#oneaday Day 620: Country House

Andie and I are staying in an old country house. It’s her sister’s 30th, so a bunch of her friends (including us) are in attendance for the festivities.

Country houses are cool. I’m not talking about houses that are just in villages, since increasingly as villages become hotbeds for pretentious commuter relocation, more and more generic brick houses are springing up. I’m talking about proper country houses that might have once been part of a farm — or in some cases still are.

There’s something special about a house with rooms you have to duck to get into; a house with mysterious hobbit-size doors in the bedrooms and bathroom with an inexplicably small crawlspace behind; a house with a basement; in short, a house from which you could fend off (or at least survive) a zombie invasion.

That said, the olde-worlde nature of the building materials in most of the house would inevitably lead to Resident Evil-style situations with zombies bursting through wooden walls and punching their way into your room. And God help you if they find their way into that crawlspace. Although if they did they’d have to be hobbit-size zombies or midgets, which would be mildly terrifying.

Hmm. Not sure I can sleep now.

#oneaday Day 619: Bound by Isaac

Edmund “Super Meat Boy” McMillen and Florian “I Work With Edmund ‘Super Meat Boy’ McMillen Quite A Bit” Himsl have a new game out — you may have heard of it. It’s called The Binding of Isaac and it costs just £3.59, or $5 to you American types. It’s also a prime example of a project that would never have got greenlit by a large publisher, for many reasons.

These reasons start with the very premise of the game — you play a nude, crying child attempting to escape from his mother who has been hearing messages from God and believes that she must rid her child of corruption by, as in the Biblical story, killing him. Little Isaac isn’t willing to stick around and wait and see if God stays his psychotic mother’s hand, however, so he escapes into the basement, only to be confronted with numerous manifestations of his own fears and nightmares. What follows is a genuinely horrifying yet darkly amusing quest through a series of Zelda-inspired randomly generated dungeons where Isaac dispatches his enemies by crying on them and powers up through a series of items, most of which affect his appearance in some sort of particularly grotesque and inappropriate manner. Sound fun? Or just plain weird? It’s both.

The exact items you’ll encounter are different on each playthrough, making each run through the game’s short dungeons a genuinely unpredictable experience. On one run you might come across a syringe full of steroids first of all, which beefs up Isaac and makes his head swell in an unpleasantly tumorous manner. On another run you might come across a wire coat hanger which, revoltingly, he impales through his own head and increases his capacity for crying. On yet another run you may find something else — there’s about 100 different items to find and discover the uses of, and every one of them affects little Isaac’s appearance in one way or another.

This being a game from McMillen, it’s got a distinctive art style that is entertaining, amusing and horrifying all at once. Cute little worms slither around, only to come flying at you with fang-filled maws agape as soon as they become aware of your presence. Nightmarish clones of Isaac with no eyes in their sockets stagger around — and continue to do so even after Isaac has blown their heads off. And flies buzz around destructible lumps of shit before turning on Isaac in anger.

It’s an utterly bewildering game, but strangely compelling and addictive. The fact that a single death forces you to go back to the start of a new dungeon and try again means potentially limitless replay value, and a huge number of unlockable items — including extra characters — only add to this. The game parodies the NES original Zelda dungeons perfectly, right down to the mostly mute shopkeepers with just three wares lined up before them — only in the case of Isaac’s adventure, the shopkeepers are effigies of him that have been strung up by their necks and hang from the ceiling.

At $3.50, it’s certainly worth giving a shot, even if you play it once and are too horrified and disgusted to play it ever again. If nothing else, it’s refreshing to see fairly traditional play mechanics married to an aesthetic and setting which is utterly shameless and doesn’t hold back from showing things that are either darkly hilarious or stomach-churningly revolting — I haven’t quite made my mind up yet.

One thing’s certain — for more reasons than one, you’re never going to see this one on Xbox Live Arcade.

#oneaday Day 618: Glitch in the System

Glitch, brainchild of Flickr cofounder Stewart Butterfield, launched to the public today following an extremely lengthy and well organised testing period. I played the game briefly during testing while writing an article about it and found the experience utterly bewildering. I’ve had another go, and I still find it utterly bewildering.

