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In many ways, a person's life can be defined by their interests. For me, this means my recreational habits and thoughts about how they are and how they should be. This page is dedicated to only four of these venues, film, the written word, food and games. In many ways, these are superficial interests; not as important as my political or social views. However, they still can provide for interesting thought and discussion so, for that purpose, I'm presenting them here. I hope you enjoy them and take away a few ideas of your own.
Movies | Books | Restaurants | Games | Archive
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Movies
"Ocean's Eleven" - IMDB Page   
As many people may guess, I'm mostly drawn to films that deal with Science Fiction, Fantasy or Horror. Usually, there must be something about the picture to set it aside from the everyday world in which we live in order for me to find some merit in taking the time and money to actually go see it. At least that's how I used to think. As a child and a teenager, I was convinced that anything other than SF (Speculative Fiction) was a waste of my time. Well, as I grew and my tastes matured, I began to realize that my interests were a bit skewed.
But even as I was enthralled by such recent dramas as "Pulp Fiction", "The Usual Suspects" and "Fight Club", I found that a thread of my youth still ran through these films. While I no longer required there be a dragon or zap-gun in every scene, I did find myself drawn to those films that broke the rules. Any movie that gave me an unexpected twist, a fascinating character study or an unusual -albeit possible- experience, was what drew me in. I'm still not sure whether or not I consider "The Truman Show" to be Science Fiction, Drama or something in-between.
But this attraction probably explains my attraction to the recent film, "Ocean's Eleven". While the original Rat Pack film was largely forgettable (with lame action sequences, a paper-thin plot and acting that only the grace of God could excuse) the newly updated version with Julia Roberts, George Clooney, Matt Damon, Andy Garcia, Bernie Mac, Carl Reiner and Brad Pitt was not only inspired, but exciting, smart and intriguing as well. Director Steven Soderberg should be given full credit for turning a simple tale about robbing a casino into a high-tech, rooting-for-the-criminals story that keeps you on the edge of your seat.
Basically, the story follows Daniel Ocean (Clooney), just out of prison, as he decides to make the heist of his career. His former wife, Tess (Roberts), has been seeing Las Vegas Casino Tycoon, Terrance Benedict (Garcia) and Ocean wants to make a point. He begins calling on old colleagues in the business and decides to go after not just one casino, but all three that Benedict's safe protects. To add more realism, the film uses the real, existing casinos, The Bellagio, MGM Grand and the Mirage, as the ones in Benedict's control.
The idea sounds fairly straight-forward, but that's where the actual direction, acting and plot come in. Take that basic plot -robbing a man's casinos- and mix with portions of the high-tech thriller "Sneakers", and you have this version of "Ocean's Eleven".
None of this would have flown if not for the quick-witted repartee between Clooney and Pitt, nor would we have cared that much if it weren't for the menacing performance of Garcia or the all-too-human acting of Carl Reiner. When the eleven thieves are planning their heist, I found myself unable to look away from the screen. I found that paying attention to small details really paid off in a way that the slot machines they would be robbing, couldn't. The director really put a lot of thought into this, including the inclusion of a portable EMP device, nicknamed "The Pinch". With it, Ocean's gang can knock out all the power in Las Vegas, even if only for a few minutes.
All in all, the story has several twists and turns that I didn't see coming, nor did I second-guess the key elements of how they would pull off this impossible heist. And, in retrospect, the clues were there from the beginning.
There are a couple parts where credibility -even within the larger-than-life context of "Ocean's..."- is strained, such as when Clooney is left alone in a casino back room with a hired leg-breaker. Without revealing too much, there are some elements (such as how this legbreaker -who is known to Daniel Ocean- gets into Benedict's operation in the first place) that just seemed thrown in without justification. No foreshadowing at all.
However, the few instances of such fast-n-loose insertions didn't detract from the overall thrill of the film. In fact, I don't think I've had such a fun time rooting for the criminals since I saw "Die Hard". (Who can honestly say they didn't feel a cheer coming on when Hans Gruber and his associates finally got into that vault?)
In summation, this movie was exciting, well-acted and featuring characters who -while a bit stock and two-dimensional at times- actually made you care about what they were doing. Daniel Ocean is no saint and neither are any of the men he works with. Still, I think you'll find yourself cheering him on as he matches wits with a ruthless and devilish casino owner...
