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13 Nov 06:40

Dragon Age: Inquisition’s greatest achievement is its writing

by Colin Campbell

During the past week or so, I've spent some time with Dragon Age: Inquisition. Like many of the game's reviewers, I am deeply impressed with the game, its world, its story and its characters.

Dragon Age: Inquisition isn't merely about exploring a beautiful and vast world, or fighting through combat challenges, or managing power portfolios of character rigs and skills. It's about hanging out with the game's party members, the dozen or so men and women (human or otherwise) with whom you will be spending an awful lot of time.

In this game, BioWare has delivered characters who feel real. They feel real because the writing team, headed up by David Gaider, managed to write them that way. Writing is something BioWare has always done well, but here, the team has excelled, filling an expansive world with stories, ideas, words and people who, together, create an immense fictional entertainment.

Put it this way: If you're going to spend a hundred hours with a bunch of people, you'd better enjoy their personalities. You'd better appreciate their differences and quirks, their failings and the arc of their own internal struggles. One of the best things about Inquisition is the creation of characters who have personalities that are attractive and intriguing, without being annoying or overly repetitive.

inquisition

inquisition

Video games, let's face it, have long struggled with creating believable, rich characters, and certainly not in the numbers that we see in this game. Dragon Age: Inquisition is part of a shift in game design, through which dialog and character development isn't something to be suffered by the player, but something to be admired.

Now, there's no reason to get carried away here. The writing in video games is not to be compared with great literature or even the best TV fiction. Writing in games has to serve a function, which is to propel the player through the environment and its obstacles. In a way, that's what makes it so challenging, this marriage of art and function.

Part of the magic of Inquisition is that the different characters play off the central protagonist's individuality. The personality you choose has an impact on the reactions of players around you. They are not just blathering into the void, they are speaking to you and reacting to the choices you have made, choices that may reflect your personality. Books and movies do not have to do this. It's a difficult trick to accomplish.

When I make a decision in the game, it is with the full knowledge that it may or may not meet with the approval of key team members. And this is more than window dressing, more than some crappy gameplay arithmetic, invisibly triggering locks and catches made of code. I actually care what my AI team-mates think. I care, not merely because I don't want to incur a penalty for pissing them off, I care because I think of them as my friends.

Certainly, they are archetypes and they fall a vast distance short of being, in any sense, real. But the point is that they are convincing and layered archetypes.

inquisition

inquisition

Different characters feel as though they were raised in cultures that you may or may not find agreeable. They bring alternative perspectives to the broader story. We have seen this many times in linear fiction (think Star Trek's approach to intergalactic moral quandaries) but BioWare is leading the way with video games, crafting worlds that are revealed through the moral problems they produce, and the solutions rival inhabitants reach for in moments of crisis.

This, for me, is just as valuable as the gorgeous visual details of soaring mountains or swaying trees or burning cottages. I love that, while I'm going about my busy quest, I can enjoy the drawn-out resolution of two characters who ought to hate one another, exploring potential areas of commonality. I love that characters defined by their beliefs at the beginning of he story, become defined by their ability to question their beliefs. I love that romance is a drawn out process of simpatico and compatibility, build upon words and actions, not gimmicks like gift-giving.

It helps that the issues at stake in this world are interesting in and of themselves. They may be presented in fantasy gobbledygook about chantries and elixirs and the end of the world, but they are really about belief and belonging, self-doubt and individuality. The developers have chosen not to simply leave this soup on the boil, until it is reduced to a bland liberal jus of tidy RPG resolutions. There is a feast of different ideas and perspectives, demanding that you consider their merits and shortcomings.


Partly, Dragon Age Inquisition is a product of BioWare getting really good at the things the company has been doing for a very long time. If you think about party-based RPGs, character development and dialog, this is the developer you will turn to.

Advancing technological platforms also help, of course, allowing the developers so much more space to explore the potential of relationships than ever before. At its crudest level, characters have more wiggle room to say for themselves, and about one another.

But this only tells part of the story. BioWare has made games in the past that lack the emotional wallop of Inquisition. Technological potential is only rarely realized in game design, most particularly in the area of creating convincing narrative worlds. No, this game's chief triumph is its writing. The fact that the writing stays good, right through this massive game, is an achievement in itself.

The party members only have so many lines that they can deliver, and many of them can only be delivered once certain story and gameplay triggers have been sprung.

