#oneaday Day 430: Poisonous fantasy

So I picked up Blade of the Poisoner last night, as offensive as the Kindle version's cover is to me, and started to read it. As predicted, it is pleasantly easy to read, and the fact that each chapter is less than five minutes "long" at the speed I read means that I suspect I'm probably going to power right through this in short order. As noted yesterday, though, that's no bad thing; sometimes it's nice just to read something that stimulates the imagination a bit without challenging the more "technical" parts of your brain too much.

I'm actually surprised how much of Blade of the Poisoner I'm remembering — and I don't necessarily mean the details of the story, I mean certain little turns of phrase that have, for one reason or another, stuck in my mind for many years, even without having touched this book for probably several decades at this point. There were a few in the first chapter alone: protagonist Jarral's hesitant question "Can we go and … look at the village?" after his village has been burned to the ground by the evil Prince Mephtik, and the description of the character Archer falling to the ground, "sudden blood staining her brown curls" after being lamped over the head with the butt of a crossbow. Neither of these are particularly remarkable pieces of writing, but they are, for some reason, apparently lodged in my long-term memory, and I'm sure they won't be the only ones.

Thinking about it, despite a longstanding interest in and appreciation for the genre, one thing I don't think I've ever really tried my hand at writing myself is straight-up fantasy. I've done sci-fi, I've done "real world with fantastical elements", I've done "gritty realism", but one thing I don't think I've ever done is create-your-own-world-with-its-own-rules fantasy. And, dipping into Blade of the Poisoner for the first time in a long while last night, I feel like that's something which might be fun. I'm still yet to do anything with my "Scratch Pad" creative writing site that I've set up, largely because I haven't really been struck with any sort of "inspiration" just yet. But I think this might be it: it might be time for me to have a go at fantasy, and see what happens.

Fantasy is interesting because it has a whole different set of considerations to other types of writing. By its very nature, you don't have to follow the "rules" of reality, but you are then faced with the challenge of ensuring your world is internally consistent. How does magic work, if it is present at all? What species call that world home, and how are you going to ensure none of them accidentally end up as thinly veiled racial stereotypes? What social structures are in place? How do you strike a balance between giving the baddies threatening-sounding names and ensuring they don't end up sounding like medical terminology? Is there any connection between that world and ours? Is that world an "alternate Earth", or is it a completely different planet, perhaps with its own rules?

Lots of things to consider, and establishing a setting in this way can, at times, be a really fun part of writing. It is also an easy part to get very bogged down in, so one has to find a good balance between making notes on things that are important to the story you want to tell and the setting in which you want to convey that story, and not getting carried away writing what effectively amounts to a Dungeons and Dragons sourcebook. Of course, there's also a certain amount of value in fleshing out your setting to a ridiculous degree, because that can lay the foundations for future stories you might want to tell in that setting, but one shouldn't lose sight of one's main goal. As with any type of creative project, particularly if one hasn't indulged in such things for a while, it pays to start small and see where things go from there.

So yes. I am thinking. Hard. I can't promise if and when anything will appear over on the Scratch Pad, but I'll be sure to link it here when something does. And in the meantime, perhaps just a chapter or two more of Blade of the Poisoner, you know, as inspiration


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#oneaday Day 429: Past poisonous pleasures

After finishing Jane Eyre, I find myself pondering what I might want to read next. At the moment I am torn between wanting to keep my sufficiently "Victorian-calibrated" reading mind in practice by reading something else from the 19th century — I have several things in mind, including things that are both new and familiar to me — and wanting to read something simple, straightforward and, let's be honest, dumb.

There's a certain appeal to reading something that is well below your ability level. I'm obviously not talking about regressing to See Spot Run or suchlike, but returning to what tends to be lumped under the all-expansive "YA" (Young Adult) umbrella today offers a compelling prospect. Not only are titles from this particular part of the literary sphere easy to read, they also tend to be short, which, after ploughing through Jane Eyre (which had been formatted incorrectly on Kindle so it only displayed the amount of reading time remaining in the book rather than in your current chapter as it is supposed to) is definitely appealing.

