Darksiders 3

Or rather, Dark Souls-lite.  I like the series, and the lore.  The entire concept of Revelations & the Four Horseman is ripe for plucking.  Feels more like a comic book in video game format.

The first game played like an homage to Ocarina of Time.  The second was pretty much a 3D ARPG.  This one feels more like QTE + Dark Souls.  I can’t really think of any other series where the game mechanics are practically re-written with each game.  For better or worse.

Saying QTE isn’t really fair.  Rather it’s reactive combat, where you must actively dodge (button press) in order to survive.  Point of fact, there are some bosses that can be beaten with just two buttons.  Regular enemies are similar, and the challenge therefore comes from the fact that a) their timing of attacks changes b) their attacks deal 50% of your hit points and c) there are multiple enemies on screen.  There are at least a dozen areas across the entire game that are exercises in frustration due to this.  I didn’t feel good about finally clearing them, but relief that it was done.

You get a refillable healing potion, and a set of weapons and skills that allow for some minor puzzle solving – maybe a half dozen or so.  It’s nice to have the variety, and some fights do become easier when you use one weapon type vs another.  I was partial to fire attacks with their DoT effect.  Water was nice too, with a damage shield and slow effect.  There’s a minor upgrade process included, where you need to head back to camp (or remember to).  Frankly, until really late in the game, it had no practical effect.  When I had more material to upgrade with, I was able to apply a significant life leech effect as well as a heal over time effect.  Massive improvement to the enjoyment of the game.

The zones themselves are interesting.  Cityscape, subway tunnels, floral, underwater, hell, and Mad Max-zone. They criss cross over themselves, so that you eventually unlock shortcuts throughout.  The Wrath zone in particular… the boss is a few feet away from the entrance but it takes 2 hours to unlock all the things to open his door.  I would have appreciated more puzzle solving rather than a labyrinth.  There’s no map, and everything is accessible.  I’m sure there are completionists that would find this fun, but it’s stupid easy to get lost.

For the wide majority of the game I was having fun – think it was around 15 hours to complete.  The last area (Wrath redux) was extremely tedious, primarily because it overlapped over itself so much, and enemies were stupidly overpowered as compared to previous zones.  I just started skipping as much of the combat as possible.  All the bosses were a decent challenge – Gluttony excepted, more deaths on this than the rest of the game combined.  The story was decent, with strong showing from a single demon (Abraxas) for all of 90 seconds.

Overall, a decent game and found at a good price pretty much everywhere.  There’s 1 horseman to go…  fingers crossed that game gets made.

Let’s Go Meta

I remember reading The Forever War a while back, and the main point I took from that story is a person’s ability to adapt to a changing society.  It’s a sci-fi story where a soldier is under the effects of time dilation (e.g. he gets 1 week, earth gets 10 years) and when he comes back for shore leave, he barely recognizes the place.

Today’s pace of societal change is just absurd.  Go ahead and watch the Hangover (2009).  There are bunch of jokes in that movie that simply could not make it to the screen today.  Actions from 20 years ago are brought up and judged against today’s standards.  Those are pure time capsules, and to try and shoehorn today’s values on that time piece makes no sense.  As I’m sure in 50 years that society will look back on what we do today and think Holy Shit.

But that’s not to say that people are not trying to catch the wave of change, trying to make a buck.  There’s a reason they call it a wave, because if you’re not at the crest, then you’re done.  And it’s damn hard to stay at the crest, especially when that crest changes every other week.  The shock-jock stuff from the Logans seemed a somewhat natural evolution from the Jackass culture.  But as time has moved forward, it’s become less and less accepted, regardless of how much energy they put into it.  They need to change.

Then there’s the people who fight tooth and nail against the wave.  There are a million reasons why.  We all have relatives who seem like they live 50 years in the past and have no inclination to move forward.  Some for interesting reasons, others simply due to exhaustion of seeing all the non-stop change.