Each line costs money, and each must serve its function in moving the story forward and in creating a bond between the player and the character. Each must also be unique to that character, not merely in terms of the words being spoken, or even the way they are spoken. They must be unique in such a way that a player with only a moderate level of investment could read a line and know which character said which line.

Just as crucially, the writing manages to make me feel like I am exploring a world with a bunch of different personalities. They react to circumstances and action triggers in ways that feel authentic. I do not feel as if I am moving through a world, dragging these constructs around with me, just because I am going to need them to cast spells or deliver melee damage. Frankly, I'd happily have the best of them tag along, just for the ride.

inquuisition

inquuisition

In the early days of games, when dialog was sparse and functional, players could overlay their own imaginations and aspirations onto the story. Later, game developers attempted to create memorable fictional characters with limited success, partly due to the tools at their disposal and partly because few of them could write with any level of skill.

Inquisition's writing is not faultless. Some of the quest givers, for example, feel like out-of-the-box fantasy stereotypes. But even as I make this slightly critical observation, I recollect many minor characters, with only a few lines of dialog, whose plight I will remember for a long time. The voice actors, of course, must take some credit for this too.

Dragon Age: Inquisition's writing proves that game characters can be deep and complicated, that they don't need to serve as limp puppetry, badly mimicking the favored archetypes of well-meaning programmers. Writing is emerging as a key component of the great gaming experience, certainly in those games where characters are required to speak and to have personalities. Such characters go a long way towards creating a narrative that presses itself into the shape of the gaming experience, rather than floating uselessly above.

The views expressed in this article are those of the author and do not necessarily represent the views of, and should not be attributed to, Polygon as an organization.

13 Nov 06:39

The Tale of the Princess Kaguya is a surprisingly feminist fairy tale

by Danielle Riendeau

The Tale of the Princess Kaguya is a beautifully drawn, tender, heartfelt film. I knew going in after watching a few trailers that it was going to be an emotional experience, and it was.

Warning: spoilers for The Tale of the Princess Kaguya ahead.

What I didn't expect was how relevant and resonant it would be to me, as a modern western woman. Kaguya touches intelligently on class issues, but more than anything, it presents the struggles of a woman at odds with her oppressive society.

Studio Ghibli's latest is an adaptation of a Japanese fairy tale about an otherworldly being who comes down to earth. A rural bamboo cutter finds a tiny, glowing princess in the forest one day. He brings the sleeping creature home to his wife, and it miraculously takes on the form of a baby girl.

The bamboo cutter and his wife raise the baby as their own. These early scenes are about as sweet and tender as anything I've seen in a film in years. Kaguya explores her new world as a tiny baby, an expression of awe and delight on her face. She learns to scoot around by watching the frogs in her house, much to the delight of her parents. She takes her awkward (and adorable) first steps while other children from the village cheer on. There's obvious love and affection in the family and in the community.

Little Kaguya grows up to be a normal girl — albeit one who experiences supernatural growth spurts from time to time, and inexplicably knows the lyrics to folk songs. She loves playing with the boys from the village — exploring the land, getting into trouble, having adventures. The boys accept her as one of their own, and she is happy as can be. In these scenes, the film sets up a respect for and love of nature and living off the land.

Learning to be a "proper lady" means stamping out her adventurous spirit

But, one day, her father finds gold in the woods, and taking it as a sign from heaven, insists on building a mansion in the city and setting up Kaguya as a "proper lady." That means enduring painful beautification techniques and basically stamping out her adventurous spirit.

This is where Kaguya starts commenting on what it means to be a woman in this world, a person that makes little noise and has few passions. This is what hit me hardest, in presenting the authentic experience of women who don't fit the mold society wants to put them in.

Kaguya has her eyebrows plucked and her teeth blackened. She's taught how to be quiet, move with courtly grace and never laugh too loudly. It's all in the service of attracting men — rich men who will presumably marry Kaguya and more or less be the master of her fate.

At a soiree announcing her eligibility for marriage, she is all but put on display for these men. Except, she is never actually heard from or seen — the idea of her is enough to attract elite men from far and wide, and she hides, silent, in an inner chamber in her house. In the film's most stirring scene, she escapes and flees back to the countryside.

