The Grand Reopening Of SFMOMA

It finally happened. After years of renovations, the San Francisco Museum of Modern Art (SFMOMA) reopened to the public on May 14th, 2016. To call the event “highly-anticipated” would be a huge understatement. When their new website went live and offered free, exclusive tickets for the reopening, thousands of potential visitors flooded and completely overwhelmed its database. And I was one of them; I spent two hours navigating the perpetually-crashing site, hoping that my clicks would finally register and get me into the event. I wasn’t the only one, either. After I live-tweeted this 21st century exercise in futility, the museum’s staff actually reached out to me and offered tickets as an apology. A month and some a few emails later (thank you very much to Christopher at Visitor Experiences, and the unnamed hero running the SFMOMA Twitter), I finally got the go-ahead to come to the event.

Upon entering, I was immediately struck by the sheer size. The lobby and staircase have long been a staple of the museum, but they’ve been revamped in order to keep the flow of visitors steady and focused. Aside from the gift shop (which is more than double the size than that of the Exploratorium), much of the entrance hall is free space for people to either stand, sit, or walk to the elevators. Or you could be like me and spend several minutes gaping up at the massive, cylindrical atrium that cuts through the first four floors of the building. It’s beautiful from the bottom, but it looks much better once you get up to the suspended walkway overhead. The ground floor isn’t the only part with huge floor space; the museum now has additional 235,000 square feet with which to accommodate visitors. As someone who despises crowds, I was quite grateful for the extra space. I’ll admit that I’m more of a classic art and history kind of person; The Legion of Honor has a special place in my heart, but SFMOMA does spacing and crowd control so much better. Despite being incredibly busy, it always felt like there was enough room to breathe.

Assuming, of course, that the exhibits don’t leave you breathless. There are well over 10,000 works of art at SFMOMA, in all shapes and sizes. It was good to revisit works like Ruth Asawa’s metal wire sculptures, the dramatic brush strokes of Jay DeFeo’s The Verónica, and the massive prayer beads that comprise Zarina’s Tasbih. It felt great to come across familiar names like Diego Rivera’s The Flower Carrier, Henri Matisse’s Le serf, Bentley’s Snowflakes, as well as works from pop culture giants like Andy Warhol. There was also a surprising amount of photography on display. Most of it depicted local histories, like the view from the top of partially constructed Golden Gate Bridge circa 1935, the twisted routes of Los Angeles freeway system, and some fascinating portraits of Patty Hearst.

What I found most interesting were the works that implemented modern technologies. Richard Serra’s Sequence is a two-story labyrinth that absolutely dominates one corner of the museum, and it was crafted with weatherproof steel at German fabrication plant. Anthony McCall’s Slit-Scan uses a rapidly-shifting slide projector to convey his message. The cafe on one of the upper floors has selfie booths, but you have to put objects on the machine’s illuminated surface to create the necessary contrast. There’s also a whole gallery devoted to the development of type settings, including old typewriters, posters, and keyboard technologies. One particularly stylish display was the Computer House of Cards, which utilizes some old IBM tech from the 1970 World’s Fair in Osaka. I’ve got to admit, it was pretty baffling to see a vintage ’76 Apple computer on display; I remember using one years ago in grade school! That also goes for the Palm Pilot, one of which I happened to own. My personal favorite, however, is Takeshi Murata’s Melter 3-D, which uses flashing strobe lights to create an illusion of a constantly churning and flowing ball of metal. Seriously, it looks like something out of Terminator 2!

If you’re getting overwhelmed by the sheer awesomeness of such exhibits, catch your breath at the outdoor Living Wall and Sculpture Garden. Imagine a forest floor, dense with flowers, plants, moss, and grass. Take that image and graft it onto the side of a two-story building, and you’ve got the Living Wall. It’s as pleasant as it is unusual; no one expects to find a miniature forest in the middle of downtown San Francisco. It’s reminiscent of the Living Roof at the California Academy of Sciences, but this is far more spacious and relaxing. It’s so easy to just sit down for few minutes and watch the leaves in the breeze. I you want something a little more urban, try the balcony up on the seventh floor. The view isn’t quite as grand as those of the Exploratorium or the Legion of Honor, but the skyscrapers and offices in the area make for some interesting architecture photography.

There’s plenty more to write about, but I don’t want to spoil everything. If you’re in San Francisco and have any interest in art, design, technology, and 20th century history whatsoever, you should absolutely visit this place. The variety and creativity of these thousands of works are nothing short of amazing. A lot of work went into revamping the building, and it’s now arguably the finest museum in the city. I’m incredibly grateful to have been able to come to the grand reopening, and I hope to do so again soon. Glad to have you back, SFMOMA. It’s been far too long.

