1866: Going Out, and the Perils Thereof

I’m writing this from our restaurant table. We’re right near the open kitchen and the food smells amazing. My mouth is watering just thinking about eating it, particularly as it’s something a little unusual and different from our norm: it’s Caribbean food, which I have had before, but not for quite some time, and it’s not a cuisine I’d say I know well.

Unfortunately, it’s also 10.30pm and we’ve been here since 8pm. We’ve only just sat down, only just ordered, and God knows how long it will take for the food to actually arrive at our table. This has, as you can probably imagine, soured the experience a little.

I should have seen it coming, of course. It’s Friday night in the city centre, and that was a busy time back when I was at university. Over the last few years in particular, the city centre has undergone extensive regeneration — the restaurant we’re currently sitting in is part of one of these new and restored buildings. With new and shiny buildings — and an expanding student population at both of the two city’s universities — come hordes of people, of course. But I hadn’t realised until now quite how ridiculously busy it gets in town.

This is probably nothing new to those of you who live in busy, bustling cities around the globe. But for me it’s quite surprising. Southampton never felt like a particularly big deal, and Going Out used to be something you could do on a whim. It was often quite enjoyable to do so — friends and I would often take impromptu trips to local watering holes like Lennons and Kaos, and we’d always be able to get in and have a good time.

Not any more. Going Out appears to have become something that needs to be planned well in advance, that involves lots of standing around waiting, and that, frankly, just isn’t particularly fun any more.

Perhaps it’s my age. Perhaps it’s the fact I’ve practically been a hikikomori for the past few years (and am largely comfortable with this). Or perhaps it’s the pitiful organisation of this place that saw us waiting for more than two hours to sit down, let alone eat. Whatever it is, I don’t count on myself doing it much more in the future, unless the occasion is very special indeed.

On the plus side, however, between writing the last paragraph and this one I’ve eaten a plateful of whitebait for the first time in about 20 years, and it was every bit as delicious as I remember. So at least the food is good. Worth the wait? Questionable, but at least the tedious and rubbish part of the evening is over.

1865: Virtual Career Choices

One of the more interesting aspects of massively multiplayer online games as they continue to grow and expand is that it becomes harder and harder to “do everything” for various reasons. In some cases, it becomes harder to complete old content because there’s simply no-one else running it any more — Final Fantasy XIV neatly sidesteps this by keeping nearly everything in the game relevant at all times through various sidequests, including the notoriously lengthy Relic questline — and in others, it’s because there is so much to do that in order to max out everything and “complete” the game to “100%” would be a full-time occupation.

We’re starting to reach that point in Final Fantasy XIV now. It’s still eminently possible for players to get from level 1 to level 50 and beyond and complete all the PvE (Player vs Environment, or regular cooperative) content without too much difficulty — though Second Coil and Final Coil are still an insurmountable barrier for all but the most skilled players — but that’s not, by any means, all that there is to the game any more. In fact, there’s been numerous different potential “career paths” in the game since it launched, and these have only continued to grow and expand with their own “endgames” as the game has blossomed over time.

There’s crafting, for example. Serious crafters will have levelled all of the crafting classes from 1-50 to get all of the possible cross-class abilities, and will have worked on their equipment to get it strong enough to create the more difficult crafts. They’ll have worked out a good skill rotation to use for crafting items — much like a high-level PvE player works out a suitable skill rotation to maximise their damage output — and they’ll have their own goals in mind, be it making millions on the market board from producing the most desirable items, or simply being able to make cool stuff for their friends.

Then there’s gathering; much like crafting, gathering has its own endgame with new equipment to acquire and more and more difficult-to-obtain items becoming available over time. There’s less of a “skill rotation” element to this — although skills are still relevant — and these classes act as a good complement to their crafting counterparts.

Then there’s desynthesis, which ties in with crafting: through desynthesis, it becomes possible to turn items back into their component parts, which can sometimes yield rare items which either sell for a decent amount of money or which can be used to produce desirable items. Levelling this skill is its own, separate, convoluted process from crafting, but it pairs well with the crafting classes.

Then there’s PvP (Player vs Player) combat, which takes either the form of small four-on-four battles in a little arena, or large-scale multi-alliance battles on a large map. Opinions vary fairly wildly as to whether PvP is actually any good or not — and the queues to get in to it are frequently hellish — but there are dedicated players out there who know all about the PvP-exclusive abilities and have access to some of the cool-looking PvP-exclusive equipment.

