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Nicodemus

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The Glorious Ninth [Dec. 28th, 2007|01:49 pm]
Nicodemus
Kit and I didn't exchange too many gifts but we did treat ourselves to a couple nice things.


First, we picked up Orange Box (aka Portal plus other stuff). We actually bought it a while ago but didn't have a chance to play it before the holidays.

We've been playing in parallel and are now both near the finale. I think. It's hard to tell.

Wow, what a well-written game! It seems at once so simple yet so crafted. And I enjoyed the cake immensely.


The second gift is symphony tickets. We're going to see Beethoven's Ninth at the Seattle Symphony tonight. A favorite piece of classical music for me and Kit. It's one of those pieces that can be so powerful when you hear it live, too.

I forget the descriptive phrase from A Clockwork Orange... "Gloriousness and gloriosity"?
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Comments:
[User Picture]From: loranskunky
2007-12-29 03:52 am (UTC)
Oh man !!!! Beethoven's Nnth? LIVE !! OMG!!! Want to hear that one day.

And get Team Fortess 2 installed and let me know, it's hell of a fun game to play ! :)
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[User Picture]From: timberwoof
2007-12-29 05:37 am (UTC)
A performance of Beethoven's 9th symphony I wish I had seen live was Leonard Bernstein conducting a festival orchestra with members from orchestras in Germany, France, England, the US, and Russia, in Berlin in 1989, to celebrate the fall of the Wall. In the final movement, instead of singing "Freude!" (joy) the choir sang "Freiheit!" (freedom). I did get it on CDm though.

The famous theme from the final movement is the national anthem of the European Union.
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[User Picture]From: foobart
2007-12-29 12:25 pm (UTC)
Portal = awesome. I think it's in no small part because it's more about gameplay than pushing technology to make things look better. Given the same voice acting, it would be almost as fun on the original Quake engine. I suppose the physics engine is somewhat required, but still...

I loved that game. :)
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[User Picture]From: nicodemusrat
2007-12-30 06:10 am (UTC)
Absolutely. One of the things that I really liked about the design was they decided they were going to break just one rule (spatial continuity). Then they tried to push that (and the player) to the furthest limits.
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