In the film's most stirring scene, she completely abandons the oppressive structure that keeps her locked up

Stylistically, the scene is rendered in raw, rougher drawings, Kaguya's frustration and rage made visible in the art itself. It's a distinctly feminist moment — a young, caged woman wants out of the oppressive structure that keeps her locked up, silent and proper.

It's angry, raw and resonant. Kaguya wants to be herself, she wants to be free. She runs and tears her fancy clothes, so that she arrives in the mountains in rags. This brought me back to my own childhood, as a little girl who proudly identified as a "tomboy" and preferred to play sports and run around outside all day, rather than do anything stereotypically "girly." It reminded me of all the cute little dresses and curlers in my hair that I needed to be bribed into for family events, so I could look like a proper little lady. Like Kaguya, all I wanted to do was go play in the woods.

So much of what Kaguya has to say is relevant to the modern audience. Women — in media and in real life — are still treated as "trophy wives," objects to be won or put on display. So many women are pressured to achieve impossible beauty standards right here in 2014. Unhealthy weight loss behaviors, hair removal and excessive make-up are just modern western versions of the discomforts Kaguya endures.

princess kaguya hair

princess kaguya hair


Kaguya puts up with everything to please her father. The clueless bamboo cutter is presented as a simple man doing what he thinks will make his daughter happy, but he doesn't listen to her, and he doesn't understand. In one scene, he blasts into the room, excited to tell Kaguya and his wife about a persistent suitor. Frustrated, Kaguya expresses only anger and frustration. Her mother admonishes her father, blurting "Do you still not understand?" but he is only baffled. In his mind, he can't fathom why a beautiful young girl wouldn't want to get married to a rich guy. Cue a thousand years of independent women slapping their foreheads and sighing.

Kaguya ultimately escapes this oppressive world. It's too much of a burden to be a woman in this society, her wild spirit cannot be tamed. As much as the ending is a tearjerker, it's also empowering. Kaguya gets out. She never has to marry a man who will keep her trapped, nor does she have to hide who she is and what she loves. She's emotional, supernaturally talented and complicated, a living creature. A woman with an independent spirit, she's "too much" for this world.

That the story — and the film's framing — paint her in this light is heartening. The Tale of the Princess Kaguya doesn't exactly offer any solutions for real-life women who are oppressed by society — Kaguya gets out because, well, she's a supernatural being. This is a fairy tale, after all. But it does present a woman's struggles, and, in showing just how oppressive rigid gender roles can be, posits that untamed spirits should remain precisely that.

The views expressed in this article are those of the author and do not necessarily represent the views of, and should not be attributed to, Polygon as an organization.

13 Nov 04:18

june2734: carlathezombie: queensoucouyant: frantzfandom: conv...

Courtney shared this story from Super Opinionated.













june2734:

carlathezombie:

queensoucouyant:

frantzfandom:

convolutednormality:

geniuzoneee:

Adapt to this

LET ME JUST POINT OUT THE VARIOUS FLAWS OF LOGIC HERE. FIRST OF ALL DARWINS POWER IS TO LITERALLY ADAPT TO ANYTHING IN THE EFFING UNIVERSE. HIS POWERS DEEMED IT TOO DANGEROUS TO FIGHT THE HULK AND TELEPORTED HIM TO ANOTHER COUNTRY. HE ONCE BECAME PURE COSMIC EFFING ENERGY AND SHORTLY AFTER REMATERIALIZED AS A HUMAN BEING TO PREVENT HIS DEATH. DARWIN IS LITERALLY INEFFINGVINCIBLE. AND YOU MEAN TO TELL ME THAT A PATHETIC BALL OF KINETIC ENERGY FROM SEBASTIAN SHAW MERKS HIM?!?!?! THEY OBVIOUSLY ARE OUT TO KILL THE BLACK MAN IN THE PLOT AND LITERALLY WROTE THIS SCENE WITH NO REGARDS TO DARWINS POWERS WHATSOEVER AND ITS FRUSTRATING THAT THEY WOULD GO OUT OF THEIR WAY TO KILL HIM OFF LIKE THAT

I’m saying. Even in sci fi we ain’t safe

in my headcanon darwin literally became a being of energy and ascended to another plain of existence so he doesn’t have to deal with anymore of this white nonsense

i was SO tight about this bullshit

Years later and I STILL get so mad about this

they killed the one fucking x-man whose power is literally SURVIVAL. That’s his power. He can DO ANYTHING IT TAKES TO SURVIVE! Shaw says “adapt to this??” HE SHOULD HAVE BEEN ABLE TO. 

