Category: Uncategorized (Page 4 of 10)

Favorite 1850-1900 Visual Art

  • Sudden Shower Over Shin-Ohashi Bridge, Utagawa Hiroshige, 1857
  • The Heart of the Andes, Frederic Edwin Church, 1859
  • Lady Lilith, Dante Gabriel Rossetti, 1873
  • Woman with a Parasol, Claude Monet, 1875
  • Young Man at His Window, Gustave Caillebotte, 1876
  • Rising Moon over Mount Nanping, Tsukioka Yoshitoshi, 1885
  • A Sunday Afternoon on the Island of La Grande Jatte, Georges Seurat, 1886
  • The Lady of Shalott, John William Waterhouse, 1888
  • Starry Night, Vincent van Gogh, 1889
  • The Scream, Edvard Munch, 1893

In chronological order.

Three Dredds

I’ve recently had the chance to see two movies I had never seen, Judge Dredd (Danny Cannon, 1995) and Dredd (Pete Travis, 2012). They are both adaptations of the comic strip Judge Dredd, but they differ significantly from each other.

Judge Dredd first appeared in 1977 in 2000 AD, a British weekly anthology comic, created by writer John Wagner and artist Carlos Ezquerra. The strip was a reaction against both American superhero excess and the bleak prospects of late-20th-century urban life. The setting, Mega-City One, was a sprawling dystopian metropolis stretching along the American eastern seaboard, plagued by crime, unemployment, and social decay.

Dredd himself was conceived as the ultimate law enforcer: judge, jury, and executioner rolled into one. He wore a militaristic uniform with oversized pauldrons, hid his face behind a helmet, and spoke in terse, authoritarian commands. The character was never meant to be a hero in the traditional sense. Instead, the comics satirized authoritarianism, policing, and state power. The world of Judge Dredd is one in which the law is absolute but also absurd, reflecting anxieties about fascism, militarization, and the erosion of civil liberties.

A key point is that Wagner and Ezquerra didn’t present Dredd as purely admirable or purely villainous. He was both protector and oppressor, embodying the contradictions of a society that sacrifices freedom for security. This ambivalence made the strip unique: readers could cheer for Dredd’s brutal efficiency one moment and recoil at his inhumanity the next.

The first significant attempt to bring the character to the screen was the 1995 film, Judge Dredd, directed by Danny Cannon and starring Sylvester Stallone. Hollywood, however, took significant liberties, as it often does. The movie largely abandoned the satirical edge of the comics in favor of a more conventional action hero flick.

Two controversial choices defined this adaptation. First, Stallone removed the helmet for much of the film, undermining one of the character’s essential traits. In the comics, Dredd’s facelessness symbolizes his role as an impersonal instrument of the law. By showing his face, the movie personalized him, trying to turn him into a sympathetic action hero. And then there’s the tone shift. Instead of a biting critique of authoritarian justice, the film leaned on big explosions and campy humor. Rob Schneider’s annoying comic-relief sidekick, created just for the movie, epitomized this tonal mismatch.

The socio-political undertones were diluted. The movie glossed over issues like corruption and cloning, instead favoring an individualistic narrative where Stallone’s Dredd proves his innocence and defeats his evil twin. Rather than questioning the legitimacy of a justice system where one man can sentence citizens on the spot, the film framed Dredd as a misunderstood hero whose authoritarian streak was simply misapplied by others.

This 1995 version attempted to graft the DNA of Judge Dredd onto the template of a mid-90s blockbuster, featuring big sets, one-liners, and uncritical thinking. The satire and ambiguity of the source material were sacrificed in favor of marketable heroics.

Seventeen years later, Pete Travis’s Dredd, with Karl Urban in the title role, corrected many of its predecessor’s missteps. Urban kept the helmet on throughout, preserving the character’s anonymity and symbolism. The tone was stripped down, brutal, and unflinching, definitely closer to the original grim satire.

The film centers on a single day in Mega-City One, with Dredd and rookie Judge Anderson (this character exists in the comics, but is far from being a rookie) trapped in a mega-block under siege by a drug lord, Ma-Ma. The plot is minimalist, almost claustrophobic, but it highlights key elements of the Dredd mythos.

It’s about the system, not the man. Dredd is not a maverick but an avatar of institutional justice. He doesn’t question the system, he enforces it ruthlessly. His humanity is glimpsed only in subtle ways, primarily through his mentorship of Anderson.

