這是我在一個網上寫的短文. 題目是在介紹陳納德. 我很有興趣, 又看了一兩本有關的書. 所以稍微就我所知也介紹一下. 前一陣子我試寫了幾次我對陳納德的心得感想都不是很滿意. 這一篇倒還可以. 有時候, 讀到的東西, 在肚子裡放一陣子再拿出來, 好像會比較實在一點. 語氣上也不會太衝.
文章的資料好像有一點過時. 尤其是數據上...
數據好像是引用陳的資料, 那多半誇大了...
但是他帶領的飛虎隊在戰績上是的確佔優勢.
另外, 俄國的志願隊在民國廿六年十二月就已經來了. 武漢空戰時, 他們貢獻卓越.
就算在往後, 陳納德和他們合作仍然是非常佩服他們.
根據陳納德的回憶錄, 他十四歲就當老師教十七八歲的人了. 是一個天才型的人物.
陳辭去美國空軍職務美國空軍職務是拿耳聾做藉口, 實際上他是很令美國軍部討厭的人物. 當然陳自己也是灰心的不得了.
一方面是因為空軍不被重視, 在當時(也就是一次和二次世界大戰之間), 很多人認為空軍只是配角. 因此, 美國的空軍很晚才真的成為獨立軍種...
另一方面是, 當時的經濟恐慌讓美軍軍費捉襟見肘, 海陸軍下的空軍部隊已經很少錢了. 空軍部隊把僅有的錢通通花在轟炸機上. 這令陳納德憤慨不已.
當時的空軍理論主流是一個義大利人(忘記名字了)主張的. 他認為轟炸機才是最有效的戰術. 這個理論和當時把空軍作為配角的想法一拍即合...
這個想法不僅僅是美國, 幾乎所以所有當時的軍事家們都認同.
這也是為啥在抗戰初期, 國軍可以在空戰上達到一定程度的勝利, 因為日本也是這個學術的支持者. 所以轟炸機在初期不怎麼設防.
陳納德本身是一個非常高超的飛機駕駛. 他為了證明戰鬥機的飛行能力, 他和其他兩個人組成了一個飛行特技團, 經年到處表演. 當經濟恐慌來到後, 他在空軍部隊裡和別人大起爭吵.
因為他認為, 轟炸機和戰鬥機是同等重要. 他完全不贊成把微薄的經費完全花在轟炸機上. 他還為此向轟炸機迷挑戰. 當時的轟炸機裝甲厚, 周身又有機關鎗.
再加上那時(1930年代初期), 美國還沒有雷達. 要戰鬥機在轟炸機來到之前升空到有效高度並不容易. 陳納德在提出挑戰後, 設計了一套防禦系統.
這個系統是他在夏威夷時, 把日本當假想敵的時候就有雛型了. 而這一套, 也就是後來在整個中國, 從重慶到延安都成功利用的那一套系統!
他的挑戰完全粉碎轟炸機支持者的迷夢. 但是, 那些轟炸機迷到最後竟然不准他用這一套防禦系統!
之後他仍然不斷宣傳他自己的想法, 甚至頂撞上司也在所不惜. 但是在不斷的爭吵中, 他煩透了!
就在這時, 他以前的一個學生從中國來找他, 於是他決定去中國.
我認為在提到陳納德的時候, 一定要把他的空軍理論提出來. 這是他畢生的心血, 也是他一輩子的戰場... 甚至他來到中國就是希望他可以施展他的抱負!
不提這個, 在我看, 陳納德只剩下半截陳納德...
美國的援華志願隊的確是費盡陳納德的心血. 不光是很多美國的年輕人想往歐洲跑, 更重要的是當時美國飛行員幾乎都沒有人會飛戰鬥機... 因為都他們都只學轟炸幾... lol! 並不是說沒有人會開戰都幾了. 但是在陳的眼裡, 那些會開戰鬥機的人, 他們的技術通通不合格... 他在民國卅年前半年, 才開始訓練他的隊員. 同年十二月, 日本轟炸珍珠港. 在這期間, 根據陳納德的回憶錄, 他是怎樣也無法睡好覺. 不僅僅是因為他為訓練飛行員而合不上眼, 更因為他在這個期間看到一架架的日本飛機進駐就在他隔壁的泰國. 這讓他冷汗直冒! 每天都在害怕日本飛機會隨時飛過來把他辛辛苦苦小群飛機給炸光... 當然, 他也很想要去炸就在隔壁駐咱泰國的那些日本飛機...lol
陳納德和史迪威之間的爭吵有很多因素. 我還有看過其中把美國南方北方人性格教育的不同拿來做因素, 大意是說, 陳納德為了滿足他的空軍, 他甚至進口印度妓女. 當史迪威這個美國北方人(大多有清教徒的影響)知道了以後, 和陳納德大吵一架... 這個故事的真實與否我不知道, 只是滿特別的, 故此提出... 他們之間的爭吵, 在我看來遠因還是空軍陸軍之爭. 近因則是美援實在太少, 完全無法適當的分配; 另外就是史迪威和國府的關係. 美國給英國援助大約是 29 billion, 美給俄的援助大概是 9 billion, 美給中的援助不到一個 billion (來源好像是一寸河山一寸血). 美援那麼少, 再加上史迪威一心只想先打回緬甸, 完全無法和中國軍部的想法一致! 爭吵扯上陳納德, 因為陳納德想要在中國戰場作戰, 他對緬甸戰場反而沒有那麼在意. 這裡有可以講講空軍和陸軍不同的思路. 史迪威自己是很傳統的陸軍. 他認為空軍是用來支援陸軍的. 這個想法和陳納德相衝. 陳的想法是希望得到美援的支持, 然後, 陳納德的空軍可以在中國上空取得絕對制空權. 但是這個制空權不僅僅包含中國上空, 範圍甚至包含整個南海(我想也包括緬甸上空). 他的意思就是要癱瘓日本的海上運輸. 但是史迪威認為, 這樣會使日本盡全力搶奪中國國府控制下的所有空軍基地. 對於這一點, 陳納德認為中國的陸軍在他的空軍保護下儘可能守得住這些機場甚至如果美援充足, 甚至可以攻擊日軍. 史迪威認為那是笑話, 史迪威完全不想信國民革命軍的能力. 他認為他們是腐敗顢頇. 這個爭吵在 trident 會議上, 由羅斯福決定按照陳納德的腹案來進行. 但是根據陳納德的回憶錄, 他並沒有從史迪威那邊得史迪威承諾的美援... 但是在史迪威的傳記裡, 卻說, 史迪威一開始有按計畫行事... 這個...就得交給專家學者去鑑定了... 我還看過說, 根據魏德邁(也就是繼任史迪威將軍成為中國參謀的那一位)的調查, 一發美援來的子彈都沒有進入國民革命軍的手裡... 我是不知道情況... :p 不過, 就我現在的認為是, 不應該把史迪威就看成是個笨蛋, 或著說他就是高傲... 他的出發點, 和他之前在中國的經驗再加上美援如此的少, 有時還要被英國人偷, 他的任務注定失敗... 往往, 國府的人就說史迪威的壞話... 共黨的人就說史迪威的好話... 都有失偏頗...
陳納德的離華是被迫的. 不是自願的... 反正可以說, 美國馬歇爾的人都極端恨惡陳納德. 想盡辦法要把他弄走... 到現在, 美國軍史上對陳納德的評價不過普通. 甚至在提到對於空軍的貢獻時, 也很少提到. 去看看英文的維基講美國空軍的條目時, 陳納德是不會被提到的. 如果要提, 他們寧可提飛虎隊. 但是路易斯安納州的人都還是很喜歡陳納德, 那邊有陳納德紀念館, 還有陳納的的像...
陳納德對中國的貢獻是巨大的. 這個巨大的貢獻不僅僅是在數據上, 更是在心理上! 在抗戰時, 如果沒有他的防衛系統, 重慶可能早就得投降了. 中國無論是老百姓, 軍隊, 還是政府, 當他們仰起頭來看到日空軍的轟炸, 那種無力的感覺不是史迪威或者任何其他西方人是所能夠了解的. 陳納德在這一方面提共了中國當時無與倫比的強大保護! 這個貢獻在我看來要比長城更巨大!
全軍破敵論壇(http://www.twc.idv.tw/main/?action-viewthread-tid-2202)
Monday, June 08, 2009
Sunday, May 31, 2009
曠野寄情
實在好聽... 張清芳實在好棒... 靳鐵章(詞家)實在好棒!
這首歌我聽過李建復, 黃大城, 和施孝榮唱過, 男的唱非常雄壯有力. 但是張清芳唱卻真的是高亢清脆, 又帶有一股柔美! 兩種我都很喜歡! 希望有一天我也可以唱! 哈哈!
Sunday, May 24, 2009
漁唱
黃大城 -《漁唱》
收錄在1980年出版的【今山古道/漁唱】專輯。
黃大城 -《漁唱》
作詞:靳鐵章 作曲:靳鐵章
茫茫滄海中 有我一扁舟
碧海藍天為伴
啊 我隨輕舟航 航向海天會
海鷗輕風為伍
我把網兒拋灑 像我飛揚的心
我將兒女情絲 忘懷於碧海藍天
滾滾江水東流 洗去塵勞憂傷
喜見魚蝦滿船 溫暖在我的心房
啊 晚霞紅魚帆 快樂歌聲揚
自由自在徜徉
Thursday, May 07, 2009
時線
我的中國抗戰時線做好了. 這個時線花了我實際動手所花的時間至少三個月. 從決定要做到正式完成至少四個月, 因為我的動作太慢, 也是我亂拖的毛病. 如果不是有金庸茶館的論壇, 沒有裡面和別人的吵架, 我大概也不能夠完成.
但是現在完成了後, 卻感到極度的空虛. 我想要在繼續下去, 至少要察對大致上的日期都是正確的, 或糾正一些錯誤. 然後我想或許可以放到網上. 但是現在我卻覺得好累. 因為我知道裡面還有一大堆沒有完成的東西, 譬如說陳納德離華, 宋子文啥時到美國... 共產黨的活動也沒有太多的紀錄, 一方面我實在不大相信他們的紀錄. 可能的話, 我將用維基的資料來充數.
但是目前最讓我不爽的是有一個戰鬥的中文譯名我不找不到. 然後呢, 我有些書也不知道可以到哪兒去找來看... 像是張玉法和郭廷以的書... 當然, 我現在也只能將就了...
大概是我不會找資料, 尤其是中文的資料. 很多東西我都找不到... 英文的還好找一點. 但是我實在很想找以國民政府時代為出發點的資料... 中文的資料是很難找的. 一方面我覺得資料的數量不能和英文的比, 質量也不能和英文的比. 中文的網上資料我實在得持更大的保留態度. 一方面他們很少有列資料來源, 但是最大的地方往往是他們政治態度... 當然這並不是說我就可以客觀. 客觀是完全不可能的. 就算美國的資料, 也不可能, 絕對完全的不可能.
但是也正因為如此, 事件發生的時間地點和軍隊的動向, 加上多方資料的核對才才有可能呈現接近事實的可能性, 雖說百分之百是不可能達到的. 在我的認為裡, 時間地點和軍隊的動向是唯一可靠的客觀. 之後, 我們參考說, 軍隊為啥做這樣的動作, 事件在啥情況之下發生, 雙方發生戰鬥的動機, 他們戰鬥所想達到的目的則已經有更加遠離客觀很遠了.
在兩岸的比較上, 我覺得很有趣值得一提的東西是, 大部分討論中國抗戰的論題多半會變質為國共內戰的爭論. 在我現在的認為是這都是感情問題. 很抱歉, 共產黨在那時做的實在是少, 更糟的是不斷的宣傳國府不抗日最後造成兩面的傷害. 大部分大陸朋友上論壇的都無法承認這一點. 大部分的人就喜歡提, 國府的腐敗, 軍隊的無能, 再不然就是大刀... 至於台灣的朋友, 我只能說, 還是有不少人承認中國抗戰的歷史是自己的一部分, 當然另一部分是完全看成外國史的人, 為數稍微少一點. 但是在我看來, 最多的是中間那些模糊不清界線混淆的人. 這完全就是民進黨執政的結果嗎? 在我的認為不完全是, 這是一種自然的趨勢罷了. 雖說, 我對這個現象只想哭...
抗日戰爭, 可以說是最重要的課題. 我還是希望我可以繼續下去. 這場戰爭的戰線並不僅只在戰場上, 雙方軍人互相砍殺射擊. 這是一個內政外交經濟軍事的搏鬥. 我始終都覺得抗日戰爭在本質上和歐戰是不一樣的. 大大的不一樣. 但是我現在依然無法說出有啥不一樣. 希望有一天我可以說出我想說的.
但是現在完成了後, 卻感到極度的空虛. 我想要在繼續下去, 至少要察對大致上的日期都是正確的, 或糾正一些錯誤. 然後我想或許可以放到網上. 但是現在我卻覺得好累. 因為我知道裡面還有一大堆沒有完成的東西, 譬如說陳納德離華, 宋子文啥時到美國... 共產黨的活動也沒有太多的紀錄, 一方面我實在不大相信他們的紀錄. 可能的話, 我將用維基的資料來充數.
但是目前最讓我不爽的是有一個戰鬥的中文譯名我不找不到. 然後呢, 我有些書也不知道可以到哪兒去找來看... 像是張玉法和郭廷以的書... 當然, 我現在也只能將就了...
大概是我不會找資料, 尤其是中文的資料. 很多東西我都找不到... 英文的還好找一點. 但是我實在很想找以國民政府時代為出發點的資料... 中文的資料是很難找的. 一方面我覺得資料的數量不能和英文的比, 質量也不能和英文的比. 中文的網上資料我實在得持更大的保留態度. 一方面他們很少有列資料來源, 但是最大的地方往往是他們政治態度... 當然這並不是說我就可以客觀. 客觀是完全不可能的. 就算美國的資料, 也不可能, 絕對完全的不可能.
但是也正因為如此, 事件發生的時間地點和軍隊的動向, 加上多方資料的核對才才有可能呈現接近事實的可能性, 雖說百分之百是不可能達到的. 在我的認為裡, 時間地點和軍隊的動向是唯一可靠的客觀. 之後, 我們參考說, 軍隊為啥做這樣的動作, 事件在啥情況之下發生, 雙方發生戰鬥的動機, 他們戰鬥所想達到的目的則已經有更加遠離客觀很遠了.
在兩岸的比較上, 我覺得很有趣值得一提的東西是, 大部分討論中國抗戰的論題多半會變質為國共內戰的爭論. 在我現在的認為是這都是感情問題. 很抱歉, 共產黨在那時做的實在是少, 更糟的是不斷的宣傳國府不抗日最後造成兩面的傷害. 大部分大陸朋友上論壇的都無法承認這一點. 大部分的人就喜歡提, 國府的腐敗, 軍隊的無能, 再不然就是大刀... 至於台灣的朋友, 我只能說, 還是有不少人承認中國抗戰的歷史是自己的一部分, 當然另一部分是完全看成外國史的人, 為數稍微少一點. 但是在我看來, 最多的是中間那些模糊不清界線混淆的人. 這完全就是民進黨執政的結果嗎? 在我的認為不完全是, 這是一種自然的趨勢罷了. 雖說, 我對這個現象只想哭...
抗日戰爭, 可以說是最重要的課題. 我還是希望我可以繼續下去. 這場戰爭的戰線並不僅只在戰場上, 雙方軍人互相砍殺射擊. 這是一個內政外交經濟軍事的搏鬥. 我始終都覺得抗日戰爭在本質上和歐戰是不一樣的. 大大的不一樣. 但是我現在依然無法說出有啥不一樣. 希望有一天我可以說出我想說的.
Saturday, April 04, 2009
曾國藩名言類鈔傳記
這是在曾國藩名言類鈔傳記理看到的. 覺得挺有意思的!
君子之學道, 尤病於近名. 人稟器於天地, 受形於父母, 苟官骸得職, 做事有倫, 雖一字不識, 闃寂無聞, 於我乎無損也; 雖著述萬卷, 譽滿天下, 於我乎無加. 世士不察, 乃捨此由, 急彼之騖; 校經則漢宋分門, 論文則奇偶異幟. 小學, 金石, 算術, 輿地之事, 名目既繁, 風尚日新, 窮年而殫日, 悴力敝身, 則足以熾其好名爭勝之私矣, 豈篤於為己者哉? 僕之往歲, 亦嘗馳逐眾說, 昏庸作輟, 百無一成, 窮而思返, 恍若有悟. 乃知德行未尊, 則學問適足以助長; 德行既尊, 然後吾之知識少焉而不足恥, 多焉而不足矜. 周公之才藝, 孔子之多能, 吾不如彼, 非吾咎也; 若其踐形盡性, 彼之所稟, 吾亦稟焉, 一息尚存, 不敢不勉. 是以邇日業術雖無寸進, 而心念大定, 寤寐安恬.
並不是說所有都懂. 只是自以為猜的到他的意思所在. 就我所能看到的意思, 我覺得很重要. 這是一種自我肯定, 是一種對人生的了解, 亦有自強不息的味道!
第五十八頁,
君子之學道, 尤病於近名. 人稟器於天地, 受形於父母, 苟官骸得職, 做事有倫, 雖一字不識, 闃寂無聞, 於我乎無損也; 雖著述萬卷, 譽滿天下, 於我乎無加. 世士不察, 乃捨此由, 急彼之騖; 校經則漢宋分門, 論文則奇偶異幟. 小學, 金石, 算術, 輿地之事, 名目既繁, 風尚日新, 窮年而殫日, 悴力敝身, 則足以熾其好名爭勝之私矣, 豈篤於為己者哉? 僕之往歲, 亦嘗馳逐眾說, 昏庸作輟, 百無一成, 窮而思返, 恍若有悟. 乃知德行未尊, 則學問適足以助長; 德行既尊, 然後吾之知識少焉而不足恥, 多焉而不足矜. 周公之才藝, 孔子之多能, 吾不如彼, 非吾咎也; 若其踐形盡性, 彼之所稟, 吾亦稟焉, 一息尚存, 不敢不勉. 是以邇日業術雖無寸進, 而心念大定, 寤寐安恬.
並不是說所有都懂. 只是自以為猜的到他的意思所在. 就我所能看到的意思, 我覺得很重要. 這是一種自我肯定, 是一種對人生的了解, 亦有自強不息的味道!
第五十八頁,
Wednesday, April 01, 2009
金庸茶館論壇上討論有關平型關戰役與中共
平型關戰役和忻口戰役同屬於太原會戰...
中共歷年對於平型關戰役的描述:
<<一九三七年十一月二十日由中共所屬的抗戰出版社發行的《第八路軍》一書是這 樣報導的:“二十五號那天,敵人著名的板垣師團的第十和二十二聯隊,進入平型 關……戰畢,我軍俘獲敵人一千余人,敵傷亡在五千以上,我軍又奪得坦克車、裝 甲車及馬車共七十四輛。” >>
<<文革中或之前出版的資料記載是:“九月二十五日,天色微明,日軍進攻平型關 的兵力部屬已隱約可見。這時板垣第五師團第二十一旅團約四千人,一百余輛汽車 ,兩百余輛大車,走入我們的伏擊圈內,大約五時半光景,戰斗幵始了。……在這 次戰斗中,殲滅日軍三千多,毀汽車一百多輛,大車二百輛……我軍傷亡近千人。 >>
<<一九八七年十一月由上海社會科學院出版的《中國共產党抗日戰爭大事記》也沿 用了以上說法:“殲敵三千”云云。 >>
<<一九八三年由湖北人民出版社出版龔古今、唐培吉編的《中國抗日戰爭史 稿》卻是這樣記載的:“二十五日拂曉,日軍第五板垣師團二十一旅團第二十一聯 隊第三大隊和輜重部隊一部進入我軍伏擊圈…据統計,此次戰役,殲滅日軍一千多 人,毀敵汽車八十余輛,我軍傷亡六百余人。” >>
哪 裡管這個東西是誰寫的. 只管這個東西是不是對的. 文章裡提出的東西是否存在. 中共是否歷年來的說法是否是這樣? 在雜誌上的問題翻雲覆雨. 永遠不在主題上做出回應. 這文章就是顯示出, 中共如何利用文字做政治上的宣傳. 他不惜用隱瞞, 欺騙, 誇大, 扭曲事實,來作為他政治上的宣傳. 而你的神, 毛澤東就是這事的始作俑者.
