I'm just gonna list this in a convenient bullet-point format for my own sake, so I can go to bed.
-It's super gorgeous.
-The inquisitor is super blank slate and I hate that, but at least s/he's voice acted.
-The combat seems like a nice blend of 1&2, though I keep swinging at nothing when enemies back away.
-Picking new skills as the means of increasing your attributes seems... weird? But I think I like it? There does seem like very few skills (at least for warrior), but I guess I don't have any prestige classes yet.
-I... don't get the story at all thus far. Stuff seems to just happen and the voice acting is a bit bland. But I'm only an hour in.
-Cassandra and Varric are great.
-The "guard system" seems pretty legit.
-You can really feel the Skyrim influence. The much wider maps are really cool without feeling empty. Jumping in a Dragon Age game is still weirding me out.
-I think if this game came out 4 years ago it would've been an MMO. Maybe that'll be the next step. It's not even a bad thing, but just the way it plays and feels, I'm strongly reminded of WoW or something.
Overall, I like it so far. Not immediately blown away but excited for more tomorrow.
Tuesday, November 18, 2014
Wednesday, November 12, 2014
The Last of Us Ending
FULL SPOILERS FOR "THE LAST OF US" ENDING AHEAD
The Last of Us' enemies often beg for
mercy when they are on the brink of death. You can kill them, and
many times in the game you can entirely bypass encounters if you're
stealthy enough.
The game also establishes Joel as an
open murder. He trades weapons, uses torture, has killed innocents,
and admits that he will do whatever it takes to survive.
The narrative structure of the game is
so potent, that I often felt myself right in Joel's shoes.
I was a murderer. A sociopath.
My driving emotion was to protect
Ellie. At any cost. Even if I knew as a player that she was immune to
most threats in the game, I still felt the parental need to protect
her.
If I was in a fight, I wanted to make
sure nobody would surprise me from behind. I would clear every room I
could, picking off stragglers and leaving no survivors. Even those
that begged for mercy would die.
In the game's final moments, you break
into an operating room to rescue Ellie, where three doctors are
prepping her for brain surgery, knowing that they would end her life.
As Joel, I had fought with every bit of
my being to get to her. I was out of ammo, health, I had literally
used every one of my resources to get to her, where before I had
endlessly prepared, taken my time, been cautious and tried to
conserve what I had desperately.
I didn't even know that this was the
end of the game, though I was certain it was a climax.
Joel broke into the operating room,
revolver drawn with what little ammo I had left. The surgeons were
surprised, of course, to see this bloodied man. One held up his
scalpel, telling me to not come any closer. What they had to do was
import-
My revolver thundered, Joel killed him,
and he immediately turned and killed a second doctor, who wasn't even
armed. The third cowered in the corner, I knew in a moment that she
wasn't a threat. I'd saved her. Joel picked up Ellie and I was
allowed to sit back and let the cutscene take over.
As Joel collected Ellie into his arms,
the surviving surgeon screamed at me, calling me an animal.
I was.
The greatest strength of The Last of Us
is it's astounding ability to imbibe the player with desperation just
as it's characters are feeling.
Yes, much of this comes from it's
limiting of resources and keeping things dangerous. You as the player
are contently scrounging for anything you can find to give you that
extra edge. But it's so much more than that.
After Ellie escapes from David's
clutches, she tries to escape the bandit camp with nothing but her
knife and winter clothes, in the middle of a horrendous blizzard.
There were men everywhere hunting for her. I had to find a weapon, I
had to get out.
My as Ellie's desperation was captured
when I ambushed a guard. The animation shows Ellie jumping on the
man's back, stabbing him again and again in the neck and throat,
until he falls dead.
Again and again I ambushed these men in
the snow and cold, who were trying to preserve the peace in the camp
and protect their families from someone that had murdered dozens of
their comrades in cold blood.
But I was desperate. They had shot at
us first. We had to get out, escape, survive. And I couldn't risk any
of them coming back to get us again.
