1880: Better

Well, today was a somewhat more positive day. I took a trip for the interview I mentioned yesterday, and it was a very positive meeting. Remains to be seen whether anything will come of that, but in the meantime I also have some other business I can pursue. So we'll have to wait and see on that for now.

Happy to reach another weekend, even though the concept is relatively meaningless for me at present. I'm still on something of a PAX comedown, I think; I had such a great time over in Boston that coming back to the stark realities of my current situation was somewhat… jarring, hence yesterday's frustration. Onwards and upwards, though, I guess. Hopefully.

On an unrelated note, our Final Fantasy XIV Free Company is being fun at the moment. It seems that everyone has had the same idea as me — that they want to level all of the classes to 50 before the release of the expansion Heavensward in June of this year — and thus there are lots of people playing jobs they don't normally play in lower-level dungeons. It's fun to see people play stuff they're less familiar with, and it's also fun to get to know some of the other classes that I haven't tried out quite so much.

Today I've been playing a bit of Warrior, which is a tank class, and Bard, which is a DPS class with some support elements. I'd held off on levelling Warrior in particular because I couldn't think how it would feel that different from Paladin, which is my "main" class at present. It does have a distinctly different feel, though; just the animations and sound effects make this axe-wielding job feel a lot more cumbersome and hard-hitting than the relatively nimble, graceful-feeling swordplay of Paladins. The cooldown between skills is still the same, but it's surprising quite what a difference just those elements make. It's a more complex job overall, too, with a lot more possible actions to take at any given moment. Paladin is mostly about trying to mitigate damage as much as you can; as Warrior, you have a bit more flexibility and can put out some eminently respectable damage just by yourself. That flexibility means that there are a lot more abilities you use a lot more often, however; I'm not sure I love it, yet, but it's interesting to see the contrast, and it gives me hope that Dark Knight will provide a unique experience again despite being another tank class.

Bard, meanwhile, is a joy to play, and a big contrast from Black Mage, my main DPS class to date. Bard's ability to move while attacking is a complete change from the fixed-in-place heavy artillery nature of Black Mage, and it's a lot of fun. Playing Bard feels very "technical", for want of a better word; there's lots of keeping an eye on your abilities and triggering the appropriate ones at the right time. There's also a lot more "weaving" than other classes — i.e. slipping in extra skills that don't use the "global cooldown" timer between your regular attacks — which makes for some satisfying improvised combos rather than the more fixed sequences that many other classes use.

There's still plenty more to do to get to 50 — Warrior and Bard are both in the mid-30s so far, Pugilist (which later becomes Monk) is just level 15, as is Arcanist (which becomes Scholar and Summoner, arguably two of the most complex classes thanks to their use of pets) and I'm yet to try Lancer (later Dragoon) at all. Then there's all the crafting and gathering stuff to do, as well… I'm going to be busy for a while, but I have confidence I'll be well-placed by the time Heavensward comes out. And then it will be time for all-new adventures!

And what adventures they'll be, if this preview video is anything to go by. Can't wait.

1875: Ohayou, Goshujin-Sama

Third day of PAX East today, but the main thing I want to talk about tonight is what we've been collectively doing for the past couple of hours: creating characters in Maid: The Role-Playing Game, an anime-inspired tabletop roleplaying game that I hadn't even heard of this weekend.

Maid is a peculiar and hilarious game, heavily based on random generation. Of course, you can pick and choose the characteristics you want to customise things a bit more, but the true joy of character creation in Maid comes from rolling dice and seeing what on Earth happens.

For example, the character I rolled was a boyish lolita (who actually is a guy) with an overactive imagination who was born into a hereditary line of maids and who binge eats when she has a "stress explosion". Another character rolled by one of our number was a super-cool blind ninja maid who wields a raygun (called Ray Charles… work it out) and who is actually a traitorous infiltrator of the master's household. There's a huge combination of characteristics, which make for some hilariously complex and deeply flawed characters.

We've spent about two hours creating characters and haven't actually tried playing the game at all yet, but it's been an absolute blast. From what I understand, it can be played in three different ways: purely based on randomly generated events, as a more structured "adventure" or in a competitive manner where all the maid players are attempting to win as much "favour" from the master as possible.

I've ordered my own copy of the game, since when I went to try and pick it up today at PAX it had sold out — apparently it's been a popular product for the past few years ever since it first came to light. Fortunately, I found that Amazon had a copy for a pretty cheap price, so I'm looking forward to perusing it at my leisure when I get home. And perhaps — hopefully — convincing some of my more open-minded friends to give it a try at some point!

