#oneaday, Day 197: Blind Girl

The Xbox Indie Games Marketplace is, at best, a mixed bag, as the vast majority of community-led games portals tend to be. There are some extreme examples of awfulness in there—the most notable that I've tried recently being Dossun Island, an 8-bit style platformer with dreadful animation that was clearly designed by someone who has no concept of how parallax scrolling is supposed to work. But then there's some excellent stuff in there too—stuff which would be worthwhile on Xbox LIVE Arcade. Anyone who's played games such as Beat Hazard will be aware that there are some genuine gems amongst the millions of massage apps and video-based crap.

And then there's the "creative" games. For some time now, the term "indie game" has been associated with creativity, artistic experimentation and, of course, that overused word "pretentiousness". Ever since Braid came along and either charmed or irritated everyone, the term "indie game" has been synonymous with doing things that little bit differently.

One such example of this creativity that I had the good fortune to stumble across tonight was an 80-point game called Blind Girl. In it, you play the titular blind girl and, via some very interesting game mechanics, have to collect musical notes.

Blind Girl, being blind, can't see anything. So when you enter a level with her all you can see is her face, sitting there in inky blackness with her eyes closed. Moving around causes her face to change into some bare footprints, and the sound of her footsteps causes red "sound waves" to emanate from wherever she is. These sound waves bounce off walls, so by her making noise, the player is able to "see" the layout of the level.

As the game progresses, Blind Girl starts learning a tune. By tapping A, she can sing the part of the tune she has learned so far. This sends out green sound waves which, as the tune grows in length, travel a much greater distance and reveal much more than her footsteps alone.

As a simple maze game, it would be interesting enough. But it's the twists and puzzles created with these simple mechanics that make Blind Girl such an intriguing game to play. "Enemies", in the form of sinister floating eyes, are introduced a few levels in. There are red and green variants of these eyes. The red ones will chase Blind Girl if they hear her footsteps, but she can sneak past noiselessly by the player using the analog stick more lightly. The green ones will chase Blind Girl if they hear her singing. However, you can also only see where these eyes are if you hit them with the respectively-coloured sound wave, or if you're right up close to them you can see "Z"s floating, indicating that they are asleep. Many of the puzzles revolve around manipulating the behaviour of these eyes to clear a path to the musical note, and there's quite a few examples of creative solutions required.

Following the tradition of Braid, between levels there is some text that makes some attempt to tell a story about our titular heroine. The writers made the strange decision to do this all in rhyme, too, and the "titles" to each level are also in verse. Some of them are a bit clumsy, and it comes across as a very self-conscious attempt to be "arty". It doesn't detract from the game at all, though. Just be aware that if Braid's books irritated you, Blind Girl's poetry might rub you up the wrong way too.

Blind Girl is a pleasure to play. It's pretty short, so it can easily be played through in one sitting. But the simple game mechanics, which are introduced gradually and paced well without the need for a fourth-wall breaking tutorial, work so well that it's well worth doing that playthrough. There are times when it's challenging, but it's never so difficult that you want to throw the controller down and never play it again (something I experienced with Braid, and something many people have experienced more recently with Limbo). It's a simple, polished, creative game that is a fine example of someone creating a game which doesn't easily fit into the traditional "niches" and genres. I guess it's a puzzle game at heart. But like many other indie games, it's treated more as a free-flowing, interactive piece of art rather than a "game".

Check it out. The trial allows you to play about a third of the way through the game, but the full thing is only 80 points. If you're the slightest bit interested in creative game design, you could do far worse than check it out.

#oneaday, Day 191: Pay To Play

I wrote a news post relating to this subject earlier tonight, but I thought I'd expand on the thoughts I alluded to in there in a proper blog post. It's a matter of some debate, and the post itself provoked some discussion. This is good, as it's an issue in the games industry that needs talking about.

I'm referring to DLC. But not just any DLC. DLC that you get a little voucher for in a sparkly new copy of a game, like it's some "free bonus" and not at all something that's there to squeeze a bit of extra cash out of purchasers of a pre-owned copy of the game.

It's happened a few times recently. The most recognisable examples are probably Dragon Age: Origins and Mass Effect 2, both of which provided "free bonus" content for those who purchased the game new. Dragon Age included a new character who integrated into the storyline and had a bunch of quests associated. Mass Effect included the "Cerberus Network", a ticket to a whole bunch of free DLC. They've since started charging for new packs, but the first bunch of additional content available for Mass Effect 2 players was gratis. So long as you had access to the "Cerberus Network".