One pair of books I'm actually quite interested to return to is Douglas Hill's Poisoner duology, which consists of Blade of the Poisoner and Master of Fiends. These were probably some of my earliest exposure to fantasy fiction, and I remember absolutely loving them as a kid. Well, more accurately, I loved Blade of the Poisoner; I never had my own copy of Master of Fiends, though I believe my friend Matthew had a copy that I borrowed on more than one occasion. I definitely read it at least once.

Blade of the Poisoner is fairly traditional, unremarkable fantasy with a touch of childish wish-fulfilment in there. The protagonist is a 12 year old boy called Jarral who, in fantasy novel tradition, grew up as a country bumpkin. Through certain misadventures, the details of which I forget, Jarral becomes marked by Prince Mephtik's magic blade; specifically, he gets a big letter "M" carved on his chest, and the nature of Mephtik's blade means that anyone given so much as a scratch with it will die on the next full moon, hence his colloquial name, "The Poisoner". You probably see where this is going.

Blade of the Poisoner does indeed go exactly where you expect it to, but that's what made it appeal to me as a kid. I enjoyed the simple, straightforward fantasy story of good versus evil, and even though I knew things were almost certainly going to be all right for the good guys by the end of proceedings, I still enjoyed reading it. Blade of the Poisoner, I recall, stood quite well by itself, but Master of Fiends was a solid sequel that raised the stakes somewhat.

I also remember being quite taken with the descriptions of the Lady Mandragorina as a kid; from what I recall, she was a pretty young woman around a similar age to Jarral (and me, when I was reading the book) and… well, there was definitely some teenage wish fulfilment going on there. These days, I suspect the formidable figure of Archer may have some appeal for me, from what I remember of her powerful thighs and suchlike.

Sorry, where was I? Oh, right. Yes. I think I might actually re-read Blade of the Poisoner (and possibly Master of Fiends also) if it's available on Kindle (it is!) and see how well it holds up to my old, jaded eyes. And then I'll jump back into some sort of Victoriana. Maybe.

Aside: The cover for the Kindle version sucks. Look at this low-effort photoshoot of a dude in an anorak in someone's back garden:

And compare, if you will, to the cover of the version I grew up with:

Yeah. C'mon. That's more like it.


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#oneaday Day 428: My home online

As I count down to deactivating all social media aside from the little bit I need for work, I find myself tinkering with this site to make it a more comfortable "home" online. After all, once I ditch Bluesky, I will have no feed- or algorithm-based social media at all, with only YouTube (which is algorithm-based, yes, but I don't really count it as "social media"), Discord and various other private chat solutions (depending on friends' preferred methods) remaining.

Honestly, at this point, I'm relishing the prospect of some peace and quiet. Bluesky was fun for a while, but it just doesn't really feel worth the effort. Absolutely no other social media whatsoever holds any appeal for me, and I long for (LONG for) the day when I can ditch the work social media accounts also, because I absolutely detest working on them.

There are plenty of people out there who, I'm sure, have made social media work for them and even have an enjoyable time scrolling their feeds. I haven't felt the same sort of joy in silliness that I did in the early days of Twitter for many years at this point; after online interactions in general sort of imploded on themselves around the Gamergate years, things were never quite the same again afterwards. They'd been building that way for a while — for me, I think the Mass Effect 3 ending "controversy" was the beginning of the end, and that was, what, 2012? — and ever since then, what little social media I've kept up and running has been for one of two reasons: fear of losing touch with people that I have only ever interacted with on social media, and the feeling of "obligation" that I had to share my work, be it personal or professional in nature.

I still fear losing touch with some people, although honestly so many people have just fallen out of my life completely over the course of the last decade or so, what's a few more at this point for an incredibly lonely middle-aged man? The people who really matter to me, I already have alternative means of getting in touch with. I have a pinned post on my Bluesky page making my intentions clear, and so far no-one has made any particular attempt to get in touch via alternative means, and thus I have to conclude that either no-one cares, or it's going to be a situation where two months down the line, someone goes looking for me, finds my account deactivated and goes "I wonder what happened to that guy?"

