#oneaday, Day 295: Eat Your Words

Call of Duty: Black Ops is currently in the process of being launched. This game, for the uninitiated, is going to be rather popular, and it's expected to sell by the millions. Fair enough. It's always good to see something enjoy so much success. (Unless it's, say, a nuclear bomb or terrorist plot or something.)

It's also something that I couldn't give two shits about, but this blog post isn't about why I don't give two shits about it. This blog post is about why it doesn't matter that I don't give two shits about it, and why it doesn't matter that you, the reader, might think it's the best thing ever. All that really matters is your own personal opinion on the matter, and it's this principle that the Internet at large (including, occasionally, yours truly) forgets sometimes.

Everyone has a right to their own opinion, of course. But who really has the right to say what is the "correct" opinion? No-one, of course. The only "correct" opinion is the one you hold. If your opinion doesn't happen to gel with the majority, then that's fine. If you hold an opinion that's popular with the majority but unpopular with your circle of friends, that's fine too.

In most cases, anyway. Opinions involving being a Nazi, a racist, enjoying raping and/or killing children and/or animals or reading the Daily Mail are generally agreed to be Bad Things. These are societal norms. They're universally accepted. (Except by the racist Nazi child-raping animal-haters who read the Daily Mail, of course.)

But there are no societal norms on what you "should" think about Call of Duty. Sure, there's a large number of people out there who really dig it. Some may point to sales figures or Raptr usage statistics and claim that Modern Warfare 2 is the "most popular game of all time" and therefore one of the most important that everyone should like and appreciate. But that's not the case at all.

The simple fact is, all forms of media have, over time, broadened their appeal. No-one can be expected to be "into" everything. There's no-one out there who's read every book, seen every film, watches everything on TV. For one thing, there simply isn't time to do that. And while it was once possible to play every game there was thanks to their short length or relatively limited availability, we're now at a stage where there's no need to play every game out there. In fact, it's arguably undesirable to do so, because it would inevitably mean you'd miss out on some of the hidden depths of some titles. Consider the person who romps straight through Fallout: New Vegas' main questline and beats it in, say, 20 hours, versus the person who fully explores the world and invests over 100 hours into that game. Who's had the fuller experience and got better value for money? I guess there's arguments for either, but personally speaking on reflection I'd much rather have a deeper experience with less titles than whore around with every game that's available out there.

What that means, then, is that if you're someone who isn't interested in Black Ops, you don't have to feel bad about all the fuss. But at the same time, there's no need to be an ass to the people out there who are buzzed for that game. They probably wouldn't be into the idea of playing Deadly Premonition, Aquaria or Super Meat Boy.

So, basically, do your thing, enjoy what you enjoy and don't be hatin' on those who like something you don't. Similarly, if you like something and someone else doesn't, don't be hatin' on them for not liking it, either.

And the world will be a happy place.

Who am I kidding? This is never going to happen. Call of Duty sucks and everyone buying it is a lame-ass fagbrain!*

* This is a joke, tightass.

#oneaday, Day 294: Filthy Rogue

The roguelike genre is one I only discovered relatively recently. In fact, I was a relative latecomer to the whole RPG genre, only getting to grips with it for the first time with Final Fantasy VII. As such, for a good few years, I felt that RPGs were all about strong stories, interesting (and sometimes clichéd) characters, a buildup to an epic final conflict and some of the best music you'll ever hear.

As such, when I played an RPG that wasn't so strong on the story and focused more on loot-whoring or level-grinding, I found myself losing interest quickly. It was long after its release that I finally beat Diablo II and, to this date, I've never beaten it on anything other than the normal difficulty level.

That changed when I came across Angband, though. Angband looks like the sort of game you used to play on Teletext. Sure, there are graphical tilesets you can customise it with. But at its heart, it's a text-based game with about a bajillion keyboard commands.

But you know what? The kind of emergent narrative that came out of several intense Angband sessions rivalled any pre-scripted tales that Squeenix have ever come out with. Largely because it was so unpredictable, and that any screw-ups were inevitably your fault for failing to prepare adequately, rather than the fault of the game mechanics itself.

