Sunday, April 14, 2013

Go to Prom With Me!

It's that time again where people are buying dresses, renting tuxes and making reservations for dinner. What could possibly bring about these events? One word says it all: prom. It seems that it's every girl's dream to go to prom and parade around in a fancy dress on the arm of some guy who asked her. But in order for that to happen, one of you has to ask the other to this momentous occasion. If you recall my post a while back, Acception of Rejection, I stated that I didn't really enjoy school dances and, having gone to a prom last year I wasn't terribly impressed. However, one aspect I do love about prom especially is seeing how people ask. Asking someone to prom can nerve wracking and exciting at the same time, but it's usually an enjoyable thing for both people involved. If you tend to be someone who is nervous about asking, here are some tips that might help you nail a date with that special someone.

1. Ask in a clever/cute way
There are numerous ways to ask a girl to prom. While asking them in the halls is all well and good, it can easily be improved upon by going the extra mile. Make it something that plays to your strengths and appeals to their interests. For instance, if she likes music and you are musically inclined then write her a song or modify a song to ask her and perform it for her. This works well as it can be performed as publicly or privately as you wish. Not to mention she'll probably be impressed that you took the time to create come up with something as creative as that.

2. Plan it out
No matter how you decide to ask them, make sure you have just a basic plan of how it will go. Rehearse it in your head or even in front of a mirror. Whatever helps you, do it. It also wouldn't hurt to have a backup plan in case initial planning goes awry.

3. Be confident
This is perhaps one of the most important points of asking your date. Even if you are deathly scared of asking them, act as if you are the most confident person in the world. Wear something that boosts your confidence level. Pick a day of the week that makes you feel happy. However, there's a difference between confident and cocky, so try not to be the latter.

4. Don't be afraid of rejection
I know you may feel like I've beaten you over the head with this one, but it really does apply to many scenarios. The best way I'd describe it is this: convince yourself that they will say yes, but be prepared for them to say no. It will give you an extra boost to your confidence and ready yourself for any rejections.

Assassino! Revisited

If you remember back in October when I wrote about the game Assassin's Creed, I feel I didn't do the game justice as to how great it actually is. This time around, I'd like to discuss the gameplay and game elements that make it such a fun game to play with a short introduction to the actual plot of the story.

As I mentioned in the original post, the entire game is based around the life of a young adult by the name of Desmond Miles, a man that was born into the Brotherhood of Assassins and, thereby, an ancient war. You see, the Brotherhood had a grudge with another order known as the Templar, as they only wanted power and greed rather than what they claimed was a mission from God. In order to learn the proper skills and uncover the secrets required to defeat the Templar, he must relive the memories of his ancestors through a machine known as the Animus. His journey puts him through several trying situations including a kidnapping, escape, and even the death of certain people. The plot twists and turns in every installment of the series, but those are for you to find out.

The primary style of gameplay for the Assassin's Creed series is what is known as an open world or "sandbox" game where you are given set objectives with, for the most part, no set way to carry it out. This combines with the genres of action, adventure and stealth to create a game full of secretive missions to complete the objectives of side quests before continuing on with primary quests if one wishes to do so, or completing them later after they've completed the storyline. To carry out these missions, you must gather new weapons, armor and items to better prepare yourself for the coming dangers.

In the first installment, you must progress through the storyline to gain better equipment, which is free of charge and willingly given to you. While it was fairly efficient, as you didn't really need them until they were given or added the challenge of going without them, it didn't give much diversity or choice as to what could be used. This was fixed in the later games as items were bought rather than earned, different items still needing to be unlocked at the shops by going through the storyline. However, especially with the weapon system, it allowed players to decide what they wanted to use for their weapon and omit things that they might not use.

