A lot of retro styled games rely on the aesthetic to conjure up a sense of nostalgia for us long time gamers, hoping to link us up with experiences past in the hope that some of it will translate across. Back when that idea was still new I have to admit that it worked quite well although as time has gone on the differences between modern retro titles and their ancestors have become more stark, removing that sense of nostalgia completely. There are few games that manage to capture both the aesthetic and the essence of what made those games so memorable and I’m happy to say that I now count Shovel Knight among them.
You are Shovel Knight, a brave warrior whose weapon of choice isn’t exactly mainstream. You’ve seen many adventures always with your most trusted compatriate, Shield Knight, by your side. However one day, when exploring the Tower of Fate, you both fall under the power of the Dark Amulet. When you awaken Shield Knight is no where to be seen and you give up adventuring while you mourn her loss. However The Enchantress, an evil and powerful witch, has arisen in your absence spreading her evil across your land. When you hear she has unlocked the Tower of Fate once again you resolve to pick up your shovel once again and to rid your land of the darkness that now grips it.
Shovel Knight is visually reminiscent of the action adventure games of old with many of the visual elements being readily recognisable. Indeed the rendition was done so well that I figured there was no way it was using some kind of modern engine as everything really did have a retro feel about it. The end credits revealed it does use Box2D for its physics which has obviously been tuned to give it a much more retro feel. The music and foley also feels like it’s right out of a NES title, retaining that lo-fi quality and signature sound that games of that era had. If I’m honest it feels like the most honest recreation of an old pixelart game to date, eschewing any modern improvements in favour of keeping that nostalgia feeling alive.
In terms of gameplay Shovel Knight again feels awfully familiar, taking the tried and true mechanics from games of ages past and adding in a little of its own flair. The combat feels much like the Zelda games of old where you’ll be jumping, dodging and swinging your weapon wildly in order to defeat your foes. There’s also the tried and true platform sections, many of which rely on you using the various relics you’ve acquired in order to progress past them. You can also upgrade/modify your character in order to suit your playstyle, enabling a multitude of different ways to progress through the game. Lastly, if that isn’t enough for you, there’s dozens of achievements and challenges for you to complete, some of which require a great deal of skill to accomplish.
In the beginning the combat feels a little weird which I can pretty much wholly attribute to my use of the keyboard. You see just like the games which Shovel Knight takes inspiration from it was most certainly designed with a controller in mind as the keyboard setup is most certainly not intuitive. However once I got past that hurdle I actually felt that it was quite forgiving, especially after you got up a couple of the more broken items (the Phase Amulet especially). Indeed after the first couple bosses I found that I could usually cheese my way through them after a single death, something I definitely couldn’t say about say Zelda back in the day.
That being said the platforming, whilst being well thought out and challenging in the right ways most of the time, had more “fuck you player” moments than I’d like. These are things that you can’t plan for (like enemies appearing out of no where) or the introduction of new mechanics without an indication as to what they do. This is somewhat in the spirit of the game as a lot of titles from early nineties didn’t do this either, however that doesn’t stop these things from sucking out some of the fun in an otherwise great game. The rather generous recovery mechanic makes up for this a little bit although that can sometimes lead you into a horrible spiral of dying simply because you’re trying to recover your gold.
What is quite impressive about Shovel Knight is the sheer amount of variety that’s in the game. Every level has its own distinct theme with numerous different types of enemies and mechanics, meaning that no 2 levels feel quite the same. Sure there are some things you’ll learn in early levels that will come in handy later on but for the most part each level will be an experience in learning how to deal with the various challenges at hand. This then feeds into the bosses and the wandering encounters in the overworld, each of which has its own unique mechanics which you’ll need to exploit.
Actually thinking about it more this is probably one of the better examples of how to design to a pick up/put down style platform (the 3DS in Shovel Knight’s case). Each of the levels can be over in 10~20 minutes, even less for the wandering boss encounters or the other loot extravaganza levels, and all of them have their own style. Usually this would be something of a negative however in Shovel Knight’s case it actually made for a rather well paced game, one I invested a lot more time in than I would have otherwise done previously. Sure it wasn’t an exceptionally long game by any means but I still far more engaged with it than I have done with many of my previous reviews.