In a fight against some Infected, some
Runners were starting to overwhelm Joel. One managed to grab him and
shove him against the wall. I struggled to get out, tapping the
button as fast as I could, only to see Ellie jump onto the zombie,
stabbing it in the eye. It fell, allowing me to shoot another that
was coming up behind her.
Apparently there were notes in the
hospital confirming what I thought was a lie that Joel told Ellie:
that there were others that were immune, and the Fireflies had
performed tests on them, without any success towards finding a cure.
I hadn't found any of them. In fact, in the hospital, I'd never done
my almost ritualistic act of scouring every corner of every room,
taking my time and finding anything I could use. I didn't think there
was time.
I broke into the operating room after
I'd struggled and fought and shot my way past dozens of soldiers. The
surgeons were surprised at Joel. I gave them a moment to step away
from Ellie, gun drawn. As the surgeon told Joel to back away, I shot
him twice in the chest. The third surgeon screamed as I immediately
turned and shot the second once in the head. I then looked to whom
I'd been fighting for, trying to protect, that I had possibly doomed
the survival of humanity for, all for a little chance at real
happiness. The third surgeon screamed at me, calling me an animal.
I was.
Tuesday, October 14, 2014
Batgirl #35 Review
I'm not really a comics guy. I've
tried my hardest, to be sure. I've always loved Spider-Man, and my
first time buying comics regularly was right at the beginning of one
of the most frustrating and offensive Spider-Man story lines: Brand
New Day. So I quit reading them. Every successive time I would try to
pick up a comic book again, it was always right in the middle of some
nonsense story that read like it was completely idiotic. I gave up on
comic books, content to only read about what was going on through a
third party every now and again, so I could laugh at how ridiculous
it all sounded.
When I heard about what I was going on
with the new Batgirl series, I let myself get excited one more time.
Comics have had a major problem with
women for decades. Big-boobed bimbos have somehow become the dominant
species in the universes of Marvel and DC, extending even to female
superheroes, somehow managing to cram a 46-22-46 body into a
skintight suit. Women have been actively discouraged from reading
comics (whether it has been an intentional design decision on the
part of the publishers or not). There have been a few fixes, but very
few have caught on in any permanent sense.
With this new run, DC has brought on
Babs Tarr as the artist. Though she is apparently new to the comics
industry, Tarr has already hit it out of the park with her fantastic
redesign of Batgirl. Her characters look actually realistic, like
real human beings, with actual proportions, while still maintaining a
cute cartoonish charm to it all. In a certain way, her art is oddly
reminiscent of Bryan Lee O'Malley's method, at least in facial
expressions and character poses. Her characters are fun and exciting,
especially for someone who's been desperately aching for some
appealing redesigns in comics. I also find her new costume (which is
explained in a slightly handwavy manner, but I think it'll be
developed further) to just be a lot of fun. It's basically a custom
members-only jacket and utility belt! How great is that?
Cameron Stewart's cover (Babs Tarr did
the limited edition variant cover) is especially excellent and made
me interested in the comic to begin with. Batgirl taking a selfie in
a bathroom mirror with her new costume is just awesome and actually
sets the tone for the story. However, Kevin Nowland's variant
“monster” cover is just weird and kind of offensive. It's done in
a more traditional style and doesn't fit the story at all. In fact,
when I went to pick up the comic, my friend saw the variant cover and
was incredibly annoyed at first and didn't warm up to the redesign at
first. She did read the comic and loved it afterward, but I do think
that the variant cover could discourage female readers, that I think
this issue is supposed to draw in.
If it was just a fantastic art
redesign, I think Batgirl #35 would be a slam dunk, but there's more
to it than that. Writers Cameron Stewart and Brenden Fletcher have
written a story that just fits perfectly to the character of Batgirl,
appeals to the college-age demographic (especially to the female
part!), and is just excellent. Not to spoil too much, but Batgirl
quite literally beats up the forces of male entitlement and misogyny
in a story that is incredibly relevant to recent events of Snapchat
hacks and celebrity nude leaks. It also uses technology and current
media platforms excellently, with Instagram and Tinder playing key
story roles. These also serve to make Batgirl/Barbara Gordon feel
even more human, along with her college struggles (not going to quite
the same absurd levels that harrowed Peter Parker) and love of
partying it up.
