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Archive for January 2012 – Page 2

Uh no, Takao again!

Jan09

Restaurant: Takao [1, 2, 3, 4, 5, 6]

Location: 11656 San Vicente Blvd, Los Angeles, CA 90049. (310) 207-8636

Date: December 10, 2011

Cuisine: Japanese / Sushi

Rating: 9/10 creative “new style” sushi

_

I’ve already covered Takao in some detail HERE and then separately here, here, and here, but we went back (we go often). The full menu and some information on the history of the place can be found through the first link.

This particular meal is another take on the medium sized omakase, which is a very good deal (in a relative high-end sushi kind of way).


We started off with a lovely “shaved rice” style cold sake. I’ve become increasingly fond of this old-school premium form of sake.


A starter trio. Some crab in miso, fresh salmon sahimi with onions, and marinated ginko nuts.


Spanish mackerel salad with spinach. The fish was marinated and grilled and they formed a nice fresh contrast.


Scallop sashimi with a trio of sauces.


And fresh octopus sashimi with the same sauces for contrast.


Then some top grade toro sashimi. Like butter baby!


New style sashimi with warm olive oil, sasame, chives, ponzu, and sliced truffle.


King crab legs with a sweet vinaigrette.


Traditional Japanese egg custard with mushrooms and fish. Like creme brulee without the crust or the sugar and with fish!


Seared at the table beef (in a teriyaki-style sauce) cooked as you like it in a cast iron plate.


Eel tempura. Tasty, I think this was the first time I’ve had eel as tempura.


Classic miso soup.


A little sushi flight. Left to right. Toro, yellowtail, salmon, tai (red snapper), and tomago (sweet omelet).


And finally green tea creme brule for dessert.

Another intensely satisfying Japanese meal down the gullet. As you see, we keep going back to Takao and while the style remains the same, the ingredients mix it up substantially each time. Awesome place. More reviews here:  [1, 2, 3, 4, 5, 6].

For more LA area sushi, see here.

Related posts:

  1. Takao Top Omakase
  2. Takao Two
  3. Takao Sushi Taking Off!
  4. Sushi Glutton – Takao Three
  5. Food as Art – Takao
By: agavin
Comments (1)
Posted in: Food
Tagged as: California, Dessert, Japanese cuisine, Los Angeles, Los Angeles metropolitan area, Omakase, sake, Sashimi, Sushi, Takao

Sucker Punched

Jan08

Title: Sucker Punch

Director/Stars: Abbie Cornish (Actor), Emily Browning (Actor), Zack Snyder (Director)

Genre: Action

Watched: January 5, 2012

Summary: Style over substance

_

The concept for Sucker Punch, whacked as it is, is actually pretty decent. The movie is also gorgeous and stylized. Yet… it just doesn’t really work at any rational level. Part Kill Bill, part Pan’s Labyrinth, part Inception, part Sin City, part video game cut scene, this film is all CGI glitz and fetishistic style. It’s also worth noting that the writer/director, Zach Snyder, brought us those other style over substance “classics”: Watchmen and 300.

As to the plot. Wait, I can’t really use that word because as I’ve discussed at length before plot is the action created by opposition to the protagonist’s desire. The characterization in this film is about as solid as a whiff of gunpowder and we have only the most basic desire: escape. The film opens with a comic book style summary of the setup: girl has been orphaned, framed by her evil step-father, committed to a mental asylum (in the late 40s), and scheduled for a lobotomy. From this grim — but actually dramatically interesting — setup we devolve into a series of nested fantasies.

Now don’t get me wrong. I love reality bending films. Pan’s Labyrinth is my favorite film of the last decade. They’re just hard to get right and it’s key to overlap and contrast the inner and outer worlds. In Sucker Punch, the outermost (or real) world is seen for about three minutes at the beginning and again for about three minutes at the end. Oddly, a middle layer in which the girl (named only Babydoll) imagines herself a prisoner not in a mental institution but in a stylish brothel serves up what little plot and characterization we have. This itself parallels with the real world and might have been interesting if we spent any time there. Instead we are propelled one after another into a series of really cool looking fantasy set pieces. Oddly, the “plan” to escape the institution (brothel, asylum — both? neither?) is broken down into a quest of five video game like steps, conveniently provided by Scott Glenn in a role known only as “The Wise Man”. Each step, which in the midworld amounts to things like: “steal a lighter from the fat-cat mayor who is visiting to have his way with the fifteen year-old hotties” is instead rendered into an “action packed” fantasy that has very very little bearing on the task. Also, this setup, which is pretty awful but intriguing is whitewashed due to a pansy PG-13 rating.