"Ocean's Eleven"
Creativity: Excellent
Characterization: Good
Empathy: Excellent
Pacing: Excellent
Overall: Excellent
©2002 David J Rust
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Books
"Red Mars" by Kim Stanley Robinson   
It took me far too long to read this tale of the first hundred colonists on Mars. Written over a decade ago, "Red Mars" is one of those novels that I always felt embarrassed for not having read before now, and certainly one that just about everyone I know had read, first.
The story starts out very powerfully at the dedication of an early colony settlement on the Red Planet. Indeed, we are introduced, almost immediately, to the political and social circumstances that Robinson hypothesizes will surround the earliest colonists. Strife between differing political, psychological, social, religious and scientific views dominate this densely-packed story. Indeed, right away, "Red Mars" presents the reader with a conundrum of whom to trust and whose vision of Mars will come to pass.
Indeed, for all the scientific detail that the author weaves into his story, none of it would be possible without the rich and diverse characterizations he provides his starring cast. The only problem with this is that there are too many of them. Each large section of the novel forwards the overall story from initial landing to expansion to civil disruption to conclusion from varying points of view. The problem is that all-too-often it becomes difficult to remember key elements of a character's personality from when they were first introduced until the next time we see them, a hundred pages later. I found myself having to flip back and forth through the book in order to remind myself of key elements of people's personalities.
But with a cast of characters this large, it is hard to keep everything in line. You see, at the same time that we view the human drama unfolding across Mars, we also are inundated with copious amounts of real and speculative science. It's almost as if these two components are competing with each other. The only times when they don't is when you have one of the researchers explaining their viewpoints in terms of scientific principles.
More impressive than the science or characters, though, was the attention to detail in regards to social, philosophical and corporate development in this future world. The hypothesis of Transnational Corporations and the gradual disintegration of the Nation State in the wake of the Corporate State is something that has not only been foretold by writers for generations, but has been observed in the real world for decades, now. The extent to which Kim Stanley Robinson takes these developments is both realistic and engaging. It provides a brilliant backdrop against which the story unfolds and -truth be told- without which, would not be possible.
Impacts on human life and belief are vividly portrayed with the human psyche being held up in all its facets for the reader to see. The impact of the Transnationals, distant Governments, frontier mentality, the fragility of life, the possibility of artificial life extension and the power of emerging, hyper-engineering feats, all have their weight upon the characters as the story evolves. Competing beliefs as to whether or not humans should terraform Mars to something that can be used or whether they should keep it in its pristine state to study, are shown with valid arguments on both sides.
Only when the novel starts winding down towards its conclusion, does there seem to be some faltering. The pace, towards the end, gets very dynamic, with broad strokes and dramatic events. However, rather than building towards an anticipated climax, it -more or less- peters out. Now, the reason for this is that the next novel, "Green Mars", is just about to begin. However, for me, finishing "Red Mars" on a rather slow note was a bit anticlimactic. As a whole, the "Mars" trilogy has completeness that belies its first installment. However, that does not abrogate the responsibility of editors or authors from providing a more satisfying conclusion that is in keeping with the remainder of the first novel.
Overall, "Red Mars" is a great novel. It tells a sweeping story that must come to pass in humanity's future and may be more close to the truth than we would otherwise think. You can read this novel as several things: cautionary tale, invigorating inspiration, fascinating adventure... But, in the end, you'll find something more than that. You'll find humans -the best and worst in us all- as they attempt to broach the gap into the next frontier and colonize Mars.
"Red Mars"
Creativity: Unparalleled
Characterization: Excellent
Empathy: Fair
Pacing: Good
Overall: Excellent
©2001 David J Rust
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Restaurants
"Sawatdee" - Webpage: http://www.sawatdee.com/   
Sawatdee was not my first exposure to Thai cusine, but it has become the yardstick by which I measure other restaurants of this type. With branches around the Twin Cities, this fine establishment showcases a variety of dishes that prove all Thai is not hot. Oh, don't get me wrong... There are the level-5 dishes that will melt your skull and leave you a quivering invalid, but the scope of recipes includes far more than just the stereotypical.