節錄一段楊奎松有平型關戰報的文字:
>>平型关战斗的捷报问题
由上述情况不难了解,八路军一一五师参战部队,如六八五团事后的战斗详报,以及林彪在作战过程中和战斗结束后向八路军前总所做的战报,包括朱、彭向蒋介石和军委会所做的战报和相关奖恤申请的报告,基本上都是实事求是的。
对于八路军平型关作战力主从振奋人心的宣传角度加以夸大的是毛泽东。他在26日上午接得朱、彭捷报后,当即草拟了用于宣传的捷报并迅速发出,随即于11时 电告朱、彭说明:“已用八路军参谋处名义用有线电、无线电发出简单捷报,只说将敌万余击溃,击毙甚多,一部俘虏,车辆枪炮缴获甚多,正清查中等语。”毛并 提出:“关于缴获数目对国民党不可夸大,但对外宣传可略增数目字,是否可说俘虏千余人,汽车八十余辆,坦克五辆,炮三门,炮弹三千发,请酌定见告,以为统 一”。[45](《毛泽东致朱彭任并告林聂电》,1937年9月26日。)
由于这时朱、彭已依据早上给毛泽东等人的捷报,上报南京蒋介石和阎锡山,内容仍然是“缴获汽车六十余辆,小摩托车三辆,外炮一门,炮弹二千余发”,“俘虏 敌官兵三百余名,另有敌一部约四五百人,马数十匹被我完全包围,死不缴械,故全部打死”等,故对毛泽东把击敌数扩大到万余,且声称俘虏千余等,他们显然认 为不妥。接电后,朱、彭两人当晚即联名复电提出:“昨天的胜利对国民党、对外宣传,我们意见不必扩大,以我们本日致蒋阎电为好。”[46](《朱彭致毛泽 东并告林聂电》,1937年9月26日。)
但是,毛泽东以八路军参谋处名义拟发的捷报已经无法收回了。这就出现了延安和前总两个内容大相径庭的平型关战斗捷报,一个是前述朱、彭的战报,国民党有关 方面所得及其转述的也都是这个电报的内容。而各方报纸,特别是延安公开宣传的,自然毛泽东所拟八路军参谋处致南京军委会军政部、中央日报社的捷报了。该捷 报宣称:“九月廿五日,我八路军在晋北平型关与敌万余人激战,反复冲锋,我军奋勇无比,将进攻之敌全部击溃,所有平型关以北之辛庄、关沟、东跑池一带阵地 完全夺取,敌兵被击毙者尸横山野,一部被俘虏,并获汽车、坦克车、枪炮及其他军用品甚多,正清查中。现残敌溃至小寨村,被我四面包围中。”[47] (八路军参谋处致南京军委会军政部中央日报社捷报》,1937年9月26日。) 所谓平型关一战歼敌万余的说法,即由此而来。但是,考虑到此后整个抗战期间各方,包括国民党方面,由于军事上始终处于劣势,故其宣传上较多夸大,甚至许多 部队的战报中亦习惯于多报或谎报,故当年出现此种情况也并非完全不可理解。重要的只是,后人在研究这段历史时,应当有所甄别和考证,不能偏听偏 信。<< (http://www.yangkuisong.net/ztlw/sjyj/000223.htm)
至於有關其他國軍的事績:
這是中華民國 五十五年出版的 ''''抗日戰史''''
>>同年(1937年)9月10日,敵第五師團由懷來攻占蔚縣,川原旅團附偽軍由懷安
南據陽泉。此時我大同戰局正在吃緊之時,旋即放棄大同,傅總司令作義率所部到雁門關布
置陣線。本戰斗參加部隊為第21師、73師、84師及獨立第3旅,先在廣靈、炭堡、亂
石關之線占領陣地(平型關之外),由湯恩伯將軍統一指揮之。同月(9月)13日敵川原
旅團攻占我火燒嶺84師之前進陣地,蔚縣敵第五師團亦同時向我21師、73師陣地發動
攻擊,激戰終日,翌日(14日)拂曉猛攻廣靈城垣,十時廣靈陷落。15日陷廣靈之敵,
續向我73師陣地松林山陣地側擊,劉師長奉濱親自督戰,激烈異常,劉師長身負四創,官
兵傷亡過半,我軍乃沿平型關左右之線轉移陣地。是時湯將軍恩伯奉命赴河北南部整理所
部,第6集團軍孫副總司令楚接替本作戰之指揮。閻長官錫山并重新划定第2戰區作戰地界
如下:以楊愛源為右地區總司令,孫楚為副總司令,轄33軍,17軍,15軍,傅作義為
左地區總司令,轄61軍,34軍,35軍,19軍。以71、72兩師為預備隊。
“9月22日,敵步炮聯合5000人由靈邱南進,薄暮向我73師平型關陣地攻擊。
翌日(23日)大舉來犯,孫楚副司令當令84師出擊,戰況激烈,敵我相持不下。閻長官
特令傅總司令作義率預備隊加入右地區,并與楊愛源聯合指揮本區作戰,將左地區交第19
軍王靖國代行,更令第18集團軍之115師攻擊平型關敵之左側背。本月(9月)24日
平型關正面之敵,增援數千人,猛烈來攻,我軍奮勇抵抗,并由傅總司令親率生力軍參加作
戰,雙方傷亡雖重,敵未得逞,時為同月(9月)27日。
“同時(9月27日)我左翼軍有203旅正面茹越口敵軍大增,步炮聯合四、五千
人,來攻甚猛烈,該旅227團堅強抵抗,損失慘重。翌日(28日)敵繼續攻擊茹越口,
梁旅長鑒堂奮不顧身,親來督戰,不幸陣亡,茹越口陷落,該旅殘部退守繁峙以北之鐵角嶺
陣地。敵由平綏路以汽車輸來援軍,向我鐵角嶺繼續再攻,我34軍雖奮勇阻擊,終以眾寡
不敵,鐵角嶺亦于29日陷落,敵急向繁峙南進。此時,閻長官決心縮短戰線,令各部隊向
五台山之神堂堡、雁門關、陽方口轉移陣地,我軍遂自動放棄平型關,本戰斗乃告結束。<< (http://www.china918.net/big5/91802/kz/jswx/115s/003.htm)
根據楊奎松寫的有關國軍和 115 軍之配合行動:
<< 其次,国民党正面守军当天是否不予配合,袖手旁观或不战而退了呢?既然此次作战是第二战区的具体部署的围歼日军进攻平型关主力的一次作战行动,平型关正面 守军自然有配合八路军的侧击,从正面出击的任务规定。那么,为什么国民党守军当天没有按照预定计划大规模出击呢?此时国民党在平型关的正面守军主要是高桂 滋的第八十四师,负责防守自1886.4高地、团城口、霸河口、上寺、讲堂村至1981.4高地防务。据高桂滋报称,22日,东跑池以南阵地即告失守。 23日战后,该师已告不支。至24日,“该师全线被敌攻破,各守据点。斯时下级干部伤亡十之六、七,无人指挥,代理艾团长之杜团副亦受重伤。职催送弹药将 到,已被敌人遮断。此时仍盼援军加入,或可挽回。力竭声嘶,终未到达,致各据点均被包围,大部官兵壮烈殉国。各部尚奋勇冲出,退回后防,逐渐收容。”3日 来部队伤官兵近千名,亡850余人。[98]25 日晨,依据战区部署,高桂滋部等计划凌晨出击。据二战区司令部所报平型关战役经过,当时“适敌亦向团城口高军阵地猛攻。而高军以出击不利,遂向后转移阵 地。东西跑池以北之险要为敌侵占,致出击之郭师及孟旅之一部,不得不先向敌迎头痛击,堵其内侵。激战至午,将敌左翼击溃。郭师连夺山头数个,并占领鹞子间 南方高地,续行攻击,血战竟日,恢复原阵地大部。”俟陈师吕、梁两旅陆续加入,乃连合大举反攻。陈师吕旅、郭师赵旅由公路两翼出击,将公路两侧之敌包围于 东西跑池之深沟内。同时林师由平型关东方山中,分三路向蔡家峪、小寨村,主力向老爷庙进袭击,刘师三九四团亦向敌左侧背挺进。九时许,林师分别攻占老爷 庙、蔡家峪、小寨村及1886.4高地,并将小寨村敌兵站守护队约步兵一营,悉数歼灭,将敌后路截断,敌机械化部队遂不能撤退。我夺获汽车五十余辆,焚毁 敌军品甚多。惟林师不惯持久战,已占各地旋又被敌攻占。次日因敌由灵邱来援,平型关前再成混战状。[99] 对于国民党军上述记载,亦可对照日方战史资料。25日凌晨4时,日军第二十一联队第三大队向平型关正面守军高桂滋部发动了夜袭,一举占领了团城口附近的靠 近东跑池的某高地。只是,根据日方战史资料,国民党军队至少当天上午并未能将此一阵地夺回。[100]但不论当天国民党军何时夺回此一阵地,以上资料显 示,由于高桂滋部不守,包括团城口在内的一线阵地均被日军夺取,正面出击计划实际上被打破。因“此地为晋北主阵地之要点,一被突破,则雁门关感受威胁,关 系重大。”故负责前线指挥的傅作义总司令当即改变原部署,“率生力军十余团到达平型关附近,准备反攻”。[101]可见,当天并未发生国民党军有意袖手旁 观或不战而退的情况。 再次,国民党军当天到底有没有出击?由上可知,按照大陆史书的记载,国民党军当天对八路军的伏击战毫无帮助。而按照 国民党军当年的电报和战报,国民党军第七十一师等当天在完成夺回高师所失阵地的任务后,曾一度向东西跑池两侧大举出击。奇怪的是,在日军的战史资料当中, 并未见到有类似情况的相关记载。但从林彪当天晚上的电报中,还是可以多少印证国民党方面的记录的。林电称:“打了一天战,至黄昏始见晋军之出击部队,所谓 二路出击,全是勉强!”“现战况已成对峙中,能否解决要看晋军能否出力。”[102]综合上述情况不难了解,因原定合击计划被日军打破,国民党军为“堵其 内侵”,不得不首先集中兵力防备日军从团城口方向突破,并设法夺回团城口及其附近阵地。故当天傅作义等几乎没有能够顾及与八路军合击日军之事。等到傍晚时 分,因先前夺取东跑池附近高地的日军第三大队主力调往增援被袭击的汽车队等部,国民党军确有部队开始组织侧击该阵地。故不论林彪报怨与否,国民党军傍晚时 分开始出击并参加平型关前之作战也是事实。根据日军战报,当天傍晚,国民党军已经大举插入团城口以东日军新夺取之高地与关沟日军第三大队之间,因此三浦敏 事不得不急令第三大队主力放弃增援被伏汽车队,掉头回防。可惜,一一五师并不了解这一情况,当晚即开始部署脱离战场,次日凌晨已撤出战斗,没有能利用第三 大队26日回防之际再袭关沟村卫生队,丧失了再度歼敌和与国民党军配合作战的一次重要机会。而因为日军增援部队很快运到,国民党守军遭到日军的大举围攻, 陷于苦战。几天后,平型关最终失守。>>
(http://www.yangkuisong.net/ztlw/sjyj/000223.htm)
很 抱歉, 我得節錄那麼多... 因為我覺得文章很好. 我之前貼過這連結, 但是我好奇有多少人會去看... 另一方面, 有關其他國軍方面的紀錄實在真的很少. 至於完顏烈的東西, 我始終都得有點保留... 從這些節錄也可以看出, 老共和國府的東西哪一個比較可以信. 實際上, 共產黨得一改再改是因為她隱瞞不下去了. 就以戰報而言, 這也不是我第一次見到毛澤東信口開河, 然後變成歷史資料. 在塔斯社記者日記裡, 這是經常出現的事情. 更可笑的是, 這個記者甚至提到 theodore H. white 引用了一個毛的數字. 結果, 美國和其他國家的大報都引用這一數字! 但是, 不管如何, 中國二戰史實在是需要巨大的研究.
這個楊奎松並不是說他寫的東西都一定對. 但是至少人家不懶, 所用資料幾乎都可以有書名年份, 甚至作者. 不會像某某信徒, 大話一堆. 啥都沒做, 還要老王賣瓜.
信徒該不會是某某單位派來傳教的吧? 你看, 你的教友熱烈支持你啊! 但是要把你眼裡的異端, 彎彎 們變直之前. 連教導別人不要預設立場都出來了. 你的信徒立場就在你第一篇貼文就明明白白了. 還預設立場哩...你要不要先挑挑你眼睛裡的樑木?
中共歷年對於平型關戰役的描述:
<<一九三七年十一月二十日由中共所屬的抗戰出版社發行的《第八路軍》一書是這 樣報導的:“二十五號那天,敵人著名的板垣師團的第十和二十二聯隊,進入平型 關……戰畢,我軍俘獲敵人一千余人,敵傷亡在五千以上,我軍又奪得坦克車、裝 甲車及馬車共七十四輛。” >>
<<文革中或之前出版的資料記載是:“九月二十五日,天色微明,日軍進攻平型關 的兵力部屬已隱約可見。這時板垣第五師團第二十一旅團約四千人,一百余輛汽車 ,兩百余輛大車,走入我們的伏擊圈內,大約五時半光景,戰斗幵始了。……在這 次戰斗中,殲滅日軍三千多,毀汽車一百多輛,大車二百輛……我軍傷亡近千人。 >>
<<一九八七年十一月由上海社會科學院出版的《中國共產党抗日戰爭大事記》也沿 用了以上說法:“殲敵三千”云云。 >>
<<一九八三年由湖北人民出版社出版龔古今、唐培吉編的《中國抗日戰爭史 稿》卻是這樣記載的:“二十五日拂曉,日軍第五板垣師團二十一旅團第二十一聯 隊第三大隊和輜重部隊一部進入我軍伏擊圈…据統計,此次戰役,殲滅日軍一千多 人,毀敵汽車八十余輛,我軍傷亡六百余人。” >>
哪 裡管這個東西是誰寫的. 只管這個東西是不是對的. 文章裡提出的東西是否存在. 中共是否歷年來的說法是否是這樣? 在雜誌上的問題翻雲覆雨. 永遠不在主題上做出回應. 這文章就是顯示出, 中共如何利用文字做政治上的宣傳. 他不惜用隱瞞, 欺騙, 誇大, 扭曲事實,來作為他政治上的宣傳. 而你的神, 毛澤東就是這事的始作俑者.
節錄一段楊奎松有平型關戰報的文字:
>>平型关战斗的捷报问题
由上述情况不难了解,八路军一一五师参战部队,如六八五团事后的战斗详报,以及林彪在作战过程中和战斗结束后向八路军前总所做的战报,包括朱、彭向蒋介石和军委会所做的战报和相关奖恤申请的报告,基本上都是实事求是的。
对于八路军平型关作战力主从振奋人心的宣传角度加以夸大的是毛泽东。他在26日上午接得朱、彭捷报后,当即草拟了用于宣传的捷报并迅速发出,随即于11时 电告朱、彭说明:“已用八路军参谋处名义用有线电、无线电发出简单捷报,只说将敌万余击溃,击毙甚多,一部俘虏,车辆枪炮缴获甚多,正清查中等语。”毛并 提出:“关于缴获数目对国民党不可夸大,但对外宣传可略增数目字,是否可说俘虏千余人,汽车八十余辆,坦克五辆,炮三门,炮弹三千发,请酌定见告,以为统 一”。[45](《毛泽东致朱彭任并告林聂电》,1937年9月26日。)
由于这时朱、彭已依据早上给毛泽东等人的捷报,上报南京蒋介石和阎锡山,内容仍然是“缴获汽车六十余辆,小摩托车三辆,外炮一门,炮弹二千余发”,“俘虏 敌官兵三百余名,另有敌一部约四五百人,马数十匹被我完全包围,死不缴械,故全部打死”等,故对毛泽东把击敌数扩大到万余,且声称俘虏千余等,他们显然认 为不妥。接电后,朱、彭两人当晚即联名复电提出:“昨天的胜利对国民党、对外宣传,我们意见不必扩大,以我们本日致蒋阎电为好。”[46](《朱彭致毛泽 东并告林聂电》,1937年9月26日。)
但是,毛泽东以八路军参谋处名义拟发的捷报已经无法收回了。这就出现了延安和前总两个内容大相径庭的平型关战斗捷报,一个是前述朱、彭的战报,国民党有关 方面所得及其转述的也都是这个电报的内容。而各方报纸,特别是延安公开宣传的,自然毛泽东所拟八路军参谋处致南京军委会军政部、中央日报社的捷报了。该捷 报宣称:“九月廿五日,我八路军在晋北平型关与敌万余人激战,反复冲锋,我军奋勇无比,将进攻之敌全部击溃,所有平型关以北之辛庄、关沟、东跑池一带阵地 完全夺取,敌兵被击毙者尸横山野,一部被俘虏,并获汽车、坦克车、枪炮及其他军用品甚多,正清查中。现残敌溃至小寨村,被我四面包围中。”[47] (八路军参谋处致南京军委会军政部中央日报社捷报》,1937年9月26日。) 所谓平型关一战歼敌万余的说法,即由此而来。但是,考虑到此后整个抗战期间各方,包括国民党方面,由于军事上始终处于劣势,故其宣传上较多夸大,甚至许多 部队的战报中亦习惯于多报或谎报,故当年出现此种情况也并非完全不可理解。重要的只是,后人在研究这段历史时,应当有所甄别和考证,不能偏听偏 信。<< (http://www.yangkuisong.net/ztlw/sjyj/000223.htm)
至於有關其他國軍的事績:
這是中華民國 五十五年出版的 ''''抗日戰史''''
>>同年(1937年)9月10日,敵第五師團由懷來攻占蔚縣,川原旅團附偽軍由懷安
南據陽泉。此時我大同戰局正在吃緊之時,旋即放棄大同,傅總司令作義率所部到雁門關布
置陣線。本戰斗參加部隊為第21師、73師、84師及獨立第3旅,先在廣靈、炭堡、亂
石關之線占領陣地(平型關之外),由湯恩伯將軍統一指揮之。同月(9月)13日敵川原
旅團攻占我火燒嶺84師之前進陣地,蔚縣敵第五師團亦同時向我21師、73師陣地發動
攻擊,激戰終日,翌日(14日)拂曉猛攻廣靈城垣,十時廣靈陷落。15日陷廣靈之敵,
續向我73師陣地松林山陣地側擊,劉師長奉濱親自督戰,激烈異常,劉師長身負四創,官
兵傷亡過半,我軍乃沿平型關左右之線轉移陣地。是時湯將軍恩伯奉命赴河北南部整理所
部,第6集團軍孫副總司令楚接替本作戰之指揮。閻長官錫山并重新划定第2戰區作戰地界
如下:以楊愛源為右地區總司令,孫楚為副總司令,轄33軍,17軍,15軍,傅作義為
左地區總司令,轄61軍,34軍,35軍,19軍。以71、72兩師為預備隊。
“9月22日,敵步炮聯合5000人由靈邱南進,薄暮向我73師平型關陣地攻擊。
翌日(23日)大舉來犯,孫楚副司令當令84師出擊,戰況激烈,敵我相持不下。閻長官
特令傅總司令作義率預備隊加入右地區,并與楊愛源聯合指揮本區作戰,將左地區交第19
軍王靖國代行,更令第18集團軍之115師攻擊平型關敵之左側背。本月(9月)24日
平型關正面之敵,增援數千人,猛烈來攻,我軍奮勇抵抗,并由傅總司令親率生力軍參加作
戰,雙方傷亡雖重,敵未得逞,時為同月(9月)27日。
“同時(9月27日)我左翼軍有203旅正面茹越口敵軍大增,步炮聯合四、五千
人,來攻甚猛烈,該旅227團堅強抵抗,損失慘重。翌日(28日)敵繼續攻擊茹越口,
梁旅長鑒堂奮不顧身,親來督戰,不幸陣亡,茹越口陷落,該旅殘部退守繁峙以北之鐵角嶺
陣地。敵由平綏路以汽車輸來援軍,向我鐵角嶺繼續再攻,我34軍雖奮勇阻擊,終以眾寡
不敵,鐵角嶺亦于29日陷落,敵急向繁峙南進。此時,閻長官決心縮短戰線,令各部隊向
五台山之神堂堡、雁門關、陽方口轉移陣地,我軍遂自動放棄平型關,本戰斗乃告結束。<< (http://www.china918.net/big5/91802/kz/jswx/115s/003.htm)
根據楊奎松寫的有關國軍和 115 軍之配合行動:
<< 其次,国民党正面守军当天是否不予配合,袖手旁观或不战而退了呢?既然此次作战是第二战区的具体部署的围歼日军进攻平型关主力的一次作战行动,平型关正面 守军自然有配合八路军的侧击,从正面出击的任务规定。那么,为什么国民党守军当天没有按照预定计划大规模出击呢?此时国民党在平型关的正面守军主要是高桂 滋的第八十四师,负责防守自1886.4高地、团城口、霸河口、上寺、讲堂村至1981.4高地防务。据高桂滋报称,22日,东跑池以南阵地即告失守。 23日战后,该师已告不支。至24日,“该师全线被敌攻破,各守据点。斯时下级干部伤亡十之六、七,无人指挥,代理艾团长之杜团副亦受重伤。职催送弹药将 到,已被敌人遮断。此时仍盼援军加入,或可挽回。力竭声嘶,终未到达,致各据点均被包围,大部官兵壮烈殉国。各部尚奋勇冲出,退回后防,逐渐收容。”3日 来部队伤官兵近千名,亡850余人。[98]25 日晨,依据战区部署,高桂滋部等计划凌晨出击。据二战区司令部所报平型关战役经过,当时“适敌亦向团城口高军阵地猛攻。而高军以出击不利,遂向后转移阵 地。东西跑池以北之险要为敌侵占,致出击之郭师及孟旅之一部,不得不先向敌迎头痛击,堵其内侵。激战至午,将敌左翼击溃。郭师连夺山头数个,并占领鹞子间 南方高地,续行攻击,血战竟日,恢复原阵地大部。”俟陈师吕、梁两旅陆续加入,乃连合大举反攻。陈师吕旅、郭师赵旅由公路两翼出击,将公路两侧之敌包围于 东西跑池之深沟内。同时林师由平型关东方山中,分三路向蔡家峪、小寨村,主力向老爷庙进袭击,刘师三九四团亦向敌左侧背挺进。九时许,林师分别攻占老爷 庙、蔡家峪、小寨村及1886.4高地,并将小寨村敌兵站守护队约步兵一营,悉数歼灭,将敌后路截断,敌机械化部队遂不能撤退。我夺获汽车五十余辆,焚毁 敌军品甚多。惟林师不惯持久战,已占各地旋又被敌攻占。次日因敌由灵邱来援,平型关前再成混战状。[99] 对于国民党军上述记载,亦可对照日方战史资料。25日凌晨4时,日军第二十一联队第三大队向平型关正面守军高桂滋部发动了夜袭,一举占领了团城口附近的靠 近东跑池的某高地。只是,根据日方战史资料,国民党军队至少当天上午并未能将此一阵地夺回。[100]但不论当天国民党军何时夺回此一阵地,以上资料显 示,由于高桂滋部不守,包括团城口在内的一线阵地均被日军夺取,正面出击计划实际上被打破。因“此地为晋北主阵地之要点,一被突破,则雁门关感受威胁,关 系重大。”故负责前线指挥的傅作义总司令当即改变原部署,“率生力军十余团到达平型关附近,准备反攻”。[101]可见,当天并未发生国民党军有意袖手旁 观或不战而退的情况。 再次,国民党军当天到底有没有出击?由上可知,按照大陆史书的记载,国民党军当天对八路军的伏击战毫无帮助。而按照 国民党军当年的电报和战报,国民党军第七十一师等当天在完成夺回高师所失阵地的任务后,曾一度向东西跑池两侧大举出击。奇怪的是,在日军的战史资料当中, 并未见到有类似情况的相关记载。但从林彪当天晚上的电报中,还是可以多少印证国民党方面的记录的。林电称:“打了一天战,至黄昏始见晋军之出击部队,所谓 二路出击,全是勉强!”“现战况已成对峙中,能否解决要看晋军能否出力。”[102]综合上述情况不难了解,因原定合击计划被日军打破,国民党军为“堵其 内侵”,不得不首先集中兵力防备日军从团城口方向突破,并设法夺回团城口及其附近阵地。故当天傅作义等几乎没有能够顾及与八路军合击日军之事。等到傍晚时 分,因先前夺取东跑池附近高地的日军第三大队主力调往增援被袭击的汽车队等部,国民党军确有部队开始组织侧击该阵地。故不论林彪报怨与否,国民党军傍晚时 分开始出击并参加平型关前之作战也是事实。根据日军战报,当天傍晚,国民党军已经大举插入团城口以东日军新夺取之高地与关沟日军第三大队之间,因此三浦敏 事不得不急令第三大队主力放弃增援被伏汽车队,掉头回防。可惜,一一五师并不了解这一情况,当晚即开始部署脱离战场,次日凌晨已撤出战斗,没有能利用第三 大队26日回防之际再袭关沟村卫生队,丧失了再度歼敌和与国民党军配合作战的一次重要机会。而因为日军增援部队很快运到,国民党守军遭到日军的大举围攻, 陷于苦战。几天后,平型关最终失守。>>
(http://www.yangkuisong.net/ztlw/sjyj/000223.htm)
很 抱歉, 我得節錄那麼多... 因為我覺得文章很好. 我之前貼過這連結, 但是我好奇有多少人會去看... 另一方面, 有關其他國軍方面的紀錄實在真的很少. 至於完顏烈的東西, 我始終都得有點保留... 從這些節錄也可以看出, 老共和國府的東西哪一個比較可以信. 實際上, 共產黨得一改再改是因為她隱瞞不下去了. 就以戰報而言, 這也不是我第一次見到毛澤東信口開河, 然後變成歷史資料. 在塔斯社記者日記裡, 這是經常出現的事情. 更可笑的是, 這個記者甚至提到 theodore H. white 引用了一個毛的數字. 結果, 美國和其他國家的大報都引用這一數字! 但是, 不管如何, 中國二戰史實在是需要巨大的研究.
