#oneaday, Day 78: It Never Rains But It Podcasts...

It's 3 in the morning and I've just finished recording the latest SquadCast on the subject of David Cage's Heavy Rain.

Featuring me, Chris Whittington, Mark Whiting and Jeff Parsons, we certainly all have plenty to say on the subject of the game. It should be a good episode, and I'll keep you all posted as to when it's up online and available to download.

For any of you reading this through the One A Day project, or stumbling across this blog for non-games reasons, the Squadron of Shame are a group of gamers who have come together with the express purpose of digging up overlooked underdogs and giving them a damn good (and often lengthy) critiquing. We podcast on a semi-regular basis about these games and tell you why you should play them… or not, in some cases.

For more information, if this sounds like something you might be interested in, check out our official (work-in-progress) site here or follow us on Twitter. You can also become a Fan on Facebook. Just search for our Page. I'd post the link but I'm on my iPhone right now. I'm sure you can find it. You're big boys and girls.

Gratuitous self-promotion now over, it's time for bed. Yes, that's it for today. It is 3am, after all.

#oneaday, Day 70: Thank You For Playing #PAX!!

These last few days have been the absolute best few days I've had for a very long time, representing not only some much-needed rest and relaxation but also an opportunity to meet some beloved friends face-to-face for the first (or, in some cases, second) time, hang out and talk shit about video games for hours on end. That was a very long sentence but it pretty much reflects how my mind is racing right now; I'm stoked to have met all these awesome people and I'm more convinced than ever that these long-distance friendships are not just "an Internet thing", they are very much real relationships that many of us have built up without, in some cases, having any idea what the others really look like – not that that should matter.

So I'd like to say a very public thank you to the following people for making this weekend a huge success from my perspective: Mike Minotti (because he'll complain like a bitch if he's not first), AJ Minotti, Chris Minotti, Chris Whittington, Mark Whiting, Lynette Terrill, Christopher Bowley, Chris Person, Jeff Grubb, Derek Lavigne, Brett Bates, Eric Majkut, Chris IforgotyourlastnameandamverysorryandamnotsureifIknewitinthefirstplace, Lik Chan (sorry we didn't get more time to chat!), Joey Chiu, N'Gai Croal, Shawn Elliott, the other guys I went to lunch with and can't remember your names (sorry!) and, of course, my awesome brother John Davison.

I may have missed someone inadvertently. If so, I apologise profusely, and it wasn't deliberate. Give me a slap in the comments and I will correct the above list forthwith.

I missed Wil Wheaton's keynote speech on Friday, but he was good enough to post an excerpt from it on his blog, summing up the way I think most of the 60,000 nerds who descended on Boston this weekend feel. "Games are important. Games matter. PAX is where we come together to celebrate that. Gaming is the foundation of the best friendships I've ever had, and it's the mortar that has held my group of friends together for almost 25 years."

The Squad has only known each other for a fraction of that time, but already it's clear that we're a tightly-knit group of people despite being scattered to the seven winds. (Are there seven winds? I just made that up, I think.) Meeting this weekend for the first time (in most cases) cemented that relationship and it makes me feel good to know that I've got friends that I trust and respect, friends that I can share what's important to me with – even if they're all thousands of miles away. Thanks to the Internet, we're always close enough to chat or play something together, and I know these friendships will continue for years to come.

I have a ton of awesome photos to share but haven't unloaded them from my camera yet. That will probably have to wait until I get back home on Tuesday, but rest assured there are some gloriously nerdy things to share.

One more time: PAX has been the most awesome time. If you're a nerd reading this and you've never been to a gathering of this magnitude, take the next opportunity to do so that you get. You won't regret it.

Sentimentality over. Flying back home tomorrow evening, arriving back in the UK early on Tuesday morning.

One A Day, Day 35: Eve of the War

Don't know what happened with yesterday's post – I definitely wrote the whole thing, but for some inexplicable reason, half of it disappeared. Oh well. Can't go back now.