And this is the key for what makes Sawatdee such an experience. For each of their dishes, you can select a degree of hotness for it. Feeling timid? Try a "1" or "0". Adventurous? "3" or "4". Suicidal? "5". This simple system (coupled with the query to your server as to how hot the kitchen is running at the moment) will help even the most intimidated guest target their tastebuds without destroying them or ending up unsatisfied.
However, as I said, spice is only one thing. You can have the wonderful papaya salads, or the Thai Holy Basil or any of the wonderful dishes created with Coconut Milk! The experience is as broad as it is good.
My favorite dish at Sawatdee is -without a doubt- the national dish of Thailand, Pad Thai. Something about the thin rice noodles, bean sprouts and optional chicken, really warms my stomach. In fact, it has become one of my new comfort foods... I really associate a lot of good things with that meal! (Oh, and if you're curious, I always order it "2" with extra lemon on the side).
For lunch, you can find a wide variety of appetizers that are large enough to make a light meal. Also the salads are quite nice and really add a good touch to the Thai experience. Lob Esan is a very good, cucumber-based salad that I get when I'm in the mood for something light.
An interesting thing is that recently, next door to the 4th Street location in Minneapolis, Sawatdee opened up "Sushi Sawatdee", a pan-Asian restaurant and sushi bar. While not in the class of some of the excellent sushi I've had in San Fransisco, the caterpillar roll is not to be passed up! Just one of those and a cup of the best Miso in town, and I'm set for lunch or dinner!
All in all, Sawatdee is one of those places where you can go for a special occasion or just for the heck of it. Take your next date there or plan a birthday party for a few or many. I've gone here for business lunches as well as meeting places for old friends. Whatever the occasion, Sawatdee is sure to satisfy and is more than just heat in the midst of the frozen North of Minnesota.
Sawatdee
Several locations in Minneapolis and Saint Paul, Minnesota
My favorite location: 118 N. 4th Street
Minneapolis, MN 55401
(612) 373-0840 (accepts reservations)
Meal Price: Pricey ($15-$25)
Ambiance: Good
Quality: Excellent
Variety: Excellent
Parking: Good
Overall: Excellent (Worth The Trip)
©2002 David J Rust
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Games
"Elites" by White Wolf Games (for the Aberrant game setting)   
White Wolf Games needs help; and -some would say- only a team of super-powered mercenaries could give it to them. A friend of mine commented that White Wolf doesn't believe in happy endings and -now that "Exalted" has come out- it's clear that they don't believe in happy beginnings, either. "Elites", a supplement for the "Aberrant" game setting, only serves to underscore this problem. But, ironically, it's not a bad supplement. Allow me to explain this dichotomy.
"Elites" is set in the near-future super-powered world of "Aberrant". In this setting, superhuman beings with phenomenal, Quantum powers began appearing publicly around the turn of the millennium ... about the same time that the satellite Galatea exploded in orbit over the Earth. Seemingly at random, people began developing a growth in their brains (dubbed the MR-Node) that allowed them to collect, focus, direct and utilize Quantum energies in various ways. These beings are the Novas of the world; the new humans...
The Elites are the non-allied Novas who usually sell their services to the highest bidder. This allows the player to assume the role of super-assassin, mercenary or corporate shill. The goal of the Elites book, in the absence of a multi-title comic book franchise, is to elaborate upon the world of Aberrant from the perspective of these mercenaries. If a role-player were to play a game based in the D.C. or Marvel Universe, they would have a wealth of background information that goes back for decades. What White Wolf is trying to accomplish is providing this sort of information to their readers through a variety of sourcebooks.
"Aberrant: Elites" is one of those supplements that demonstrates just how well White Wolf can create compelling settings when it sets its mind to it. Rather than being weighed down with typos, errata and the infamous "Page XX", "Elites" is well put together and offers a wide variety of variants for an Aberrant Chronicle.
Very detailed information is given about a variety of mercenary Novas and their organizations. Plots, schemes, conspiracies and adventure seeds are littered throughout the pages of this supplement, providing the Storyteller with plenty of information from which to build. There is also a wealth of data for the average player.
For example, the first chapter deals with the DeVries Agency; the first stop for purchasing the services of professional Novas. In this section, the reader is given a complete top-down assessment of the organization along with statistics and personal data on the core individuals running the show. However, beyond this, the book goes on to address other agencies and even provides the outline for the PCs creating their own.