The thing that is most bewildering is arguably its most defining feature — its non-violent nature. There is no hacking up wolves to collect 300 pelts for someone in the village. There is no dungeon delving to defeat some terrible great evil. There is no “take on this army of identical enemies singlehandedly, unless you’re in a party.” No, there’s just a world, filled with trees, pigs, butterflies and bureaucracy, and it’s pretty much up to you what you choose to do with your time there.

Your pet rock, who introduces the game to you in a tutorial which doesn’t really tell you much beyond the basic controls, offers you a few quests to show you what you can do over the course of your first few hours. But beyond that, it’s up to you what you choose to get on with and what skills you choose to focus on. Are you going to become a miner? A chef? Someone who talks to animals? There’s a wide range of things for you to do — but none of them involve killing things.

The saying goes “you don’t know what you’ve got until it’s gone” (or something along those lines) and it’s true — it’s easy to take for granted that the fundamental play mechanic of the vast amount of games out there is killing things, whether it’s dudes, monsters, aliens, zombies or anything else threatening the status quo. As gamers, we’re comfortable with that. It’s been the core mechanic of gaming since many of the earliest titles. Conflict is inherently competitive, and thus lends itself nicely to being a “game”. Non-violence, however, is a more tricky prospect. What’s the point of a game if there’s no world to save, no princess to rescue and no Big Bad to kick the bottom of?

I’m yet to discover exactly what makes Glitch tick, but there’s a lot of people playing who seem to enjoy it, so I’m willing to give it a chance. If nothing else, its non-violent nature should hopefully mean it’s free of the sort of people who use words like “noobfags” and “stfu”. And the whole “freeform” thing has been working pretty well for Minecraft, so why shouldn’t it work for a 2D browser-based MMO platformer where there’s nothing to kill? Granted, Glitch is not quite as freeform as Minecraft, though its RPG-like elements (such as learning skills) are stronger. It’s not really a good comparison at all, thinking about it, save for the fact that both games are fundamentally pointless but compelling wastes of time that are inexplicably popular with hundreds, thousands, millions of people.

I shall be giving Glitch a bit more of a go over the next few days and weeks. I shall be sure to report back if I do happen to find anything interesting.

#oneaday Day 617: Phase 1 Complete

I’ve beaten Phase 1 of EA Sports Active 2 and while I may not be all buff and ting just yet, I like to think it’s helping. Of course, measuring actual results is more tricky, though a big part of the challenge in getting fitter is the psychological barrier of getting into it in the first place.

I could just step on the scales, but 1) we don’t have any and 2) I hate stepping on the scales as it’s embarrassing, even when no-one else is around. In my adult life I’ve never been a slight fellow (ironic, since I was skin and bones as a young kid) and it’s always been a bit of a hangup of mine — and all the more frustrating if the good habits you’ve made a specific effort to get yourself into (exercise, trying not to have KFC every lunchtime, that sort of thing) doesn’t appear to have an effect.

When I started doing the running a while back that, combined with some pressups and situps, had a noticeable impact on my body. I’m not sure if I actually lost weight or not (for the aforementioned reason) but my body certainly changed shape. I had a noticeable waist for the first time in ages, and while I still had a horrible big wobbly gut, down the sides it was more noticeable that some of the bulk had gone.

When I started working every day again, the timing meant it was more difficult to squeeze in exercise, so following my 10K run in London back in May (May? I think.) I kind of fell out of the habit, which is why I picked up EA Sports Active 2. I already had the first one on Wii, but I’d heard the second one was much better in terms of how the programme was designed as well as having motion sensors you couldn’t accidentally garotte yourself with, unlike the previous game’s Wii Remote and Nunchuk combo.

It’s challenging — and I’m working on the “Medium” intensity level at present — and there are some exercises which I dread coming up (particularly: foot fires, stride jumps and mountain climbers, aka to other fitness types, inexplicably, “burpees”) but doing the activities 4 days a week (sometimes more) is making me feel a bit better about taking positive steps to improve myself, or something. As I say, specific progress is somewhat difficult to measure when you don’t like stepping on the scales, but psychological progress is still progress, too — and while I still dread the loading screen for mountain climbers, I find I can get through a set of them without wanting to die quite as much as I used to.