Violence is part of the routine. The film portrays violence with a grim realism. The saturation of slow-motion drug sequences contrasts with Dredd’s mechanical efficiency, underscoring the dehumanizing effects of both crime and policing.

There’s always socio-political commentary. While not overtly satirical, the film critiques a society where entire populations are warehoused in high-rise blocks, policed by authoritarian judges. Anderson’s psychic empathy provides a faint counterweight, reminding viewers that the Judges’ system is ultimately inhuman.

Unlike the 1995 movie, Dredd doesn’t try to make its protagonist lovable. He is the law, nothing more, nothing less. The world here is bleak but consistent: when society collapses, authoritarianism fills the vacuum, but at the cost of individuality and compassion.

I found it interesting to compare specific details in the two adaptations, such as Dredd’s uniform and the depictions of Mega-City One. Stalone wears what appears to be a spandex or Lycra bodysuit, which is remarkably close to what we see in the comics. However, on screen, the costumes look theatrical, flashy, and even campy. Instead of intimidating authoritarian uniforms, they read like superhero cosplay. Urban wears leather and Kevlar-style armor, designed to resemble real-world riot gear combined with tactical SWAT outfits. They kept the helmet, badge, shoulder armor, and overall silhouette, but toned down the bright colors and cartoon exaggerations. Boots and gloves are black, the eagle is muted bronze instead of blaring gold, and the armor looks worn and functional. Not comic-accurate in color or extravagance, but they’re far more convincing in a live-action dystopia. We see the same contrast with the environment. The 1995 Mega-City One is highly futuristic, neon-lit, vertical, like Blade Runner on steroids. Numerous CGI cityscapes, flying vehicles, and giant billboards. It looks like an over-designed movie set rather than a chaotic, lived-in society. The 2012 Mega-City One is a grittier, more grounded interpretation. From afar, it appears as a sprawl of crumbling modern cities, with mega-blocks rising like concrete fortresses amid a sea of urban decay. On the ground, it resembles Detroit or Baltimore with added dystopian rot: graffiti, gang-ruled projects, bleak streets. This nails the tone of Mega-City One as a decayed, crime-ridden society on the brink of collapse.

In conclusion, the 1995 movie incorporates some authentic details (clone origin, Rico, Fargo, Mega-City One, Cursed Earth), but reshapes them into a Hollywood-friendly narrative: the wrongly accused hero, the evil twin, the wise mentor, and the comic-relief sidekick. The comics were far more satirical, cynical, and episodic, whereas the movie attempted to mold Dredd into the conventional blockbuster protagonist. The 2012 Dredd doesn’t try to adapt any single classic storyline, instead it condenses the world’s essence into a tight, brutal scenario. It’s more faithful in spirit than the 1995 film because it retains the helmet, the authoritarian tone, and the oppressive city, but it strips away the comic’s satirical absurdity in favor of realism.

Favorite 1800-1850 Visual Art

  • The Great Red Dragon and the Woman Clothed in Sun, William Blake, 1803
  • La Grande Baigneuse, Jean-Auguste-Dominique Ingres, 1808
  • Wanderer Above the Sea of Fog, Caspar David Friedrich, 1818
  • El Perro, Francisco Goya, 1823
  • The Great Wave off Kanagawa, Katsushika Hokusai, 1831
  • The Course of the Empire: The Consummation, Thomas Cole, 1836
  • Takiyasha the Witch and the Skeleton Spectre, Utagawa Kuniyoshi, 1844
  • Rain, Steam, and Speed – The Great Western Railway, J.M.W. Turner, 1844

In chronological order.

Playing Old CRPGs Again: Wasteland 2

Released in 2014 by inXile Entertainment, Wasteland 2 was a long-awaited revival of a cult classic. Funded through Kickstarter and helmed by Brian Fargo (the creator of the original Wasteland in 1988), it sought to deliver a true successor after decades of dormancy. While it succeeds in capturing the spirit of its predecessor and the roots of the franchise, it also shows both its indie origins and its design ambitions.

Within the Wasteland franchise, Wasteland 2 functions as both a sequel and a reinvention. Its narrative directly follows the original’s events: the Desert Rangers return, once again tasked with enforcing order in a chaotic, irradiated American Southwest. Unlike Fallout, which diverged into a new retro-futuristic aesthetic, Wasteland 2 stays grounded in its grittier, harsher world, more Mad Max than atomic-age satire. For longtime fans, this fidelity to tone and continuity was one of the game’s strongest selling points.