Well, here it is – the end of my week-long vacation, which has gone by far too quickly for my liking. I feel suitably rested – or I did, at least. Right now? I don't feel very good about tomorrow. I have a 40 mile drive followed by 8 hours of being somewhere I don't want to be with people I don't want to be with, followed by another 40 mile drive back. But at least there are only four weeks to go. Four weeks! I can manage that, right? Of course I can.

It's the other obstacles that are in my way that are stressing me out more, to be honest. The daily grind I can just about deal with, by simply telling myself "It doesn't matter" (in the style of The Rock) repeatedly, over and over again. The things I'm not looking forward to are the two-day Parents Evening (yes, you read that correctly – a two-day Parents Evening), where I will inevitably be stuck 40 miles from home until late at night; the inevitable re-inspection of the school (which, knowing it doesn't matter, I don't really care about the result of but still don't want to have to put up with the stupidity of); and finding a new job.

I don't have a new job yet. I have applied to several. I haven't heard anything back from any of them yet, but going on past experiences of applying for jobs, HR departments are extremely slow. I haven't given up hope yet, and the Universe may well surprise me by throwing something I actually want to do for a good amount of money my way. Until then, though, the uncertainty is the killer. If I had the security of knowing that I had a new job to go to – to look forward to – after the end of this particular nightmare, I'd feel a lot better about my remaining time.

Still, can't be helped. All I can do is just keep applying for things and eventually someone will appreciate me. Right? Right. Of course.

On a lighter note, we recorded the SquadCast for Machinarium tonight – an adorable little indie point-and-click adventure featuring robots and no language. My current tentative plan is to edit that next weekend, so keep an eye out for that one. Also watch this space for more exciting Squadron of Shame podcast news.

See, I like doing that stuff. The annoying thing is no-one wants to pay me for it!

One A Day, Day 29: Netbook 'em, Danno

I bought a netbook today – specifically, an Asus Eee PC 1005P. Why that one? Well, it seemed to have a number of decent reviews around the Net, was reasonably up-to-date specs wise (though it could possibly do with another gig of RAM) and was reasonably priced.

A while back, I was under the impression that netbooks were particularly pointless. I even remember a number of us fairly mercilessly laying into our buddy Luke for picking one up – though this was largely due to the fact that at the time he bought one, netbooks were very much in their infancy, no-one really understood quite what they were for, no-one really understood Linux (which was all you could get them preinstalled with) and, of course, we all worked for Apple at the time.

Nowadays, they're a different beast to what they were. This machine – which I'm typing on right now, in fact – runs Windows 7 Starter (with the opportunity to upgrade to Home Premium) and seems plenty quick enough to do most things on the Internet. The 10-inch widescreen is a comfortable size – not too small to be illegible, yet compact enough to be endearingly cute. The speakers are on a par with most laptops – i.e. shit – but they're plenty loud enough to be able to hear the soundtrack on a video.

The reason I bought this was so that I actually have my own portable computer to take with me to PAX. My wife has a MacBook but I would only be able to pry that out of her cold, dead fingers – and I don't particularly want to kill her purely for the sake of having something to blog on in Boston. We have several laptops in the house right now – my wife's old ThinkPad (complete with that dumb "nipple" pointing device), a Sony Vaio laptop that switches on if it's in the right mood (which it usually isn't) and the MacBook – and now this.

Every time I buy a new computer, it strikes me how far things have come. This thing that's sitting on my lap right now is about ten times more powerful than the first desktop PC that I owned, yet it's an "entry-level" machine with "limited" use. Hell, I remember being excited the day we upgraded our 386 to a 486 DX2 66MHz – finally we were able to run DOOM in high detail mode.

I'll be intrigued to see how well it handles various tasks. It's certainly more than fine for email and web browsing – I'm going to be seeing if latest Squadron of Shame mission Machinarium will run on it as soon as it's finished downloading. Reports will inevitably follow on Twitter.