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Hyrule Warriors Legends Review

Hyrule is on the brink of annihilation. A seemingly endless horde of evil monsters is invading the kingdom. The castle’s walls are littered with the bodies of its defenders. Eldin Caves have been completely overrun, and something sinister lurks in its fiery depths. The trees in Faron Woods are burning down, and what’s left has turned poisonous. Princess Zelda is missing in action – again – leaving Impa and Link to lead what remains of the army to certain death.  Whoever is commanding the enemy forces is actively hunting the legendary hero. Is it a personal vendetta? A morbid obsession? No one knows. Regardless, the war won’t stop at just the borders of this Hyrule; its counterpart realms from Ocarina of Time, Twilight Princess, Skyward Sword, and The Wind Waker have all been dragged into the mess.

Even Link is going to need some help with this one.

At first glance, the story seems like a Zelda fan’s dream come true. After 30 years of games, worldbuilding, and diverging timelines, everything comes back together in the ultimate crisis crossover. In order to save his Hyrule, Link has to travel to the other versions and team up with the finest (and in some cases, most popular) warriors in the series. For those who grew up with the Nintendo 64 games, seeing Sheik, Darunia, Ruto, Young Link, and Skull Kid in action will be like a tidal wave of nostalgia. There are several nods to the mythology of respective games; Midna’s true form seen in Twilight Princess returns as a plot point, and Fi explicitly mentions that the current Link is not the same as his Skyward Sword iteration. Sheik’s true identity and Ganondorf’s involvement are foregone conclusions; the narrative indulges in those twists solely for the sake of newcomers to the series. It’s just enough fanservice to keep longtime players nodding along to an otherwise brisk pace and somewhat shallow story.

A narrative with such a grand scale is a double-edged sword. As awesome as it sounds, there’s no way to give every single character the same amount of focus and keep the story moving steadily. It only takes a few battles to liberate each of the respective Hyrules; there’s just enough time for character introductions, some banter, and a brief glimpses of the games by way of the battle maps. Beyond that, the majority of the warriors receive no development after they’ve joined the team. Despite being heavily promoted in the previews, Linkle has almost no impact on the story whatsoever. Link gets his usual arc of starting as a nobody and eventually earning the Master Sword, but now with a “power of friendship” moral tacked on. Even if it is cheesy, it makes sense; this game is all about banding together and making a combined effort to thwart a much larger force. Ganondorf is in an amalgam of the best aspects of his previous incarnations; he is intelligent, ruthless, overwhelmingly powerful, and seems like an unstoppable force of evil. His attempt to conquer Hyrule is one of the most entertaining parts of the game. The same cannot be said for Lana and Cia, the newcomers who drive the plot in their own ways. Their arcs are all about the dangers of obsession, and the emotional turmoil and unspeakable lengths that come with it. The big plot twist would’ve been more interesting had it not been so blatantly obvious, or at least had a slower build-up. Other games have handled similar subject matter, but with far better storytelling.

You’ll probably be too busy killing things to care, though. Rather than typical adventuring and puzzle solving of the Zelda series, Hyrule Warriors Legends is a straightforward musou-style action game. The overall goal is simple: conquer the battlefield and defeat the invading army. This is made slightly more complicated because, you know, you’re usually outnumbered a thousand to one. It’s easy to mow through dozens of minor enemies per second, but you’ll get trouble once you run into things like Icy Big Poes, Moblins, ReDeads, and other recurring enemies strong enough to block and take few hits. It’s even tougher when you’re facing off against a main character armed with a slew of signature moves and impressive durability. As a battle wears on, managing your army takes higher priority over your kill count. In order to stem the flow of enemy forces, you have to conquer their bases and outposts one at a time; doing so lets you control where and how powerful their presence will be. This typically involves running into an enclosed area and slaughtering everything until the game proclaims your success. You can try running blindly across the map and attempt to kill the opposing commander immediately, but you’ll probably get stopped by a locked door, thus leaving your bases unguarded, and your allies without backup. You’re left wide open for counterattacks and surprisingly fast losses. Side missions and objectives pop up frequently, forcing you to improvise your way to victory. The trick is learning to strike a balance between offensive and defensive tactics; steadily crush your enemies, but pay attention to your friends’ needs. Once you’ve gotten everything else out of the way, go for the final kill…

Oh, if only it all worked that well.