Take the time my oil lamp ran out on the fifth level of the dungeon. This meant, in gameplay terms, that I couldn't "see" new passageways ahead of me—namely, they weren't revealed on the map—unless I banged into a wall, which then helpfully revealed said wall on the map for me. My first reaction in this instant was, of course, to panic. Death in Angband doesn't mean restoring a saved game. Oh no. Death in Angband means your save game getting deleted and you having to start all over again. This adds an enormous amount of pressure on you, the player, to get it right. And it also makes you kick yourself when you realise that you didn't bring enough oil to fuel your lamp.

So off I went, slowly "feeling" my way along the walls of the corridors in an attempt to find the stairs up… for five floors. This sounds like an impossible task. But after a fairly lengthy period of methodical, careful searching (and a few terrifying combats in the pitch darkness) I finally managed to emerge victorious to town level, stock up on oil and provisions and jump back into the dungeon with renewed fervour.

Of course, I promptly got twatted by an Ogre, making all that work utterly meaningless. But it didn't matter—it was a fun experience unlike anything I'd experienced in a game before. And I've struggled to repeat it with any game since then.

Not through lack of trying, though. There are some great roguelikes out there, many of which are a lot more accessible than Angband. I have three favourites I'd like to share with you right now, one of which is, of all things, a board game. The other two are iPhone games.

Sword of Fargoal is actually a remake of an old Commodore 64-era title which didn't look like the picture above. No, it looked like this:

The best thing about Sword of Fargoal is its simplicity coupled with a surprising amount of hidden depth. While Angband is rather intimidating to get started with, with pretty much every key on the keyboard (shifted and non-shifted) mapped to something, Fargoal simply requires that you get to grips with moving and using a context-sensitive button in the top-right corner. And keeping an eye on the text display at the top of the screen for hints and cues, too. Combat is a case of running into an enemy—the player and monster will then take turns bashing each other until one or the other falls over or one runs away. Gold is collected to sacrifice at altars throughout the dungeon for experience point bonuses. And the rest is left to the player to discover. The more you play, the more you start to notice little graphical details and cues tipping you off to the location of traps or treasure.

And it's challenging, too. There are 15 levels to explore, all of which are sprawling monstrosities with several areas. And when you make it to the bottom to recover the titular blade, you then have to escape again. I haven't even made it to the bottom yet. It's a lengthy, challenging quest. And despite the fact that death is permanent, it's addictive and easy to return to.

Then we have 100 Rogues, which takes a slightly different approach to that of Sword of Fargoal. While Fargoal's quest is lengthy, 100 Rogues can potentially be beaten in one sitting. Key word here being "potentially". 100 Rogues is particularly brutal, fond of surrounding the player and battering them to a pulp. Fortunately, the player also has a Diablo-style skill tree at their disposal, including a number of attacks that can beat back several enemies at the same time.

It's very difficult, though, and the descriptions of the game on the App Store don't even try and hide the fact that you will die. A lot. In fact, there's even a Game Center Achievement for having sent the titular 100 rogues to their eventual demise.

I only picked this up recently, but it's immensely appealing due to its 16-bit graphics and soundtrack. It looks and plays like a Genesis/Mega Drive game, in a good way. It's a bit buggy in places but the author appears to be committed to regular updates.

Finally, one of my favourite roguelikes of all time is Warhammer Quest, a game that involves you having people you actually don't mind being in the same room with. Featuring all the genre staples—a randomly generated dungeon, permadeath, brutal difficulty, vast amounts of phat lewt—it's very much the board game equivalent of Rogue et al. Even better, everyone gets to join in on the fun—there's no need for a Game Master player (unless you really want to use one) as the rules cater fully for monster "behaviour".

Couple that with the game's immense customisability (it's a word) thanks to its use of Games Workshop Citadel Miniatures line of figures and you have a game with limitless potential. And hundreds—hundreds—of tiny pieces of card and plastic.

So there you go. A whistlestop tour of the roguelike genre. And I didn't even mention Moria or NetHack once.

#oneaday, Day 288: Where's The UK's Netflix?

So the new Xbox Dashboard went live today. Pretty neat, isn't it? Lots of new sound effects, a clean white aesthetic, Kinect compatibility and all manner of other goodies. In fact, let's take a look at the list of new features, shall we?

