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atomicpoet@atomicpoet.orgundefined

Chris Trottier

@atomicpoet@atomicpoet.org
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Recent Best Controversial

  • This is what logging into anything feels like now:
    atomicpoet@atomicpoet.orgundefined atomicpoet@atomicpoet.org

    This is what logging into anything feels like now:

    1. Enter email and password
    2. Solve a CAPTCHA that looks like it was designed by a hostile art collective
    3. Get told your login is “suspicious” because you dared to move three blocks away
    4. Wait for a verification email that never arrives because your provider quietly fed it to the void

    If “security” means locking me out of my own accounts, then the security isn’t secure—it’s dysfunctional.

    Uncategorized

  • Just played Scars Above for the first time
    atomicpoet@atomicpoet.orgundefined atomicpoet@atomicpoet.org
    Just played Scars Above for the first time.

    This is an excellent game. Steam describes it as a Souls-like, but it’s much closer to Capcom’s Lost Planet in spirit.

    A proper third-person shooter: a lone scientist dropped into a hostile alien world, armed with a tight arsenal, solid gunplay, and surprisingly satisfying melee. It nails that mix of atmosphere and combat I’ve been missing for years.
    Uncategorized

  • I keep getting asked why SpaceHost died.
    atomicpoet@atomicpoet.orgundefined atomicpoet@atomicpoet.org

    I keep getting asked why SpaceHost died.

    Short answer: I don’t know. By the time that decision was made, I hadn’t worked there in two years. I wasn’t in the room, I wasn’t on the call, and I wasn’t even on the periphery. The plug was pulled without me anywhere near the socket.

    What I can say is this. As someone who used to work there, I genuinely liked the product. Even after leaving, I stayed on as a customer. The service was solid.

    But in terms of potential? Completely wasted. The marketing budget could’ve been stored in a thimble. Community outreach was basically nonexistent. Customer acquisition never had a plan. When I was there, I pushed hard on that front. After I left, nobody replaced that role. And despite what people love to believe, the product does not magically sell itself.

    And that’s just one angle. Former engineers have told me the same story: not enough resources to let the product actually thrive.

    Whether any of this factored into the decision to shut it down, I have no idea. I can only explain why it never became what it should have been.

    Uncategorized

  • Bitcoin people love these charts.
    atomicpoet@atomicpoet.orgundefined atomicpoet@atomicpoet.org
    Bitcoin people love these charts.

    They love them so much they keep posting the same one with slightly different colours, like a Pokémon evolution chain where nothing fundamentally changes except the saturation slider.

    And every time, the conclusion is the same: Bitcoin is perfect, everything else is trash, and if you disagree you clearly haven’t stared long enough at a 13-dot infographic.

    But here’s the thing. These charts forget the one metric that actually matters when we talk about “money”: Stability.

    You know, that tiny little detail where your currency shouldn’t behave like a moody tech stock with caffeine withdrawal? Bitcoin is so volatile that if you sneeze too hard, it drops 7%. You can’t call something “money” if it freaks out every time Jerome Powell hints at having a thought.

    And portability? Sure—if you have electricity, an internet connection, a wallet app, a seed phrase you haven’t forgotten, an exchange that hasn’t been shut down, and a miner in Kazakhstan who hasn’t been hit by a blackout that day.

    Gold is portable because you pick it up. Cash is portable because you put it in your pocket. Bitcoin is portable in the same way a NASA mission is portable if you have a rocket and enough oxygen.

    Decentralization? Also conveniently sanitized. The protocol needs miners, and the miners are concentrated in a handful of industrial pools that look less like a peer-to-peer utopia and more like a very shiny OPEC meeting.

    Meanwhile, governance happens through a tiny priesthood of core devs who absolutely hate the idea of ordinary people touching the code. If this is “decentralized,” then my fridge light is a distributed system.

    And the “unconfiscatable” claim? Cute. Adorable, even. Governments have already confiscated Bitcoin.

    They do it with warrants, subpoenas, airport searches, forensic tracing, and—my personal favourite—simply asking you nicely while you sit in a small grey room with no windows. If your entire security model collapses the moment someone says “tell us your seed phrase or you’re not going home today,” you don’t have an unconfiscatable asset. You have vibes.

    Even scarcity gets overhyped. Yes, Bitcoin has a hard cap. Until it doesn’t.

    Social consensus changes things all the time. Forks exist. And even if the original chain stays locked at 21 million forever, the ecosystem is infinitely inflatable. One Bitcoin. Two Bitcoin Cashes. Three Bitcoin Golds. We’re basically at a point where if someone sneezes in the direction of GitHub, a new “Bitcoin” variant appears and demands validation.