I remember being a kid in school.  There was a bunch of stuff I liked that my parents just didn’t understand.  At least is was physical (POG?) and tangible.  And the rate of change was moderate enough since it typically cost money to participate in a trend.  Kids today?  Trends are set on a daily basis, and almost entirely free to participate.  There were no ice bucket challenges when I was a kid, it simply wasn’t possible to have something that viral exist.  If I was to look at the top 15 Twitch Streamers (subjective, fine) I only recognize 5 of them.  Dr Disrespect is one who technically should be in jail right now (at least, he would be if it was in Canada.)  And that 6 month old list is now out of date.

One of the old school memes (2012 is apparently old school) – Overly Attached Girlfriend (OAG) – recently announced that she’s leaving the scene.  Technically she hasn’t been active in 2 years, but wanted a farewell.  It’s a poignant video, primarily due to the openness of the mental health issues that being a content creator imposes.  99% of those issues are created due to the internet culture.  I can only imagine how that impacts others who feel obligated to create non-stop. They get so involved in the lifestyle that they have no backup plan – just stream/create until they can’t.

I’ve been blogging for over 15 years now.  In that time, I’ve found side projects that paid a decent amount of money, and there were points where I considered doing it full time.  The problem then (more-so now) was that full time was many more hours than I’d work in normally.  I made a choice then, as I do now, to only do what I want to do and do it within timeframes I’m comfortable with.  Giving me a million dollars and making me work 200 hours a week… I’m good, thanks.  As a teenager, I don’t think I would have had that same perspective.

What a long winded post to get the the point where I simply shake my head looking at how society self-reflects today.  Wild swings of popularity, and the anonymity of the masses.  There are no mirrors anymore, just cameras.  Exhausting.

 

Stranger Things 3

Better than season 2.  Spoilers I suppose.

Stranger Things is an odd one.  Clearly, it’s an homage to the perception of the 80s, with very little basis on the actual 80s people lived through – so it comes across as super meta (anyone under 30 won’t get most of the references).  It’s also a mix of sci-fi/horror, of which there’s very little in today’s market.  Finally, it’s Netflix’s flagship series now that OITNB is on a downward trend.  That puts a LOT of eyes on it, and I can only assume a fair amount of pressure to deliver.

Season 3 follows the familiar formula – a bad force captures a character, there are bad scientists, Eleven has super powers, threat averted in final episode, cliffhanger.  What Season 3 suffers from is character bloat, or rather character redundancy.  Set in ’85, the kids are now 14/15 and Back to the Future is all the rage.

Let’s talk about the additions first:

  • Alexi – Used entirely for exposition as the portal can’t be closed without the information he provides over multiple episodes.  When the info is transferred, he naturally dies.
  • Murray – Was in season 2, but more as a nutso.  Still eccentric but the only real purpose here is to translate Alexi’s Russian.  Irrelevant otherwise.
  • Karen Wheeler – Mike’s Mom and used to project defeatism and regret.  Her chat with Nancy was tragic.  She does a great job representing “normal”.
  • The Russians – The super stereotypical bad guys, following every trope possible, including the inability to aim their guns.
  • Robin – Steve’s partner in slinging ice cream.  An older, female version of Dustin.  Stand-out this season.
  • Erica – Lucas’ sister realized she’s a nerd.  Audience surrogate for most of the story.

And the regular crew.