  • Kinect Integration
  • ESPN on Xbox LIVE
  • Zune Music
  • Netflix Search
  • Improved voice chat quality
  • Improved Gamertag creation
  • Streamlined virtual keyboard
  • Improved wireless networking
  • Improved family settings

Pretty nice, I'm sure you'll agree. Particularly if you're an American, because here's the list of new features I got in the email today:

  • Kinect Integration
  • Zune Music

Granted, some of the features that weren't mentioned were fairly minor ones. But it's still pretty clear that if you're a European Xbox gamer, you're missing out quite a bit on some of the things that make the Xbox and its LIVE service particularly appealing.

One of the biggest things us poor Europeans are missing out on is Netflix. I don't watch many movies and thus feel rather ill-equipped to contribute to conversations that start with the words "Have you seen…". The reason I don't watch that many movies is that I have it in my mind that buying DVDs with movies on is a bit more of a waste of money than buying box sets of TV series that I'm more likely to watch several times. Once I've seen a movie, I tend not to watch it again unless I really, really loved it. As such, I don't own many movies on DVD or Blu-Ray, and I rarely remember to get to the cinema in time to see movies while they're on the big screen.

If I had access to a service like Netflix, however, I'd be more inclined to watch more movies, since paying a monthly fee for access to whatever I wanted seems like less like a waste of money than purchasing a DVD or Blu-Ray I might never watch ever again.

So then, Points of View, I ask why oh why oh why don't we have a Netflix-like service here in the UK? The company LOVEFiLM (or however the hell they capitalise it) already offer a similar DVD rental-by-post system, as well as a streaming service via web browser. So isn't it about time they pulled their fingers out of their celluloid arseholes and got on with integrating their service with the Xbox 360, PS3 and Wii? A huge number of households now have one or more of these devices hooked up to their fancy-pants HDTVs. So LoVeFILm would probably stand to make an absolute fortune from new subscriptions if they got on with integrating their service with various devices.

I'd go off on a similar rant about ESPN's lack of appearance on the 360 in the UK too, but for me watching sport on TV is an experience only mildly less appealing than having my eyes pulled out through my bellend.

So… Netflix-or-UK-equivalent YES PLZ. I'm sure it'll happen. Eventually. It's just a shame we get it years behind you pesky Americans. YES, YOU. You are pesky. You may gloat in the fact that while we have the greatest condiment in the world (HP Sauce) you have an awesome streaming movie service available via your Xbox.

Hmm. I'm actually not sure which one I'd rather have, thinking about it…

#oneaday, Day 286: Murder and Mystery

Tonight's activity was an entertaining affair–a murder mystery dinner party in celebration of my good friend Sam's 30th birthday. (Sam, incidentally, does not know anyone called either "Don Woods" or "Pook" and would like to make that fact abundantly clear.)

For those who have never attended a murder mystery party, it's an enormously fun opportunity for a bunch of people to get together, eat, drink, dress up in silly costumes and then make twats of themselves with each other. Ostensibly, it's a game where everyone is supposed to "role-play" their characters and through careful questioning, determine who the murderer was.

In practice, it's an excuse for people to talk in silly accents, overact and generally lark about. It's a pretty far cry from what tabletop enthusiasts would call "traditional" role-playing, but in actuality it's pretty close to what your common or garden D&D group gets up to. Only probably with more comedy French accents and less in the way of dice-rolling. Which is good. Because the dice-rolling bit of role-playing is often seen as the "geeky bit", whereas with a bit of encouragement, most people can enjoy a bit of impromptu improvisatory theatre, especially when their confidence glands have been appropriately lubricated via the judicious application of alcohol.

Tonight was no exception to the above rules. A diverse group of people attended and hammed it up through three acts of questioning, accusations and gradually-escalating amounts of backstabbing, espionage and clandestine affairs. As the evening went on, people gradually grew much more comfortable with the whole experience and started ad-libbing somewhat. Mostly, it has to be said, with some fairly filthy comments. But that added to the fun. Particularly as the amount of wine consumed throughout the evening meant that everyone's accents suffered somewhat.

So if you're looking for an opportunity to get some people together, dress up in silly costumes and engage in a spot of light role-playing (of the non-filthy kind) then a murder mystery party is the way to go. The set we played–The Brie, The Bullet and The Black Cat–was structured pretty well, with handouts and helpful prompts for all characters, meaning that no-one was left flagging and having to come up with questions all by themselves. It worked well, even though only one amongst our number managed to correctly identify the murderers by the end of the whole experience.

It was a good laugh, though, and surely that's the point of any game when it comes down to it.