    And don’t even get me started on gold, fiat, and real estate getting treated like they’re somehow the three stooges of economics. Gold is literally the most durable substance we’ve ever used as money. Fiat is stable enough that you can buy bread without checking a volatility index. Real estate is scarce in ways Bitcoin can only dream of because nobody is minting more coastline. But the chart acts like a house is less durable than a JPEG of a seed phrase.

    Meanwhile, Bitcoin’s gigantic energy footprint is mysteriously absent. Apparently burning a small nation’s worth of electricity is just a rounding error now.

    Also missing: regulatory risk, custodial dependence, KYC choke points, failed transactions, and the simple fact that almost nobody uses Bitcoin to actually buy anything. Your local coffee shop doesn’t accept BTC because they prefer currencies that don’t time-travel between $3 and $300 in the span of a fiscal quarter.

    So the chart isn’t measuring money. It’s measuring fantasy traits—powers Bitcoin wishes it had, projected onto a grid where everything else is deliberately scored like a failing student. It’s not economics. It’s cosplay.

    If you want a real chart, try this: Bitcoin is a volatile speculative asset dressed up as a currency, propped up by infographics that collapse the minute you apply real-world conditions like “regulation,” “infrastructure,” “usefulness,” or “gravity.”

    That’s the truth they always leave off.
    Uncategorized

  • Has anyone ever built a Mastodon client for Commodore 64?
    atomicpoet@atomicpoet.orgundefined atomicpoet@atomicpoet.org

    Has anyone ever built a Mastodon client for Commodore 64?

    This is actually feasible. Here’s a Commodore 64 modem.

    You’d need a few extra layers in between, though. The C64 can’t speak ActivityPub directly. You’d run a lightweight bridge on a modern machine that handles HTTPS, WebFinger, and JSON, then pass simplified text over serial to the C64. The C64 just needs to display posts, send basic commands, and push text back to the bridge.

    It’s not elegant, but it’s absolutely doable.

    Uncategorized

  • The real danger isn’t people using AI.
    atomicpoet@atomicpoet.orgundefined atomicpoet@atomicpoet.org

    The real danger isn’t people using AI. It’s people pretending we have 10 leisurely years to debate whether it should exist.

    If lawmakers had waited that long to address Facebook, the consequences would have made 2016 look like a warm-up.

    The conversation that matters now isn’t “should AI exist.” It already does, at planetary scale. The conversation is what happens next. Who owns the models. Who gets compensated. What consent looks like. How environmental cost is regulated. What labour protections are created. How we prevent a handful of corporations from bottling the future.

    Personal boycotts can be morally meaningful, but they are not a governance strategy. They don’t fix scraping, copyright, inequality, or emissions. Policy does. Collective action does. Public pressure does. Democratic oversight does.

    Uncategorized

  • Me to my wife: “You’ve taught me more about women than anyone.”My wife, deadpan: “Good.
    atomicpoet@atomicpoet.orgundefined atomicpoet@atomicpoet.org
    Me to my wife: “You’ve taught me more about women than anyone.”

    My wife, deadpan: “Good. Better you learn it from me than from some other broad out there giving lessons.”
    Uncategorized

  • The Japanese idol industry drives me up the wall.
    atomicpoet@atomicpoet.orgundefined atomicpoet@atomicpoet.org

    The Japanese idol industry drives me up the wall.

    Imagine being one of these poor girls. You train nonstop, you sing, you dance, you look flawless under stadium lights, you sign a mountain of merch—and somehow the job description also includes “must be a chaste, ethereal being who has never even looked at a boyfriend.”

    It’s absurd. It’s like demanding Olympic-level performance from someone, then adding “also, please don’t have a personal life, ever.”

    Youtube Video

    Uncategorized

  • The problem with “fake it till you make it” is that most people don’t make it.
    atomicpoet@atomicpoet.orgundefined atomicpoet@atomicpoet.org
    The problem with “fake it till you make it” is that most people don’t make it.

    So if you fake it and don’t make it—you remain fake.
    Uncategorized

  • Everyone keeps yelling about AI being a bubble.
    atomicpoet@atomicpoet.orgundefined atomicpoet@atomicpoet.org

    Everyone keeps yelling about AI being a bubble. “No one will adopt it.” “It will collapse under its own hype.” All the usual doomer talking points.

    They are staring in the wrong direction.