Most recently, we've had Alan Wake. Now, I will hold my hands up here and say I haven't yet played Alan Wake. I understand it's rather good. However, one recurring comment that I've heard from a number of friends is that the story comes to a somewhat unsatisfying conclusion. Perhaps "unsatisfying" is the wrong word; the game sets itself up for a sequel, apparently. Fair enough; plenty of games have done that. Did anyone play Baldur's Gate: Dark Alliance? Worst. Cliffhanger. Ever.

But for purchasers of the game to be teased with the fact that there is some DLC coming "soon" that will continue the story beyond the cliffhanger ending and bridge the gap between this and the semi-inevitable sequel? That sounds awfully like leaving a game unfinished and withholding the true ending to me. Now, granted, Remedy haven't said they've deliberately withheld content. But something stinks about this. Think back to the days of the PS2; if you purchased a narrative-based game, you'd expect it to come to some sort of conclusion, whether that's a cliffhanger ending designed to set up a sequel, or a definite finale. Very occasionally expansion packs made an appearance, but these were, for the most part, confined to home computers with the ability to install data.

What we have now is effectively a game which says "Here's the game. Here's a cliffhanger. BUT WAIT! THERE'S MORE!"—but only for people who either bought the game new or who are willing to pony up 560 Microsoft Points for the privilege of continuing a story which should have been finished in the main game.

I find this sort of thing more objectionable than EA's approach with Dragon Age and Mass Effect's DLC. At least in those games, all the DLC takes the form of optional sidequests. Sure, some of them impact the main plot. But they don't strip out what appears to be an important part of the core narrative of the game.

Alan Wake, being a more linear game by nature, doesn't have the luxury of sidequests to insert into its structure. As such, I know I personally would much rather they had either left this content out altogether and put it into the sequel, or included it in the game in the first place. To do it in this manner seems rather unnecessary, not to mention a sharp poke in the eye to those who typically purchase pre-owned games because they're cheaper. (cf. me)

Still, this looks like becoming something of a standard business practice for large developers at the moment, so we should probably get used to it. At least the independent and smaller developers haven't jumped on the bandwagon yet.

DLC is all very well and good—it hearkens back to the old days of going to the shops to buy an "expansion pack" for a favourite game—but when the "extra" content feels like it probably should have been in there in the first place? Hmm. I start to think it's not such a good idea for people with money and power to get their claws into.

What do you think?

#oneaday, Day 189: Keeping Score

I used to hate maths lessons when I was younger. I mean pure, unbridled hatred; we're talking full on teenage strops here. Not at school, obviously—that would be bad and wrong of course, and would have done enormous damage to my "he's a good kid" reputation, something which was only really damaged once when I punched a bully in the face in front of the headteacher (it was justified… well, not the headteacher bit)—but… what was I saying? Oh right, maths and strops. No, maths homework used to piss me off enormously. I never used to see the point of it. Particularly the more esoteric, abstract side of things. When was I ever going to need to measure a triangle? (I know, now.) When was I ever going to need to "solve" an algebraic equation with no numbers in it? (I'm still a little stumped on this one.) What the fuck is a logarithm? (I still don't know; that's one thing we never did at GCSE, and I gave up at A-level.)

But as much as anyone may hate maths, those little beasts, the numbers, creep into anything and everything we do. And sometimes they provide enormous amounts of entertainment.

Last night my soon-to-be-married friend Sam came by to drink some obscenely strong cider and play some video games. I casually suggested we try out Joe Danger on the PS3, as I'd downloaded it a while back and hadn't done much with it, and Sam likes those impossibly-difficult physics-based motorcycle games that are all over the Internet. So we did, fueled by aforementioned obscenely strong cider.

Very quickly, we discovered Joe Danger's appeal. Racking up ridiculous scores. Much like the Tony Hawk's series that once was, the joy in Joe Danger comes from stringing tricks together to get a huge score with a huge multiplier. Sam successfully managed to score about 3 million on one level and was justifiably pleased with this. Then I remembered something about the controls, and had a go at the same level. I scored 76 million. Sam was coming back from the kitchen with another bottle of cider while I was in the process of acquiring this score.

"What the— how did you do that?" he exclaimed.

I shared the secret. And thus began three hours of playing about four levels in Joe Danger in an attempt to beat the scores of my PSN friends—something we did admirably well, beating most of my nearest rivals by a factor of at least ten and, in one case, a factor of 100.

It brought back memories of the great Geometry Wars 2 conflicts of some time back… man, those were brutal.