In addition to the above mentioned things he’s survived, when shot with a gun made to kill ANYTHING WITH A NERVOUS SYSTEM, he turned into a SPONGE, and then back again. 

Once, he touched a goddess of death. And to survive that, HE BECAME A DAMN DEATH GOD HIMSELF. AND YOU’RE TELLING ME HE CAN’T SURVIVE SOME FUCKING KINETIC ENERGY?? BULLSHIT I SAY. BULL FUCKING SHIT. 

This^

13 Nov 04:14

Fox News viewers are the least informed about net neutrality

by Adam Epstein
Sean Hannity Fox News

Where cable news fails, satire succeeds.

A new survey from the University of Delaware Center for Political Communication revealed that viewers of satirical news programs like Last Week Tonight with John Oliver are far more informed about the issue of net neutrality than those who habitually watch cable news—Fox News especially.

Seventy-four percent of Last Week Tonight viewers are familiar with the US Federal Communication Commission’s proposed net neutrality rules to allow internet “fast lanes,” which would give internet providers the ability to charge websites higher fees for direct access to their customers. Only 52% of Fox News viewers are aware of the proposed rules.

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Twenty-nine percent of Last Week Tonight viewers said they’ve heard “a lot” about net neutrality, which is nearly three times higher than the percentage reported by the general public. Meanwhile, 7% of Fox News viewers said they’ve heard a lot about net neutrality.

In June, John Oliver’s rant on the net neutrality issue went viral, but that was certainly not the first time he or his ilk covered the topic. Stephen Colbert has covered it frequently, and Jon Stewart has been talking about it for years—dating back to 2006 when he turned the late Senator Ted Stevens’s “series of tubes” comments into a popular meme.

There have been calls for mainstream media outlets to expand their reportage on net neutrality, but so far they’ve largely ignored it.

13 Nov 04:14

Why the US is breaking the drug laws that it has forced the world to live by

by Daniel A. Medina
A customer pays cash for retail marijuana at 3D Cannabis Center, in Denver, Thursday, May 8, 2014. Frustrated by the cash-heavy aspect of its new marijuana industry, Colorado is trying a long-shot bid to create a financial system devoted to the pot business. But according to many industry and regulatory officials, Colorado's plan to move the weed industry away from cash to easily auditable banking accounts won't work. (AP Photo/Brennan Linsley)

Marijuana is now legal for recreational use in two US states and will soon be in two more, in addition to the District of Columbia—but it turns out they are all breaking international law.

That’s according to comments made yesterday by Yury Fedotov, executive director of the United Nations Office of Drugs and Crime (UNODC). “I don’t see how (the new laws) can be compatible with existing conventions,” Fedotov told reporters. He has a point.

The US is not-so-subtly breaking a major UN convention

According to the 1961 single convention on narcotic drugs (pdf), which the US signed, countries are prohibited from creating regulated markets for the cultivation, sale, purchase, distribution and possession of marijuana, says Wells Bennett, a national security law fellow at the Brookings Institute and an expert on marijuana policy.

By allowing for the legal sale of marijuana in some states, the US is explicitly breaking the convention, he said. But given that, the state-by-state approach is probably a good strategy.

“The US is being very politically savvy and hedging its bets because if marijuana policy doesn’t work in those US states that have legalized, the political costs for Washington aren’t that big in the short term,” Bennett tells Quartz. “However, this position becomes more difficult to defend if more states legalize and their regulatory regimes are successful and broadly supported by the public.”

If that happens, Bennett says, the US will be seen by the international community as a violator of the treaty it has fought efforts to reform as it continues to promote its “tough on drugs” stance overseas. The status quo it has protected has allowed criminal empires to flourish around the world, destabilizing governments and creating violence, while a “disproportionate burden is placed on weaker states that are home to narcotics production and trafficking,” writes Virginia Comolli for the Council on Foreign Relations.

It’s even breaking its own laws

Under the Controlled Substances Act, the US Drug Enforcement Administration (DEA) classifies marijuana as a schedule 1 substance, along with heroin, ecstasy and other recreational drugs. This classification means that any US state seeking to regulate and distribute marijuana is technically violating federal law.

States have rebelled. Currently, 23 states and the District of Columbia allow marijuana for medicinal use and, in 2012, Washington state and Colorado became the first two states to legalize marijuana for recreational use.