At its core, Wasteland 2 is a tactical, squad-based RPG with turn-based combat and heavy skill reliance. Players control a team of up to seven characters, balancing a wide range of abilities: lockpicking, demolitions, survival, animal whispering, and more. The depth here is both rewarding and punishing. Poor skill allocation can lock you out of entire story paths.

I created my team with a Leader (armed with assault rifles and focused on leadership, barter, and the three persuasion skills available), a Rogue (armed with assault rifles and focused on alarm disarming, demolitions, lockpicking, and safecracking), a Techie Medic (armed with energy weapons and focused on computer science, mechanical repair, field medic, and surgeon), and a Sniper (armed with sniper rifles and focused on outdoorsman, perception, and weaponsmithing). For the three extra companions you can pick along the way, I went with Vulture’s Cry (made her a second sniper and animal whispering expert), Scotchmo (who can resist a hobo with a shotgun?), and Neil Thomas (a second field medic and surgeon, armed with submachine guns).

The interface can feel dated and cumbersome at the beginning, but I got used to it. Inventory management is clunky, looting takes too many clicks, and sorting through your team’s gear becomes tedious. While later patches improved quality-of-life features, the overall user experience never fully reached the polish of contemporary RPGs.

One of Wasteland 2‘s defining traits is its bleak, irreverent humor. Corpses deliver punchlines. Death cults mock religion while embracing nukes as divine relics. Conversations spiral from solemnity into absurdity without warning. Among the best examples is the wandering tortoise, a seemingly insignificant animal that, if followed patiently across a desert, leads you to a buried treasure. It’s a perfectly Wasteland moment: equal parts frustrating, hilarious, and rewarding, capturing the unpredictability that defines the franchise’s tone.

A standout feature is the nuclear device displayed in the Ranger Citadel museum. Players who trigger it will instantly end their campaign. But the game offers a clever twist: you can start over in Ranger Veteran Mode, importing your old characters with their hard-earned stats (not their equipment, though). It’s a rare, gutsy design choice that turns failure into a strange kind of reward, blending narrative and meta-game progression in a way few RPGs attempt. I used that nuke and restarted my game with characters at level 10, which didn’t make them overpowered but gave me a little edge to avoid some frustration in the early game.

One area where Wasteland 2 falters is in loot design. Far too often, rewards feel underwhelming compared to the effort required. After clearing challenging encounters or navigating dangerous radiation zones, players are greeted with meager gear that’s quickly outclassed by shop inventory. In a game where scavenging is thematically central, this undermines the sense of post-apocalyptic scarcity the narrative tries to convey.

Despite multiple patches and a remastered Director’s Cut, a handful of persistent bugs remain. Radiation suits sometimes fail to register, forcing tedious workarounds. Certain quest triggers can break if objectives are completed out of order. While rarely game-breaking, these issues interrupt immersion and can be especially frustrating in a game that encourages nonlinear exploration.

Wasteland 2 builds to a climactic confrontation between rival factions competing to reshape the post-apocalyptic world. The player’s choices carry significant weight, influencing alliances, Ranger reputations, and the survival of entire settlements. While the branching paths give the finale replay value, some players may find the resolution abrupt: character arcs end suddenly, and not all plot threads feel entirely tied off.

However, the game earns credit for rejecting neat, happy endings. True to the franchise’s spirit, the wasteland remains dangerous and unstable no matter what you do. Victory comes at a cost, reinforcing the series’ recurring theme: survival isn’t triumph, it’s just endurance.

Favorite 18th Century Visual Art

  • Rialto Bridge from the North, Canaletto, 1726
  • Portrait of Duval de l’Épinoy, Maurice-Quentin de La Tour, 1745
  • The Nightmare, Henry Fuseli, 1781
  • Self-Portrait in a Straw Hat, Élisabeth Vigée Le Brun, 1782
  • The Death of Socrates, Jacques-Louis David, 1787

In chronological order.

Watching Anime: Space Battleship Yamato

Space Battleship Yamato, created by Leiji Matsumoto and Yoshinobu Nishizaki, stands as one of the foundational works of Japanese science fiction anime. Airing from 1974 to 1975, with additional seasons and movies continuing into 1979 and beyond, it helped redefine anime as a serious storytelling medium capable of complex narratives, serialized plots, and themes of national trauma and redemption. It also influenced international sci-fi storytelling, particularly in the USA, where it was edited and rebranded as Star Blazers.