Sam commented that he hadn't really held an appreciation for the value of game scores prior to that moment. Of course, they'd always been there, and they were always a good indicator of progress. But Joe Danger—something about the way you rack up points in that game is spectacularly and enormously satisfying. And addictive. We looked at the clock having thought we'd only been playing for a short while. And it was well after midnight. Okay, the obscenely strong cider may have helped with the time kompression somehow. But it's testament to the addictive quality of Joe Danger as a game that it kept us entertained and occupied—at many times, taking over 75 attempts at a level to do it without fucking something up—for a long time.

So, once you download Joe Danger, all I'm gonna say is "shoulder buttons". Enjoy.

#oneaday, Day 182: The Game of Life

Gamers—be they the video- or roleplaying- variety—have a tendency to think things through in terms of their favourite hobby. This is perhaps best exemplified by the EpicWin app I discussed a few days ago. In fact, I'm astonished that no-one has thought to do that kind of thing before. Given that every single boring-as-hell social game that infests Facebook right now has its reward mechanic tied to experience points, it's curious that no-one has previously thought to apply this to the real world.

With that in mind, I'd like to present a situation that I encountered earlier today in the style of an event log from a rather tedious-sounding game.

You are sitting at your computer.

?>LOOK AT COMPUTER

The computer is on. The screen displays the Mac OS X desktop.

?>USE COMPUTER

For what?

?>PLAY A GAME ON THE COMPUTER

You decide to fire up Civilization IV.

You are Hungry.

?>STATUS

Pete, Lv 29 Nerd

HP: 489/521
MP: 12/90

Status: Hungry

Would you like more information?>NO

?>WEST

You are in a corridor. The front door is to the south. The corridor continues to the west and north. There is a door to the north-west.

There is a bunch of keys here.

?>WEST

You are in the living room. The kitchen is to the north-east. The corridor is to the east.

?>NE

You are in the kitchen.

There is a fridge here.

There is a cupboard here.

?>OPEN CUPBOARD

You open the cupboard.

You see:
crisps

?>TAKE CRISPS

Taken.

?>EAT CRISPS

You eat the crisps. They're tasty, but a bit dry in your mouth.

You are no longer Hungry.

You are Thirsty.

?>OPEN FRIDGE

You open the fridge.

?>LOOK IN FRIDGE

The fridge is pretty bare.

There is a jam jar here.

?>TAKE JAM JAR

You don't feel like you need the jam jar for anything right now.

Your throat is dry.

?>LOOK IN FRIDGE

The fridge is pretty bare.

There is a jam jar here.

?>HINT

There's nothing to drink in the house… maybe you should go find something somewhere else?

?>SW

Living room.

?>E

Corridor.

?>S

The front door is closed.

?>OPEN DOOR

You open the front door.

?>S

You exit the front door and let it slam shut behind you.

It occurs to you that you might not be carrying your keys.

?>INVENTORY

You are carrying:
iPhone
Wallet

You are not carrying your keys.

?>SHIT

There's no need for that sort of language.

?>FUCK

Who do you want to FUCK?

?>YOUR MOM

Let's not be immature.

You are afflicted with Mild Annoyance.

?>LOOK

You're in a hallway. Your front door lies to the north. The corridor continues to the east.

?>OPEN DOOR

The door's not locked, but it is stuck.

?>OPEN DOOR

It's still stuck.

?>OPEN DOOR

You can't open it.

You are afflicted with Irritation.

?>E

You walk down the corridor and exit your block.

You're outside your block. You can see your bedroom window from here. To the south is the alcove that holds the block's dumpsters.

Your bedroom window is slightly ajar.

You're really thirsty.

?>OPEN WINDOW

You can't reach it. It's on the first floor.

?>CLIMB WINDOW

You can't climb the window.

?>LOOK AT WINDOW

The window is a good certain-number-of-feet-that-is-too-far-to-reach metres off the ground. There are iron railings in front of it. There is also a narrow ledge leading along to it, and a drainpipe running up the wall next to it.

?>CLIMB DRAINPIPE

DEX check: Failed (Impossible)

You take 7 damage from Thirst.

?>CLIMB DRAINPIPE

DEX check: Failed (Impossible)

?>LOOK AT LEDGE

It looks narrow enough to shimmy along. But your throat tightens at the thought of doing something pretty dangerous like that. Also, it's broad daylight. You don't really want to get the police involved.

?>CLIMB ON LEDGE

WIS check: Success

You think doing this would be a really bad idea, so you decide not to.

?>HINT

You can't reach the window. Perhaps you should climb on something?

?>CLIMB DRAINPIPE

DEX check: Failed (Impossible)

?>S

You push your way through the jungle of trash and find yourself in the dumpster alcove.

There are some dumpsters here.

?>PUSH DUMPSTER

CON check: Failed

You reach out to grab a dumpster, but the sheer volume of rubbish in here makes you nauseous, so you run back out again.

