pedanther: (Default)
pedanther ([personal profile] pedanther) wrote2025-10-01 08:28 am

Fiction log - September 2025

Fiction books
Steven Carroll. Death of a Foreign Gentleman
Uri Orlev, tr. Hillel Halkin. The Island on Bird Street
Mordecai Richler. Jacob Two-Two Meets the Hooded Fang
Tom Scioli. Godzilla's Monsterpiece Theatre (e)
Arthur Upfield. The New Shoe (e)
Naoki Urasawa, tr. John Werry. Asadora! volume 1
Naoki Urasawa, tr. John Werry. Asadora! volume 2
Jules Verne, tr. FP Walter. Twenty Thousand Leagues Under the Seas (e)

In progress
Charles Dickens. Little Dorrit (e)

In hiatus
Cory Doctorow. Someone Comes to Town, Someone Leaves Town (e)
William Morris. The Well at the World's End (e)
Julian Rathbone. The Last English King
Helen Simonson. Major Pettigrew's Last Stand (e)

Picture books
Juliette MacIver, Sarah Davis. The Grizzled Grist Does Not Exist! (e)
Juliette MacIver, Sarah Davis. That's Not a Hippopotamus! (e)
Eve Sutton, Lynley Dodd. My Cat Likes to Hide in Boxes (e) (re-read)

Non-fiction books
Yuval Noah Harari. Sapiens: A Brief History of Humankind (e)
Richard Fidler. Ghost Empire

short, screen, and stage )
books bought and borrowed )

Top of the to-read pile
Jules Verne, tr. George Towle. Around the World in Eighty Days (e)
purplecat: The Tardis against a sunset (or possibly sunrise) (Doctor Who)
purplecat ([personal profile] purplecat) wrote2025-09-30 07:22 pm

Costume Bracket: Semi Final, Post 1

Two Doctor Who companion outfits for your delectation and delight! Outfits selected by a mixture of ones I, personally, like; lists on the internet; and a certain random element.


Outfits below the Cut )

Vote for your favourite of these costumes. Use whatever criteria you please - most practical, most outrageously spacey, most of its decade!

Voting will remain open for at least six days.

Costume Bracket Masterlist

Images are a mixture of my own screencaps, screencaps from Lost in Time Graphics, PCJ's Whoniverse Gallery, and random Google searches.
pedanther: (Default)
pedanther ([personal profile] pedanther) wrote2025-09-28 10:43 am

Week in review: Week to 27 September

. The local public library celebrated fifty years of operation this week, Read more... )


. While I was at the library, I borrowed Death of a Foreign Gentleman by Steven Carroll. In post-war Cambridge, a controversial philosopher is killed in a hit-and-run. There's a detective on the case, but it's a novel built around a murder investigation rather than a mystery novel; Read more... )


. This week, I also finished Sapiens: A Brief History of Humankind by Yuval Noah Harari, which I've been reading on and off for a while. Read more... )


. The Youth Theatre did their end-of-year show, which this year was a collection of short plays and skits on a common theme. It was a lot of fun. One of the highlights was a short play the senior class wrote themselves.


. At board game club this week, we played Night of the Ninja, Gravwell, and a couple of games out of The Lady and the Tiger.Read more... )


. A while ago, I noticed that the storage space on my current phone is large enough that I could put my entire CD collection on there without making much difference, Read more... )


. At Parkrun, the weather was warm enough that the flies were out and about and kept coming to say hello. I made a mental note to remember the fly veil next week.


. On Saturday afternoon, I was between books and not in a mood to start anything long or heavy, but I had a reading streak that was one day away from a significant milestone, so I read a picture book from the library called The Grizzled Grist Does Not Exist!. It was fun, and it was nice to see the heroic role going to the quiet, observant child who nobody pays much attention to.
pedanther: (Default)
pedanther ([personal profile] pedanther) wrote2025-09-28 09:08 am

Book Chain, weeks 28 & 29

#29: Read a book by an author whose last name starts with the same letter as the previous book's author's last name.

Not having many options for authors beginning with U, I went with Naoki Urasawa's Asadora!, which the library happened to have the first few volumes of. Asadora! is a tale spanning six decades, featuring aviation, two Tokyo Olympics, unlikely friendships, mysterious music, and occasional glimpses of a giant creature that, knowing Urasawa, I'm betting will turn out to be considerably less Godzilla-like than the glimpses so far might lead one to expect. I'm enjoying it so far.


#30: Read a book whose title has more letters than the previous book's.

Attempt 1: The Well at the World's End by William Morris (also the random book selection for February). I gave up on it after a couple of chapters; the narration was self-consciously old-fashioned in a way that annoyed me.

Attempt 2: Twenty Thousand Leagues Under the Seas by Jules Verne (also the random book selection for May). The F.P. Walter translation, which is recent and improves on many earlier English translations (and starts with a translator's note insisting that it's definitely "Seas" and not "Sea").

When it was originally published, part of the draw of the novel would have been the educational aspect: the opportunity to learn about ocean life and geography and engineering. These days, though, so much of it is out of date (or is understood to have never been correct in the first place) that I found I didn't trust any of it and resisted taking in any of the many interesting facts the novel attempted to impart. I might have still found this aspect of the novel off-putting even if I trusted its accuracy, as the imparting frequently relies on clunky devices such as long lists of facts and characters giving each other impromptu lectures at the drop of a hat. (I found myself thinking nostalgically of Herland, which seems to have become my standard for in-character exposition in old novels.) As it is, the expository bits felt like an annoying distraction from what there was in the way of an actual story with characters and stakes.
redwolf: (dw100)
redwolf ([personal profile] redwolf) wrote in [community profile] dw1002025-09-27 11:29 am
Entry tags:

Challenge #1060: distract

Welcome to [community profile] dw100! Challenges are posted approximately once a week.