All of this comes together to make one
of the first comic series that I've been excited about in years.
Batgirl #35 is just fantastic, probably one of the best superhero
comics I've read in ages. At the end of the day, it is still a
superhero comic and can be predisposed to lots of silliness, of which
there is some here. But it feels good, it works. Stewart and Fletcher
aren't trying to be serious and edgy with this, something that's
plagued DC's other New 52 comics since the beginning of the relaunch.
Babs Tarr's art is so enjoyable, I often found myself just looking
and taking in the art. I would absolutely recommend that you pick up
Batgirl #35 and keep an eye on it in the future.
Friday, September 26, 2014
The Five Colors of Magic
When someone begins playing Magic: the
Gathering for the first time, they often find a color they like and
latch onto it. A developing mage finds a play style they like and
sticks with it. While this can help a newer player create a strategy
that they like and cultivate it over time. This also makes them rigid
and inflexible, unable to adapt to a new way of playing. New cards
are constantly released and decks always able to be improved. The
greatest step a new Magic player can take is to step outside of their
comfort zone and experiment with new colors and strategy. In this
essay, I will be exploring some of the advantages that can be learned
though experimenting with each color of Magic and what they have to
offer to a new player.
White
White
is possibly one of the more common colors chosen by a learning
player. It's relatively simple and straightforward, and can teach
players most of the basics relatively easily: how creatures work, the
importance of evasion, and combat tricks. However, someone who hasn't
started with white might not recognize just how useful a horde of
tokens can be. White is the color of tokens and large armies of small
creatures. With enough soldiers, White's armies can simply overwhelm
the blockers of their opposition. White also uses the most combat
tricks and anthems, surprising blockers and enhancing their strength
to overwhelm. White has a lot to offer a new player.
As
some recent examples of what White could offer to a developing
player, Soul of Theros offered White a lot of advantage in M15 drafts
this year, offering a massive power boost and a number of tricks to
it's controllers team. Triplicate Spirits was the format-defining
card of M15 limited, creating a strong army, even if they were only
three 1/1 spirits.
Blue
Blue
can teach a player that they can win simply though card advantage. Of
course, there are lot of other tricks Blue possesses: bouncing
creatures and permanents, countering spells, and possessing lots of
evasion, but it's greatest trick sheer card advantage. That is to
say, being able to draw more cards than their opponent, pulling more
answers out of their deck and into their hand than their opponent. If
their opponent has three cards in hand, two of which are creatures,
and Blue has seven cards; two lands, two counterspells, Unsummon, and
two creatures; blue is at an advantage over their opponent. They have
more answers and more ability to progress.
Some
recent examples Blue could offer to a newer player include Divination
and Opportunity. Divination has been a format staple to almost every
set, as a simple way to gain a few cards at relatively low cost.
Opportunity was a format-defining card in M14 draft, allowing Blue
players to gain massive card advantage over their opponent at Instant
speed.
Black
Black
can teach a new player one of the most important lessons they can
learn: that life is a resource, not a score. The game ends when one
player reaches 0 life, however much life the winner has left by the
end of the game doesn't matter, and sacrificing life for powerful
plays can be extremely important. Newer players can often be
suspicious of cards that cost them life, not realizing how
advantageous spending life for cards or killing creatures can be. The
perfect example would be the legendary card Necropotence, a card that
completely warped the format around itself in it's time. The card
advantage it generated was so staggering that the life spent hardly
mattered. As newer players experiment with Black, they are often
continually tempted by the great power at any cost it offers.