You take 7 damage from Nausea.

?>INVENTORY

You are carrying:
iPhone
Wallet

?>PHONE LANDLORD

WIS check: Success

It's Sunday. What do you think phoning them will achieve?

?>TEXT FRIENDS

About what?

?>ASK FRIENDS FOR LADDER

You text a selection of friends whom you think might have a ladder.

You are afflicted with Mild Panic.

?>STATUS

Pete, Lv 29 Nerd

HP: 475/521
MP: 8/90

Status: Thirsty, Irritation, Mild Panic

Would you like more information?>NO

?>WAIT

Time passes…

You take 7 damage from Thirst.

?>WAIT

Time passes…

You take 7 damage from Thirst.

You are low on MP.

You are afflicted with MURDEROUS RAGE!!

?>W

You enter your block. At least you don't need a key to get inside the building.

Hallway.

?>N

The door is closed.

?>OPEN DOOR

Yep, still stuck.

?>OPEN DOOR

Yep, still stuck.

?>BASH DOOR

You attack the door.

You hit Door for 0 damage.

You take 1 damage.

?>BASH DOOR

You attack the door.

You hit Door for 0 damage.

You take 1 damage.

?>BASH DOOR

You attack the door.

You hit Door for 0 damage.

You take 1 damage.

?>BASH DOOR

You attack the door.

You hit Door for 0 damage.

You take 1 damage.

?>BASH DOOR

This doesn't seem to be working, does it?

You take 2 damage from Stubbornness.

You are still afflicted with MURDEROUS RAGE!!

?>RAGE

You channel the force of your MURDEROUS RAGE!!

You feel stronger!

?>BASH DOOR

You attack the door. (+5 Strength from MURDEROUS RAGE!!)

Door takes 50 damage.

There is a crunching sound.

Door is afflicted with Open.

?>OPEN DOOR

It's already open.

?>LOOK AT DOOR

Despite the crunching sound, you don't appear to have done any damage to the lock or the door.

?>N

You slip inside before the door closes again.

Corridor.

?>TAKE KEYS

Taken.

If only you'd remembered these earlier.

?>S

The door slams shut behind you.

?>LOCK DOOR

You lock the door.

?>E

You leave your block, and head for the shops to buy some Coke.

*** YOU WIN! ***

Would you like to RESTART, RESTORE a saved game or QUIT?>QUIT

C:\EVILDOOR>_

#oneaday, Day 181: Vampire: Bloodlines

Body clock buggered up today. After getting to bed late last night, I slept solidly until about lunchtime. Nice, but ultimately unproductive, as it means here I am at 3AM in the morning.

Actually, there's another reason I stayed up so late, and that is Vampire The Masquerade: Bloodlines.

This is a game I've been meaning to play for absolutely ages. I'm a big fan of the White Wolf interpretation of vampirism and, to be honest, vampires in general. Just not the Twilight variety. Granted, I have never read or seen Twilight beyond reading a two-chapter preview on iBooks on my phone, but already both Bella and Edward seemed to be some of the most unsympathetic arseholes I've ever had the misfortune to come across in a book.

But that's beside the point.

White Wolf's interpretation of vampirism focuses much more on clan-based political intrigue, with each clan having its own unique outlook on life, special abilities and, in some cases, quirks. Part of the reason for this is for gameplay balancing in the pen-and-paper RPG. Instead of picking a character class, you pick a clan, and that determines your specialisms. But the pen-and-paper Vampire RPG is heavily focused on the RP bit as opposed to the G bit, meaning that these character backgrounds are hugely important from the perspective of actually playing your character in a realistic manner.

Bloodlines was the second Vampire game to hit the PC. The first, Redemption, was a mixed bag. It was notable for having a pretty good script, solid voice acting and (at the time) quite nice graphics. But the Diablo-style clicky-clicky combat really didn't work from the close-up over-the-shoulder camera view adopted. The AI of party members was beyond "dumbass". And there were lots of monumentally irritating bits where you had to sneak a four-person party through areas of sunlight. I never finished it as it got a bit frustrating, though I would like to return to it one day.

Bloodlines took a different approach. Based on an early version of the Source engine, it plays more like Deus Ex than anything else. You walk around LA from a first- or third-person perspective, meet people, talk to them, possibly suck their blood, fight them, complete quests in a variety of different ways and get involved in all the point-toothed intrigue you could shake a stake at.