Another aspect they started adding on to was the various ways that his ancestors could carry out an assassination. In the first one, it was mostly the use of a hidden blade, sword, throwing knives or your bare hands. As the games got more complicated, they added a wider variety of weapons that encompassed swords, axes and daggers as well. But they didn't just stop there. Later games added new methods of assassination through poison, crossbows, a hidden gun, bombs with various uses and most recently flintlocks and tomahawks. They continue to improve upon the combat systems in other ways too, incorporating various defensive mini games such as defending Assassin dens and naval combat.

Saturday, April 13, 2013

Be My Escape, Sadie Hawkins

When listening to music, I often times tend to find something I'll listen to over and over again because I like it so much. This happens especially when I rediscover old bands that I haven't listened to in a while. My recent music craze has been over the christian rock band Relient K. This band is one of my favorites because they convey quality, sometimes complicated messages through fairly simple and easy to understand lyrics without being cheesy. The other aspect of their music that I like is that it combines these life messages with just random songs about coping with ADD, females asking males to the Sadie Hawkins, or Women Pay All dances as they are more commonly called in modern times, or even just telling someone they love them. Combined with vocal harmonies, guitars, bass and drums, they combine to make a musical cornucopia of fantastic music.

For example, if you look at a song like "Be My Escape," it can most easily be interpreted as someone who thought that the only way out was suicide, but found God and, although wasn't sure where their life was headed, relied on their faith to create an escape through God. However, if you look at a song such as "Sadie Hawkins Dance," it's just about a dance and all that goes along with it from the planning to the asking, using random humor in the mix to add a sort of comical effect.

Perhaps one of my favorite songs of theirs is off their fifth album, Five Score and Seven Years Ago, entitled "Must've Done Something Right." Right off the bat, the song opens with single piano chords, a fast moving bass line and the lead singer's vocals, adding clean guitars into the mix after the first few lines. The entire song, as with many Relient K songs, has a bit of a double meaning. At the surface of the song, it seems like a typical love song, professing that this girl is out of his league, makes him a better person and wants to express his love in a way that's not so cliche. But the meaning doesn't stop there. It can also be used to describe a close relationship with God. If you really think about it, he really is so far out of our league it's not even funny and we probably don't deserve his love and affection. While I'm not very religious myself and tend to interpret this song more in the former rather than the latter, I still understand the hidden meaning in the song about God. I think this double meaning that is found in this and other songs is important as it gives a wider variety of people to relate the song to their own lives, something I look for in music all the time. They do a great job of it and I hope they continue to keep up the good work as their career progresses.

Sunday, April 7, 2013

StarCraft 15th Anniversary Celebration: The Races

The world of StarCraft can most easily be broken down into three aspects: the races. There's the innovative and endurable terrans, the technology and knowledge-driven protoss and the ever-changing, overwhelming zerg. Each has its strengths and weaknesses both in lore and in-game and utilize them to their fullest extent.

The terrans started off as a crashed expeditionary force that developed into three branches: the Confederacy, the Kel-Morian Combine and the Umojan Protectorate. Since then, it they have sprawled out across the Koprulu sector, the Confederacy having been replaced be the newly developed Terran Dominion, headed by Emperor Arcturus Mengsk I. While they don't possess the natural ability to adapt to their environment like the zerg, they have been able to survive through internal and external conflicts by incorporating new technology into their weapons and production. Their military covers a wide base of everything crucial to victory. The bulk of their military is made up of marines, resocialized criminals wielding a power suit and a gauss rifle, supported by marauders with arm-mounted grenade launchers as well as siege tanks behind them and medivacs above them. Their "air cavalry" as its called is made up of viking fighters that can transform into robotic mechs and banshees that are able to cloak themselves and turn invisible. But these don't even compare to the flagship of the terran fleet, the battlecruiser. Along with other supporting units, they have every role covered from full on assault to hit-and-run tactics.