  • Eleven – fluent in English, goes through some self-discovery, loses her powers by the end.  Given that 99% of the heavy lifting is done by her powers, there’s no way to continue this series if those aren’t returned.
  • Steve – Honestly, he’s more of the star here than Eleven.  He rolls with every punch and has come miles from his start in Season 1.
  • Dustin – Same ol’ Dustin, though a bit more confidence. Most of the story triggers off his actions.
  • Max – Plays a ton of roles here.  Catalyst for Eleven’s growth, comic relief, voice of reason, Billy’s sister… a really strong role.
  • Lucas – Feels like he’s less present, though also the one who’s matured the most by the end.  His actions in face of fear are impressive.
  • Joyce – The derangement is gone and instead replaced by pure focus.  Sure, the focus was there before, but now it seems more tempered by her experience.
  • Nancy & Jonathan – It’s really frustrating to see kids act smarter than these two, and some seriously poor writing when it comes to their relationship.  Only saved by the fact the 2 actors clearly have good chemistry (and are dating).  I will say that Nancy with a gun is impressive.
  • Hopper – Episode 1 and Episode 8 are good.  Everything in the middle makes him look like a rageaholic.  Hopper’s strength lies in the excess of calmness, with odd bursts of emotion.  This season is the opposite and you lose a lot from it.
  • Billy – Episode 1 is great.  Then he becomes a blank faced bad guy until the last 20 minutes of the season.  His arc makes no sense, and the redemption even less so.  All he needed was a hug?  Really?
  • Mike – Even more useless than Season 2.  He’s the catalyst for many of the other character changes, but does little himself.
  • Will – Bad-guy detector, and only when the bad guys are 20 feet away.

The season splits up most of the crew into 4 teams, and has them join up near the end.  Which for story purposes I get.  The downside is that some storylines are really weak compared to others.  Steve/Dustin/Robin/Erica absolutely shine.  Eleven’s feels like Degrassi High.  Joyce/Hopper is like a bad rom-com.  The less we talk about Nancy/Jonathan the better (which is less about sexism than it is about a child in an adult’s world… which really seems lost on the writers.)

I will point out some scenes that have some great weight.

  • Nancy & Karen’s kitchen chat about chasing dreams.  Karen gave up on hers, and the pathos here helps drive Nancy to commit even more crimes in search of the story (which should be hyper obvious given the past 2 seasons).  If Nancy was smarter, then this would have had a different impact.
  • Hopper’s funhouse battle, as well as the basement battles are more rip-offs than homage to classic 80s action films.  Gregori’s Arnold/Terminator vibe really helps sell it.
  • Steve & Robin’s bathroom chat.  There’s an undercurrent that Stranger Things is just a story concocted from the imagination of the Breakfast Club to fill up time.  This scene really drives that point home.  Every beat here is well earned and dramatically changes the group dynamic forward.
  • Hopper’s letter.  This season is all about the transition from one stage of life to the next.  Seeing the kids understand that they are no longer kids.  The letter shows that Hopper understood that fact, and offered some solid advice.  Sure, overly sentimental, but it’s the Hopper than should have been there across the season as he was in season 2.

Frankly, if Stranger Things ended here, I’d be content.  There’s very little growth left for any of the characters, unless Mike & Will decide to actually do something.  The stakes can only get higher if it threatens more than Hawkins, and it’s hard to imagine anything other than a group of Elevens being purposeful in that situation.  The series needs less characters, and more focus.  There are stakes – since every kid is invincible.

Clearly Netflix needs a Season 4 more than the actual series does.

 

 

Gamer Expectations

As I watch from my armchair, it bodes to say that gaming is undergoing yet another transformation.  Ubisoft’s recent news that PC overtook PS4 in terms of profits is a pretty solid indicator.  So let’s posit a few things first.

  • Building games takes resources.  The more complicated the game, the more resources.  AAA games = LOTS of resources
  • Always-online games cost resources to maintain (mostly people costs, but there’s some tech to it as well)
  • There’s still an abundance of “cut and paste” / budget games.  Feel free to browse Steam or either mobile app store.  Recycled content makes money (see Tasty on YouTube for an example).
  • The purchase price of games has been relatively stable for 30+ years, which makes them cheaper today than prior.  (e.g. FF3 was $60 in 1990, and plenty of games today are $60.  It should cost ~$105.)
  • Per item resource costs are much higher today.  Salary, benefits, tech.
  • Sum: It costs a TON of money to make games and traditional revenue models are not growing.

Many game developers are publicly traded companies, or they are owned by investment firms.  They are not bound by the concept of making good games, they need to make money.  So where’s the money?  Micro-transactions (MTX) of course.