Some
recent examples of Black's advantage generated through life include
Sign in Blood, which allow the player to draw cards at a very cheap
cost, allowing players to then cast those cards quickly. Plus, it's
targeting clause can finish off an opponent. Ulcerate is also very
strong removal at a low cost, making it a strong early, though not
first, pick for M15 draft.
Red
Anyone
that has played Red understands how much it values burn cards, that
is to say cards that do direct damage to a creature or player. What a
newer player can learn though playing Red more often is how those are
best used, whether to use it as removal against creatures or to throw
it against the opponent's face to kill them. Cards like Lava Axe are
fairly simple: it only targets the opponent. A card like Lightning
Strike is a bit more complicated. It can remove a creature to clear
the way for Red's own beaters, or it can be thrown against the
opponent to bring their life down ever-closer to 0. Many players,
even veteran Magic players, might see Red-focused decks as being
rather simple, when in actuality there is a lot of math involved: Red
must calculate whether they can afford to clear out a creature and if
they will have enough cards and time to do so. Learning this math and
being able to calculate removal versus simply killing their opponent
is an important step for a new player.
Some
recent examples of powerful Red cards include Lightning Strike, a
useful removal or killing card in M15 and Theros, and can be used for
the purposes described above. Even more useful is M15's Cone of
Flame, possibly one of the best cards available in it's draft format.
The ability to remove up to three creatures or turn that against the
opponent makes it an extremely powerful tool available to Red.
Green
Green,
along with White, is probably one of the most common colors that new
Magic players learn though. On it's face, Green is relatively simple,
and it is in many ways. Green plays big creatures, ramps into them
with mana generating creatures and land-fetching spells, and uses the
occasional combat trick. Newer players usually learn these things,
but someone who was not taught on Green might not understand it's
importance. Sometimes simplicity is what you need to win games, and
Green's raw power can often win on it's own. While other colors are
playing small creatures or drawing cards, Green is playing much
stronger creatures for the same mana cost, or playing
equivalently-powered cards much earlier.
Some
recent examples of Green's powerful cards are relatively simple,
fitting it's color. Elvish Mystic can often be a first pick in pack
one in M15 draft, short of a particularly excellent rare or
Triplicate Spirits. Briarpack Alpha was also an excellent card in M14
draft, and could be used as both a combat trick on it's own, and a
useful creature for early on.
It's
important for a new player to experiment with colors, to learn new
methods of play. Learning what cards do and how to determine good
cards is what boosts a beginner Magic player into an good player, but
to learn how to do that at all, players must learn what makes the
colors good on their own. If you've never tried a color of Magic,
learn it! Combine colors and learn how they interact. I can guarantee
it will make you a better player almost instantly.
*All images taken from www.magiccards.info*
*All images taken from www.magiccards.info*
Wednesday, August 20, 2014
Apocalyptic Fantasies
Is it weird to find a video game
touching?
Everyone has their special song, a
piece of art, a poem or story, that they find especially touching or
moving to them. Nowaways it's common to have a movie or maybe even a
television show that just touches the heartstrings like that. But
with video games, there's something different. It's less common, I
think. Sure, there'll be the occasional person that talks about how
much Portal affected them, or maybe even some story-based
game. Gone Home or To
the Moon are the games de jure
of this category.
For
me, it's Final Fantasy X.
This isn't a “are
games art?” discussion. I've never really felt that I have anything
to add to the discussion. It is such a subjective debate over a
medium that is completely subjective to begin with.
Final
Fantasy X probably influenced my
cultural affinities since I very first played it when it was first
released for the Playstation 2. When my young eyes first witnessed
the sight of Tidus climbing the cliffs in front of Zanarkand, laying
his eyes with us over an ancient, dead, and completely alien city,
with the haunting piano music behind, I knew that I had come upon
something truly amazing. Playing through the game for the very first
time, I enjoyed the characters, the heroic and ultimately-tragic
story, and the exciting spells I could cast and skills I could
perform. But what stunned me most of all were the incredible sights,
vistas, and landscapes around the game itself. Nearly everywhere you
went in the game, you would find massive ruins and crumbling towers
and buildings: relics of the world that had long since passed.
