#oneaday Day 27: Time for Change?

As I type this, the results for the General Election in this country are being announced. It looks likely that Labour are going to win a landslide victory, giving the Conservatives a seriously bloody nose in the process, but it also looks like the Reform party are going to make a few gains along the way, too.

I'm not going to pretend to know enough about politics to provide any more in-depth commentary than that, but I am relieved that we are at least looking likely to have a change of government. The last 14 years have been pretty rough for the UK, and some change is what we need. The question is, of course, whether the incoming new government are willing to do anything noteworthy or, as is probably more likely, they will continue to let things just tick along and gradually slide further and further into enshittification.

The rise of Reform is a little worrying, though I suspect their gains will be less noteworthy than the somewhat exaggerated hyperbole suggests. We've already heard some Reform representatives on the BBC's coverage of the election complaining about "woke nonsense" without actually saying what they believe "woke nonsense" to be, and very carefully taking care to not say that they hate immigrants and transgender people.

The BBC has been pulling its punches a bit, though. It looked like the Reform candidate was going to be questioned on the "woke nonsense" line, but the presenters pulled back after she pretty much ignored the question. There was also some confrontation of "vile" comments made by some Reform candidates, but those weren't pursued either. It's a little frustrating to see coverage that is just on the cusp of doing some interesting journalism, but then pulling back in the name of… what? Impartiality? Perhaps.

Looking into it, it appears that the BBC did actually do some journalism into this back when it happened. And yeah, there is some pretty bad stuff in there. Naturally, Reform leader Nigel Farage claimed that the comments were being "taken out of context", but there's really only so many contexts in which you can take someone complaining about "the cultural feminisation of the west", as Bexhill and Battle candidate Ian Gribbin did, and none of them are particularly complimentary. Same for Ynys Mon candidate Emmett Jenner's obviously transphobic comments from 2018, though he claims his now-deleted Twitter account was a "parody". (Of what, he didn't say.)

There was an interesting point made on the BBC's coverage, though, which is that there are quite possibly some voters out there who genuinely have no idea that Reform candidates have said some truly horrible things in the past, and simply voted for Reform as a "protest vote". These days, I'm inclined to say that there's not a lot of excuse for not knowing the true colours of various public figures, even if you're not on social media, but I guess it is possible, particularly among the older generation.

But anyway. I'm not going to stay up and watch too much more of the coverage, but I do find it quite interesting for a little while. It's going to be going on for about 10 hours, though, so we won't have an absolutely final answer on what's happening to the country until tomorrow morning. The exit polls would seem pretty damning for the Conservative government, though, and I am 100% fine with that. We'll just have to wait and see what that really means.


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#omeaday Day 26: Hotel Life

I'm writing from a hotel tonight, on my phone, so forgive any typos and the fact I can't see a word count.

Sadly I am not on holiday. I am staying overnight in glamorous Letchworth as I'm going in to the office tomorrow. I try and do this once a month or so in order to have a connection with my colleagues that is more than just bugging them on Teams, and it usually coincides with us all going out to lunch or something.

Tomorrow we're hosting a small-scale press day of sorts, where a few writers and YouTubers are going to have the opportunity to see how and where we work, plus get a preview of some of our upcoming stuff. These include new Evercade cartridges that haven't been released yet, and the Evercade Alpha bartop arcade units that are being released in November. Should be a fun day for all.

I'm particularly looking forward to having a fiddle with the Alphas myself, as up until this point I've only seen unfinished prototypes and photographs. There's still work to be done before the November launch, but the samples we have in now should be fairly close to the final product. I'll be doing my best to get a photo of Treasure Island Dizzy running on one, just to make Neil from The Cave and This Week in Retro happy.

I did not have a fun drive here, though. Insane traffic on the motorway brought things to a standstill for quite some time, though thankfully I'd had the foresight to queue up some episodes of the This Week in Retro podcast to keep me entertained, so I wasn't flung into a complete apoplectic fury by the sight of endless brake lights ahead of me. I do, however, remain glad that most of the time, I can work from home and do not have to commute.

I'm a bit hungry, but at 11pm in a town as thoroughly unremarkable as Letchworth I feel my options are probably limited. May have to pop out and see if I can score some supper from somewhere, though…


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#oneaday Day 25: Atari In Your Pocket

We announced some new products at work today: two new models of the HyperMegaTech! Super Pocket, a low-cost handheld that comes with a bunch of built-in games, plus full compatibility with the Evercade ecosystem, allowing you to expand the device's capabilities with 500+ games across more than 50 cartridges. And yes, that is the official PR line! I should state up front, though, that this is my personal blog, and thus nothing I say here should be considered official Blaze shenanigans; I just wanted to enthuse about this stuff.