Challenge 1060 is distract.

The rules:
  • All stories must be 100 words long
  • Please place your story behind a cut if it contains spoilers for the current season
  • You don't have to use the challenge word or phrase in your story; it's just there for inspiration
  • Please include the challenge word or phrase in the subject line of your post
  • Please use the challenge tag 1060: distract on any story posted to this challenge
Good luck!
thisbluespirit: (dept s 2)
thisbluespirit ([personal profile] thisbluespirit) wrote2025-09-25 06:23 pm
Entry tags:

Yuletide Nominations

I'm sorry, I still haven't really tried catching up properly, and next my parents will be here for a week, although that may actually not stop me posting some things.

Anyway, it's nearly [community profile] yuletide again! I'm not at all sure whether I shall be able to do it or not, but it's looking more likely than I thought, so I have had to consider the important issue of nominations.

Other people have nominated Welcome to Our Village Please Invade Carefully and The Winslow Boy, so my 5 (five!!) are looking like this:

* Enigma (Movie 2001)
1. Hester Wallace
2. Tom Jericho
3. Mr Wigram


* Indigo Saga - Louise Cooper
1. Indigo
2. Grimya
3. Nemesis
4. Fenran


* Mimic (1997)
1. Susan Tyler
2. Peter Mann
3. Chuy Gavoila


* Time Police Series - Jodi Taylor
1. Jane Lockland
2. Luke Parrish
3. Celia North
4. Matthew Ellis


* Wish Me Luck (TV)
1. Matty Firman
2. Colin Beale
3. Liz Grainger
4. Faith Ashley

I was VERY tempted to put down The Schoolmistress (BBC Radio 1991) but I decided that I shouldn't make my Jeremy Northam problem quite as bad as all that. Maybe next time! (Also because I'm not sure what I would request beyond "more shenanigans," really). I might swap out Mimic, though, idk. (I think it would be a great one for the Hurt/Comfort exchange or maybe Chocolate Box because I want a v specific thing (not an unreasonable specific thing), but OTOH I do not seem to be managing more than Yuletide, if even that, at the moment. Hmmm.


I don't know what I'll actually request if I do sign up, as there look like being a fair few other shiny things in the tagset already, just from the nomination coordination post. \o/
thisbluespirit: (viyony)
thisbluespirit ([personal profile] thisbluespirit) wrote2025-09-23 09:32 pm

Starfall Stories 49

A [community profile] rainbowfic piece I finally posted a couple of weeks ago:

Name: On the Interpretation of Dreams
Story: Starfall
Colors: Warm Heart #17 (Honesty)
Supplies and Styles: Nubs
Word Count: 1891
Rating: G
Warnings: None.
Notes: Portcallan, 1313; Viyony Eseray, Osmer Nivyrn.
Summary: Proof that Viyony also takes Leion's advice from time to time.

On the Interpretation of Dreams
lurking_latinist: Romana in Shada, reading, edited into a library (romana reading)
Aurelia | lurking_latinist ([personal profile] lurking_latinist) wrote2025-09-22 11:11 am

I aten't dead

But I haven't been so active with fic lately. However last night I wrote three Random Pairing Generator drabbles in one go:

Dextra sternuit (100 words) by lurking_latinist
Chapters: 1/1
Fandom: Doctor Who: Eighth Doctor Adventures - Various Authors, Doctor Who (1963)
Rating: General Audiences
Warnings: No Archive Warnings Apply
Characters: Trix MacMillan, Sixth Doctor (Doctor Who)
Additional Tags: Time slip, Era Crossover, Because the TARDIS!, Drabble, Random Pairing Generator
Series: Part 90 of Aurelia's Drabbles
Summary:

For the prompt “Trix MacMillan / Sixth Doctor / dust.”



Out of their evil (100 words) by lurking_latinist
Chapters: 1/1
Fandom: Doctor Who (1963), Doctor Who (2005)
Rating: General Audiences
Warnings: No Archive Warnings Apply
Characters: Ninth Doctor (Doctor Who)
Additional Tags: Regret, Time War Angst (Doctor Who), Serial: s078 Genesis of the Daleks (Doctor Who), Drabble, Random Pairing Generator
Summary:

For the prompt “Ninth Doctor / Fourth Doctor / actions speak louder than words.”



Maidenly Innocence (100 words) by lurking_latinist
Chapters: 1/1
Fandom: Doctor Who (1963), Doctor Who (2005)
Rating: General Audiences
Warnings: No Archive Warnings Apply
Relationships: Second Doctor/River Song
Characters: Victoria Waterfield, Second Doctor (Doctor Who), River Song
Additional Tags: Fluff and Humor, Drabble, Random Pairing Generator
Summary:

For the prompt “Victoria Waterfield / River Song / innocent until proven guilty.”



I am particularly delighted by the third one, although it had an attack of the pronoun problem and I worry it's still a little confusing.

