I was looking forward to a breakout year for the Bears. I even drafted Jay Cutler in one of the later rounds in one of my fantasy football leagues expecting him to have his best season ever and be a top-tier quarterback. All the pieces were in place. And the defense being a liability seemed to be even more promising, since Cutler would have to play from behind more often, giving him plenty of opportunity to put up huge numbers.
But then the season started, and my excitement was almost completely squashed by losing the season opener in overtime to the Bills.
But I never feared it would get this bad!
The Bears have only three wins in the first ten weeks of the season, and the past three losses have been embarrassing. A loss to the Dolphins in which the Bears couldn't even score more than 14 points. And now two straight games against the Patriots and Packers that were both over by halftime. And the loss to the Packers came after a bye!
The Bears are failing at every level of play. The offense can't move the ball or score points. Special teams hasn't done anything special. And teams are cutting through the Bears' defense like butter. The defense at least has the excuse of injuries. Charles Tillman is out for the year, and Lance Briggs just returned from a multi-week injury. But that doesn't justify giving up over 100 points in two weeks, nor does it justify the defense being the statistically worst defense that the team has ever had in its 90-plus-year history.
The Bears' defense has set franchise records for awfulness.
But as bad as the defense is, it wasn't expected to be very good. New coach Mark Trestman is an offense-oriented coach, and the defense is old and has lost some of its best talent (like Brian Urlacher).
What is disappointing is that despite being the most "talented" and hyped offense that the team has ever seen, the offense is completely inept. It's as bad as the post-SuperBowl Rex Grossman offense!
The Bears don't even look like a professional football team right now.
There's two obvious scape-goats here: coach Mark Trestman, or quarterback Jay Cutler.
Cutler has been inconsistent and oft criticized, but his apologists always said that he needed a better offensive coach... [More]
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Tags:Chicago Bears, Chicago, Bears, DA Bears, Marc Trestman, Phil Emery, Jay Cutler, Charles Tillman, Lance Briggs, Brandon Marshall, Alshon Jeffrey, Josh McCown, offense, defense, west coast, New England Patriots, Green Bay Packers
Continuing my series of strategies for Brave New World, I am going to take a moment to discuss one of (if not the) most sorely misunderstood civilizations from the vanilla game: Gandhi's India. India received a very minor tweak in Brave New World (its unique building was modified to provide tourism instead of gold), but the new trade route mechanics radically change the way that India should be played. In some ways, the new features make India feel like a completely new civilization!
The ancient civilization of India is one of the world's most populace and diverse countries. More than 1/6th of the world's population currently calls India home (that's over a billion people!), it is one of the cultural and spiritual centers of the world. India is the birthplace of both the Hindu and Buddhist religions, which make up third and fourth most populous religions today. The less-populous faith of Jainism also has roots in India. In addition to the variety of religions, there are also over 100 distinct languages that are spoken in India! Indian society used to follow a rigid caste system in which a person's status in life is determined at birth. Although this caste system is not enforced (and is actively discouraged by the government), it remains a persistent force in the nation, and still leads to a great deal of prejudice and conflict within the country.
One of the most significant leaders of Indian history (and world history) is Mohandas Gandhi. In the early 1900's, India was under British occupation, and Gandhi, the son of the Prime Minister of the small state of Porbandar, was successful in leading an unprecedented non-violent rebellion to drive the foreign rule out. This peaceful rebellion lead to Gandhi being recognized as one of the most courageous and moral leaders the world has ever known. Indians affectionately refer to him as "Bapu" (translation: "father") in recognition of his role in creating the modern Indian nation. His birthday, October 2, is a national holiday in India, and is celebrated outside of India as the International Day of Non-Violence. Sadly, he was assassinated in 1948 (at age 78) by a Hindu nationalist who believed that Gandhi showed too much favoritism to Pakistan, one of India's bitter rivals. The assassin was tried and executed the following year, and Gandhi's ashes were distributed around the country for numerous memorial services.