The best that "Elites" has to offer is -without a doubt- this section. Careful detail work has gone into Chapter Three: The Elite Life. Here, the Storyteller and players are provided with a very intelligent and thorough workup on how a Nova agency can be built and expect to function. Unlike many source books, this "how-to" manual provides insight ranging from the bureaucratic infrastructure to the social ramifications of Nova involvement in world affairs. Money, lifestyle, combat and media are all on display, providing fertile ground for Storytellers. All in all, this is the reason to buy this book: it gives practical examples of how the Novas can function -in many alternate ways- in a mercenary organization.
Also, for those more interested in piles of statistics and neat NPCs, the "Elites" book also offers a good overview of famous Nova mercenaries. Totentanz and Lotus Infinite are just two who have been mentioned in previous game supplements to become outlined here in all their glory. Up until now, much of the Aberrant materials mention NPC Novas in passing but with very little other than a name and some glitzy, superficial descriptions as to who and what they are. Previous books are littered with examples of this. But where are the real statistics and aides for the Storyteller? Nowhere, that's where! But, thankfully, in "Elites", this trend is no where in sight.
In addition, the game designers have presented the technology that such mercenaries may have access to. Here we have solid, concrete examples of what the technology of the Aberrant world is like. Nanosects, high-power munitions, heavy artillery ... this book finally gives us a good, wide range from which the average Storyteller can extrapolate the rest of the world's tech. Much of this information should have been in the basic rules book, in my opinion. The fact that it is finally in print, is laudable.
But, aside from this praise, there are problems elsewhere. Just talking about "Elites" without addressing the remainder of the Aberrant world, would be taking too much out of context.
White Wolf still seems to suffer from a rather intense degree of control anxiety. While their rule books are adamant in saying that what they publish is only a "suggested interpretation" for the worlds they create, the supplements they publish -at the exclusion of other directions or more generic ideas (usable by a wider variety of gamer)- fly in the face of this assertion. If White Wolf were truly committed to different interpretations of their products, their supplements would contain more generic information.
Certainly, "Elites" does include a variety of openings, such as the aforementioned "Create Your Own Agency" section. Players are encouraged to do their best, be creative and to forge their own concepts. Still, amidst these laudable chapters, there are the foundations for future "official" tampering from White Wolf. The DeVries Agency is very well thought out and detailed ... a fact that could provide the basis for later calcification of the game world.
White Wolf tends to pick their favorite plot line and -in subsequent publications- make it the "official" root of their adventures and publications. Many gamers, for example, have stopped buying White Wolf "World of Darkness" products since the inception of the "Red Star" plot line, changing the world background for all the books and instigating the End Times that they'd been hinting at since the original publication of "Vampire". Gone is the pretense that there is hope or that subtle machinations and redemption are possible. Gone are all the variable interpretations that various Storytellers and gamers have come up with for how things would progress. And, worse still, the same thing is starting to happen with Aberrant.
"Elites", to its credit, does not run roughshod over the creativity of Aberrant fans. Rather, to the authors' credit (John Cavallino, Steve Kenson, Suzannah Mandel, James Stewart and editor, John Chambers), this supplement does not take a specific stand. Unlike "Worldwide Phase I" and "Worldwide Phase II", the average Storyteller can pick up Elites and craft their own stories and games of espionage, intrigue or even four-color superheroic adventure without worrying about "official" continuity. If White Wolf is so concerned about creating a coherent plot line, they should probably publish their own line of comic books and leave the concrete writing to that forum. What draws most people to role-playing games is the wide variety and open-ended scope in which they can create their own characters and situations. My advice to them would be to turn their subsequent supplements over to the team that wrote "Elites" ... these people have gotten it right.
Taken strictly on its own, Elites is a fine supplement. It is well-written and provides a good amount of information in a decent layout. My only reservation is over whether or not this will be one of the last supplements from White Wolf done in this fashion. Or, is this doomed to be remembered as one of the last Aberrant publications before White Wolf destroyed the Universe by taking it out of the hands of the players?
"Aberrant: Elites"
Creativity: Good
Adaptability: Excellent
Clarity / Usability: Excellent
Editing: Good
Overall: Good
©2001 David J Rust
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