Thalen Reads Little Fuzzy

Because if the Fuzzies are sapient beings, the Company's charter is automatically void. - Gerd Van Riebeek
This week we're having a look at a science fiction classic from 1962, H. Beam Piper's Hugo nominated novel Little Fuzzy. Far from the high tech starship filled fare that some fans seem to think science fiction used to entirely consist of, Little Fuzzy is a story of corporate overreach, legal maneuvering, and the question of just what defines sapience.


The story of Little Fuzzy takes place on the planet Zarathustra, a Class III uninhabited planet wholly owned for some years now by the Zarathustra Company, a corporation which has profited greatly from the riches of the frontier planet. Prospector Jack Holloway returns home from a days work to find a small furry humanoid creature has wandered into his hut. Befriending it, Jack takes to calling it 'Little Fuzzy' and adopts it as a sort of pet. It quickly becomes apparent, however, that Little Fuzzy is much more intelligent than a dog or cat. He and his family show many signs of being sapient, and the question of their sapience is central to the story.

If Fuzzies are sapient, that means that Zarathustra is not a Class III uninhabited planet at all, but a Class IV inhabited planet. This would make the Zarathustra Company's charter null and void. Unsurprisingly, the higher-ups in the Zarathustra Company are horrified by this thought and decide to do their utmost to suppress and discredit any evidence of Fuzzy sapience.

Little Fuzzy is a book with hardly any physical conflict whatsoever; apart from one extremely important moment, all of the fighting over the fate of the Fuzzies and of the Company's charter takes place through legal maneuvering and sneakiness. At times I thought the Company was being overly sloppy, but when you consider the degree of effective omnipotence they've enjoyed in Zarathustra it becomes more believable that they would underestimate the abilities of a septuagenarian prospector and his friends.

Although the concept of space colonization is integral to the story, advanced technology is hardly in evidence at all. Apart from the veridicator, a high-tech lie detector, future tech is mentioned in passing if at all. Jack's rifle, for instance is not described as any more advanced than a typical real-life hunting rifle. Character interaction is what matters here, not fancy imaginary thingamajigs.

I can't recommend Little Fuzzy enough; this was a great book with enjoyable characters, a couple of clever twists, and some fascinating philosophical questions at its heart. You should absolutely read it, especially as it's in the public domain. See for yourself the fate of the Fuzzies, and the planet Zarathustra.

Giant Robots and Elder Things

Yesterday I was made aware of not one, but two Kickstarters that are entirely relevant to my interests. They're already both funded, but since stretch goals are a thing and in one case a stretch goal is the thing I really want, I'm sharing them with you. Do with this information as you will.

Giant Robots and Elder Things
Do you want to drive an Atlas?

First up is BattleTech. The guys who made Shadowrun Returns want to make a turn-based BattleTech game for the PC. Do I really need to say more? BattleTech is the granddaddy of tabletop giant mech warfare, and it's an IP that's been missing from video games for years. We get some Mechwarrior stuff sometimes, but BattleTech is about the mechs, not the pilots. This one's a little weird as the base goal is just to create a skirmish game. A single-player storyline is unlocked as a stretch goal at $1,000,000 and PvP is the $2,500,000 stretch goal. The Kickstarter is only about $20,000 short of that first goal as I write this, so I think it's safe to assume it'll be reached. As for PvP, meh, I don't need it to be happy. $25 gets you super awesome mech combat from a team who have shown that they can do amazing things with classic gaming IPs.

Giant Robots and Elder Things
Do you want to lose your mind?

Second, we have Delta Green: The Role-Playing Game. If you already know Call of Cthulhu there's a good chance that you know what Delta Green is, but for those not in the know Delta Green is a tabletop RPG that basically lets you do Majestic 12 for the Mythos. Where Call of Cthulhu investigators tend to be a rag tag bunch working on their own a Delta Green group will consist of federal agents, government backed scientists and the like. We're not just talking FBI, CIA and the like either. My first (and favorite) Delta Green character was a US Fish and Wildlife agent who encountered some really weird wildlife.

Delta Green originated as a Call of Cthulhu setting; this Kickstarter is to publish a stand alone Delta Green rulebook. $20 gets you an electronic version; $50 gets you the hardcover. I feel pretty safe kicking in to this one since it's the original creators of Delta Green running it, and they have plenty of experience with crowdfunding.