    The real risk of AI is not lack of adoption. The real risk is what happens to the U.S. electrical grid if the country gets slammed with extreme winter conditions while data centres are pulling record power.

    This is the part almost no one talks about. We have compute demand rising fast. Data centres are adding massive load. Natural gas supply is fragile during deep freezes. Renewables drop when weather turns ugly. And the grid margins in several regions are already thin.

    If a cold snap hits the wrong areas at the wrong time, the pressure lands squarely on the grid. Not on adoption curves. Not on VC funding. Not on whether ChatGPT writes good emails.

    On the grid.

    So here is the uncomfortable scenario. Rolling blackouts in peak winter. Homes freezing. Hospitals stressed. Millions of people furious. Politicians scrambling for someone to blame.

    And who is an easier villain than “those giant AI data centres sucking up all the power”?

    It would not surprise me if lawmakers snap and demand that the biggest clusters get kicked off the grid entirely. Not forever. Maybe not even for long. But long enough to make everyone rethink what “scalability” actually means when it runs headfirst into physical infrastructure.

    AI will not fail because people refuse to use it. It will fail if the grid buckles under the weight of the future we are building.

    And if that happens this winter, the debate will change overnight.

    https://finance.yahoo.com/news/us-faces-winter-blackout-risks-201312926.html

    Uncategorized

  • If there's one NASDAQ company trading at a discount to its fundamentals, it's Adobe.
    atomicpoet@atomicpoet.orgundefined atomicpoet@atomicpoet.org

    If there's one NASDAQ company trading at a discount to its fundamentals, it's Adobe. Yes, the internet hates it—but the numbers tell a different story.

    The Valuation:

    • Forward P/E: 13.93
    • PEG: 0.93
    • P/S: 6.07

    A PEG under 1 usually signals mispricing. For Adobe, what's mispriced isn't the business—it's sentiment.

    Here's the margins:

    TTM revenue: $23.81B. Gross profit: $20.66B (86.8% margin). Operating income: $8.40B (35.2% margin). Net income: $6.94B (29.2% margin). These are elite SaaS margins, yet Adobe trades cheaper than Costco.

    Revenue isn't falling—it's growing 6-7% annually, from $5.61B to $5.99B in recent quarters. EPS climbed from $3.79 to $4.18. With ~$7B in earnings and modest capex, Adobe generates $6-7B in free cash flow—roughly a 5% FCF yield, which is absurdly high for software margins this good.

    So why the discount?

    Adobe's business is exactly what Wall Street loves: recurring revenue, high margins, global lock-in, workflow moats. But it's stopped being exciting. Creative Cloud is mature. Document Cloud grows steadily but not explosively. Firefly and AI tools are useful but haven't expanded TAM meaningfully yet.

    Layer in the emotional baggage—subscription fatigue, cancellation drama, UI complaints, "monopoly rent"—and sentiment turns toxic. The annoyance is real, but annoyance isn't a collapsing business model.

    Competitive threats like Canva, Figma, and Midjourney exist at the edges but aren't displacing Adobe's core workflows. They haven't dented pricing power. Not in the actual numbers.

    The bottom line:

    The valuation implies far more trouble than the data shows. A 13.93 forward P/E prices Adobe like it's losing relevance. But margins, revenue, cash flow, and EPS all say otherwise. Adobe isn't dying or stagnating—it's just unfashionable.

    Microsoft trades at 36× earnings because AI narratives are hot. Adobe trades at 14× because everyone's annoyed. That's the spread.

    Adobe's risk isn't collapse—it's narrative stagnation. And that's already over-reflected in the price. A 30-40% valuation gap between fundamentals and sentiment doesn't last forever. Eventually, mood fades and math remains. Strip out the emotions, and Adobe is one of the few large-cap growth stocks priced below its actual worth.

    Uncategorized

  • I’ve officially played every game I bought in March 2016
    atomicpoet@atomicpoet.orgundefined atomicpoet@atomicpoet.org
    I’ve officially played every game I bought in March 2016.

    Which means the Great Backlog Purge continues. Slowly, but inevitably, I’m getting through the mess.

    There have been positives. Hidden gems. Little surprises. But that’s not what this post is about.

    Because I won’t lie. The last few games have been spectacularly awful. So bad they had to be scams. No human with functioning taste buds could have greenlit this sludge.

    And apparently Valve agreed, because these games have been wiped from Steam entirely. Yet they still linger in my library, rotting like week-old carcasses.