這個楊奎松並不是說他寫的東西都一定對. 但是至少人家不懶, 所用資料幾乎都可以有書名年份, 甚至作者. 不會像某某信徒, 大話一堆. 啥都沒做, 還要老王賣瓜.
信徒該不會是某某單位派來傳教的吧? 你看, 你的教友熱烈支持你啊! 但是要把你眼裡的異端, 彎彎 們變直之前. 連教導別人不要預設立場都出來了. 你的信徒立場就在你第一篇貼文就明明白白了. 還預設立場哩...你要不要先挑挑你眼睛裡的樑木?
Wednesday, March 25, 2009
棒子一樣的粗
今天早上在切肉絲. 每次在切肉絲的時候, 就一定會想到媽媽提到外婆的事. 我有時候會在媽媽做菜的時候看. 他通常都會講一些小時候的事給我聽. 譬如說, 在廚房裡作菜的時候, 外婆做上手, 他就做下手. 他有時也是要切肉絲, 肉片. 因為他說他們小時候是不吃大塊肉的. 他切的肉絲有時候切的不夠精細. 外婆就說, 怎麼這個肉絲切的像棒子一樣粗. 媽媽每次提到這一件事的時候總是用蘇州話, "膀珠". 媽媽平常是不用蘇州話的. 但是只要是提到小時候事情, 往往蘇州話就不經意的流出來. 所以每次切肉, 我一定試著想要切細一點. 不過每次切的時候, 左看右看, 還是很 "膀珠".
記下話來, 作為紀念.
記下話來, 作為紀念.
Tuesday, March 24, 2009
let the right one in
i watched a movie two days ago. it's called, let the right on in, from sweden. it's one of the best vampire movie i've ever seen. vampire movies are many, but few are really watchable.
when i really liked a movie, i always have a feeling of hard to get out of the movie. i mean, while a movie i love lured me into its story, its world, i have hard time to come out of that world. there are strong feelings lingering in my heart. and it's a terrible experience. it's a very contradicting sensation, on the one hand, i want to get out that place; but on the other hand, i don't want to let it go.
i am in that situation right now... i don't want to let it go, at the same time, i want to get on with my daily routines... something heart wrenching was provoked inside of me by that movie. and somehow, i don't want to let that heart wrenching feeling go. if there's anything that i consistently have in my mind, was the imaging of pulling my heart out of my chest. the reason i mention this, i don't know. maybe one day, i will dare to say what i don't know.
when i really liked a movie, i always have a feeling of hard to get out of the movie. i mean, while a movie i love lured me into its story, its world, i have hard time to come out of that world. there are strong feelings lingering in my heart. and it's a terrible experience. it's a very contradicting sensation, on the one hand, i want to get out that place; but on the other hand, i don't want to let it go.
i am in that situation right now... i don't want to let it go, at the same time, i want to get on with my daily routines... something heart wrenching was provoked inside of me by that movie. and somehow, i don't want to let that heart wrenching feeling go. if there's anything that i consistently have in my mind, was the imaging of pulling my heart out of my chest. the reason i mention this, i don't know. maybe one day, i will dare to say what i don't know.
Monday, March 16, 2009
中國抗戰史的研究, 費正清說
"During eight years of war, a major part of the Chinese people were in Japanese-occupied territory, mainly the coastal cities and railway towns. Another major segment were in the GMD-controlled area, called Free China. The smallest division of China was the CCP area, with its capital at Yan'an. Historians are genetic-minded, looking for origins, and China's future came out of Yan'an. Accordingly, the defeat of the Japanese and of the Nationalists has been less researched than the rise of the CCP. Success is creative and interesting; failure is sad and dull. Who wants it? Moreover, Yan'an being smaller, in size and documentation, is easier to encompass than the vastly variegated experience of occupied China and Free China. These two areas, though larger than the area under Yan'an, have been less studied."
節錄自 --china's war of resistance-- 大字第二版 費正清著, 第十六章1937-1945, 312 頁.
節錄自
Friday, March 13, 2009
全軍破敵論壇上的一篇我寫的文章
我也非常喜歡一寸山河一寸血, 但是我覺得裡面終究有很多問題. 就拿史迪威來說好了, 我就有看過一個論壇上說, 拿史迪威的日記和杜聿銘寫的中國遠征軍回憶錄要正確... (http://taiwantp.net/cgi/TWforum. ... w_post&post=367) 史迪威會說中文, 他在馬歇爾手下待在中國至少六七年以上. 他會說中文. 他在中國的時候, 就很喜歡共產黨. 就租借法案而言, 中國拿到的東西那麼少, 怕也不能全怪他... 我今天才在圖書館看了蒙巴頓將軍傳記, 裡面提到了英國也用了不少租借法案的東西... 連搬運租借法案的飛機都搶走了. 也就是說, 經過印度的物資, 英國少不得要慨油... 而事實上, 史迪威不止是蔣中正的參謀長, 他還是蒙巴頓將軍的參謀長... 史迪威在他的日記裡也經常抱怨說, 英國根本就不想作戰...
蔣始終都認為要在緬甸開戰, 英美必須要能在 bengal bay (我忘記中文是啥了...) 和緬甸上空完全掌握, 並且, 美國至少要三個陸戰隊, 還有英國的軍隊同時加入緬戰場, 他才願意開部隊入緬甸作戰. 而史呢, 他的看法是滇緬公路需要奪回來, 支援作戰的物資才能夠充足的進入中國. 事實上, 當時英美基本上不能達到海空的掌握權, 所以蔣斷然拒絕緬甸的作戰計畫. 蔣希望可以用陳納德的計畫. 陳納德是希望用近半租借法案物資來發動他的十四航空大隊取得中國上空的控制權. 然 後配合中國軍隊, 希望用空軍騷擾日本陸軍的補給線來幫助中國陸軍, 在中國本土和日軍開戰. 陳納德的計畫, 實際上還包含了整個東南亞和中國南海.
史迪威認為中國的軍隊訓練不夠, 軍官, 尤其是高級軍官顢頇貪污, 是不可能抵擋的了日本陸軍的. 他認為到時候, 陳納德惹的日本火大了, 日本就會試圖把陳納德的很多飛機場給拿下來. 史迪威總是認為, 在中國軍隊的素質很好, 但是要在強將的帶領下才能發揮... 基本上, 他認為中國沒啥強將, 國民革命軍裡, 只有一兩個, 其他的中國強將要在共產黨裡找了, 譬如說, 朱德. 我現在是覺得租借物資的來龍去脈具有舉足輕重的影響... 因為, 以上, 是我看到所有資料裡都一樣的地方, 包括一些回憶錄, 還有傳記... 但是之後就因為租借物資的分配, 產生了各方面互相指責.
美國相信史迪威一派的(現在美國史學界的主流)認為, 國民政府根本不願意和日本人打仗. 所有在雲南由史迪威分給國民政府的租借物資通通被國民政府不是貪掉了, 就是囤積起來準備和中國共產黨在未來做內戰的打算. 美國另有一派(在我看是非主流, 屬於陳納德十四航空隊一方還有魏德邁等, 堅決反共者))和國民政府官方的批平蠻類似的. 就像一寸山河一寸血上提到的, 蔣中正對於第一次的緬甸遠征軍那麼失敗是痛心疾首. 對於史迪威一再要求反攻緬甸是堅決反對, 對於史迪威用租借法案威脅蔣一定得支持緬甸之戰, 那是厭惡之級. 這一群人認為史迪威那麼想進攻緬甸完全是面子問題.
史迪威那麼看重的滇緬公路, 他估計每個月可以輸入物資六萬噸. 但是實際上, 直到二戰結束, 滇緬公路每個月的輸入物資不超過一萬噸. 而在那時, 空運到中國物資已經達到七萬噸一個月...我個人現在也是不怎麼喜歡史迪威. 但是, 說一具老實話, 我很希望知道國民政府數據資料有多少可信度... 因為就像我前面說的, 租借物資的來龍去脈具有舉足輕重的影響... 如果我們資料沒有他那一派所提供的準確, 那就提供別人 "討論" 的空間...
蔣始終都認為要在緬甸開戰, 英美必須要能在 bengal bay (我忘記中文是啥了...) 和緬甸上空完全掌握, 並且, 美國至少要三個陸戰隊, 還有英國的軍隊同時加入緬戰場, 他才願意開部隊入緬甸作戰. 而史呢, 他的看法是滇緬公路需要奪回來, 支援作戰的物資才能夠充足的進入中國. 事實上, 當時英美基本上不能達到海空的掌握權, 所以蔣斷然拒絕緬甸的作戰計畫. 蔣希望可以用陳納德的計畫. 陳納德是希望用近半租借法案物資來發動他的十四航空大隊取得中國上空的控制權. 然 後配合中國軍隊, 希望用空軍騷擾日本陸軍的補給線來幫助中國陸軍, 在中國本土和日軍開戰. 陳納德的計畫, 實際上還包含了整個東南亞和中國南海.
史迪威認為中國的軍隊訓練不夠, 軍官, 尤其是高級軍官顢頇貪污, 是不可能抵擋的了日本陸軍的. 他認為到時候, 陳納德惹的日本火大了, 日本就會試圖把陳納德的很多飛機場給拿下來. 史迪威總是認為, 在中國軍隊的素質很好, 但是要在強將的帶領下才能發揮... 基本上, 他認為中國沒啥強將, 國民革命軍裡, 只有一兩個, 其他的中國強將要在共產黨裡找了, 譬如說, 朱德. 我現在是覺得租借物資的來龍去脈具有舉足輕重的影響... 因為, 以上, 是我看到所有資料裡都一樣的地方, 包括一些回憶錄, 還有傳記... 但是之後就因為租借物資的分配, 產生了各方面互相指責.
美國相信史迪威一派的(現在美國史學界的主流)認為, 國民政府根本不願意和日本人打仗. 所有在雲南由史迪威分給國民政府的租借物資通通被國民政府不是貪掉了, 就是囤積起來準備和中國共產黨在未來做內戰的打算. 美國另有一派(在我看是非主流, 屬於陳納德十四航空隊一方還有魏德邁等, 堅決反共者))和國民政府官方的批平蠻類似的. 就像一寸山河一寸血上提到的, 蔣中正對於第一次的緬甸遠征軍那麼失敗是痛心疾首. 對於史迪威一再要求反攻緬甸是堅決反對, 對於史迪威用租借法案威脅蔣一定得支持緬甸之戰, 那是厭惡之級. 這一群人認為史迪威那麼想進攻緬甸完全是面子問題.
史迪威那麼看重的滇緬公路, 他估計每個月可以輸入物資六萬噸. 但是實際上, 直到二戰結束, 滇緬公路每個月的輸入物資不超過一萬噸. 而在那時, 空運到中國物資已經達到七萬噸一個月...我個人現在也是不怎麼喜歡史迪威. 但是, 說一具老實話, 我很希望知道國民政府數據資料有多少可信度... 因為就像我前面說的, 租借物資的來龍去脈具有舉足輕重的影響... 如果我們資料沒有他那一派所提供的準確, 那就提供別人 "討論" 的空間...
Wednesday, March 11, 2009
白油烘蛋
這個名字是我在食譜上看到的. 但我第一次吃到的時候, 只知道他叫蛋餅. 這是小的時候, 有一天晚上肚子餓了, 爸爸煎給我和小瑋吃的. 第一次吃到可真的是很香! 現在依然是很香. 不過那時看爸爸弄食物吃, 廚房裡只開著抽油煙機的小燈, 我在他背後聞到蛋香, 這情景很令人回味!
這是非常簡單的食物. 只要一個蛋, 一點點鹽, 一小匙麵粉就可以了. 不過通常我都是要兩個蛋. 麵粉不要多, 不然就減少蛋的味道. 所有東西在碗裡攪拌後, 中火熱油, 下鍋煎. 兩面翻翻. 就好了! 全部過程不到十分鐘. 如果你喜歡, 也可以加一點蔥花啥的...
有趣的是, 外國人喜歡吃的 pancake, 也是類似的做法. 但是要加上牛油, 很多麵粉, 牛奶, 還有一些 小蘇打之類的東西. 比較起來, 爸爸的蛋餅味道簡單的多. 我喜歡簡單的味道. 不過, 再加上那個回憶, 或許這味道也不是那樣的單純了.
這是非常簡單的食物. 只要一個蛋, 一點點鹽, 一小匙麵粉就可以了. 不過通常我都是要兩個蛋. 麵粉不要多, 不然就減少蛋的味道. 所有東西在碗裡攪拌後, 中火熱油, 下鍋煎. 兩面翻翻. 就好了! 全部過程不到十分鐘. 如果你喜歡, 也可以加一點蔥花啥的...
有趣的是, 外國人喜歡吃的 pancake, 也是類似的做法. 但是要加上牛油, 很多麵粉, 牛奶, 還有一些 小蘇打之類的東西. 比較起來, 爸爸的蛋餅味道簡單的多. 我喜歡簡單的味道. 不過, 再加上那個回憶, 或許這味道也不是那樣的單純了.
soup
my mom loves soup. to prepare for soup, my mom prepared broth almost daily. after experiencing the miracle of soup, i have to agree with her. soup was fantastic.
when she comes home at night, especially in the winter, she said that a hot soup was great for anyone just came in from the cold. i totally agree with her. a broth is the bases of all soup! so it's important to prepare it. once the soup was simmered slowly for 2 hours, or more, it's concentrated enough to use it portion by portion. and it can be used throughout whole week! very convenient. of course, you can buy can broth, but you can't guarantee what was used to cook the can broth.
my mom loved to use pork bones without or with very little meat for the broth. it's important to add some ginger and scallion, sometimes, garlic. adding a bit of rice alcohol would be even better as well. when simmering broth for concentrated form, the broth should looks like white, not clear broth. however, it should not confuse with dirty broth with blood-esque stuff... there are two ways to deal with the blood-esque thing.
1. put bones in a cold water pan, bring them to boil for few minutes. you have to put bones in while the water is still cold. then pouring out the blood-esque thing with boiled water and bones. after that, you can start to cook the broth with worrying.
2. you can directly proceed to cook the broth. however, before simmering, you need to constantly getting rid of the blood-esque thing, until the water is clear. then start to simmer.
soup is good. broth is an essential ingredient. it's awesome.
when she comes home at night, especially in the winter, she said that a hot soup was great for anyone just came in from the cold. i totally agree with her. a broth is the bases of all soup! so it's important to prepare it. once the soup was simmered slowly for 2 hours, or more, it's concentrated enough to use it portion by portion. and it can be used throughout whole week! very convenient. of course, you can buy can broth, but you can't guarantee what was used to cook the can broth.
my mom loved to use pork bones without or with very little meat for the broth. it's important to add some ginger and scallion, sometimes, garlic. adding a bit of rice alcohol would be even better as well. when simmering broth for concentrated form, the broth should looks like white, not clear broth. however, it should not confuse with dirty broth with blood-esque stuff... there are two ways to deal with the blood-esque thing.
1. put bones in a cold water pan, bring them to boil for few minutes. you have to put bones in while the water is still cold. then pouring out the blood-esque thing with boiled water and bones. after that, you can start to cook the broth with worrying.
2. you can directly proceed to cook the broth. however, before simmering, you need to constantly getting rid of the blood-esque thing, until the water is clear. then start to simmer.
soup is good. broth is an essential ingredient. it's awesome.
Thursday, March 05, 2009
two pillars of action games
an action adventure game always comes down to two things. one is fighting, doesn't matter it's gun, cold weapon, or empty handed. the other one is traveling from one area to another. other factors, such as story, puzzles, levels, voice acting, etc, should be included in level designs. if we looked at many other action games. we could do a detailed analysis of each own short comings in either or both areas of fighting and platformers:
1. Oni, it's a great hand to hand fighting games. the developers got inspiration from street fighters. there's no hard lock system, only a very cleverly designed soft lock system. the character can move smoothly through space, had amazing acrobatic ability. however, the platformer gameplay was not incorporated well at all. let's just say, it's randomly designed at best. most of the acrobatic ability was wasted in Oni, imo. in a fight, it would be fun to use acrobatics. however, it's not necessary most of the game. and the lack of the interactivity with the environment was frustrating, and a huge source of my complain about the wasted acrobatics in the game.
2. Blade of Darkness Severance. this game should be hailed as one of the best 3rd person action adventure melee game. the weapon based fighting though flawed, was and still is the best in any games, PC or console unmatched. the game had a hard lock system. but when not using hard system, there's no soft lock system to support the battle. although some claimed it worked better without the hard locks, i could not disagree more. one of the reason was that there's no strafes in the game. navigation without strafes through spaces was ok enough, not the case in fighting though. the platformer ability was kept at minimum in this game. besides few jumps and hanging on to ledges, there's nothing much. this is not much a hindrance to the whole experience though. since the fighting is heavy enough to carry the weight. however, if there's strafes and better designed platformer ability plus a plable level design. this game would be more appealing.
3. Bushido Blades series. this series was a real fighting games with one very special emphasize, which is it's a more fight simulation than an arcadish fighting games. there's no meters, there's only one realistic damage model. one well placed, or timed blow will instantly killed the opponent, or be killed. there are not many fancy combos. the fights usually slows and dull compared with other flashy arcadish fighting games. however, that's where the appeal lies, realitic fighting. as any fighting game, it's viewed from side, not like the ones mentioned before in which the camera was placed from behind a character. the frustrating part of the game was that the defense for the game was automated. so if you can't find a way to break down the defense, the game will be like constantly banging your head against your fryign pane. other frustation of the game was that it's not a action adventure game. i kept wondering what would happen if the camera of the game put behind the characters. the distance of the game character might become hard to perceive. the third frustration of the game that it's not very popular. the platformer ability was very awkward, although implemented. but it's quite adequate for a fighting game with limited stage space to explore.
4. Lugaru. i only have the demo of the game. It's an indie game. there's no lock on system whatsoever. what's very interesting about this game is one gameplay mechanics. It's called "Reflection". the game is basically, attack, defense, and reflection. attack and defense is self explanatory. reflection however, add a genuine new game experience! a well timed reflection will keep the opponent off the balance and throw him afar. if you are "reflected", you also have the ability to stay on your feet, if you timed the reflection well enough. which adds a new dynamics to the game. although it' nothing new, soul calibur already had something like it. it was not found in any other action adventure games. the platformer part of the game was interesting enough. although not very smooth in my opinion.
5. prince of persia sands of time series. This is truly a platformer series. this game incorprated platformer and fighting together. although the fight was not realistic in anyway, and i don't think it would fair well with online competition either. the infusion of platformer and fight however, was something i wish to created for Oni. one of the frustration of the PoP SoT series was it's camera and control for PC. most part of the game was alright, but in some spots was just down right frustrating.
6. Rune. This game was often compared with BoDS. It is much more popular than BoDS as well. there used to be a huge online competition enthusastic crowd. there's no soft or hard lock on system. from my experience, the fighting mechanics was really sad. there seemed to have some combos. but not enough for me to really get into it, except if i want to play online. the differences between Rune and BoDS, is that BoDS is really a fighting game, with detailed fighting mechanics. however, Rune does not. the platformer ability was poor. however, simple running around was more like Oni than BoDS.
7. god of war, devil may cry, ninja gaiden. ninja gaiden was in my opinion worth of mentioning though since it incorporated the platformer and fighting together better. navigation with it's platform ability was ok. not the best, because it's way too fancy even for a console analogue control.
8. Mount and Blade. this game is one that inspires me the most. its weapon fighting and mounted fighting was one reason. it's simple and fun. i loved its defense concept. i wish i could find a way to implemented such mechanic in my dream action adventure game in some ways. however, there's not much platformer ability. but with its design, this ability could be ignored somehow. and since it's a action RPG, this inability was forgivable anyway.
9. assassin's creed. i played the Xbox 360 verions, not the PC version. i am pretty sure that platformer on this game with M/K control would be alright. but i am not sure of the fighting mechanics. however, this game's fighting mechanics probably is not worth mentioning much. way too simple, not much initiation given to players. however, the platformer ability of the game was huge and grandeous. need to find a way to somehow infused within my game! HAHA
1. Oni, it's a great hand to hand fighting games. the developers got inspiration from street fighters. there's no hard lock system, only a very cleverly designed soft lock system. the character can move smoothly through space, had amazing acrobatic ability. however, the platformer gameplay was not incorporated well at all. let's just say, it's randomly designed at best. most of the acrobatic ability was wasted in Oni, imo. in a fight, it would be fun to use acrobatics. however, it's not necessary most of the game. and the lack of the interactivity with the environment was frustrating, and a huge source of my complain about the wasted acrobatics in the game.
2. Blade of Darkness Severance. this game should be hailed as one of the best 3rd person action adventure melee game. the weapon based fighting though flawed, was and still is the best in any games, PC or console unmatched. the game had a hard lock system. but when not using hard system, there's no soft lock system to support the battle. although some claimed it worked better without the hard locks, i could not disagree more. one of the reason was that there's no strafes in the game. navigation without strafes through spaces was ok enough, not the case in fighting though. the platformer ability was kept at minimum in this game. besides few jumps and hanging on to ledges, there's nothing much. this is not much a hindrance to the whole experience though. since the fighting is heavy enough to carry the weight. however, if there's strafes and better designed platformer ability plus a plable level design. this game would be more appealing.
3. Bushido Blades series. this series was a real fighting games with one very special emphasize, which is it's a more fight simulation than an arcadish fighting games. there's no meters, there's only one realistic damage model. one well placed, or timed blow will instantly killed the opponent, or be killed. there are not many fancy combos. the fights usually slows and dull compared with other flashy arcadish fighting games. however, that's where the appeal lies, realitic fighting. as any fighting game, it's viewed from side, not like the ones mentioned before in which the camera was placed from behind a character. the frustrating part of the game was that the defense for the game was automated. so if you can't find a way to break down the defense, the game will be like constantly banging your head against your fryign pane. other frustation of the game was that it's not a action adventure game. i kept wondering what would happen if the camera of the game put behind the characters. the distance of the game character might become hard to perceive. the third frustration of the game that it's not very popular. the platformer ability was very awkward, although implemented. but it's quite adequate for a fighting game with limited stage space to explore.
4. Lugaru. i only have the demo of the game. It's an indie game. there's no lock on system whatsoever. what's very interesting about this game is one gameplay mechanics. It's called "Reflection". the game is basically, attack, defense, and reflection. attack and defense is self explanatory. reflection however, add a genuine new game experience! a well timed reflection will keep the opponent off the balance and throw him afar. if you are "reflected", you also have the ability to stay on your feet, if you timed the reflection well enough. which adds a new dynamics to the game. although it' nothing new, soul calibur already had something like it. it was not found in any other action adventure games. the platformer part of the game was interesting enough. although not very smooth in my opinion.