The story of Shovel Knight is fairly simplistic, usually being not much more than something to provide some witty dialogue between you and the boss you’re about to fight, but it’s more than enough to keep the game going. It really only comes to fruition in the last hour or so of gameplay and in that respect it does tie everything together quite well. However Shovel Knight isn’t a game you should be playing for the story as its mechanics are by far the strong point.
Shovel Knight sets the standard for titles that want to capture that feeling of games from ages past, faithfully recreating everything in a wonderful take on the old school action adventure. The graphics, music and sound all feel like they were ripped out of a long abandon title and then given life in a modern game environment. The gameplay, once you get past the initial teething phase, is very well done even if it can feel a little too easy at times. The story is probably the weakest aspect of the whole Shovel Knight experience but, thankfully, it doesn’t detract too heavily from it. If you’re a long time gamer like myself you’ll find a lot to love in Shovel Knight and I’d heartily recommend giving it a play through.
Shovel Knight is available on the PC, Nintendo 3DS and Nintendo Wii U right now for $15, $14.99 and $14.99 respectively. Total game time was 6 hours with 27% of the achievements unlocked.
The Sailing Stones of Death Valley have been a scientific curiosity for numerous decades. These rocks seemingly spring to life at various times throughout the year, blazing long trials across the desert’s floor before coming back down to rest. Whilst there have been numerous theories as to what causes this movement, ranging from the plausible to the downright insane, no one had managed to verify just what exactly was going on with these strange rocks. Well now thanks to researchers at the Scripps Institute of Oceanography we now have evidence of just what’s causing this to happen and it’s pretty fascinating.
The video largely supports the theory put forth by Ralph Lorenz some years ago whereby the the rocks are trapped within ice sheets which are then moved by the prevailing winds. What’s interesting about this video is that it shows why the previous experiments, which were largely inconclusive as to ice sheets being responsible, produced the data that they did. It also shows why there seems to be similarities between some movements whilst others seem to be completely random. Pretty much all of these can now be explained by the ice sheets breaking up and bumping off each other, leading to the wide variety of patterns and behaviours.
Like the video says this might not be the most exciting experiment to conduct however it’s always interesting when a long standing phenomena like this finally gets explained. We might not be able to use this knowledge to further other research or develop some novel product, however as we begin to explore further out into our universe knowledge of strange things like this becomes incredibly valuable. When we see phenomena like this elsewhere we’ll be able to deduce that similar processes are in action over there and thus further our understanding of the places we explore.
There seems to be this small section of my brain that’s completely disconnected from reality. At every turn with the Liberal’s and the NBN it’s been the part of my head that’s said “Don’t worry, I’m sure Turnbull and co will be honest this time around” and every single time it has turned out to be wrong. At every turn these “independent” reports have been stacked with personnel that all have vested interests in seeing Turnbull’s views come to light no matter how hard they have to bend the facts in order to do so. Thus all the reports that have come out slamming Labor’s solution are not to be trusted and the latest report, the vaulted cost benefit analysis that the Liberals have always harped on about, is a another drop on the gigantic turd pile that is the Liberal’s NBN.
The problems with this cost-benefit analysis started long before the actual report was released. Late last year Turnbull appointed Henry Ergas as the head of the panel of experts that would be doing the cost-benefit analysis. The problem with this appointment is that he’d already published many pieces on the NBN before which where not only critical of the NBN but were also riddled with factual inaccuracies. So his opinion of the NBN was already well known prior to starting this engagement and thus he was not capable of providing a truly independent analysis, regardless of how he might want to present it. However in the interests of fairness (even though Turnbull won’t be doing so) let’s judge the report on it’s merits so we can see just how big this pile of horseshit is.
The report hinges primarily on a metric called “Willingness to Pay (WTP)” which is what Australians would be willing to pay for higher broadband speeds. The metric is primarily based around data gathered by the Institute for Choice which surveyed around 3,000 Australians about their current broadband usage and then showed them some alternative plans that would be available under the NBN. Problem is the way these were presented were not representative of all the plans available nor did they factor in things like the speed not being guaranteed on FTTN vs guaranteed speed on FTTP. So essentially all this was judging was people’s willingness to change to another kind of plan and honestly was not reflective of whether or not they’d want to pay more for higher broadband speeds.