It's a fine example of the creativity that you'll come across if you head a little bit off the beaten track — not just in video games, but also in tabletop games and other media, too. It's a gloriously chaotic game that doesn't take itself anywhere near as seriously as some of the more established tabletop role-playing games — not that that's anything negative in itself, but sometimes you don't want the hardcore "weight" of a Dungeons and Dragons and just want to play something a little… ridiculous. And Maid certainly appears to cater to that.

Can't wait to give it a proper try.

1870: Cards, Cards, Cards

Spent a bit of time playing Triple Triad in Final Fantasy XIV this evening, and had a lot of fun.

Triple Triad, for the uninitiated, was a card game introduced in Final Fantasy VIII. It's a very simple game, although optional advanced rules can make it surprisingly brain-melting, particularly when they're used in combination. And it's a flexible enough game that, by playing around with these rules, a player with a "better" deck of cards isn't necessarily always going to beat someone with "bad" cards.

For those who have never encountered the game, here's how it works: There's a 3×3 grid onto which you and your opponent take it in turns playing cards from a hand of five. (This means there will be one card left over at the end.) Cards have four numbers on them, corresponding to the four edges of the card. When you lay a card down and it "touches" the edge of another card (for example, you played a card in the middle-left space while there was already a card in the central space, meaning the right side of your card is touching the left side of the card already there) you compare the numbers. Under the normal rules, if the number you laid down is bigger than the number that was already there, you flip the card and claim it as your own. (For example, using the situation above, if the card in the middle had a "4" on its left edge, and the card you laid had a "5" or higher on its right edge, you'd claim the middle card.) Whoever has the most cards under their control when the board is filled wins. Simple.

The advanced rules fall into several different categories. Variations on "Open" mean that you and your opponent reveal either three or all of your cards from the outset, allowing for a degree of forward planning. "Random" disallows you from using the five-card decks you've built yourself, instead pulling five random cards from your complete collection. "Order" forces you to play the cards from your deck in the order you put them in there. "Chaos" forces you to play the cards from your deck in a random order. "Reverse" flips the normal rules on their head, meaning smaller numbers now beat larger numbers — this rule makes a "bad" deck suddenly very good. "Ascension" causes cards of the same type to inflate in value the more of them that are placed on the board. "Same" allows you to claim cards if you put down a card and the numbers on two of its sides match two cards already on the table. "Plus" is a similar rule, only instead of matching numbers, the two sides must add up to the same value. Both "Same" and "Plus" can set off combos, too, allowing you to potentially take the whole board in one go with a lucky or well-planned move.

As you can imagine, combining these rules can make for a game with a surprising amount of flexibility, and change the feel of it altogether. But even in its basic form, Triple Triad is a surprisingly compelling little diversion, and the more you play it, the more cunning little strategies you'll spot and be able to adopt. Final Fantasy XIV allows you to challenge various non-player characters around the game world to a game — who may potentially give up some rare cards if you beat them — and also to play other players. In the latter case, you have the option of customising the rules to your liking, or throwing caution to the wind and having a "Roulette" match in which the rules are determined randomly. There are also regular tournaments — the first one started today — in which you have a set period of time in which to complete (and hopefully win!) as many games as you possibly can in order to score points and get yourself on the leaderboard.

It's an extremely well fleshed-out version of a game that was a lot of fun to play against the computer in Final Fantasy VIII; it's even more fun to be able to challenge friends to a game thanks to Final Fantasy XIV's massively multiplayer nature.

And if nothing else, it's something to do while waiting in a queue for a dungeon…

1868: A Relic Reborn, Again (and Again)

I am finally on the final step of one of Final Fantasy XIV's most lengthy, gruelling challenges: the "Relic" quest, which can begin the moment you hit level 50 and will keep you going right up into top-tier endgame play. It was designed as an alternative for more "casual" players to be able to get better weapons over time without having to jump into super-difficult raids — a process which requires organisation and commitment from people in order to make any meaningful progress. The intention was to give these "casual" players something that would take about as long to complete as it would for a raider to be able to master top-level content and score the sweetest possible loot from them, but somewhere along the line the Relic questline became all but obligatory for everyone to complete, if only as a matter of pride.

As previously noted, it's a long and gruelling — though not especially difficult — process.