We have a big fight in a cool asian temple against three giant robo-samurai-knights. Each has his own weapon! Yah video games. This even includes a Doom-style gatling gun.

Immersion in a steampunk super-sized World War I trench battle, which honestly for about one minute took my breath away.

A return to the assault on Helm’s Deep, complete with orcs in danger of lawsuit from WETA and big fire breathing dragons (the dragon is the lighter — yeah, that’s deep connection).

And a sci-fi shootout bomb run on a super high tech train filled with killer robots. Snooze!

The first three of these, particularly the WWI fight, are gorgeous. I mean really cool looking. But they are ten-fifteen minute fight scenes with almost no dialog set to ethereal music like a version of “White Rabbit” sung by Emiliana Torrini.  (NOTE: I did order the soundtrack, that part was awesome) For a minute or three each they seem intensely cool. But they’re just shooting, jumping, slicing and more shooting. We don’t know who these characters are. They’re in a dream within a dream. And we don’t care. They are shooting at thousands of horde-like video game style enemies. We don’t care. Somehow each of these fights results in achieving the fairly straightforward midworld objective. The connection is highly non-obvious.

Highly non-obvious = non-existent.

It’s also worth noting the extremely bizarre infusion of manga/game infused stylization. First of all, by including Comic book, 40s faux-gangster, Asian, WWI, Fantasy, and Sci-Fi we have a serious total complete massive buttload overabundance of style. Any one of these would have made for a highly stylized firm. Extreme too too too too muchness. But the girls in their weird “warrior schoolgirl” outfits is whacky — although I am a lover of midriff — and I could have gotten drunk taking a shot every time someone thunked down a gun in slow-mo or gotten rich with a penny for every giant CGI gun casing that flipped toward the camera. This is of the more is more school of filmmaking. Synder should have studied more closely what makes Pan’s Labyrinth a brilliant film: Two styles contrasting, with one being hyper realistic, a strong tie between the fantasy and reality planes. And most importantly: highly developed characters including one of the most terrifying genuine evil types to cross the silver screen in years.

Sucker Punch sort of totally could have been cool if we cared.

For more Film reviews, click here.

Or read about my current project, The Darkening Dream.

By: agavin
Comments (3)
Posted in: Movies
Tagged as: Abbie Cornish, Babydoll, Emily Browning, Fantasy, Scott Glenn, Sucker Punch, Video game, Watchmen, World War I, Zack Snyder

Near Dark – The Hurt Coffin

Jan07

Title: Near Dark

Director/Stars: Lance Henriksen (Actor), Adrian Pasdar (Actor), Katherine Bigelow (Director)

Genre: Horror

Watched: January 3, 2012

Summary: Old fashioned 80s vamp fun

_

Somehow I missed this 1987 low budget vampire classic. Not only is it a stylish 80s take on the vampire legend, but it’s written and directed by Katherine Bigelow (very early in her career). She goes on to do Point Break, Strange Days (one of my favorite films), and The Hurt Locker. It’s also packed with a cast straight off the Aliens set. No surprise, given that Bigelow was shacked up with James Cameron in this period. This gives us the ever reliable B-movie king, Lance Henriksen, plus Bill Paxton, and Jenette Goldstein.

This is a dark, road horror movie shot in the days before anything was digital. Still, it’s more watchable than many a newer film. It has excellent direction, stylish cinematography by Cameron alum Adam Greenberg, and an awesome moody Tangerine Dream score (which is going for $120 on Amazon!).

Remind you of Aliens?