Anyway, there you go!
thisbluespirit: (dw - tardis)
thisbluespirit ([personal profile] thisbluespirit) wrote in [community profile] tardis_library2025-09-22 01:32 pm
Entry tags:

Reccer's Bingo Banners

The Reccer's Bingo Challenge is now over! There will be another seasonal challenge along in a few weeks, but in the meantime, thanks to everyone who took part, and congratulations to [personal profile] paranoidangel on achieving a bingo!

Here's your banner:

shivver: (Ten with gun)
shivver13 ([personal profile] shivver) wrote2025-09-21 02:34 pm

The difference between good writing and good storytelling

This post is probably going to come off sounding really arrogant, so I'm warning you before you have a chance to click the cut. And if you read it and think that I'm totally off-base here, please let me know. I'd really like to hear why my opinion is wrong/not fair/conceited.

Read more... )
mad_jaks: (01)
mad_jaks ([personal profile] mad_jaks) wrote in [community profile] dw1002025-09-21 09:43 pm
Entry tags:

Challenge #1059: asylum

Welcome to [community profile] dw100! Challenges are posted approximately once a week.

Challenge #1059 is asylum.

The rules:
  • All stories must be 100 words long
  • Please place your story behind a cut if it contains spoilers for the current season
  • You don't have to use the challenge word or phrase in your story; it's just there for inspiration
  • Please include the challenge word or phrase in the subject line of your post
  • Please use the challenge tag 1059: asylum on any story posted to this challenge
Good luck!
thisbluespirit: (winslow boy)
thisbluespirit ([personal profile] thisbluespirit) wrote2025-09-21 08:34 pm

Fic: A Family Affair (Winslow Boy)

As I mentioned about a month or so ago, I did some AU_gust prompts, starting with flash fic for the prompt Romance, using the UC generator to get a summary for The Winslow Boy. It was a bit of a complicated summary for flash fic, and it's just taken me about, um, seven weeks to straighten this out into being a reasonably more comprehensible bit of AU nonsense than it was at the start. idk why. Anyway, also for [community profile] genprompt_bingo & two [community profile] allbingo squares (for two different bingo fests of theirs, that is, I'm not cheating).

A Family Affair (1472 words) by thisbluespirit
Chapters: 1/1
Fandom: Winslow Boy (1999)
Rating: General Audiences
Warnings: No Archive Warnings Apply
Relationships: Robert Morton/Catherine Winslow
Characters: Catherine Winslow, Robert Morton (Winslow Boy)
Additional Tags: AU-gust | August Writing Challenge 2025, Alternate Universe - Regency, Regency, Unconventional Courtship Generator, Accidental Baby Acquisition, Stranded
Summary: Catherine Winslow's day is getting worse by the minute.
pedanther: (Default)
pedanther ([personal profile] pedanther) wrote2025-09-21 07:27 pm

Week in review: Week to 20 September

. Another milestone: I've now done one of these posts every week for an entire year.

. At board game club this week we played Deception: Murder in Hong Kong and Bang!. On the weekend, we also played Spicy, Psycho Killer, Let's Call the Exorcist, and Herd Mentality.

. I bought new walking shoes this week, which are much more comfortable than the old pair were after the soles started wearing out. Read more... )

. A while ago, I started reading Hesperides, a collection by the 17th-century poet Robert Herrick, partly because I'd read some interesting things about him as a person and partly because I was looking for a 17th-century book for a reading challenge. Read more... )

. Among the podcasts I listen to, I'm working through the back catalogues of You're Dead to Me! and Natalie Haynes Stands Up for the Classics, both of which offer humorous accounts of the lives of historical figures. Read more... )

. Polimines has definitely reached a stage where it's completely useless to play as a casual time-filler, or indeed in any circumstance except when I want to quickly become frustrated and angry. So I've started another jigsaw puzzle.

. I didn't even try to write any detailed journal entries this week, just made notes about things to mention in the blog post. Read more... )
paranoidangel: Sarah Jane Smith, Sarah Walker, Sarah Jackson (Sarahs)
paranoidangel ([personal profile] paranoidangel) wrote in [community profile] tardis_library2025-09-20 01:05 pm

Rec [fic]: Bridesmaid with Benefits by natequarter

Title: Bridesmaid with Benefits
Creator: [archiveofourown.org profile] natequarter
Rating: Teen
Word Count/Length/Size: 22,614 words
Creator's Summary: Harry Sullivan’s one rule is: not to sleep with Sarah Jane Smith. Yes, she’s hot, but falling into bed with her after every wedding must stop! But when Harry sees a new side to her, he decides that some rules are made to be broken.
Characters/Pairings: Sarah Jane Smith/Harry Sullivan, Jamie McCrimmon
Warnings/Notes: None

Reasons for reccing: This is a setting-change AU. One of the fun things about those is how the characters are integrated into it - there are a lot of Doctors and companions in this, all with reasonable reasons to be there. And Sarah and Harry are fun, meeting in a different way, but still arguing the same way.


Link: https://archiveofourown.org/works/66527113
shivver: (Default)
shivver13 ([personal profile] shivver) wrote2025-09-19 05:48 pm

"Surprise!"

Title: "Surprise!"
Fandom(s): Doctor Who
Characters: Fifth Doctor, Vislor Turlough, Nyssa of Traken, Tegan Jovanka
Rating: G
Genre: General
Word Count: 734

Summary: The Doctor's about as good at repairing the TARDIS as he ever was.