Plus, of course, there’s trophies. While in a lot of contexts trophies and achievements bug me, here they’re used well to mark milestones in your training, as well as some “fun” ones marking good performance over the long term in some of the minigames. EA Sports Active 2 also really loves progress bars, and as any social game developer will tell you, progress bars are an excellent motivational system. As such, you have a progress bar for how far through the whole programme you are, a progress bar for an individual workout, progress bars for all the trophies, progress bars for your personal goals — it may sound silly but it’s one way of tracking progress that you can see — even if it’s mostly measuring dedication rather than improvement in your fitness.

From Thursday, I move on to Phase 2 of the 9 Week Program(me). I’m not sure what to expect. Phase 1 was pretty tough at times — I’m wondering what Phase 2 offers over and above this. Perhaps longer workouts? I hope it’s not longer sets. 55 mountain climbers in a row is enough to give me a headrush and make me want to lie on the floor for quite a while.

#oneaday Day 616: Characterisation

What makes a good character? It’s not necessarily one you can engage with and sympathise with because some of the most memorable characters there are are villains. A tragic villain who has some sort of dark past that led him to his evildoing is often the most interesting, but sometimes villains who are just plain evil in a variety of creative ways can be memorable, too.

On the “good” side of the spectrum, distinctive, likable characters are fun to “hang out” with. Even slightly irritating characters can be memorable in their own way — though perhaps not for the reasons their creator intended. They don’t necessarily have to “do” much, but they have to be more than a sounding board delivering lines in a flat, dry sort of way.

In the world of video games, characterisation may be frequently exaggerated, but it often leads to memorable encounters — particularly if you spend a protracted amount of time with said characters, as you frequently tend to do in RPGs. JRPGs, for all their faults and linearity, often present the strongest characters in all of gaming, even though many of them tend to fall into the cliché trap. Despite this, though, if you’ve engaged with the gameplay sufficiently over the course of the 20/40/50/90/100 hours it takes to beat whatever RPG you’re playing then you’ll probably find yourself missing those characters when the time comes to leave them behind.

On the Western front, BioWare are often regarded as masters of characterisation, and indeed characters such as Mordin in Mass Effect 2 and Shale in Dragon Age: Origins are pretty memorable. But very often when I beat a BioWare game, I don’t find myself wishing I could spend more time with those characters in quite the same way I do when I beat a Persona game, or as I anticipate I’m going to feel when Xenoblade Chronicles eventually comes to an end.

Video games are, in some ways, a more unrefined medium than other formats. Technical limitations often get in the way of being able to make use of techniques used in, say, film or writing. Writing in particular allows the author to explore a character in a level of detail arguably unrivalled by any other medium. Of course, said author has to be careful not to give away too much too soon, otherwise the pacing of the character’s story is thrown out of whack and the reader might not feel inclined to go on. Getting to know a character should be a gradual process — that doesn’t necessarily mean that a chapter of their “dark past” comes to light at a time, since a character doesn’t need a dark past to be interesting — but each hour the audience spends in the company of that character should be like getting to know a real person. You start to recognise that character’s traits, their likes, dislikes, foibles, weaknesses and the forms of adversity in which they find they can stand the strongest.

There’s an occasionally-mentioned piece of writers’ wisdom that states that to make the best stories, you have to be as mean as possible to your main character. While following a protagonist’s struggles is often entertaining, it doesn’t necessarily have to involve them being kidnapped, tortured, raped, mutilated and all manner of other things. Psychological torment can be profoundly affecting, too — and different characters have different triggers by which they can be psychologically traumatised. For one strong-stomached character, it might only be the most depraved and horrendous images imaginable that could torment their mind and keep them awake at night. For another, it could be something as simple as the fact that the guy at the coffee shop didn’t pay them as much attention as they would have liked. Characters are people, after all — and like people, they’re all different.

Inventing your characters is one of the most fun parts of creative writing. Figuring out what to do with these characters is the challenging bit that comes afterwards. Get your head around that and you’ve got yourself a story.