I'm here. I'm still here. I've always been here. And as I let go of more and more of the toxic "services" that have been poisoning my mental health for the last decade and a half, I look forward to this place (and my other sites) being my true "home" online.

You are, of course, welcome to visit, dear reader. I'll be very happy to welcome you in.


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#oneaday Day 427: Reader, I married him

I finished reading Jane Eyre last night. I can't quite remember exactly what prompted me to read it again — for it was the third time I've read it in my life, having read it once at school, once at university and a third time now — but I'm glad I did read it. I suspect it was most likely on my mind after playing, writing about and making a video about the rather fabulous adventure game, The Excavation of Hob's Barrow, which is very much steeped in the ideas of "the female Gothic" and particularly that style of literature's distinctive breed of heroine.

But I feel like it was also a bit of a challenge to myself; in recent years, all I've really read in book terms are modern English novels and serialised (translated) light novels that originated in Japan — not that there's anything wrong with either of those, but they're not exactly one might call a challenging read for the most part. And that's fine; sometimes you don't want to have to work to enjoy something.

Going back and reading literature from the past, though, is always interesting. I found with this most recent re-read of Jane Eyre that, as I expected, it took a while to get back into the swing of 19th century English. This is a particularly interesting time for the language when there is a lot that is perfectly recognisable and parsable to a modern audience — we had reached a point where most words were spelled as they are today, for example — but there are a lot of more subtle things, like structural elements, turns of phrase and the way sentences are constructed, which can be challenging to dive headlong into. Take a look at this, for example, which is technically all one sentence:

He was, in short, in his afterdinner mood; more expanded and genial, and also more self-indulgent than the frigid and rigid temper of the morning: still, he looked preciously grim, cushioning his massive head against the swelling back of his chair, and receiving the light of the fire on his granitehewn features, and in his great, dark eyes—for he had great, dark eyes, and very fine eyes, too; not without a certain change in their depths sometimes, which, if it was not softness, reminded you, at least, of that feeling.

(Jane Eyre, Chapter XIV)

I'm willing to bet that, unless you make a habit of reading 19th century literature on the regular, it probably took you a scan or two to read and fully parse that single sentence. There's nothing there that is particularly difficult in and of itself — there are no complex, archaic words to decipher, no random untranslated French phrases (which do occur elsewhere in the book) and not even any particularly complicated concepts to understand — but the sheer number of subordinate clauses, semicolons, colons, dashes and suchlike means that the sentence, as a whole, goes several "layers" deeper into nested punctuation marks than a 21st century copy editor would be altogether comfortable with.

And so it was for me when I started re-reading Jane Eyre. I remember having this struggle when first I beheld it for (I think) A-level English Literature, and being actually quite relieved when it came up early in my university studies, as it was still fairly fresh in my mind, meaning I wouldn't have to go through the whole "calibration" process again. But it had been long enough since those university studies and today that this time around, I did have to recalibrate my mind somewhat — and I wasn't sure I'd be able to do it at first.

But, to my surprise (and delight) it happened a lot quicker than I thought it would. The thing with pre-20th century literature (heck, anything from before the mid-20th century, even) is that you kind of have to bang your head against it repeatedly until it yields enough to let you in. And when it does — because it will, eventually, given sufficient perseverance — you will be rewarded. Because as complicated as that sentence quoted above is, it's also terribly evocative. If you're the sort of person who can derive mental pictures from the words you read — and I'm aware not everyone can do that — then you probably got a pretty strong one from the above description of Mr. Edward Fairfax Rochester.

The thing that makes Jane Eyre particularly enjoyable to me is its first-person narration. You're not just listening to a disinterested narrator explaining what has happened; you are, instead, listening to a participant of the story recount and reflect on the things that happened to them. I've always been rather drawn to first-person narratives — many of my own prior creative works are written in first-person — and I suspect that Jane Eyre was one of several influences on me in that regard. For me, a first-person narrative style really allows you to get to know the protagonist of the work; it's why I resonate so well with Japanese visual novels and light novels today, I think, which are also typically written from the first-person. It gives you the sense of separation that you are not the star of the story — this is a contrast between visual novels and traditional adventure games, for example, as the latter use second-person narration — but also allows you a particularly intimate relationship with the protagonist; one that even the protagonist's closest confidantes in the narrative itself don't enjoy, in many cases.