At its heart, Space Battleship Yamato is a classic odyssey: a perilous voyage across space to save Earth from environmental ruin caused by the alien Gamilas Empire. Earth has one year before extinction, and salvation lies in a distant galaxy, on the planet Iscandar. The Yamato, a resurrected WWII battleship, is fitted with alien technology and sent on this desperate mission. The narrative structure, a race against time, with continuous battles and moral dilemmas, mirrors both mythic quests and war epics, with themes like: the perseverance of humanity under dire threat; the cost of war, sacrifice, and redemption; and hope born from resilience, not domination.

The choice of the Yamato battleship as the narrative centerpiece is both startling and profound. The historical Yamato was the pride of the Imperial Japanese Navy, the largest battleship ever constructed. It was destroyed in 1945 in a suicide mission against overwhelming American forces, an act often framed in Japan as both heroic and tragic. Reimagining the Yamato as a spacefaring vessel sent to save humanity rather than destroy enemies offers several layers of significance.

The original Yamato represented imperial militarism and a doomed sense of honor-bound nationalism. By resurrecting the wreck of this ship from the seabed and launching it toward the stars, the anime transforms a symbol of war into one of peace and planetary survival. It represents an act of cultural reappropriation, taking a painful emblem and using it to imagine a better future.

The literal rising of the Yamato from beneath the sea is a metaphorical resurrection of Japan itself, still grappling in the 1970s with the legacy of its WWII defeat. Fitted with alien technology (a gesture toward international cooperation or the adoption of foreign innovation), the ship becomes an allegory for postwar Japan’s transformation into a technologically advanced but pacifist society.

For Japanese viewers, especially those born during or just after the war, the Yamato carried potent emotional weight. This emotional resonance lent the series a gravitas that extended beyond its space opera trappings. It turned the anime into a medium through which Japan could reflect on its past, imagine a redemptive future, and explore identity without jingoism.

The Earth in Space Battleship Yamato is scarred and dying, much like post-war Japan. The Gamilas’s radiation bombs turn Earth’s surface into a wasteland, echoing both Hiroshima and Nagasaki. The crew’s journey to Iscandar, a source of salvation, can be seen as a metaphor for Japan’s post-war economic and spiritual rebuilding. Additionally, the show often emphasizes the need to fight not for conquest, but to survive, making a clear distinction between aggression and defensive struggle. This aligns with Japan’s pacifist constitution and cultural introspection during the postwar years.

Leiji Matsumoto’s aesthetic design contributes significantly to the series’ emotional tone. The ship design evokes reverence, as if the Yamato were a cathedral in space. Scenes of space battles are cinematic, yet often tinged with melancholy rather than triumphalism. The musical score by Hiroshi Miyagawa, especially the iconic Yamato theme, reinforces the sense of operatic grandeur. It’s martial and uplifting, but often carries a somber undercurrent, mirroring the show’s fusion of hope and loss.

Space Battleship Yamato established long-form serialized storytelling in anime, paving the way for Mobile Suit Gundam, Evangelion, and others. It helped elevate anime’s cultural status, especially in Japan, by tackling serious themes. It contributed to a growing awareness among Western audiences of Japanese science fiction and anime aesthetics. And it influenced other space operas, including Battlestar Galactica, which shares several narrative similarities.

Space Battleship Yamato is far more than a space adventure. It is a deeply allegorical, emotionally resonant work born out of a specific cultural context. By turning a WWII symbol of defeat and militarism into a vessel for planetary salvation, the anime performs a kind of cultural catharsis. It neither glorifies war nor denies its consequences. Instead, it asks: how can we rise from the ashes of our own destruction and chart a new course for humanity? In doing so, Yamato became not just a battleship, but a vessel for memory, redemption, and hope.

Favorite 17th Century Visual Art

  • The Fall of Phaeton, Peter Paul Rubens, 1604
  • The Embarkation of the Queen of Sheba, Claude Lorrain, 1648
  • Las Meninas, Diego Velázquez, 1656
  • Self-Portrait with Beret and Turned-Up Collar, Rembrandt, 1659
  • The Art of Painting, Johannes Vermeer, 1668

In chronological order.