Indeed this is even further reflected in the blended rate of probabilities used to determine the estimation of benefits with a 50% weighting applied to the Institute for Choice data and a 25% modifier to the other data (take-up demand and technical bandwidth demand) which, funnily enough, find in favour of the FTTP NBN solution. Indeed Table I makes it pretty clear that whenever there was multiple points of data the panel of experts decided to swing the percentages in ways that were favourable to them rather than providing an honest view of the data that they had. If the appointment of a long anti-NBN campaigner wasn’t enough to convince you this report was a total farce then this should do the trick.
However what really got me about this report was summed up perfectly in this quote:
The panel would not disclose the costs of upgrading [to] FTTP compared with other options, which were redacted from the report, citing “commercial confidentiality associated with NBN Co’s proprietary data”.
What the actual fuck.
So a completely government owned company is citing commercial in confidence for not disclosing data in a report that was commissioned by the government? Seriously, what the fuck are you guys playing at here? It’s obvious that if you included the cost of upgrading a FTTN network to FTTP, which has been estimated to cost at least $21 billion extra, then the cost-benefit would swing wildly in the direction of FTTP. Honestly I shouldn’t be surprised at this point as the report has already taken every step possible to avoid admitting that a FTTP solution is the better option. Hiding the upgrade cost, which by other reports commissioned by the Liberals is to be required in less than 5 years after completion of their FTTN NBN, is just another fact they want they want to keep buried.
Seriously, fuck everything about Turnbull and his bullshit. They’ve commissioned report after report, done by people who have vested interests or are in Turnbull’s favour, that have done nothing to reflect the reality of what the NBN was and what it should be. This is just the latest heaping on the pile, showcasing that the Liberals have no intention of being honest nor implementing a solution that’s to the benefit of all Australians. Instead they’re still focused on winning last year’s election and we’re all going to suffer because of it.
Smartphones and laptops have always been a pain in the side of any enterprise admin. They almost always find themselves into the IT environment via a decidedly non-IT driven process, usually when an executive gets a new toy that he’d like his corporate email on. However the tools to support these devices have improved drastically allowing IT to provide the basic services (it’s almost always only email) and then be done with it. For the most part people see the delineation pretty clearly: smartphones and tablets are for mobile working and your desktop or laptop is for when you need to do actual work. I’ve honestly never seen a need for a device that crosses the boundaries between these two worlds although after reading this piece of dribble it seems that some C-level execs think there’s demand for such a device.
I don’t think he could be more wrong if he tried.
The article starts off with some good points about why tablet sales are down (the market has been saturated, much like netbooks were) and why PC sales are up (XP’s end of life, although that’s only part of it) and then posits the idea of creating “super tablets” in order to reignite the market. Such a device would be somewhere in between an iPad and a laptop, sporting a bigger screen, functional keyboard and upgraded internals but keeping the same standardized operating system. According to the author such a device would bridge the productivity gap that currently divides tablets from other PCs giving users the best of both worlds. The rest of the article makes mention of a whole bunch of things that I’ll get into debunking later but the main thrust of it is that some kind of souped up tablet is the perfect device for corporate IT.
For starters the notion that PCs are hard to manage in comparison to tablets or smartphones is nothing short of total horseshit. The author makes a point that ServiceNow, which provides some incident management software, is worth $8 billion as some kind of proof that PCs break often and are hard to manage. What that fails to grasp is that ServiceNow is actually an IT Service Management company that also has Software/Platform as a Service offerings and thus are more akin to a company like Salesforce than simply an incident management company. This then leads onto the idea that the mobile section is somehow cheaper to run that its PC counterpart which is not the case in many circumstances. He also makes the assertion that desktop virtualization is expensive when in most cases it makes heavy use of investments that IT has already made in both server and desktop infrastructure.
In fact the whole article smacks of someone who seems cheerfully ignorant of the fact that the product that he’s peddling is pretty much an ultrabook with a couple of minor differences. One of the prime reasons people like tablets is their portability and the second you increase the screen size and whack a “proper” keyboard on that you’ve essentially given them a laptop. His argument is then that you need the specifications of a laptop with Android or iOS on it but I fail to see how extra power is going to make those platforms any more useful than they are today. Indeed if all you’re doing is word processing an Internet browsing then the current iteration of Android laptops does the job just fine.