The protoss are incredibly advanced in almost every single way. They communicate through a telepathic link that they all share, they are lightyears ahead of most, if not all, civilizations technologically and were thought to be the most powerful species in the galaxy. However, the recent emergence of the zerg has proved that even the most skilled warrior can fall to numbers. In order to preserve their society, the protoss have reluctantly broke thousand-year-old tradition to survive. They've developed new technologies to further increase the potency of their already superior army. The primary warrior of the protoss is the zealot, using years of physical training and two blades of psionic energy as its weapons. It is supported by stalkers, a recent development modeled after the dragoon from the dark templar. Immortals are the replacement for the dragoons, adding stronger offensive and defensive capabilities to it. However, the real strength of the protoss lies in its array of aircraft. Phoenixes are small, fast anti-air ships that work with void rays, large ships that require to be charged to achieve their full power. Carriers are the most legendary, known for fighting with eight computer-controlled fighters that can be manufactured within the hull of the ship. When the protoss unleash the full power of their military, not many can stand against them.

The zerg bring a new meaning to the word "adaptable." All strains of the zerg were originally creatures indigenous to planets that it landed on, having been infected by a sort of virus. The subsequent mutation assimilated the creature into the Swarm and created a new strain of zerg. What they lack in power they make up for in sheer numbers. The most numerous and perhaps most infamous is the zergling, a tiny, dog-sized zerg that can be created two at a time and can mutate into a baneling, a large, mobile sac of acid. Hydralisks are the primary ranged forces, shooting spines from their mouths at high velocities. Their other primary assault force is the roach, a heavily armored creature that has amazing regenerative properties. Their air power mainly consists of mutalisks, flying worm-like creatures that expel projectiles from its abdomen. But what truly strikes fear into the hearts of their enemies is the dreaded ultralisk, a hulking beast that lumbers into battle with four massive scythe-like blades projecting from its mouth. They are a force to be reckoned with and not to be taken lightly, especially under the control of such an intelligent being.

StarCraft 15th Anniversary Celebration: The Story Part 3

As Kerrigan's first act, she returned to Shakuras and kidnapped the matriarch Raszagal. In order to destroy the cerebrates that controlled the broods, she needed Zeratul and the dark templar as only the energy they possess is capable of doing so. Zeratul complied with Kerrigan in an attempt to save their matriarch. The Overmind and its cerebrates were destroyed at the hands of the dark templar, giving complete control of the Swarm to Kerrigan. But things took a turn for the worst when she brought the matriarch to the planet's surface. When asked if she wished to return, Raszagal wished to serve Kerrigan. Realizing that her mind had been poisoned, Zeratul had no other choice but to reclaim the matriarch and, with great reluctance, kill her. She thanked Zeratul with her dying breath, who then left the planet vowing to avenge her death.

Before disappearing, Zeratul went to investigate protoss life readings on an uncharted moon in the area. But what he discovered was much more disturbing. Inside stasis chambers were what appeared to be a genetic amalgamation of zerg and protoss; a project led by Samir Duran. Most ominous of all was Duran's response as to what was going on. Duran said that he served a "far greater power" than Kerrigan or anyone else. That the hybrid were nearing the end of development across thousands of worlds and they signaled the last stage in the end of a cycle that would shake the universe. He destroyed the facility, but Duran had disappeared.

Meanwhile, Kerrigan was under heavy assault from a vengeful Mengsk and an angry UED. However, despite all their might, Kerrigan proved superior in numbers alone, as well as power. Mengsk, knowing he could not win, retreated, as did the dark templar and Aiur protoss. The UED were not so lucky, however. Seeing as they were outmatched, they made their journey back to Earth, fleeing as well. Kerrigan decided to humor them, sending the Swarm after them once a reasonable amount of time had passed. Not one ship made it back to Earth to report what had happened.