One of the two new Super Pockets joining the existing Taito and Capcom devices is focused around Technos Japan, which is a brand for whom the license expired for their Evercade cartridge, meaning second-hand copies of it now go for absurd prices. The Technos Super Pocket brings most of those games (and a couple of newcomers) back at an affordable price point, which is nice.

The one I'm really excited about, though, is the Atari model, which comes with a whopping 50 games. And we worked with Atari to deliberately select a lineup of games that isn't the same as those seen on other Atari-branded devices. Sure, we've got some familiar favourites in there from the 2600 and arcade back catalogues, but we're backing those up with plenty of 5200, 7800 and Lynx titles, including a blend of both games that were on the existing Evercade Atari cartridges, and some brand new ones.

Perhaps best of all, we're doing a limited edition (2600 units, natch) which is designed in classic '70s-style woodgrain. You can preorder that one right now from Funstock; the standard non-limited versions of both Atari and Technos will be up for preorder at the end of the month for an October release.

With Atari having been such an important and defining part of my life growing up, I'm naturally delighted to play a part in bringing a bunch of these games back. So I thought I'd pick out some of my personal favourites, because why not.

Solaris

This is a great game for the Atari 2600. Despite not being called Star Raiders, it is an official sequel to the original Star Raiders (and different to the game actually called Star Raiders II on Atari 8-bit). It's made by the same programmer (Doug Neubauer) and features the same conflict between humanity and the legally distinct Zylon Empire. Like Star Raiders, it features a blend of action and strategy, tipping a little further in the direction of "action", and is probably one of the most technically impressive, ambitious 2600 games to come out of first-party Atari.

In Solaris, you fly a ship around the galaxy in search of the titular planet. You travel long distances on a grid-based sector map, and by warping to occupied sectors you can battle enemy fleets, destroy enemy bases and rescue allied forces from the Zylons. While it might initially seem complex, it's easy to pick up and very compelling, plus relatively short play sessions make it ideal for handheld play. Definitely a highlight if you've never played it, though it is available on the existing Evercade Atari cartridges.

Miner 2049'er/Bounty Bob Strikes Back!

I'm grouping these together because they're both very similar — the latter is the sequel to the former. They're single-screen platform games in which you control Bounty Bob, a Canadian mountie, who is chasing down a dastardly trapper named Yukon Yohan. Yohan has, it seems, taken up residence in an abandoned radioactive mine filled with mutant nasties, so it's up to Bob to clear the way.

The narrative setup doesn't matter at all; this is a game from the early '80s. What does matter is the gameplay. Your main task in each stage of both Miner 2049'er and Bounty Bob Strikes Back! is to walk across every bit of platform in the level. This starts out simple (in Miner 2049'er, anyway; Bounty Bob Strikes Back! is much tougher, working on the assumption you're already familiar with the prior game) but quickly introduces you to a variety of gimmicks, giving each level a somewhat different feel from the last. Both games demand concentration, dexterity and for you to puzzle out the best route to victory, and their arcade-style structure makes them, again, great handheld titles.

Final Legacy

An all-time favourite of mine, this one. It's best known as an Atari 8-bit game but it was also ported to the 5200, which is near-identical internally.

Final Legacy is an action-strategy game. Some call it "Battlezone with ships" but it's a bit more complex than that. There are four distinct components to the game: a navigation map, in which you move around the game world, pick your targets and attempt (usually unsuccessfully) to avoid detection by enemy ships; a "Sea-to-Land" section where you destroy ground targets with a laser; a "Sea-to-Air" section where you shoot down incoming missiles (inevitably launched while you were pratting about in Sea-to-Land mode); and a Torpedo mode in which you destroy enemy ships.

Final Legacy isn't one of Atari's most well-known games, but as far as I'm concerned it's Star Raiders-tier good. I hope the Atari Super Pocket encourages people to give it a proper go.

Ninja Golf

It's Ninja Golf. The title surely tells you everything you need to know if you weren't already familiar with arguably the Atari 7800's best game.