#oneaday Day 615: lucy1

hello, they say its my turn so here i am . . . hope im not to boring or anything but u will have to ignore my rubish typing and spelling cause im more of a talker really hehe

maybe i shud get one of those clever things that u can talk into and get it to write what you say but id probably break it lol !! perhaps getting a job in an office might b a better idea but i like working in the coffee shop

i had a funny day today, i dont normally work on sundays but today i had to cover for simon . . . simon is nice but he doesnt really do it for me but ive caught alex checking him out a few times when shes come in for coffee in the middle of the day . . . perhaps i shud hook them up with one another at some point !! simon wasnt there today tho so ill stop talking about him . . . anyway he meant i had to work today . . . what a tosser !!

today started off like a normal work day only with more people lookin happy that its the weekend coz it was the weekend . . . tho in a couple of minutes it wont be no more . . . bloody pete !! wish hed write his stupid blog on time then i wudnt hav to b here writing this . . . but anyway

today started off like a normal work day and it was pretty normal all day except around lunchtime wen this guy came in and he was like well fit . . . i think we had a moment when he came in but jeremy got to him first and started flirting it up . . . jeremys a big gay and im not being like homofobic or whatever there coz he is like a proper gay . . . and if his boasting is true then he is big as well . . . tho im never gona find out . . . even if he wasnt gay i wudnt be into him coz hes a tosser but not as much as simon for making me work on sunday

but anyway jeremy was all like flirting and stuff with this fit guy but he says straight up “look man . . . im happy u like me but im not gay” . . . it was kinda hot how he was all like direct and stuff and im sure he looked at me when he said it tho he might hav been lookin at the specials board coz that was behind me and he ordered a special straight after tellin jeremy that he wasnt a big gay like him . . . he had the bluberry cheesecake . . . its well nice . . . but mostly he was lookin at me i think

thats about it really . . . i guess lookin back on it it wasnt that exciting really but hey . . . thats me and how my life goes . . . maybe ill see him again or maybe hell be another one that got away lol !!

ah well . . . at least im not desperate enough to jump into bed with phillipe . . . if ur new to petes blog u shud know a couple of things . . . firstly he writes much better than me with proper words and commas and stuff plus he knows where the appostrofee or however u spell it key is . . . secondly that phillipe is a perv and a weirdo and i really dont know why alex ever slept with him cause shes hot . . . i wonder if shes embarassed about being a ginge . . . maybe !!

oh and im lucy by the way . . . nice to meet u !! if pete remembers to write his blog on time in future we might not see much of each other but if he doesnt ill be right back here !!

#oneaday Day 614: Joining the Fold

It’s with some pleasure that I welcome a very good friend of mine to the blogging fold. A big hand, if you please, for Mr Kalam Abul. Kalam’s a good buddy from my days working for a certain fruit-based computer manufacturer’s retail outlet, and we both have plenty of unpleasant experiences to talk about from our time there, but now’s not the time for that.

Kalam plans on using his shiny new blog as a form of free therapy — and that, to me, sounds like an excellent idea. After all, at times, it’s what I do here. Talking about stuff is good. If you don’t have anyone to talk to, though — or no-one you feel comfortable talking to, or if you don’t necessarily need to “talk”, more just “get things off your chest” — then writing is an excellent outlet. I know that the last 614 days of writing something every day — though it’s been a struggle sometimes — have provided me with a means to vent my inner frustrations into something vaguely productive rather than sitting around moping, being upset, crying, punching sofas (apparently) or stabbing badgers. This is good.

Self-proclaimed social media experts and people who read Mashable would probably come along right now and say that blogging’s not about the individual person, it should be about your audience, your community, the blogosphere and other pretentious-sounding phrases. You know what I say to those people? Sod off. Your own personal space on the Web is yours to do with as you please. You can vent your frustrations, or you can attempt to provide a “service”. You can express yourself, or you can inform. You can even do all of the above. You don’t necessarily have to have a particular “structure” or theme in mind (though it sometimes helps) — sometimes all you need to do is write.