In certain respects, Hyrule Warriors Legends is technological marvel.  Taking such a huge Wii U game, adding even more content, and then cramming it onto a 3DS cart is nothing short of astounding. It’s far from perfect, though. There are still plenty of glitches to be fixed; I’ve had every enemy randomly freeze after using an Owl Statue warp, but then prevent me from conquering any bases. Some of the auto-saved checkpoints can re-spawn objectives you’ve already completed, refuse to unlock doors, or mess up your weapon’s hit detection. Your AI-controlled allies are borderline useless; the Hylian Captains fail miserably so often, they’re probably all secretly traitors. No matter how much you level up and develop the playable characters’ abilities, they will become utterly inept the moment you switch to another warrior mid-battle. The sub-weapon system, which includes arrows, bombs, and other Zelda staples, has awkward, lethargic controls and is poorly utilized. It’s used to defeat major bosses like King Dodongo, Gohma, and Manhandla, but little else aside from simple puzzles tacked on for the sake of battlefield progression or bonus items. The AI for those monsters are especially abysmal; it’s common for them to constantly recycle their animations instead of set attack patterns, which turns their fights into annoying, time-consuming games of chance.

The camera, which utilizes the C-Stick a la Monster Hunter 4 and Majora’s Mask 3D incredibly well, is barely responsive in certain directions. You’ll spend more time struggling with it than against any enemy in the game. It’s not uncommon for your view to get stuck in a corner or behind a wall, which is absolutely lethal in more difficult battles. That’s a huge problem when you have to rely on it to switch between targeted foes. Speaking of which, seeing all those dozens of classic Zelda monsters moving onscreen at the same time is amazing…Assuming you’re playing on a New 3DS, of course. The game runs decently on it, but you’ll still encounter foes that are invisible unless you’re standing right next to them. Some of the maps – Death Mountain and Valley of Seers come to mind – have intricate, cleverly-designed structures, but the draw distance is lacking, and the colors and textures are far below the 3DS’s usual standards. Even if you don’t care about the graphics and have are using an older version of the system, the poor camera controls, the sheer amount of processing, and their impact on the gameplay deserve some consideration.

The game tries to distract you from its shortcomings by focusing on its most important aspect: the combat mechanics. There are over 20 playable characters, each with unique movesets and abilities. While it’s easy to mash the X button and unleash a barrage of weak attacks, you can mix them up with stronger moves, and build up an energy meter for powerful specials. There’s no real challenge in terms of timing or technique; unless you’re trying to stun and kill a boss in a single combo, it all boils down to preference. The controls are wonderfully responsive and the attacks are flashy, and that’ll hopefully be enough to get you through the most tedious fights. There’s nothing quite as awesome as annihilating a small army by summoning Ganondorf’s giant demonic arm, or having Zant twirl and flail around like a maniacal blender. Stylishly juggling enemies with Linkle’s dual crossbows defies common sense, but it looks cool. Everyone gets unlockable alternate weapons, but the main characters get far more attention; aside from the Master Sword, Link can wield the Magic Rod, the Twilight Princess Spinner, and a few others, all with different uses and animations. Everyone can be further developed via the simple upgrade system, which allows you to improve combos, chip damage, item usage, and other stats. Combined with the character models, music (the Hyrule Field, Gerudo Desert, and Eldin Cave rock remixes are amazing), achievements, and Puzzle Swap-style artwork, there’s a ton of content waiting to be unlocked. No matter how bad the rest of the game seems, there effort involved in designing the moves and additional content is undeniable.

Since getting all of that extra stuff requires item drops, you’re going to be replaying. A lot. It’s easy to plow through the main story in a single weekend, but unlocking everything is a slow, arduous burn. You’ll spend the majority of your time on Adventure Mode, which has you tackle battles with specific win conditions and a grading system. You might have to kill a certain number of enemies with limited time, all while being chased around by a boss. Or you could slog through the laughably easy quiz missions, which give you a gauntlet of specific enemies to slay for your answers. Others, such as boss rushes and Cucco turf wars, can be surprisingly challenging. That’s especially true with the grading system; your score determines what mission you unlock next, so you’ll have to play exceptionally well if you want to get anywhere. Progression in Adventure Mode is further complicated by its layout; it’s a set of grids that resemble maps from other Zelda games. You’ll earn candles, whistles, and other old-school items that help you unlock new areas, characters, and equipment. It’s all about knowing when and where to use those items, just like the original game. Even if it is challenging and frustrating, it’s a clever, creative way to celebrate the franchise.

That can be said for the game as a whole. Hyrule Warriors Legends is an impressive feat that ultimately falters under its creator’s ambitions. Porting one of the biggest Wii U games to a handheld console was never going to be perfect, and it shows. Even if you’re playing this on a New 3DS, be prepared for glitches and questionable camera controls. The developers rightfully focused on making sure the characters played smoothly and stylishly amidst a ridiculously huge amount of enemies onscreen, and sacrificed the rest of the visuals in the process. The AI leaves much to be desired, though slaying hordes of video game monsters with iconic heroes is quite fun. If there was any Nintendo game that would benefit from patches and DLC, it’s this. There’s plenty of room for improvement in many areas, and time will tell if and how it’ll happen. Much like the overall Zelda franchise, Hyrule Warriors Legends has had a rough start, but could be potentially brilliant. Despite having so many heroes, it still needs a savior.