This fascinated me
to no end. A major theme of the story is the gradual discovery of
Tidus' hometown. You begin the game in Zanarkand, immediately before
it's destruction, but with enough time to explore a little while and
familiarize yourself with what it looked like. When you finally
return, journeying across the continent of Spira, there is nothing
but ruins, and no inhabitants, save monsters, for presumably miles
around. It's apocalyptic. You revisit places that you started your
journey at, Tidus' old home and a bridge he traveled to a voiceover
about him and his father. Finally, you arrive to Zanarkand's sports
arena, where the city's total destruction first began. When you make
your return, you discover that it has become a temple dedicated to
the whole destructive cycle that plagues Spira, in an utterly grim
irony.
Something about
this sparked an apocalyptic interest in me. This isn't exactly
uncommon among our culture. Movies, books, and art for the past
century have explored this concept in grim detail. Initially sparked
by the horrors of the first World War, the interest in apocalypse
only intensified over the course of the twentieth century, as nuclear
weapons technology developed and total annihilation seemed to become
closer and closer. Nowadays, the threat seems perhaps less real, but
we continue to explore it, though we are perhaps more interested in
the cause rather than the aftereffects (see: Zombie movies or the new
Planet of the Apes series, for instance).
And this is
something I often take into the outside world as well. Honestly, when
I'm walking around Seattle or some other city, I simply cannot help
but to picture it in some sort of ruin, just to see what it would be
like. It triggers the explorer in me; I would love the opportunity to
be able to tour all the abandoned buildings, to see what was inside
places I ordinarily wouldn't be able to go to and see what people
there were like and how they lived. Urban exploration might be one of
my biggest passions that is often impossible to do. Not to mention
the beauty of seeing nature reclaim places that man has left behind.
Seeing vines or grass creep out of brick and stone walls, trees
growing in places surrounded by sidewalks, or moss retaking a musty
well or shaft is fascinating.
I do the same when
I read about real life mass disasters in history. For instance, after
the first wave of bubonic plague struck the Byzantine Empire in the
sixth century, Constantinople lost around 40% of it's population,
while nearly a third of all people in the entire Eastern
Mediterranean died. They are terrible and tragic figures, indeed.
Picture entire quarters and districts of Europe's biggest and
greatest city left behind, it's people dead or gone. A truly
apocalyptic scene, one that must have been terrifying to behold. What
would that have even been like to see? There is simply no way for
almost anyone alive today to be able to contextualize that mentally
in this age.
It was this sort
of haunting message I took away from Final Fantasy X. It is a
grim one, pessimistic, tragic. They're sensations people don't like
thinking about, but sometimes it can be rather fascinating, at least
to me.
At the end of the
game, after the cause of the great destruction has been defeated, the
people of Spira gather together with the game's heroes and talk about
their future together, starting out in a new life free of terror and
fear of death. Despite the apocalypse, they still have hope with
them, that they can rebuild and move on, and hopefully, prevent what
happened from coming again. It's an uplifting message. Even should
the worst happen, I think we'll be okay.
Thursday, June 5, 2014
Lost at Kent
I wrote this story recently as an exploration of my time at work. I won't give my place of employment. The events in this story are mostly true, though time in Kent, Washington has a way of shifting the mind, of shifting reality. Enjoy.
Kent, Washington: May 27th,
2014.
I came here for a simple enough task:
pick up some paper from some place, deliver some other paper to
another, take whatever I have at the end of the day back to the
warehouse that I'm stationed at. I'll admit that I wasn't exactly
enthusiastic about the prospect of a long day in the Seattle area; it
seems like every time that I come out this way on my deliveries I end
up spending the better part of an entire day here. Once, the traffic
outside of Everett on my return trip was so bad that I didn't get
back to Bellingham until around 8pm. A twelve hour work day is
hellish, but at least I was close enough to nature.