One A Day, Day 8: Success!

I have successfully managed to arrange my escape from my job! Went to see my boss today and, as it turns out, I was only obliged to give one week's notice to quit. As tempting as it was to say "Well, I'll bugger off next week then. Ta-ra!" I decided against it so I can actually have a bit of money on hand in order to go to PAX.

Because this exciting news means that I will definitely be going! I'm stoked. The last time I went to a big industry event was when they still did them in Europe. I attended ECTS (the European Computer Trade Show, if I remember rightly) with my bro, and that was a long time back now. I've heard my buddies in the Squadron of Shame wax lyrical about PAX in the past and have been incredibly jealous. Now I get to join in the fun. It's going to be an awesome time, and I can't wait to finally meet some of the guys I've only ever spoken to on Skype before… or in some cases (Mr Bowlissimo!) only ever typed things to.

Also, my Bayonetta article got promoted to the front page on BitMob. People dig the IF thing, so I wrote another one. I also downloaded the Inform interactive fiction toolset to have a play with. Inform is bizarre – it's a programming language that works very similarly to plain English. I'm going to knuckle down and have a good go with it this week – probably at the weekend.

So – two good things in one day. It's a nice change. It even managed to distract me from the fact that the kids in my class were being stupid noisy bastards all day and the meeting we had after school was beyond pointless. Now I have a countdown (which I haven't calculated yet) I can relax a bit more. Except for the fact I don't have a new job to go to yet. Still, I have a couple of applications in for some exciting jobs, the closing date for one of which is this Friday, so I'll have to wait and see if anything comes of that.

Then there's the possibility of doing some freelance work. This would be ideal, especially if I could combine it with some music teaching work. I like music teaching. People pay you and you work with them on an individual basis. You don't have thirty annoying children all talking to each other and not listening in front of you. Much more pleasant and less inclined to make you want to throw things.

That's that for today. I'm going to go play some Star Trek now.

One A Day, Day 7: Achievement Unlocked!

That's one week of continuous blogging. Achievement unlocked! Okay, some of the entries have been fairly pointless so far, but at least I'm writing something, and there's no better practice at writing than to actually do it.

Just been for a run – my third this week. This means I've successfully completed the first week of the course I linked to yesterday. Achievement unlocked! Here's the route I took today, in case you were curious. Going over the Itchen Bridge meant there were a lot more hills than usual, so my legs feel like they've had a decent workout today.

I have a meeting with my boss on Monday to discuss my leaving date! Achievement unlocked! Possibly!

Enough of that. Achievement un… Stop it. Seriously.

Today's been another quiet, dull day. Played a bit more of the Star Trek Online beta earlier and tried out a character on the Klingon side. It seems that Klingon players mainly play PvP missions – or perhaps that's just what's in the Klingon sectors. I wonder what happens if you go further afield?

On the writing front, it's been great to see members of the Squadron of Shame getting well into contributing to BitMob, one of the best community-driven games sites out there, with lots of "alumni" from the 1up blogosphere (ugh… hate that word) finding a new home there. I'll definitely be contributing more as time goes on – if nothing else, it's good practice for thinking up interesting ideas for articles which I could pitch to potential freelance clients. If you haven't checked out my articles there yet, go do so! (The Bayonetta article is by far the most popular. I'm not sure what that says to me.)

That's about all I have to say today, apart from the usual "I really don't want to go back to work on Monday". But let's try and be positive. There's still some of Sunday night left. Dinner, avoiding seeing Dancing on Ice and probably Star Trek Online await.