5. prince of persia sands of time series. This is truly a platformer series. this game incorprated platformer and fighting together. although the fight was not realistic in anyway, and i don't think it would fair well with online competition either. the infusion of platformer and fight however, was something i wish to created for Oni. one of the frustration of the PoP SoT series was it's camera and control for PC. most part of the game was alright, but in some spots was just down right frustrating.
6. Rune. This game was often compared with BoDS. It is much more popular than BoDS as well. there used to be a huge online competition enthusastic crowd. there's no soft or hard lock on system. from my experience, the fighting mechanics was really sad. there seemed to have some combos. but not enough for me to really get into it, except if i want to play online. the differences between Rune and BoDS, is that BoDS is really a fighting game, with detailed fighting mechanics. however, Rune does not. the platformer ability was poor. however, simple running around was more like Oni than BoDS.
7. god of war, devil may cry, ninja gaiden. ninja gaiden was in my opinion worth of mentioning though since it incorporated the platformer and fighting together better. navigation with it's platform ability was ok. not the best, because it's way too fancy even for a console analogue control.
8. Mount and Blade. this game is one that inspires me the most. its weapon fighting and mounted fighting was one reason. it's simple and fun. i loved its defense concept. i wish i could find a way to implemented such mechanic in my dream action adventure game in some ways. however, there's not much platformer ability. but with its design, this ability could be ignored somehow. and since it's a action RPG, this inability was forgivable anyway.
9. assassin's creed. i played the Xbox 360 verions, not the PC version. i am pretty sure that platformer on this game with M/K control would be alright. but i am not sure of the fighting mechanics. however, this game's fighting mechanics probably is not worth mentioning much. way too simple, not much initiation given to players. however, the platformer ability of the game was huge and grandeous. need to find a way to somehow infused within my game! HAHA
games i wish to make
i wish to make a video game. it's an action adventure game. the main gameplays are melee fighting and platformer. it's a PC game. the setting should be in around 1000 A.C., in China. the features in the game should be a realistic fighting mechanics in weapon and hand to hand. the fighting should find a way to infuse with platformer. the platformer should find a way to become a competitive racing game for online plays. the idea was inspired by Mount and Blade, where the gameplay of riding horses and melee combats were the selling points. what's more inspiring though is the players made mods. the idea of a racing platformer was inspired by mirror's edge and super mario bro. the fighting mechanics was inspired by bushido blade series, Oni, Blade of Darkness Severance, and lugaru.
i want to see a game with a very realistic but highly adjustable combat system. this system should be very suitable for online competitive. however, because it is highly adjustable, the modes of online play will have many. some like arcadish fighter like tekken, virtual fighter, or soul calibur. some loved bushido blades series and BOD severance with a more realistic approach, best with much improved bushido's damage model and one shot kill. and there're weapon based fight, or no weapon, like Oni. the weapon and empty handed should be able to mix as well! basically, the fighting is the one of the two core gameplays! and should be the primary concern, because, i consdier this to be the most diffifult develope.
the platformer should be combined with mirror's edge, with something like those funny snowskating racing games, where you could find a way to punch, kick, or whatever way to slow down your opponents. But also, the basic platformer gameplay have to be able to stand for a real racing without those interference. the platformer is also best incorporrated with fighting mechanics. some of fighting mode should also consider to involve platformer as well.
as for the single player game. i think, one of the best thing for a developer to interact with players is mods. release the tool, even designate a team to support those who wants to make mod but with little programming experiences. what should developers encourage player to mod the game is to create new scenarios within game's fighting and platformer gameplays. over the course, developers could be freed from doing level designs, or minimal level designs. this free the developers to concentrate on creating new gameplays, improved the old gameplays, and find a way expand the existing formula, like by adding a new strategical gameplay mechanics, like Mount and Blade. it should be eventually expanded into a real Total War style battlefield gameplay! give players options to really his characters to become a real king, or he could choose to be a lonely warrior, or a merchants to amass huge property to influence the diplomacy, or something else. the expansion of the new modes, gameplays, and contents should be in expansion packages.
the graphics and sounds should be barely up to the standards. the improvements of G&S over the course of expanding the gameplays, modes, and contents, should be kept at minimum. the reason behind this is because i want the maximum people who could play it.
the online part of the game should eventually be included the Total War style of Battlefield gameplays. the grand cmpaign of the game that should also be in the eventual expansion package should be online as well. this however, should be kept from being total war style, this has to have a whole new style in real time. a co-op mode should be supported for strategy and action adventure as well. i don't like a mmorpg though. so i will try not to touch such thing.
the total war style of battlefield was not the only options the game should go. what should be kept in mind is the options. always remember this, different modes are optional. the two core gameplays are not. fighting and platformer, and the infusion of the two are my main concern here. how to put a game into an incredible experience all depends on these two factors. other good thoughts should be kept for the future references.
i want to see a game with a very realistic but highly adjustable combat system. this system should be very suitable for online competitive. however, because it is highly adjustable, the modes of online play will have many. some like arcadish fighter like tekken, virtual fighter, or soul calibur. some loved bushido blades series and BOD severance with a more realistic approach, best with much improved bushido's damage model and one shot kill. and there're weapon based fight, or no weapon, like Oni. the weapon and empty handed should be able to mix as well! basically, the fighting is the one of the two core gameplays! and should be the primary concern, because, i consdier this to be the most diffifult develope.
the platformer should be combined with mirror's edge, with something like those funny snowskating racing games, where you could find a way to punch, kick, or whatever way to slow down your opponents. But also, the basic platformer gameplay have to be able to stand for a real racing without those interference. the platformer is also best incorporrated with fighting mechanics. some of fighting mode should also consider to involve platformer as well.
as for the single player game. i think, one of the best thing for a developer to interact with players is mods. release the tool, even designate a team to support those who wants to make mod but with little programming experiences. what should developers encourage player to mod the game is to create new scenarios within game's fighting and platformer gameplays. over the course, developers could be freed from doing level designs, or minimal level designs. this free the developers to concentrate on creating new gameplays, improved the old gameplays, and find a way expand the existing formula, like by adding a new strategical gameplay mechanics, like Mount and Blade. it should be eventually expanded into a real Total War style battlefield gameplay! give players options to really his characters to become a real king, or he could choose to be a lonely warrior, or a merchants to amass huge property to influence the diplomacy, or something else. the expansion of the new modes, gameplays, and contents should be in expansion packages.
the graphics and sounds should be barely up to the standards. the improvements of G&S over the course of expanding the gameplays, modes, and contents, should be kept at minimum. the reason behind this is because i want the maximum people who could play it.
the online part of the game should eventually be included the Total War style of Battlefield gameplays. the grand cmpaign of the game that should also be in the eventual expansion package should be online as well. this however, should be kept from being total war style, this has to have a whole new style in real time. a co-op mode should be supported for strategy and action adventure as well. i don't like a mmorpg though. so i will try not to touch such thing.
the total war style of battlefield was not the only options the game should go. what should be kept in mind is the options. always remember this, different modes are optional. the two core gameplays are not. fighting and platformer, and the infusion of the two are my main concern here. how to put a game into an incredible experience all depends on these two factors. other good thoughts should be kept for the future references.
Saturday, February 28, 2009
some thoughts from reading memoirs
i need a detailed time lines of the memoir so i could compare with other time lines from other memoirs.
i am in desperate need of maps.
i really need to have some knowledge of how finance and economics work.
the more languages i know the better. english, chinese, japanese, russians, french, and german really are necessity to study history around China in modern days.
sources from England was incredibly important. it's a surprise to me. but after some thoughts, it's really natural.
i need to know more about land lease act. what's the contents? what's the relation of it between china and england? how it was actually distributed, from the distribution's end, to the actual receiving end.
from the look of it, the most foundamental conflict between 蔣中正 和 Joseph Stillwell was "should we take on Burma or not?" So a detailed analysis of the strategic importance of Burma should be the most important thing on this subject. The capacity of Stilwell Road (Ledo) would be a good start in the analysis.
A detailed analysis on the results of Chennault's air force in China and China south sea is also a must.
Good and reliable Japanese Sources are in desperate need!
a neatly constructed timeline of China's 8 year war struggle against Japan is a must. the extension from 1931 918 to 1945 99 would be prefered but not in priority. because, 1931 918 could be a totally independent topic.
All the names in English sources should translated back into Chinese. It was a horror try to guess the English translation of Chinese names!
i felt that memoirs are always heavily biased. however, it's a great start point to ask questions, especially when the different memoirs have conflict point of views. these conflicts provides easy and quick questions to start researches!
hoover institute, yale collection
i am in desperate need of maps.
i really need to have some knowledge of how finance and economics work.
the more languages i know the better. english, chinese, japanese, russians, french, and german really are necessity to study history around China in modern days.
sources from England was incredibly important. it's a surprise to me. but after some thoughts, it's really natural.
i need to know more about land lease act. what's the contents? what's the relation of it between china and england? how it was actually distributed, from the distribution's end, to the actual receiving end.
from the look of it, the most foundamental conflict between 蔣中正 和 Joseph Stillwell was "should we take on Burma or not?" So a detailed analysis of the strategic importance of Burma should be the most important thing on this subject. The capacity of Stilwell Road (Ledo) would be a good start in the analysis.
A detailed analysis on the results of Chennault's air force in China and China south sea is also a must.
Good and reliable Japanese Sources are in desperate need!
a neatly constructed timeline of China's 8 year war struggle against Japan is a must. the extension from 1931 918 to 1945 99 would be prefered but not in priority. because, 1931 918 could be a totally independent topic.
All the names in English sources should translated back into Chinese. It was a horror try to guess the English translation of Chinese names!
i felt that memoirs are always heavily biased. however, it's a great start point to ask questions, especially when the different memoirs have conflict point of views. these conflicts provides easy and quick questions to start researches!
hoover institute, yale collection
Friday, February 27, 2009
Chennault's the way of a fighter
I finished Chennault's memoir about two days ago. It was a really great read. The style of Chennault's writing really showed what kind of a person he was. It was clear and direct with a very strong personality infused between columns. But most importantly, he spent most of his writing on his own experience. He kept all the hearsay at the minimal which is what I prefer. I consider this memoir to be incredibly important. There are stats to be confirmed. There are events due for further readings.
My feeling right after the reading was how come this was never put into a movie? Chennault was clearly a huge underdog! He was such a huge advocate on Pursuit tactics, but there's no mention of Chennault at all on any of Wiki's pages about Aeriel warfare! Remeber this, the reason he was retired early because he fervently argued for the Pursuit tactics against his superiors. For either his superior was a old army school who believed firmly that land infantry was everything, or his superiors believed an unpoved doctrine of bomber theory. A huge part of reason for him to come to China was a hope that he could prove his theory, which mainly was that bomber plane without fighter plane escorting was useless. He was proved totally correct. From AVG to Fourteenth Air Corp, he led US air force against a huge odd. Japanese air force had to abandon most of the offensive and concentrated on defense instead. Chinese was freed from being bombed again. Chinese army even got support from his superior Air force, which gave Chinese incomparable morale boost. This was all done by very little support from very meager supply, provided by the US CBI command center. Chennault was a man with a vision. He often argued fervently with his superiors, and it's no excpetions during the WWII. Stilwell hated it, Marshall hated, and Arnold hated it, plus many other people. Almost all his superiors hated him, and Chennault was ousted from China right at the time when the tide of war was turned around against Japan in July 1945! It is so easy to see how frustrated he could be! But after 6 months, he returned to China to help out the distribution of civil materials in China! This guy was amazing, tough and resilience.
Chennault's contribution to the Aerial warfare was not acknowledged. His war effort was minialized with Chinese Communist took over China and fictionalized the Chinese history. He was mistreated by his Country. What's more underdog than this?
My feeling right after the reading was how come this was never put into a movie? Chennault was clearly a huge underdog! He was such a huge advocate on Pursuit tactics, but there's no mention of Chennault at all on any of Wiki's pages about Aeriel warfare! Remeber this, the reason he was retired early because he fervently argued for the Pursuit tactics against his superiors. For either his superior was a old army school who believed firmly that land infantry was everything, or his superiors believed an unpoved doctrine of bomber theory. A huge part of reason for him to come to China was a hope that he could prove his theory, which mainly was that bomber plane without fighter plane escorting was useless. He was proved totally correct. From AVG to Fourteenth Air Corp, he led US air force against a huge odd. Japanese air force had to abandon most of the offensive and concentrated on defense instead. Chinese was freed from being bombed again. Chinese army even got support from his superior Air force, which gave Chinese incomparable morale boost. This was all done by very little support from very meager supply, provided by the US CBI command center. Chennault was a man with a vision. He often argued fervently with his superiors, and it's no excpetions during the WWII. Stilwell hated it, Marshall hated, and Arnold hated it, plus many other people. Almost all his superiors hated him, and Chennault was ousted from China right at the time when the tide of war was turned around against Japan in July 1945! It is so easy to see how frustrated he could be! But after 6 months, he returned to China to help out the distribution of civil materials in China! This guy was amazing, tough and resilience.
Chennault's contribution to the Aerial warfare was not acknowledged. His war effort was minialized with Chinese Communist took over China and fictionalized the Chinese history. He was mistreated by his Country. What's more underdog than this?
Friday, February 20, 2009
league of nations
league of nations was not all useless after all... before 九一八, it actually did something to stop the wars from Italy v. Greece, Greece v. Turkey, and some other conflicts!
my info came from "九一八事變史述, 梁敬錞"
my info came from "九一八事變史述, 梁敬錞"
Thursday, February 19, 2009
the longest journey my view
it's a PC point-click adventure game. i bought this game and sold it last time without finishing it. i was frustrated by the fact that i constantly needed to use walkthroughs for the game. but there were just so many places mentioned this game. they all claimed how wonder the story was. eventually, i broke down and got another copy. to my surprise, i was able to complete it with much less trips to the walkthroughs! i am happy about this fact...somehow.
it's a very wordy adventure game. There were a lot of conversations from the non playable characters. most of these conversations were wonderfully acted out by the voice actors. There're times that i skipped some of the dialogues. however, most of the time, i enjoyed them quite a bit! i loved the Alatian's part. Alatians were the winged people who were the best storytellers in the world. i loved most of the tales from them.
there're still some nuinces in the, of course. for example, the character had to to be guided through the background without doing anything else. i could not stand that. the background might be pretty, but i had absolutely no patience for them. most of the story line was fine, however, the ending was really underwhelming! they left many loose ends.
this my second comletely finished point and click adventure games. the first one was still life. although i still feel that this kind games are just a collection of puzzles, the way developer put those puzzles together to build a story is quite interesting!
it's a very wordy adventure game. There were a lot of conversations from the non playable characters. most of these conversations were wonderfully acted out by the voice actors. There're times that i skipped some of the dialogues. however, most of the time, i enjoyed them quite a bit! i loved the Alatian's part. Alatians were the winged people who were the best storytellers in the world. i loved most of the tales from them.
there're still some nuinces in the, of course. for example, the character had to to be guided through the background without doing anything else. i could not stand that. the background might be pretty, but i had absolutely no patience for them. most of the story line was fine, however, the ending was really underwhelming! they left many loose ends.
this my second comletely finished point and click adventure games. the first one was still life. although i still feel that this kind games are just a collection of puzzles, the way developer put those puzzles together to build a story is quite interesting!
Tuesday, February 10, 2009
two very interesting books
i just finished a very interesting book, called the Vladimirov diaries. 這是一個叫做 Vladimirov 的蘇聯 TASS 社的記者, 同時也是國際共產駐延安的代表所寫的日記. 時間涵蓋 1942~1945. 有另一本書叫做, thunder out of china, 作者是 Theodor White. 這位美國記者是美國 time 雜誌和其他像 Life 這樣的媒體特派員. 他在中國從 1939 待到 1945. 我為啥說這兩本書很有趣呢?
第一, Vladimirov 因為是國際共產的特別代表, 在如此特殊的身分下, 他對中共內部有很深刻的觀察. 觀察的結果是, 中國共產黨很糟糕, 罪魁禍首就是毛澤東. White 是 time 雜誌的特派員. 他長期待在重慶觀察國民政府. 雖說他很親共. 但是他還是極力想保持他的中立立場. 但是無論他多用力, 他對國民政府的觀察和 Vladimirov 對中共的觀察幾乎如出一轍. 國民政府很糟糕, 罪魁禍首是蔣中正.
第二, 他們兩人對他們所觀察的對象在深刻表示厭惡後. Vladimirov 認為中國正在向著內戰前進, 而且他親眼看到中共是如何用力朝著這個方向前進. White 也認為中國戰後一定會有革命, 也就是內戰. 他認為內戰的無法避免, 都是因為國民政府的無能.
第三, 這兩本書一本是美國人的觀察, 另一本是俄國人的觀察. 這是很有趣的. 因為俄國人對中共的所作所為看的清清楚楚, 而美國人卻始終對共產黨存著一絲偏好. 這個美國人對國民政府當時的無力看的非常清楚. Vladimirov 卻在他的日記裡提到中共是如何的利用 White 左傾的態度來達成自己的目標. Vladimirov 認為中共當時是有奶的就是娘. 他的認知和當時美國大使館的一部分人是相同的.
第四, White 對於國民政府所給的資料, 處處存疑. 他似乎對中共的資料存疑較少. 而且, 在他的回憶錄裡, 他雖然坦承他的一大堆資料都是周恩來給的, 他對之仍然信之少疑. 只要是國民政府提到的大戰, 他通通一概認為是誇大不實. 但是他在 thunder out of china 裡, 寫共軍的地方卻是榮褒過甚.
第五, Vlaidmirov 對於共產主義似乎有很深度的研究. 雖說我對他一再批評中共已經把毛澤東當成神很好玩. 因為他似乎也早已是列寧主義的信徒了, 和中共成為毛的信徒實在沒啥兩樣. 但是之後他不僅僅是引列寧的話, 他還引恩格斯的節錄. 都很恰如其分. 很有趣.
第六, Vladimirov 和 White 分別批評中共和國民政府的用詞裡, 幾乎有很多都可以互換著用... 也就是說, Vladimirov 批評中共的用語和 White 評擊國民政府的辭彙很像. 譬如說, 他們分別說中共和國民政府消極抗日. 他們都認為他們所觀察的主要對象都企圖誤導外國人.
雖說 Vladimirov diaries 被認為是蘇聯的宣傳手段, 但是我覺得是一本寶貴的書. 我是很希望有一天他的原本可以真正的出現! 他對於他所親眼目睹的東西有很深刻的描述. 他本人雖說對於共產黨有一種教徒式的信仰, 但是對於分析中共的政治和軍事不盲目. 我還沒有看完 White 的書. 雖然如此, 我覺得他親身所見的資料是非常珍貴的. 他的文筆流暢易懂, 讀起來很舒服. 但是我對他非親身經歷的描述抱持著疑問的態度. 因為在我看來, 他太親共了. 他對共產黨的那份情感在我看是深透了. 他不斷的提到國民政府的消極抗日, 並對其大為不滿. 甚至認為在武漢陷落後, 中國戰場上就再沒有啥巨大衝突了. 其他的小衝突, 都是日軍拿國軍來訓練自己的軍隊用的. 這在我看來是很大的問題. 他在 thunder out of china 裡把幾乎所有的國民政府人員通通罵的狗血淋頭. 這一方面, 我覺得很具有研究的價值. 到底有多少真的, 有多少假的, 有多少是他聽人家說的, 有多少是他自己看到的? 有沒有其他的佐證, 其他人是怎麼說的. 我覺得因該要仔細的就他的書去做研究.
在看完 Vladimirov's diaries 後, 更加強我對中共資料的不信任. 這是一件可怕的事情! 試想, 在日記裡, Vladimirov 提到說 White 把中共那個不正確的數字寫到 Life 雜誌上, 結果其他的各大報紙也跟進... 像中共這樣隨便造假, 我覺得真是可怕! 而要如何從他的資料裡得到真實的數據, 恐怕需要大量的參考對照才有可能! 這不是一個人所能做的... 但是這應該也不是沒以人或著團體在研究... 還得大量的參考日本資料和蘇聯資料才行... 其實, 還有韓國共產黨和日本共產黨的資料...
第一, Vladimirov 因為是國際共產的特別代表, 在如此特殊的身分下, 他對中共內部有很深刻的觀察. 觀察的結果是, 中國共產黨很糟糕, 罪魁禍首就是毛澤東. White 是 time 雜誌的特派員. 他長期待在重慶觀察國民政府. 雖說他很親共. 但是他還是極力想保持他的中立立場. 但是無論他多用力, 他對國民政府的觀察和 Vladimirov 對中共的觀察幾乎如出一轍. 國民政府很糟糕, 罪魁禍首是蔣中正.
第二, 他們兩人對他們所觀察的對象在深刻表示厭惡後. Vladimirov 認為中國正在向著內戰前進, 而且他親眼看到中共是如何用力朝著這個方向前進. White 也認為中國戰後一定會有革命, 也就是內戰. 他認為內戰的無法避免, 都是因為國民政府的無能.
第三, 這兩本書一本是美國人的觀察, 另一本是俄國人的觀察. 這是很有趣的. 因為俄國人對中共的所作所為看的清清楚楚, 而美國人卻始終對共產黨存著一絲偏好. 這個美國人對國民政府當時的無力看的非常清楚. Vladimirov 卻在他的日記裡提到中共是如何的利用 White 左傾的態度來達成自己的目標. Vladimirov 認為中共當時是有奶的就是娘. 他的認知和當時美國大使館的一部分人是相同的.
第四, White 對於國民政府所給的資料, 處處存疑. 他似乎對中共的資料存疑較少. 而且, 在他的回憶錄裡, 他雖然坦承他的一大堆資料都是周恩來給的, 他對之仍然信之少疑. 只要是國民政府提到的大戰, 他通通一概認為是誇大不實. 但是他在 thunder out of china 裡, 寫共軍的地方卻是榮褒過甚.
第五, Vlaidmirov 對於共產主義似乎有很深度的研究. 雖說我對他一再批評中共已經把毛澤東當成神很好玩. 因為他似乎也早已是列寧主義的信徒了, 和中共成為毛的信徒實在沒啥兩樣. 但是之後他不僅僅是引列寧的話, 他還引恩格斯的節錄. 都很恰如其分. 很有趣.
第六, Vladimirov 和 White 分別批評中共和國民政府的用詞裡, 幾乎有很多都可以互換著用... 也就是說, Vladimirov 批評中共的用語和 White 評擊國民政府的辭彙很像. 譬如說, 他們分別說中共和國民政府消極抗日. 他們都認為他們所觀察的主要對象都企圖誤導外國人.