The group are now settling down to a game of Eat Poop You Cat! which I discovered the other day can be referred to as Broken Telephone in polite circles. Wine has been consumed, so I anticipate that the sentences and drawings produced throughout the course of the game will be somewhat spectacular.

It's up and out early tomorrow morning for a run, with a change of scenery for once as I'm in Winchester instead of back home. I hope it's not cold.

#oneaday, Day 283: The Brown Wasteland

I love the Fallout series a lot more than I think. Any time I've spent a protracted amount of time away from them, the only thing I remember about them is the colour brown. Brown brown brown everywhere. Depressing brownness. Wasteland. Dead things. Brown. Dirt. Dust. Oh the dust.

But then I go and play one—in this case, latest entry Fallout: New Vegas—and I remember that life in the wastelands of post-apocalyptic America isn't just brownness and dead things. Amidst all the death, destruction, doom, depression and other words beginning with D, there's a lot to discover. There's life—only some of which is out to kill you—and there's humour. And there's an interesting narrative with some deep lore, too.

New Vegas is one of those games that draws you in without realising it and before you know it, several hours have passed. There's something about the world, the characters in it and the situations you find yourself in that just keep you wanting to explore, just to see what's around the next corner, over the next ridge.

And the thing I like most about New Vegas, like Fallout 3 and Oblivion before it, is that if you see something off in the distance and think "I wonder what that is?" then you can just walk your way over there and investigate for yourself. And the world is set up in such a way to encourage you to do this.

New Vegas, as it happens, is a huge improvement over Fallout 3. It's difficult to pin down exactly why this is. Is it the new survival sim "Hardcore Mode", where you have to keep your character fed, hydrated and rested as well as free of radiation and life-threatening injuries? Is it the interesting plot, which teases you with clues dangling on hooks just out of reach and then proceeds to distract you with OH LOOK ROBOTS AND GHOULS AND WON'T YOU HELP US, STRANGER?

Perhaps it's the new Companion system, where you can explore the wasteland as a party of up to three—your character, another human and a robot or animal. This certainly makes an enormous difference—for starters, travelling with a trained sniper means that enemies are often taken out long before they get anywhere near me. This is good, because my character sucks at gunplay. Then each companion has a plotline to follow and their own interesting little quirks. The robot I'm travelling with at present, for example, doesn't speak but blasts out recorded military marches whenever it enters combat. This is inexplicably hilarious.

Or perhaps it's just the chance to get back into another meaty RPG where you're not shunted down a linear path to an inevitable conclusion. The Fallout series has always been about exploration and thinking "what would I do if I was in this situation?" Morals sometimes go out of the window in the wasteland, and there's plenty of interesting choices to make throughout the course of the game's quests.

The game's much-publicised bugginess hasn't reared its head very much since I've been playing. I've had two freezes, but these weren't a real problem because 1) I'd been playing so long it was probably time to stop and 2) the auto-save system (at least on the 360) meant that I hadn't lost any progress. I'm sure there are other bugs out there to be discovered, but frankly, nothing has spoiled my enjoyment of the game so far.

So if you're the slightest bit interested in seeing how you would take on the perils of survival in the wasteland, Fallout: New Vegas comes highly recommended.

#oneaday, Day 282: If You Hold Down The [CANCEL] Button To Run (Earlier Marked [X])

(Fifty Epic Win points if you know where the title of this post came from.)

Yes, it's another running-related post, so soon after the last one… I know, I know. But I wanted to share this as it seems I was a little inaccurate with my description of the Couch 2 5K programme last time I talked about it.

I was surprised to discover as I fired up the GetRunning iPhone app today that Week 5 Day 2 is not, in fact, the same as Week 5 Day 1. I thought there was some mistake when I saw that I would be running for two lots of eight minutes today. But no, it turns out that it was, in fact, correct. And the fact that on Thursday I have to run for twenty minutes non-stop is also, in fact, correct. Scary.

To prevent staleness of posts, I now present to you tonight's run in the form of the output from a text-based adventure/RPG game, circa 1987.

West Street

You're standing outside your house. It's pretty dark, and pretty cold.

The street runs to the northeast and southwest.

A voice from the iPhone in your pocket indicates that you should start walking in order to warm up.

>INVENTORY

You are carrying:
thermals
torch (off)
iPhone (on)

>TURN ON TORCH

The light of the torch illuminates the area around your feet, but little else. It should be enough to see where you're going, at least.