For example, consider the relationship between Jane and Rochester in Jane Eyre. Many of their interactions between one another take the form of verbal sparring, with Jane's sharp wit matched by Rochester's sarcasm; both spend a significant portion of the novel trying to get the full measure of the other, with each concealing their true feelings for reasons that are their own. If this were presented from a disinterested outsider's perspective, we might not get the same understanding of the situation, as to someone who doesn't know at least part of what is going on, their interactions might look like genuine snippiness with one another.

In the case of us, the audience, we only get to learn the absolute truth of Jane's take on the situation, which is that part of her wants to keep Rochester at arm's length because she senses a certain degree of danger from him (which, it turns out, is not entirely unjustified) but also because she detects he enjoys their repartee. We later, of course, learn from Rochester himself that he has been playing his own little game with Jane — with certain members of high society forming his playing pieces — but without Jane's suspicions about the situation or Rochester's eventual admission, it would have been very easy to misinterpret everything.

It's interesting to contemplate the book's viewpoints on certain matters, given how society has changed since the time it was written. Jane Eyre is often cited as one of the first great feminist works, for example, and it's not hard to see why. Jane herself is a powerful figure who is, for the most part, in control of her own destiny; she learns and grows stronger from hardships and adversity, and it's only at one point in the narrative — where she flees Thornfield Hall after learning of Rochester's mad wife in the attic, then accidentally leaves her meagre worldly possessions in a coach before getting stranded on the Moors in the middle of nowhere — that we ever see her display what one might call "weakness". Even during that time, however, she's shown to have a good head on her shoulders, and makes some wise decisions that ultimately pay off, despite the indignity of collapsing on a stranger's doorstep.

The book is surprisingly scathing about religion — a fact which caused some critics to baulk at it on its original release — but it makes a solid argument. The figure of St. John Rivers, a character from the latter part of the narrative, presents an interesting challenge for Jane; up until now, she has attempted to live her life in a good, Christian sort of way, but St. John shows that one can perhaps take things in that regard a little too far — particularly once he starts proposing a loveless marriage to Jane (who, we have learned by this point, is actually his cousin) on the grounds that she would "make a good missionary's wife". Jane is having none of that shit, of course, and tells him so; even so, the fact that she does start to wonder if she might be coming around to his way of thinking by one point presents a surprisingly potent exploration of how abusive relationships work, because this crack in her resolve is the result of St. John's unrelenting dickishness towards her after her initial rejection of him. St. John is a cunt and I'm glad he died alone in India. There, I said it.

Anyway, yeah. Jane Eyre was a good read. This is, of course, something of an understatement given what a classic work of literature it is considered to be — and how it ranks highly in various "greatest books of all time" polls — but I think it's easy to forget that pre-20th century literature can just be "enjoyable" as well as "great" and "important".

I certainly enjoyed re-reading Jane Eyre. Now I have to determine whether to continue riding this wave of enthusiasm for classic literature, given that my brain has been successfully recalibrated for 19th century prose, or if I should read something for a bit of light relief. I haven't quite decided yet, but I will definitely be making more time for reading.


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#oneaday Day 426: Dear me, I was...

Having finished No Sleep for Kaname Date, which I will try and make some time to do a proper write-up of soon, I decided, this evening, to play through Dear me, I was… from Arc System Works, a Switch 2 wordless visual novel type thing that is less than an hour long, and which I was pretty certain was going to be an emotional gutpunch. Sometimes you need a good one of those, and Dear me, I was… certainly delivers on that front.

I shan't say too much about the details of the game because, as I say, it's very short, and it's the sort of thing best experienced for yourself — so long as you're open to the idea of what is basically a short animated film with occasional very minor (but nonetheless meaningful in the context of the story) interactions.