Turbo Sub

A fantastic Atari Lynx game, Turbo Sub is a real showcase of the platform's spectacular sprite scaling ability. It's a first-person shoot 'em up in which you pilot the titular sub both above and below the waves, blasting enemies to kingdom come and, when beneath the surface, collecting crystals which can be spent to upgrade your weapons for the next stage.

Turbo Sub is pure arcade-style fun. It looks great and it plays super-smoothly. It was one of my favourite Lynx games back when I had one, and having it just ready to go on a pocket-sized device is going to be a delight.

Warbirds

Another great Lynx game, Warbirds is a World War I-themed combat flight sim. While its scenarios are limited to dogfighting against one, two or three other planes, the wealth of difficulty options mean that you can customise the experience a great deal, and it's a lot of fun seeing how many missions in a row you can survive with everything turned up to the hardest level.

Like Turbo Sub, Warbirds is a showcase title for the Lynx's sprite scaling capabilities, with both cloud cover and enemy planes depicted as smoothly animated sprites. These are combined with simple polygonal elements for ground detail — a few hills and the hangar that marks your airstrip. It's relatively simple at its core, but it'll keep you coming back for more.

Berzerk/Frenzy

I'm grouping these two together because, again, the latter is the sequel to the former. These are two early '80s arcade games from Stern, casting you in the role of a little green man (literally) and tasking you with fighting your way through increasingly ferocious waves of killer robots. Take too long clearing a screen and the demonic Evil Otto (the world's most terrifying smiley face) will come after you.

Berzerk is the original game, and became famous for a couple of reasons: firstly, its speech synthesis, which would often yell "QUARTER DETECTED IN POCKET" to unsuspecting passers-by; and secondly, the fact that, according to urban legend, it "killed" two people. (The truth of that one is that two people just happened to suffer a heart attack after playing a game of Berzerk; there's no real evidence that the game itself or the stress of playing it caused the problems, but you know how these things go.)

Frenzy, meanwhile, adds a few elements to Berzerk's basic mechanics such as reflecting shots and destroyable walls. The only home port it got back in the day was to Colecovision, and no-one had a Colecovision (which is a shame, because the Colecovision is very good!) so this Super Pocket release is noteworthy for being one of the few official home releases it has had since its heyday.

I think that'll probably do for now. I suspect I'll be spending a lot of time with the Atari Super Pocket when I get one (because of course I'm getting one; I'd be getting one even if I didn't work for Blaze) and I'm super-happy to be involved in making it a thing that exists.

You can find out more about the Super Pockets on the official website, and Evercade likewise. This was not a paid ad. I just like what I do.


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#oneaday Day 24: I Love My Cats

As probably already very apparent from numerous previous posts, I love my cats. Having cats is one of the greatest pleasures of my adult life. Yes, even when they do this. Of course, it is always heartbreaking when you have to say goodbye, particularly when that parting comes far too soon, but that heartbreak is a sign of all the wonderful times you shared together.

So today I am going to share my cats, because why the hell not.

This is Patti:

And this is Oliver:

Both of them have very strong personalities. We've not known Oliver for that long in the grand scheme of things, since we got him a little while after Meg left us, but he's already settled in very well and is extremely comfortable here.

Patti, meanwhile, has always been a very nervous cat and I suspect she always will be, but she's very happy when she can spend time with just us. She doesn't like strangers and she doesn't like changes to the routine; she likes life to be normal, straightforward and free of surprises. I can relate.

Patti, we suspect, didn't have the best start to life. All we knew when we got her from a local rescue was that she had been "abandoned" by her previous owner, but we didn't know the circumstances surrounding that. Surprisingly, she took very well to us almost immediately, but it was also very apparent that she hadn't really had anyone to teach her how to "cat" properly. There were certain things she'd do that were just a little bit "off" from how most cats do things — she didn't struggle with anything, as such, but she just behaved like she'd never really been able to quite finish her initial socialisation process.

And given her background, that was understandable. When we got her, she was a tiny little thing. We suspect she was younger than the shelter thought she was, because she's grown a lot since those days. And while she occasionally plays up a bit due to lingering stress (or possibly even trauma) she is the most lovely thing, and a delight to have around.

Oliver, meanwhile, came to us in a somewhat different way. After Meg passed, we gave it a little while to see how Patti coped, but it felt like she wanted some company, and we both missed the company of having two cats around the house. Unfortunately, post-COVID it had become very difficult to add an additional cat to an existing household in our circumstances; whereas pre-2020 you could go in to the shelter, meet the various cats who were there and talk with the people who ran the place, post-COVID you had to submit a written application and you couldn't just show up and negotiate or explain your personal circumstances.