Originally posted here.

Gravitational Waves Discovered!

DNews breaks down one of the latest and biggest discoveries in physics. Seriously though, this is amazing. The folks running the LIGO (Laser Interferometer Gravitational-Wave Observatory) have pulled off something that Einstein could only predict in his lifetime. Now that gravitational waves have been proven to exist, we’re one more important piece closer to solving – or at least comprehending – the vast puzzle that is the universe. If there’s ever going to be a 21st century game-changer for astronomy, this is it.

The Physics of Car Crashes

MinutePhysics explains the science behind something that you’ll hopefully never have to experience.

Flavor Science: What’s Really in a Pumpkin Spice Latte

SciShow explains why your favorite foods are way more complicated than you might think.

Foucault Pendulum

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Here’s a little glimpse of something I came across during my recent visit to the California Academy of Sciences. A Foucault pendulum is used to demonstrate the Earth’s rotation. Basically, the pendulum swings evenly, but the trajectory changes as the planet rotates. It may take a while, but eventually all those little blocks in the circle will be knocked down.

RIP, Satoru Iwata

Yesterday, Satoru Iwata passed away. For those unfamiliar with his work, he was the president and CEO of Nintendo. But he was so much more than that; unlike countless other businessmen and executives, he earned his success the old fashioned way: starting from the bottom and working his way up. He studied programming in the 1970s, when video games were still in their infancy. He began as an unpaid intern for Commodore, then became a freelancer for HAL Laboratory while in college. After graduating, he worked full time and rose up its ranks in the early 90s. He had a hand in founding Creatures Inc., the folks responsible for bringing Pokemon to the world. He didn’t wasn’t just some guy in suit, either. He took over programming for Earthbound and saved it from developmental oblivion. He programmed the original Pokemon Red/Blue battle mechanics into Pokemon Stadium without any reference documents, using just the Game Boy’s source code instead…in one week. He famously compressed the all of the original game into the Gold/Silver cartridge, just to surprise and reward players for beating the regular quest. When Super Smash Bros. Melee was facing a delayed release date due to programming issues, he – already Nintendo’s General Manager of Corporate Planning – went downstairs and personally debugged the game hands-on, all in less than a month.

Yeah, he was that good.

He was in a unique position of growing alongside his industry; unlike many of his peers, his insight into game design came from the effort of making games the old fashioned way, with a focus on the fun experience while dealing with the hardware limitations. He understood that focusing so much on flashier graphics and processing power wasn’t necessarily the answer, and that appealing to people beyond hardcore gamers was incredibly important. Nintendo is often derided for appealing to kids instead of adults, but he was proud of it; he argued that children have an instinctual understanding of whether a game was good or not. He refused to let the company stagnate, constantly pushing them to try new things. He was initially mocked for bringing forth the DS and Wii – both consoles had unorthodox designs and admittedly terrible launch lineups – but was eventually vindicated via record-breaking sales numbers and some of the finest games in the last decade.

What was more inspiring is what Iwata did when the company wasn’t succeeding. Nintendo fell into a slump when it released the Wii U, mainly due to its high prices, strange design, and lacking lineup. The company was losing money, and he was being roasted by both gamers and corporate shareholders alike. Instead of stepping down, he voluntarily cut his salary in half to make up for it! That was the second time he did it, too; when the 3DS’s sales went poorly, he took the same action. When corporate demanded why he hadn’t fired employees for the sake of profit, he absolutely refused to do so, saying that it wouldn’t work well long-term, and that it’d wreck the company’s morale. If you look around online, you’ll find countless stories of people meeting Iwata and saying what a passionate, candid, and kind guy he was in person. When Ocarina of Time was released, he even went out and bought a copy on the way home from work. His hilarious “Direct To You” presentations and sense of humor have become the stuff of Internet memetic legend. The hundreds of thousands of tributes pouring in – even from Sony and Microsoft, Nintendo’s business rivals – shows just how loved and respected Iwata was.

I wish I had a personal story about meeting him. I wish I could say that we crossed paths at a convention, or that we shared an elevator, or that I pitched an idea and worked for him. But I can’t, and now I never will. Instead, all I have are the games he made, and the memories of how he helped shape my childhood. Yes, I caught all 151 of the original Pokemon, played almost every Kirby game, and spent countless hours fighting in Smash Bros. My gaming library is full of titles made with him as the Executive Producer; I wouldn’t be the same person without Mario, Zelda, Metroid, and other Nintendo franchises influencing me. While I don’t play nearly as much as I used to, gaming is still very much a part of me. It reminds me of something Iwata once said:

“On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer.”

Thank you for everything, Mr. Iwata. We understand.

A Brief History of Timekeeping

SciShow explains the complicated and fascinating science behind telling time.