The lead, armed only with a vampire name (Caleb) is just some Oklahoma hick. He falls in with a cute girl and a little necking turns into a lot of necking — leaving him daylight challenged. The film focuses fairly effectively on the “becoming a vampire” thing and the symptoms and consequences. It’s all pretty cool except for the “have to kill and drink someone every night” bit (or bite as the case happens to be). Poor Caleb has just too much of a conscience for the lifestyle, but still, he’s dragged alone on a murderous undead joy ride.

The red-neck bar blood fest is a particular highlight.

The vampires in this film stick fairly closely to some of the canonical rules: They catch fire in the daylight, drink blood, etc. But the more religious and bestial tones are dropped. No crosses, no invitations, no coffins, no fangs (that we see). They do heal fast.

I very much enjoyed the film, although in many ways it has more in common with a plain vanilla murder spree road trip movie than most supernatural films. My only beef was with the ending. Somehow Caleb and girl manage to just reverse the whole undead thing with a bit of a transfusion. Vampires should be dead. The dead don’t stop being dead.

For more Film reviews, click here.

Or read about my recently released vampire novel, in which the undead do stay dead.

By: agavin
Comments (2)
Posted in: Movies
Tagged as: Adrian Pasdar, Bill Paxton, Hurt Locker, James Cameron, Jenny Wright, Katherine Bigelow, Kathryn Bigelow, Lance Henriksen, Near Dark, Point Break, Strange Days, vampires

Parlez vous Crash

Jan06

In the mid to late 90s, Playstation games had three SKUs: SCUS, SCEE, and SCEJ, being respectively the US NTSC version, the European PAL version, and the Japanese NTSC version.

The American version shipped in early September 1996. We finished it in early August (manufacture took a month). From my perspective — and it’s worth noting that during the Crash period I personally did most of the localization work — the European version was finished at the same time. I’d killed myself getting it ready during July. But Europe itself liked to drag matters out with a leisurely testing schedule. I wanted it done, because until it was, I couldn’t do much else.

At Naughty Dog, we pioneered the idea of simultaneous international release. By Crash 2 and Crash 3 the same exact code, conditionalized very slightly, ran all three versions. Jak & Daxter was one of the first games where the American version included the European languages. By Jak II you could switch languages on the fly in the menu anytime. We wanted one code base, one art base, one thing to debug. We wanted it for sale simultaneously world wide. I wanted one gold master.

This goal and the tools to do it began on Crash 1, and were fairly well in place by Crash 2. The international groups weren’t quite as on board and year after year dragged out the European and Japanese editions for extra testing. As best I can tell this resulted mostly from a “this is the way it’s always been done” kind of mentality. Jason and I have never been big on that type of reasoning. Still, that personal caveat aside, even from Crash 1, Sony’s international teams did an awesome job, putting in a tremendous effort to ensure the product was really polished for each territory.

The front of the original PAL edition

Anyway, each territory had its own quirks. With the European version, they stemmed from PAL, the old European video standard. PAL actually has a slightly higher resolution and better color fidelity than NTSC (the US standard). But the kicker is that it runs at 50 hertz instead of 60. For Crash this meant that the frame rate would be 25 frames per second instead of 30.

The resolution itself wasn’t much of a problem. Crash was mostly a 3D game and it wasn’t hard to adjust the projection matrix in the engine to render the game to a different resolution. But the aspect ratio of PAL pixels is also a little different and Crash did have a certain amount of bitmap graphics like the powerups and font. The PAL frame buffers were larger and the machine had the same video RAM so increasing the resolution of the sprites was rarely an option. Generally, we just had to live with a slight aspect shift or stretch them to fit. I developed notation in the original data so that different kinds of sprites could go either way in a fairly uniform manner.

The real kicker was the frame rate. One of the reasons why the animation in Crash is so so much better than most of its contemporaries is that we stored every vertex for every frame — then compressed the living crap out of it. This meant that each segment of animation was sampled from Alias PowerAnimator at 30 fps. I modified the tools to support making a second copy of every animation where the step rate was adjusted to 25fps. The pal version used these files instead of the originals. This worked about 80% of the time.  Sometimes it became necessary to notate a particular animation segment as having a strange or custom step for PAL, or even hand code certain frames. I added special constructs to my custom language (GOOL) which made this stuff as automatic as I could.