The concept is simple: the game follows the life of an unnamed woman, from her earliest childhood memories up to her old age. Each chapter represents a particular part of her life, with each opening with one of the few interactive sequences in the game: her eating breakfast. It's surprising quite how much meaning is layered into these simple sequences, whether it's the way her breakfast evolves as she ages, or little things like how her child self leaves the tomatoes on the side of her plate.

Dear me, I was… is one of those games that is probably going to mean different things to different people, but at its core it's a story about the protagonist's relationship with art, and how she uses it to help process her emotions, connect with other people and reflect on her past. A number of things happen to our leading lady over the course of her life, many of which are rather mundane, but nonetheless meaningful to her as an individual. Some things are left a little ambiguous and open to interpretation, which will doubtless help each individual player to connect with the complete work in their own way, and other things are obvious, indisputable truths, but aren't dwelled on.

I feel like part of the point of the game as a whole is to reflect on the idea that life passes you by before you know it; while, when you're young, you might feel like an eternity stretches ahead of you, as you get older, things definitely feel like they start to accelerate in some ways. Sometimes this makes difficult events from the past easier to let go of or at least reflect on; at others, it makes it all the harder to process things.

The game definitely got me feeling things, and absolutely tearing up at numerous points throughout. I'm not sure I could tell you exactly what was making me feel the various emotions I felt over the course of the game, but it's testament to the game's excellent use of visuals and music to tell its wordless story that I felt those things at all. Of particular note is its use of colour; events unfold in three distinct "styles" as a reflection of the emotion of what is happening at any given moment — or perhaps the protagonist's mental state and feelings — and it hits surprisingly hard when, say, the colour fades from the world, and everything starts to be represented in shades of grey, or even just line art. Likewise, it's almost a relief when you see the beautiful watercolours return; a reflection of how everyone's life is full of ups and downs, and the only person who can truly understand one's own feelings is oneself.

To say too much more would probably be getting into spoiler territory, so I'll leave that there for now. Suffice to say that if you're the slightest bit open to video games as a storytelling medium — don't expect any sort of "mechanics", puzzles or challenge here — this is an essential play. Absolutely one of the most beautiful things I've experienced for quite some time, and highly recommended to those who like this sort of thing.


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#oneaday Day 425: Train crazy

For this month's trip down to the office, as I alluded to yesterday, I decided to take the train instead of driving. This is a somewhat more pricy option, but it takes a similar amount of time in total and means I don't have to drive on the M25. I do, however, have to get from London Waterloo to London King's Cross via the Underground, which is fine on the way there but a tad busy on the way back.

For the most part, though, I think it was a successful experiment. I enjoyed being able to just zone out for the longer portions of my journey (particularly the 90 minute train ride from Southampton to Waterloo) and I actually got a lot of reading done; I've been ploughing through Jane Eyre for a while, and I think I made more progress through it on this trip than I have in the last month of casually reading a chapter before falling asleep of an evening.

I've always liked travelling by train. I think part of this stems from some trips I took with my parents as a child. I have oddly vivid memories of slamming manual train doors at Royston station — this was the days before pretty much all passenger trains had automatic sliding doors like they do now — and I also recall my excitement at the prospect of getting "the Whizzer" (the then new-ish Intercity 125 high-speed train) for a trip to York to, among other things, visit the railways museum. (Apparently I enjoyed riding the Whizzer so much that upon arriving at York, I immediately wanted to ride it all the way home again.)

I also have fond memories of occasionally having the opportunity to get various types of train set out when I was a kid. I had a Brio wooden train set that I enjoyed making creative layouts with — my favourite was the time I made a fully functional rollercoaster using the fence posts from the "farmhouse" scenery I had as track supports — and if I'd been really good and asked my Dad nicely enough, we could get the Hornby train set out of the loft and have a play with that.