Read it on AO3.

Author's Notes: I am cheating here. I've been working on a different fic but there's no way I'll have it done for posting this month, so I started looking in my WIPs for something small to quickly finish and post, and I found this. I know that I've posted it somewhere before, like for a prompt fest, but I can't figure out where, and it wasn't on AO3 or Teaspoon. So, I spent the last couple of days editing/revising and have now posted it officially.

I also had help. I'm here catsitting for my sister, and just now, as I was doing final edits, Rosie walked across the keyboard and deleted about ten paragraphs. She is an aggressive editor. Thank Bast for ctrl-Z.
The Digital Antiquarian ([syndicated profile] filfre_feed) wrote2025-09-19 03:52 pm

Outcast

Posted by Jimmy Maher

The Outcast box was styled to look like a movie poster. Riffing on the same theme, Infogrames’s head Bruno Bonnell called it “the first videogame that really tries to be an interactive movie,” leaving one to wonder whether he had somehow missed the first nine years of the 1990s, during which countless games tried desperately to be just that. Ironically, Outcast actually has very few of the characteristics that had become associated with the phrase: no rigidly linear plot, no digitized human actors, no out-of-engine cutscenes after the obligatory opening one. It’s a game rather than a movie through and through, and all the better for it.

As longtime readers of these histories know already, I’ve never been overly enamored with the so-called “French Touch” in vintage computer games, that blending of elevated aesthetic and thematic aspirations — some might prefer to use the word “pretensions” — with a, shall we say, less thoroughgoing commitment to the details of gameplay and mechanics. So, I approached Outcast, a 1999 game by the Francophone Belgian studio Appeal, with my prejudices held out in front of me like a shield. The descriptions I read of Outcast were full of things that set my spider sense tingling: a blending of wildly divergent, usually mutually exclusive gameplay genres (it’s hard enough to get one type of game right, much less multiple types); a relentlessly diegetic interface that embraces even such typically meta-activities as saving state (it’s hard enough to get an interface right without also trying to extend it into the world of the game); a fiendishly and seemingly needlessly convoluted premise (whereas bad Anglophone games make Donald Duck seem like Shakespeare, bad French ones all seem to be trying to be Victor Hugo and Marcel Proust rolled into one). In fact, I did my level best to avoid writing about Outcast at all, even though I knew it to be one of the better remembered cult classics of the millennial era. But when my reader Deckard asked me to cover it with “big pleading puss-in-boots eyes,” I felt like I owed it to him and all of you to at least give it a look.

Well, then, there’s no point in burying the lede any deeper than I already have: I did play Outcast. Much to my own surprise, I wound up playing it all the way through, and kind of loving it. By no means was I left without nitpicks and niggles, but on the whole it proved to be not just one of the more interesting games I’ve encountered recently but one of the more fun as well. It succeeds on most of the divergent vectors it dares to venture down, delivering a unique, evocative, even moving experience that I won’t soon forget. I owe Deckard a hearty thank you for giving me the push I needed. Read on to find out all the reasons I have to be grateful, plus a little something about where Outcast came from.


Yves Grolet, Yann Robert, and Franck Sauer.

At bottom, Outcast was a labor of love by three fast friends who had been working and playing together for years by the time they started to make it. One of the trio, named Franck Sauer, was a visual artist, sound designer, and rudimentary musician, while the other two, named Yves Grolet and Yann Robert, were accomplished programmers who specialized in high-performance graphics. When they were first coming up in the industry, the Commodore Amiga was still Europe’s premier gaming platform. They first made a reputation for themselves via two audiovisually innovative, mechanically rote shoot-em-ups of the sort that were a dime a dozen on the Amiga at the time: 1990’s Unreal (no, not that one) and 1992’s Agony. Each sold around 20,000 copies in a crowded market.

Worried about the Amiga’s long-term future as a platform — and justifiably so, as it would turn out — the friends then decided to look elsewhere. They applied and were approved for a business-development grant from the government of France — this was made possible by the fact that Yann Robert was a citizen of that country rather than Belgium — and embarked on an ambitious plan to make standup-arcade games, a branch of the industry that was enjoying its last flash of rude health before the unceasing evolution of digital technology for the home rendered it moot. Art & Magic, as they called their company, succeeded in shipping four such games during 1993 and 1994; the actual hardware was manufactured by a Belgian firm known as Deltatec. The first of their games, Ultimate Tennis, performed the best, with some 5000 cabinets sold. Those that followed did steadily less well, and soon the friends decided to jump ship from the softening arcade market just as they had from the Amiga.

Determined to continue making games despite the lukewarm financial rewards their efforts thus far had yielded, they started another company, which they called Appeal, and considered where to go next. With DOOM having recently swept the world, 3D graphics were all the rage in gaming circles. Unconvinced that they could compete head-on with John Carmack and the other talented programmers at id Software, who were already hard at work on Quake, Grolet and Robert opted to try something different on the same Intel-based personal computers that id was targeting. Instead of embracing polygonal 3D rendering, as id and everyone else were doing, they thought to make an engine powered by voxels: essentially, individual pixels that each came complete with an X, Y, and Z coordinate to place it in a 3D space independently, untethered to any polygons. The approach had its limitations — it was less efficient than polygonal graphics in many applications, and far less amenable to hardware acceleration — but it had some notable advantages as well. In particular, it ought to be good at rendering large, open, sun-drenched landscapes, something that the polygonal engines all struggled with. Whereas they favored symmetrical straight lines that were best suited for buildings and other human-made scenery, voxels could do a credible job of rendering the more chaotic, convex splendors of nature.