The US Justice Department did not respond with a lawsuit or other tough enforcement measures. Instead, Deputy Attorney General James M. Cole issued a memo (pdf) to federal prosecutors that made it clear that states would be allowed to move forward with establishing their own marijuana policy.

But the US remains a signatory to the 1961 convention and the federal government’s official position is that marijuana is still a schedule 1 substance and illegal under federal law.

The disconnect is emboldening others

The US government’s contradictory position on marijuana has not gone unnoticed at the UN, as illustrated by Fedotov’s comments. Still, the efforts by US states to legalize marijuana have inspired other nations such as Uruguay and Portugal to follow suit, says Mason Tvert, a spokesman for the Marijuana Policy Project, the largest organization working solely on marijuana policy reform in the United States.

“The United States has largely dictated international drug laws for decades, and now that it’s becoming clear that Americans will no longer stand with these failed drug policies, we see other countries moving ahead as well,” Tvert tells Quartz. “Fedotov’s statements may make it awkward for the federal government, but they won’t stop the momentum toward ending marijuana prohibition.”

13 Nov 04:12

Photo



13 Nov 04:10

“Boss Up,” A Nicki Minaj-Themed Game Jam, Tackles Sexist Double Standards - "When I am assertive, I’m a bitch. When a man is assertive, he’s a boss.”

by Matt Albrecht

p3The following piece originally appeared on Fireside and is reposted with permission.

“When I am assertive, I’m a bitch. When a man is assertive, he’s a boss.”

In 2012, Nicki Minaj spoke candidly of the matter-of-fact double standard that characterizes what we expect of women vs. what we expect of men, a short video that inspired the theme of GAMERella and Code Liberation Foundation’s joint game jam this past weekend.

In the video, Minaj describes how many impossible standards women are held to simultaneously and often contradictory standards like being both sexy and demure. Women are always subjected to more criticism and stricter prescriptive behavior than men, spotlighting internalized misogyny that positions women as always at fault, always lesser.

TAG’s (Technoculture, Art and Games) GAMERella is a collective targeting women who want to experience game design for the first time – you may know them for their Boob Jam in 2013. They partnered with the similarly-themed Code Liberation Foundation, who offer free coding lessons to women in an effort to bridge the wide gender gap in game programming jobs from November 8th to the 9th, to host a dual-located game jam between Montreal’s Concordia University and New York City’s NYU. What better way for these two groups to team up than with a feminist game jam—and what better time to do it?

p1The two sites were connected via Twitch livestream with cameras that were focused on jammers joyously experiencing each other’s games during the Sunday night reveal, a sight that I was lucky enough to experience in person. (The games are available for you to play at itch.io so you can pretend that you were there with me.)

To reiterate the inclusive and welcoming message of the event, there were no grand champions selected at the end of the night and no grading process for entrants; everyone simply reveled in each other’s shared excitement for having created several games together in the course of one weekend. Everyone was a winner at this jam.

p2Nevertheless, one of the games that really captivated me, Seventy-Eight, is an endless platformer in which you try to climb symbollically higher in your career while enduring a barrage of audio-recorded nonstop sexist sentiments such as “she was only hired to be the token women” and “you should really take the time to learn the difference between leadership and being bossy.” These comments evoke the conversation that was sparked after Jill Abramson was abruptly fired from her position as The New York Times executive editor in May.

To recap those events, in the weeks leading up to her sudden termination, Jill Abramson had discovered that “her pay and her pension benefits as both executive editor and, before that, as managing editor were considerably less than the pay and pension benefits of Bill Keller, the male editor whom she replaced in both jobs” and confronted upper management about this.

Much of the apologist rhetoric around the story, however, is baseless speculation on how “pushy,” “unpleasant,” and other-more-unflattering-allegations-she-must-have-been to deserve the firing. Like Minaj, Salon points out some of the negative characteristics used to describe Abram could be spun as positive traits in men.

p4
Also embodying the theme and, in particular, the current climate in games culture quite aptly, Nicki Homaj (made in part by Cailleah Scott-Grimes of She Got Game) asks you to flip your hair to dismiss harassing statements and stereotypes from hostile gamers that pile up on top of your character, literally erasing her. That your avatar is wearing a Gaming’s Feminist Illuminati t-shirt certainly didn’t go unnoticed as it captures the necessary shared whimsy that harassed women in games must maintain in order to remain remotely optimistic about staying in the field, particularly as games continues to lose women to ongoing harassment campaigns. Let’s also not forget the wonderful whimsy of the custom controllers made of a wig and high heels.