I'm not exactly the most outdoorsy
type of guy. I mean, I can appreciate a good tree or hike or camping
trip, but I don't exactly spend all of my time out of doors. Still, I
enjoy at least seeing them nearby. The leaves piled up in the fall,
the warmth of spring, the budding trees as prelude to summer. These
are comforting reminders of nature, but they're not enough to be
dangerous or overwhelming. Growing up in Alaska, I had to be vigilant
often against bears, moose, or wolves, even within the vast city
limits of Anchorage. In Bellingham, the most you'll see is the
wayward deer, loping over a fence in an impressive bound. It's
comfortable, it's safe, it's almost homely and interesting the way
nature and civilization interact in that small town.
Which is why Kent—and similar
suburban or commercial regions—distort me so greatly. There is a
decent amount of grass, trees, air, but it is all so artificial;
transplanted and cultivated as an afterthought, as beautification. As
a way to try and make the resident forget where they are: in a vast
sea, an seemingly endless flatland desert of corrugated metal.
I drive down 108th Street.
At least, I think that's what it is. Even the numbering of streets
defies ordinary logic. 108th Street shouldn't cross 58th
Street. At least make one an Avenue or a Boulevard or something to
differentiate this absurd naming scheme. Instead of a means of
tracking, a way to orientate yourself north/south or east/west or in
any sort of reasonable direction, this has the effect of circulacity
(is that a word??). You feel yourself being pulled deeper, deeper
into this chasm of middle-industry.
Near the end of this road is my
destination. Some bindery or envelope manufacturer or any number of
similar commercial factories that have similar names and seem to
serve similar purposes but are very very different I can assure you
of that. It's miles down this street, maybe about 10 miles, on a
street that has a 40 mph speed limit and a weird amount of traffic
for 3:15pm and turn lanes that come out of nowhere and two left turn
lanes into two different Taco Bells within seemingly minutes of each
other. I've listened to at least three or four different songs and I
couldn't even tell you how far I've gone in that time. The trees are
all the same transplanted maples with the same green foliage and
green fertilized grass surrounding it. They try to obfuscate the
apparently more organic growth behind their green leaves: Taco Bells,
Starbucks, Amcos and AM/PMs, the occasional McDonalds or Wendy's or
Wal-Mart (all of which are surprisingly less common than the Taco
Bells, at least in my memory), and the even more sparse small service
business: an acupuncturist, tax assessor, or independent coffee shop
to help you feel better about not supporting a massive coffee
conglomerate.
All these service businesses have
popped up to support the true resident of this wasteland: the
commercial businesses. The Starbucks and the Taco Bell are like palm
trees or cacti, they might help guide your way for a time and they
are friendly reminders of other places, that there might be a way out
after all, though you might offer them little regard, or even mild
disdain, in any other setting outside of the vast desert of the
commercial industry.
It is easy to get lost here. The real
irony is that my saving grace: SIRI and the GPS on my phone, I would
never escape this unnavigable plains, yet they are made in vast
factory complexes much like these. Perhaps a comparison of a rocky
hillock to the commercial steppe: both different sorts of
inhospitable wastelands. Perhaps one has a little bit more flavor,
however.
Somehow, I manage to make my way to a
place called Seattle Envelope. The oddity that Seattle Envelope is
located in what is officially a different place is not lost on me. I
have envelopes for them, of course. It was made clear by my superiors
that it is of the utmost urgency that three boxes, each containing
different sorts of envelopes needs to get there with all due haste,
so that they might receive their proper headings and be bound and
folded in the proper ways. The thought that we might have the capital
to do this in our own facilities does not even enter my head;
something about these asphalt and concrete monuments to man's hubris
has a way of browbeating such inane questions from one's mind. I have
thought about offering my own contributions to the company: maybe I
could give a fresh perspective, maybe I could try and offer
improvements, learn from my superiors, try and get invested in my
workplace and help nurture it, develop it, foster it into a company
where we can coexist with one another and support one another and
create a happy and long lasting relationship?
