After twenty plus hours with Bungie’s Destiny 2, the level of Bungie’s craftsmanship remains standout. There’s pitch perfect audio, and the intuitive controls and gameplay are arguably best in class for console shooters. There’s a wide variety of fun, distinctive weaponry yet as a more casual player jumping into Destiny the first time, I’ve hit a wall. The campaign is thin, competitive multiplayer intimidating, and the leveling process frustrating.
At least the campaign is cohesive, which is a step up from the first Destiny. But even with recognizable voice talent (Gina Torres, Lance Reddick, Nathan Fillion) no character leaves a lasting impression. The attempts at humor can feel forced, at times cringeworthy. We’ve seen the story many times before, sci-fi that blends the “putting the band back together” trope with Star Wars Episode IV.
Blade Runner 2049 stands up well to the 1982 original on a surface level. The film has an immaculate sense of place; DP Roger Deakins captures future L.A. in all its neon, rain drenched glory. The production design is stunning. Yet amazing visuals can’t overpower 2049’s thin supporting characters and pacing issues.
(Major spoilers ahead for Blade Runner 2049.)
Joi (Ana de Armas) – K’s (Ryan Gosling) futuristic mashup of Stepford wife and manic pixie dream girl – encapsulates Blade Runner 2049’s character problems. She starts the film with promise; Joi opens questions on how AI intersects with love, mobility, and even societal rank (Joi is technically a slave for another artificial slave.) And in a later memorable scene, Joi uses sex worker Mariette (Mackenzie Davis) as a physical substitute for herself. Joi tries to “sync” to the movements of Mariette; the unsettling imagery of this Joi/Mariette “hybrid” making out with K has implications for identity and even future-scape pornography.
For engineers building user interfaces, I find there’s heavy emphasis on technical chops and little to none on design comprehension. Yet a subset of design skills can distinguish great from merely good UI engineers.
I’d term these skills “pre-visualization”: understanding design specifications before writing any code, and at a level beyond what designers formally deliver. A big part of pre-visualization is the ability to break down specs into reusable components. You discern visual patterns from existing parts of your app, site, or larger OS, and apply them to a designer’s work. In many, if not most cases, much of the spec maps cleanly to what came before. Common UI patterns like buttons, form elements, and navigation generally repeat themselves. Some will not.