It often came in these enlarged boxes to fit all those languages!

But the physics and collision systems also needed to adjust to the different frame rate. I had done PAL conversions for Rings of Power and Way of the Warriorand having every great programmer’s hatred for tedium had developed the notion when starting Crash that I would notate all “time and space based” units not in the traditional game programmer manner of “moves X pixels per frame” but in a kind of neutral space. Hence everything in Crash was measured in meters, seconds, and the like. I built into GOOL constructs like (meters 5) or (meters-per-second 2.5). The compiler or the runtime (depended) would convert these on the fly into the appropriate pixel per frame units.

This had a number of big advantages. First of all, even without the PAL issue, it allowed the physics (and the enemies) to move in a fairly frame rate independent way. Special functions were used to deal with velocity and acceleration which took into account the current frame’s estimated real time (based usually on how long it took the previous frame to compute and render). This meant that the code which propelled Crash in a parabolic arc as he jumped would move him further per frame if the frame rate slipped to 20 or 15 (which, unfortunately, it sometimes did). This wasn’t a perfect solution, 15 fps still played worse than 30, but it helped.

And it really paid off with the PAL conversion. The hard work — and it was incredibly tedious — really only took me about five days. After running all the automatic convertors and debugging those I had to go through the entire game and check every single level, every creature, every behavior of every creature or object and make sure it stilled played and looked okay in PAL. If it didn’t I had to play with the numbers, or in the worst case add some special “if PAL do it a little differently” clauses to the GOOL code.

But this was in a world where most American games just played 16% more sluggishly in Europe and most European games 16% fast in America.

Crash played great in both — and looked great in both. The Euro version actually even looked a little better (higher resolution and better color) although the feel at 25hz was slightly inferior. But we didn’t invent the TV standard.

The final tricky bit with localization was the language(s). Crash 1 didn’t really have any voice (which was to become a huge deal in later games). But it did have some text.

This is Crash 2, which is the only picture I could find, but Crash 1 was similar, just with the C1 title page

In typical programmer fashion, I invented another system for this. All of the text was generated by literal strings in the GOOL code, and since I controlled the compiler, I added a feature where a mapping file could be created for each language specifying the English text and the equivalent phrases in each of our five languages (English, French, Spanish, German, Italian). I changed the way strings were handled to index into a table and to have five files on disk for the string buffer. This is typical now, but was very unusual then. Even on Crash 1 you could change the language on the fly. But Europe made me put the toggle only at the main menu because they didn’t want to have to test for weird bugs that came up when you switched languages in the middle of a level.

I systemized all of this stuff by having the tools and the game itself both have separate notions of: video rate (NTSC, PAL), territory (which country’s disc it actually was), and language. This separated the concept of language from territory, opening up the possibility of foreign languages in the American versions (which didn’t happen until Jak 1 for logistical and legal reasons).

As requests came in from Europe to do peculiar and territory specific things like “make the game harder because European gamers like a challenge” (after Crash 1 we refused to acknowledge this “truism”) I modified the tools to allow territory specific overrides in the files that controlled the game data. For example, CONTINUE_POINT_64_32 in the jungle level, “hide in europe.” While I’m not sure the frustrated Euro gamer appreciated it, the system did make serving the producer’s requests easier.

In any case, the Euro version of Crash was lavished with the same attention to detail with which we did everything, and Sony Europe did the same. This was one (if not the) first product for which the whole international organization was behind and where they controlled the worldwide rights. Each Sony territory really pulled out all the stops in supporting and promoting the game as “made here.” It was highly localized, not just the game itself but each little country in Europe doing its own advertising and marketing campaign. Even the Irish filmed their own ads with Irish accented actors. Traditionally game players were highly “nationalistic” with, for example, French games selling better in France. The attention paid by both us and at all levels of the Sony infrastructure to selling a worldwide product aimed specifically at each and every consumer group really paid off.

The game sold like wildfire everywhere. Although we had certain champion territories like France and Australia (Crash’s virtual birthplace) who really poured on the love.

The story continues with Crash goes to Japan!