Gandhi's representation in Civilization V gets a lot of undeserved criticism from some players, who often cite India as the "worst civ in the game" based solely on the fact that he is the only civ with a penalty explicitly stated in his unique ability (except for Venice in Brave New World), and that his unique unit is in some ways inferior to the unit it replaces. However, it is important to note right off the bat that there are plenty of civs who receive indirect penalties as part of their uniques. But the "Population Growth" ability, itself, is very poorly understood. Many players assume that this means that India must be played with a small empire, and that India cannot compete for any victory except for culture or diplomatic. This is simply not the case, and I'm going to explain why! [More]
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Tags:Sid Meier's Civilization, Civilization V: Brave New World, Civilization V, Gandhi, India, Population Growth, War Elephant, Mughal Fort, tourism, trade route, chariot archer, castle, happiness, unhappiness, cities, PolyCast, atomic bomb, nuclear missile, nukes, ranged mounted unit, Civ-V
It's been a long time since there's been a mainstream survival horror game. Alien: Isolation may not be the same kind of traditional survival horror as its classic Resident Evil, Silent Hill, or Alone in the Dark predecessors, but many players may not have much familiarity with the stricter resource management that is required in a game like this.
Dead Space and The Last of Us had resource management elements, but since those games were more action-oriented, you weren't under as much pressure to conserve supplies. Alien: Isolation, however, is a bit slower and requires slightly better management, since it isn't quite as generous about providing supplies. As such, I thought I'd offer a few tips for inexperienced survival horror players to help them cope with surviving on Sevastopol.
Don't hide in plain view of a doorway or down the hallway, since the alien will be able to see you.
I'm not going to post specific tips for problem areas of the game. For those, you can look for actual walkthroughs provided by other authors. Instead, these will be five general-use tips that will apply to the majority of the game:
[More]
9bb4d77a-97dd-4679-b3b1-cde0ba3cf6cd|1|5.0
Tags:Alien Isolation, Alien, the Creative Assembly, Ripley, science fiction, horror, survival horror, resource management, crafting, memo, flamethrower, med kit, molotov
In my previous blog entry about the history of Silent Hill's cult, I had originally intended to include a small section about the cult's name, as it is accepted by series fans: "The Order". However, it wasn't really relevant to the specific topic of the in-game cult history, since it is a more meta point about the games in general. So instead, I decided to make it a brief independent article:
Joseph's article is the source of the name "The Order".
I am one of a subset of Silent Hill fans who does not like using the term "The Order" to refer to the game's cult. For one thing, the name reminds me of the movie and Homecoming, which causes a resentful knee-jerk reaction. But there are also other in-game evidences to suggest that naming the cult might not have been intentional.
The primary source for the name "The Order" comes from an article written by the journalist Joseph Schreiber which details an orphanage that is run by a sect of Silent Hill's cult.
This article is present in Silent Hill 3 as well as Silent Hill 4: The Room, but there are slight differences in the text of the document in each game. Most noticeably, the name of the orphanage changes between the games. In Silent Hill 3 the article appears in a patient room in Brookhaven, and the orphanage name is given as "Hope House". In The Room, however, that same article gives the orphanage the name "Wish House". It was apparently changed sometime in the development of The Room, or it was mistranslated to begin with.
Silent Hill 4 also doesn't give us any indication as to whether the appearance of this article is intended to retcon the article in Silent Hill 3, or if it players are to assume that the actual text of the article changed at some point after the magazine's publication. Perhaps the article was reprinted in a different magazine and the editor or author changed the name. We don't know if it's the same magazine because in Silent Hill 3 the magazine is closed and we only see its cover and never the page of the article, but in Silent Hill 4 the magazine is sitting open on a desk and we see only the page of the article and not the cover.
"The Order" comes from an article that appears in both Silent Hill 3 (LEFT) and Silent Hill 4 (RIGHT).