First you have the quest to acquire the weapon in the first place. This is an involved, multi-part affair that involves tracking its timeworn and weathered form down — usually from the depths of a monster-infested area — and then setting about finding the materials that master weaponsmith Gerolt needs to restore it to its former glory. Rather inconveniently, these materials can only be found in the somewhat uninviting lairs of Eorzea's Primals Ifrit, Garuda and Titan, so having already floored these massive enemies once during the course of the main story, you're now tasked with killing them again. This used to be a genuinely challenging task, back when the base Relic was pretty much the best weapon you could get in the game, but it's become almost trivial now thanks to how well-geared the vast majority of the level 50 population is now. There's also a dungeon to run (Amdapor Keep, which was the hardest four-player dungeon in the game when it launched, but which again has now become somewhat trivial) and two more boss fights against a Chimera and a Hydra that are new to the Relic questline.

After all this — and a bit of testing out the unfinished form of the weapon on unsuspecting members of Eorzea's beast tribes — you're finally blessed with an item level 80 weapon, which can be upgraded to item level 90 and made to glow in a rather fetching "this is special!" manner through the judicious application of Thavnairian Mist, a rare concoction that can only be acquired by exchanging Allagan Tomestones with collectors of rarities. Tomestones are a special currency rewarded for completing content at level 50 — since you no longer get experience points at this level, having reached the level cap, they form the basis for progression beyond this point. Pretty much anything that involves other people will reward you with Tomestones, be it four-player dungeons, eight-player Trials, twenty-four player raids or the extremely tough challenges of the Binding Coils of Bahamut.

This form of the weapon, known as Zenith, used to be pretty much the best weapon you could get outside of downing Turn 5 of the Binding Coil of Bahamut — a tall order even for well-geared players even today — and acquiring one of the Allagan weapons. But as time went on and the game gradually expanded with each new patch, so too did the Relic quest.

It began with Atmas, a step which, for many, proves an insurmountable obstacle, but which sets the pace for the amount of commitment required to finish this lengthy process. Atmas are small crystals containing the souls of fallen warriors, and can be acquired randomly by participating in FATEs — public events that occur every so often in each of the game's zones — and completing them successfully. There are twelve Atma in total to collect, meaning you'll have to visit twelve different zones to participate in FATEs. In game terms, this step was designed to get level 50 players helping out with low-level FATEs, since a tweak to how experience points were awarded in the game's early days saw people turning to instanced dungeons for quick experience points rather than wandering around out in the open world helping one another.

The cruel twist in the Atma step was that once you'd acquired all twelve Atma, all that happened when you "upgraded" your weapon was that it lost its cool glow from the Zenith step. Its stats didn't change at all. But it was still an important step, because it made your weapon ready for the gradual upgrade process that came next.

By exchanging further Allagan Tomestones with a collector in Mor Dhona, you could acquire books telling tales of the "Zodiac Braves", and you're told that by recreating these tales of derring-do using your Atma Relic, you can improve it considerably. What this boils down to is a set of objectives — 100 specific monsters to kill, three specific dungeons to complete (or, more accurately, three specific bosses to beat), three specific FATEs to participate in and three specific levequests (short, repeatable quests) to complete. You had to do this nine times in total; each completed book rewarded you with a small increase to the stats on your Atma weapon, so it gradually improved over time. When all the books were completed, your Atma weapon regained its glow — a more substantial one this time — and became its Animus form.

Next up, you're told that you can improve the weapon further — and, crucially for this step, customise it — by infusing materia into a "sphere scroll". In order to do this, you need the sphere scroll itself (which costs yet more Tomestones), seventy-five pieces of Alexandrite as a catalyst to infuse the materia into the scroll, and at least seventy-five pieces of materia of the appropriate types to give your weapon the stats you want. Alexandrite can be acquired by participating in FATEs, bought with Allied Seals acquired by beating the giant monsters of The Hunt, or by digging it up using Mysterious Maps acquired from a strange old lady in Mor Dhona who appears to have been using them to clean her kitchen. The more materia you attach to the scroll, the higher the chance that the infusion will fail; fortunately, you only lose the materia if this happens, while the Alexandrite remains in your possession. Your reward for successfully infusing seventy-five points' worth of stats into the sphere scroll? Your Relic's Novus form, which has a somewhat more imposing glow.