If you liked this post, follow me at:

My novels: The Darkening Dream and Untimed
or the
video game post depot
or win Crash & Jak giveaways!

Latest hot post: War Stories: Crash Bandicoot

Yes, Crash really took to the old country.

Related posts:

  1. Crash Bandicoot – An Outsider’s Perspective (part 8)
  2. Making Crash Bandicoot – part 5
  3. Making Crash Bandicoot – part 6
  4. Making Crash Bandicoot – part 1
  5. Making Crash Bandicoot – part 3
By: agavin
Comments (51)
Posted in: Games
Tagged as: Crash Bandicoot, Europe, Games, Localization, Naughty Dog, NTSC, PAL, PAL region, pt_crash_history, SCEE, Sony Computer Entertainment, United States

Game of Thrones – Renly’s Armor

Jan05

I can’t resist a little continued geek out and bringing you a video on the making of Renly Baratheon’s armor for season 2 of Game of Thrones.

What’s most impressive about this is not the look per se, but the incredible attention to detail lavished on each and every little item and prop. Truth is, you can’t obviously TELL that this is a unique “fashion prince” take on scale mail, but it’s part of what makes the show look fairly medieval, and not all lame shiny like say… King Author. Oh and then there is the fact that it’s well written. And that’s the most important thing of course.

My full episode by episode coverage of season 1 can be found here.

If you liked this post, follow me at:

My novels: The Darkening Dream and Untimed
or the
video game post depot
or win Crash & Jak giveaways!

Latest hot post: War Stories: Crash Bandicoot

Related posts:

  1. More Game of Thrones CGI
  2. Game of Thrones Season 2 Peek
  3. Making Game of Thrones
  4. Game of Thrones – The Houses
  5. Game of Thrones – Episode 8
By: agavin
Comments (0)
Posted in: Television
Tagged as: A Song of Ice and Fire, Armor, Art, Game of Thrones, George R. R. Martin, HBO, Mail, Major houses in A Song of Ice and Fire, Television, World of A Song of Ice and Fire

The Final Cover

Jan05

And if you believe I’m really done, I’ve got a bridge to sell you…

But anyway, I’m done for now.

Click to embiggen.

As you may have noticed if you were following the last cover post, I went with the orange — again for now. The gray is perhaps prettier, but the orange pops. I also changed up the author font to a more vintage typeface to imply the 1913 time frame of the novel. And we made various other tweaks like brightening the girl which is mostly for shrunken E-Book versions of the cover where she got lost in the shadows.

Anyway, I’ve already uploaded the new version to all three E-Book sites I’m currently live with. Amazon has already updated, but the lamer, slower other sites will lag behind. If you downloaded the old cover and want to upload I suspect you can just “delete” the book from your Kindle app and retrieve the new one from the archives. I’ll test that myself soon.

So you should just go and buy it if you haven't

Related posts:

  1. New Cover Art is here!
  2. The New Cover Concept
  3. Cover Takes – Opinions Wanted!
  4. Making of a Cover
  5. Cover Commission
By: agavin
Comments (0)
Posted in: Darkening Dream
Tagged as: Andy Gavin, Book Cover, Cliff Nielsen, Cover art, E-book, The Darkening Dream

Special Prize Winners

Jan03

The first round of the crazy Naughty Dark Contest already has not one, but two special prize winners! And these lucky guys are both from Crash’s home country, Australia.

Tyson Cleary of Tasmania

and

William Errey from Perth

For more info on the contest, a detailed list of prizes and rules can be found here!


Both guys also wanted copies of the original Crash Bandicoot and here they are prior to shipping. I signed both cover and CD, including my special unforgable “symbol.” Yes, like Prince, I have a symbol. But you’ll have to ask the Painted Man what it means.

Thank you both immeasurably!

It’s also worth noting that this has made the virtual hat for the first round even more lucrative for the rest of you. Due to their prize winning each first round ticket is worth at least a 2% chance of winning a prize now — and if someone else claims a special prize, it could be even greater. So read up on the rules and participate.

Start by purchasing The Darkening Dream!