As such, my wife Andie decided to look for private sales. We saw a few possibilities, but got slightly bad vibes from one, so we politely excused ourselves from that situation. Then a suitable-looking candidate came up, but by the time Andie enquired, he had already been sold to someone. We were becoming a little frustrated by the situation, but we kept looking.

Two weeks later, Andie saw a familiar-looking cat listed. He had a different name, but he definitely looked familiar. We enquired about him, and indeed it seemed like the present owner had only bought him two weeks previously; unfortunately, she had discovered in that time that she was allergic to cats, so regretfully had to let him go. This time around, we were able to secure him and bring him home.

For the first couple of weeks, he was a pain. Constantly yowling from the other room, being a little aggressively dominant towards Patti, and worst of all, pissing on everything. We knew he hadn't been neutered before picking him up, but we didn't realise quite what a problem that could be, particularly with another cat in the house. As a priority, we made arrangements for him to have the snip and just stuck things out until then. We also made sure Patti got plenty of love and attention during this time.

Thankfully, after he was "done", Oliver became a thoroughly lovely cat. He's very friendly — though he hasn't quite graduated to Patti's level of "bed cuddles" yet — and extremely curious. He's also a cheeky little bugger; on more than one occasion we've caught him fishing food packets out of the bin, and he stole and ripped open a bag of treats on one occasion, too. He likes to eat.

Patti very much wasn't sure about him at first. She'd keep her distance, hiss and growl at him. But over time, her reaction to him softened somewhat. She'd allow him to approach a little more before hissing, and the growling stopped. Eventually, the hissing stopped, too (unless he does something to really piss her off) and now the two seem to be actual friends, which is wonderfully heartwarming to see.

Patti and Meg got along, but Meg was always a grumpy cat — she even had a note on her vet's file that she was uncooperative and angry — and as such, despite clearly liking Patti (she'd come looking for her if she didn't know where she was) she'd keep her a bit at arm's length. Patti and Oliver are, I think, becoming quite close; there's still a bit of mistrust on Patti's part for entirely understandable reasons, but Oliver has always wanted to be her friend, and that hasn't changed even with his horny bits being removed.

I love them both very much, just as I still love Meg, Ruby and my childhood cats Kitty and Penny. The cats I have known will forever be a precious part of my family, and those who are no longer with us will always have a place in my heart.


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#oneaday Day 23: Why The Steam Sale Is Less Fun Than It Used To Be

You know the cliché. Steam sale rolls around, everyone jokes about locking their credit cards up. Except I haven't felt like that about a Steam sale for a very long time. And I think this stems from a broader and well-documented problem that Steam has today: the fact it has too much choice.

Having too much choice is pretty much the very definition of a "first world problem", but at times like this it really does highlight how it's something of an issue. What's doubly sad is that this problem has come about at least partly as a result of attempting to sort out a completely different problem.

Years ago, Steam was still the leading PC digital storefront, but its catalogue was much smaller. This is because it was primarily the domain of big publishers. I don't know the ins and outs of what it took to get a game on Steam back in those days, but I know that it was out of the question for a lot of smaller developers. The few "indie" titles that did make it onto the platform tended to be celebrated, because they were often doing something very different from the highly commercial publishers. It's from those early indie titles that we got the first steps in the direction of the "art game" movement that is thriving today.

The Steam sale during those days was an exciting time, because more often than not it was an opportunity to pick up something you'd been thinking about for a long time at a knock-down price. And because the catalogue was still at a manageable size, it was easy to discover (or rediscover) games that you might want to grab. A simple browse of the homepage would almost always result in you picking up a virtual armful of games, then checking them all out for considerably less than the price of a single undiscounted new release.

Today, though? The front page is full of an overwhelming amount of choice, and clicking through to the various curated sections doesn't help, because those are also full of an overwhelming amount of choice.

This is the result of Steam's increasing permissiveness of small-scale and independent developers. It's theoretically a good thing that now pretty much anyone can get their game on Steam rather than having to sell their work independently — which means getting eyes on their own independent website — but it also means that Steam's catalogue is no longer at a manageable size, and hasn't been for quite some time.

I say "theoretically" a good thing, because the problem with this is self-evident: if you flood the market with that much stuff, it becomes difficult to find anything but the most high-profile titles. And that's got to be almost as bad for indies as not being able to publish on Steam at all.