雖說 Vladimirov diaries 被認為是蘇聯的宣傳手段, 但是我覺得是一本寶貴的書. 我是很希望有一天他的原本可以真正的出現! 他對於他所親眼目睹的東西有很深刻的描述. 他本人雖說對於共產黨有一種教徒式的信仰, 但是對於分析中共的政治和軍事不盲目. 我還沒有看完 White 的書. 雖然如此, 我覺得他親身所見的資料是非常珍貴的. 他的文筆流暢易懂, 讀起來很舒服. 但是我對他非親身經歷的描述抱持著疑問的態度. 因為在我看來, 他太親共了. 他對共產黨的那份情感在我看是深透了. 他不斷的提到國民政府的消極抗日, 並對其大為不滿. 甚至認為在武漢陷落後, 中國戰場上就再沒有啥巨大衝突了. 其他的小衝突, 都是日軍拿國軍來訓練自己的軍隊用的. 這在我看來是很大的問題. 他在 thunder out of china 裡把幾乎所有的國民政府人員通通罵的狗血淋頭. 這一方面, 我覺得很具有研究的價值. 到底有多少真的, 有多少假的, 有多少是他聽人家說的, 有多少是他自己看到的? 有沒有其他的佐證, 其他人是怎麼說的. 我覺得因該要仔細的就他的書去做研究.
在看完 Vladimirov's diaries 後, 更加強我對中共資料的不信任. 這是一件可怕的事情! 試想, 在日記裡, Vladimirov 提到說 White 把中共那個不正確的數字寫到 Life 雜誌上, 結果其他的各大報紙也跟進... 像中共這樣隨便造假, 我覺得真是可怕! 而要如何從他的資料裡得到真實的數據, 恐怕需要大量的參考對照才有可能! 這不是一個人所能做的... 但是這應該也不是沒以人或著團體在研究... 還得大量的參考日本資料和蘇聯資料才行... 其實, 還有韓國共產黨和日本共產黨的資料...
Thursday, February 05, 2009
歷史二
最近一直在看有關中國二戰的東西. 看的相關書籍都是屬於傳記或回憶錄, 譬如說魏德邁報告, 馬歇爾傳記, T 懷特的回憶錄, Vladimirov 的延安日記, 還有前天才借到的陳納德回憶錄. 另外直接和戰爭有關的有, 中國抗日戰爭大畫史, 蔣緯國等人主持的紀錄片一寸河山一寸血, 再加上一些辛灝年的影片. 還有一個很有趣的是日本的紀錄片, 在 youtube 上!
這些都很有趣. 目前是希望可以由中國抗日戰爭大畫史的紀錄畫出一個時間表. 因為我對於這八年的紀錄很有興趣. 尤其是對國軍的紀錄. 希望可以由此有一個更清晰的輪廓, 至於裡面細節上的對錯, 則可以一邊看其他的紀錄, 一邊對照. 必要的時候可以修正. 對共黨的紀錄也有興趣. 但是我對於共黨的紀錄是非常沒有信心! 尤其現在正在看 Vladimirov 的日記... 不過有一點很好玩, 我一開始以為這本日記是純粹在罵毛澤東的. 但是在我看來, 他更是在笑美國... 因為這個記者對毛的看法和 john S. Service 的看法很像...
我現在面臨的無力感卻不是說有太多的資料. 而是我很希望可以看到很專業的相關研究... 無論是任何文字的相關資料. 另一方面也很希望有人可以予以指導, 也很希望有人可以討論... 網上是無論如何無法進行類似的討論的...
這些都很有趣. 目前是希望可以由中國抗日戰爭大畫史的紀錄畫出一個時間表. 因為我對於這八年的紀錄很有興趣. 尤其是對國軍的紀錄. 希望可以由此有一個更清晰的輪廓, 至於裡面細節上的對錯, 則可以一邊看其他的紀錄, 一邊對照. 必要的時候可以修正. 對共黨的紀錄也有興趣. 但是我對於共黨的紀錄是非常沒有信心! 尤其現在正在看 Vladimirov 的日記... 不過有一點很好玩, 我一開始以為這本日記是純粹在罵毛澤東的. 但是在我看來, 他更是在笑美國... 因為這個記者對毛的看法和 john S. Service 的看法很像...
我現在面臨的無力感卻不是說有太多的資料. 而是我很希望可以看到很專業的相關研究... 無論是任何文字的相關資料. 另一方面也很希望有人可以予以指導, 也很希望有人可以討論... 網上是無論如何無法進行類似的討論的...
Monday, January 05, 2009
grand strategy
Three and a half centuries before Christ, the great Athenian orator Demosthenes chided the people of his city, soon to be conquered by Macedon, for following a day-to-day policy of expediency. His words are relevant to our own case:
Shame on you Athenians for not wishing to understand that in war one must not allow oneself to be at the command of the events. You Athenians are the strongest of all the Greeks in ships, cavalry, and revenue. But you don't make the best of them. You make war like a barbarian when he wrestles-if he suffers a blow, he immediately puts his hand to it. If he is struck again, he puts his hand there. But he has not the skill to evade his antagonist, nor does he think of parrying the blow. You likewise, if you hear that Philip has attacked the Chaeronea, you send help there. If he is at Thermopylae, you run there. If he turns aside, you follow him to right or left as if you were acting on his orders. Never a fixed plan, never any precautions. You wait for bad news before you act.
----except from Wedemeyer Reports! by Albert C. Wedemeyer
Shame on you Athenians for not wishing to understand that in war one must not allow oneself to be at the command of the events. You Athenians are the strongest of all the Greeks in ships, cavalry, and revenue. But you don't make the best of them. You make war like a barbarian when he wrestles-if he suffers a blow, he immediately puts his hand to it. If he is struck again, he puts his hand there. But he has not the skill to evade his antagonist, nor does he think of parrying the blow. You likewise, if you hear that Philip has attacked the Chaeronea, you send help there. If he is at Thermopylae, you run there. If he turns aside, you follow him to right or left as if you were acting on his orders. Never a fixed plan, never any precautions. You wait for bad news before you act.
----except from Wedemeyer Reports! by Albert C. Wedemeyer
Monday, December 29, 2008
platformer with combat in TP action game
platforming in 3D game is an extremely difficult thing, in my opinion. a game without platformer leaves designers very easy at level design. because gamers can be given one or a certain number of finely crafted path. there are certain elements could be largely ignored, for example, the roof of a building can just be left undone. although there're still a lot of players tried to use a limited platforming ability provided by the games they are playing.
but this is not what i want to talk about though. i want to talk about how to combine platformer with combat. the most basic form of the combination i can remember is Mario's jump on the green turtles, or mushrooms. the most wonderful example i have witnessed was prince of persia sand of time series. it was triumphed in warrior within and perfected in the two thrones. with that in mind, i want to ask. how do i create a game like Oni, with Oni's hand to hand combat and BoD's weapon combat, with a platformer like PoP SoT series? so basically, i am asking how do i have a game with great platformer, great and detailed melee combat, and how do i combine both of them?
there are two main situations for players to explore in action games. one is navigation, the other one is combat. why do i want to combine platformer with combat? one of the reasons is that i am so very excited by PoP SoT series. an action game without platformer was boring. you are just merely going from one level to another. the combat will eventually wear thin and repetitive. it is normal to expect your game might have a cult following, but not mass market product. this might not be a bad thing, however, most action games with before mentioned level design pattern was usually bad. because most combat designed was usually sad. combining platformer and combat was a good way to bring variety to the games, even though one of the elements might be too simple. platformer might even be more important than combat. since it keeps player moving without another mind bothering along side of him.
second reason for combining platformer with combat was because it gives different players a chance to explore same situations in different manners. some people like to fight one on one, pure fighting. the other people might like to running around, find a chance not to fight. thus, open a great door for a feeling for the power of coice. third, it also gives a chance for designers to really develope few different characters with different fighting style. the example i could come up with is neo and morpheus in matrix. when neo faced morpheos in a virtual dojo, two totally different style was so obvious, but also very interesting.
there's a very important issue i wish to see solved. that's the camera. i want a realistic fighting mechanics. by integrated platformer into melee mechanics, i am afraid of characters went out of the camera. and since i wish for a camera style like Oni throughout most of the game, i wonder how do i make a wall jump without displacing camera on the far side of room...
by jolly, this is just a writing to distract myself from wantom destruction. i do not see any future of any improvements on the fighting action games at all. since complicated control is always belonged to a handful of players...
but this is not what i want to talk about though. i want to talk about how to combine platformer with combat. the most basic form of the combination i can remember is Mario's jump on the green turtles, or mushrooms. the most wonderful example i have witnessed was prince of persia sand of time series. it was triumphed in warrior within and perfected in the two thrones. with that in mind, i want to ask. how do i create a game like Oni, with Oni's hand to hand combat and BoD's weapon combat, with a platformer like PoP SoT series? so basically, i am asking how do i have a game with great platformer, great and detailed melee combat, and how do i combine both of them?
there are two main situations for players to explore in action games. one is navigation, the other one is combat. why do i want to combine platformer with combat? one of the reasons is that i am so very excited by PoP SoT series. an action game without platformer was boring. you are just merely going from one level to another. the combat will eventually wear thin and repetitive. it is normal to expect your game might have a cult following, but not mass market product. this might not be a bad thing, however, most action games with before mentioned level design pattern was usually bad. because most combat designed was usually sad. combining platformer and combat was a good way to bring variety to the games, even though one of the elements might be too simple. platformer might even be more important than combat. since it keeps player moving without another mind bothering along side of him.
second reason for combining platformer with combat was because it gives different players a chance to explore same situations in different manners. some people like to fight one on one, pure fighting. the other people might like to running around, find a chance not to fight. thus, open a great door for a feeling for the power of coice. third, it also gives a chance for designers to really develope few different characters with different fighting style. the example i could come up with is neo and morpheus in matrix. when neo faced morpheos in a virtual dojo, two totally different style was so obvious, but also very interesting.
there's a very important issue i wish to see solved. that's the camera. i want a realistic fighting mechanics. by integrated platformer into melee mechanics, i am afraid of characters went out of the camera. and since i wish for a camera style like Oni throughout most of the game, i wonder how do i make a wall jump without displacing camera on the far side of room...
by jolly, this is just a writing to distract myself from wantom destruction. i do not see any future of any improvements on the fighting action games at all. since complicated control is always belonged to a handful of players...
你是啥南北!?
我覺得蠻有趣的. 我記得有這麼一個對話, 出處忘了.
北魏的魏孝文帝仰慕中華文化. 凡事都要說南朝的好. 有一回, 又和他的大臣在說, 南朝多好多好.
他的大臣氣死了, 說: "南朝好, 南朝一年換一帝, 咱們幾十年才一帝."
看來, 那時的南朝就已經民主化了...LOL!!
北魏的魏孝文帝仰慕中華文化. 凡事都要說南朝的好. 有一回, 又和他的大臣在說, 南朝多好多好.
他的大臣氣死了, 說: "南朝好, 南朝一年換一帝, 咱們幾十年才一帝."
看來, 那時的南朝就已經民主化了...LOL!!
Sunday, December 28, 2008
first thoughts on fighting mechanics for TP actioin games
i like blade of darkness' fighting mechanics. It is the most complete design for weapon combat on pc.
i love Oni's hand to hand combat mechanics. It is the best fighting mechanics for TP action adventure games on PC.
i will not stress on the things i love in both games. i will however, stress on the things i wish to have for both games with bits of elements from other games that i wish to be included in the future TP action adventure game.
Blade of darkness doesn't have strafes, which is a huge turn off for many gamers. it could even count as one of the reasons this game failed. the other major reason is because of lacking support for online competition. for me, the decision of no strafe was horrible to me as well. but after watching a match in Rune, i felt i could guess for the reason behind it. my thoughts was that Blade of darkness require higher degree on combos. designers purposely want the fight to be locked on business, so the combo enhanced combat mechanics can then fly. the fighting is suppose to be more meticulous and methodical. but lacking strafe was still horrible for navigating through the corridors. Blade of darkness did not have a grabbing combo and the defense mechanics was a bit lacking, especially when there's no shield. i like the escape mechanics in the game, i think it's a great idea. but need to be improved on maybe variety and precision.
Oni has strafes. but it did not have hard locking on system. it did have a very hard to notice soft lock on system, which automatically fired up when a fight mechanics was issued. Oni featured at least 4 grabbing moves. however, the designers find a way to stop players' abusing the ability. instead let AI cheats, i wish to bump up AI and make evasive moves available. some of the combos in Oni were not realistic enough. i wish for more realistic fighting. we could add a ground grappling system. i wish the evasive movements could be integrated into fighting mechanics.
i also wish to mixed bod with a defensive mechanics like something in the mount and blade. i really loved bushido blade series. what i would love have bushido's elements transfered to BoD is the instant death system, weapons contact reaction system, and body parts hurt system.
i think it's best to have both hard and soft lock on system. each lock on system, i will try to deesign two different fighting mchanics. for instance, the soft lock on system will have less combos, much much less chance for instant kills, but it's best to fight multiple enemies by using platform abilities. with hard locking on system, the combo will be complete, players will have more control over the instant kills, evasive movements are available. but it's best used against one or two enemies, preferable, boss, since switching target will be a huge hassle.
i love Oni's hand to hand combat mechanics. It is the best fighting mechanics for TP action adventure games on PC.
i will not stress on the things i love in both games. i will however, stress on the things i wish to have for both games with bits of elements from other games that i wish to be included in the future TP action adventure game.
Blade of darkness doesn't have strafes, which is a huge turn off for many gamers. it could even count as one of the reasons this game failed. the other major reason is because of lacking support for online competition. for me, the decision of no strafe was horrible to me as well. but after watching a match in Rune, i felt i could guess for the reason behind it. my thoughts was that Blade of darkness require higher degree on combos. designers purposely want the fight to be locked on business, so the combo enhanced combat mechanics can then fly. the fighting is suppose to be more meticulous and methodical. but lacking strafe was still horrible for navigating through the corridors. Blade of darkness did not have a grabbing combo and the defense mechanics was a bit lacking, especially when there's no shield. i like the escape mechanics in the game, i think it's a great idea. but need to be improved on maybe variety and precision.
Oni has strafes. but it did not have hard locking on system. it did have a very hard to notice soft lock on system, which automatically fired up when a fight mechanics was issued. Oni featured at least 4 grabbing moves. however, the designers find a way to stop players' abusing the ability. instead let AI cheats, i wish to bump up AI and make evasive moves available. some of the combos in Oni were not realistic enough. i wish for more realistic fighting. we could add a ground grappling system. i wish the evasive movements could be integrated into fighting mechanics.
i also wish to mixed bod with a defensive mechanics like something in the mount and blade. i really loved bushido blade series. what i would love have bushido's elements transfered to BoD is the instant death system, weapons contact reaction system, and body parts hurt system.
i think it's best to have both hard and soft lock on system. each lock on system, i will try to deesign two different fighting mchanics. for instance, the soft lock on system will have less combos, much much less chance for instant kills, but it's best to fight multiple enemies by using platform abilities. with hard locking on system, the combo will be complete, players will have more control over the instant kills, evasive movements are available. but it's best used against one or two enemies, preferable, boss, since switching target will be a huge hassle.
Thursday, December 18, 2008
my idea of platforming in TP action games
platforming in third person action games should focus on how designers create an engine for competitive platforming. it should require skills from players as well as level designs creativity from the game developers.
the first thing i think should be solved is camera issue though. my idea of ideal camera placement in third person action games is nailed above the back of the character i am playing. but it does have a few problems. first, it minimizes player's estimation for jump distance. second, it sometimes got blocked by the objects between camera and the character; or in the case of cornering, camera could stocked at a weird angle, which then interfered with the gameplay. although second problem was solved in Rune as far as i am concerned. there're still many developers did not use that option. so i say, use something like Rune, please... for the first problems, i'd think that make sure the physics in the game feel right; and make hanging in the air, like gliding an option. in addition to this two, i'd really like to request a weird option, which is design as many camera options as possible. i loved king's quest mask of eternity for a free form camera control although many cried against it. but i loved it. mostly, i'd like to express the wish for good numbers of camera options in the game. for, it's the soul of third person aciton game in my opinion.
Oni was an amazing game. i always loved the quote from avault's Oni review,
"Even a partial list of her moves sounds like a TV commercial for Ginsu knives: “She hits, kicks, runs, rolls, jumps, slides and flips with the greatest of ease! The amazing Konoko!”(Review by: David Laprad) "
and yes, Oni can do all these with never before seen grace, and none can compared to her even today. the problem for Oni was not that she's lacking the movements. the problem for Oni was that there's no meaning for Oni's most of her movements. what i am saying is that you could play through most of the level without using many of the amazingly fluid platformer animations. And in today's standards, lacking wallrun, wall jump, and hanging onto the edge of walls were a big let down also. whatever function game designers were creating for the character, he better assign meanings to it. or otherwise, it got wasted! the jump animation in the game was a bit weird to me too. there seemed to be a gliding senstaion when Oni jumped, which was out of place in terms of physics in the game. at least to me personally, since there're some people who don't feel a thing. Oni did not use a camera like Rune, it used similar but totally different. Rune's camera was not obtrusive because, when cornered, the character can be seen through. Bungie said, no, we don't want that. so they went and designed an environment that when Oni was cornering, players can see through the wall and see Oni... lol
prince of persia SoT series was a prime example of platformer games. the smoothness of doing all the gymastic stuff with the prince was amazing. and since it's a platformer first, combat second, there's almost no waste in prince's gymastic talents. however, there's not much room for competitive multiplayer either. the camera for PC was not very consistent. it seemed to me that some of the platformer manuever, like jump over a long break, was predetermined. players cannot control how far, how strong they are going to jump. the level design was quite linear. however, the best thing in terms of any platforming games was the Dahoka chase. although it does suffer some camera inconsistency, it confirms myself that competitive platforming will be an absolute blast. but camera issue will definetly need to be addressed. and how much player's control over some aspect of platformer game mechanics need to be addressed too.
now let's talk about psychonauts. i loved psychonauts. the camera in the game was quite wonderful until the last level, which was terrible for that type of camera... it has an glide mechanics, which add insurance to the success of a jump. however, there's still not much skill involved. at least that's what i remembered. the feeling of physics was great. which helps in many places. it's a bit different from prince of persia. Prince of Persia's level design was very tight, and linear. but Psychonuats' level design was open and not as linear.
all the games mentioned above, their designers created their platform engine according to their needs, except for Oni, they just created for fun mostly, i felt... now, i haven't tried assassin's creed or mirror's edge. personally, i am interested in mirror's edge right now. because i am wondering what kind competitive platforming do they have? i always felt that with camera placed above my character's back would be impossible to do anything like PoP. However, now i see that i should brainstorm for the new stuff rather than just thinking about PoP. my idea of competitive platforming was from 2D platforming. i remembered that for some jumps, you really need skill to perform in rockman and metroid series. for example, some people could wall jump to the places i could not and the time run trials...etc.
to sum up from what i really said above and questions for further thinking:
the first thing i think should be solved is camera issue though. my idea of ideal camera placement in third person action games is nailed above the back of the character i am playing. but it does have a few problems. first, it minimizes player's estimation for jump distance. second, it sometimes got blocked by the objects between camera and the character; or in the case of cornering, camera could stocked at a weird angle, which then interfered with the gameplay. although second problem was solved in Rune as far as i am concerned. there're still many developers did not use that option. so i say, use something like Rune, please... for the first problems, i'd think that make sure the physics in the game feel right; and make hanging in the air, like gliding an option. in addition to this two, i'd really like to request a weird option, which is design as many camera options as possible. i loved king's quest mask of eternity for a free form camera control although many cried against it. but i loved it. mostly, i'd like to express the wish for good numbers of camera options in the game. for, it's the soul of third person aciton game in my opinion.
Oni was an amazing game. i always loved the quote from avault's Oni review,
"Even a partial list of her moves sounds like a TV commercial for Ginsu knives: “She hits, kicks, runs, rolls, jumps, slides and flips with the greatest of ease! The amazing Konoko!”(Review by: David Laprad) "
and yes, Oni can do all these with never before seen grace, and none can compared to her even today. the problem for Oni was not that she's lacking the movements. the problem for Oni was that there's no meaning for Oni's most of her movements. what i am saying is that you could play through most of the level without using many of the amazingly fluid platformer animations. And in today's standards, lacking wallrun, wall jump, and hanging onto the edge of walls were a big let down also. whatever function game designers were creating for the character, he better assign meanings to it. or otherwise, it got wasted! the jump animation in the game was a bit weird to me too. there seemed to be a gliding senstaion when Oni jumped, which was out of place in terms of physics in the game. at least to me personally, since there're some people who don't feel a thing. Oni did not use a camera like Rune, it used similar but totally different. Rune's camera was not obtrusive because, when cornered, the character can be seen through. Bungie said, no, we don't want that. so they went and designed an environment that when Oni was cornering, players can see through the wall and see Oni... lol
prince of persia SoT series was a prime example of platformer games. the smoothness of doing all the gymastic stuff with the prince was amazing. and since it's a platformer first, combat second, there's almost no waste in prince's gymastic talents. however, there's not much room for competitive multiplayer either. the camera for PC was not very consistent. it seemed to me that some of the platformer manuever, like jump over a long break, was predetermined. players cannot control how far, how strong they are going to jump. the level design was quite linear. however, the best thing in terms of any platforming games was the Dahoka chase. although it does suffer some camera inconsistency, it confirms myself that competitive platforming will be an absolute blast. but camera issue will definetly need to be addressed. and how much player's control over some aspect of platformer game mechanics need to be addressed too.
now let's talk about psychonauts. i loved psychonauts. the camera in the game was quite wonderful until the last level, which was terrible for that type of camera... it has an glide mechanics, which add insurance to the success of a jump. however, there's still not much skill involved. at least that's what i remembered. the feeling of physics was great. which helps in many places. it's a bit different from prince of persia. Prince of Persia's level design was very tight, and linear. but Psychonuats' level design was open and not as linear.
all the games mentioned above, their designers created their platform engine according to their needs, except for Oni, they just created for fun mostly, i felt... now, i haven't tried assassin's creed or mirror's edge. personally, i am interested in mirror's edge right now. because i am wondering what kind competitive platforming do they have? i always felt that with camera placed above my character's back would be impossible to do anything like PoP. However, now i see that i should brainstorm for the new stuff rather than just thinking about PoP. my idea of competitive platforming was from 2D platforming. i remembered that for some jumps, you really need skill to perform in rockman and metroid series. for example, some people could wall jump to the places i could not and the time run trials...etc.
to sum up from what i really said above and questions for further thinking:
- i would like a game character do all the stuff like Oni with new tricks as well.
- i would like a game designed around those tricks Oni had plus new tricks too.
- the camera is mighty important, i would love to have as many options for it as possible.
- how much should be controlled by the designers in terms of platofrm manueverablity?
- should competitive platforming be designed in an open environment or all following a linear path?
- what modes should be in the competitive platforming? what's the reward? and what should be considered skills in such competition?