We had enough track for that to build a reasonably complex layout on the dining table, a big station building that looked a bit like King's Cross circa 1985 (albeit without the hookers and drug dealers) and several trains, including a little green steam engine I called Percy (after the Thomas the Tank Engine character) and a scale model of the famous Flying Scotsman. I recall the Flying Scotsman actually being rather difficult to drive, because it was a big old beast that actually needed to slow down for corners. Percy, meanwhile, could zip around with relative impunity.

I've had a little go at some train simulator games, most notably Dovetail Games' Train Sim World series. I enjoyed the little I've played, but I'm always a bit conscious when playing one of those that there is a lot of sitting around not doing very much when riding the longer routes. Yes, this is authentic to the real thing — and is a criticism one can level at other simulators such as Microsoft Flight Simulator — but it always makes me wonder if I perhaps should be doing something else with my time. This is a mindset I should probably train (no pun intended) myself out of, because if you enjoy yourself and got something out of the experience — which I definitely have in past jaunts in Train Sim World — then it doesn't really matter how "efficiently" you spent your time.

In fact, yeah, I convinced myself. I should reinstall Train Sim World and spend some more time with it. Probably not tonight though. All that train travelling is, it turns out, surprisingly tiring!


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#oneaday Day 424: Baader-Meinhof's life-changing hot honey

I find the closely related phenomena of the frequency illusion (also known as the Baader-Meinhof effect) and the recency illusion to be quite fascinating, because both of them get you wondering if the things you're perceiving are actually accurate, or if your own particular perspective on the world has precluded you from seeing something that is quite passé to others.

For the unfamiliar, the frequency illusion is the phenomenon where you notice or learn something for the first time, and then feel like you're seeing or hearing it everywhere. The "Baader-Meinhof" name comes not from the person who discovered it, but rather from one of the first people to comment on it; back in 1994, someone named Terry Mullen wrote to his local paper, Twin Cities, and coined the phrase after learning of a German terrorist group (called Baader-Meinhof, obviously), then hearing it mentioned again within a day of his first learning it.

The recency illusion is closely related. In this instance, you learn a new term and assume that because you have not heard it before, it only came into general use recently, when this, more often than not, is not actually the case.

Thing is, Internet meme culture and Brands™ being desperate to latch on to every bit of silly vernacular the world likes to use when speaking casually (viz. McDonalds and McVities describing wraps and variants of chocolate Digestives respectively as "the (flavour) one", M&S proudly promising "picky bits" instead of having a delicatessen) means that these days it's actually  very difficult to judge if you are actually experiencing frequency or recency bias, or if you're just encountering the latest "viral" (ugh) trend to be monetised out the wazoo.

I have two recent (natch) examples: "hot honey" as a flavour, and the phrase "life-changing".

I first noticed hot honey on a recent trip to Aldi. Andie and I had just had a trip to Ikea (fun!) and on the way back we had stopped to grab some groceries. I didn't pick up the hot honey, but I made a mental note that it might be nice to try — particularly in an Asian-inspired sticky beef recipe that I like to make semi-regularly. ("Hot honey", if it wasn't already apparent, is not honey that has been heated, but rather honey with a kick of chilli in it.)

Imagine my surprise, then, when stopping by Sainsbury's to pick up some new suitcases to replace the one Oliver the cat did a wee in and on (don't ask), there was a prominent advertisement outside for a new flavour of Jaffa Cakes. That flavour? German terrorism. No, I jest, of course it was hot honey.

This naturally made me wonder if hot honey is really a recent trend (and if it originated on TikTok I am going to be very upset) or if I had just happened to notice it recently.

As for "life-changing", this obviously isn't a new phrase or one I learned recently, but I do feel like it's come up a lot of late. I did the lottery the other day, and it promised the opportunity to win a "life-changing" amount of money. Not unreasonable or inaccurate. Then when I watched Destination X the other day, the £100,000 prize was described as "life-changing" (call me greedy if you want, but I feel like £100K isn't as "life-changing" as it used to be). The radio station Absolute Radio has a weekly competition called Make Me A Winner where the "life-changing" amount of prize money appears to go up a bit each week. And, stepping away from the fiscal side of things for a moment, a warning sign I noticed on the London Underground today warned that the electrified rails could cause "life-changing" injuries.