>NE

You're about to start walking when a chill blast of air hits you in the face.

You are afflicted with cold.
You take 5 damage from cold.

>EQUIP THERMALS

Thermals: equipped.

Cold resistance +50.

You are no longer afflicted with cold.

>NE

You set off at a brisk walk.

T-Junction

You have reached the point where three roads—West Street, Eltisley Road and Fox Street—meet.

Eltisley Road runs to the northeast. West Street runs to the southwest. Fox Street runs to the southeast.

>SE

You continue walking.

Fox Street

This street houses the one and only shop in the village, and also one of the few lamp-posts that illuminate the silent streets.

The road continues to the southeast. There is a T-junction to the northwest.

>SE

You continue walking.

Crossroads

You're at the point where four streets meet. There's a sign on a small mound showing the name of the village and arguably its most distinguishing feature, the ancient windmill.

Fox Street runs to the northwest. Caxton Road runs to the northeast. Middle Street runs to the southwest. East Street runs to the southeast.

You feel a bit warmer.

>NE

Caxton Road

This road is home to some new housing developments and as such has more streetlamps than the rest of the village combined. There's a fishing pond by the side of the road which is somewhat difficult to see. You're glad you brought a torch that actually works.

The road continues to the northeast. The crossroads is to the southwest.

A voice from the iPhone in your pocket indicates that you should start running now… for eight minutes. That sounds like an awful lot. You'd better be careful to pace yourself.

>NE

The disembodied voice told you you should run.

>NE

The disembodied voice told you you should run.

>RUN NE

You set off at a brisk run.

Industrial Estate

For such a tiny village, the industrial estate is surprisingly well-populated by a variety of businesses. They are all closed for the night now, but bright orange and white lights illuminate the courtyard of the estate.

Caxton Road runs northeast and southwest. The industrial estate itself continues to the southeast.

>NE

You continue running.

You lose 5 fatigue points.

Recreation Ground

There's a large sports field here that, during the day, is typically home to team sports such as football. It's also been known to play host to some pretty epic Blues and Soul music shows in a giant marquee in the past.

Caxton Road runs northeast and southwest. The football pitch is to the southeast.

>NE

You continue running.

You lose 5 fatigue points.

You are beginning to feel a little breathless.

Dark Road

It's pretty dark down here. You can see a house by the side of the road, but it's clear the occupants are either out or in bed as there's no light emanating from it. The only light you can see is the fairly pathetic beam from your torch.

Caxton Road runs northeast and southwest. Another road branches off to the south.

>S

You continue running.

You lose 5 fatigue points.

You are tired.

Sand Road

It's dark down here, and there are no distinguishing features save a smell of horse shit in the air.

Sand Road continues to the southwest, or Caxton Road lies to the north.

>SW

You continue running.

You lose 5 fatigue points.

You are knackered.

A voice from the iPhone in your pocket indicates that you can stop running and should walk for five minutes. You feel a sense of relief.

Sand Road, Civilised End

This end of Sand Road has a few houses and even a few streetlamps glowing with a bright orange light to illuminate your way. The smell of horse shit is fainter here.

Sand Road continues into darkness to the northeast. A brightly-lit crossroads lies to the southwest.

>SW

You walk, legs slightly wobbly.

You regain 5 fatigue points.

You are tired.

Brightly-Lit Crossroads

This crossroads is illuminated by a bright white streetlamp which gives the illusion of brilliant moonlight. Roads lead in four directions.

Mill Road drops down a hill to the southeast. East Street runs to the northwest. Sand Road leads northeast. Church Street bends off into darkness to the southwest.

>SW

You walk, legs slightly wobbly.

You regain 5 fatigue points.

You are no longer breathless.

A voice from the iPhone in your pocket indicates that you should start running.

>RUN SW

You set off at a run, your legs a bit stiffer than before.

Church Street

Church Street is not especially well-lit, but you can just make out the fact it bends around a sharp corner.

The road continues to the west. A gate leads into thick darkness to the south.

>S

You continue running.

You lose 5 fatigue points.

You are tired.

Churchyard

The churchyard by night is a place of solitude and quiet reflection. It's also pitch dark, making it a bit creepy. Fortunately, your torch is holding out for the moment.

A path leads through the churchyard and down a hill into even thicker darkness to the south. Church Street is to the north. The church itself is to the southwest.