The game was renowned for being hugely buggy on its original release. I haven't noticed any showstopping bugs since I've been playing this evening—one or two minor graphical glitches, sure, but that's more the old Source engine than the game itself I think. What I have noticed, though, is that it's an utterly fantastic game. While it appears that the overarching narrative takes a while to get going—I played several hours tonight and couldn't tell you what the "main" plot thread was—one of the best things the game does, much like Deus Ex, is immerse you in the game world. There are people in this world going about their business, and they are genuine characters whom you get to know and recognise.

One of the most compelling, immersive things about playing as a White Wolf vampire is the idea of the "Masquerade", where vampires must hide their true nature from humans. In game terms, this means that you mustn't let people see you feeding, using any obviously supernatural abilities or doing anything "vampirey". There are get-out clauses to this, though; seduce a human using your vampiric seduction skills and they won't mind you biting them, for example. But if anyone sees you doing that, you're in trouble.

So far I've really enjoyed what I've played. The balance between the RPG stat-building and the action-based combat is good, and some of the dialogue is genuinely well-written. The World of Darkness is introduced gradually in such a way that isn't daunting to new players but isn't patronising to those who know the lore.

In short, then, I can highly recommend the game from what I've seen so far. It's currently available on Steam and via Direct2Drive. Good luck finding a physical copy if that's your thing.

#oneaday, Day 175: Please Insert Disc 2

Every day, it feels more and more like life is coming to the end of a chapter. No-one has said that irritating "as one door closes, another one opens" truism at me this time around, but I'm sure more than a few people have thought it. But the fact is, things are coming to a conclusion here. As much as  I hate the thought of it, it's looking like the "Southampton" chapter of my life is coming to an end. At some point in the next couple of months, it will be time to save my game, swap discs and enter a brand new tomorrow. Whether Disc 2 contains the same geography and different cutscenes or a whole new world map to explore remains to be seen. But it's going to happen, regardless, and there's nothing I can do about that. Events that were set in motion over a year ago have brought things to this stage. It sucks, but the best way through it is to just grit one's teeth and shoulderbarge through it, hoping that nothing grabs on and bites me in the neck or anything.

My metaphors are getting more and more mixed and tortured, so I'll stop that there. Let's just say that tomorrow is going to be the beginning of the end of this chapter. I'm going to put my notice in on my flat. I can't afford it by myself. And I don't like to be a drain on my parents' resources, as awesome as they have been to me. More to the point, cutting all ties with the past will be much easier once this place, full of those crystallised memories as it still is, is left behind.

The beginning of the next chapter is what is not clear. On Friday, I have a job interview. This job is based in Bristol. I have nothing against Bristol, and in fact have two friends who live there already and like it very much. But something doesn't quite feel "right" about this job. I can't explain it. It's like a feeling in my gut. "Don't do this," it says. "It's not right. However good the pay is."

After some careful consideration and the advice of a close friend, I'm going to do the interview anyway and scope out the company. Unlike past interviews I've had for school-based positions, "real jobs" don't tend to put you on the spot and insist you take or leave it straight away. Or so I'm led to believe, anyway. If nothing else, there should be a waiting period while they deliberate and do whatever they do with ticklists, points systems, dark sacrifices and… hey, I've never recruited anyone, all right? I have no idea how it works. In that time, I can reflect on whether or not it's the right thing to do.

The alternatives are as follows.

1. To find a cheap crappy flat here in Southampton and pray that another job I applied for today comes off. Said job is based in Reading, which is in commuting distance of Southampton. I could move to Reading, but I really don't want to as it's a shithole. Job in question is right up my alley, though, and paid well. It was only advertised a few days ago, though, so it may be some time before I hear from that.

2. To move back home for a while. To that end, my good buddy Edd has promised to put in a good word for me at his place of employment in Cambridge. I have mixed feelings about this. On the one hand, moving back home will be a good way to raise some money, get back on my feet and basically deal with all this. On the other hand, it means leaving behind people who are very important to me. I can always go and visit them, sure, but it's not the same as knowing they're just around the corner from me. Cambridge is a long way from Southampton. At the same time, though, I get to hang out with people I haven't had the chance to hang out with for extended periods of time for ages.

3. To look somewhere completely different. I've pretty much ruled this one out. If I don't get the Bristol gig, I'm not moving to an unfamiliar city if at all possible.

It's a difficult situation, but the sooner I come to terms with the fact that dealing with it is going to involve some sacrifices—God knows I've had to put up with enough of those already—the better.

Here's a promise then: by Day 200 on this blog, decisions will have been made and my path will have been set. For better or worse.