Sometimes when there’s an apparent gap in the market there’s a reason for it and in the case of “super tablets” it’s because when you take what’s good about the two platforms it bridges you end up with a device that has none of the benefits of either. This idea probably arises from the incorrect notion that PCs are incredibly unreliable and hard to manage when, in actuality, that’s so far from reality it’s almost comical. Instead the delineations between tablets and laptops are based on well defined usability guidelines that both consumers and enterprise IT staff have come to appreciate. It’s like looking at a nail and a screw and thinking that combining them into a super nail will somehow give you the benefits of both when realistically they’re for different purposes and the sooner you realise that the better you’ll be at hammering and screwing.
The need for organs for transplants has always outstripped demand and this has pushed the science in some pretty amazing directions. Indeed one of the most incredible advances is the ability to strip away host tissue from organs, leaving behind an organ scaffold, that we can then regrow with the recipient’s own cells. This drastically reduces the chance of rejection and hopefully avoids the patient having to take the harsh anti-rejection drugs. However such a process still relies on a donor organ which still leaves us with the supply problem to deal with. Whilst we’ve made some advances in creating parts of organs (some even done with biomedical 3D printers) growing a full organ has still proven elusive.
That is until recently.
Researchers at the University of Edinburgh have, for the first time, managed to grow a full functioning organ within a mouse using only a single injection. The organ that they created was the thymus, an organ that plays a critical role in the production of T-cells. These cells are the ones that are responsible for hunting down cells in your body that are either showing abnormalities or signs of infection and then eradicating them. What’s so incredible about this recent achievement is that the functional thymus developed after the injection of modified cells, requiring none of the additional work that’s previously been associated with creating functional organs.
The process starts off with cells from a mouse embryo, which from what I can gather were likely to be embryonic stem cells, which were then genetically programmed to form into a type of cell that’s found in the thymus. These, along with supporting cells, were then injected into the mice and the resultant cells developed into a fully functioning thymus. Interestingly though this didn’t seem to be the outright goal of the program as the researchers themselves stated that the result was surprising. Indeed whilst it’s been theorized that stem cells could be used in this manner it was never thought to be as straight forward as this and with these results further research is definitely on the table.
Whilst this research is still many years away from being useful in human models it does pave the way for research into how far this typical method can be applied. The thymus is a relatively simple organ when compared to others in the body so the next steps will be to see if this same process can be used to replicate them. If say a liver or heart can be reproduced in this manner then this has the potential to completely solve the transplant organ supply issue, allowing patients (or a surrogate) to grow their own organs for transplants. There’s a lot of research to be done before that happens however but this latest advance is incredibly promising.
There are some games you just can’t avoid the hype for. Try as I might to distance myself from the fervor that surrounded Divinity: Original Sin it was hard not to notice the weeks it spent at Steams top sellers chart and the numerous glowing reviews that came from both professional outlets and players alike. My somewhat aggressive review schedule precluded me from giving it enough time to really judge it properly however, that was until I managed to churn through a game quickly in one weekend. So I’ve been playing Divinity: Original Sin on and off over the past 2 weeks, seeing if the game can live up to the hype it has generated.
You are a Source Hunter, duty bound to rid the world of all foul magic that plagues the world. You and your companion have been summoned to the town of Cyseal, a coastal province that’s been under siege by orcs and the undead for quite some time. However your quarry isn’t with them, no instead you’ve been summoned at the request of the town’s mayor in order to investigate the death of one of the town’s nobles. This routine investigate quickly escalates far beyond finding out who the killer is and you find yourself in the midst of nearly all the town’s affairs. Some of these are simple matters, others could have impacts on the very fabric of reality itself.
Graphically Divinity: Original Sin is very easy on the eyes with the environments brimming with detail and ambient effects galore. The developers have done a great job of making the world feel alive, especially in the main town of Cyseal where there’s a constant hubbub of people going about their daily business. Even the dungeons and outdoor areas have the same feel with creatures scurrying about and enemies never being too far from your path. Even with all the settings turned up to max my now 3 year old PC was able to keep up with it, even in busy combat scenes where there were effects flying everywhere. I do think that was a the limit of my system however as all the fans routinely spun up during some of my longer sessions.