I’m completely on board with that whimsy train, especially as I see friends both inside and outside of games expressing their growing fear of being targeted by harassers and those tragically tenacious denialists of unequal gender standards. We may not have actual magical heels and hair flips to bolster us, but these huge gestures by the extremely brave women of organizations like GAMERella and Code Liberation are a beacon of positivity after a dark couple of months.

You should soak up some of that glow by reading the #GAMERella hashtag and being empowered by Code Liberation’s awesome mission here.

(images via Caroline Sinders)

Matt Albrecht is a games culture critic, advocate for inclusivity, and local multiplayer fanatic living in Brooklyn. His web show, Fourplay, is founded on inclusiveness, accessibility, and camaraderie, featuring guests from all walks of gaming in a celebration of creativity and play. Flirt with him on Twitter at BookishMatt.

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13 Nov 04:05

arseniccupcakes: "We have low self esteem for everyone else"...



arseniccupcakes:

"We have low self esteem for everyone else"
#daria and #janelane with my boo @ashleeta today at work
#halloween #mtv #90s

13 Nov 04:01

So. What are some online cartoons I should be reading?

by Dorothy

You tell me.

13 Nov 03:53

Photo

firehose

via Toaster Strudel
desperately needed













13 Nov 03:50

kirstyintheskywithbutter: 😂😂😂😂😂I’m crying.

firehose

via Rosalind







kirstyintheskywithbutter:

😂😂😂😂😂
I’m crying.

13 Nov 03:48

tumbleupondisney: this is a beautiful photoset.





tumbleupondisney:

this is a beautiful photoset.

13 Nov 03:48

Twin Peaks - Study (x) - Icons (part 5)













Twin Peaks - Study (x)

- Icons (part 5)

13 Nov 03:19

PBS Game/Show Explores What a Game Actually Is and Why It Matters

by Rollin Bishop
firehose

D-, 2/10

PBS Game/Show host Jamin Warren recently explored what a game actually is and why it matters. Rather than declaring the question irrelevant like some have previously, Warren specifically explores what game formalists consider a game and what game abstractionists consider a game.

WHAT IS A GAME? It seems like an easy question to answer, and one, that if not already answered, has been at least a lot. A LOT. Not only that, but everyone seems to fall on different sides of the line when it comes to answering it. Games like Gone Home, Mountain, and Journey have made us question what it even means to BE a game anymore. But if they’re games, is everything a game?

submitted via Laughing Squid Tips

13 Nov 03:17

theblacksquare: George Maciunas

firehose

this pleases me

13 Nov 03:17

reblog if you love pointing out problematic content in everything and you cant have fun

firehose

I have so much fun not having any fun

13 Nov 03:16

Alcohol Delivery Service Rolls Out in Seattle - Eater Seattle

by gguillotte
firehose

some raw-ass shit got announced while I was gone beat

new smartphone app and website called Drizly offers beer, wine, and liquor delivery to your doorstep in 20 to 40 minutes has launched in Seattle. The service rolled out in eight other cities and just added Seattle to its service. It's available for customers in Downtown, Belltown, South Lake Union, Madrona, Capitol Hill, Madison Park, Queen Anne, Magnolia, Ballard, Fremont, Green Lake, Wedgwood, Northgate, Broadview, and the University District. Additional areas are expected to be added soon.
13 Nov 03:13

China Is Testing An Unproven Malaria Drug On An Entire African Nation

by George Dvorsky

China Is Testing An Unproven Malaria Drug On An Entire African Nation

The tiny island nation of Comoros off Africa's east coast is being treated as a massive guinea pig experiment for Chinese scientists. More than 700,000 people have been given doses of an untested malaria drug that appears to be working. Regardless, critics are outraged by the approach.

Read more...