    I’ll defend PC gaming and its lack of gatekeepers until the day I die. But I really should not have given actual money to developers who produced this level of monumental crap.
    Uncategorized

  • So many industrial ghost towns in British Columbia, and this documentary captures them perfectly.
    atomicpoet@atomicpoet.orgundefined atomicpoet@atomicpoet.org

    So many industrial ghost towns in British Columbia, and this documentary captures them perfectly.

    I spent my own formative years in a ghost town—a mining town, to be exact. Hedley was once a boomtown with thousands of residents. Today, it’s down to just 242 people.

    And even that feels bustling compared to other places that were once thriving and are now completely empty. Many of them weren’t abandoned a century ago—they were abandoned recently.

    Youtube Video

    Uncategorized

  • Had to give my new Atari 2600 joystick a proper test on the CRT
    atomicpoet@atomicpoet.orgundefined atomicpoet@atomicpoet.org
    Had to give my new Atari 2600 joystick a proper test on the CRT.

    Centipede felt like the only correct choice.

    Verdict: the Trooper absolutely passes with flying colours.
    Uncategorized

  • # November 15, 2015:
    atomicpoet@atomicpoet.orgundefined atomicpoet@atomicpoet.org

    November 15, 2015:

    Weirdly, five years after trying—and failing—to find an audience for my video-game writing, I suddenly have an audience: video-game developers and execs.

    I know. I’m shocked too.

    For years, I tried appealing to gamers. They didn’t care for it. Too nerdy. Too out there. Most gamers don’t think about the broader business implications of the Steam ecosystem. But you know who does? The people who put their entire livelihood on Steam and hand over 30% every time a sale hits. They care a lot.

    Do I have insider access? No. What I do have is a career split between start-ups and finance, plus a lifetime of gaming, plus the habit of looking up who makes the games I play and following what they do. Turns out that combo resonates with the people actually building this stuff.

    And here’s the other thing I’ve learned: my so-called “wild moonshot ideas” only seem wild to gamers because gamers usually want the same thing they already have. Ask a console gamer what they want and they’ll say a more powerful console. Ask a PC gamer and they’ll say a more powerful PC.

    But to me, video games are a testing ground for bigger ideas in tech. Consciously or not, society has decided that any world-changing technology must first be validated through play.

    Anyway, with all that in mind, let’s talk about four games I bought 10 years ago.

    Enclave

    An action RPG that, though imperfect, I keep coming back to because I love the style—and it still looks amazing even on modern hardware.

    Enclave is one of those early-2000s curiosities that should have faded into the ether, but somehow didn’t. Starbreeze—yes, the same Starbreeze that later gave us Riddick and The Darkness—built this grim, high-contrast medieval world for the original Xbox in 2002, then pushed it to PC in 2003. On paper, it’s a straightforward, mission-based hack-and-slash. In practice, it’s a time capsule of when “dark fantasy” meant brooding skies, impossible stone keeps, and music from Gustaf Grefberg that sounded like it belonged in a much bigger game.

    The premise is simple but clever: choose Light or choose Dark, and the campaign missions actually change. You’re not just picking a faction palette; you’re playing different characters, different classes, different gear, different perspectives. Modern games talk a big game about meaningful choice. Enclave delivered it 20 years ago in the most blunt, early-Xbox way possible.

    The combat? Yeah, it’s clunky. Sometimes you swing like you’re underwater. Ranged classes feel better, magic is fun, but melee can get downright crunchy in a way that isn’t always intentional. And the progression is as linear as it gets: finish mission, earn gold, buy gear, repeat. There’s no open world, no stat trees, no branching story except the Light/Dark split. It’s more arcade-RPG than RPG-RPG.

    But here’s the thing: the style is phenomenal. Enclave had no right looking this good in 2002, and the fact that it still pops on modern systems—even before the 2023 Enclave HD re-release—says everything. The art direction is that classic “only the Xbox could do this” era, with chunky geometry, moody lighting, and a world that feels like Diablo got shoved into a heavy-metal album cover.

    And the legacy is weirdly rich. It got a PAL-only Wii port in 2012. It got Mac and Linux support later. It even got a full console remaster in 2023 from Ziggurat and Sickhead Games. Hell, it almost got a full-blown sequel—Enclave II—with co-op, multiplayer, mocap animation, and a new lead, before publisher drama nuked it in 2003. There was enough ambition under the hood that parts of the cancelled sequel even leaked into other games (Knights of the Temple).

    Yet despite all that history, Enclave never became a household name. It’s a AA game that lived long enough to get resurrected multiple times because people like me keep being drawn back to it. It’s rough around the edges, often unforgiving, occasionally janky—but it has personality, confidence, and a sense of worldbuilding that’s way outsized for its budget.