#oneaday, Day 174: Stag of the Dump

Congratulations, if you please, to my good friend Mr Samuel T Ewins, who is getting married in a few weeks' time. Whatever my own feelings on the institution of marriage and the people who enter into it right now, it's always a good thing to see two people find each other, fall in love and want to publicly declare their intention to spend their lives together. So congratulations to Sam and Helen, who will be tying the knot very soon.

Tonight it was Sam's stag night. Rather like myself on my own stag night, Sam had no desire to end up chained to a lamppost, vomiting blood, resisting arrest and babbling about invading aliens, or whatever it is that stereotypes do on their stag nights. Instead, he decided he wanted to gather together a bunch of friends and do some of the things we mutually love the best. This meant board games, curry and poker, interspersed with wine, Coke and coffee.

We started the day with a friendly game of Ticket to Ride. After I purchased it on a whim some time back now, it's become one of our most consistently-played games. This is thanks in part to its simplicity to play but its surprising depth. It's also a completely different experience depending on how many people you have to play with. And not only that, its simplicity means that it's easy to teach to new people, making it an excellent gateway game for people who've never gone beyond traditional staples such as Scrabble and Monopoly.

I won. This is cause for celebration, as I don't often win. And in a five-player game, too. Five-player Ticket to Ride is a pretty fraught experience, as the board fills up a lot quicker than it does usually. This means that rather than taking your time to amass a huge number of cards as you can in a three-player match, you generally have to jump in and claim the important routes quickly whilst taking care to not broadcast your intentions to the other players. This isn't always easy. There's an element of poker-face amongst experienced players, but sometimes you can't resist yelling an obscenity into an opponent's face.

Next up we played Agricola. I'm normally complete shit at this game, so I tried a new tack to what I normally do, which clearly doesn't work. I ended up coming second for once. Of course, this may have had something to do with the very different dynamic the five-player game has. I'm chalking it up to my new strategy. Which inevitably won't work next time I try it. But oh well; I have to take what I can get in that game! It's a great game, I just suck at it pretty consistently.

Then we went for curry. We tried a new place in town called the Coriander Lounge (I think) which was quite expensive but really, really good. Took quite a while for the food to arrive, but it was good when it did. I had a lamb madras which was just the right level of spicy, and the lamb in it was cooked to perfection. Lamb in takeaway curries is often rather tough and overcooked, but this was beautiful. Flaked apart with a touch of the fork and was lovely and juicy.

A couple of the others went for a dish I forgot the name of, but which was served on a large plate with lots of smaller dishes atop it. Each dish contained what was basically a "sampler" for several different curries. It was a nice idea and I found myself wishing I'd had that when I saw it! The madras was good, though. (Do you capitalise "madras"?)

Then we went back to play some poker. I fared less well than last time thanks to some unfortunate draws and more than a couple of things weighing on my mind at the time. But at least I wasn't first out. I was, um, second. Still, it remains good fun. And the experience of playing in person truly makes me wonder how it is in the slightest bit possible to play online, given that you have no real way of reading other people or "bullying" them. Still, online poker is a hugely successful industry and popular pastime, so perhaps there's something I'm missing.

So it was a good night all round. Managed to keep my mind off things that are bothering me. And I think Sam had the night he was hoping for. I call that a success.

#oneaday, Day 172: Epic Win

This is the best. Idea. EVAR.

Video game nerds like to think about things in terms of video games. It's part of what we do. RPG nerds are the same. And when you get a video game nerd who also likes RPGs? Well, that's it, really. Everything degenerates into jokes about gaining XP for changing lightbulbs and the like.

Epic Win looks set to allow people to do just that. At last! This is the To Do list I've been waiting for.

I have no shame in admitting that I've named projects in OmniFocus for the iPhone so that they look more like quests, or chapters from a story. And I'd love a Deus Ex-style nanomachine HUD that allowed me to track my objectives from inside my own head. So long as you could turn the damn thing off. Trying to sleep with a waypoint tracker would probably be difficult.

And gaining experience points is cool, as everyone knows. Experience points are even cool for non-nerds now, as anyone who wastes hours of their life playing Farmville will attest. Experience points give us something to focus on. They give us a sort-of-tangible reward for achieving something, even if that thing is mundane. They offer a recognisable, attainable goal in the form of the next level. And they encourage competition with friends.

So why not apply them to your personal life? That seems to be the exact approach that Epic Win is taking, and I love love love it. The app may not be out yet, but for the simple reason that it aims to get nerds organised, it's a day-one purchase for me.

And you just know there'll be Achievements in there too. And probably some means of comparing said Achievements with friends. Who knows? Maybe it'll turn a generation of slovenly geeks into houseproud types.

Perhaps not. But it's a noble goal, at least, and a nice way to make the mundane and boring into a game, something which products like EA Sports Active have done with some success with other activities in the past.