Tp action game brainstorming
i love third person action games. to me, good action games should always have two satisfying game mechanics, one is melee combat, the other one is platformer. i think every gamer would always dreamed what his dream game would be. I am no exceptions.
i love Prince of Persia SOT series, Oni, Blade of Darkness Severance, bushido blade series, and Psychonauts. so i keep thinking how to combine all of the great elements in those games. I know i need to try to convince other people so i could start my project. (that is...in my dreams...) because doing a third person action game focused primariy on melee combat is a dangerous thing. Oni and Bod Severance were two prime example of it. The market share for this type of games is very limited. it seemed that only the hardcore of the hardcore would be willing to invest time and energy to play through a game, in which the only meaningful gameplay was one repetitive melee combat after another. However, i know there're people who'd die to play this kind games. so what i'd propose to solve the profit problem for this kind game is to integrate melee combat and platformer together. but instead focusing on single player mode, we focusing on multiplayer mode. I mean, console fighting games went online, sports game like madden went online, racing games went online. why not creating a engine to integrate both platformer and melee combat online?
what i have in mind is a very hardcore melee combat mechanics. it is a combination of weapon and hand to hand, or weapon against empty handed combat system. it should be much more detailed and realistic in both departments than in Oni, or BoD Severance. in addition, by adding platformer, i hope to open a numerous modes of online plays, with some integrated with the combat engine. which could include time trials, 2 to 8 people racing, or mario cart style of platforemer racing...etc. i wish to hone the online multipayler to the perfection, but let the players, or modders using both melee engine and platformer engine to create their own stories. The game will be released with simplest game structure, something like Mount and Blades, with level design tools. and for the add-ons, it's not just new single players campaign, or story, it may not even have that. there would be new stuffs modders and gamers could utilize to create their levels, new skins, new movements, new formations for armies, maybe to improve upon the dialogue systems, and many other things. by publishing adds on, it's a service to a huge community. but also a chance to expand our multiplayer experience.
but of course, it's just never to happen ideas...:p
i love Prince of Persia SOT series, Oni, Blade of Darkness Severance, bushido blade series, and Psychonauts. so i keep thinking how to combine all of the great elements in those games. I know i need to try to convince other people so i could start my project. (that is...in my dreams...) because doing a third person action game focused primariy on melee combat is a dangerous thing. Oni and Bod Severance were two prime example of it. The market share for this type of games is very limited. it seemed that only the hardcore of the hardcore would be willing to invest time and energy to play through a game, in which the only meaningful gameplay was one repetitive melee combat after another. However, i know there're people who'd die to play this kind games. so what i'd propose to solve the profit problem for this kind game is to integrate melee combat and platformer together. but instead focusing on single player mode, we focusing on multiplayer mode. I mean, console fighting games went online, sports game like madden went online, racing games went online. why not creating a engine to integrate both platformer and melee combat online?
what i have in mind is a very hardcore melee combat mechanics. it is a combination of weapon and hand to hand, or weapon against empty handed combat system. it should be much more detailed and realistic in both departments than in Oni, or BoD Severance. in addition, by adding platformer, i hope to open a numerous modes of online plays, with some integrated with the combat engine. which could include time trials, 2 to 8 people racing, or mario cart style of platforemer racing...etc. i wish to hone the online multipayler to the perfection, but let the players, or modders using both melee engine and platformer engine to create their own stories. The game will be released with simplest game structure, something like Mount and Blades, with level design tools. and for the add-ons, it's not just new single players campaign, or story, it may not even have that. there would be new stuffs modders and gamers could utilize to create their levels, new skins, new movements, new formations for armies, maybe to improve upon the dialogue systems, and many other things. by publishing adds on, it's a service to a huge community. but also a chance to expand our multiplayer experience.
but of course, it's just never to happen ideas...:p
Wednesday, December 17, 2008
thinking of you
thinking of you.
illusion
for comfort.
but no more
than
illusion itself
think of you
like tomorrow
big smile flow through
the door
yellow
like old comfort picture
burn
yet desire for you to be
here
imagination with wild
amazement
bloom
to spring
hop and hop
and yes
till i drop
illusion
for comfort.
but no more
than
illusion itself
think of you
like tomorrow
big smile flow through
the door
yellow
like old comfort picture
burn
yet desire for you to be
here
imagination with wild
amazement
bloom
to spring
hop and hop
and yes
till i drop
Tuesday, December 16, 2008
boring trends in third Person Action game
i love third person action games. but i feel unease about the current trends of designing philosophy behind this genre.
The first game i bought was king's quest mask of eternity. It's a blend of adventure, RPG, and action genre. i was hooked since then. I played Oni, MDK, Rune, Heavy metal FAKK2, Blade of Darkness Severance, Max Payne series, Devil may cry, bushido blade series, Tenchu series, Outcast, Prince of Persia SOT series, Zelda Wind Waker, psychonauts, and many many more. I found each one of them was an exciting piece of work. i was very excited to look forward for new games to come. But i was disappointed gradually. Very disappointed nowadays even.
the reason for this is because, most of the TP action games went to one of the two directions, shooting or quicktime event. I loved melee and platform in TP action games. I don't hate shooting if designed well, like MDK. most of the TP games now revolved around shooting, not melee. it is degrading in my opinion. because 8 years ago, fighting in TP game was much more diverse and awesome. Oni and Blade of Darkness Severance were the prime example of melee combat excellent games. There are other hardcores would even point to Die by the Sword as a reference.
i'd like to venture a guess for why shooting is extremely popular among the game designers. It's a very easy mechanics to design compared to melee combat. there's not so much collision detection to sweat over. There's not as much animation to grudge about. although today's standard of shooting in games were already raised much higher than MDK. It seemed to me, the whole process still just came down to Person A shoot Person B, Person B react animation to where bullets supposed to register, animations of being shot was then activated. i don't see the need for collision detection. Even it does need to have Collision Detection, the amount of it was largely reduced compared to the real melee combat. And you even need to consider, what happend if the melee combat has multiple enemies. Collision Detection would be hell. animation would be a torture.
The quicktime event... le sigh. it must be one of the worst invention in video game history. From God of War's big battle to Resident Evil 4's wagging to escape situation. To me, the invention is invented to relieve game developers' brain cells. Of course, there's consideration for the gamers as well. But rather than saying it's for the gamers, Market share should be a bigger blame for it. As the video game emerging to become a huge profitable industry. the goal for any coporation is to increase profit. So, nintendo invented the wii, and other game companies, including Sony, microsoft, invented quicktime event to lure more people to gaming. no, nintendo invented Wii alright, others just recycled old stuff and mass produced it. what's quicktime event? as a player, you just randomly pressed buttoms according the queue on the TV screen. What's easier than this? It's also easier for the developers to pull off some dramatic and awesome looking sequences without messing with the control. However, games with quicktime events do not feel like playing anymore. because as players, they are not doing the action on the monitor which translated to mean that players are not playing in my opinion. They are merely like a well trained dog responding to the bell, which reminded them of lunches.
Talking about melee, which made me so sad. when we looked back 10 years ago. everybody is experimenting with their own ideas. from those years, Oni was born, BoD Severance and Rune were born. Heavy Metal FAKK2 was there. Bushido Blade series was out. even crazy as die by the sword attracted die hard fans everywhere. The combat, with hand or with weapon was getting more and more detailed. Some of the game, like Oni, bushido blade, and Blade of Darkness Severance were almost as good as any real fighting games on the market; even had a lot more potention in creating an exciting story line than any of the fighting games on the market. but they withered and died... now, we de-evolutioned into arcadish action games, like ninja gaiden, devil may cry, and god of war. i don't hate those games. i played two out of three from the list. but it's so different from Oni, blade of darkness, or bushido blade. even when the blood was flying like a raging volcanoe in ninja gaiden, i felt detached. i didnt feel empowered or involved when god of war groweled like female cat in Spring time. i cant' even mention about the quicktime event in god of war, it made no sense at all. it's a very sad decade when most of the game developers are trying to make movies rather than games. using quicktime as a device, i felt it's game designers who are playing gamers rather than gamers playing the game the designers made.
as a side note, i am more a pc gamer than console. i felt in this degrading trend for melee combat console was a huge factor. It is very sad and extremely annoying. But there's always a light shine through darkness. For me, it's the arrive of the Mount and Blades. I could almost felt through my hand when my opponent blocked my weapons! it's incredible!
The first game i bought was king's quest mask of eternity. It's a blend of adventure, RPG, and action genre. i was hooked since then. I played Oni, MDK, Rune, Heavy metal FAKK2, Blade of Darkness Severance, Max Payne series, Devil may cry, bushido blade series, Tenchu series, Outcast, Prince of Persia SOT series, Zelda Wind Waker, psychonauts, and many many more. I found each one of them was an exciting piece of work. i was very excited to look forward for new games to come. But i was disappointed gradually. Very disappointed nowadays even.
the reason for this is because, most of the TP action games went to one of the two directions, shooting or quicktime event. I loved melee and platform in TP action games. I don't hate shooting if designed well, like MDK. most of the TP games now revolved around shooting, not melee. it is degrading in my opinion. because 8 years ago, fighting in TP game was much more diverse and awesome. Oni and Blade of Darkness Severance were the prime example of melee combat excellent games. There are other hardcores would even point to Die by the Sword as a reference.
i'd like to venture a guess for why shooting is extremely popular among the game designers. It's a very easy mechanics to design compared to melee combat. there's not so much collision detection to sweat over. There's not as much animation to grudge about. although today's standard of shooting in games were already raised much higher than MDK. It seemed to me, the whole process still just came down to Person A shoot Person B, Person B react animation to where bullets supposed to register, animations of being shot was then activated. i don't see the need for collision detection. Even it does need to have Collision Detection, the amount of it was largely reduced compared to the real melee combat. And you even need to consider, what happend if the melee combat has multiple enemies. Collision Detection would be hell. animation would be a torture.
The quicktime event... le sigh. it must be one of the worst invention in video game history. From God of War's big battle to Resident Evil 4's wagging to escape situation. To me, the invention is invented to relieve game developers' brain cells. Of course, there's consideration for the gamers as well. But rather than saying it's for the gamers, Market share should be a bigger blame for it. As the video game emerging to become a huge profitable industry. the goal for any coporation is to increase profit. So, nintendo invented the wii, and other game companies, including Sony, microsoft, invented quicktime event to lure more people to gaming. no, nintendo invented Wii alright, others just recycled old stuff and mass produced it. what's quicktime event? as a player, you just randomly pressed buttoms according the queue on the TV screen. What's easier than this? It's also easier for the developers to pull off some dramatic and awesome looking sequences without messing with the control. However, games with quicktime events do not feel like playing anymore. because as players, they are not doing the action on the monitor which translated to mean that players are not playing in my opinion. They are merely like a well trained dog responding to the bell, which reminded them of lunches.
Talking about melee, which made me so sad. when we looked back 10 years ago. everybody is experimenting with their own ideas. from those years, Oni was born, BoD Severance and Rune were born. Heavy Metal FAKK2 was there. Bushido Blade series was out. even crazy as die by the sword attracted die hard fans everywhere. The combat, with hand or with weapon was getting more and more detailed. Some of the game, like Oni, bushido blade, and Blade of Darkness Severance were almost as good as any real fighting games on the market; even had a lot more potention in creating an exciting story line than any of the fighting games on the market. but they withered and died... now, we de-evolutioned into arcadish action games, like ninja gaiden, devil may cry, and god of war. i don't hate those games. i played two out of three from the list. but it's so different from Oni, blade of darkness, or bushido blade. even when the blood was flying like a raging volcanoe in ninja gaiden, i felt detached. i didnt feel empowered or involved when god of war groweled like female cat in Spring time. i cant' even mention about the quicktime event in god of war, it made no sense at all. it's a very sad decade when most of the game developers are trying to make movies rather than games. using quicktime as a device, i felt it's game designers who are playing gamers rather than gamers playing the game the designers made.
as a side note, i am more a pc gamer than console. i felt in this degrading trend for melee combat console was a huge factor. It is very sad and extremely annoying. But there's always a light shine through darkness. For me, it's the arrive of the Mount and Blades. I could almost felt through my hand when my opponent blocked my weapons! it's incredible!
Monday, December 15, 2008
random
i read a book about the big predators of the world, their roles in the ecologic realm, their present status in recent years, and the impact of their declination from nature. i read another book with the same attitude a while back, the monsters of god. it's an interesting topic. i wish to know about it more.
+++++++++++++++
i am not in a good state of mind lately. i could do something alright. but more and more annoyed i became. wished for a tender encounter. but of course, i hated that feeling. not really deserving it in any possible way. comparing with my mom, she's the one that need the utmost comfort. Not me. wished to take her up high, honor her. but the more i think i could not. cursing myself would at the same time cursed her. but how much i hate, despise, resent, look down upon myself. it's absolutely terrifying. now talking about it riled me up with hatred and evil intent. no, not really... that's another sad and funny part, i am too tired to do anything.
+++++++++++++++
i made a dumpling the second time last Sunday. i finally made a successful fillings this time. when i say successful, i meant there's a soup came out after you cooked the dumplings. i was quite happy. i am not really sure about the reason of the success though. my guess is that compared to the first time i made two weeks ago, the veggie-meat proportion of the fillings a lot more veggie this time around. yet, the fillings did not feel less meaty than two weeks ago. this is an interesting notion.
+++++++++++++++
+++++++++++++++
i am not in a good state of mind lately. i could do something alright. but more and more annoyed i became. wished for a tender encounter. but of course, i hated that feeling. not really deserving it in any possible way. comparing with my mom, she's the one that need the utmost comfort. Not me. wished to take her up high, honor her. but the more i think i could not. cursing myself would at the same time cursed her. but how much i hate, despise, resent, look down upon myself. it's absolutely terrifying. now talking about it riled me up with hatred and evil intent. no, not really... that's another sad and funny part, i am too tired to do anything.
+++++++++++++++
i made a dumpling the second time last Sunday. i finally made a successful fillings this time. when i say successful, i meant there's a soup came out after you cooked the dumplings. i was quite happy. i am not really sure about the reason of the success though. my guess is that compared to the first time i made two weeks ago, the veggie-meat proportion of the fillings a lot more veggie this time around. yet, the fillings did not feel less meaty than two weeks ago. this is an interesting notion.
+++++++++++++++
Tuesday, December 02, 2008
Quino's comics
When i was young, my mom brought me many books. For books was and still is the symbol of knowledge, knowledge of all kinds. She even brought me many picture books like comic strips from Tsai Chi Chung(蔡志忠). Few of them survived the journey when we moved to USA. When I got older, I became very fond of a series among those remaining picture books. It's called Mafalda. The author was an Argentina man, Quino is his pen name. Mafalda series was translated by San Mao(三毛). I was so fond of Mafalda, I searched internet for other things created by Quino. The result was a spectacular discovery! There are very few words in Quino's works, even less coversations, especially for the work outside of Mafalda. However, every picture brought something surprising and delightful view of the world. Quino wrote a lot of things with his pictures. Sometimes, it's about politics, sometimes, it's about humanity. No matte which subject, Quino found so many amusing ways to hone his ideas into his pcitures. I shall not describe them with the stupitidy of my pen. Here're a few of them to showcase Quino's great comics.



Tuesday, November 25, 2008
馬說
東郭之兒 , 生而未嘗逢馬 , 意其四足而甚大者皆牛也 . 他日 , 適市而逢馬焉 , 驚而呼曰: "是牛 , 何以是斑斑也 ?" 其聞者笑之 . 語諸市人 , 而市人笑之 . 東郭之兒自失焉 , 歸而語諸長者 , 則馬也 . 以是不語者三日 .
東郭之先生 , 聞而過之曰: "孺子亦有所失乎?" 曰: "非也 . 吾常以馬為牛 , 既知其為馬矣 , 吾慚而未言 , 將無以見市人也 ." 先生曰: "噫 . 馬信為馬也 , 孺子以為牛 , 孺子之過也 . 市人乃能笑孺子者 , 是以馬云也 . 苟不以馬而以他使是非 , 幾不能不以牛為馬 , 其於孺子有間乎 ? 孺子殆未之學耳 , 市人故不足慚也 ."
-------------廣陵先生文集
"苟不以馬而以他使是非 , 幾不能不以牛為馬 , 其於孺子有間乎 ?" 這一句話有點不懂...
東郭之先生 , 聞而過之曰: "孺子亦有所失乎?" 曰: "非也 . 吾常以馬為牛 , 既知其為馬矣 , 吾慚而未言 , 將無以見市人也 ." 先生曰: "噫 . 馬信為馬也 , 孺子以為牛 , 孺子之過也 . 市人乃能笑孺子者 , 是以馬云也 . 苟不以馬而以他使是非 , 幾不能不以牛為馬 , 其於孺子有間乎 ? 孺子殆未之學耳 , 市人故不足慚也 ."
-------------廣陵先生文集
"苟不以馬而以他使是非 , 幾不能不以牛為馬 , 其於孺子有間乎 ?" 這一句話有點不懂...
Sunday, November 23, 2008
胡志忠
處州小將胡志忠奉吏之越 , 夜夢一物 , 犬首人質 , 告忠曰: "某不食歲餘 , 聞公有會稽之役 , 必當止吾館矣 . 能減所食見沾乎 ?" 忠夢中不諾 . 明早遂行 , 夜止山館 , 館吏曰: "此聽常有妖物 , 或能為祟 , 不待寢食 , 請止東序 ." 忠曰: "吾正直可以禦鬼怪 , 勇力可以排奸邪 , 何妖物之有 ?" 促令進膳 .
方下箸次, 有異物 , 其狀甚偉 , 當盤而立 . 侍者懾退 , 不敢旁顧 . 志忠撤炙 , 乃起而擊之 . 異物連有傷痛之聲 , 聲如犬 , 語甚分明 , 曰: "請止 , 請止 , 若不止 , 未知誰死 ." 忠遠臂愈急 . 異物又急呼曰: "斑兒何在 ?" 續有一物自屏外來 , 閃然而進 . 忠又擊之 , 然冠隳帶解 , 力若不勝 . 僕夫無計能救 , 乃以慧撲 . 羅曳入於東閣 . 顛仆之聲 , 如壞牆然 . 未久 , 志忠冠帶儼然而出 . 復就盤命膳 , 卒無一言 , 惟顧其閣, 時時咨嗟而已. 明旦將行 , 封署其門 , 囑管吏曰: "俟吾回駕而後啟之 , 爾若潛開 , 禍必及爾 ." 言訖遂行.
旬余 , 乃還止其館 , 索筆硯 , 泣題其戶曰: "恃勇禍必嬰 , 恃強勢必傾 , 胡為萬金子 , 而與惡物爭 , 休將逃魄趨府庭 , 止於此館歸冥冥 ." 題訖 , 以筆擲地而失所在 , 執筆者甚怖 , 覺微風觸面而散 . 吏具狀申刺吏 , 乃遣吏啟其戶 , 而志忠與斑黑二犬 , 俱仆於西北隅矣 ."
------------出自薛用弱集異記(太平廣記)
方下箸次, 有異物 , 其狀甚偉 , 當盤而立 . 侍者懾退 , 不敢旁顧 . 志忠撤炙 , 乃起而擊之 . 異物連有傷痛之聲 , 聲如犬 , 語甚分明 , 曰: "請止 , 請止 , 若不止 , 未知誰死 ." 忠遠臂愈急 . 異物又急呼曰: "斑兒何在 ?" 續有一物自屏外來 , 閃然而進 . 忠又擊之 , 然冠隳帶解 , 力若不勝 . 僕夫無計能救 , 乃以慧撲 . 羅曳入於東閣 . 顛仆之聲 , 如壞牆然 . 未久 , 志忠冠帶儼然而出 . 復就盤命膳 , 卒無一言 , 惟顧其閣, 時時咨嗟而已. 明旦將行 , 封署其門 , 囑管吏曰: "俟吾回駕而後啟之 , 爾若潛開 , 禍必及爾 ." 言訖遂行.
旬余 , 乃還止其館 , 索筆硯 , 泣題其戶曰: "恃勇禍必嬰 , 恃強勢必傾 , 胡為萬金子 , 而與惡物爭 , 休將逃魄趨府庭 , 止於此館歸冥冥 ." 題訖 , 以筆擲地而失所在 , 執筆者甚怖 , 覺微風觸面而散 . 吏具狀申刺吏 , 乃遣吏啟其戶 , 而志忠與斑黑二犬 , 俱仆於西北隅矣 ."
------------出自薛用弱集異記(太平廣記)
Thursday, November 20, 2008
無題
當我思念的人在遠方,
我的思緒就像安祥的曲調,
悠揚而漫長.
當我思念的人就在身畔,
我的情緒又變成了,
節奏輕快的小調,
跳躍而喜悅.
---------------------------------
第一次見到你, 我的心在跳.
知道你我同一班, 我的心情雀躍.
每天見你一面, 我的眼神都閃耀.
別人叫我行動, 我說不要.
其實,
當你在我身邊, 我真想大叫.
--------------------------------
你從來沒有承諾什麼,
卻做的比別人都多.
風不說什麼,
卻吹過春夏秋冬.
太陽刺眼,
卻情深不悔的,
照遍大江南北.
拿他們比你又有所不如,
因為,
對你的思念,
日月,
風雨,
卻從不改變.
----------------------------------------------
真奇怪, 拿回憶來磨, 回憶不曾減少, 消磨的卻是我.
----------------------------------------------
女孩, 我不常見到你,
我會想念你.
女孩, 當我見到你,
我卻不曾高興.
我心中只擔心你對我有,
一丁點兒的冷淡.
當我見到你,
我卻未曾歡喜.
我心中只害怕你在我心中將留下你,
臨走前的遺憾.
女孩, 我不常見到你,
我有時真的想念你.
------------------------------------------
我的愛人, 在遙遠的地方.
等待, 等待那天的到來.
我要整裝待發, 我要去尋找他.
那久遠失去的愛.
------------------------------------------
你們的出現
好像
我身旁的薄霧
並不使我
看不見
只讓我
縮短視線
------------------------------------------
寫下自己的東西, 念一念. 哇, 原來都那麼爛...
我的思緒就像安祥的曲調,
悠揚而漫長.
當我思念的人就在身畔,
我的情緒又變成了,
節奏輕快的小調,
跳躍而喜悅.
---------------------------------
第一次見到你, 我的心在跳.
知道你我同一班, 我的心情雀躍.
每天見你一面, 我的眼神都閃耀.
別人叫我行動, 我說不要.
其實,
當你在我身邊, 我真想大叫.
--------------------------------
你從來沒有承諾什麼,
卻做的比別人都多.
風不說什麼,
卻吹過春夏秋冬.
太陽刺眼,
卻情深不悔的,
照遍大江南北.
拿他們比你又有所不如,
因為,
對你的思念,
日月,
風雨,
卻從不改變.
----------------------------------------------
真奇怪, 拿回憶來磨, 回憶不曾減少, 消磨的卻是我.
----------------------------------------------
女孩, 我不常見到你,
我會想念你.
女孩, 當我見到你,
我卻不曾高興.
我心中只擔心你對我有,
一丁點兒的冷淡.
當我見到你,
我卻未曾歡喜.
我心中只害怕你在我心中將留下你,
臨走前的遺憾.
女孩, 我不常見到你,
我有時真的想念你.
------------------------------------------
我的愛人, 在遙遠的地方.
等待, 等待那天的到來.
我要整裝待發, 我要去尋找他.
那久遠失去的愛.
------------------------------------------
你們的出現
好像
我身旁的薄霧
並不使我
看不見
只讓我
縮短視線
------------------------------------------
寫下自己的東西, 念一念. 哇, 原來都那麼爛...