13 Nov 03:13

d-o-r-ia-n: mustyprince: mad-man-with-a-scarf: shavingryanspri...

firehose

video on clickthrough
welcome to the South



d-o-r-ia-n:

mustyprince:

mad-man-with-a-scarf:

shavingryansprivates:

this is my favorite video of all time bar none

I cannot stop laughing. 

how have I gone this long without seeing this video

good gOD

13 Nov 03:11

Photo







13 Nov 03:04

thetadoctor: Delete your account



thetadoctor:

Delete your account

13 Nov 02:56

vuittonv: taylorfart: rapmonsters: this goes so hard im about...

firehose

clickthrough



vuittonv:

taylorfart:

rapmonsters:

this goes so hard im about to pass out

Make this the new default ringtone

unbelievable

13 Nov 02:55

matociquala: Somebody giffed today’s comet-landing xkcd....



matociquala:

Somebody giffed today’s comet-landing xkcd. Everything is better now.

13 Nov 00:52

Stop Putting New Age Pseudoscience in Our Science Fiction

by gguillotte
But there's a difference between wormhole travel, which is depicted superbly in Interstellar, and the idea that love is a "fifth dimension" that can allow a man to jump inside a black hole and travel backwards in time to communicate with his 10-year-old daughter.
13 Nov 00:10

Newswire: The next place to find MST3K on TV might be your local PBS listings

by Erik Adams

Public television and Mystery Science Theater 3000 might seem strange bedfellows at first, but let’s consider the facts: Both entities make good use of puppets, and both have a thing for endearingly cheap science-fiction. And what is Downton Abbey’s Dowager Countess if not the riff-slinging Crow T. Robot of post-Edwardian England?

The folks at American Public Television certainly hope that PBS affiliates see things that way. Four episodes of MST3K—Manos: The Hands Of Fate, Hercules And The Captive Women, Gunslinger, and The Unearthly—are among the programs APT is currently peddling to public-TV programmers. According to APT’s Eric Luskin, if enough stations bite on this initial offer, it could open the door to further “Best of MST3K” packages—though the episodes in such a package would have to lose somewhere between seven to nine minutes of runtime to fit the average station’s timeslot. Even so ...

13 Nov 00:01

How Philae's Comet Compares To An Imperial Star Destroyer

by Robbie Gonzalez
firehose

I'm glad we have these real-world things we can relate to for size comparisons

How Philae's Comet Compares To An Imperial Star Destroyer

ESA's Philae lander made history this morning when it landed on Comet 67P/Churyumov-Gerasimenko. Here's how big 67P/C-G is, relative to a well-known spacecraft, courtesy of the Washington Post.

Read more...








12 Nov 23:31

Giant Newfoundland Dog Insists Upon Getting Repeated Belly Rubs From His Accommodating Human

by Lori Dorn

When he’s not playing hide-and-seek or complaining about performing tricks, Sebastien the giant Newfoundland can be found insisting upon repeated belly rubs from his very accommodating human.

via Rumble Viral

12 Nov 23:21

Nine Exits On America's Football Highway

A 540-mile stretch of I-20 in Texas reveals the state of football — in all its joy, regret and insanity.
12 Nov 22:44

Son of Return of the Street Fee

by Denis C. Theriault
firehose

'The PBA singled out the income tax provision for opprobrium, suggesting a flat fee that would see more poor people pay up every month. It also demanded the city spend more on paving—and less on safety projects in places like East Portland. Hales and Novick already budged a bit on that point, agreeing to increase the share of money spent on maintenance to 56 percent. But that's still a far cry from the 75 percent the PBA demanded.'

Novick and Hales hope their street fee sequel plays better than the original. by Denis C. Theriault

WHEN MAYOR Charlie Hales and Commissioner Steve Novick finally reissued their bedeviled plan for transportation funding on Monday, November 10, their rhetoric—on what could easily be seen as a legacy-defining achievement—somehow walked the line between tepid and bullish.

Words like "bearable" and "reasonable," repeated during a lengthy Portland City Hall press conference, drowned out occasional praise and hopeful exclamations about the possibility of a unanimous city council vote. Only later, after the unveiling, did Hales' spokesman declare his boss "excited" about the street plan.

That's probably as it should be.

Hales and Novick are proud of their rechristened $46 million Portland Street Fund, which they've cast as a "much improved" blend of a progressive personal income tax and a sliding fee for businesses—with a slight majority of its proceeds now earmarked for paving and maintenance work. They've tentatively scheduled a vote for December 3, with a public hearing planned for November 20.

But the fine print in that hybrid plan amounts to an amalgamation of compromises meant to find an intensely tiny—and likely elusive—political sweet spot.