And, as much as I was in favour of Steam allowing adults-only titles on the platform after many years of rather opaque policies in that regard — policies that developers, publishers and localisers still fall foul of at times, for reasons that often remain unexplained — it's been disappointing to see the absolute torrent of low-effort porn games flooding the market. And with the advent of AI-generated art that will actually draw dicks and fannies, that's only going to get worse.

It's one of those situations where, like the obsession with following the trends I talked about yesterday, it's difficult if not impossible to put the plug back in now the flood has happened. Steam now can't just suddenly turn around and say "actually, we fucked up and inadvertently filled our entire store with garbage, please get out". I mean, they can, but I feel like there would be significant challenges (and likely lawsuits) thrown their way if they were to do so.

This is one of the reasons I spend a lot more time browsing and using GOG.com these days. GOG.com arguably still has a bit of a curation problem, particularly since it stopped being about just "Good Old Games" (which is where it got its name from) but it's nowhere near as bad as Steam is. In a GOG sale, I can usually find a few things that I'm interested in playing without too much difficulty, whereas when a Steam sale rolls around, I tend not to bother even looking unless there's something specific I had in mind.

Just another example of the gradual enshittification of everything, I guess, and a reminder that the human race should probably never, ever have nice things.


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#oneaday Day 22: Trends Have Made the Internet Boring

See? I told you I'd be back. And I thought I'd talk about something other than Final Fantasy XIV: Dawntrail. Specifically, as the title says, I want to talk about how trends have made the Internet boring. Or perhaps more accurately, why everyone all wanting to do the same thing all at once makes things deathly boring.

There are a few practical examples I'd like to give. First is a YouTube channel I was introduced to recently called Obscurest Vinyl. This channel is run by a designer and musician who found some joy in creating fake record sleeves for songs with names you definitely wouldn't have gotten away with in the eras they're parodying. Songs like the wonderful Pullin' Out My Pubes (She Loves Me Not) by The Sticky Sweethearts:

You'll notice from that video that the record label now has some music attached to it. I was initially a little perturbed to discover that the person behind the Obscurest Vinyl YouTube channel had been using AI music generation to create the tracks, though my mind was set somewhat at rest by how he had written the lyrics (which are generally far too offensive to be the product of the typically rather po-faced Large Language Model AI bots) and tinkered with the initial output to make it flow properly, incorporate all the filthy language and sound consistent with the other works from the same fictional "artists" on the channel.

Of course, what the YouTube algorithm then did was go "oh, you watched a video about a fake record with lyrics about someone gluing their balls to their butthole, HERE, HAVE A MILLION MORE OF THEM". And it became very apparent that Obscurest Vinyl has a lot of copycats out there, none of which have anywhere near the same magic; these other channels are just trying to ride a trend.

This, of course, is symptomatic of one of the main things that is killing the Web right now: excessive Search Engine Optimisation or SEO. Have you ever searched for some information on something, only to find a billion unrelated websites all magically having articles headlined "What Time Is The Superbowl On?" or "Where Do You Unlock Pictomancer in Final Fantasy XIV?" That's SEO at work, and that's a problem that is only getting worse with the amount of AI sludge that is being fed into the Internet at large. Sites want quick and easy clicks, so they look at what people are searching for — the trends of the hour — then provide a hyper-specific article about the thing.

Helpful? Arguable. I hate it, because I'd rather have the information directly from the original source — in the latter case above, for example, it took me a fair bit of scrolling before I got past all the websites jockeying for SEO juice to the actual website for Final Fantasy XIV, the thing I was looking for.

More than being frustrating if you want the information straight from the horse's mouth, it just makes the Web boring as fuck, because every site (including a lot that should really know better) are doing the exact same thing. Daily Wordle solutions. Individual articles for things that would have been much better incorporated into an FAQ. Outright copying and plagiarism of other sites. It really is a shame to see what online media has become — and frustrating to see that certain portions of the creative types on sites such as YouTube are more obsessed in chasing trends with transparently copycat material rather than, you know, being creative.

I don't know what the endgame of all this is. I hope we're in a "things will get worse before they get better" kind of situation, but honestly right now, it feels unlikely that the "get better" part will happen. The Web gets demonstrably worse, less useful and less fun day by day. And we've all let it happen. I don't know if we can undo that.