Check out the app's official site here.

#oneaday, Day 171: Cracking Down On Crackdown 2 Decracktors

Right, you. Yes, you. The one who's been saying nasty things about Crackdown 2. Or should I say, all of you who've been saying nasty things about Crackdown 2. I'm going to say why I think you're wrong. I respect your viewpoint, and I still love you, but you're wrong. Actually, no, that's harsh. You are, of course entitled to your own opinion. I just happen to disagree with most of the Internet, from the sound of things.

Here's the deal. Crackdown 2 is an open-world game, but Ruffian themselves have said that they want to distinguish the game's play style from games such as Red Dead Redemption, Assassin's Creed 2 and the like. And it's true. RDR, AC2 and numerous others purport to be open-world games but actually end up having a rather tight, linear mission structure when it comes down to it. This isn't a bad thing; as everyone knows, linear games are more inclined to have stronger stories since it's a lot easier to script something when you know your player isn't going to run off somewhere completely random.

Crackdown 2 takes the complete opposite approach. Yes, there is a flimsy justification for the Agents' presence in the city. But it's not intended to be the primary purpose of the game. The primary purpose of the game is nothing more than having fun. Producer James Cope described the experience as being like "playtime at school, running around and shouting BRILLIANT!"—and if you approach the game in this manner, then yes, it's a hell of a lot of fun.

On top of this, there's the fact that it is a true example of an open-world game. The whole world is open from the outset. Agents can go anywhere and tackle objectives in any order. Sure, some places will be harder to access without appropriate levelling-up. But it is indeed possible to run off in any direction at the opening of the game and tackle things in any order desired. This is a good thing, particularly for a game built with co-op fun in mind. There's nothing worse than being stuck with co-op buddies and having to sit through cutscenes and lengthy conversations. When you're playing with other people, you want to be able to jump straight in. And in Crackdown 2 you can do that.

Then there's the criticism about the missions all being the same. Sure, the objectives are the same thing over and over again: activate three absorption units, defend a beacon, lather, rinse, repeat. But this means that anyone can jump into anyone else's game and not feel "left behind" or unclear about what they are supposed to do. What people complaining about this also don't mention is the fact that part of the challenge that is different each time is navigating the way to the beacon itself. It's normally hidden underground behind a selection of obstacles which require negotiating. Sometimes working out the best route is an environmental quasi-puzzle in itself.

And then the defense event which occurs while you wait for the beacon to detonate has a considerable amount of variation in the enemies which approach. Sometimes there'll be swarms of close-combat enemies. Sometimes there'll be a few ranged enemies. Sometimes there are massive enemies who take one hell of a beating. There's variety there. Sure, you're still defending a point against a swarm of enemies. But people do that all the time in Team Fortress 2, Gears of War and Halo and don't complain. So what's the problem here? Let's leave aside the fact that there are also races to complete on foot and in cars, Freak Breaches to close, orbs to collect, audio logs to find and, if you don't feel like doing any of those things, a limitless swarm of enemies on which to take out your aggression. There are also a wide selection of creative and fun Achievements to attempt and, let's not forget, a huge and detailed city to explore.

Now, onto the graphics. The one thing that is rapidly starting to grate about this generation of games consoles is the level of obsessiveness over the superficial aspects of games' presentation it has produced. It used to be that people could appreciate a game even if it had graphics that didn't look as "good" (and that's such a subjective term anyway) as titles perceived as "benchmarks". Now, it seems, if a game doesn't look as good as Assassin's Creed 2, it looks "crap". Crackdown 2 has a distinctive, clean visual style that is light on the detail but heavy on the draw distance. Yes, there are times when the frame rate drops a bit. But it does the important job for an open-world game set in a high-rise city; it has a sense of scale. Crackdown and its sequel are two of the only games I've ever played where I've felt vertigo—proof if proof were needed that the game is doing its job very ably in representing the size of the city and the Agents' seeming insignificance within it.

I think the thing that I'm objecting to most, though, is the assertion that the game is "bad". People are saying that they "hate" the game, that it's a "failure", that it "sucks". But it does what it was supposed to do, which is provide a solid, co-op friendly, bubblegum-pop experience that is fun. Nothing more than that. It's not trying to be high art. It's not trying to have a great narrative. It's not even trying to be hugely different from its predecessor; it's simply trying to do "the same, but more so". That does not make it a bad game. Remember Doom II? That was pretty good, right? But do you remember the fact that it only added one new weapon and a handful of new enemies? And yet people still liked it. How about the bajillion military first-person shooters out there? There's not a lot to distinguish them from each other in many cases. And yet people still play them in their millions without complaint. What about racing games? Arguably the biggest innovators in that genre recently were Split/Second and Blur, both of which suffered very disappointing sales figures. Many gamers prefer the comfortable familiarity of Forza 3 and equivalents, which still follow the same gameplay model that Gran Turismo set thirteen years ago. Yes, thirteen years.