Wednesday, November 19, 2008
也許
"也許"
也許你真是太累,
也許你要睡一睡.
那麼叫夜鷹不要咳嗽,
蛙不要嚎, 蝙蝠不要飛.
不許陽光撥你的眼簾,
不許清風刷你的眉,
無論誰都不能驚醒你,
撐一傘蔭松庇護你睡.
也許你聽這蚯蚓翻泥,
聽這小草的根鬚吸水.
也許你聽這般的音樂,
比那咒罵的人聲更美.
那麼你先把眼皮閉緊,
我就讓你睡, 我讓你睡,
我把黃土輕輕蓋著你,
我叫紙錢兒緩緩的飛.
聞一多寫於喪女之痛.
也許你真是太累,
也許你要睡一睡.
那麼叫夜鷹不要咳嗽,
蛙不要嚎, 蝙蝠不要飛.
不許陽光撥你的眼簾,
不許清風刷你的眉,
無論誰都不能驚醒你,
撐一傘蔭松庇護你睡.
也許你聽這蚯蚓翻泥,
聽這小草的根鬚吸水.
也許你聽這般的音樂,
比那咒罵的人聲更美.
那麼你先把眼皮閉緊,
我就讓你睡, 我讓你睡,
我把黃土輕輕蓋著你,
我叫紙錢兒緩緩的飛.
聞一多寫於喪女之痛.
Tuesday, November 18, 2008
宓子論過
賓有見人於宓子者. 賓出, 宓子曰:
"子之賓獨有三過: 望我而笑 , 是攓也 ; 談言而不稱師 , 是反也 ; 交淺而言深, 是亂也 . "
賓曰:
"望君而笑 , 是公也 ; 談語而不稱師 , 是通也 ; 交淺而言深 , 是忠也 . "
故賓之容 , 一體也 ; 或以為君子 , 或以為小人 , 所自視之異也 .
---------- 錄自淮南子齊俗訓
這篇的全部意義我不能說全懂. 我只能稍微猜猜其中的意思. 大意應該是兩個人對同一件事有兩種看法. 甚至是完全想反的看法. 而之所以會產生如此不同的看法是因為,
"...所自視之異也."
上句或許是說, 兩人角度地位身分對這一件事情的關係是不相同的. 很可惜我現在有問題, 不知道可以去問誰...
但是不管如何, 這個故事實在是有趣極了! 往往從類似小故事裡, 更可以感到古人離我們近一點! 因為這些小故事裡, 他們也有同樣的遭遇! 他們甚至產生和現代人類似的看法! 這些故事都是寶貝啊!
"子之賓獨有三過: 望我而笑 , 是攓也 ; 談言而不稱師 , 是反也 ; 交淺而言深, 是亂也 . "
賓曰:
"望君而笑 , 是公也 ; 談語而不稱師 , 是通也 ; 交淺而言深 , 是忠也 . "
故賓之容 , 一體也 ; 或以為君子 , 或以為小人 , 所自視之異也 .
---------- 錄自淮南子齊俗訓
這篇的全部意義我不能說全懂. 我只能稍微猜猜其中的意思. 大意應該是兩個人對同一件事有兩種看法. 甚至是完全想反的看法. 而之所以會產生如此不同的看法是因為,
"...所自視之異也."
上句或許是說, 兩人角度地位身分對這一件事情的關係是不相同的. 很可惜我現在有問題, 不知道可以去問誰...
但是不管如何, 這個故事實在是有趣極了! 往往從類似小故事裡, 更可以感到古人離我們近一點! 因為這些小故事裡, 他們也有同樣的遭遇! 他們甚至產生和現代人類似的看法! 這些故事都是寶貝啊!
Saturday, November 15, 2008
魯監門之女嬰
魯監門之女嬰相從績, 中夜而泣涕. 其偶曰: "何謂而泣也?" 嬰曰: "吾聞衛世子不肖, 所以泣也." 其偶曰: "衛世子不肖, 諸侯之憂也, 子曷為泣也?" 嬰曰: "吾聞之, 異乎子之言也. 昔者, 宋之桓司得罪於宋君, 出奔於魯, 其馬佚而輾吾園, 而食吾園之葵. 是歲, 吾聞園人亡利之半. 越王句踐起兵而攻吳, 諸侯畏其威, 魯往獻女, 吾姊與焉. 兄往視, 道畏而死. 越兵威者, 吳也; 兄死者, 我也. 由是觀之, 禍與福相及也. 今衛世子甚不肖, 好兵, 吾男弟三人, 能無憂乎?"
-------錄自韓詩外傳, 卷二, 第三章
給我媽和我妹看了, 他們都說這有啥意思. 我妹說, 他好像是在拿蘋果和橘子比... 我倒是覺得這篇小故事很有意思. 一個國家的動亂往往波及鄰近的國家, 即使是現在, 也仍然如此. 可能更嚴重! 譬如說, 賓拉登在阿富汗活動的結果是, 海珊被殺掉, 伊拉克, 阿富汗, 還有巴基斯坦大動亂... 或者, 中國赤化, 結果, 韓戰, 越戰, 然後是南北韓對立, 大陸台灣分化, 直到現在.
-------錄自韓詩外傳, 卷二, 第三章
給我媽和我妹看了, 他們都說這有啥意思. 我妹說, 他好像是在拿蘋果和橘子比... 我倒是覺得這篇小故事很有意思. 一個國家的動亂往往波及鄰近的國家, 即使是現在, 也仍然如此. 可能更嚴重! 譬如說, 賓拉登在阿富汗活動的結果是, 海珊被殺掉, 伊拉克, 阿富汗, 還有巴基斯坦大動亂... 或者, 中國赤化, 結果, 韓戰, 越戰, 然後是南北韓對立, 大陸台灣分化, 直到現在.
Friday, November 14, 2008
法拉第向瑟拉求婚
法拉第給瑟拉的信大意如下:
今天任何其他的事都不能做, 給你寫了一天的信. 由白天寫到深夜, 現在又由白天寫到快天亮了. 地板上遍是寫不成文的信稿所柔成的紙團. 現在我累極了. 當我默想你的同時, 好像機油, 氯氣, 鋼球, 水銀, 好幾十種東西在我腦裡亂轉. 這種不可收拾的局面, 我再也支持不下去了. 這樣辦吧: 你如果肯嫁給我呢, 我們就結婚; 不然, 就算了.
------錄自陳之藩的書 "一星如月"
嘻嘻, 自然不做作.
今天任何其他的事都不能做, 給你寫了一天的信. 由白天寫到深夜, 現在又由白天寫到快天亮了. 地板上遍是寫不成文的信稿所柔成的紙團. 現在我累極了. 當我默想你的同時, 好像機油, 氯氣, 鋼球, 水銀, 好幾十種東西在我腦裡亂轉. 這種不可收拾的局面, 我再也支持不下去了. 這樣辦吧: 你如果肯嫁給我呢, 我們就結婚; 不然, 就算了.
------錄自陳之藩的書 "一星如月"
嘻嘻, 自然不做作.
Thursday, November 06, 2008
Lawrence of Arabia
I watched Lawrence of Arabia last night. I've been wanting to watch this for a long time. I rented from library once. The DVD disc was not watchable at the time. I had a conversation with one of my uncle's friends about movies she watched in Taiwan last week. She mentioned that her favorite movie was Lawrence of Arabia. Thus, I decided to rent from the Library again. The disc worked this time, and I was a happy man!
This movie was really long, it's three hours and more. After the movie I was so exhausted. This was however, a good sign. I can not believe a movie made in 1962 could have such a grand scale! This movie could be called truly an Epic! The whole thing was done in Arabic Desert near Jordan. The director, trying to give audience a feeling of desert, shot many scenes from afar. The distinct comparison of men riding camels and the landscape was magnificent. Director David Lean did not just show the depth of desert by putting landscape and men riding camels side by side. He was not afraid to extended movie length by shooting riders from afar closing in through a prolonged period of time. That was amazing to me. One of reasons the western genre was dying today was because some stupid people complaining that the riding a horse was much slower than driving a car! And yet, I've never seen any western movie dare to do what David Lean did here!
It's a biography movie about T. E. Lawrence. He served in English army as an intelligent officer who successfully led Arabic tribes rose up to fight the Turks, the Ottoman Empire during the WWI. The scripts of the movie was incredibly delicate in many places. In the tent scene when Lawrence first met Prince Faisal, for example. The conversation between the two clearly revealed the situation, and more importantly, it showed off both characters to the audience. It seemed easy, yet, the simple thing usually was very hard to do. Many of the Characters were amazingly acted out by incredible actors. I specifically loved Prince Faisal, Ali, and Abu. And when I found out that two of the three were not Arabics, I was even more amazed.
I find it's interesting that I'd compare this one with Riddley Scott's Kingdom of Heaven. Because I liked the supporting cast a lot more than the protagonist. I felt both center character was murky, however, Lawrence had much much more depth than Balian. Lawrence was tormented throughout the movie. He was a sad man with a cause. A cause that's much bigger than himself. Although he became a war heroe, the scar of the war on him was clearly shown at the end of the movie. It was to me a very sad story.
This movie was really long, it's three hours and more. After the movie I was so exhausted. This was however, a good sign. I can not believe a movie made in 1962 could have such a grand scale! This movie could be called truly an Epic! The whole thing was done in Arabic Desert near Jordan. The director, trying to give audience a feeling of desert, shot many scenes from afar. The distinct comparison of men riding camels and the landscape was magnificent. Director David Lean did not just show the depth of desert by putting landscape and men riding camels side by side. He was not afraid to extended movie length by shooting riders from afar closing in through a prolonged period of time. That was amazing to me. One of reasons the western genre was dying today was because some stupid people complaining that the riding a horse was much slower than driving a car! And yet, I've never seen any western movie dare to do what David Lean did here!
It's a biography movie about T. E. Lawrence. He served in English army as an intelligent officer who successfully led Arabic tribes rose up to fight the Turks, the Ottoman Empire during the WWI. The scripts of the movie was incredibly delicate in many places. In the tent scene when Lawrence first met Prince Faisal, for example. The conversation between the two clearly revealed the situation, and more importantly, it showed off both characters to the audience. It seemed easy, yet, the simple thing usually was very hard to do. Many of the Characters were amazingly acted out by incredible actors. I specifically loved Prince Faisal, Ali, and Abu. And when I found out that two of the three were not Arabics, I was even more amazed.
I find it's interesting that I'd compare this one with Riddley Scott's Kingdom of Heaven. Because I liked the supporting cast a lot more than the protagonist. I felt both center character was murky, however, Lawrence had much much more depth than Balian. Lawrence was tormented throughout the movie. He was a sad man with a cause. A cause that's much bigger than himself. Although he became a war heroe, the scar of the war on him was clearly shown at the end of the movie. It was to me a very sad story.
Monday, October 06, 2008
問題集
余至武昌火藥局, 看造火藥之法. 以銅為輪, 以鐵為輾; 圜地為大磨盤, 以牛輾之, 盤大徑二丈三尺, 周圍七丈許. 每盤用四牛, 每牛速曳兩輪. 盤外周圍溝漕, 約寬八寸許. 火藥在槽內, 牛行槽外. 馭牛之人行槽內, 每牛以一人馭之; 每兩牛四輪之後, 則有鏟藥者一人, 隨之執銅鏟, 於槽內鏟動; 庶輾過之後, 火藥不患大緊也. 又有小磨盤, 磨礦與磨麥相似, 僅用一人. 又有櫃, 篩礦, 篩炭, 其法絕精, 非圖不能說明.
-----摘自 曾國藩名言類鈔傳記治軍篇章
我的問題:
1. 武昌火藥局是那來的? 誰出錢建? 誰設計? 啥時建? 之後的經歷是怎樣了? 在民國時又怎樣了?
2. 清朝時的度量衡是怎樣的? 以現在的尺度來計算是多少?
3. 那時的火藥成分是啥? 這想必是西方來的配方, 和鴉片戰爭之前中國用的火藥有啥不同之處?
4. 裡面有很多東西都不確定是啥. 裡面也有看不大懂得句子. 例如: "....火藥不患大緊也." 這到底是啥意思? 是說這些步驟後, 火藥突然爆炸的機會就不大了?
5. 這裡面更重要的是這個火藥局裡, 中國人佔了多少? 第一批小留學生有貢獻嗎? 中國人在這時候和外國的交流和鴉片戰爭有多大的不同? 這樣一個火藥局, 對於民間的鐵匠, 術士有任何的啟發嗎? 我想說的是, 有這樣一棟建築物, 那時中國的學者, 工匠, 留學生之間有任何交流嗎?
-----摘自 曾國藩名言類鈔傳記治軍篇章
我的問題:
1. 武昌火藥局是那來的? 誰出錢建? 誰設計? 啥時建? 之後的經歷是怎樣了? 在民國時又怎樣了?
2. 清朝時的度量衡是怎樣的? 以現在的尺度來計算是多少?
3. 那時的火藥成分是啥? 這想必是西方來的配方, 和鴉片戰爭之前中國用的火藥有啥不同之處?
4. 裡面有很多東西都不確定是啥. 裡面也有看不大懂得句子. 例如: "....火藥不患大緊也." 這到底是啥意思? 是說這些步驟後, 火藥突然爆炸的機會就不大了?
5. 這裡面更重要的是這個火藥局裡, 中國人佔了多少? 第一批小留學生有貢獻嗎? 中國人在這時候和外國的交流和鴉片戰爭有多大的不同? 這樣一個火藥局, 對於民間的鐵匠, 術士有任何的啟發嗎? 我想說的是, 有這樣一棟建築物, 那時中國的學者, 工匠, 留學生之間有任何交流嗎?
Sunday, September 28, 2008
The games I am looking forward to the most now
I've been playing Video Games since 2001. I've always played the old games, which were always 3 years old at least. My first game was Fifa football 1997. I bought from EB in a local mall near Umass Amherst. Since then, i played many games. There are so many games coming out every year, and every year, there're only a handful that really interested me. There are even fewer that i'd felt a rush to buy them. Here's a list of games that I want to play them very badly.
Mount and Blade, it's an indie game created by a team of a husband and a wife from Turkey. I tried the demo a few times 3, 4 years ago. I could not get into it for the animation was very stiff, and i couldn't bear it. I've tried the new version of the demo last year and this year. Although the animations were still stiff, i insisted myself to get into the game and it's totally worth the effort! There're still mechanics i could not execute perfectly, but it still game me an incredible experience! The combat although awkward at the beginning, it grew on me! And the mounted fight was the best out there! There's no comparison with this game on the mounted combat! It gave me a feeling of total control! They used the map style similar Zelda game, but with a 3D graphic and real time day/night cycle. I can't wait to put my hands on the game. When I heard that Paradox Interactive got the right to publish the game, i was so happy. And now, it's finally on the market, all I need to do now is to update my computer... lol
Assassin's Creed, it's a revolutionary platformer action game from Ubisoft's Montreal studio. The studio claimed that anything stick out of ground taller than 1 inch will be interactable. From what I read, I think this promises was kept quite well. Somebody mentioned that the combat was too dull, and the missions structure was way too simple. But i am looking forward to this game for it's platformer gameplays. I know this will be an amazing experience that was never presented in any games in the past. I can't wait to play this game. Now, i only need to find a way to upgrade my computer... lol
Empire Total War, it's a tactical/strategy game. I played this series from the beginning. From shogun to medieval total war. I played Rome total war and Medieval 2 Total war very briefly. Because I don't have the rig to play RTW and M2TW... And now the latest installment is coming out next year... I missed online play so much... Fighting a battle with up to 7 other players was an experience that i shall never forget! I remember playing Naploean mod for VI with other players. We could play one battle for 1 hour and more sometimes! We organized, we talked about strategy, talking about which hill we wanted, which hill the other side might take advantage of. Then when the game started, we patiently marched our troops, line them up, and shoot. Along the way, both sides taunted each other, both sides watched each other's move intently. Constant communication, help each other out, if we finally had a breakthrough, we press out advantage home. If somehow we got a hole in the line, we tried to filled it up with more men. Those were incredible experiences that I could not share with anyone who did not play video game, mainly my mom, my sister, basically anybody around me. This time, Empire Total War bring Napolean era into 3D world along with sea warfare. I don't care about the graphic at all. It is the sensation that fighting along with other players thrills me. I cannot describe to you how much, just how much I want to fight those battles online! However, I seriously doubted the development team could really pull it out smoothly, to guarantee a lag free online play that is... Of course, I'd first need to acquire an adequate computer first... lol
Sins of a Solar Empire, it's a real time 4x strategy/tactic game. I never liked any games that related to space much. But this one is a must. This is another revolutionary game! Before this game, 4x strategy games were always term based, as far as I know. However, this game came and changed that with a zoom out/in mechanics. And the studio even added real time tactics, something similar to Homeworld! This is amazing. They even have multiplayer in real time! I can't wait to put my hands on this game. Now, only if I have a good computer... lol
These are the games I really want to play right now. I am writing this, and if anybody was reading it, he could see...I am not able to play those games. Because my computer was way outdated. But I still want to write things down, just to remind myself that: I do want something, even though it's trivial, it's not necessity. I hope writing these things down somehow served as an incentive to push myself out there to find a job. They alone might not be enough, but they could be one of the many pieces of dry wood...
Mount and Blade, it's an indie game created by a team of a husband and a wife from Turkey. I tried the demo a few times 3, 4 years ago. I could not get into it for the animation was very stiff, and i couldn't bear it. I've tried the new version of the demo last year and this year. Although the animations were still stiff, i insisted myself to get into the game and it's totally worth the effort! There're still mechanics i could not execute perfectly, but it still game me an incredible experience! The combat although awkward at the beginning, it grew on me! And the mounted fight was the best out there! There's no comparison with this game on the mounted combat! It gave me a feeling of total control! They used the map style similar Zelda game, but with a 3D graphic and real time day/night cycle. I can't wait to put my hands on the game. When I heard that Paradox Interactive got the right to publish the game, i was so happy. And now, it's finally on the market, all I need to do now is to update my computer... lol
Assassin's Creed, it's a revolutionary platformer action game from Ubisoft's Montreal studio. The studio claimed that anything stick out of ground taller than 1 inch will be interactable. From what I read, I think this promises was kept quite well. Somebody mentioned that the combat was too dull, and the missions structure was way too simple. But i am looking forward to this game for it's platformer gameplays. I know this will be an amazing experience that was never presented in any games in the past. I can't wait to play this game. Now, i only need to find a way to upgrade my computer... lol
Empire Total War, it's a tactical/strategy game. I played this series from the beginning. From shogun to medieval total war. I played Rome total war and Medieval 2 Total war very briefly. Because I don't have the rig to play RTW and M2TW... And now the latest installment is coming out next year... I missed online play so much... Fighting a battle with up to 7 other players was an experience that i shall never forget! I remember playing Naploean mod for VI with other players. We could play one battle for 1 hour and more sometimes! We organized, we talked about strategy, talking about which hill we wanted, which hill the other side might take advantage of. Then when the game started, we patiently marched our troops, line them up, and shoot. Along the way, both sides taunted each other, both sides watched each other's move intently. Constant communication, help each other out, if we finally had a breakthrough, we press out advantage home. If somehow we got a hole in the line, we tried to filled it up with more men. Those were incredible experiences that I could not share with anyone who did not play video game, mainly my mom, my sister, basically anybody around me. This time, Empire Total War bring Napolean era into 3D world along with sea warfare. I don't care about the graphic at all. It is the sensation that fighting along with other players thrills me. I cannot describe to you how much, just how much I want to fight those battles online! However, I seriously doubted the development team could really pull it out smoothly, to guarantee a lag free online play that is... Of course, I'd first need to acquire an adequate computer first... lol
Sins of a Solar Empire, it's a real time 4x strategy/tactic game. I never liked any games that related to space much. But this one is a must. This is another revolutionary game! Before this game, 4x strategy games were always term based, as far as I know. However, this game came and changed that with a zoom out/in mechanics. And the studio even added real time tactics, something similar to Homeworld! This is amazing. They even have multiplayer in real time! I can't wait to put my hands on this game. Now, only if I have a good computer... lol
These are the games I really want to play right now. I am writing this, and if anybody was reading it, he could see...I am not able to play those games. Because my computer was way outdated. But I still want to write things down, just to remind myself that: I do want something, even though it's trivial, it's not necessity. I hope writing these things down somehow served as an incentive to push myself out there to find a job. They alone might not be enough, but they could be one of the many pieces of dry wood...
Saturday, September 27, 2008
weeds weeds in my yard
When my family moved to the current residence, there're a lot of things i don't know around our lot, weeds were one of them. i was and am still quite fascinated with these persistent and proud plants. There's a time when i tried to get rid of them. But i was lazy and not as persistent as the the little fellas, i failed. During which time, i read through variety of books about grasses, backyard plants, and some horticultural books. I came across a book by Sara B. Stein called: Noah's Garden. It was a book about author's experience in transforming her backyard into something that could make more ecological sense. To put into another words, she wanted to plant more native plants and make her garden more appealing to the native animals. Wow, it seems like i lack the ability to summarize her book in one simple sentence... Anyway, i was thrilled by this book. because in a way, the arthur made the term Ecology closer to me than ever. Every suburban family has the ability to have a touch on the nature. Most of them could create a sustainable habitat for wildlife. The backyard could not only be the habitat for squirrels and chipmonks. There could also be frogs, mouse, bugs, all kinds of birds and many other living creatures. Of course, it seemed at the time that i could do less work on the yard was a huge plus as well! Upon reading it, i really wanted to dig in. There're loads and loads of things to learn! But it's not that easy at all! I needed to first learn to identify plants on my lot. I've already fascinated by them already. So i thought to myself, it should be easy enough. However, years passed, i did very little. It's a shame, the only thing i did was doing as little as possible on my yard and let those little fellas boom. No matter what I tried to do, I always slowed down after the initial effort.Through a coicidence, I met my sister's friend's sister. With her help and my mom's lead, I started to grow some flowers, scallions, and chimes this year. Most of them are growing well. It is quite an experience. Because i haven't been this persistent for a while now. During this year, i've also identified some wild plants that growing in my backyard. So here is the list of them along with some pictures i found online.
This is Red Sorrel. Some also called it Sheep Sorrel. The
leaves tasted quite sour but not too bad. I read some even eats it as salads. However, it could only be used sparingly. It is also very bad for people who have Kidney problems, like Kidney stone...On the right is Red Sorrel's flower. But sometimes it's not this red though...
This is GoldenRod. There's only one in my backyard. This plant can grow taller than me. Its golden flower can attract many bugs and bees. I read that in the old time, people always assume Goldenrod as the culprit for Autumn allergy. But the truth is, it's not. The real culprit is Ragweed. Goldenrod got the blame because its yellow flower bloomed as the same season as Ragweed.
And voila, Here is the Ragweed. It was named for its leaves. I think there's only one of this in my backyard. However, i might misidentified it since there're quite a few other species i got confused with, eg., pigweed, giant ragweed...etc.