Watching Anime: Speed Racer

As with many successful anime tv series, Speed Racer started on the printed page. Tatsuo Yoshida’s original manga Mach GoGoGo (serialized between 1966 and 1968) emerged during Japan’s rapid modernization and automotive fascination. A product of its time, it combined elements of heroic storytelling, spy thrillers, and science fiction, inspired by both James Bond and Japanese racing culture. It followed Go Mifune (translated as Speed Racer in English), a hotheaded but honorable young driver who dreams of becoming a world-class racer with his technologically advanced Mach 5 car. Yoshida’s art was clean, dynamic, and expressive, prioritizing kinetic energy and sharp contrasts to match the speed-driven plot. The manga was unabashedly aimed at boys, with themes of courage, family loyalty, and justice, but it also delved into espionage, sabotage, and betrayal. The mysterious Racer X, secretly Speed’s brother, exemplified the manga’s melodramatic and moral complexity.

The anime version of Mach GoGoGo, titled Speed Racer in English, was a cultural milestone in the USA when it aired in syndication starting in 1967. Translated and dubbed by Trans-Lux Television, it became one of the earliest anime series to achieve mass American exposure. Its recognizable theme song, stilted dialogue, and frenetic pacing helped engrain it in the American pop culture memory, albeit more as camp than drama. Though typical of its era, the animation was limited, with repeated sequences that would make the show appear cheap to modern audiences. It also had some sort of moral simplicity, with episodes ending with clear lessons about perseverance, courage, and loyalty.

One thing that it introduced to Western audiences was the team structure typical of many anime, a core group of characters representing specific archetypes. A main hero (young, idealistic protagonist), a father figure (mentor, leader, or actual parent), an older brother figure (rival, protector, or mysterious ally), a token female (often love interest, emotional anchor, or action girl), and a little kid and/or pet (comic relief, mascot, or symbolic innocence).

Despite technical shortcomings, the anime was groundbreaking for its influence on later Western perceptions of anime and created a dedicated fanbase that saw Speed as more than just a race car driver. He was a symbol of virtue and speed in a chaotic world. That was never recaptured by the reboots made decades later.

Speed Racer X (1993), produced by Tatsunoko and dubbed by Saban Entertainment, was mired in legal issues and aired only sporadically before being pulled. Tonally, it tried to modernize Speed while maintaining the campy flair. Unfortunately, it failed to resonate with either original fans, who saw it as inauthentic, or a new generation, who found it bland and formulaic.

Speed Racer: The Next Generation (2008), a CGI animated series produced by Nickelodeon, was meant to tie into the live-action film’s release. The concept, a futuristic school for racers run by an aged Spritle (that was Speed’s younger brother), was conceptually odd and tonally confused. It felt more like a marketing product than a genuine creative endeavor. Poor writing, stiff animation, and weak characterization ensured it was quickly forgotten.

And then we have the live-action film Speed Racer (Wachowskis, 2008), a colossal disaster. It was a surreal experiment that failed both commercially and critically. Its ambition was undeniable, attempting to create a hyperreal aesthetic that mimicked anime visual grammar through CGI. The film was loud, saturated with candy-colored visuals, and jam-packed with kinetic action sequences that seemed torn from a video game more than a racetrack.

Not often do so many things go wrong in a single movie. Let’s list just a few. Visual Overload: The film’s hypersaturated palette and constant digital movement overwhelmed viewers rather than immersing them. Narrative Incoherence: Despite a relatively simple story, the movie was weighed down by flashbacks, tonal shifts, and overwritten dialogue. Mismatched Casting and Tone: While some performances (notably John Goodman and Susan Sarandon) showed warmth, the film veered from childish slapstick (Spritle and Chim-Chim) to heavy-handed anti-corporate allegory, never settling on a target audience. Disregard for Realism: The film’s physics-defying races and rubbery CGI cars removed any stakes from the action. It bombed at the box office, grossing $93 million on a $120 million budget, and was swiftly labeled a misguided failure.

Instead of embracing the stripped-down emotional clarity and kinetic storytelling of Yoshida’s manga and anime, the Wachowskis imposed a convoluted mythology. They turned Speed Racer into an epic, when it had always been a serial. They also tried to blend Looney Tunes humor (chimpanzee antics) with dark critiques of corporate corruption and existential racing philosophy. This tonal split alienated both children and adults. And the hyper-CGI aesthetic made everything feel intangible. Speed’s struggles, victories, and relationships felt like simulations rather than real emotions playing out in a grounded world.