Dear Esther

I remember first hearing about Dear Esther a while back, during one of those interminable "games as art" discussions. It was held up as an example of using one particular genre of gaming (the first-person shooter, in this case Half-Life 2) as an interesting means of storytelling. Half-Life 2 itself is, of course, well-known for integrating storytelling and gameplay together, but Dear Esther set out to be something altogether different. Designer Dan Pinchbeck describes it as a "multimodal, environmental storytelling experiment" which "presents a sparse environment with no embedded agents, relying purely on the player's engagement with and interpretation of a narrative delivered through semi-randomised audio fragments". (source)

That's a very dry description of what this mod is doing, but it's an accurate one.

Dear Esther places the unnamed player on a seemingly-deserted island, starting on a jetty facing an abandoned house. The beautifully-delivered narration begins immediately, reading from a letter to the titular Esther and gradually developing as the player passes around the island.

The interesting thing about the story is that there are several threads running at once, and the randomised delivery of the audio cues throughout means that after a while, they all begin to blur together until it's not clear where one story ends and the other begins. Pinchbeck notes that "two plots develop simultaneously: the avatar's visit to the island following the historical record of a 17th century cartographer, and repressed memories of a car accident". The way these plots intertwine and seem to share themes and ideas in common, as well as wildly disparate elements too, mean that, in Pinchbeck's words, "a closed reading, or understanding, of the events is impossible to ever reach."

In this sense, Dear Esther is a dream come true for people who enjoy finding their own interpretations of games. The mod reminded me a lot of Flower, if not in execution then certainly in atmosphere. Flower makes very little of its story (if indeed there is one) explicit and is very open to wildly different interpretations. One could take it literally or metaphorically – and it is the same with Dear Esther. The game raises unspoken questions about whether or not the island you are walking around is actually real, who the mysterious characters the narrator refers to really are and, of course, who Esther actually is.

Pinchbeck himself was surprised at the positive response to his deliberately open narrative, noting that "the notion of an unfolding mystery that is never solved actually appeals to [players]" and that "the atmosphere and drive to find out more about the story is enough of a pull to get them all the way through the experience".

It's true. Dear Esther presents an intriguing mystery that makes it clear from the outset that there are no specific answers, yet there is a clear "goal" for the player to attain. This was achieved through use of the environment combined with the spoken narrative. Although the environment of the game is very "open-plan", being based on an island, at no point did it become difficult to determine where to go next, as there was always something that "looked interesting" over the next ridge. As the narrative progresses, a huge aerial in the middle of the island becomes visible with a large flashing red light, and the fact that this is almost constantly visible gives the player some indication of 1) where they are going and 2) how much longer they have to go.

Music is also used very effectively throughout. Haunting piano and string themes drift eerily over the speakers as the narrator slowly speaks his lines. As the story builds to something of a climax towards its "conclusion" (for want of a better word) the music becomes thicker, more intense, and with more mysterious, unidentifiable noises creeping into it. It gives a sense of progression in a game which leaves more questions unanswered than answered at the end.

There's certainly no denying that Dear Esther, like Flower, is an experience that will make you feel something. That "something" will be different to different people, as Pinchbeck notes that:

"…we have been surprised how many players report being scared. Several others describe the experience as eerie, moving and very sad. These last two are emotions that normally fall beyond the affective range of games, especially first-person games."

Lewis Denby, writing on Rock, Paper, Shotgun, had plenty to say on this subject, and it's well worth reading his excellent article. One particularly interesting point he had to mention was:

"I love my Marios and what-have-you as much as the next person, but I still feel games have an incredible untapped potential for negative emotions. Some have tried – Braid stands out for having a bloody good go – but we’re still a little too comfortable with enjoying everything we play. Any stretches of sadness in this medium tend to be restricted to self-indulgence or vapid tearjerker fare, and even they invariably make way for happy endings and bunny fluff."

Dear Esther, he says, is noteworthy for taking players into uncomfortable emotional territory and refusing to give in throughout. The whole experience is infused with a kind of melancholy throughout, and the final moments of the story as it comes to a close without any real "resolution" are heartbreaking.