The most profitable games on the planet are practically all $0 up front and entirely supported by MTX.  Mechanically, this is a superior method of draining wallets since there’s no ceiling to the amount of money someone will pay.  FF3 in 1990 cost $60 and only $60.  FF15 had 5 story DLC, 16 items, 4 item packs, and some extra bells and whistles.  Even Nintendo’s foray into mobile games has moved from the rather innocuous 1-time purchase of Super Mario Run to the gacha-model of Fire Emblem, or pay-per-turn of Dr Mario.

I am not a fan of MTX.  I understand why it exists – development of AAA games would simply not be possible without them.  They (or something similar) are here to stay.  The transformation in the game industry is not so much on game design (which the last 10 years has shown) but in the methods that allow for maximum monetization without being considered unethical.

Unethical monetization has a single outcome – regulation.  Oh, it doesn’t all of a sudden become ethical…it simply becomes both restricted and taxed.  The taxes bit… that’s where it gets fun.

Large cruise ships primarily serve the US.  None of them are actually based in the US, instead they are based in countries with low taxation.  Google and Apple may have massive offices in the US, but their financial headquarters are in Europe (which may change now that tax laws are taking effect).  The EU is changing the game, where the location of the transaction is where the tax gets applied and where restriction are applied.  Loot boxes are all but gone in Brussels for that reason.

Moving back to EA/Activision… they are sweating bullets that regulation doesn’t start hitting them on the transaction basis.  It is unlikely to take place in the US, as the lobbying and political system is much too intertwined.  But it will happen in other countries.  Considering how much money FIFA makes EA… and FIFA is 90% in the EU… doesn’t take a psychic to see where that is going.

This makes it an interesting time to watch the development scene.  The massive cash cow of loot boxes has an expiry date.  The monthly pass model seems more popular (ironic how subscriptions are back), and it’s a package with an expiry date.  I’m quite curious what other monetization tools will come to pass in the next few years.

Summatime!

Away for a while now, taking advantage of the cottage, the lake, and the beer.  I hope others are able to take time away from their number boxes too!

It was a needed break from work.  I’ve been running with a rather short fuse lately, and that’s not fun for anyone.  I had some stress when leaving a fairly large work package, but I ended up delegating it through 4 different teams.  When I came back, things were in a good place.  Oh, there’s always levels of the dumb, but it’s at acceptable levels.

What’s real nice about the cottage is that there’s no real technology.  I had my phone for news articles (avoiding social media) but the amazingly solid weather had me out of doors nearly all the time.  Didn’t answer any calls from work, just full decompress.

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Loon family & chick, with my youngest taking in the sights

I am quite fortunate to have both a cottage and one that’s about an hour’s drive from home.  The kids aren’t technology bound (‘cept perhaps a tad too much Netflix), and get to explore all parts of the outdoors.  Tangent time!

We had quite a few guests over the break, and a few of them are not the outdoors type.  It is really interesting to see how they (and their children) cope with the openness of the outdoors.  There are trees to climb, forts to build, rocks to throw, branches to burn, popsicles to eat, fish to catch, and importantly – bruises to acquire.  Compared to a more urban style, where you simply consume rather than create, it can give the appearance of boredom when in fact it’s a world of growth.  I’m quite glad that my kids get to experience both of those worlds, and have an appreciation for both.  I’m even more glad that other kids get to be exposed to it.

I will say that after 2 weeks of sun, boat & beer, playing hockey again the other night was a tad painful.  It is a worthwhile exchange, and shouldn’t take too long to get rid of the water weight.

Being away from tech for nearly a month means I have a bit of catch up to do.  A few bits on Steam to clear out.  Stranger Things 3 to get through.  Some books sitting needing some reading.  And some continued slowed breathing.

Stay zen folks.

Outer Wilds

I am on an indie kick recently, and woo boy are there some good ones.

Outer Wilds is about a month old and I’d be lying if I said I had paid much attention to it.  Really, the case for a ton of indie games as there are not enough sticks to shake.  This game is a real gem.