After all, isn't that what we're
supposed to be all about here in America?
But fretfully, life isn't exactly that
way. I know that I'm not the first to uncover this and I certainly
won't be the other part of this cliché, so it's not exactly
surprising. It doesn't really matter anyways. The company doesn't
care about me, I don't really care about it, we both know that we're
in it for the short term and only want what the other will be willing
to relinquish. There is a certain comfort in this mutual animosity.
You know what to expect.
I don't exactly know what to expect
with Seattle Envelope. Well, okay, that's a lie. Every delivery is
more or less the same, just with mild variations on the theme, a
little spice to make sure I don't become a complete automaton. I show
up, awkwardly wander around like some idiot who doesn't know what
he's doing (this is only partially accurate. Most of the time I
don't, but sometimes there is a certain safety in playing the fool in
an unfamiliar situation. I learn the most about others by taking a
step back and trying to see if they will take my hand in guidance or
let me go in my faux-drift into the roil), eventually find someone to
offer my delivery to, help unload it for them, get their signature (a
process that requires their presence or effort not at all. Indeed, it
would be much easier were I to simply forge it, leave the package,
and move on with my life. It is well known that any pretenses about
it getting to who it belongs to and employees knowing what belongs
where is quantifiably and certifiably false. I suppose I'm only in it
for the satisfying ritual of the tearing of the two pages from their
staple, the punctuation that notes the end of our transaction.), and
then proceed onto my next stop. Here and there a forklift has to be
involved, as it will on my next stop when I must pick up some paper I
had dropped at some other commercial sand grain earlier this very
week. In any case, I give Seattle Envelope their boxes. I note that
they are located directly down the hill from a federal detention
center. There is a certain irony to this that I find particularly
juicy, a little nugget of cactus fruit I extract a morsel of water
from, to give me a half-smile of nourishment before I continue my
expedition.
At around 4 o' clock I arrive to some
other place to keep doing this same crap I've been doing all day.
It's supposed to be my final stop before I battle the rush hour
commute along I-405 and the exodus from Boeing and Microsoft along
I-5 and make my long journey back to the office so I can offload all
this junk and go home, fall into bed (possibly literally) and eat
pizza and generally feel sorry for myself.1
Well, it still is my final stop but I discover something else: They
have another Thing that was originally scheduled to be picked up
tomorrow, but it'll be ready in about a half hour if I don't mind
waiting. I call my boss to confirm that this is cool, I mean of
course I want to go home but hell what am I supposed to say? With my
new orders, I ready myself for the long wait. The man I'm dealing
with is friendly, at least. He says he's regretful that they don't
really have anything to help me pass the time, but I'll make my own
way. I go take a shit and use a bit of my phone's incredibly precious
battery power.
I've found that my phone is probably
the only thing that has kept me from quitting or driving off a bridge
throughout my time working my current job. It's also possibly my most
precious and watched resource during my work day. I have to have the
music while I drive (seemingly every radio is broken in our vehicles)
and I would be utterly lost without the GPS anyways. These are the
precious droplets of water that keep me alive while in this desert.
On the other hand, there are foes that steal my water away from me
while I work: namely, the all-too-frequently calls from my boss
qualifying some inane thing or another. Don't ask me why I need an
update about how things have been getting out of the shipping
department when I'm not even in the city; I couldn't explain you his
logic even if I tried.
I take a bit of extra time to wash my
hands and have a sip of water. That was about ten or fifteen minutes
down, now what? I head back to the van and climb into the back.
There's already one pallet we've loaded inside, but it's still a good
fifteen minutes until the other, new one will be ready. I take a seat
on the bed, sitting on some cardboard, and square myself into the
doorframe. It's surprisingly comfortable, though perhaps it's just
the notion that I'm getting paid my paltry wage for doing nothing at
all in this moment. It wasn't as satisfying as when I was in the can,
however.