Divinity: Original Sin takes its inspiration from the RPG games of old with it’s almost innumerable features and giant gobs of text to drive the narrative forward. Whilst your base character starts off with a class it’s not hard set, allowing you to customize your abilities as you see fit. This means that any piece of gear or skillbook is readily usable by any member of your party who has the required stats giving you an incredible amount of freedom in moulding yourself into the ultimate warrior.This also extends to your base character attributes, allowing you to further specialize down a specific tree. In all honesty there’s so much going on in Divinity: Original Sin that it’s really hard to give you a good overview of it in a single paragraph but those who are familiar with the RPGs of old will likely find it very familiar.
Now I’m not the biggest fan of turn based combat as I feel it more often pulls me out of the game rather than drawing me further in. Divinity: Original Sin does a decent job of making the combat feel a bit more interactive however the sometimes slow back and forth between you and your enemies can get tiresome. This is probably a function of the fact that you’ll likely be reloading the same encounter multiple times over as executing a combo wrong or forgetting to do something can often mean the end of your party. Indeed the whole of Divinity: Original Sin feels like it’s making a point of not holding your hand through the experience, instead expecting you to suck it up and keep on like the trooper you are.
Now I get that idea, and can’t fault the developers for creating an experience that caters towards players who are seeking that out, but I feel that there’s a difference between holding the players hand and removing things that are, put simply, frustrating as hell. For the first section everything seems to flow well, the game introduces mechanics and explains them to you. However after reaching Cyseal things start to get horrendously convoluted as you’re thrown half a dozen quests and then left to figure out what to do. If you do what I did and try to follow one quest to completion you quickly find out that it’s not really possible as many of them involve trudging past mobs that are several levels above you, preventing you from completing. Considering these quests are handed to you within the first couple hours you’d expect to be able to finish them shortly afterwards however that’s simply not the case.
Indeed the whole of Divinity: Original Sin seems to have some horrendous pacing issues, making levelling a rather irritating rather than enjoyable experience. The ramp up in difficulty often doesn’t come from giving you different enemies that you have to figure out, no instead they just throw more and more of them at you, forcing you into strategies that rely on exploiting the retarded AI. There was one battle where I was faced with no less than 10 undead where the only way to complete it was to hide behind a wall and wait for all of them to group up so I could put a puddle at their feet and stun them continuously. Whilst I applaud the mechanics being deep enough to support things like that it was, frankly, utterly boring and not something I enjoyed having to repeat dozens of times over just to be able to get one more level.
This is just made all the worse by the fact that Divinity: Original Sin is still suffering from crashes and glitches even 2 months after its release date. There’s one particular quest where you have to read pages of a book in order to pass a quiz from a ghost but if you go to read it the pages are blank. The text is in the game files so it’s there but the developers still haven’t fixed the display issue. I didn’t get far enough into the game to experience any of the other “beneficial” glitches which apparently make fights trivial but in all honesty I don’t think that would’ve improved my impression of Divinity: Original Sin at all.
I had high hopes for the story in the beginning, especially considering that it seemed like it was fully voiced acted. Instead I was disappointed to see that much of it was presented in the wall of text style that’s guaranteed to make me tune out, especially when every NPC in the world seems to have gobs of useless information to throw at you. The story itself is also pretty mediocre, starting off with strong roots but just failing to capitalize on it. Maybe it develops better as you manage to churn through some of the quests but honestly if a game isn’t grabbing me after 10 hours it won’t after any amount of time.
Divinity: Original Sin was a game I wanted to like as I had heard so many positive things about it from so many different sources. Unfortunately though its turn based combat, combined with horrendous pacing and lacklustre story, meant that I couldn’t find much to enjoy during my time with it. I fully admit that this is partly due to my bias away from games of this nature but I’ve proven in the past that I can look past genre if the game itself is good. Divinity: Original Sin unfortunately just doesn’t have anything in it that I feel I could point to and say “This is why you should play it”. I’m sure fans of the genre will find a lot to like within it however for this writer I can’t really recommend it.
Divinity: Original Sin is available on PC right now for $39.99. Total play time was 10 hours with 6% of the achievements unlocked.