Related posts:

  1. Announcing the Naughty Dark Contest
By: agavin
Comments (1)
Posted in: Contests, Darkening Dream, Games
Tagged as: Andy Gavin, Australia, Contest, Contests, Crash Bandicoot, Giveaways, List of prizes medals and awards, Naughty Dark Contest, Tasmania, The Darkening Dream

For sale at B&N and Google

Jan03

My novel, The Darkening Dream, is now for sale at Barnes and Noble and the Google bookstore.

Buy it Now!

The Nook version is fine, but use Google only if the others don’t work for you. Google’s processing engine rips apart the EPUB and puts it back — with less than dazzling results. You can read it fine, but they mangle my nice CSS formatting and butcher the little chapter start illustrations. I’m still trying to get an improved version through their system.

Paper versions are coming in about two weeks.

Truly it’s no wonder Amazon is winning the E-Book war. I simultaneously started the process of uploading to: Amazon, B&N, Google, Kobo, Sony, and Apple. The results, from best to worst:

Amazon: Took 15 minutes, it was ready 7 hours later.

B&N: Took 15 minutes, nice previewer, took 7 days to post.

Google: Took 2 hours. The interface is one of the worst ever designed. I wasn’t even sure it was processing when I was “done.” Took 48 hours to post. Mangled the book and the price and have been struggling for days to get an updated version posted.

Sony, Kobo, Apple: Still waiting for my applications for accounts to go through. This should be instant! Haven’t even been able to submit the actual book yet.

As a note too, I refuse to use Smashwords until they allow a direct EPUB upload. Using their crazy meatgrinder is not appealing at all.

Find out more about the book here.

Related posts:

  1. New Cover Art is here!
  2. The Darkening Dream for Christmas!
  3. The Darkening Dream – Soliciting Reviews
By: agavin
Comments (0)
Posted in: Darkening Dream
Tagged as: Andy Gavin, Barnes & Noble, E-book, Google Bookstore, Novel, The Darkening Dream

Sugar & Spice

Jan03

Title: Sugar & Spice

Author: Saffina Desforges

Genre: Crime Fiction

Length: 353 pages

Read: Dec 26 – 28, 2011

Summary: Disturbing, but gripping

_

I was slogging through a best selling YA historical fantasy when I finally couldn’t take it anymore. That particular piece of anonymous juvie trash was making me want to gag myself with a spoon so I needed to wash the bad taste out of my mouth with an entirely different kind of filth.

Enter the disturbing indie crime thriller about no less a subject then a serial killer with a taste for little girls. Apparently it’s been a runaway best seller in the UK (both the author and the setting are British). And you’d have to be a total whack-a-doodle like me to even pick up something like this.

Sugar & Spice doesn’t have the greatest writing in the world. The book has a peculiar distant quality — maybe a good thing — and the point of view changes are frequent, confusing, and totally jarring.

Still, I couldn’t put it down. Desforges sure did a lot of research into the dark unpleasant corners of the human psyche. And this book attempts to put you there. Full frontal. It’s not a comfortable place, but it does have all the fascinating quality of a colossal train wreck. There’s no brilliant storytelling here, although the prose is workmanlike and clear. The book could use a 15-20% trim-job. But it’s still a compelling journey if you like to read on the dark side.

If you don’t, stay far, far away.

For more book reviews, click here.

By: agavin
Comments (0)
Posted in: Books
Tagged as: Book Review, Crime fiction, Saffina Desforges, Serial killer, Sugar & Spice

Announcing the Naughty Dark Contest

Jan02

This is the kickoff post for my new experimental — and hopefully permanent — giveaway program. Via this contest you, dear reader, will have the opportunity to win signed copies of Crash Bandicoot and Jak & Daxter games as well as my books and cool toys. All you have to do is participate in my gleefully elaborate scheme to help sell and promote my new novel, The Darkening Dream.

A detailed list of prizes and rules can be found here!

Or by clicking anytime on the big contest icon in the sidebar.

So if signed copies of any of the following look up your alley, read the rules and participate! And even if you aren’t a collector they apparently have significant dollar value because a set of four signed Crashs sold on Ebay recently for over $453!