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#oneaday Day 21: Catching Up

Yes, I missed yesterday. I could have predicted that was going to happen, what with it being a Friday, and with Final Fantasy XIV's new expansion Dawntrail launching into its "early access" period for those who preordered. So I'm catching up now, and another post for "today" later and we'll be all square.

I could just not bother, because no-one but me cares how well I stick to the whole #oneaday thing, but it's the principle of the thing. Last time around when I did this, I handled "missed" days like this and I don't feel like it compromised the integrity of my run of daily blogging, so my own self-imposed rules still stand. So there.

Anyway. Final Fantasy XIV: Dawntrail seems good so far. I haven't gotten into the new storyline as yet, because I thought for a change I'd dive into one of the two new jobs included: Pictomancer. For those unfamiliar with Final Fantasy XIV, new jobs introduced with an expansion tend to start ten levels lower than you need to be to start the new storyline, giving you ten levels to get to know your new job by playing dungeons and boss fights you've (presumably) already done on other jobs.

I'm actually quite grateful for having to go through this bit of levelling, because it gave me the opportunity to catch up on some sidequests I'd somehow missed on my run through Endwalker. I've played all the previous Final Fantasy XIV storylines by thoroughly progressing through all the available sidequests as they came up, but several groups of them apparently unlocked after I'd already passed by their respective areas. I'd held off completing them because it felt wasteful to do them and not get any experience points for them, and none of my other jobs were high enough level to take them on. So they've been used to get Pictomancer up to scratch.

Pictomancer seems like quite an interesting job. It's a ranged magical DPS, which means you stand back from enemies and pelt them with "stuff". The unique selling point of Pictomancer over something like Black Mage is that there are several sets of abilities you can use to pelt enemies with stuff. Firstly, there's a sequence of chromatic/elemental spells that function as basic single-target or area-effect attacks, and these also show off the interface's new ability to automatically switch icons in your hotbar rather than you having to map everything individually.

Secondly, Pictomancer unlocks access to three "Canvases" as it levels. One is for painting creatures, one is for painting weapons and the third is for painting landscapes. "Painting" is a fairly lengthy spell if cast in combat, but it's instant outside of combat, so you can sort of "pre-load" yourself ahead of time if you're thinking ahead.

The creature paintings can be unleashed as attack spells, and also contribute to a larger combined spell which can be cast once you've set off the previous creature paintings. For example, first you'll paint a moogle's pom, then set that off as a spell, then paint a pair of wings, and set that off as a spell. This then allows you to immediately set off a spell in which you fling a completed moogle at your enemies. As Pictomancer levels, it looks as if it gains the ability to paint more different creature parts, which trigger in sequence, so weaving that into your attacks is clearly going to be a key part of its strategy.

The weapon painting, meanwhile, can be set off in combat to trigger a status effect known as "Hammer Time". While under the effect of Hammer Time, you can trigger a three-hit combo using a big hammer. This always hits a critical and direct hit, which means it does significantly more damage than most other abilities; the trade-off is that there's quite a long cooldown before you can use it again, though higher level Pictomancers can store a couple of "charges" before having to wait.

The landscape painting, finally, initially acts as a simple damage buff, but at higher levels also makes an area on the floor which, while you stand in it, causes your spells to cast more quickly. This is very helpful for the chromatic/elemental spells, particularly if you use the Subtractive Palette ability to change them into more powerful but slower versions.

If this all sounds a bit complicated, I thought it would be overwhelming at first, but upon starting the new job you have a nice little instanced mini-quest to get to grips with things, and just experimenting with the job in various dungeons and boss fights means things soon become second nature. I'm sure someone is theorycrafting all the fun out of it as we speak, but for now, I'm enjoying just playing it how it "feels" right.

Right, that's enough for yesterday. Time for dinner. Back later!


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 20: Old Habits Die Hard

Ah, old habits do indeed die hard. First time around that I was doing this #oneaday thing, I had the habit of leaving the daily post until the last minute, meaning I'd often have to think of something to write when my brain was just shutting down ready to go to bed. And indeed that has happened this evening — though I do at least have an explanation for it, even if it's not necessarily a "good" one.

I was finishing off a game I was playing. I wanted to beat it before Final Fantasy XIV's new expansion Dawntrail opened to Early Access tomorrow, and indeed I did. I'll probably write something a bit more coherent about it over on MoeGamer soon, but since it's fresh in my mind right now, I'll say a few words about it here.