And most recently, the Manderville Gold Saucer provides a couple of career options for adventurers who tire of the XP and Tomestone grinds: Chocobo racing and Triple Triad. Chocobo racing has its own complex metagame that would make an interesting standalone title in its own right, and Triple Triad likewise.

In reality, most Final Fantasy XIV players dabble in most of the above at one point or another, prioritising one thing above all others at any given moment. At present, for example, I’m prioritising getting my “Zodiac” weapon for at least one of my classes; after that, I’m intending on spending some serious time chocobo racing when I’m not attempting to take down Second Coil and, hopefully, subsequently, Final Coil.

There’s a ton to do. And it’s incredibly daunting. And I love it.

1864: Trying Times

It is, as they say, a Difficult Time in my life, as regular readers will know. I also find it somewhat unfortunate that said Difficult Time in my life is coming, as with the previous Difficult Time back in 2010, shortly prior to my heading off to something that should be fun, exciting and pure escapism: my trip to Boston for PAX East. (I hasten to add that this Difficult Time is for different reasons to the 2010 Difficult Time, thankfully; I’m not sure I could go through another 2010.)

But, as difficult as it is to stay positive sometimes — and believe me, it is extremely difficult to stay positive right now — I need to focus on the things that I’m doing that are worthwhile, and that could potentially (hopefully!) lead to future happiness.

I have a real piano in my own house for the first time since I left home, for one thing. That’s pretty cool, and as I suspected I vastly prefer playing it to my electric piano. The electric, though awesome and great-sounding, simply doesn’t “feel” right thanks to being on a somewhat wobbly keyboard stand, and the sound of it coming out of an amplifier isn’t the same as the real thing at all.

Said piano is hopefully going to be the centrepiece of at least some of my future work, and I’m making all the efforts possible to make the music teaching happen. I’m getting business cards printed, I have a listing on one of the biggest online music teacher directories in the country, I have my own website and, once the business cards arrive, I’ll be giving them out to local music shops and other establishments in the hope of drumming up some business.

I’m also going to be doing some work for the local Music Service. I only have a couple of hours of this secured so far, but hopefully that will lead to more regular future things. While a couple of hours certainly isn’t going to pay the bills, it’s a foot in the door, which is good.

Then there’s a few writing-related possibilities in the pipeline. I don’t know if any of these will come to anything just yet, but hopefully they will.

And then there’s a few other potential means of making some money out there, too, all of which I’m exploring in the hope of finding something that will allow me to support myself and remain at least reasonably happy for some of the time. In practical, realistic terms, it’s probably more likely I will end up mixing and matching lots of different things, which maybe isn’t ideal from a “stability” perspective, but will certainly keep things interesting and exciting — and more importantly, allow me to work on my own terms, which is something that I’ve come to crave.

I am trying to remain positive. I really am. There are good days, and there are bad days, and there are days that are sort of in the middle that can go either way. Today has been one of the latter kinds; let’s hope tomorrow is a good day. Only one way to find out though, huh.

1863: Gold Saucer

Final Fantasy XIV patch day today, and with it comes the introduction of the Manderville Gold Saucer, a much-anticipated addition to the game that is heavily inspired by the similarly named locale from Final Fantasy VII.

And they’ve done a great job! Gold Saucer has plenty of activities to participate in — although I with they’d have put in a Final Fantasy VII-style Battle Square with increasingly challenging handicaps — and lots to aim for. Only trouble is, it gives a game that is already bursting with content even more long-term goals for people to fret over — though for a game designed to be played over the long term, I guess that’s not really an issue.

Highlights so far are, of course, card game Triple Triad, last seen in Final Fantasy VIII, and the chocobo racing, which is far more fun than it has any right to be. The best thing about these two attractions is that even low-level players can enjoy them — you only have to have reached level 15 to go to the Gold Saucer, which is a nice change from a lot of the other content that has been released over time, which is primarily aimed at endgamers.

Triple Triad is a simple card game in which two players face off against one another on a 3×3 grid. Drawing from a hand of five cards each, players take it in turns to place cards in one of the cells on the grid. Each card has four numbers corresponding to its four edges. If you put down a card next to another card and the facing edge “beats” the card that is already there (i.e. it’s a higher number), then you take control of the other card. Whoever has the most cards under their control when the grid is filled is the winner. There are numerous other optional rules, but the basic game is simple to understand, hard to master and extremely addictive — thanks in part to the collectible aspect of it, with cards coming from beating NPCs, beating specific bosses in dungeons and numerous other sources.