>S

You continue running.

Running downhill is easier.

You lose 2 fatigue points.

You are tired.

Inky Blackness

Beyond the churchyard, trees and bushes surround the path, cutting off all sources of light bar your torch. You can hear the sound of running water from somewhere.

By the light of your torch, you can see that the path leads up a shallow hill to the south. The churchyard lies up a steep hill to the north.

>S

You continue running.

Running uphill is hard. This hill is steeper than it looked a moment ago.

You lose 10 fatigue points.

You are knackered.

Horse Field

You're on a narrow path that slopes gently upwards to the south and back down towards the churchyard to the north. A thin rope fence surrounds the path. In the darkness just beyond the fence, you can just make out a few horses grazing in the fields.

The path continues up a gentle slope to the south, or back downhill to the north.

>S

You continue running.

Running uphill is hard. This hill is steeper than it looked a moment ago.

You lose 10 fatigue points.

You are completely knackered.

A voice from the iPhone in your pocket indicates that you should stop running.

You've done it! That's two eight-minute runs! Now all you have to do is walk home.

** YOUR ADVENTURE IS OVER **

Would you like to (R)estart, (L)oad a saved game or (Q)uit?

>Q

C:\>_

#oneaday, Day 277: Boobies

The title of this post was suggested to me as I was suffering slight writers' block due to being in a room with a number of other people, some of whom are playing Modern Warfare 2, others of whom are listening to the Mortal Kombat soundtrack. Which, in itself, is pretty awesome, but isn't exactly the most conducive environment for nurturing the best of one's creativity. The post itself will not be about boobies. Unless I really can't think of anything else to write about.

Mmm, boobies… Sorry, where was I?

So I thought I'd go a bit stream-of-consciousy for tonight. I haven't done that for a while. This isn't proper full-on freewriting, 'cause I'm not starting the timer and writing for a set number of minutes. But I am writing things as they come into my head. Which is nice. It also means that I might go off on something of a tangent as I – oh look, there's a badger with a gun, do you see?

I am currently drinking grape soda, which I'm sure I have had before and liked but had forgotten quite how much it tasted like Calpol – the nice purple stuff you have when you're a little kid, not the foul and disgusting pink stuff you get when you're over the age of six (the imaginatively-named "Calpol Six-Plus", fact fans). For those of you reading in American, Calpol was, for a long time (and possibly still) the generic "cure-all" medicine for children. I have no idea what was in it that made boo-boos go away, but for kids it is very much the equivalent of the fantasy RPG "cure-all potion" that restores hit points and, if it's a fancy-pants version that costs more than 50 gold a time, sometimes cures status effects.

What was I saying? Nothing much at all, really. This is perhaps not my best work. But, you know, you work with what you've got. And I'm currently full of pizza and Calpol-flavoured fizzy stuff, surrounded by people I like very much indeed and so frankly, I'm more than happy with this post reflecting the pleasant feelings of "Ahh…" that I'm enjoying right at this moment. Regular followers of this blog since I started the whole #oneaday thing will know that it's been quite a while since I've been able to really sit back, enjoy myself and make a contented-sounding noise like "Ahh…" so I'm damn well going to enjoy it.

I may be broke, unemployed and not exactly in the position I envisaged being in at this stage of my life. But, you know, for the moment? I can deal with it. Things could be worse – things have been worse – so I'm pleased to say that this could well be that downward spiral taking a turn for the better. If spirals can indeed take turns for the better.

You know what I mean. You reach rock bottom, you have to start climbing back out again sometime. So onwards and upwards it is, and thank you to those people who have made it possible. You know who you are.

Now there are games to play and Calpol to drink. Night night.

#oneaday, Day 276: Age of the Crossover

The Internet was left reeling yesterday with the news that Professor Layton and Phoenix Wright were to star in a game together, news which left me in a state of semi-orgasmic shock, and yet slightly disappointed that they hadn't also included Trauma Team and Hotel Dusk in the mix. But no matter; as my Jaffa Cake-loving friend Jasmine Maleficent Rea pointed out, the idea of Edgeworth and Layton sitting down together and discussing tea is too awesome for words.

