boyle nor DiCaprio have signed a deal yet, so this is, as always, subject to change. Fincher’s original choice to play Jobs was Christian Bale, who could tease out the superheroic undertones of Jobs’ rise to prominence. On the other hand, DiCaprio has more recent experience playing a captain of industry. Still, neither Bale nor DiCaprio bears as ...

22 Apr 15:45

New Ace Attorney title coming, set in Meiji period with Phoenix Wright's ancestor

by Alexa Ray Corriea
firehose

WHATTTTTT
menswear beat

A new Ace Attorney game for Nintendo 3DS is on the way under the direction of series creator Shu Takumi, according to leaked pages from the most recent issue of Famitsu magazine.

According to the leaked pages, the game will be set in Japan's Meiji era (Sept. 1868 through July 1912) and star an ancestor of the series' famous lawyer, Phoenix Wright. His name is Naruhodou Ryuunosuke (pictured below in a tweet from Twitter user Light Agent). In the scan, he is pictured carrying a sword and the article describes him as having a keen sense of justice and quick to put himself in danger.

The new game's full title is Dai Gyakuten Saiban — Naruhodou Ryuunosuke no Bouken, which translates to Grand Turnabout Trial — The Adventures of Naruhodou Ryuunosuke.

Takumi has worked on the Ace Attorney series since the 2001 original Nintendo DS title, Phoenix Wright: Ace Attorney, However, Takumi did not work on the most recent release,  Ace Attorney: Dual Destinies, because at the time he was focused on crossover title Professor Layton vs. Ace Attorney.

In February, Nintendo president Satoru Iwata announced in a Japan-only Nintendo Direct that Capcom was working on a then-untitled new Ace Attorney project. More details on this new game are forthcoming.

Bl0zhxkccaailu0

22 Apr 15:41

gitbook

firehose

What makes this neat is the syntax for creating exercises (ie. "Define a variable c as the modulus of the decremented value of x by 3.") that are interactive on the web and have a solutions section automatically generated for epub and PDF.)

gitbook:

GitBook is a command line tool (and Node.js library) for building beautiful programming books and exercises using GitHub/Git and Markdown.

22 Apr 15:32

alveary, n.

firehose

A repository, esp. of knowledge or information. Originally as the name of a dictionary encompassing several languages.

22 Apr 15:22

Pennyspotting

by Tobias Frere-Jones
firehose

'It is the pocket-sized monument that coins are meant to be, speaking for the ages from the vantage of 1909. The craft afforded here also belies the fact that this is the country’s smallest denomination.'
...
'It’s not clear who updated the dies from one year to the next, though it seems obvious enough that different hands and tastes were involved. And yes, I was nuts enough to collect this many pennies so I could track this.'

Every few years, there are calls to retire the American penny (as cumbersome and too expensive to produce), and rebuttals to preserve it (for posterity and price stability). I don’t know how or when this question will be answered. Personally, I would not miss the gobs of metal in my pockets, but I would miss the lettering. And the numbering.

They’re easy to miss when you’re scrambling for change at a shop counter. Or you might just leave them in a dish there, if you can’t be bothered to cart them around. But the lowly penny, more clinically known as the “one-cent piece”, has a history of lettering all to itself.

Coins are normally a job for sculptors, and President Theodore Roosevelt chose Victor David Brenner to design a new penny to celebrate the centennial of Lincoln’s birth in 1909. The new coin broke from the tradition of allegorical figures, and depicted a specific person for the first time. Such practice had been explicitly avoided since independence, because many felt it tasted too much like the monarchy they had left behind. It seemed that Lincoln’s hundredth birthday was the right time to drop the prohibition, and now we find it hard to imagine American currency without presidents.

1909, first year of mintage

The design process was marred by tension between Brenner and US Mint Engraver Charles Barber, who had designed earlier coins and likely felt he should have received this commission himself. While proofing the design, Barber and Mint Director Frank Leach shifted Lincoln’s portrait towards the center of the coin, where the detail could be best rendered in striking. Troubled by the blank space above Lincoln’s head, they decided to add “IN GOD WE TRUST” along the top edge. This motto had appeared on US coins for years, so Brenner could not have been surprised at its inclusion, but I can’t imagine he was happy about the tampering.

The lettering records the dissonance between the artist and his client. The “1909” figures are calmly rendered, and suggest a tool driven through clay or plaster. With awkward shapes and erratic spacing, the motto looks more like a part number brusquely stamped in. The motto would not see any improvement for sixty years, after 55 billion coins had been produced.

Motto as set by Barber & Leach, and its 1969 revision

The reverse of Brenner’s design is a beautifully balanced mass of lettering framed by sheaves of wheat, epic and quaint in the same breath. It is the pocket-sized monument that coins are meant to be, speaking for the ages from the vantage of 1909. The craft afforded here also belies the fact that this is the country’s smallest denomination. Brenner’s wheat sheaf design would also be the last time that lettering featured so prominently in US coinage. It remained for fifty years, until Frank Gasparro’s rendition of the Lincoln memorial replaced it in 1959, to mark the sesquicentennial of Lincoln’s birth.

Brenner’s wheat sheaf design

It’s not clear who updated the dies from one year to the next, though it seems obvious enough that different hands and tastes were involved. And yes, I was nuts enough to collect this many pennies so I could track this. Some years feature clenched shapes and tight spacing, others return to Brenner’s airy dignity. In 1934, the figure ‘3’ is rendered with a descending end stroke. This “oldstyle” form vanishes for the rest of the thirties, and then reappears in 1943. (The Mint made pennies out of steel that year to save copper for military use. Unfortunately the steel pennies were widely mistaken for dimes. The metal also began to rust after a few months of use. And they wreaked havoc on many vending machines, which expected non-magnetic coins. Copper returned in 1944, and the Mint would spend the next twenty years filtering the steel pennies out of circulation.)

The figure ‘7’ had a similarly haphazard treatment. It appeared in a different form every ten years between 1917 and 1967, before settling down with a descending curve in 1974.

To accommodate the escalating price of copper, the Mint changed the penny’s composition in 1983, from 95% copper to almost entirely zinc, with a thin coat of copper to retain the traditional color. The change in material also reduced the coin’s weight by 20 percent, inadvertently dramatizing its dwindling value. At about the same time, the dies were made shallower to reduce wear, flattening the coin overall. The figures became lighter and more monotone, losing the modeled quality of sculpture. The trend towards flatter surfaces has gradually continued since then, and now a penny feels more like a laser print than the tiny sculpture it actually is.

Around 480 billion pennies have been minted since 1909, and every one of them is still “live” currency. By some estimates, two hundred million Lincoln Wheat pennies are still in circulation, so it’s not uncommon to find one in your pocket — I collected about thirty over six months of everyday transactions. So if you haven’t already, check your pockets and handbags for some overlooked history.

22 Apr 15:18

Demetri Martin

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22 Apr 15:18

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