Chocobo racing, meanwhile, is implemented similarly to Final Fantasy VII. You don’t directly control the chocobo so much as encourage it to do things; you can make it accelerate, which costs stamina, and determine its horizontal position on the track; you don’t need to worry about steering around corners, however. You can pick up Mario Kart-style items to help yourself or hinder your opponents, and special tiles on the course can likewise help or hinder you. It’s immensely competitive and a whole lot of fun, with progression completely separate from your character’s main levelling. It’s practically a whole metagame in itself; I’m looking forward to exploring it in depth.

The other attractions are fun, too. Simple timed button-press minigames see you hitting things with hammers and punching Gilgamesh in the face, and “Gold Saucer Active Time Events” (or “GATEs”) take place regularly and involve large numbers of players at one time doing everything from platforming challenges to stealth missions and dance competitions. There’s a lot to enjoy.

I’m happy that Gold Saucer has ended up being a lot of fun. It provides some welcome relief from the grind elsewhere — particularly at endgame — and has the scope to develop further in the future. For now, I’m looking forward to expanding my Triple Triad collection and rising through the ranks of the chocobo racing leagues… yeah, this game still has its hooks in me as deeply as ever.

1862: Eat Well

So, how is this whole Slimming World thing going?

Pretty well, actually. I’ve lost over a stone since I started, and while I do occasionally feel like I’m “missing out” on some things that I previously would have grabbed and enjoyed without question — I’m talking about obviously awful-for-you-but-delicious things like cakes, anything involving pastry, McDonald’s breakfasts and all manner of other dreadfulness — on the whole I don’t feel like I’m starving myself, because there’s usually something around that I can eat and enjoy without feeling hungry.

And I think that’s the key part of this. Often I’d eat something just because I was feeling hungry, and there was also a certain degree of using it as a “coping” strategy, too; I’d reward myself with something tasty if I felt I “deserved” it, and it was never particularly difficult to think of a reason that I “deserved” it, whether it had been a good day or a bad one.

The nice thing about the Slimming World programme is that I can actually still do this if I want to — I just have to reward myself with something that isn’t a cake or a sausage roll or something. Fortunately, there are plenty of things that I do like that are “free” on the programme, so that’s not too much of an issue.

There’s also the fact that there’s quite a few pleasant surprises in terms of recipes and things that count as “free”. You can have as much meat as you like, for example, so long as it’s lean, and stuff like pasta and rice is also free. (Microwave rice is not completely free, mind you, as there’s a bit of oil in there; it’s still only 1 “syn”, though, so it’s not super-terrible, as you’re supposed to have between 5 and 15 “syns” per day.) I like meat, so it’s good to be able to just snack on some nice chicken pieces or something; better for me than crisps, for sure, and maybe possibly nicer? I’m not sure.

Andie also looked up a recipe for a Slimming World-friendly dessert the other night. The website has an impressive collection of these (along with various main courses), so we chose the Apple Betty. It came out really nicely, and tastes great. It’s not syn-free, but it’s fairly low on the guilt scale, with just 2 syns per slice. Best of all, it “feels” like a “proper” dessert. I love desserts; they’re probably my biggest weakness. So to be able to still enjoy them and stick to the programme is great.

I’ve also been really impressed with the Slimming World ready meals that recently launched, exclusive to Iceland. They’re good quality food and substantial portions; I’ve certainly never finished one and felt like I could eat another one, which is a criticism which can be levelled at other “healthy” ready meals, particularly the rather stingy portions from Weight Watchers. I’ve also been impressed to discover that it is indeed possible to produce a “syn-free” sausage, and they taste pretty good, too. I have no idea what they’ve done to them to make them syn-free, but they make for a great and guilt-free sausage sandwich, which is something to be celebrated.

Anyway. I’m glad I’ve been able to stick with it even with all the unpleasantness that’s occurred recently. It would have been so easy to just give up and slip back into my old ways, but knowing that weekly weigh-in is coming every Wednesday helps jar me back to “reality” and make me think that I don’t really need to eat something awful for me just because I feel a bit crap; I can eat, by all means, I just need to be more mindful of what it is that I am actually eating.

Success so far, then, but I still have a long way to go before I get to where I want to be. Hopefully this journey will continue in the right direction.

1861: Raid Night

It was Raid Night this evening, and the assembled forces of LoCoBomb (sans Andie, who was not feeling too hot earlier) once again took on Final Fantasy XIV’s The Second Coil of Bahamut, Turn 4, aka Turn 9.