I wouldn’t exactly consider myself a jet setter but the amount of flying I’ve done compared to my parents is nothing short of astonishing. Indeed on average I’ll fly multiple times within Australia within a given year and often I’ll go overseas at least once per year. I’m pretty sure that I’m not an atypical traveller either especially considering how comparatively cheap air travel is these days. This had always made me wonder just how much the world flies on a daily basis, especially in more populated areas like the USA or Europe. As it turns out we fly a lot and a simulation of all the flights that happen around the world in 24 hours is nothing short of astonishing:
What I love about this simulation is how parts of the world seem to wake up as the sun passes over them. There seems to be constant ebbs and flows of air traffic at pretty much all times around the world, especially between the larger hubs, however as the sun crosses past Europe and the USA you can see the air traffic ramp up considerably, blotting out the content in a sea of yellow dots. There also seems to be some places in the world that are strangely devoid of air traffic with barely a handful of dots crossing their borders.
To me this video showcases just how safe travel is. In a single day there a thousands of flights, many of them over tens of thousands of kilometers, and in any one year we only have a handful of serious incidents. That should be hardly surprising considering just how advanced modern aircraft are although I always feel it bears repeating whenever anyone questions the safety of air travel. Realistically it’s probably the safest way to get yourself across the globe and, if you get on the right aircraft, it can be one of the most pleasurable.
Now I just have to find out how to get cheap business class seats on the A380.
My house is littered with the remnants of gaming eras gone by. I think this is mostly a function of my formerly very frugal self, one who would keep all packaging so that I could resell things at a slightly higher value, thereby fuelling my obsession with gaming further. The initial habit remains however I’ve long since past the time where I’ve needed to sell things in order to continue my habit and now I find myself surrounded by the physical remains of my ravenous gaming habit. However those numerous relics of my habit are only a fraction of the total games that I play with the vast majority of them now coming to me in a purely digital form, no longer taking up space in the physical world.
It seems that this particular trend isn’t just my own experience either as a staggering 92% of games sales on PC are digital. Part of this is likely due to the meteoric rise of the Free to Play model with MOBAs being responsible for a large part of revenue on the platform, enough so that it’s pushed PC gaming back to the top of the pile. Digital hasn’t completely taken over every gaming platform yet however with console users still largely preferring to purchase retail copies, with only a handful habitually downloading their games. Downloaded titles are still seeing positive growth on these platforms however and given enough time (and improving bandwidth) there’s little doubt that consoles will have a similar split sooner rather than later.
Now you’d think as someone who’s a bit of a collector’s edition junkie that I’d be heavily skewed towards physical copies however the times when I feel compelled to spend that extra cash on a physical copy are becoming few and far between. In fact based on the pre-orders I can dredge up I’ve bought a grand total of 3 physical games this year with only a further 2 before the year is out. Based on my weekly review habit this puts me pretty close to the 92% figure that applies to PC gamers as a whole, a rather interesting fact that I wasn’t really aware of. Primarily I can attribute this shift to 2 factors: money and convenience.
When I’m looking for a game to review the last thing I want to do is browse around a game shop for hours looking for something that might be appropriate. Indeed at home I can access gameplay videos, screenshots and even other reviews should I wish, all from the same place that will take my purchase. Combine that with the fact that Steam titles are typically cheaper when compared to their physical counterparts (sometimes by a large margin thanks to sites like DLcompare) and buying from a digital platform is just the better decision to make. Consoles, for the most part, don’t meet these two qualifying factors with the respective platform stores usually being the same (or higher) prices as retail and lacking any of the convenience features that Steam et. al. provide.
Honestly though this statistic really shouldn’t come as much of a surprise to anyone who considers themselves a PC gamer. Steam has been the go to platform for the better part of a decade now and whilst some of us might lash out a little more cash on a particular title now and then those times are becoming increasingly rare. I don’t see this trend stopping anytime soon either as the downsides are so minimal when compared to the benefits that digital platforms provide. What will be interesting to see is how the retail games industry copes with these figures as time goes on as I’m not sure many could survive if only 8% of total games sales went through them.
It’s hard to believe that Curiosity, the successor to the incredibly successful Spirit and Opportunity Mars Exploration Rovers, has been on the martian surface for a total of 2 years now. Not only did it prove many of the complicated engineering processes behind getting such a large craft onto Mars’ surface it’s also greatly improved our understanding of our celestial neighbour. Like its predecessors Curiosity has already outlived its original mission parameters, although not by the same margin, and barring any catastrophic failures it’s highly likely that it will continue to be productive long into the future. However it did recently come dangerously close to falling victim to one of Mars’ most insidious features: the sand traps.