Combine exploration, puzzle solving, time travel, aliens, and a sweet set of art/music (Syp would love this) and you got yourself a game!  It’s like a combination of Witness, Return of Obra Dinn, Heaven’s Gate, Majora’s Mask and a few more bits and bobs.   Every nook and cranny here is placed with some purpose, and the brains behind the science/story really went into overdrive.

The premise is somewhat simple.  You’re part of a explorer race, trying to find some lost folks and determine the source of some odd signals.  That takes you (and your ship) across 5 planets to uncover the mysteries of a lost race.  Except against trope, this lost race isn’t really lost, and they act like you would act.  Each location you pick up some interesting clues that lead to other locations.  The locations themselves change with the passing of time – one may decay into a black hole, another may fill with sand.  This time gating mechanism either opens or closes puzzles to you, so there’s a lot of back and forth trips.

The core mechanic here is that each session lasts 22 minutes before the world ends and you restart anew.  All the puzzles reset, but you keep notes in your computer about what you discovered.  The final “steps” to complete the game are therefore done within 22 minutes (I think it took me 12, after a miserable failure) and theoretically you could complete the game on the first pass.  I could also theoretically win the lottery.

The sci-fi hook is quantum mechanics.  And the actual science version of it, not some fantasy kick.  Things both exist and don’t exist at the same time.  Things travel through time – or rather against time.  You even come equipped with a little camera robot that can travel through the various quantum nodes.  Yes, it sounds complicated but it’s a testament to the game how simple it become.

The downside to an open ended puzzle is that it’s quite probable you end up at a place where you are missing the hints to move through, or that you do get through and things make no sense past that point.  That does make the 2nd hour or so a bit of a head scratcher if you find yourself at a wall and nothing is working.  Take off, explore another world and a bunch of new clues will show up.  Things that didn’t make sense before will become second nature (like flying).  I was amazed at how effective I became at piloting through difficult terrain with 3D thruster; of course it took a dozen deaths by giant spacefish to learn.

Took me about 12 hours to get through the whole thing.  I won’t spoil the ending, but it goes into 2001: Space Odyssey territory.  It seemed a bit strange compared to the more aloof humor, but it does make you pause to consider.  Not too many game endings do that now days.

Outer Wilds is a solid recommendation.

I Am Mother

Good but not great.  **SPOILERS**

 

 

There’s a very old sci-fi trope of the twisty story on who’s the bad guy.  The Simpson’s had a super take on this with their Treehouse of Horrors bit on “How to Cook Humans”, taking it to the nth degree, which itself was a riff on the a Twilight Zone episode.

The beats are simple.  An innocuous setup, a set of new data that changes your perspective, another twist, and then so on… until it’s over.  You get this emotional swap of who is actually the bad person in the story, and as the elements are gradually uncovered you come to your own conclusions.  Usually the final step of the story is some sort of ethical commentary.  When these stories are well done, the characters move the plot forward.

I Am Mother hits all these notes and takes an insanely frustrating turn at the mid point because it’s the plot that moves the characters forward.  There’s a much-too-thick amount of foreshadowing, where nearly every scene from 25% to 75% feels like it was written over a box of donuts, and filmed for a class in high school on exposition.

The concept that a sheltered (but not smothered) individual would swatch allegiances with the drop of a hat makes little sense.  The backstory for the stranger makes little sense.  The idea that no one thought that a robot would record audio is baffling.  When they do decide to run away and fall into a massive cornfield, never pausing to wonder why this exists on a desolate planet…Why is there a dog a few hours away from this robot farming operation?

When it reaches the summit of tension, the explanation provided seems insanely obtuse.  Like one of those elaborate Rube Goldberg machines, but spread over what appears to be centuries.  Things have to happen perfectly as planned, or the thing just falls to pieces.  And that the Mother robot somehow thinks that now is the time for the child to lead the next advent of humanity… after what appears to be 2 days of pure chaos.  What?

This is one of those sci-fi short stories where it’s better to have many more questions than answers.  Cut an hour from the film, put some scars or soot or something on Hillary Swank so that she doesn’t look like a CLONE of the protagonist, and there’s a solid idea here.