So it seems we're in the Age of the Crossover. We've had the odd crossover title before, of course, Marvel vs Capcom being one that springs immediately to mind, as well as Square Enix's bizarre 3D fighting game Ehrgeiz that featured a number of characters from the Final Fantasy series. And Kingdom Hearts, of course, which almost ignores the fact that floppy-haired J-protagonists are interacting with Disney characters presented in a completely different art style and is all the better for it.

But what else would work well as a crossover? Well, a short while back I suggested that a Call of Duty and Call of Cthulhu crossover might be a good idea. I still think that would be awesome. Particularly as there's already been a first-person Call of Cthulhu game that was pretty good, if a bit buggy in places. In fact, I'd be more than happy with a multiplayer FPS version of awesome co-op board game Arkham Horror, although we're kind of getting a bit off the crossover point there. Drop in the, erm, memorable Call of Duty characters, maybe?

But what else? As I suggest in today's comic, doing interesting things with cars is always a good thing. Split/Second proves that you can make a cinematic, exciting driving game that uses a dynamic movie-like soundtrack rather than a boring licensed one. So why not take that to the next level and combine the already-epic-and-explosive action of Split/Second with the utter nonsense that is a JRPG boss battle? Let's have racing around giant Shadow of the Colossus-style enemies, setting off environmental effects to attempt to take them down whilst they do their very best to throw the player off course. All the while accompanied by a full orchestral score and a choir of people singing loudly in Latin, naturally. (Incidentally, if you've never played any driving game with a custom orchestral soundtrack that involves a choir of people singing loudly in Latin then I can highly recommend it. It makes the whole experience considerably more exciting. Try the soundtracks from Castlevania Lords of Shadow or The Matrix Revolutions.)

Or you could go completely wild. Rockstar already seem pretty determined to do very odd things to Red Dead Redemption what with the zombie DLC and whatnot, so why not go the whole hog and do a Firefly crossover? It would be stylistically appropriate, after all (more so than bloody zombies) and provide an interesting twist on the Western formula, something which Firefly already does rather ably. Not to mention the fact that Nathan Fillion and the gang have already pretty much reprised their Firefly roles in Halo ODST. Shiny.

There's plenty of scope for all manner of nonsense if you start pushing different franchises together in the name of entertainment. And I'm not talking about Alien vs Predator here. Let's see more of these big names in gaming coming together to produce something beautiful.

So what would you like to see?

#oneaday, Day 274: Seven Deadly Sims

[Click the comic to see a bigger version if you can't read the text.]

The Sims shouldn't be good. It really shouldn't. It represents all the things that people say they'd never want to do in a game. People always say that they don't want their characters modeled in such detail that they need to eat, sleep, poo and the like. But it was this level of detail that brought the original The Sims game to life.

Over time, the series has developed in many wild and crazy ways. To the casual observer, each game may appear to be fundamentally the same. But in fact, each new game (and, for that matter, each new expansion pack) has changed the way the game is played to a considerable degree. So much so that The Sims 3 now has the potential to go in any one of a wild number of disparate directions according to what the player feels like doing at any time. What other games do you know where you can do this:

Evil Jeff Grubb takes a sponge bath in the kitchen.

AND this:

Non-Evil Mike Rougeau puts out a fire. Professionally.

AND this…

Amarysse attempts to find her way around a flaming death trap in an ancient Chinese tomb.

AND this…

Amarysse spars with a fellow martial artist.

AND this…

Amarysse prepares to use her magic axe to smash the crap out of a boulder.

AND… you get the idea.

The Sims 3, with its current two expansion packs World Adventures and Ambitions, represents an enormously diverse experience that is by no means just about telling little people when to go to the toilet. No, what we have is probably pretty close to what Will Wright originally intended when he envisioned the series. A life simulator. A game where the player is pretty much free to do as they please.

If they want to stay at home and concentrate on building a family, they can do that. If they want to go out and explore perilous dungeons around the world, they can do that. If they want to try and prove they're the best at a tricky profession, they can do that too. Or if they want to try and juggle all those things? Well, they can do that too. Amarysse, depicted above, is a successful athlete, lesbian, adoptive mother to a young child, treasure hunter and local hero in parts of China. And she's only about halfway through her life. By the time she eventually shuffles off this mortal coil and it's time for her adoptive son to take up the mantle of her family and prove himself, she'll have a whole ton of experiences to look back on.