Speed Racer, as a property, has endured because of its iconic characters, archetypal storytelling, and unique place in the history of anime. But nearly every attempt to revive or reinvent it has stumbled, none more extravagantly than the Wachowskis’ 2008 film. That disaster, while visually innovative, serves as a cautionary tale about the dangers of over-intellectualizing simple source material. What Speed Racer needs isn’t another reinvention, it’s a return to the track: fast, fun, and fearless.

Favorite 16th Century Visual Art

  • The Garden of Earthly Delights, Hieronymus Bosch, 1510
  • The School of Athens, Raphael, 1511
  • Venus of Urbino, Tiziano Vecellio, 1534
  • The Tower of Babel, Bruegel, 1563
  • The Burial of the Count of Orgaz, El Greco, 1586
  • Pine Trees, Hasegawa Tōhaku, 1595
  • Medusa, Caravaggio, 1597

In chronological order.

Playing Old CRPGs Again: A Tale of Two Post-Apocalypses

After playing the Avernum Trilogy again, I decided to go back to the old classic Wasteland and its official and unofficial sequels. It was a bit more complicated than I expected. But before getting into that, let me try to untangle the serpentine saga of these games.

The history of the Wasteland and Fallout series is a tale of creative ambition, intellectual property disputes, and the persistence of a vision across decades and studios. It begins in 1988, in the twilight of the Cold War, when Interplay Productions released Wasteland, a groundbreaking post-nuclear role-playing game published by Electronic Arts. Set in a desolate American Southwest after a global thermonuclear conflict, Wasteland was one of the first CRPGs to offer a persistent world, moral complexity, and consequences for player choices. Its blend of bleak survivalism, dark humor, and open-ended gameplay laid the foundation for what would become a genre-defining legacy.

Despite its success and critical acclaim, Interplay found itself unable to produce an official sequel. Electronic Arts owned the Wasteland name, and negotiations between the two companies failed to secure a path forward. In response, Interplay attempted to carry the spirit of Wasteland forward under different guises. One such project was Fountain of Dreams (1990), a supposedly spiritual successor developed by EA without Interplay’s involvement. Set in a post-apocalyptic Florida, it was poorly received, criticized for its bugs, weak writing, and lack of polish. It was a pale shadow of its predecessor. Another would-be successor, called Meantime, was in development at Interplay and intended to use the Wasteland engine in a time-traveling storyline. However, the project was ultimately canceled, partially due to the declining commercial viability of the Apple II platform.

Unable to continue Wasteland in name, Interplay instead reimagined its thematic core. By the mid-1990s, the team led by producers like Tim Cain and designers including Leonard Boyarsky and Jason Anderson had harnessed the DNA of Wasteland into a new universe: Fallout. Released in 1997, Fallout: A Post Nuclear Role Playing Game was the spiritual successor in everything but name. It retained Wasteland‘s gritty atmosphere and irreverent tone, and added a distinctive retro-futuristic 1950s aesthetic, as well as a unique SPECIAL character system (an acronym for Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck). The gamble paid off: Fallout launched a franchise that would span decades, including direct sequels (Fallout 2, Fallout: New Vegas), Bethesda’s rebooted entries (Fallout 3, Fallout 4, Fallout 76), and countless mods and spin-offs.

Meanwhile, Wasteland itself remained dormant for over two decades, until the rights finally reverted to Brian Fargo, the founder of Interplay and head of a new studio, inXile Entertainment. With crowdfunding on Kickstarter and a strong nostalgic following, Wasteland 2 was released in 2014, delivering a true sequel to the 1988 original. It combined old-school turn-based combat with modern design sensibilities, and despite its rough edges, it was warmly received. Its sequel, Wasteland 3, launched in 2020 with refined mechanics, voice acting, and a snowy Colorado setting that pushed the series further into narrative sophistication.

My plan to replay all these games hit some obstacles. I do own all the Fallout games, but they are all for Windows systems, and I currently only have a Mac laptop. The Fallout series will have to wait. Fortunately, my Wasteland series is for Apple computers. Unfortunately, the first game no longer works with more recent operating systems. So my post-apocalyptic adventures will have to start with Wastelands 2. I will write about it here but it will take a while, because it’s a big game.

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