Main Issue

All of those details are things a lot of people will look over, but the purpose of sci-fi is to explore an idea.  And the idea here is that meritocracy is a valid form of government.  Many utopias are built on this concept (Star Trek TNG took this argument to the extreme).

The main problem with a meritocracy is that the people within the system must absolutely believe in it, and anyone who doesn’t has to be removed.  In this story, Mother did just that by killing anyone who wasn’t in that mindset.  When Mother leaves, the Daughter apparently has to maintain that mindset as it’s pretty friggin’ clear that if she doesn’t, Mother will just wipe everyone out again.  This infers that the Daughter will need to either teach, convert, or kill every new human.  Alone.  Where a perfectly programmed robot could not achieve that over many, many years of effort.

Which I suppose could mean this is a never ending cycle.  Which ARQ did excellently.

Summary

Decent film to watch if you don’t get invested in the concepts.  Otherwise, the film simply reaches too far without the ability to deliver.

 

Bloodstained: Ritual of the Night

This is a thing.  A good thing.  An actual game that originated from Kickstarter no less.

There’s a phase in the Castlevania series where a wide left turn was taken and the game turned from linear adventure into exploration-mode.  Symphony of the Night triggered a few “sequels”, but truthfully it just generated an entirely new genre.  That eventually morphed into the open world / icon-palooza games we have today.

Bloodstained goes way back to the roots, and plays like a prettied up version of Symphony.  The controls are slow, the movements deliberate, the difficulty all over the place, the secrets fairly well hidden, the dialogue extra-expository, and the bosses entertaining.  Oh – and there’s crafting, quests, exploration, and collection building galore.

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No sharks, but there are lasers

What I find most interesting about this genre is the development planning required to provide a smooth experience.  Sure, you get through and get bigger numbers but the game mechanics change too.  You start off with basic weapons, then unlock some interesting spells.  More enemies, different spells get unlocked.  Craft some new gear.  You need to choose your loadout for fights.  Make some food that provides permanent stat buffs.  Farm a few enemies to upgrade spells.  Upgrade some spells in the shop, and they become passive effects.  You eventually have this massive list of permanent effects (+xp,+gold, +drops, +damage, +resist, +movement,….) and the game turns into this blur effect of speed runs.  And you don’t even realize it.

I cleared up to O.D., got all the shards, a fair chunk of food, and a good set of gear (Rheva Valar is just insane OP).  I’ve played with a ton of skills and found a loadout that makes me feel like a tornado of ginsu knives.  I still have a lot of stuff I want to test out – and there’s some extra content I should give a shot.

There’s a solid 10 hours to get to the good ending.  Another 5 or so to clear all the rest of the content.  Another 5-10 to complete all the collections.  Super recommended.

Age is a Number

My eldest and I are a few days apart in birthdays.  I’m hitting a “milestone” year and I have to keep answering the same questions about feeling old.  Until you become legally eligible for something, there really isn’t a difference between the day before and the day after.

I’m in good shape and in great health.  I have the money to do what I want, though not always the time.  I’ve got a loving family.  Tons of stuff to be thankful for.  As an individual, the number doesn’t define me.  And really, it’s a time where you should have both time, money, and the wisdom to know what to do with both (in particular if you still have your health).

Yet, events do.

When my kids started school, I felt old.  When I started hiring students that were blank slates to my field ’cause the tech simply didn’t exist for them, I felt old.  When I realized there were more funerals than weddings, I felt old.  Seeing the kids ride bikes, learn to read, develop their own streams of thoughts… hell just grow a few inches…I felt old.  In the clearest of sense, age is relative.

I can relate to being not so much a kid, but living those same experiences when I was younger.  I did a lot of things, not always with permission but certainly with some guidance.  You learn from falling down and getting back up (or knowing when to stay down).