If I had to pigeonhole this blog, I’d be pretty hard-pushed to do so. The most frequently-occurring topic is likely video games, of course, and that’s probably unsurprising. It’s something that’s in my blood and that I’ve been involved with for almost as long as I can remember — and it’s something I’m involved with professionally now, too. But I certainly wouldn’t describe this place as a video games blog. There’s all manner of other nonsense amidst the rampant enthusings regarding Xenoblade Chronicles and Deadly Premonition. There’s honest stuff, creative stuff, weird stuff, experimental stuff, stuff that didn’t quite work, stuff that I’m incredibly pleased with and stuff that makes me sad to think back on. All of it’s important, and, particularly since I started this daily posting business, all of it reminds me where I’ve come from and — maybe, anyway — where I’m going.

I can certainly say for a fact that this time last year I wouldn’t have imagined that I’d be sitting here right now — though it’s probably fair to say that this time the year before I wouldn’t have imagined that I’d have been sitting where I was this time last year, if you see what I mean. Sometimes things that you take for granted are more fragile than you think — but sometimes the reverse is true, too.

I’m in a reasonably good place right now. I can’t complain too much. There are things I want to achieve and things that I could do better, but after surviving a year best described as “traumatic”, I’m happy to take things a bit at a time and let this place track my progress — either directly or indirectly.

As for Kalam, well, buddy, I hope your site helps you find the same sort of inner calm that writing here has done for me. And if not, don’t hold back. Everyone loves a good rant.

#oneaday Day 613: Guest Post

The rest of us and Pete have come to an arrangement. If he hasn’t written a blog post by a particular time, whichever one of us has decided to be on duty that day will write it for him. That’ll teach him! Lazy bastard.

I should add at this point that Pete doesn’t know about this arrangement yet, but by the time he stops messing about with Minecraft on the other computer, he might notice. Or he might not notice until the morning, which will be funny. Probably. Or he might be mad. I hope he’s not mad. I don’t like him when he’s mad. He breaks things. He doesn’t really. At least he hasn’t in front of me, anyway. I did hear him doing something that sounded awfully like punching the sofa one time, but I figured that walking in on him doing that might not be a good idea, so I left him to it. By the time I decided enough time had passed by, he’d stopped and he seemed to be all right, which was nice.

I’ve never written a blog before. This is kind of fun. Am I supposed to write about something? I’m not sure if anyone will answer me. I have a feeling writing a blog isn’t quite the same as posting something on Facebook. I mean, I guess there’s comments and all, but people sort of expect things in a bit more depth than “OMG that guy in the coffee shop was so fit lol!” He was, though. But I’ll save that story for another day, assuming Pete doesn’t bar us all from access to this blog after this.

I should probably explain who I am if you don’t know what on Earth is going on and who is this strange person writing in Pete’s place for tonight. I’m Alex. I’m in the picture above. I have red hair. I like trashy magazines and watching silly TV shows like The X-Factor. I draw the line at Big Brother though. It just seems a bit pointless. I mean, I know X-Factor is ultimately a bit pointless too but people singing seems a bit more… what’s the opposite of pointless? Pointy? People singing seems a bit more pointy than people just wandering around a house all day. That doesn’t sound right, but you know what I mean.

I got that weird new Facebook timeline thing today. I’m not sure I like it. It’s all different and things are in funny places and some girl on my friends list that I haven’t spoken to for about fifteen years said that it’s an Orwellian invasion of privacy or something and said that I should unsubscribe from something or other. I don’t really understand it. I’m still not quite sure I get Facebook at the best of times, but I know it’s where to go to play Cityville and stuff like that. (Level 70! Add me! Don’t tell Pete I used his blog to look for Cityville friends, I know he hates Cityville for some reason, but I don’t know why, it’s fun!)

I think I can hear him coming up the stairs. Time to log off and hide. I hope he’s not mad. Night night! Alex xxx

#oneaday Day 612: Good Night

I love the night. Some may argue that this is proof that I’m a vampire (though a sparkly one rather than a “catch fire in sunlight” one, given my ability to go outside in the daytime) but I simply explain it away as being a time when you can truly enjoy the world in a way that it’s easy to forget about — peacefully.