All this in a barren, empty landscape with no human interaction, no speech besides that of the anonymous narrator, no guns, no white-haired pretty boys, no anime cutscenes – and yet somehow, deprived of all that exterior fluff, Dear Esther manages to present an intriguing story which has compelled more than a few people to play it through several times and develop their own interpretations further – and all this using an engine which is renowned for its fast-action run-and-gun FPS gameplay. It just goes to show what a little bit of creativity can achieve.

Dear Esther can be downloaded here.

Pinchbeck's notes on the mod can be read here.

What is Your Alternate Reality?

I've been banging on about ancient 8-bit RPG Alternate Reality since the last SquadCast now and am finding the process of revisiting it with an adult's mind (i.e. one that understands what an RPG is) equal parts addictive and frustrating. The reason for this is that Alternate Reality itself is an incredibly ambitious game with very grand designs… yet its difficulty level at the outset is absolutely maddening… and yet (again) this difficulty level makes it incredibly addictive. You start think that if you could just get a little further… or if you hadn't tried to punch that knight in the face while not wearing any armour… things would be better.

At this point, let's pause for a typical playthrough from beginning to inevitable early death. Strap yourself in, we're going to another world.

It's a typical day in the city. Perhaps I'm on the way to work, or on my way to meet a friend. But disaster is waiting just around the corner, because…

Holy shit! Aliens! AAAAHHH!!

And now they're abducting people! Interestingly, I'm not the only one abducted… it looks like the ship picks up three others. (I'm not sure if these other three people are ever mentioned… or perhaps it's a reference to the fact you have four "save slots" on your character disk)

Uh-oh… we're leaving. But where are we going…?

Ah, yes, space. Of course. They are aliens, after all. Wait a minute, I know how we can lift our spirits…

A little sing-song! Maybe this won't be so bad…

As the song ends, two sets of big scary doors slam shut and I'm locked in a green room where I am invited to "become a new person".

When the doors slide open again, I'm in front of a gate with a force field over it. Numbers rotate over the gate. As soon as I step through the force field, the numbers freeze in place, defining who I am to be in this new world.

There's a flash of… lightning? Static? Something, and then…

Apparently I am "joined", and ready to enter an alternate reality.

(In the subsequent loading break, you have to swap disks twice unless you have more than one drive. You thought you had it rough with JRPGs.)

And here I am at the Floating Gate, ready to begin my adventure. You'll notice my statistics are distinctly average. From left to right, we have Stamina, Charisma/Charm, Strength, Intelligence, Wisdom and Skill/Dexterity. These have a potential initial maximum of 21, so Stamina, Charisma and Skill are pretty good, but Strength, Intelligence and Wisdom are pretty feeble. Fortunately, Skill is probably one of the most helpful stats early in the game, as it allows you sufficient mobility to avoid attacks from early enemies.

So, first job? Find a weapon. You begin your adventure in the city of Xebec's Demise with only the money given to you by the strange portal at the beginning, no equipment and only some basic clothing. Fortunately, your starting area is the City Square, with the Floating Gate in the middle and shops all around. So, let's take a look.

A smithy, huh? This sounds promising. I know he's in at the moment, too, because I can hear him hammering away inside. (And yes, you actually can. This is just one of the cool "environmental effects" that you hear throughout your travels). So, let's pay him a visit.

(Single-drive users can expect a disk swap at this point.)

The Best Armorers, huh? Sounds expensive. However, as the smith seems quite happy to stand there singing while I browse his wares, I take my time and consider my options carefully.

7,424 coppers? I was right, this place is expensive. In fact, there's nothing I can even nearly afford in here. I tell him to forget it rather than risk offending him by making him a paltry offer (which might make the smith reluctant to deal with you in the future, when you could potentially afford his wares – one of the many things that AR keeps track of in the background). I step back onto the windy streets, still distinctly lacking in equipment. Time to explore.