The friends made a trip to France to pitch the game they called Outcast to the two biggest publishers in Francophone gaming, the Paris-based Ubisoft and the Lyon-based Infogrames. The former turned them down flat; the latter agreed to buy a minority stake in Appeal and to fund the project after just a few days of talks. Grolet, Robert, and Sauer set up shop in the Belgian town of Namur and embarked upon what would turn into a four-year odyssey, alongside a development team that would grow to about twenty people at its peak.

Outcast was created in this nifty-looking building in Namur, above a ground floor of shops.

In the beginning, Outcast was a project driven almost exclusively by its graphics technology, just like everything else the friends had done prior to it. To whatever extent they thought about the gameplay and the fiction, it was as a way to showcase the potential of voxel graphics to best effect. That meant large outdoor spaces to set it apart from the DOOMs and Quakes of the world. The first draft of the plot took place in the jungles of South America, casting the player as a vigilante who goes to war with a gang of drug smugglers. But the friends soon concluded that an alien environment would be better, in that it would show off the visuals without drawing attention to the many ways they could fail to deliver an accurate rendering of the flora and fauna of our own planet; voxels were better at impressionism than photo-realism. Then someone had the idea that, if one outdoor environment would be good, a collection of them to hop among, each with its own aesthetic personality, would be even better. For a good two years, the fiction and the gameplay failed to advance much farther than that, while Appeal worked on their tech and built out the environments in which the game would take place.

There was a danger in letting any such technology-first project drag on for so long, in that consumer-computing hardware in the second half of the 1990s was very much a moving target. When work on Outcast began, most games were still running under MS-DOS, using unaccelerated VGA graphics running at a typical resolution of 320 X 200. The next few years would see Windows 95 and its DirectX libraries finally replace the MS-DOS command line that had been so familiar to gamers for so long, even as SVGA graphics running at a resolution of 640 X 480 or higher became the norm and 3D graphics accelerators became commonplace. Appeal had to reckon with and adjust to these sweeping changes as best they could. They made the switch to Windows, but their voxels were not able to make use of 3D-acceleration cards. In order to keep frame rates reasonable, they had to settle for the rather odd resolution of 512 X 384, a middle ground between the past and present of computer-game graphics.

Outcast’s graphics weren’t terribly impressive in the numeric terms by which such things were usually judged: resolution, texture density, etc. Yet they have an impressionistic beauty all their own. After living with the dark, rather sterile graphics that dominated at the time, booting up Outcast was like opening the curtains in a dark room to let in the light of a gorgeous summer day.

From about the halfway point in its development, Outcast began to expand its horizons, to become something much more than just another graphical showcase. This was accompanied by the arrival of some new characters from outside the somewhat insular world of French gaming. They would come to have an enormous impact on the finished product.

Alongside their French artiness, the core trio were possessed of a huge fondness for big-budget American action movies and their typically bombastic scores. Franck Sauer especially wanted Outcast to have a bold, striking soundtrack to accompany its unique visuals; he cited John Williams, Alan Silvestri, and Danny Elfman as appropriate points of departure. Knowing that such a feat of composition was well beyond his own modest musical talents, he placed an advertisement in some American film-industry magazines, and eventually settled on a Hollywood-based composer named Lennie Moore. Moore was given permission just to go for it. The music he came up with was sometimes wildly, almost comically over the top — he names the pull-out-all-the-stops operas of Richard Wagner as one of his most important influences — but it was like nothing else that had been heard in a game before.

Best of all, Moore happened to have a relationship with the Moscow Symphony Orchestra. The peculiar economics of post-Soviet Russia, where institutions like the aforementioned orchestra had been cast adrift without the state patronage under which they had thrived in previous decades, meant that they were often willing to take on “low-culture” music like videogame scores that no similarly credentialed Western cultural standard bearer would have touched, for a price it would never have countenanced. So, Lennie Moore and Franck Sauer found themselves traveling to Moscow in the summer of 1997, to spend a week recording the soundtrack with an 81-piece orchestra and a 24-member vocal choir, conducted by another American named William Stromberg. Sitting in an empty auditorium listening to the music being performed for the benefit of the tape recorders, Sauer could hardly believe his ears; he still calls it “an experience of a lifetime.”

The Moscow Symphony Orchestra arrives to record the Outcast soundtrack.

Outcast was suddenly taking on a decidedly multinational personality. Indeed, Moore’s score made use of a variety of exotic instrumentation in addition to the orchestra and choir, such as an Armenian duduk, Indian tablas, and African congas. The choir sang passages from Virgil’s Aeneid in the original Latin.


Around the same time that Lennie Moore and William Stromberg came onboard, Appeal hired yet another American, a writer and game designer by the name of Douglas Freese who would spend the next two years with them in Belgium. His assignment was to come up with an overarching plot to join together the six disparate voxel-driven environments that had already been created, and then to write all of the dialog for the many characters the player would encounter there. For it had been decided that Outcast would be, despite its Francophone origins, an English-language production first and foremost, one that could then be localized back into French and other languages as necessary. Writing from my own selfish standpoint as a native English speaker who prefers to play games in that language, this strikes me as a pivotal decision. It means that the Outcast which I know isn’t afflicted with the layer of obfuscation that tends to make playing even well-translated games — to say nothing of the bad translations! — like peering at their worlds through a window coated with a thin rime of frost.