Going outside at night-time is a pleasant experience (assuming you remembered your keys) because it somehow feels “forbidden”. It’s not, of course — though naturally anyone who happened to be looking out of their window at the time might be wondering exactly why you’re wandering around aimlessly in the dead of night if you’re not Up To No Good –but to some extent, lingering feelings of childhood enter your mind, reminding you that you’re “supposed” to be in bed, but instead, you’re out in the darkness and cool air of the night.

It’s a good time to think, too. Whether this is because your brain has had enough of daytime thoughts (such as what you’re going to cook for dinner, whether you’ve paid the council tax and wondering whether you left the oven on) and just wants to indulge in flights of fancy is an unknown. But the night-time is the time to think about things, to be creative and to let your imagination run wild.

This doesn’t always work to your advantage, of course. Having something weighing heavily on your mind and then allowing your brain to get into that curiously imaginative late-night state will often get you into a relentless cycle of negative thoughts, at times even preventing you from sleeping. But what you need to remember in this situation is that if your brain is feeling imaginative enough to think about what might happen if you don’t send that Really Important Letter tomorrow, then it can imagine something stronger, too.

When I was younger, I used to try and influence my dreams by lying in bed with my eyes closed, imagining the opening for some sort of narrative in which I was the star. It would inevitably end up being some sort of heroic fantasy (not necessarily of the “swords and orcs” variety) in which I fantasised about a particular person and how I would interact with them if I had the opportunity to rescue them from the depths of an underground tunnel network/a spaceship/a civilisation that lived inside a tree/a world made of strawberry mousse. I’m not sure if imagining these narratives ever successfully influenced my dreams — everyone reading this is likely aware that their unconscious mind is capable of coming up with far more bizarre material than your waking mind can — but it was always fun to try. I’m not sure at what age it became more difficult to do that, but it’s certainly a lot more challenging to maintain concentration on a specific fantasy now when trying to get to sleep. Perhaps this isn’t necessarily a side-effect of age, but more other factors such as mental state, a greater number of additional considerations over and above what you had when you were a child, or simply that your concentration span is shot for whatever reason.

Despite good intentions, I somehow always end up writing these posts in the dead of night — sometimes later than others. The vast majority of any creative writing I’ve done over the years, too, has often been composed during the midnight hours. And for a while last year when everything was going tits-up, I found friendship on the other side of the world in the dead of night. (The latter ended up fucking up my body clock beyond all recognition for a considerable period of time, however, so more practical solutions have had to be found.)

This rambling load of old nonsense may have had a point somewhere along the way, but it’s escaping me somewhat right now. I’ll just say it’s the fact that “the night is awesome” and leave it at that — before bidding you, of course, a very good night.

#oneaday Day 611: That Happened: “…Oil and Poo”

When struggling for things to talk about, or indeed write about, any creative shortcoming can usually be quickly rectified by a nostalgic trip into something which happened in the near (or distant) past. Some people base their entire blogs on this, and, of course, the lucrative autobiography industry uses this approach as a fundamental basis for a bajillion books all called “Celebrity Name: My Story”.

So I thought I’d start an occasional series based on bizarre incidents which have occurred throughout the course of my life that probably aren’t that bizarre in reality, but certainly amuse me if no-one else. These will not be presented in anything even remotely approaching chronological order — they will simply turn up as I think of them and when I feel like it. Much like the inspiration for the vast majority of other entries in this increasingly-lengthy blog, in fact (for which I salute you if you’ve been reading since the beginning).

Preamble over, I shall begin. Are you sitting comfortably? Here we go.

At university (the University of Southampton, UK, to be precise, if you’re picky about that sort of detail) I was a member of the university theatre group, which underwent a number of name changes during my time with them. Initially it was the “Blow Up Theatre Group” (I, to this day, don’t know why), then simply “Theatre Group” and later “Rattlesnake! Theatre Group” (the reasoning for which I now, sadly, can’t remember).

The point of this story is not the name of the theatre group, however, but rather the shenanigans which I and the other participants got up to.

At one point late in my university career, I got together with a friend with whom I was a member of the group and we decided that we were going to put on a production of Shakespeare’s Twelfth Night. As was fashionable at the time, we decided to set it in the 1920s era. (I say “fashionable” — my sole basis for this assumption is that my secondary school also set its production of Twelfth Night, in which I played the role of Malvolio, in the 1920s) We were all set to begin rehearsals when my friend and co-director decided that now would be a really good time to go on a lengthy skiing trip. (She came from a family with money and was somewhat prone to flights of fancy.)