This is, as I’ve noted in previous posts, one of the toughest fights in all of Final Fantasy XIV. Up until the Final Coil of Bahamut launched with patch 2.4 a while back, this battle was effectively the “true final boss” of the game, demanding that all eight party members know their jobs well, can learn mechanics and know what to do when. Since Final Coil became a thing, it’s been gradually made a bit easier, but it will still absolutely obliterate any party who goes in there unprepared thanks to more than a few instant-kill mechanics, plus some seriously hard hits from both the boss and the additional enemies that show up over the course of the fight.

It’s been a strong test for our assembled group, but it’s brought us together and helped us understand how we all play. I’ve been developing some strong tanking skills — they’re demanded in this fight, particularly if you take it on, as we are, with just one tank — and that’s been helping me play better elsewhere in the game.

It’s been an interesting personal journey so far. When I first started playing FFXIV, I had a ready-made group of acquaintances to play with thanks to the fact that someone I knew from 1up.com and Twitter invited me to come along. I was still somewhat anxious about playing with people I didn’t know, though, particularly if it was in content that was new to me. I chose a DPS class (Black Mage) because they’re perceived as having the least responsibility, at least in the early stages of the game — in late endgame encounters, they have a lot more to do — and they’re less likely to get everyone killed. I didn’t like running things without at least one person I knew, and I was nervous about asking for help.

There are still times today when I don’t like running with strangers — usually if they’re the aggressive, unpleasant, rude, elitist type — but I’m much more confident about it. I’m also happy to jump in on the healer or tank roles — roles which have direct responsibility for ensuring the rest of the group doesn’t get killed. Black Mage will always have a space in my heart, of course, but I’m spending a lot of my time tanking on Paladin at the moment, and really enjoying it; I don’t know if it’s my “main” as such — my Black Mage is technically further advanced thanks to its progress in the lengthy Relic weapon quest — but it tends to be my default choice when given the option these days.

Anyway. Exciting times are ahead, since on Tuesday patch 2.51 is released, and coming with it is the long-awaited arrival of Gold Saucer and Triple Triad. I’m looking forward to it a lot; after that, it won’t be all that long until PAX East!

In the meantime, I guess it’s back to jobhunting, though…

1860: Silver Spoon

silverspoonI finally got around to finishing off the anime series I’ve been watching off and on for some time now: Silver Spoon. And I enjoyed it a whole lot — the amount of time it took me to watch the damn thing from start to finish was more a matter of time than the fact I wasn’t enjoying it, I should add.

Silver Spoon is an interesting anime because although it technically falls in the “slice of life” category, it eschews the usual “high school harem” situation that genre usually favours, instead presenting an uncompromising, realistic, educational and non-judgemental look at the world of agriculture.

Now, you may not think that sounds like a particularly thrilling premise for an anime, but it really works. At least part of this is due to the fact that the protagonist Hachiken is put in much the same situation as most members of the audience when they start watching Silver Spoon: he’s bewildered, doesn’t know much about agriculture and is frequently surprised, distracted and horrified by some of the things he finds out. Over the course of the show’s two seasons, both the audience and Hachiken go on a journey of discovery and learn a lot about the sometimes harsh truths that members of the agricultural industry have to deal with every day.

The show doesn’t shy away from matter-of-factly explaining about how livestock is reared only to be sent to the slaughterhouse — and how animals that aren’t “good enough” are treated differently — though it doesn’t resort to shock tactics like actually showing the slaughtering process. (There is plenty of poo, though, and the occasional cow giving birth — though again, you don’t see full gory detail; it’s mostly about Hachiken’s reaction rather than shock value.)

It also doesn’t shy away from depicting the grim realities many modern farmers face: rising debt levels, ranches having to close down due to insufficient business, and children of long-standing farming families feeling forced into taking over the family business when they’re barely out of school. There’s a nice degree of drama to the whole series, delivered in an interesting, compelling and occasionally heartbreaking manner through Hachiken’s interactions with his classmates, all of whom have ended up at the agricultural high school in which the show is set for different reasons.

The show’s run is currently for two seasons, and while the second season does wrap up on a satisfying, suitably “final” feeling episode, there are still plenty of unresolved plotlines to explore that I believe have been covered in the manga the show is based on. Hopefully we’ll get the chance to see a third season someday, because it really did turn out to be one of the most surprisingly enjoyable anime series I’ve had the pleasure of watching for quite some time. It’s witty, it’s funny, it’s heartfelt and it has something to say without beating its audience around the head with The Message.

If you’re looking for something a little bit different from your usual fare to watch, I can highly recommend checking it out.