Is the story of Outcastgood story? That depends on how you look at it. In the broadest strokes, it’s both clichéd and convoluted. You play a former Navy SEAL by the name of Cutter Slade — has there ever been a more perfect action-hero name in the history of media? — who is part of the first team of Earthlings ever to use a newly invented piece of mad-scientist kit that enables one to visit a parallel universe. (The influence of Stargate SG-1, a very popular television show at the time, is strong with this one.) But this is no casual research trip for the team: a black hole has been created in our own dimension by an unmanned probe that was sent previously into the alternate one. The rift can be closed only by locating the probe and returning it to the dimension where it belongs.

Your alter ego Cutter Slade. While the backgrounds are rendered using voxels, foreground characters and objects are rendered using more traditional polygons. Even here, however, Appeal found a way to be innovative. The game was one of the first, if not the first, to use a texture-mapping technique called bump-mapping to render action-hero musculature.

Alas, something goes haywire on your trip between dimensions as well, and the four members of your team arrive on the world of Adelpha at widely scattered points in not just geography but also time, with their equipment — including Cutter Slade’s action-hero arsenal of advanced weaponry — likewise scattered hither and yon. And so the game proper begins. In the role of Cutter, all you really want to do is locate your three companions, locate the probe, and return along with them and it to your home dimension, but it turns out that in order to do that you have to defeat a dictator who has taken over Adelpha and is suppressing its alien inhabitants with standard dictatorial glee. This is the task to which you’ll find yourself devoting the vast majority of your time and energy.

As I already noted, this story is as contrived as any in the videogame space, not to mention riddled with plot holes bigger than the inter-dimensional rift itself. (If the probe is such a problem for the stability of the multiverse, why doesn’t the other Earth equipment that’s been scattered everywhere on Adelpha seem to be any cause for concern?) The saving grace is in the details. Cutter Slade at first seems like just another one of the musclebound onscreen ciphers in which Arnold Schwarzenegger once specialized, but, once you get to know him, he turns out to conform more to the Bruce Willis or Harrison Ford archetype. (The voice actor who plays Cutter in the French localization is actually the same one who dubbed over Willis’s voice in the French Die Hard.) He’s always quick with a quip, expressing appropriate exasperation every time he’s given Yet Another Fetch Quest to carry out by one of the huge number of characters who inhabit the six regions of Adelpha, but he’s a soft touch at heart. He proves to be good company for his player, thus fulfilling the first and most important requirement for any videogame avatar. He’s so likable that you really want to bring his story to a happy ending.

Cutter Slade is a fish out of water much but not all of the time on Adelpha: being a former Navy SEAL, he’s pretty good at swimming as well as running, crawling, hitting, and shooting. “As far as Cutter is concerned, I had an easy time with his dialog because we both were in alien lands — him Adelpha, me Belgium — and we both had something to accomplish,” says Douglas Freese.

You can move from one of the six wildly disparate regions of Adelpha to another one only via the teleportation portals you find scattered about. The first region is a small training area, but the others are sprawling open spaces that show off the capabilities of the voxel engine to maximum advantage. Your main goal in each is to find a MacGuffin called a “mon,” of which you need all five in order to liberate the planet. But getting each mon will require working your way through a whole matrix of puzzles and other, preliminary quests given to you by the local inhabitants, members of a humanoid species known as the Talan. Most of the quests are self-contained within each region, but every once in a while the game switches it up and demands that you do something in another region to meet a local challenge. The whole design is impressively nonlinear; you can go almost everywhere right from the start, can tackle the regions in any order you wish. A short time after you find a mon, the game fires off a larger plot event involving your search for your missing teammates and sends you scurrying off to put out a fire somewhere and learn some more about What Is Really Going On on Adelpha. In this way, Outcast manages to balance a high degree of player freedom with a more conventional plot, with a coherent beginning, middle, and end.

The Talan are the most shiftless bunch of aliens ever. Some of them explain that they’re pacifists who cannot possibly shed blood themselves, yet they’re perfectly okay with you doing the blood-shedding for them. (Certain parallels from the real world of 2025 inevitably leap to mind, but it’s probably best if I don’t point them out here.)

Solving the many and diverse problems afflicting Cutter and his new Talan friends often entails combat; this is where the other, less cerebral side of the game’s identity comes to the fore. You can fight either from a third-person, behind-the-back perspective, Tomb Raider style, or from a first-person perspective, Quake style. Either way, you have half a dozen different weapons to experiment with — assuming you can find them and keep them fed with ammunition — and always have your sturdy action-hero fists available as a fallback option.

I found the combat in Outcast to be a blast — literally so, in the case of one of my favorite weapons, a handheld grenade launcher that makes as enjoyable an explosion as I’ve ever encountered in a game. By no means is it entirely free of jank — I had a persistent issue with getting hung up behind the bodies of my fallen enemies, whom Cutter’s SEAL training has apparently not taught him to step over — yet it seldom failed to put a smile on my face. One of the most satisfying tactics is to forgo weapons and just run up and beat the snot out of the evil Talan soldiers, Three Stooges style — one hand holding your victim by the collar, the other whaling away on his face. (For extra fun, use the one you’re beating up as a meat shield against the ones who are shooting at you.) I have to give special props to the artificial intelligence of your opponents, who do a remarkably effective job of coordinating with one another in a firefight, who are even capable of luring you into deadly ambushes if you aren’t careful.