I wasn’t sure what was going on until I got a gushing, apologetic email from her announcing that she didn’t feel she could be responsible for the show and decided to leave me in the sole role as director. I, of course, had never directed a show before and had not a fucking clue how to lead a ragtag group of wannabe actors into producing a show. Fortunately, the remainder of the crew rallied behind me and helped out, and I was enormously grateful for their assistance — even if the stress of carrying out the project gave me both a spectacularly tramp-like beard and more than a few nosebleeds, somehow and inexplicably earning me the nickname “Beast Man” in the process.

The show went well. It ended up being somewhat farcical in its execution, but this, in fact, worked in its favour and helped make the typically obtuse Shakespearean humour somewhat more digestible to a modern audience. We were all pretty pleased with how the whole thing turned out, but by far the most memorable thing about the whole fiasco was the aftershow party.

I can’t even remember whose house the aftershow party was at, just that it was quite an event. Several key events from that evening stick in my mind, however, starting with a member of the cast sitting in a wicker chair that he thought looked rather comfortable and then discovering that it was not, in fact, as pleasing to sit on as it looked. Said chair was consequently dubbed “The Chair of Eternal Disappointment” and became a focal point for the evening, helped in part by the amount of drink and weed which was in circulation throughout the course of the celebrations.

At some point after midnight, a small splinter group of partygoers decided that it was time to leave our generous hosts’ house behind and go and seek adventure elsewhere. Thus followed one of those journeys across town which meandered so much you ended up completely lost, but somewhere cool.

In our case, we found ourselves on the banks of the river Itchen (I think) on a makeshift beach covered in gravel and some unpleasantly dirty-looking seaweed. There, we indulged in what all good luvvies should do at approximately 4am in the morning — improvisatory theatre. We laughed and giggled until the sun started to peek its head over the horizon, at which point things took something of a turn for the bizarre.

One of our number, who already had a particularly loud, bellowing voice, was somewhat intoxicated through a cocktail of various chemical substances coursing through the pleasure centres of his brain, and thus became even louder than usual. As such, we were unsurprised when he proudly announced that he was going to go for a wee in the river. He took off his shoes and socks and paddled into the water, then happily stood in profile to us, got his (clearly visible) cock out and started to piss into the Itchen. (It’s nothing worse than the filthy river was usually full of.)

Following this display, which he was not at all abashed about, he decided that now would be a really good time to see what the dirty seaweed on the beach tasted like. Stomachs in throat, we watched him pick up a piece of the filthy, slimy crap from the floor and gleefully stuff it into his mouth.

What followed was the kind of facial expression you get from anyone who puts something they find distasteful into their mouth but doesn’t quite want to spit it out. He chewed on it for an alarmingly long period of time before letting the mangled remains of the goopy crap spill forth from his mouth.

“Ugh,” he cried. “It tastes like oil and poo!”

Despite the hilarity that statement caused, the fact that one of our number was reduced to eating seaweed tipped the rest of us off to the fact that it was probably time to head homewards. Of course, we had no fucking idea where we were, so again followed a meandering course through the back streets of the city until we eventually found ourselves on familiar territory and, bizarrely, craving Jaffa Cakes.

Unfortunately, the era of 24 hour shopping had not made a big impact on Southampton by this point, and so we found ourselves stranded outside a closed and shuttered newsagents’ store begging to whatever gods we did (or didn’t) believe in for them to let us in for Jaffa Cakes.

Unsurprisingly, the gods in question did not yield and the shutters remained firmly closed. This, it seemed, was the final straw — it was time, once and for all, to go home. We all went our separate ways — walking, naturally, using that bizarre amount of stamina that total intoxication gives you — and found ourselves back in our own houses, safe and sound, ready for bed just as the rest of the world was waking up.

The following day was, naturally, a complete writeoff. But I’m almost certain that if I spoke to anyone else who was there that night, they’d remember the events as clearly as I do. It was, to paraphrase one Mr Stinson, legendary.