For a while, again, Novus was the pinnacle of what you could have in terms of weaponry, and it was particularly powerful due to the fact that you could customise it. The materia to do this — particularly for popular stats like Determination (which increases damage) and Critical Hit Rate (which increases the likelihood an attack will deal considerably more damage than usual) — didn't come cheap, and the only other alternative was to "Spiritbond" equipment by using it to defeat monsters either in the world or in dungeons, then turn this equipment into materia, with random chance determining whether you'd get the kind of materia you wanted or a useless alternative. Thus, Novus was a long, difficult and expensive process for many, but taking the time to complete it would give you a strong weapon that would see you through pretty much anything the game could throw at you.

Then came another step. By "soulglazing" your relic and using it to collect soul energy — known colloquially as "light" owing to the fact your weapon glows with varying levels of intensity when it acquires this energy — you could make it more powerful still, improving the stats you'd infused into the Novus by a set amount according to the combinations and amounts you put in. In order to acquire light, you simply had to do pretty much anything that involved other people — dungeons, trials, even FATEs. Light was acquired at a very slow rate, however, and many resorted to running the same things over and over again for hours at a time in order to gain light most effectively. In practice, however, you could gain light at a good rate simply by playing the game as you normally would, attempting to acquire Tomestones to gear up your armour to match your increasingly powerful weapon. Upon filling your Novus with light, you'd be able to turn it into its Nexus form, the ultimate incarnation of the Relic you found all that time ago, and a weapon that you've truly helped to make your own.

But your efforts don't end there. Through this whole process, you've been developing a relationship with both a scholar of these ancient weapons and a local master blacksmith, and it eventually becomes clear that it's possible to recreate the legendary weapons of the Zodiac Braves themselves — but in order to do so there is, unsurprisingly, a somewhat convoluted process involved that requires you to do the dirty work of four separate individuals who have what you need to complete the weapon, but who aren't about to give their prizes up quickly.

By far the most gruelling part of this phase is acquiring specific items from specific dungeons. These are drops similar to the Atma in that there's only a random chance of you acquiring them when you complete a dungeon, and no guarantees. Consequently, you may find yourself running one dungeon lots and lots of times in order to acquire one specific item; at the other end of the spectrum, however, sometimes you get lucky and acquire it straight away. It's unpredictable and, at times, infuriating, but oh so satisfying when you get what you need.

After completing this epic slog, you're rewarded with a brand new weapon, recreating the form of one of the Zodiac Braves' weapons and infused with the soul energy you collected using your Relic. (These Zodiac weapons take the form of iconic weapons from past Final Fantasy games such as Excalibur for a Paladin, Kaiser Knuckles for a Monk, Yoichi Bow for a Bard and so on.) This is the stage I got to tonight: I now have Excalibur and its companion Aegis Shield.

But there's one final step to go: embracing the weapon's apparent sentience and sense of will, and forging an unbreakable bond between the two of you. In order to do this, it's another light grind similar to that for the Nexus, but this time instead of having to collect it all in one weapon, you gradually fill up twelve "mahatma" with soul energy, and the process is considerably quicker than before. This is the final step of a quest that's been in the game since launch, and your reward is a weapon that is likely to be the absolute best piece of equipment you can get until the expansion Heavensward arrives later this year and makes all this work irrelevant. (Actually, that's not quite true; producer Naoki Yoshida has said that those who put in the work to complete this questline will have a leg-up on whatever comes next come Heavensward time. Thankfully.)

It's a slog, to be sure, and it's even something that a lot of players will find offputting and want nothing to do with — thankfully, there are numerous alternative means of acquiring weapons, so even if you're playing multiple classes you don't have to go through this epic grind for all of them — but by God it's satisfying to reach a milestone in. I've likened it before to the idea of "building your own lightsaber" in a Star Wars game — something which has never been given the gravity it deserves, even in the Star Wars MMO The Old Republic — and it's true. By the end of this process, your weapon, even though it's just a collection of numbers, is part of you and your play style, and an important part of your character as a whole; the unbreakable bond between character and weapon isn't just for lore reasons — you'll feel it yourself as a player, too.

So wish me luck as I proceed on the final chapter of the Relic quest; I'm hoping to have Excalibur's "Zeta" form before I head off to PAX later this week. We'll see if I'm successful!

1865: Virtual Career Choices

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

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

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

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

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

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

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

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

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

1863: Gold Saucer

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

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

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

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

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

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

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

1861: Raid Night

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

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

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

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

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

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

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

1859: Invite Only

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

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

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

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

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

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

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

1858: A Day Like Today

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

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

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

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

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

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

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

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

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

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

1857: Video About Vidya

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

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

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

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

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

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

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

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

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

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

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