"No one is going to love what we put on the table," Hales said early in the press conference.

The mayor and the commissioner are still hoping to win over at least one more colleague on the five-person city council—all while doing their best to rally supporters without, in turn, giving their critics in the business community enough ammo to pick a fight at the ballot box next spring.

That's already looking difficult. Commissioners Dan Saltzman and Nick Fish have long insisted on having the council call for a public vote—something that's still not part of the proposal. And Commissioner Amanda Fritz, who loomed as the swing vote before Hales and Novick tabled their intensely controversial plan in June, has not yet said whether she'll sign on again.

Worse, petroleum industry lobbyist Paul Romain waited only hours after the proposal re-emerged to guarantee opponents would gather enough signatures to put it on the May 2015 ballot, should city council approve it.

And one of the groups Hales and Novick had hoped to assuage with some of their tweaks, the Portland Business Alliance (PBA), also sent out word that it "cannot support" the new plan.

The PBA singled out the income tax provision for opprobrium, suggesting a flat fee that would see more poor people pay up every month. It also demanded the city spend more on paving—and less on safety projects in places like East Portland. Hales and Novick already budged a bit on that point, agreeing to increase the share of money spent on maintenance to 56 percent. But that's still a far cry from the 75 percent the PBA demanded.

Giving in to the PBA, however, would cost support from nonprofits and transportation funding advocates—who see fixes in lower-income parts of Portland as essential and who'd hoped the tax would be even more progressive than what was laid out during Monday's press event.

The PBA told the Mercury on Monday, November 10, that it didn't yet have a position on whether its lack of support would translate to an active attempt to stop the effort by putting it on the ballot.

"We are not going to do exactly what either of those groups suggested in either of those areas," Novick said. "We're trying to strike a balance."

For all the back-and-forth, the proposal still hewed fairly close to a rough draft floated during a public session last month.

Back in May, businesses hollered at the prospect of paying hundreds or thousands in monthly fees under a complicated formula built around how many trips they generated. Now, they'd pay dramatically less, from $3 to $144 a month. And residents, initially facing flat fees capped just below $12 a month, would now pay a graduated deductible income tax (with $5,000 credits for children) meant to shift the burden away from low-income Portlanders.

The cap, however, would top out at $75 a month for married couples earning a combined $350,000 annually. That's down from $200 a month—a figure supported by Novick, but too high for Hales, who floated a cap of just $50 last month.

Also unchanged: Revenue would be split evenly between the two collection methods. About $45 million would be spent on paving over the next three years, with millions more funding projects like new sidewalks and crosswalk improvements.

Novick and Hales, joined by Transportation Director Leah Treat, made a familiar case for the new revenue, citing the $91 million the city would need to spend every year for 10 years to catch up on deferred maintenance—not including money for the other transportation enhancements also captured in their plan.

Treat said the new paving cash would save the city $650 million in future work, most of that on busy streets. And Novick read from a list of some of the safety projects expected to be funded in the next three years, including fixes to SE 122nd that would presage frequent bus service upgrades by TriMet. Some 40 percent of the money on safety projects in the next three years would be spent in East Portland.

Hales also reminded everyone that he's proposed, as part of this fall's budget adjustment process, pouring an additional $2 million from the city's general fund into the Portland Bureau of Transportation's capital budget for maintenance work.

But he stopped short of promising more ongoing money in next year's budget, pointing to hope the state and the feds might step up with gas tax increases.

"We're here because we have to be here," Hales said. "We own these streets and we own these unmet needs and it's time to get on with it."

—The Mercury's Dirk VanderHart contributed to this report.

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12 Nov 22:17

Jian Ghomeshi and the problem of narcissistic male rage | Toronto Star

firehose

via saucie

Jian Ghomeshi and the problem of narcissistic male rage | Toronto Star:

We live in a society steeped in male narcissism, one in which aggression towards women is deeply entrenched in the collective male psyche. Nor is male sexual predation confined to a few “sick” individuals: that we see it portrayed, relentlessly and voyeuristically, in movies, TV shows, and advertising is beyond obvious, except for those mired in denial.

Acknowledging such realities is not “a tremendous slur against men,” as one denial-mired national columnist suggested recently; it is not to label men as “pigs.” It is simply to recognize that Ghomeshi’s reported behaviours arise from a misogynistic culture that degrades and confuses people of all genders