As I leave the Best Armorers, it starts raining, which makes it difficult to see where I'm going and slows me down. Thunder crashes and lightning flashes. But at least I haven't run into any ne'er-do-wells as yet.

Spoke too soon. A wandering zombie notices me but doesn't have time to act. I don't fancy taking it on in my current state, so I run for it. Fortunately, I managed to get away before it was able to do anything unpleasant to me.

A little further down the road, I surprised a rabid-looking Giant Rat. I elect to leave it alone as I don't fancy adding a disease to the list of my woes. It's still early days in this strange place.

After a little exploring (and a Hobbit surprising me, then running away without saying a word) I hear the sound of a smithy again… but there's no doors in this building. Curious. I press against a wall and find myself slipping straight through it. A secret door!

Sure enough, it's another smithy. Occums Weaponsmiths, to be precise. It's cheaper… but still way out of my price range. Curses.

Outside, it's still raining, and worse, I run into a Goblin. Desperate, I try and sweet-talk it into stepping down and maybe giving me some of its treasure and equipment. The conversation doesn't go well, with the Goblin responding to my polite request by trying to stab me. This place is just like Southampton. Maybe I haven't gone anywhere at all.

I respond in kind to the Goblin by punching it in the face. It's a feeble attack, but at least it connects, which is more than can be said for the Goblin's attacks. With my high Skill, I nimbly avoid and parry all of his blows and manage to knock the foe to the ground without sustaining any injuries myself. Unfortunately, the Goblin doesn't seem to be carrying anything of value. I do, however, gain a total of 59 experience points from the whole encounter.

Night falls, and it's still raining. I surprise a Fighter in the street, but he looks tough so I decide to avoid him while he's still surprised. I begin to think it might be an idea to try and find somewhere to spend the night. It's clear the City is an inhospitable place, but I imagine this becomes even more apparent in the night-time.

In search of an inn, I get mugged by a Skeleton. What a bastard. Fortunately, I manage to get away before he can attack properly. But how much did he steal…?

I check my pockets. Fortunately, I don't seem to have lost anything irreplaceable, and I still have a few copper coins to my name. Enough to spend the night somewhere, hopefully.

I encounter a Dwarf a little further down the road. I'm not sure if he's friendly or unfriendly, so I decide to turn on the Charm and see what he has to say about that. Bizarrely, he dies. I think this is AR's way of telling me that this was a successful encounter, not that my tongue was so silver he simply collapsed and died in wonderment at my words. Possibly. Whatever actually happened (and I guess we'll never know), I now have 205 experience points. Not yet enough to reach level 1 (You have to earn level 1! The indignity!) but a step closer, nonetheless.

A Troll shows its face next. It looks scary, so I try and disengage from it and escape. I do so, but not before it steals some of my water and food. This isn't going well.

picture-33For a worrying moment, despite working with a map (an absolute necessity, as this was, of course, the days long before automapping) I think I'm lost, and I haven't bought a compass yet. Fortunately, I get my bearings shortly afterwards and manage to stumble my way to the doorway of Mom's Bar, where the giant rat I ran away from earlier (possibly) is waiting for me. The rat tries to steal some more of my food and water then tries to bite me, but I dodge it and duck into the bar to get out of the rain.

picture-35The bartender informs me that the band are on a break, but invites me to watch a dwarf dancing. Since I'm hungry and thirsty, I decide to take him up on his offer and sit at the bar watching the dwarf and listening to his quirky music.

picture-36I order some water and a food packet to take with me. This only costs me a few coppers, fortunately, and should give me enough sustenance to get through the night… I hope. I step back out of the door. I wonder if it's stopped raining yet…

picture-37It has. But it's still dark and I need a place to sleep. I stumble through the city streets some more, pausing only for another giant rat (the same one again?) to steal the food packet I just bought.