Kerrigan went to ground on Char, having recalled her Swarm to the planet. The past four years had been ominously silent without the zerg terrorizing everything in sight. Some speculators say she had been clinging to her humanity, but many are ever the skeptic. The Aiur protoss returned to their refugee home of Shakuras, using the xel'naga and dark templar technology, as well as their own, to improve their weaponry for the ensuing war with the zerg. Zeratul withdrew for a long while until he befriended a terran archaeologist. Since then, he has uncovered a number of revelations related to the xel'naga, creators of the protoss and zerg, that are very foreboding. Arcturus Mengsk focused on rebuilding his Dominion with a revenge target painted on the back of Kerrigan's head. The UED was almost completely wiped out with only a few survivors remaining. As for Jim Raynor, the former marshal started a resistance movement against the tyrannical Dominion known as Raynor's Raiders. However, it has been a fleeting movement due to Mengsk's control over the media and his rampant propaganda to turn him into an enemy to the public. Because of this, in tandem with previous events, he has been drinking heavily and losing faith. Many people who know him well would say this; "There's one part of that won't rest until Kerrigan is dead and another part of him that refuses to let her go."

StarCraft 15th Anniversary Celebration: The Story Part 2

Before I continue with the StarCraft epic, I should note that when I wrote the first part it actually was the fifteenth anniversary of the release of the original StarCraft. Now on with the story!

In the aftermath of the battle, the Aiur protoss to the dark templar homeworld of Shakuras where Zeratul offered them shelter. The peace did not last long, however, as Kerrigan appeared and demanded to speak with the matriarch, Raszagal. She sought the help of the protoss refugees to destroy a new Overmind being formed by remaining cerebrates. After she was able to convince them that she was no longer a killer and that she would revert if the Overmind was formed, Raszagal agreed to her proposal. Many of the protoss, Zeratul included, had high suspicions of Kerrigan and her ambitions, particularly after discovering her true motives. Ultimately, as part of her plan to take over the Swarm herself, she used the protoss to eliminate a potential threat to her rule before departing the planet entirely. The protoss then had no choice but to activate an ancient xel'naga temple to annihilate the invading zerg and leaving much of the planet's surface barren.

While the two alien species were doing battle, there was a unification of sorts back on planet Earth. As it would turn out, they had been watching the events taking place and formed a new government known as the United Earth Directorate. The UED had been monitoring their progress and decided, with the always present alien threat, that intervention by their hands. Through this surveillance, they also concluded that they could control the zerg and set out to control the newly forming Overmind on Char. They set out to establish a staging point on Braxis where they were met by fighters of the Confederate Resistance led by Samir Duran. They teamed up to destroy the Dominion, starting by breaking their foothold in the capital city of Braxis. They recovered several weapons diagnostics and readouts that allowed them to lead a successful assault on the Dylarian Shipyards where much of the Dominion's battlecruisers were docked. The UED then used their new additions to crush the capital city of the Dominion, Augustgrad, on Korhal IV and forced a parley. Not too long after Mengsk's fleet was surrounded, Jim Raynor and a small protoss fleet arrived and rescued him from the UED. Jim made it clear it was only because a "mutual acquaintance" wanted him alive. Raynor made off with the emperor, but the UED was not discouraged. The assault on Char was successful and, using powerful neurostims, captured control of the Swarm.

This in addition to the psi disruptor, a device that prevented Kerrigan fromtaking control of other rogue broods, gave the UED a major advantage over the Queen of Blades. However, Kerrigan had foreseen this and contacted Jim Raynor, enlisting his and the protoss' help to rescue Mengsk and his dwindling fleet. Kerrigan then struck a bargain with the emperor; if he lent his psi emitters to her, she could amass an army to destroy the psi disruptor and gain enough power to reinstate Mengsk and eliminate the UED threat on Korhal. The plan went off without a hitch as the UED were driven off the planet the Dominion was reestablished in Augustgrad.

Kerrigan assembled her massed forces and, with the advisory of revealed spy Samir Duran, attacked Terran settlements across the sector. When Mengsk denounced her, she merely justified it as revenge for the pain he had caused her back on Tarsonis. After much fighting, Raynor fled swearing that some way, somehow, he would kill Kerrigan to pay for her crimes.