These are the sorts of Kickstarters that make me happiest; proven teams resurrecting games and gaming systems from years past. Now I just need Paul Reiche III and Fred Ford to get on that Star Control Kickstarter I've been desperately hoping for. That would be amazing.

Giant Robots and Elder Things

Yesterday I was made aware of not one, but two Kickstarters that are entirely relevant to my interests. They're already both funded, but since stretch goals are a thing and in one case a stretch goal is the thing I really want, I'm sharing them with you. Do with this information as you will.

Do you want to drive an Atlas?

First up is BattleTech. The guys who made Shadowrun Returns want to make a turn-based BattleTech game for the PC. Do I really need to say more? BattleTech is the granddaddy of tabletop giant mech warfare, and it's an IP that's been missing from video games for years. We get some Mechwarrior stuff sometimes, but BattleTech is about the mechs, not the pilots. This one's a little weird as the base goal is just to create a skirmish game. A single-player storyline is unlocked as a stretch goal at $1,000,000 and PvP is the $2,500,000 stretch goal. The Kickstarter is only about $20,000 short of that first goal as I write this, so I think it's safe to assume it'll be reached. As for PvP, meh, I don't need it to be happy. $25 gets you super awesome mech combat from a team who have shown that they can do amazing things with classic gaming IPs.

Do you want to lose your mind?

Second, we have Delta Green: The Role-Playing Game. If you already know Call of Cthulhu there's a good chance that you know what Delta Green is, but for those not in the know Delta Green is a tabletop RPG that basically lets you do Majestic 12 for the Mythos. Where Call of Cthulhu investigators tend to be a rag tag bunch working on their own a Delta Green group will consist of federal agents, government backed scientists and the like. We're not just talking FBI, CIA and the like either. My first (and favorite) Delta Green character was a US Fish and Wildlife agent who encountered some really weird wildlife.

Delta Green originated as a Call of Cthulhu setting; this Kickstarter is to publish a stand alone Delta Green rulebook. $20 gets you an electronic version; $50 gets you the hardcover. I feel pretty safe kicking in to this one since it's the original creators of Delta Green running it, and they have plenty of experience with crowdfunding.

These are the sorts of Kickstarters that make me happiest; proven teams resurrecting games and gaming systems from years past. Now I just need Paul Reiche III and Fred Ford to get on that Star Control Kickstarter I've been desperately hoping for. That would be amazing.

Final Thoughts on Tron 2.0

The most recent episode of Aggrochat was our discussion of Tron 2.0, which I had picked as our Game Club game for September. As it turned out, only Kodra and I finished the game, but everybody at least played far enough to form reasoned opinions and we had a good discussion about the game and about the evolution of the FPS genre over the past decade.

Overall I feel like my memories of Tron 2.0 weren't terribly inaccurate. There was a definitely a bit of nostalgia coloring them, but the annoyances I ran into were mostly things that I remembered from playing it when it was new. I do feel like playing Tron 2.0 and Wolfenstein: The New Order back to back highlighted a number of the changes that have taken place over the years in the genre.

Final Thoughts on Tron 2.0
Programs can get bored and fidgety too.

There were little things like using the scroll wheel for weapon zoom instead of the right mouse button, but also things that were still common in FPSs a decade ago that no longer are, such as jumping puzzles. There really weren't that many of them, but it's telling that jumping puzzles where what ended up making a couple of the others call it quits. Jumping accurately when you can't see your feet isn't easy. There's a reason you don't see it come up as much in modern games (Portal being the main exception that comes to mind).

I still think the mechanic of memory for your subroutines (weapons, armor, and general power ups) which changes when you enter a new system is pretty clever, especially combined with the ability to upgrade subroutines to both make them more powerful and make them take up less memory space. It's a little disappointing though that you don't get access to some subroutines until it's too late to reasonably upgrade them and use them properly.

Overall, I feel like Tron 2.0 remains a game worth playing both because it's fun and has an entertaining story, and for a look back at the kinds of experimentation that were being done in the FPS genre 12 years ago. I only wish it had a gotten a sequel that could have really polished the systems and made them all fit together just right.