I am not suffering from some sort of existential crisis.  A wave of that has certainly hit the social circle… and in the wide majority it is with people who are still with the folks they were with at the end of their teens, and whose kids are now in the more self-sufficient block.  All of a sudden, they have much more time on their hands and they start looking around and wondering where the time went, looking at their biological clock.  More like regret than bitterness, but all are willing to take major steps for change to ensure primarily their happiness, and by proxy, others around them.  It takes a lot of courage to make big changes, and not expect some outside force to make you suddenly happy.  Not everyone is willing to make that change.

(I’m not immune to this phase.  The wife and I went through a hell of a rough patch a few years ago, but we put in a lot of effort at improving communication and I believe we’re better now than at any point prior.  Honest conversations open a lot of doors.  And once open, those doors open an entirely different world view.)

So as I edge all the closer to this magic number, I don’t think the date matters as much as my current state.  I would not have been able to get here earlier, and would not want to have waited longer.  I am happy, I am loved (with love in return), and I am content.  More than anything when I do celebrate the birthday, it’s about being thankful for what I have and being able to share with those I care about.  The larger step is taking that mindset an applying it outside of this single date, and trying to live it every day.  I’m not all the way there, but I’m trying.

This post certainly has a more philosophic vibe to it.  Feels good to write it out.  Hope you all find what makes you happy, and the right people to share it with.

Out of Midfield

I like sports.  I’ve played most of them.  I still play hockey at a “competitive” level.  Have for 30 years.  I’ve been on the giving and receiving end of a beating – more than enough times.  A few streams of thought.

The Women’s World Cup is underway now in France.  World’s largest sport, great stage, awesome that we can see more of it.  Hockey is in a similar boat, where the global talent pool is only just emerging.  It takes at least a generation to build a base, and that includes a massive investment in infrastructure.  Elite athletes are not born, they are bred.  And depending on the country, a particular sport may be more attractive than another (see Usain Bolt).  The gap in hockey is dramatically larger than football – but it’s similar enough that there are plenty of wash outs on the international level.

The US beat Thailand 13-0 the other day.  Opinions abound.  The aspect of this particular tournament is that goal differentials can make/break the way forward.  The men’s cup often sees this occur.  Combine that with the fact that the players on the team are all actively competing for a starting position, there are only a few games, and there’s ample reason to see why the US did not let up.  Anyone who has played at the competitive level where points scored mattered in a tie breaker understands this.  Be mad at the people who made the rules, not the ones who follow them.

Where a bit more nuance applies, and gameship, is in the way the US acted as the game progressed.  I don’t mean in a technical sense but in the personal sense.  In hockey, there’s an unwritten rule where you simply stop celebrating goals when you’re clearly dominating.  That’s really super evident in the lopsided international events where games can reach 10-0 and there’s barely a smile after a goal.  I can’t recall anyone celebrating an open-net goal to clinch a game.  I would hazard to say that this is a holdover of the Canadian “sorry first” mentality that permeates the sport. (US mainline sports do not have this, since baseball, football, and basketball are never managed on a points scored system.  It’s purely win/loss.)

Watching the US players celebrate their goals really got under some people’s skins, and effectively makes them look like villains in this tournament.  Villains in the sense of international eyes.  How the home crowd views this is really a microcosm of the global sport.  At no point do I advocate them not scoring plenty of goals – again that’s the way the tournament is structured.  Fill the net.  But perhaps lay off the major celebrations on goals 8+?  At no point did anything thing Thailand had a chance, so what exactly is being celebrated?  That you were able to beat someone that has half your skill level?   Yay you?

(For those watching NBA finals and wondering about the classless Toronto fans, hear me out a second.  When we (Canadians) see an injury, it is a real visible injury – e.g. blood, knock down, etc…  Hockey players end up in the finals with no ACL/MCL… so there’s a certain toughness in sport that’s expected.  KD stopped, and walked to the side to sit down, barely made a face.  That does not look like an injury.  The Raptors and replay were essential to communicate that it was indeed a serious injury.  When that was understood, the fans completely changed their response.   I don’t think it had any bearing on the game past that point – that was a horrible 2nd half for both teams-  and the game changer was the oddly called time out.)