Now, I know what you're thinking: all of those would seem to be perfectly valid uses of "life-changing". And I agree! I just found it odd that I noticed so many of them so frequently, so recently, and I honestly can't determine if the phrase is actually being used more right now, or if it's just a big coincidence.

The London Underground one also struck me as a bit weird. As a phrase, "life-changing" tends to have positive connotations in my experience — often relating to money, as seen above. But I don't feel like the injuries you would sustain from licking the live rail at Cockfosters would be akin to a Lottery win. Assuming you survive the experience, perhaps the compensation would be. I don't know.

Anyway, that was your pointless I'm In A Hotel thought for the month. I will now bid you good night to play some NeoGeo, read some Jane Eyre and maybe even get some sleep. Adieu!


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#oneaday Day 423: Destination X

I watched a potentially interesting new TV show the other day. I've only watched one episode so far and I'm not 100% sure if it was actually any good or not, but the concept was, at least, interesting.

The show is on the BBC and is known as Destination X. I was mostly attracted to it by Rob Brydon being in the presenting role; I have a lot of time for Brydon and his work, and this looked nicely different from his usual panel show stuff.

The concept of Destination X is that a bunch of randos are thrown together and, via various circumstances, placed in a situation where they don't know where they are going and, at various legs of their journey, where they are. At the end of each episode, each contestant has to plop an "X" down on a map of Europe where they think they are, and whoever's X is the furthest away from where they actually are is booted out of the competition.

Naturally, numerous obstacles are placed in the competitors' way, but they also have the opportunity to earn clues as to where they are, too. There are "challenges" along the way, which can potentially provide clues to everyone, but which also give a particular advantage to whoever had the strongest individual performance in the challenge.

In the first episode, all the contestants were stuck in a box, with various items of imagery adorning the walls. The box was split into an "A" side and a "B" side, and the group was asked a series of questions with two possible answers. Each contestant had to stand on the side they believed was the correct answer, and, without revealing whether the answer was correct or not, they would then have the opportunity to look out of a tiny window of the box to see either a clue (if they were on the "correct" side) or a red herring (if they were on the "wrong" side).

There's also some artificial drama added, at least in this first episode, by the person who "won" the challenge having the opportunity to bring someone else along to gain their particular advantage — and they also have the option to earn another clue, on the condition that no-one else must learn that clue, otherwise they'll be immediately disqualified. It sounds complicated, but it makes sense in the moment.

It's an interesting format, for sure, though there are some rather mean tricks played on the contestants even with the supposedly "helpful" clues — the worst of which was having a helpful guide tell them about a building they were standing in front of them in German… when they were actually in France. The added "drama" just felt a bit gratuitous, too, particularly given that the person given the opportunity to conspire with another contestant and/or screw the others over clearly was not at all comfortable with this side of proceedings.

As with any show featuring (supposed) members of the general public, too, the cast appears to have been picked to have the maximum possible number of annoying dickheads in it. There's a particularly odious-seeming individual who is obsessed with social media, and they come across as a complete tool. I have little to no doubt that there is heavy scripting and editing involved in order to make these otherwise boring members of Joe Public into "characters", but, again, it feels a bit gratuitous, and not really necessary in a show where the basic format is already kind of intriguing.

I'm not sure if I'm going to watch any more of it, but I didn't dislike the first episode that I watched. I may watch another one or two episodes to see if it's worth sticking with; you never know, you might enjoy it, though, so that's what today's post was all about!


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#oneaday Day 422: Escape artist

We were quite surprised during dinner to see the outline of our cat, Oliver, on the other side of our living room window. Oliver is an indoor cat but has a curiosity about the outside world, so Andie built him (and Patti) a catio out the back so he can stay safe and secure while still being able to enjoy the feeling of being outside.

The concern we have is, as you might expect, exactly how the little bugger managed to get out, given that there are no windows open downstairs, and I'm pretty sure the only window we have open upstairs is the one we stick the air conditioning hose out of. This, to me, suggests that he jumped out of an upstairs window and, via some means that isn't yet entirely clear, made it down to our lounge window.