Curiosity’s current mission is to get to Mount Sharp, a 5KM tall peak which NASA scientists hope will have varying layers of rock they’ll be able to study as they climb up it. This would give a better insight into the evolution of Mars’ environment over the years, showing us how it transitioned from a once wet planet into the barren desert that it is today. However between Curiosity and the base of Mount Sharp there’s a trench of wavy sand that’s been dubbed the “Hidden Valley” and up until recently NASA scientists were just going to drive across it. However upon attempting to do this Curiosity has found that the sand is far more slippery than it first anticipated and thus it has been turned back whilst NASA figures out what approach they’ll take.
This is a very similar situation to the one that was eventually the downfall of Spirit. A lot of the surface of Mars looks visually similar however often the makeup of the underlying surface varies drastically. In both Curiosity’s and Spirit’s cases the soil lacked cohesion making it extremely difficult for the rovers to get traction. For Spirit this meant that it was no longer able to get its solar panels into the required angle for the martian winter, meaning it couldn’t generate enough electricity to keep its circuits functioning. If the same fate had befallen Curiosity however it wouldn’t matter as much (well apart from the obvious) as it’s internal power supply doesn’t rely on solar energy.
In terms of the mission profile it’s likely that this will probably just be a delay more than anything else as whilst there aren’t many ways out of the valley that Curiosity is currently in there are other potential paths it can take to get to Mount Sharp. In actual fact the delay might not be all bad news for Curiosity either as the return journey from the slippery slopes of Hidden Valley actually revealed a potential rock for further investigation, dubbed the Bonanza King. We’ll have to wait and see if anything interesting can be derived from that, however.
I guess things like this just go to show that no matter how well you prepare, nor how good the equipment is that you bring with you, it’s still entirely possible for old problems to come back and bite you. Thankfully this time around we were prepared for such things and we haven’t ended up with another stationary science platform. Hopefully this won’t delay Curiosity’s mission for too long as it’s proven to be incredibly valuable thus far and the Mount Sharp mission could really give us clarity over how Mars became the desolate place that it is today.
I was never a particularly fit or active child. It wasn’t for lack of encouragement from my parents, they had me try all sorts of different activities in the hopes I’d find something that I enjoyed, more it was that I just never felt as capable as other kids when it came to physical endeavours. This, of course, fed into my love of all things gaming and other sedentary activities. It wasn’t until over a decade ago that I started to take my health seriously, transforming myself from a chronically underweight individual (BMI 17) to the more athletic person that I am today. Mostly I did this for myself however I always had a view that I needed to do this for my future children and today brings word of new research that shows I was on the right track.
It’s common knowledge that your parent’s genetics play a major role in your development and health throughout your life. Indeed it’s to the point now where we can identify many genes that are precursors for many conditions and diseases, allowing us to engage in preventative treatment long before the condition manifests itself. It’s also well known that the mother’s health, as well as the conditions she exposes herself to during pregnancy, have long lasting effects on the child after birth. However many believe that beyond those two factors the health of the parents doesn’t really factor into the child’s long term health, I.E. that your health prior to conceiving doesn’t have much influence over the child’s long term wellbeing. The latest research out of our own University of Adelaide turns that assumption on its head showing that the parents’ health before conception plays a significant role in the child’s well being throughout their life.
Essentially it boils down to the accumulation of environmental factors in the egg and sperm of the parents which are then passed on to any progeny. The good news is for parents that are looking to conceive is that this mechanism works both ways and that improvements in your health before conception will then also lead to better outcomes for your child. Whilst the study says that the impacts can be seen even months before conception effecting real change in such a short time frame is highly unlikely and such changes should be undertaken much earlier. Unfortunately since I don’t have journal access anymore I can’t comment on just how effective such intervention is but the researchers comments don’t seem to indicate that it’s small.
For me this just reinforces the view that your health is far more important than a lot of people give it credit for. Whilst I always lament when people derive motivation from a wake up call like this I can’t deny that it’s an effective mechanism for most. Indeed it seems for many that their child’s health is a primary motivator for a lot of decisions, even if some of them are rather ill-informed. So if improving your own health could vastly improve your childs then I’m sure many parents would take the initiative and live better lives as a result. Hopefully that would then lead onto keeping those improved habits long after the children were born as whilst your genetic influence may have ceased you will still have huge impact on their habits, many of which they will carry with them for life.