As most of you know, this style of gameplay isn’t usually in my wheelhouse. Yet I had more genuine fun with Outcast than with any action game I’ve played for these histories since Jedi Knight. Just as is the case with that game, Outcast is full of big explosions and flying bodies, but it never gets morbid about it: there’s no blood to be seen, and corpses simply disappear after a few minutes in a puff of energy. (There’s probably some in-story explanation for that, but who can be bothered to look it up?) Meanwhile the difficulty is pitched perfectly for me, occasionally challenging but never crazily punishing, rewarding smart tactics as much or more than fast reflexes.

The eternal videogame pleasure of making stuff go boom…

While it’s very easy for a review like this one to slip into talking about Outcast as a game of two halves, it doesn’t really feel that way in practice. One of its most amazing achievements is how seamless it is to play; one never gets the feeling of shifting from “adventure mode” to “shooter mode,” as one tends to do in so many cross-genre exercises. Everything takes place within the same interface, and everything you do is connected to everything else. There are plenty of dialog puzzles and object-oriented puzzles of the sort you might find in an adventure game, but there are also some physics-based puzzles that wouldn’t have been possible in a point-and-click engine: shoot a pendulum at just the right point in its sway to make it move faster and faster, drop a bomb perfectly into the bottom of a well. Solving a fetch quest might require you to fight or sneak your way past some soldiers to get what you need; then, in turn, the outcome of the quest might be to weaken the enemies you fight later by taking away some of their food supply or reducing the power of their weapons. Most of your enemies do not respawn. This means that, if you invest a lot of time and effort into cleaning up a region, it generally stays that way. Adelpha is a truly reactive world that allows for considerable variance in play styles. You can flat-out go to war on behalf of its oppressed peoples, or you can sneak around, resorting to violence only when absolutely necessary. It’s entirely up to you.

The commitment to verisimilitude in all things led the designers to attempt to provide diegetic explanations for even Outcast’s gamiest aspects. The fact that the Talan you meet are all males — presumably a byproduct of a limited voice-acting budget in the real world — is here the result of a segregated alien society, in which women and children live in a separate enclave except during mating season, when everyone comes together to get their grooves on. The fact that the Talan all know how to speak English is explained as… ah, that would be spoiling things. Moving back onto safer territory, it’s studiously related in the manual that Cutter Slade carries a “miniaturization backpack” around with him, thus explaining why it is that he can hold an infinite quantity of stuff in his inventory. The onscreen HUD as well is explained as merely the view through the “direct bio-neural interface” which Cutter wears at all times.


Of course, this sort of thing can quickly get silly: if the above hasn’t convinced you of that already, the in-game “Gaamsaav” (groan!) crystal that lets Cutter capture a snapshot in time surely will. On the other hand, even it is cleverer in design terms than it first appears. Cutter has to stand still for several seconds in order to use it, which makes it inadvisable to pull out in the middle of a firefight. In this way, Outcast deftly heads off the overuse of a save function which can rob all of the tension out of a game, without annoying and inconveniencing the player too unduly through more draconian remedies like fixed save points.

As this example illustrates, Outcast provides more than just an unusually reactive and thoughtfully realized world: it also succeeds really well as an exercise in playable game design. This is not to say that fomenting a revolution on Adelpha is easy; there is little hand-holding in this wide-open world beyond a useful if sometimes cryptic quest log. Yet the game is never unfair either. If you explore diligently and follow up on all of the information you’re given, it’s perfectly soluble. I got through it without a single hint, although it did take me a few weeks of evenings and weekend afternoons to do so. The mere fact that I was motivated enough to put in the time says a lot. I had the feeling throughout that this was a game that had been played by lots of people before it was released, that it earnestly wanted to be played and enjoyed by me now, that it was a game whose designers had thought deeply about the player’s experience. What might first seem like an aggressively uncompromising game proves to be full of thoughtful little affordances for the player who deigns to pay careful attention to what’s going on, such as the portable transporter devices that you can use to jump around to arbitrary points within a region and the handy lexicon of unfamiliar alien phrases that is automatically compiled for you as you talk to more and more Talan. It isn’t even necessary to finish all of the quests in order to finish Outcast; much of the content is optional.

Exploring Cutter’s inventory.

I’ve expended a fair number of words on Outcast by now, but I’m not sure I’ve succeeded in capturing the sui generis quality that makes it so memorable. Needless to say, no game arises in a vacuum, and we can definitely find precedents for and possible influences upon this one if we look for them. Most obviously, it can be slotted into the long and proud European tradition of open-world action-adventures, dating back to 1980s classics like Mercenary and Exile. Then, too, it’s not hard to detect a whiff of Tomb Raider’s influence in its behind-the-back perspective and its occasional jumping puzzles. Outcast’s unflagging commitment to verisimilitude and diegesis brings to mind Looking Glass’s brilliant System Shock. The fetch quests might have come out of an Ultima game, some of the puzzles out of Myst. Yet Outcast blends it all in such a seamless way that it ends up entirely its own thing. It is, if you’ll forgive the cliché, more than the sum of its incredibly disparate parts. It shouldn’t work, but it does. It’s interactive narrative at its purest, in which the gameplay exists to serve the story and the world rather than the other way around.