Thankfully, we got him to come back in without any difficulty, but this is, of course, a little worrying, particularly since we've kept all our cats inside ever since we lost Ruby on the road some years ago. He's never done this before, and we think he only did it this time because he saw another cat out the front and wanted to go and meet them — although, hilariously, despite this other cat being a pretty small, young thing, he seemed to be quite frightened of it — but still, it's obviously not behaviour we're particularly keen to encourage.

LIVE UPDATE! Andie has just checked our security camera footage, and it transpires that he just snuck out behind me when I was putting some things in the outside bin. He went out just as I was closing the door and I didn't notice, so he ended up shut out the front. Thankfully, it was only for a few minutes, and he seemingly knew that the front window was a good place to get our attention. So clever him, but also naughty him for sneaking out when he knows he's not allowed out the front!

Well, all's well that ends well, I guess. At least now I don't have to have a sleepless night worrying if he's going to fling himself out of a second-storey window because he saw something interesting outside. And hopefully he learned something from this whole experience.

Who am I kidding? He's a cheeky little cat, is what he is. He will have learned nothing from this. But it doesn't matter. I love the stupid little dickhead anyway.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 421: Ch-ch-ch-changes

I'll write about this again nearer the time that I'm actually going to put this into practice, but I wanted to give some advance notice of what I'm planning.

On September 8, 2025, I'll be taking a big step back from social media for personal use. I'll be deactivating my Bluesky account, removing it and Discord from my phone, and leaving a bunch of Discord servers.

The reason for this is that social media in general — even the little bit I still hold onto for some inexplicable reason — continues to play havoc with my overall mental health, and honestly, there is really absolutely nothing left that makes me feel like I "need" it for anything other than occasional contact with other people. And there are other means of achieving that contact with other people.

This isn't intended to be a big dramatic "well I'm taking my ball and going home without you!" post, and it's nothing personal, particularly with regard to the Discord servers I will be disconnecting from. This is a me thing; it's about removing myself from situations that are continually self-destructive and unproductive — i.e. spending far too much time doomscrolling on Bluesky or just rotating around several Discord servers in case someone said anything vaguely interesting — and freeing up time and headspace for doing things that I want to do, that make me happy, and that are less inclined to have me staring into space of an evening.

Thus, as loathe as part of me is to isolate myself further from a world where I already feel somewhat abandoned by and/or alienated from most of my "real life" friends, I intend to take the following steps for the sake of my mental health and overall digital wellbeing:

  • I will be deactivating my Bluesky account, at the very least temporarily while I am on holiday, and likely permanently.
  • I will be leaving a significant number of Discord communities that I am currently part of. I emphasise, again, that there is nothing personal in this; I am just attempting to cut down on the "noise" and the self-destructive habits of continually scrolling around the same servers time after time, hour after hour. I will be keeping some small, "friendship group" servers, but that's it.
  • I will be deleting Bluesky and Discord from my phone for the duration of my holiday, possibly permanently.
  • I will be focusing the majority of my online presence on this blog, MoeGamer (my video game blog) and Scratch Pad (my creative writing site).
  • I will only be contactable via email (you can use the Get In Touch page on this site if you don’t know my email address), Discord messages in the communities I remain active in (plus Discord DMs if we are friends on that platform), Google Chat if you know my email address, or WhatsApp private message if you know my phone number.

If you would like to stay in touch — and there are a bunch of you I would very much like it if you did! — then you can feel free to use any of the means outlined above to have a chat. It'd actually be quite nice to have some private conversations with many of you, away from the chaos of social media, so if we've had some good times in the past and I seem to have otherwise disappeared from the social channels you tend to use on the daily, please feel free to drop me a line.

Anyway, like I say, I wanted to give some advance notice of this, and I'll be posting something very similar on September 7, the day before I have a week's holiday as a last reminder. Thanks for your time, and if you have any questions or whatever about the above, well, you know where to find me!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.