There is a funny notion in the
workplace of taking satisfaction out of doing nothing and getting
paid for it. There are only a few variances on this that I
understand, but for the most part it makes no sense to me. For
example, using the bathroom on company time, especially if you're
gonna be in there a while, is pretty awesome (aside from shitty
toilet paper but whatever). It's something that's gotta be done, fuck
them if they complain about it, and they usually won't. However, as
in the above case, where I'm just stuck in some foreign city being
idle, I'm effectively a prisoner. Sure, I get paid to sit and doze in
the company van instead of doing real work, but sitting around and
half-sleeping out in goddamn Kent isn't exactly what I would normally
be doing at 5pm on a Thursday, so I don't see the appeal. I'd rather
get my work done faster so I can come home and do the goofing off
that I'd rather be doing, or at least be away from the concrete
jungle and into the realm of electronic viewscreens of my own home.
After a while the guy comes out and
tells me that this other paper is ready and we load it up into the
truck and I finally take off for home. It feels like it's been an
eternity since I left for Seattle when in actuality it's been a
paltry six or seven hours. I turn on the newest episode of my
favorite podcast, since it's Friday, and take the fight to the I-405
commuter traffic. This is the other trait about these commercial
deserts that fascinates me. Even the most poor workers—namely,
those at the Taco Tree and StarOasis—here must commute into the
wasteland, and most drive their own vehicles into it; they are nomads
riding their Buicks and Kias across the steppe to where their
corrugated flock has been driven to. The hunting grounds. The
commercial pastures.
Maybe my delay at that one place was a
secret blessing: the traffic on the way back isn't terribly bad. I
cruise out of Lynwood, Mill Creek, Everett at a decent 50mph until
I'm finally able to reach lower traffic and go to 75mph. I make it
back just about when the podcast is over. On my way back, I think
about how I was very nearly trapped there, lost in the waves, the
sand, the metal. Even SIRI is not infallible in that place. Once, she
led me on a wild ride through several different streets after I
accidentally turned too soon. Instead of telling me to turn my dumb
ass around and make the correct turn, I got led for blocks and blocks
to a whole separate complex, right next to my original destination.
Of course, they were divided by a long out of use railroad track
without road to connect them, so I was led to a parking lot where I
could see my target, just out of my desperate reach. Of course, I
didn't realize my folly until I was far too late, otherwise I would
have told the machine to shut up and figured it out on my own. I have
not quite been totally Enveloped by the layers of cogs and machines
in that god-forsaken place.
I unload the stuff I picked up, I go
home, I get a pizza, I lay in bed and watch Netflix and go to bed
early. The process begins again the next day, though thankfully I'm
not sent out to Seattle. These excursions into Kent are mercifully
infrequent. Heaven forbid what my life were to become if I had to
spend every day there.
That all being said, I would imagine
that there is a special kind of person that might be able to navigate
and chart the Kent Wastelands, much as the Bedouin Nomads in the
Egyptian deserts. Brave men and women have successfully survived,
even thrived, in the shifting sands. It is likely that it is much the
same in this case as well. Tens of thousands of people live and work
in that region, perhaps some even happily. There is an appreciable
challenge to be found that life, of finding the hidden paths and
discovering how best to move and survive in that realm, to the secret
treasures that lay buried there.
I am planning on moving to Seattle
this fall and need a job very badly. I'm hoping to try out new
careers and explore new opportunities and options. Perhaps I will try
my hand at the Kent Wasteland. Perhaps it will be my only option. Or
perhaps there is actually a wealth of opportunity there that I have
not fully considered.
I'd rather work in Fremont, though.
1If
ever there was a purgatory manifest in real-life, it would be I-405
on a Friday afternoon. Should the reader ever consider an excursion
to the concrete wasteland, consider a firearm or poison of some
kind. Whether it should be used on either yourself or your fellow
drivers, I leave that to your own interpretation.
Subscribe to:
Posts (Atom)