Outcast is a game made with passion, with no constraints of being tied to a particular genre or to please a particular group of people,” says Franck Sauer. “We just did the game we wanted to make, and that was it.” The end result is as groundbreaking and inspiring an attempt to make an action game where the action feels like it matters as is Half-Life. Indeed, if we’re being honest, I had a heck of a lot more fun with Outcast than I ever did with Half-Life. Personally, I’ll take the chatty and funny Cutter Slade over Gordan Freeman the stoic cipher any day.



Despite all of Appeal’s efforts to give Outcast appeal across the Atlantic Ocean by making it an English-first production, and despite a significant Stateside advertising campaign, it proved a hard sell in an American market where successful games were by now largely confined to a handful of hard-and-fast genres. It sold only about 50,000 copies in the United States after its release in the summer of 1999. Thankfully, it did considerably better in Europe, where it sold 350,000 copies. Combined with a relatively low final production bill — Sauer estimates that Appeal brought the whole game in for about €1.5 million, even with the cost of hiring an entire symphony orchestra and choir for a week — this total was enough to place the game right on the bubble between commercial failure and success.

After dithering for a while, Infogrames agreed to fund a sequel, on the condition that Appeal would make a version for the Sony PlayStation 2 as well as for personal computers, with more action and less adventure. That project muddled along for a little over a year, only to be cancelled by the publisher in 2001 as part of a program of corporate retrenching. Appeal shut down soon after, and that seemed to be that for Outcast.

Yet the game retained a warm place in the hearts of the three friends who had originally conceived it, as it did in those of a small but committed cult of fans, some of whom discovered it on abandonware sites only years after its release. Franck Sauer, Yves Grolet, and Yann Robert were eventually able to win back the rights to the game from their old publisher. In 2014, they made a lightly remastered version called Outcast 1.1; in 2017, they made a full-fledged remake called Outcast: Second Contact; in 2024, there came the long-delayed sequel, Outcast: A New Beginning. Being stuck in the ludic past as I am, I haven’t played any of these, but all have been fairly well-received by reviewers. Kudos to the creators and the fans for refusing to let a very special game die.

As for me, I’ll try to keep Outcast in mind the next time I’m tempted to pass judgment on a game without giving it an honest try. For games, like people, deserve to be judged on their own merits, not on the basis of their peer group.




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SourcesThe books Principals of Three-Dimensional Computer Animation (3rd ed.) by Michael O’Rourke and Outcast: Prima’s Official Strategy Guide by Joel Durham, Jr.; Computer Gaming World of November 1999; PC Format Gold of Winter 1997; PC Gamer of November 1997 and April 1998; Next Generation of January 1998; PC Games of December 1998.

Online sources include the old official Outcast site, an old unofficial Outcast fan site, a presentation given by the Appeal principals on Outcast’s graphics technology and aesthetics, a vintage “making of” documentary produced by Infogrames, an Adventure Classic Gaming interview with Doug Freese, a Game-OST interview with Lennie Moore, and a capsule biography of William Stromberg at Tribute Film Classics. Most of all, I drew from Franck Sauer’s home page, which is full of detailed stories and images from his long career in game development.

Where to Get It: There are two versions of Outcast available for digital purchase: the remastered Outcast 1.1 and the remade Outcast: Second Contact. If you buy the former, you gain access to the original 1999 version of the game — the one that I played for this article — as a “bonus goodie.” Should you decide to play this version, do note that it’s afflicted by one ugly glitch on newer machines, involving the lighthouse in the region of Okasankaar. (Strictly speaking, you don’t absolutely have to solve this puzzle to finish the game, but doing so does make it easier.) Your best bet is to make momentary use of the cheat mode when you find yourself needing to repair the lighthouse in a way that Lara Croft might approve of. On my computer at least, every other part of the game worked fine, the occasional bit of random graphical jank excepted.

purplecat: An open book with a quill pen and a lamp. (General:Academia)
purplecat ([personal profile] purplecat) wrote2025-09-18 08:11 pm

Uncertain Machine Ethics Planning

My PhD student had a paper published in AAMAS on Uncertain Machine Ethics Planning. This is a good conference which, for my sins, I'm currently joint Programme Chair for (this means I'm currently in the process of trying to find 1,300 potential referees in the hopes of ending up with 650). Anyhoo... AAMAS rewards pretty theory heavy papers and this was no exception, but the bottom line is that he's developed a technique in which a system can reason across several potential plans of action, using different moral theories in order to work out which plan of action is least unacceptable across all the moral theories (I hope this makes sense, we keep running into double negatives in the theory). It's grounded in a philosophical concept called hypothetical retrospection - in which even if something turns out badly you can argue it was still the correct choice because at the time you made the choice the chance of it turning out badly was low. There are some details such as ranking outcomes so, in the situation where you can get an apple (for sure) or gamble with a low chance on getting an all expenses paid holiday (yes I know this isn't a moral choice), no number of apples can outweigh the small chance of getting the holiday - I guess the moral equivalent might be no number of people made a little bit happier can be outweighed by killing someone.

Moral theories can be big theoretical juggernauts like utilitarianism or kantian morality - or more subtle distinction around which values are preferred (though this doesn't really come out in the paper if you can wade through all the formalism).