The fact is, despite what I said in the introduction, I'm not saying that people who don't like Crackdown 2 are wrong. Quite the contrary, in fact. The game is not something which will appeal to everyone; what game is? The thing which has disappointed me about the critical reception to the game is the fact that the subjective "I don't like this" has become perceived as an objective "This is bad". The two statements are very different.

The only real way to be sure, of course, is to try the game for yourself. Take it in the spirit in which it is intended; it's not Dragon Age, it's not Red Dead Redemption, it's not Oblivion. It's Crackdown. It is its own thing. It wants to provide a shallow, entertaining experience that isn't intended to be taken the slightest bit seriously. And in that respect, it succeeds admirably. It's not an experience which will appeal to everyone. But that doesn't mean it should be branded as a bad game. It should be accepted on its own merits. I'd even argue that it shouldn't be compared to its predecessor.

So if you're one of the people who has read one of these reviews and thought "Oh… that's a shame", because you actually quite liked the idea of a city-sized playground in which to jump around and have fun? I'd encourage you to give it a chance. It's a vapid whore that just wants your love, and it doesn't mind if you cheat on it with cleverer games.

So go on. Call her. You know you want to really.

#oneaday, Day 163: You are...

Queen's Park (on a bench), 9:10pm

You're sitting on a sturdy, lichen-covered wooden bench that looks like it's been here for a good few years. The wood is faded and scratched, both naturally and through human intervention. The initials of teenage sweethearts are carved into the surface of the wood, last remnants of a long-forgotten memory, a past romance.

You're at the east edge of the park. Further east is a tall hedge, behind which stands a tall, orange-and-glass-fronted apartment building.

To the west, a large stone column rises up to the sky amidst brightly-coloured flower beds. Atop the column is an intricate-looking sculpture, featuring roses, arches and what appears to be a Christian cross.

To the south, behind the swish-swish-swish of passing cars, you can just hear the sonorous tone of a ship's horn signalling its departure from the docks.

To the north, the cars swish past in the opposite direction, this patch of road encircling the haven of green calmness in which you find yourself, the sounds of the passing vehicles your only reminder that you're in the middle of a busy city.

On the bench is a bottle of milkshake.

There is a discarded coffee cup here. Ants are crawling around the coffee cup.

?>GET MILKSHAKE

Taken.

?>DRINK MILKSHAKE

It's not open.

?>OPEN MILKSHAKE

You unscrew the cap of the bottle. The scent of chocolate mint, trapped inside the plastic for so long, wafts out and caresses your nose with its sweet yet pungent aroma.

?>DRINK MILKSHAKE

The thick, gloopy milkshake slides down your throat smoothly. The scent of mint wafts through your sinuses.

?>LOOK AT COFFEE CUP

There are ants all over it, crawling in and out. It's empty, though. What could they see in it?

You feel a little itchy.

?>GET UP

You stand up, and realise the ants have taken a liking to you.

You feel pretty itchy.

?>BRUSH OFF ANTS

You do your best to brush off the ants you can see. Your skin still feels like it's crawling, but you think it's just your imagination now.

?>LOOK AT COLUMN

It looks like some sort of memorial, though to what you couldn't say.

?>CLIMB COLUMN

There's nothing to grip onto. You'd just slide back down. Unless you were Batman and had a Batarang or a grappling hook or something.

?>INVENTORY

You don't have a Batarang or a grappling hook. Nice try.

?>SIT

You sit on the bench.

?>THINK

You stare into space and let your mind wander. Thoughts of all the things you want to happen flow through your brain. The people, the places, the events. Things said, things unsaid. Hopes, dreams, regrets. It all rushes through your head like a miasma. It is both pleasurable and terrifying at the same time.

A single tear falls from the corner of your left eye and plops onto the ground silently, its impact drowned by the sounds of the city.

The feelings pass. You're not sure if you feel any better.

?>GET UP

You stand up.

?>NORTH

You find a gap in the hedge which surrounds the little park, and step back out into the noise of the city at night. It's like a different world. The bright lights, the blur of the passing cars, everyone going about their business, somewhere important to be, someone important to see.

Except you. What do you have? Where should you go? The answer remains out of your reach… for now, at least.

*** THE END?***

You can RESTART, RESTORE or QUIT.

?>_