The game is called Interrogation: You Will Be Deceived, and it's something I picked up in a previous GOG.com sale (it's also on Steam) because I thought it looked interesting. After finishing Shantae and the Seven Sirens a few days ago, I wanted something else short that I could plough through before Dawntrail so, browsing through my shelves and digital libraries, I eventually settled on Interrogation, as I shall refer to it hereafter.

Interrogation, as the name suggests, is about questioning suspects. Specifically, you play the role of a detective leading a task force given the job of unmasking and destroying an organisation known as the Liberation Front. The Liberation Front are an anarchistic organisation with a seemingly incoherent ideology; in the early stages of the game they seem like relatively small fry, but as the game's plot escalates it becomes clear that they're well up for a bit of terrorism, so it's your job to both deal with the consequences of when they succeed at that, and hopefully prevent too many further atrocities from taking place.

The game isn't specific about the time frame in which it's set, but it's presented in a noir style, complete with the vast majority of the visuals being in black and white. It's clear that we're either in the modern day or the very near future, though, by virtue of some of the technology that is referenced throughout the game. And one of the most effective things about the game is how plausible it feels; its main talking points are things that people really talk about (which, naturally, led to some particularly fragile Steam reviewers crying about it having "too much politics") and concerns that people actually have.

It's a surprisingly nuanced take on the subject, full of shades of grey. The Liberation Front, while ideologically incoherent, have some good points, which is, of course, what makes them so dangerous when they're willing to resort to violence. Likewise, placing the player in the role of "the authorities" presents you with some interesting moral quandaries as to how you might handle the situation most effectively. Indeed, from the outset of the game you're given the opportunity to handle your interrogations in a variety of ways, including through building empathy or inciting fear in your suspects — and even resorting to "enhanced interrogation" (read: violence) if the situation would seem to demand it.

Interestingly, the game provides the opportunity to play in a number of different ways; indeed, in my playthrough I took a "Pacifist" trait early on, which meant that I was unable to use any of the violent options in exchange for some other benefits that have slipped my mind. So you don't have to play the game as an absolute monster in the service of The Man. Indeed, you have the opportunity to position yourself as sympathetic to the Liberation Front as you progress, though partway through the game you will find yourself on the other side of the table facing down a particularly violent representative from Internal Affairs, so you'd better be ready to back up your actions with some good explanations.

The whole thing was very atmospheric and I enjoyed it a lot. Like I say, I'll write more about it on MoeGamer very soon, but wanted to just pen some initial impressions before I hit the sack this evening. Now it's nearly half past one in the morning (guess I'm not getting up early tomorrow!) so I'd better wrap this up. So this is me, doing that.


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#oneaday Day 19: The AI Rot

Look at this bastard little icon. You probably see it every day right now. Hell, I see it every time I pop open the WordPress toolbar, because Automattic, makers of WordPress and Jetpack (back-end technology that helps WordPress sites do what they do) are cramming it in absolutely fucking everywhere, just like every other tech company is right now. No-one asked for this, no-one wants it, no-one is happy with the results it produces.

And yet, look at that bastard little icon. Such promise it carries in its little sparkly starbursts! The suggestion that magic is about to happen! The implication that, were you just to click that bastard little icon, creativity will be magically produced from nothing, allowing you to truly express yourself without any of that pesky "thinking"! You will truly be once and for all free!

As a creative type, naturally I object to generative AI being jammed in everywhere that it doesn't belong. I'll admit to having found some uses of it potentially interesting — music generation is intriguing, feeling like a step onwards from a program we used to have on the Atari ST called "Band In A Box" — but whatever use case I come across, it's hard to shake the feeling that its only real use is to enable laziness, and to prevent having to pay a real person for doing the creative work that is their specialism. (The actual computing and environmental cost of such tech doesn't matter to AI zealots, of course.)

That's not to say there's no money in AI, mind; no, by golly, the big tech companies are falling over themselves to hoover up investor cash right now, and every big generative AI site features some sort of predatory monetisation system, usually involving "credits" that obfuscate how much you're actually paying, and/or "monthly" subscriptions that are actually charged annually, because apparently that's just a thing you can lie about now and no-one calls you on it.

I think one of the clearest signals I've felt that AI bullshit has gone too far is its encroachment into pornography. It's now easier than ever to produce "deepfake" pornography featuring people who have not consented to appear in pornographic material. Of course, AI-generated slop has plenty of telltale signs, still, but the fact this stuff exists at all was already cause for concern even before it was easy to produce it.