    I forgive the clunky combat. I forgive the linearity. Because every time I boot it up, Light or Dark, Enclave reminds me of a time when action RPGs weren’t trying to be loot treadmills or 200-hour epics. They were just trying to hit you with atmosphere, challenge, and a little bit of metal-album theatrics.

    And for me? That’s enough to keep coming back.

    Gorky 17

    Gorky 17 is one of those late-90s oddities that shouldn’t work, yet somehow absolutely does. A Polish-made tactical RPG set in a ruined “secret city” where NATO sends a Canadian commando team to investigate grotesque bio-hybrids? That’s certainly a vibe. But then you mix in that distinctly 90s post-Soviet aesthetic—cracked concrete, rusted metal, Cold War paranoia still humming in the background—and the whole thing becomes strangely magnetic.

    This isn’t an RPG where you mash attack and drift into a comfy grind. Combat is pure turn-based chess: fixed encounter maps, movement limits, orthogonal vs diagonal weapon arcs, and a simple rule that keeps tension high—if one squad member dies, it’s over. No save-scumming your way through a sloppy fight. Every misstep hurts. And because they shoved survival-horror pacing into a tactical grid system, even basic encounters feel like you’re one bullet away from disaster.

    The structure is split: real-time exploration on grimy streets and abandoned buildings, then hard cuts to grid combat the moment something awful lunges at you. It’s X-COM meets point-and-click adventure. It shouldn’t work, but it really does.

    And yes, the voice acting is gloriously over-the-top. Everyone sounds like they’re doing a stage play inside a metal shipping container. But that was the norm in the 90s, and honestly, it’s part of the charm. Combine that with a moody soundtrack from Adam Skorupa—the same guy who later scored The Witcher—and you’ve got a cult classic atmosphere from a team that was basically Poland’s PC-gaming vanguard.

    If you dig deep cuts, the Gorky series is a whole mess of genre pivots. There’s a stealth-action prequel (Gorky Zero), then an action-shooter sequel (Aurora Watching) that got renamed Soldier Elite in North America, complete with altered character names because publishers couldn’t help themselves. Gorky 17 remains the standout because it’s the one entry that fully commits to being weird, tactical, unforgiving, and memorable.

    And that’s exactly why it sticks. It's not mere nostalgia bait and it isn’t comfortable. It’s a snapshot of a very specific era—PC developers experimenting like mad, Polish studios swinging big, and tactical RPGs allowed to be punishing without apology.

    Definitely memorable.

    Earth 2150: The Moon Project

    I’ve never been able to get this to run well, but the entire Earth 2150 Trilogy was re-released—and I own that, so I’ll review it when the time comes.

    Anomaly: Warzone Earth

    A reverse tower defense game. I wish I liked it more. The presentation is more than nice—11 bit studios clearly poured talent into this thing—but for whatever reason, and despite multiple attempts to force myself into enjoying it, it just doesn’t land for me.

    Which is bizarre, because on paper Anomaly: Warzone Earth should be exactly my thing. This is the original “tower-offense” game, the one that flips the genre on its head and asks you to guide a convoy into the meat grinder. You’re the commander of the 14th Platoon, marching through alien “anomalies” in Baghdad and Tokyo. Instead of placing turrets, you’re plotting routes on a tactical map, buying armored vehicles, upgrading them, and dropping abilities like Smoke, Repair, Decoy, and Airstrike at the perfect moment. It’s clever. It’s polished. And it’s historically important enough that Apple gave it a Design Award in 2011.

    And yet… I bounce off it every time.

    The core issue is that everything feels slightly indirect. You’re not attacking towers so much as babysitting your convoy, nudging its path and sprinkling abilities as you jog around the battlefield as this little Commander avatar. On PC and console, that Commander is a real gameplay element, picking up ability drops and running into danger. On mobile, 11 bit removed him entirely and streamlined the controls, which honestly might have been the right call because the original version never quite nails the rhythm. It’s like the game keeps promising intensity but delivers a politely measured jog instead of a sprint.

    The structure is tight, the tech is solid—the game was the studio’s first project on their newly built engine—and the cross-platform ambitions were impressive for 2011. PC, Mac, mobile, XBLA, PSN. They even had Tokyo-exclusive missions on PC while the mobile versions got retuned for touch. The whole thing is a fascinating window into early 2010s indie ambition.

    But ambition doesn’t automatically translate into fun.