As you may have gathered, I have very much rediscovered The Sims recently. And if you've never given it a try, I can highly recommend it, even if you've never been a fan of the series before. You will be able to find something in that game for you to enjoy. Even if it's something along the lines of this.

#oneaday, Day 263: Original Sound Track

Music provides an emotional connection to memories. It can trigger memories, feelings and responses. Many people associate certain pieces of music with particular times in their lives. And, depending on your interests, these pieces of music can be from a variety of sources. They could be movie soundtracks. Pieces of music you've played yourself. The music that was playing when something awesome or terrible happened.

Or they might be video game soundtracks. Game soundtracks are quite unique in a way in that their technology has evolved very quickly. So rather than evolving over the course of hundreds of years like classical music, they evolved very distinct identities with each new generation of hardware, roughly a decade at a time. Today, we're in a peculiar situation where we have game soundtracks that are, at times, indistinguishable from movie soundtracks. But at the same time, we also are getting game soundtracks that deliberately hearken back to the distinctive sounds of the past. Which is confusing. But awesome.

So I thought I'd share a few pieces of music that I've enjoyed over the years. And, where applicable, if I can remember (and if they're not too embarrassing) the memory that's attached to them.

The Atari ST had a deeply, deeply terrible soundchip, especially when compared to its technically superior rival, the Commodore Amiga. That didn't stop a variety of composers such as Alistair Brimble trying their best to compose catchy tunes. I don't have a particular memory associated with this piece of music (besides playing Fantasy World Dizzy, that is) but this piece of music was oddly memorable. I'm not sure why, because it's not a spectacularly good piece of music. But it had that "hook".

Starfox/Starwing had a very distinctive soundtrack. The synth sounds used throughout coupled with the reasonably-convincing electric guitar sounds were actually far better than most of the stuff that the N64's execrable sound chip belched out. This piece of music in particular stuck with me. I remember playing Starfox/wing with headphones on in the lounge and getting told to be quiet because I was finding it all a bit exciting and going "Whooa!" a lot. C'mon. The first time you do that corkscrew descent to the surface of Venom? That was awesome.

I'm not afraid to admit I cried like a girl when (OMG SPOILER) Aeris/th died. I bought Final Fantasy VII specifically because my brother had said it was the first time a lot of people had felt genuine emotion from a video game. I wasn't disappointed. Aeris/th's death may be something of a cliché now. But at the time, what happened to her was shocking.

Silent Hill 2 is a game that's stuck with me for many years. Its powerful imagery, heartbreaking story and excellent theme song are partly to blame for this. The fact that I was so captivated by the story that I played through about 95% of it in one night is probably more to blame for this. I associate this piece of music with staying up that night, and also feel an emotional connection to it which I'm buggered if I can actually describe.

Not a game soundtrack, but Speed's score became my job interview soundtrack for a while. It was good driving music, so I'd listen to it on the way there and, assuming it hadn't all gone horribly wrong, on the way back too. Added a bit of drama to the commute if nothing else.

You might have forgotten about the 2204355 Dancing Chicken Man by now, but I certainly haven't. Why? Because the music on that video is now inextricably tied to my last weeks in Southampton. I was sitting up late one night contemplating the futility of existence (as you do) when SnakeLinkSonic posted a tweet which simply read "I CAN'T STOP WATCHING" and included a link to the original Flash animation that started all this nonsense off. The animation and the music made me laugh so much at I time when I was feeling so utterly terrible that I can't help but have it stuck in my mind. It reminds me of the days counting down until I'd have to leave and make a fresh start… a fresh start which I'm not sure has quite happened yet.

Basically, if there's ever a game featuring me, and I have to face a boss at the end of Disc 1, I want this music to be playing.

Again, not a specific memory attached to this one, but the Split/Second score is awesome and oddly inspirational. As such, I've adopted it as my official Going For A Run soundtrack. And it really works.

Last of all, this piece also doesn't have a specific memory attached to it (because I'm creating said memory right now), but it was introduced to me while I was writing this. (Thanks, Donna!) It's a pair of Dulcimers, an instrument I knew of but don't think I'd ever seen before. This piece is gorgeous; the sound of the instruments is full, resonant and has a sense of "purity" about it. I like it very much.

So there's some music for you. Hmm. That post took rather longer to put together than I thought it would. Oh well! Good night. Tune in tomorrow for the next episode in the thrilling series of events that has been taking place at the top of each post. Have I really just killed myself off?