Related posts:

  1. Naughty Dog – 25 Years!
  2. Crash for Charity
  3. Naughty Dog – A Pedigree Breed
  4. New Naughty Dog Franchise – The Last of Us
  5. 11 reasons you should buy The Darkening Dream
By: agavin
Comments (5)
Posted in: Contests, Darkening Dream, Games
Tagged as: Andy Gavin, Contest, Crash Bandicoot, free, Giveaways, Jak & Daxter, Naughty Dog, Prizes, The Darkening Dream

A-Frame – Ultimate Picnic Food

Jan01

Restaurant: A-Frame

Location: 12565 Washington Blvd, Los Angeles CA 90066 – tel: 310-398-7700

Date: December 15, 2011 & February 28, 2012

Cuisine: Gastro Picnic

Rating: Really yummy

_

A-Frame’s building used to be an IHOP — hence it’s architecture and the name.


It has, however, been really revamped.


A nice Burgundy to begin.


The menu is fairly short. We ordered everything tapas style, regardless of the category.


“Heirloom pickles.” I like pickles, but perhaps better with rice al la certain Japanese dishes.


“Island Farmer’s Market Salad.” A nice pleasant salad with Asian notes.


“WAGYU BEEF TATAKI with sliced pearl onions, ginger, pickled jalapeño and shoyu vinaigrette.” This was a wonderful dish. Very tangy with great texture.


“BLUE CRAB CAKES with lemongrass creme fraiche, bibb lettuce, and perilla leaf.” These crabcakes were to be eaten “thai-style” wrapped in lettuce. They were quite good.


“CHARRED BABY OCTOPUS with carrot kochujang puree, bok choy, pickled vegetables and nori seaweed.” Another nice dish.


“SESAME LEAF WRAPPED SHRIMP TEMPURA with fresh cucumber, herbs and shoyu dipping sauce.” This had shiso (a Japanese mint relative), which pretty much means I adored it.


“CLAM CHOWDER with green curry, lemongrass, pancetta, coconut milk and toasted sourdough.” A really nice take on “clam chowder.” Essentially it tasted a lot like one of those creamy coconut milk/lemongrass thai soups, but with a nice bacon richness somewhat akin to a great New England chowder. Bravo!


“BABY BACK RIBS air-dried and hoisin-chili glazed.” These were some great ribs too, with a rich “Chinesy” taste and a good amount of vinegar.


“ROASTED LAMB with toasted sesame oil, shoyu and garlic served with fresh herb salad and salsa verde.” This dish was fine, but it didn’t have the flavor impact I was looking for.


“CRACKLIN BEER CAN CHICKEN with kimchi, century egg, salsa roja and verde.” Good fried chicken.


“Lamb Meatball Skewer.” These were nice ground lamb skewers, but they seemed a bit expensive for what they were.


“Pan Roasted Brussel Sprouts. with rice cakes, kimchi bacon puree and diced apples.” The bacon sold it.


“BANANA BACON CREAM PIE vanilla cream, caramel bananas, and bacon brittle.” I hate banana, but this was still good. The bacon sold it!


“THICK ASS ICE CREAM SANDWICHES with black pepper szechuan ice cream and salted chocolate cookie.” This was a wonderful ice cream sandwich. I loved the peppery ice cream.


“CHU-DON’T-KNOW-MANG pound cake cinnamon churros, with malted chocolate milk and vanilla ice cream.” And this was the complete winner in the dessert category. These were some of the best churros I’ve had, and that milkshake-like thing was awesome.


Happy times!


The chickens going around and around.

Overall, I was very pleased with A-Frame and will totally be back. This was a pair of VERY tasty meals with a unique take on fairly uncomplicated food. Essentially, it’s very contemporary without being avant garde, and fuses eclectic flavors from around the world with American comfort foods.

For more LA dining reviews click here.

Related posts:

  1. Food as Art: Ludobites 7.0
  2. Ultimate Pizza – The Comeback
  3. Food as Art: Hatfield’s part 2
  4. Food as Art: Ludobites 6.0
  5. Food as Art: Melisse
By: agavin
Comments (1)
Posted in: Food
Tagged as: AFrame, California, Clam chowder, Culver City, gastropub, Los Angeles, Public house, ribs, Santa Monica California
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