picture-38Eventually I come across a welcome sight – a door marked "Inn". Unfortunately, as I reach for the handle, I'm attacked by a Gremlin. I ask it very politely if it wouldn't mind awfully stepping aside if it would be so kind, and it dies at my words, finally giving me enough experience to reach level 1. Not only that…

picture-411TREASURE! The Gremlin drops a potion. I can't work out what it is, but it tastes dry and is red in colour. I decide not to quaff it right now just in case it is deadly poison, which is entirely possible in this harsh world. The Gremlin also drops a shield, which looks "mundane", apparently. I pick it up and wield it on my off-hand, not caring that I look ridiculous wielding a shield but not a sword. Cutting a rain-drenched yet distinctly self-satisfied figure, I barge into the Green Boar Inn.

picture-481I elect to spend the night on the common room floor as despite having my first taste of acquiring treasure, I'm not exactly flush with cash. I hand over 10 coppers and spend the night on the floor, asking to be woken at 9am the next day.

(Aside: This is, I think, the longest I've ever survived. It figures that the one time I decide to show you a "typical playthrough" and make reference to "inevitable early death" I'm here for ages.)

picture-51I step outside the door and give a charming greeting to a passing commoner. The commoner is obviously in a bad mood and promptly stabs me in the stomach. I try and apologise, but he stabs me again, so I run away, bleeding a bit. I'm also now very hungry and very thirsty. Time to pay that tavern another visit.

picture-52Seriously hungry and thirsty now, and my stats now starting to drop from thirst, I impulsively spent my remaining coins on food and drink – some grape juice, a couple of food packets and some chocolate cake. When I leave a few hours later, I'm still thirsty but I'm not hungry any more. Plus I enjoyed the band's song.

picture-531Back on the street, the sun is setting (Already? I must have been in that tavern longer than I thought) and I encounter a Thief. I charm him successfully and take his two pieces of silver that he was carrying – this equates to twenty copper pieces. It paid for the chocolate cake if nothing else.

Incidentally, reading the official guidebooks and cluebooks for The City indicate that successfully Charming someone is indeed killing them – you pretend to be their friend then stab them in the back. So to the Dwarf I met earlier… uhh… sorry! This is something you have to be careful of in your time in the City. Encounters fall into three categories – Good, Neutral and Evil. You can safely do whatever you like to Evil creatures. Attacking a Neutral creature (and these include most of the humanoid ne'er-do-wells such as thieves and fighters) first before they do anything to you is considered an evil act… and tricking or charming a Good creature is a very evil act. As you might expect, dropping your reputation in this way is a sure-fire way to get the whole city pissed at you.

In a case of art mirroring life, I find myself "very thirsty" again, much as I am feeling now, sitting here writing this with a sore throat. Keen to prevent my already feeble statistics (in-game) from dropping any further, I head back to Mom's Bar to rehydrate myself.

picture-54

I order three glasses of water and sit at the table for a while, sipping them. It'll be time to sleep again soon, which should help me recover the injuries I sustained with my ill-advised encounter with the Commoner earlier. The band sings an entertaining if unnerving song about not going into bad parts of town at night for fear of being set on fire.

I stagger out of the tavern and head back towards the inn. Perhaps tomorrow will be a more productive day.

picture-55I wake up and, once again, I'm hungry and thirsty. Time for breakfast at Mom's Bar.

picture-56Unfortunately, I get jumped by a Swordsman outside the inn. The swordsman steals all my coppers then cuts me up with his sword. Fortunately, he proves easy to Charm. I hold my hands up in truce until he comes over, then I snap his neck. Unfortunately, he seems to have eaten my coins, so I'm now penniless, hungry and thirsty.

picture-58I'm not proud of what I do next. I use my not-inconsiderable skills of persuasion to "convince" a passing Courier to part with what he was carrying. Unfortunately, he was the walking equivalent of a white van with a "NO TOOLS ARE KEPT IN THIS VAN OVERNIGHT" sign posted on the back, as he is carrying nothing but a bitter-tasting potion which disappears in a puff of smoke when I attempt to quaff it.