    And that’s the real heartache here. Anomaly: Warzone Earth is absolutely a milestone. It kicked off a whole series: Anomaly Korea, Anomaly 2 with its crazy asymmetrical multiplayer mode, and Anomaly Defenders flipping the whole thing back into traditional tower defense. It proved 11 bit wasn’t just another Eastern European indie—they were a studio with range, which later became obvious when they pivoted hard into This War of Mine and Frostpunk.

    I respect the game. I admire the game. I even recommend the game to people who want to experience the “origin point” of tower-offense design.

    But I don’t like the game.

    And that stings a bit, because I tried. Multiple times. Across multiple platforms. It just never clicked for me. Maybe it’s the pacing. Maybe it’s the indirectness. Maybe tower-offense is one of those ideas that looks smarter in theory than in practice.

    Whatever the reason, Anomaly: Warzone Earth is a beautiful, influential, historically important RTS experiment. I’m glad it exists. I’m glad it succeeded.

    I just wish I enjoyed playing it.

    Uncategorized

  • Bought myself the “Trooper,” a modern Atari 2600 controller
    atomicpoet@atomicpoet.orgundefined atomicpoet@atomicpoet.org
    Bought myself the “Trooper,” a modern Atari 2600 controller.

    I grabbed this one specifically because it has fire buttons on both sides—which is perfect for my daughter, since she’s left-handed.

    And that faux-wood grain look is fantastic.
    Uncategorized

  • Does anyone remember the Lingerie Football League?
    atomicpoet@atomicpoet.orgundefined atomicpoet@atomicpoet.org
    Does anyone remember the Lingerie Football League?

    It launched in 2009 as a women’s American football league built around scantily clad athletes and barely any protective gear. Controversial is putting it mildly.

    After the novelty faded, most people assumed it vanished. But here’s the twist: the league never actually died.

    It rebranded as the Legends Football League. Then, after another overhaul, it became the X League—not to be confused with the XFL.

    The lingerie is gone because it was unsafe—but also demeaning. The athletes now wear proper, if still form-fitting, uniforms, and the league plays a hybrid of tackle and flag football on a 70-yard field.

    They’ve tried to bury the old marketing and now frame themselves around “empowerment through sport.”

    Even more surprising, they’ve expanded with domestic leagues in Canada and Australia.

    I genuinely did not expect that kind of longevity. What a wild history.

    https://xleague.live/
    Uncategorized

  • Vancouver, you have to thank these women
    atomicpoet@atomicpoet.orgundefined atomicpoet@atomicpoet.org
    Vancouver, you have to thank these women.

    The Vancouver Rise just delivered the FIRST EVER Diana B. Matheson Cup.🏆

    Our pro women’s soccer squad won us the NSL Championship.

    Hopefully the Whitecaps are inspired by this—because they’re up next.

    https://atomicpoet.org/notice/B0HajBNqLxcZTyk5dA
    Uncategorized

  • WHOO!
    atomicpoet@atomicpoet.orgundefined atomicpoet@atomicpoet.org
    WHOO! Northern Super League Final time. Inaugural season. Stakes couldn’t be higher.

    Vancouver Rise vs AFC Toronto.

    For anyone outside the Great White North, this is Canada’s pro women’s league—and my hometown squad has a real shot at ending a championship drought that’s been hanging over Vancouver since 1979.

    My wife and I are dialled in, waiting for kickoff at 11AM.

    Maybe it won’t match the absolute chaos of that CPL Final in a blizzard, but this one hits harder. I want Vancouver to finally break the curse. I want a trophy in this city again.

    Bring it home, girls.
    Uncategorized

  • Found this in a record shop—easy to find in Japan, rare in Canada.
    atomicpoet@atomicpoet.orgundefined atomicpoet@atomicpoet.org
    Found this in a record shop—easy to find in Japan, rare in Canada. So I had to scoop it up.

    Not quite city pop, but adjacent to it.

    She’s from that early-80s idol wave where the production is glossy, the melodies hit like sugar, and Japan is basically sprinting into the future with neon confidence.

    Kyoko Koizumi wasn’t trying to be Tatsuro or Anri. Different lane, different mission. Her thing was fast, bright, serotonin-infused pop that still goes down dangerously smooth.

    Records like this capture a moment when Japan was minting new stars faster than North America pumps out reboots. Koizumi didn’t just survive the idol factory. She walked out of it as a lifelong cultural fixture.

    Finding this in Canada feels like stumbling onto contraband optimism from 1982.
    Uncategorized
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