Check it out on Crunchyroll.

1859: Invite Only

Been playing a bit more Criminal Girls this week, and I’m enjoying it a lot, despite its flaws. (Said flaws, if you were wondering, include somewhat repetitive dungeon design, an encounter rate that is a little too high to be comfortable, battles that take a little too long/move too slowly/both and the strong necessity for grinding that will be required to unlock all the girls’ abilities.)

The absolute best thing about it is its atmosphere. Although the in-game visuals are PSP-level pixel art (sharply contrasting with the high-resolution character portraits, battle graphics and other visuals), they’re evocative and distinctive, and the individual sprites have a lot of character about them, particularly in idle animations. When combined with the music and background sound, the game has a wonderfully palpable sense of menace about it — entirely appropriate for a game set in the depths of Hell.

In fact, the atmosphere and presentation bring to mind another game: Corpse Party. Criminal Girls is a (relatively) traditional RPG compared to Corpse Party’s visual-novel-that-looks-like-an-RPG nature, of course, but in terms of atmosphere the two are quite similar. There’s a sense that something unpleasant could happen at any moment, and a lovely juxtaposition between the often light-hearted banter between characters and the unpleasant things that are going on around them.

The characters keep things interesting, too. At the beginning of the game, you don’t know anything about them, aside from their personalities. Initially, there’s Kisaragi, who is seemingly full of rage and obsessed with materialism; there’s the shy, childish Alice, who is one of the most adorable characters I’ve ever had in my party in any game ever; there’s the determined, tomboyish Sako; and there’s the obviously older, man-hating Ran. As the game progresses, additional girls join the group, and they each have their own distinct personalities — and, presumably, dark pasts — to discover.

The setup is immediately intriguing. Why are these girls in Hell? Why are they getting a chance to redeem themselves? Why have you been brought in to lead and “motivate” them? What do you get out of the whole situation? (Aside from being able to perv at the girls in a variety of costumes while you spank, electrocute and do various other S&M-ish things to the “temptations” that infest their bodies, of course, which is probably reward enough in itself for many people.)

I don’t know the answers to any of these questions yet, but I’m enjoying the process of discovery. And this is one thing Criminal Girls does well. The dungeons may be somewhat blandly designed, but it’s satisfying and fun to explore them and find their hidden treasures. Discovering how new skills work after a successful “motivation” session is enjoyable and interesting — particularly with the game’s idiosyncratic battle system, in which you simply take suggestions from the girls rather than micromanaging them. And discovering more about what is shaping up to be a very interesting cast of characters is providing plenty of incentive for me to want to push onwards and find out the truth.

I’m enjoying it a lot, then. It’s keeping me entertained enough that I now have copies of both Hyperdimension Neptunia Re;Birth2 and Hyperdevotion Noire — both highly, highly anticipated games for me — and haven’t yet popped them in my Vita for even a quick look yet. And I fully intend to see it through to the end before I indulge myself in more Neptunia than I know what to do with!

1858: A Day Like Today

So, I’m currently no closer to getting a job or some paying work (actually that’s not quite true; I did apply for two jobs today, both of which can potentially be done from home, so there’s that) but I actually feel like I’ve had a reasonably pleasant day. If only every day could be like today and still furnish me with a steady income, that would be just lovely.

So what did I do today? Well, I played my new piano a bit — I dug out a Mozart sonata I haven’t played for literally years and took the first movement for a spin; it wasn’t perfect, but I was surprised how much of it I remembered in detail — then applied for the aforementioned jobs and made a couple more videos. Again, said videos are experimental, somewhat rough-and-ready affairs, but I’m starting to get a feel for how it all works, and actually finding myself rather enthusiastic about producing them.

First up was a quick look at Mode 7’s future sports game Frozen Cortex (formerly Frozen Endzone), which came out today on Steam after a period in Early Access.

Mic level ended up a bit high on this one, so the sound was a bit distorted, but at least you can hear me. (This is partly due to the fact that due to Frozen Cortex not using a “true” fullscreen mode and instead using a borderless window, I had to record using OBS rather than ShadowPlay, and haven’t quite found the optimum levels for the former yet.) It’s also marginally embarrassing to have video evidence of quite how incompetent I am at strategy games (that first conceded point where he just runs all the way down the side of the field because I was too dumb to notice there were no obstacles there… man) but I suppose messing things up makes for slightly more entertaining watching… perhaps? I don’t know. Either way, it was nice to be able to get something immediately relevant out of the door.