This is Horseweed. This plant is amazing. Because i saw him
everywhere! I saw him in New England, and i saw him in San Diego, CA, the last time i visited there. The only difference between the two is that leaves of the plant is usually fully opened up at NE, but many of it was not fully opened up in San Diengo, CA. My guess is they need to get as much sun as possible in NE. But they don't need to do that in California, there's just too much sun.
This is milkweed. It is an interesting plant. Because there're some bugs that use this plant as their sole food source. Oh, and its flower is very pretty. But the ones in my backyard somehow don't flower at all. I don't understand the reason either... need...to...find...out...why....
This is Pokeweed. It bears many fruits. I had one grow into pretty large size in my backyard at one time. I saw many birds resting in the plant and eating the fruits from it once. I ate a few before, but it did not taste good. I read that the fruits are actually slightly poisonous.
This is Rabbit Foot Clover. It prbably got its name from flower, which is furry.
This is Yellow Woody Sorrel. I am not sure if it's related to the red sorrel. I might one day looked it up. :p i got quite a few of this on my backyard. I remember it tasted sour as well, but i am not 100% sure.Wednesday, September 24, 2008
吳宇森的.....赤壁前傳初步心得感想
我看了吳宇森導演的赤壁前傳. 這是舅媽家朋友鄭小萍阿姨兒子的. 首先, 我想說, 我覺得所有大陸近年來的大片都實在很差. 對這部也一開始就不存著希望. 這些大片通常都有著同樣的問題, 那就是: 對白生硬, 故事空洞, 角色貧乏. 很難過的是, 這部赤壁繼承所有上述的缺點. 還要加上其他的...
先說好的地方. 這部戲裡說明了一件事. 那就是香港的導演和武術指導加起來的確是有兩把刷子! 拿這部戲和英雄, 天地英雄, 黃金甲, 和夜宴相比, 赤壁的動作鏡頭乾淨俐落, 看起來非常爽快. 關公一出來就氣勢不凡, 之後所顯露出來的身手更是帥氣. 雖然張飛在八卦陣裏的美式橄欖球非常怪異, 但是他的笑料和他所顯出的特效卻是驚人的. 中村師童的 "甘興" 也非常的棒, 不論是他的身段還是造型都顯出其他人所沒有悍氣. 趙雲的勁力和霸氣也很令人開心. 總之, 這部戲的動作沒有讓我失望, 特效把這些人的力與美漂亮展示出來. 這是吳大導演令我心服口服的地方. 比之其他大片的跳舞, 我看的很高興.
再來, 我得提提音樂. 這部戲的音樂很獨特. 有很多大鼓! 我覺得非常棒! 裡面有的地方很像日本音樂, 後來戲結束候我才恍然大悟. 原來音樂製作人是個日本人! 要是有這部電影的原聲帶, 我很希望去買來聽聽! 那大鼓在關鍵時刻往往帶動我心的跳動! 非常值得一聽!
整部戲裡, 我最喜歡的地方是孫權被周瑜勸去打獵的那一段. 三國演義裡沒有這個, 演義裡周瑜從柴桑口回來在孫權的議事廳裡大發口才, 因而堅定了孫權決心一戰的意志! 但是咱們的吳大導演決定不要老套. 事實證明他那一套大有味道! 這一段裡, 吳導利用孫權和猛虎之間的決鬥讓觀眾看到他個人內心的奮鬥. 這是非常俐落而且清楚的處理方法. 吳大導演, 我低估你啦...
現在我要來抱怨了. 首先要瞭解一點, 那就是我並不希望故事和人物要和演義的一樣. 我希望的是導演要有自己的聲音. 這個故事是家喻戶曉. 作為一個導演要詮釋這樣的一個故事, 必須要有他獨到的眼光. 在我的認為裏, 這個導演必須有話要說. 吳宇森想說啥呢? 我還看不出來, 說不定要等第二集我才會看到.
首先我要抱怨, 中國人不會拍古代的戰爭場面. 這已經不是第一次我這樣抱怨了. 投名狀是最近我看到還算可以的了, 但是還是很不夠好. 而這一部更是讓我失望破了家. 在我感覺上赤壁在戰場上用了大量的電腦特效, 這或許不是壞事, 但是他卻拍不出場面的壯烈. 這場面的壯烈並不是看到很多兵士被圍毆, 被圍著用槍戳就是壯烈. 要看壯烈場面, 去看看 Riddley Scott 導演拍的 gladiator, 或著是 Mel Gibbson 先生拍的 braveheart. 我不是學電影的, 但是我知道, 我看的很沒興致. 再開頭的時候, 張飛要擋曹操, 他排出來的陣勢好像還是個樣子. 結果一到要接觸的時候, 就變成濫打. 士兵也不在排隊了. 他竟然叫士兵一排一排上去打, 而不是幾排一起上前去作戰! 周瑜練的雁行陣竟然是叫士兵排成雁子翅膀的樣子?! 之後的八卦陣一開始好像是個樣子, 但是之後根本就不合理, 因為在那個情況之下, 根本就不會有人活下來, 又哪需要那些猛將出場呢? 當然, 這裡的戰爭大概是想要讓觀眾們看看孔明的奇陣妙計. 像是用陽光反射來讓衝過來的騎兵見光死. 但是這些東西實在讓我看的不過癮之至! 基本上我的認為是, 中國人(台灣大陸加香港)對於古代的陣戰是完全不了解. 這是很可惜的, 因為真的陣戰要比那些自以為是奇的陣戰要更實在, 而更能從感管上帶動情緒的起伏. 以上是我的見解. 還有, 他所謂的奇陣, 我通通都看過, 用陽光反射, 我在蘇菲亞羅蘭的Don Quiote 裡看過. 那個曹軍在八掛陣裡用以自保的盾牌陣, 我也在 Troy 裡看過. 這些所謂的奇陣, 實在一點都不奇. 只是陳腔濫調...
再來就是笑點的安排. 中國人(台灣香港大陸)的電影裡很多都有笑點, 很多嚴肅的電影裡也少不了一點兩點. 我以前非常喜歡的港片裡幾乎都有類似的安排. 我依然很喜歡, 我的印象裡最記得成龍在警察故事裡接電話的那一段. 看起來既驚佩又好笑! 而赤壁, 在吳大導演的手裡, 卻因為笑點的安排而使的這個本來是歷史大劇的影片變成了周星馳式的歷史搞笑片... 從孔明對張飛說他去找千員援兵後, 結果來了 "一個" 關公. 再來是使者對著周瑜說, 不好啦, 不好啦... 慌張的神情, 警急的語氣, 把周瑜帶到後面去, 結果, 竟然是一隻馬難產?! 到最後張飛在八卦陣裡手裡空空的猛往曹兵裡殺去, 用美式橄欖球的英姿衝斷一切長槍... 如果今天吳大導演是表榜著歷史笑鬧劇, 我一定很開心的欣賞. 但他不是, 這部片子是扯著歷史大片的旗幟上場. 如此的安排是令我心寒. 並不是說有好玩的地方就是不好, 但是這裡的安排, 這樣的數量, 完全搞壞了整部戲的氣份. 或許這是吳大導演想要的氣份, 我只能說, 好險好險, 我沒花錢看這個玩意兒...
我覺得最近這些大片的對白都非常生硬. 赤壁並不能擺脫這個現象. 我實在不能明瞭是為啥. 因為大陸的作家實在做了不少好東西, 我看的大宅門, 霸王別姬, 活著, 黃金甲, 他們的對話都生動活潑. 而且還有一個很奇怪的現象, 這些大片都喜歡用一個字的對白. 好像是想突顯中國人的文字. 這是一件很可怕的錯誤! 因為中國人講話不是那樣, 即使古代也不是! 中國人的文字也不是語言, 即使現在在朝著個方向努力. 這樣的用法將要帶來極度不正常的後果. 這一字對白是對中國文化的偏激認識. 電影裡的人物應該是在講話而不是讀劇本. 一字對白使的電影對白失去一種情緒和聽覺上的完整. 即使不是一字對白的時候, 用語用詞也太短. 太短不見得就不好, 太長的對白拖泥帶水. 但是在赤壁裡, 用詞太短反而顯的超現代...
還有很多其他的問題. 例如偷牛, 織草鞋, 彈琴, 等等, 我想吳大導演一定有他想要在觀眾身上造成的某種影響, 但是我卻只覺得是浪費時間陳腔濫套. 孫尚香是想討好現代女性, 小喬的性愛鏡頭是想釣那些年輕人票源; 只要是導演想要有特殊情況的時候, 他就來段音樂, 一聽就知道, 啊, 導演想要給觀眾一些特殊的情緒啦! 但是, 我幾乎都感覺不到. 以上都讓這部電影從經典好片變成經典笑片. 我在想, 如果這樣, 為啥不叫周新馳來導呢? 他導的話還可以說不定還可以少花點錢, 至少賠的少一點...
先說好的地方. 這部戲裡說明了一件事. 那就是香港的導演和武術指導加起來的確是有兩把刷子! 拿這部戲和英雄, 天地英雄, 黃金甲, 和夜宴相比, 赤壁的動作鏡頭乾淨俐落, 看起來非常爽快. 關公一出來就氣勢不凡, 之後所顯露出來的身手更是帥氣. 雖然張飛在八卦陣裏的美式橄欖球非常怪異, 但是他的笑料和他所顯出的特效卻是驚人的. 中村師童的 "甘興" 也非常的棒, 不論是他的身段還是造型都顯出其他人所沒有悍氣. 趙雲的勁力和霸氣也很令人開心. 總之, 這部戲的動作沒有讓我失望, 特效把這些人的力與美漂亮展示出來. 這是吳大導演令我心服口服的地方. 比之其他大片的跳舞, 我看的很高興.
再來, 我得提提音樂. 這部戲的音樂很獨特. 有很多大鼓! 我覺得非常棒! 裡面有的地方很像日本音樂, 後來戲結束候我才恍然大悟. 原來音樂製作人是個日本人! 要是有這部電影的原聲帶, 我很希望去買來聽聽! 那大鼓在關鍵時刻往往帶動我心的跳動! 非常值得一聽!
整部戲裡, 我最喜歡的地方是孫權被周瑜勸去打獵的那一段. 三國演義裡沒有這個, 演義裡周瑜從柴桑口回來在孫權的議事廳裡大發口才, 因而堅定了孫權決心一戰的意志! 但是咱們的吳大導演決定不要老套. 事實證明他那一套大有味道! 這一段裡, 吳導利用孫權和猛虎之間的決鬥讓觀眾看到他個人內心的奮鬥. 這是非常俐落而且清楚的處理方法. 吳大導演, 我低估你啦...
現在我要來抱怨了. 首先要瞭解一點, 那就是我並不希望故事和人物要和演義的一樣. 我希望的是導演要有自己的聲音. 這個故事是家喻戶曉. 作為一個導演要詮釋這樣的一個故事, 必須要有他獨到的眼光. 在我的認為裏, 這個導演必須有話要說. 吳宇森想說啥呢? 我還看不出來, 說不定要等第二集我才會看到.
首先我要抱怨, 中國人不會拍古代的戰爭場面. 這已經不是第一次我這樣抱怨了. 投名狀是最近我看到還算可以的了, 但是還是很不夠好. 而這一部更是讓我失望破了家. 在我感覺上赤壁在戰場上用了大量的電腦特效, 這或許不是壞事, 但是他卻拍不出場面的壯烈. 這場面的壯烈並不是看到很多兵士被圍毆, 被圍著用槍戳就是壯烈. 要看壯烈場面, 去看看 Riddley Scott 導演拍的 gladiator, 或著是 Mel Gibbson 先生拍的 braveheart. 我不是學電影的, 但是我知道, 我看的很沒興致. 再開頭的時候, 張飛要擋曹操, 他排出來的陣勢好像還是個樣子. 結果一到要接觸的時候, 就變成濫打. 士兵也不在排隊了. 他竟然叫士兵一排一排上去打, 而不是幾排一起上前去作戰! 周瑜練的雁行陣竟然是叫士兵排成雁子翅膀的樣子?! 之後的八卦陣一開始好像是個樣子, 但是之後根本就不合理, 因為在那個情況之下, 根本就不會有人活下來, 又哪需要那些猛將出場呢? 當然, 這裡的戰爭大概是想要讓觀眾們看看孔明的奇陣妙計. 像是用陽光反射來讓衝過來的騎兵見光死. 但是這些東西實在讓我看的不過癮之至! 基本上我的認為是, 中國人(台灣大陸加香港)對於古代的陣戰是完全不了解. 這是很可惜的, 因為真的陣戰要比那些自以為是奇的陣戰要更實在, 而更能從感管上帶動情緒的起伏. 以上是我的見解. 還有, 他所謂的奇陣, 我通通都看過, 用陽光反射, 我在蘇菲亞羅蘭的Don Quiote 裡看過. 那個曹軍在八掛陣裡用以自保的盾牌陣, 我也在 Troy 裡看過. 這些所謂的奇陣, 實在一點都不奇. 只是陳腔濫調...
再來就是笑點的安排. 中國人(台灣香港大陸)的電影裡很多都有笑點, 很多嚴肅的電影裡也少不了一點兩點. 我以前非常喜歡的港片裡幾乎都有類似的安排. 我依然很喜歡, 我的印象裡最記得成龍在警察故事裡接電話的那一段. 看起來既驚佩又好笑! 而赤壁, 在吳大導演的手裡, 卻因為笑點的安排而使的這個本來是歷史大劇的影片變成了周星馳式的歷史搞笑片... 從孔明對張飛說他去找千員援兵後, 結果來了 "一個" 關公. 再來是使者對著周瑜說, 不好啦, 不好啦... 慌張的神情, 警急的語氣, 把周瑜帶到後面去, 結果, 竟然是一隻馬難產?! 到最後張飛在八卦陣裡手裡空空的猛往曹兵裡殺去, 用美式橄欖球的英姿衝斷一切長槍... 如果今天吳大導演是表榜著歷史笑鬧劇, 我一定很開心的欣賞. 但他不是, 這部片子是扯著歷史大片的旗幟上場. 如此的安排是令我心寒. 並不是說有好玩的地方就是不好, 但是這裡的安排, 這樣的數量, 完全搞壞了整部戲的氣份. 或許這是吳大導演想要的氣份, 我只能說, 好險好險, 我沒花錢看這個玩意兒...
我覺得最近這些大片的對白都非常生硬. 赤壁並不能擺脫這個現象. 我實在不能明瞭是為啥. 因為大陸的作家實在做了不少好東西, 我看的大宅門, 霸王別姬, 活著, 黃金甲, 他們的對話都生動活潑. 而且還有一個很奇怪的現象, 這些大片都喜歡用一個字的對白. 好像是想突顯中國人的文字. 這是一件很可怕的錯誤! 因為中國人講話不是那樣, 即使古代也不是! 中國人的文字也不是語言, 即使現在在朝著個方向努力. 這樣的用法將要帶來極度不正常的後果. 這一字對白是對中國文化的偏激認識. 電影裡的人物應該是在講話而不是讀劇本. 一字對白使的電影對白失去一種情緒和聽覺上的完整. 即使不是一字對白的時候, 用語用詞也太短. 太短不見得就不好, 太長的對白拖泥帶水. 但是在赤壁裡, 用詞太短反而顯的超現代...
還有很多其他的問題. 例如偷牛, 織草鞋, 彈琴, 等等, 我想吳大導演一定有他想要在觀眾身上造成的某種影響, 但是我卻只覺得是浪費時間陳腔濫套. 孫尚香是想討好現代女性, 小喬的性愛鏡頭是想釣那些年輕人票源; 只要是導演想要有特殊情況的時候, 他就來段音樂, 一聽就知道, 啊, 導演想要給觀眾一些特殊的情緒啦! 但是, 我幾乎都感覺不到. 以上都讓這部電影從經典好片變成經典笑片. 我在想, 如果這樣, 為啥不叫周新馳來導呢? 他導的話還可以說不定還可以少花點錢, 至少賠的少一點...
Monday, September 15, 2008
讀書心得
中國的章回小說, 像是西遊, 三國, 紅樓, 水滸, 這些大一點的我是都看過了. 不談這些 , 因為談的人太多了. 小的像是儒林外史, 廿年目睹之怪現象, 聊齋, 老殘遊記也瀏覽過幾回. 我在看完儒林外史, 廿年目睹之怪現象, 和老殘遊記, 等書之後, 有一個感想. 那就是, 這些書真是反應古代最好的資料! 我看到往往人家一提到這些書馬上就是 "古代社會的黑暗", 再不然就是 "封建社會的草菅人命", 再來就是那時代的腐朽制度. 我不能否認, 這些書裏是真的不少這些東西. 但是, 自從五四以來, 不斷的從這些書裏提出這些想法, 卻好像幾乎沒人去深入研究這些書裏的其他東西?! 這是一件十分奇怪的事情!
我在國中的時候讀到有關儒林外史的介紹, 裡面就提到范進中舉的故事. 這應該是個很有名的故事. 在講述這篇故事的時候, 應該要讓學生認識到當時的社會背景. 要了解到, 中舉是個怎樣了不起的事情! 而不是光嘲笑范進那又瘋又傻的樣子! 然後攏統的說, 你看, 這就是那時候讀書人的蠢樣?! 而且, 儒林外史裏, 范進只是一個小例子. 這本書裏實際上講了一大堆有學問有品行的人. 都是作者本身十分敬重的人物! 裡面有學問有品行的人也有對實際事情不同的看法而發生爭論. 而這些如果不是我自己耐了心去看了好幾遍, 光看教科書哪裡能看的到呢? 而這本書的價值在我的看來就會完全和現在完全不一樣了! 光以社會黑暗面去看這本書是完全不能正確的了解這一本書的!
今天就寫到這裡...
我在國中的時候讀到有關儒林外史的介紹, 裡面就提到范進中舉的故事. 這應該是個很有名的故事. 在講述這篇故事的時候, 應該要讓學生認識到當時的社會背景. 要了解到, 中舉是個怎樣了不起的事情! 而不是光嘲笑范進那又瘋又傻的樣子! 然後攏統的說, 你看, 這就是那時候讀書人的蠢樣?! 而且, 儒林外史裏, 范進只是一個小例子. 這本書裏實際上講了一大堆有學問有品行的人. 都是作者本身十分敬重的人物! 裡面有學問有品行的人也有對實際事情不同的看法而發生爭論. 而這些如果不是我自己耐了心去看了好幾遍, 光看教科書哪裡能看的到呢? 而這本書的價值在我的看來就會完全和現在完全不一樣了! 光以社會黑暗面去看這本書是完全不能正確的了解這一本書的!
今天就寫到這裡...
Sunday, September 14, 2008
random thoughts
I am feeling sad. But it's been like this for a while now. Sadness is not the worse part. In fact, the worst part is that scary feeling that somehow mixed up with the sadness.
A burst of burning flames,
simmered right beneath my throat.
Mind felt empty, but it might just because
the mirror inside lost its reflecting shine.
What brings forth the wind, that blowing
through the front yard?
T'is a mystery with birds chirping in the dark.
Grass profiled against the grey background.
When the sun rises, everything will appear.
In front of the Eyes.
Wednesday, October 31, 2007
memorable moments in movies
i saw quite a few movies since i came to US. there're few scenes that gave me such an visual impact. i would love to mentioned a few here.
1. predator: this was an ok action sci fi movie. nothing very memorable to me in the storyline at all. but there's one scene near the end where Arnold was calling out his challenge to the predator. it's such a great shot! i felt awesome about the whole visual setting. Arnold was holding a torch on a huge rock against a very dark background. the camera panned far so Arnold looked small, he looked lonely and yet strong and emotion felt.
2. the 13th warrior: another not so good fantasy movie. however, the final fight where the viking king killed his opponents. exhausted and almost dead, he finally sat down on the king's throne. i felt an awesome feeling that the seat really belonged to him. the feeling of awe really shook me. a king cared for his people, cared for his duty, and possess great skills and courage and power. suddenly in that last scene all the elements came together like one piece! awesome!
3. king kong(peter jackson): the scene where naomi watts finally showed up for the gorilla. my tears was almost falling down. did you see that ape's face? it had such an effect that reminds me of jesus walking on water and the storm quickly calmed! it's like the moment of violence never really happened. and that moment of peace was there to stay forever.
4. con air: now this was a very good action movie. the scene that make me to memorize is the scene where the real action began. it's near the end again where main character's close friend got hurt, the protagnist was so angry. he rushing towards the bad guy, and bad guy took a shot at him. the bullet went through the protagnist's arms, but he felt no pain at all! he totally ignored and revenge his friend was all that in his mind. he marched over there and killed the bad guy, or just beat him up, i forgot. that moment when the bullet went through the arm, the protagnist showed no pain, shocked the bad guy. now that's what i called action movie character! lol!!
5. lords of the ring the fellowship of the ring: the scene where borogue the fire demon facing Gandolf. need i to say more? this was a piece of art! the actor really triumphed here, and the CG really accelerated too! that's a milestone for the high fantasy movies! this was one great scene, an instant classic!
6. braveheart: the final scene of william wallace. when that guy yelled out FREEEEEEEEEDOM!!!!!! and the plaza crowd was so silenced. my tear was near the brink of flowing out!
1. predator: this was an ok action sci fi movie. nothing very memorable to me in the storyline at all. but there's one scene near the end where Arnold was calling out his challenge to the predator. it's such a great shot! i felt awesome about the whole visual setting. Arnold was holding a torch on a huge rock against a very dark background. the camera panned far so Arnold looked small, he looked lonely and yet strong and emotion felt.
2. the 13th warrior: another not so good fantasy movie. however, the final fight where the viking king killed his opponents. exhausted and almost dead, he finally sat down on the king's throne. i felt an awesome feeling that the seat really belonged to him. the feeling of awe really shook me. a king cared for his people, cared for his duty, and possess great skills and courage and power. suddenly in that last scene all the elements came together like one piece! awesome!
3. king kong(peter jackson): the scene where naomi watts finally showed up for the gorilla. my tears was almost falling down. did you see that ape's face? it had such an effect that reminds me of jesus walking on water and the storm quickly calmed! it's like the moment of violence never really happened. and that moment of peace was there to stay forever.
4. con air: now this was a very good action movie. the scene that make me to memorize is the scene where the real action began. it's near the end again where main character's close friend got hurt, the protagnist was so angry. he rushing towards the bad guy, and bad guy took a shot at him. the bullet went through the protagnist's arms, but he felt no pain at all! he totally ignored and revenge his friend was all that in his mind. he marched over there and killed the bad guy, or just beat him up, i forgot. that moment when the bullet went through the arm, the protagnist showed no pain, shocked the bad guy. now that's what i called action movie character! lol!!
5. lords of the ring the fellowship of the ring: the scene where borogue the fire demon facing Gandolf. need i to say more? this was a piece of art! the actor really triumphed here, and the CG really accelerated too! that's a milestone for the high fantasy movies! this was one great scene, an instant classic!
6. braveheart: the final scene of william wallace. when that guy yelled out FREEEEEEEEEDOM!!!!!! and the plaza crowd was so silenced. my tear was near the brink of flowing out!
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