On top of that, sites that were once about posting collections of erotic art and animations from artists, movies, anime series and video games are now overflowing with AI-generated swill; a cursory glance at e-hentai's front page earlier revealed a multitude of galleries tagged with "[AI Generated]", making them virtually worthless. Of course, e-hentai and sites like it already skirt the borders of morality by often including artwork artists intend to be kept behind Patreon, skeb or Fantia paywalls — but many of these galleries seem to suggest that there are a significant number of individuals out there attempting to position themselves as "artists" when all they are, in fact, doing is plugging prompts into an AI model that doesn't chastise them in a patronising way when requesting erotic material.

I'm sick of it. I'm sick of Jetpack emailing me to join an AI "webinar", I'm sick of ClickUp, the productivity tool we use at work, constantly spamming me about some AI feature I don't care about, I'm sick of the breathless zealotry from the cryptobros who have found the next big thing to latch onto before it all inevitably comes tumbling down in burning wreckage… and I'm sick of the uneasiness that I'm sure anyone in a vaguely creative field is feeling right now.

And I'm not sure it's going to go away for a while. Big Tech seems determined to make "AI" a thing. And while I'm not averse to actual, helpful uses of it — which I'm yet to see a convincingly working example of that can't be better fulfilled by other, existing methods — I think we all know that with the people we have in charge, those actual, helpful uses are inevitably going to take a back seat to ways of screwing poor old Joe Public and his friend Struggling Artist out of their hard-earned money more than anything else.

(Aside: I tried running this article through Jetpack's stupid "AI Assistant" to "get suggestions on how to enhance my post to better engage my audience", and the thing just crashed. Good show!)

So fuck that bastard little icon. Take your magic sparkles and jam them right up your robotic arse. The only things allowed to sparkle like that are fairies and ponies, and AI is neither of those things. So into the trash it goes, so far as I'm concerned.


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 18: Attempting to Reset

I put half a pound on this week. This is not, in the grand scheme of things, a huge amount of weight, but I am a little disappointed and not at all surprised. I have not been particularly rigorous about taking care to be sensible with what I eat, and that somewhat laissez-faire attitude is being reflected in a lack of positive results.

All you can do in this situation, though, is hold up your hands, admit you made a mistake (or a few) and try to right the ship from hereon. What has already happened can't be changed; what's important is what you do next and what you learn from that mistake.

I've already started taking positive steps with the exercise. I made it out of the door and to the pool for a decent length swim this morning, after what was a surprisingly good night's sleep. I woke up a lot of times, but every time it was because I was convinced it was 7am and time to get up, only to get the very pleasant surprise when I looked at my bedside clock and discovered that "time to get up" was still several hours away.

What I need to do is focus on some of the things that Slimming World talks about in the sessions, rather than just nodding along. Probably the key thing I need to focus on is "triggers" — in the slimming sense, these are the things that aren't the greatest for you which you eat then immediately want more of. They are one of the biggest barriers to weight loss, because they are the things that are most likely to send you catastrophically "off plan".

In many respects it's like an addiction. I have some experience of dealing with people who have struggled through addiction to substances more harmful than food — thankfully, those addictions appear to be in the past for the people concerned — but I recognise some of the same behaviours in myself when I "lapse". A desire to make myself "feel better" through the thing that is the source of a lot of my troubles; an inability to stop once I've started that "self-medication" process; the mental association between feeling like I "deserve" something that is bad for me for [insert justification here].

Part of my trouble is not having what I think of as "safety nets" in place — and the fact I'm somewhat inclined to think negatively of those safety nets. My immediate reaction to seemingly obvious advice like "don't eat a bag of sweets, have a piece of fruit instead" is that this is an absolutely laughable statement, even though I know fruit can be perfectly satisfying and even delicious. I need to get out of that mindset — and to have those pieces of fruit readily to hand so I can start making positive associations with them.

There are countless other examples, but there are days when it just all feels like work. And it is work; work with tangible benefits over the long term. It's those long-term benefits I need to keep my focus on, because it's short-term factors — i.e. the way I'm feeling right now — that is causing me difficulties.

I don't need advice or anything. I know what I need to do, and putting it down on "paper" will likely go at least a little way towards fixing some of those things a bit further forward in my mind. I know I can do this — I've done it once before — so I just have to knuckle down and actually do it.

For now, though, bed. Without biscuits.


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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