Next up was a different type of experiment, this time with “pre-scripting” a video rather than delivering it off-the-cuff as I have been doing with the previous ones. Taking one of my articles on MoeGamer as a basis, I decided to record a video about the visual novel Kana: Little Sister, which is shortly getting an enhanced rerelease.

This took a bit longer to assemble as there wasn’t any “game footage” per se — visual novels are tricky to make videos about as a result — and consequently I had to use the in-game artwork to put together a slideshow to accompany my narration. I then put some of the game’s soundtrack in the background, and the result is what you see above. I’m quite pleased with the result; while just pretty much reading an article isn’t necessarily the ideal format for Web video — particularly with shorter pieces — with a long-form piece like this it happened to work reasonably well. That and visual novels — particularly those with complex or challenging stories like Kana: Little Sister — are eminently suitable for in-depth exploration, commentary and criticism.

These videos may not go anywhere — and I haven’t turned on ads/monetisation for them yet, as they don’t have anywhere near enough views to warrant that — but if nothing else, producing these (and being able to do so quickly) is another string to my bow, and my YouTube channel will gradually become something of a portfolio that I can show off to people, perhaps even demonstrating the improvements I’ve made over time.

If you enjoy the videos, do please feel free to share them around a bit. I’ve only had a handful of views on each so far and it would be nice to know a few more people have seen them. Viewing figures aren’t hugely important to me at the moment, but it’d be nice to see a bit of growth over time to see if there’s any potential worth exploring here.

Now I’m off to bed; Criminal Girls awaits, but I’ll save discussion of that for another day!

(Aside: just realised this is probably the only post on the Internet today that mentions Frozen Cortex and Kana: Little Sister within a couple of paragraphs of each other. Never say I don’t push a few boundaries!)

1857: Video About Vidya

So I took the plunge today and experimented a bit with making some videos. They’re rough-and-ready affairs, recorded live with no special effects, editing or indeed budget, but they gave me an opportunity to practice what it’s like to be playing a game and talking about it at the same time. (It’s harder than you might think!)

First up, I took a bit of time to highlight a Steam Early Access game that I’m terribly fond of: Witch Beam’s Assault Android Cactus.

(This video runs at 60fps if you whack it up to 720p resolution! Exciting! And, moreover, entirely appropriate for a video about Assault Android Cactus, since the devs are very pleased with how fast and fluidly it runs.)

I didn’t find this too challenging to do because I know the game very well already. (In fact, several earlier takes of this video where the mic level was all wrong saw me talking for even longer than the 9-ish minutes in this version; I felt I should probably avoid breaking the 10-minute barrier, though.)

The video was recorded using nVidia’s ShadowPlay software that I mentioned yesterday. It’s supremely easy to use, though there are some slight limitations: it doesn’t work in certain games that don’t use “true” fullscreen or that don’t use DirectX, and the audio recorded from the microphone is compressed somewhat, leading to the slightly “digital” sound of my voice you may be able to hear on the above video.

Still, I’m pretty pleased with how it came out.

Next up, I decided to try something a little more experimental: a blind playthrough (i.e. trying it without knowing anything about it) of a game from my Steam backlog, in this case the indie platform puzzle game 1000 Amps, which I acquired from some bundle deal or other a good while back and promptly never played even once.

This turned out to be quite an interesting little game, and the blind playthrough with commentary was an enjoyable means of exploring it. I don’t know if it makes particularly compelling viewing, but it was fun to sit there and talk about what I was thinking about and how it was making me feel as I was exploring and discovering it. It was kind of like sitting with a friend trying to figure something out for the first time, only the friend never said anything.

Actually, one thing I do quite want to try at some point is combining elements of the Squadron of Shame SquadCast, in which we discuss games in considerable depth, with this sort of thing. I feel going in “blind” but guided by someone who knows the game a bit better might make for some interesting discussions and an enjoyable format to explore. I shall put it to the relevant people and attempt to experiment with it while I find myself with a bit of time on my hands!

I fully intend to continue experimenting with these sorts of videos — and some other formats I have in mind, too — over the next few days and weeks. As I noted yesterday, I’m under no illusions that I’ll be able to make any money out of these, but you never know what grows from the seeds of ideas. It’s something I’ve been meaning to try for a while, and, well, no better time than the present, huh?

If you enjoy what you’ve seen here (assuming you watched them), do please feel free to share them around, like them, comment on them and whatever it is you kids do with the YouTube these days. There’ll be more to come soon, and having now dipped my toe into this crowded marketplace, I’m actually pretty keen to get back to it, if only for fun.