But if the name of the orphanage changes between versions, can we trust the name of the cult to be correct?
As far as I can remember, "The Order" is never referred to anywhere else in The Room... [More]
9fac77d9-95be-4c33-a431-c4ba4970c07d|6|4.3
Tags:The Order, Silent Hill, Silent Hill 3, Silent Hill 4: the Room, Silent Hill Homecoming, movie, cult, occult, religion, church, Joseph Schreiber
In one of my earlier posts titled "'Silent Hill' is NOT about 'repressed guilt'; it's about occultism!", there seemed to be some misunderstandings about the interpretations that I offered. For one thing, reader Malik commented:
"I have to disagree. The series has never established the cult as the basis for the goings-on in Silent Hill. It is never explicitly stated that the cult or Alessa are the true source of the supernatural power ..."
The commentor is correct on that point. Though, I don't think I ever said that Alessa and the cult were the ultimate source. If you got that impression, then there might have been a misunderstanding or miscommunication, and I apologize for not being clear. To be clear: I was arguing that the plots of the game were focused on the cult and Alessa, and how they affected this supernatural power -- not that the cult is the cause of the power. I thought about responding with my own comment on that original post, but I felt that it would be more appropriate to just write a new blog article about it, so that I could spend more time exploring the town's history, as it was established by the original creators. So, Malik, I hope you read this. and I hope it makes more sense. I'd love to hear your feedback.
Please note that much of this post is speculation. The games themselves provide very little concrete information about the extended history of the cult and region -- especially prior to the Civil War. The following is all retroactive explanation and may not represent the original intentions of the creators. This will be my own, personal opinion and interpretation regarding the nature of Silent Hill's otherworldly power.
The Place of the Silent Spirits
I never intended to imply that the cult and Alessa created the supernatural phenomena, nor that they are the power's ultimate source. I agree that the power likely existed (in some form) far prior to the events of the first game.
Mary refers to Silent Hill as a "sacred place".
Mary's comments regarding the place being "sacred" in the past implies that early inhabitants (probably the Native Americans) were aware of the supernatural effects of the region going back hundreds - maybe thousands - of years. Since the Natives saw the place as being "sacred" and beautiful, I tend to believe that the power did not originally manifest demons or project people's nightmares onto reality during these periods of history. Instead, I would imagine that the force (whether conscious or not) would have been more benign - maybe even benevolent.
We don't know much about the natives' beliefs prior to the arrival of European colonists, and what little we do know is possibly clouded by the lens of the European colonists and cultists.
Based on what is known about real-world Native American beliefs, it is probably safe to assume that the natives of the Toluca Lake region would likely have worshipped any regional supernatural power as "ancestral spirits" or as "spirits of nature". The Book of Lost Memories can be found in Silent Hill 2 after beating the game, and it supports this idea and tells us about the nature spirits:
"They called this place 'The Place
of the Silent Spirits'. By 'spirits',
they meant not only their dead
relatives, but also the spirits that
they believed inhabited the trees,
rocks and water around them."
- Lost Memories book (Silent Hill 2)
The name "Place of the Silent Spirits" may simply be an innocent callback to the game's title, or it could be a significant clue. The fact that the spirits were "silent" implies that the natives were not able to talk to it; or at least, the spirits did not talk back. This implies that the "spirits" are probably not a conscious entity. Even though it can apparently react to the thoughts - and even desires - of the people it comes in contact with, it may not have an intelligence or will of its own (which I explained in my earlier post about repressed guilt)... [More]
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Tags:Silent Hill, Silent Hill 2, Silent Hill 3, Silent Hill 4: the Room, history, cult, occult, black magic, religion, spirituality, Christianity, Satan, god, Native Americans, Glooscap, Otherworld, paradise, Maine, colony, Civil War, colonial America, Toluca Lake, tourism, drugs
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