I do hit level 2, though, so it's not all bad news.

picture-59I'm reaching desperation point now. I come across a Fighter and attempt to sweet-talk him out of some coins. This fails and I get hit again. I manage to run away before too much injury is done to me, but things are starting to go downhill.

picture-60Saved! I find another tavern – this one called the Misty Mountain. But they want three thousand copper coins before they'll let me in. Given that I don't have any copper coins whatsoever, I am quickly ejected from the premises.

I begin to feel that my demise might be on its way. Death is peering over my shoulder. I slink back onto the street, dejected, weary and very thirsty. I manage to dredge up a food packet from my pocket to satiate my hunger for the moment, but there's no water anywhere to be seen.

picture-61Unable to help myself, I stumble into the path of a robber and attempt to beat him back, but I fail. He takes my last remaining possessions and runs away. By now I'm parched and starving, and I can feel myself weakening moment by moment. I must cut a pitiful sight.

picture-64I collapse somewhere around the city's walls and am confronted by a guard. My attempts to mug the populace out of desperation have not gone unnoticed, it seems, as he attacks me without warning. By now, I am grateful for the attention. I put up some meager resistance but secretly, within, am hoping for the sweet release of death as this existence has become too difficult.

I am slain by his greatsword and crumple to the ground, never to be heard from again.

picture-65Alas, I am dead.

So there you go – in slightly longer format than I anticipated, but never mind.

Alternate Reality: The City is one of those games that is infinitely better when you treat it much as I did above – as a "playground" where you make your own story. This is largely because the game has no aim as such – partly due to its design, and also partly due to the fact that the whole series was never finished – a crying shame, as the whole series had a huge amount of potential.

For the unfamiliar, the series was originally planned to be split into several interconnected volumes – The City (and the Dungeon beneath its streets), The Wilderness, The Palace, The Arena, Revelation and Destiny. Only The Dungeon ever made it out onto shop shelves – as a separate game rather than part of the original City package. The Dungeon had much more structure and actually had an "end" too – or more specifically, a point that clearly led onto the final two chapters, Revelation and Destiny.

Revelation and Destiny were the interesting-sounding ones. Towards the end of The Dungeon, the player character was supposed to acquire a keycard, which could be used to enter the Revelation area where everything suddenly became a bit more futuristic. The player would find themselves walking the corridors of an alien spacecraft, looking out through windows into a dramatic spacescape, while Destiny would allow the player to finally discover the truth – that abducted humans had been placed into a form of suspended animation within "cocoons", each living out their own parallel life in the city of Xebec's Demise and its surroundings.

Hold on a minute, you might think. This all sounds a little bit familiar. A bit Matrix-y if you will. And you'd be right.

Philip Price, author of the series, claims he once met a pair of movie directors who wanted to discuss Alternate Reality. It's never been verified whether or not this was the Wachowski brothers, but there are certainly plenty of similarities between the two series, and it makes a nice story for geek folklore nonetheless. It's a crying shame that Price never got to realise his ambition, however, as the whole thing would have been a magnificent achievement had it come to fruition.

As it is, The City and The Dungeon stand as two extremely interesting (not to mention playable and addictive) curios – role-playing games that were many, many years ahead of their time that arguably could finally have their original intentions fulfilled nowadays. It would certainly be interesting to see Bethesda working on a re-imagining of the series. But I guess we'll never know.

Some great info and links on Alternate Reality can be found here and here. Check it out. Oh, and here's that glorious intro sequence in full – a five-minute long intro on a 48k machine isn't bad going, is it?

POKEY my SID

Forget Sega vs Nintendo, it's time for the battle of the old sound chips.

As I commented on the recently-released 8-Bit Computer Retrospectacular Squadcast (which I really do recommend you go and listen to – it's our best yet), I was an Atari boy growing up, largely because that's the system we had at home – there was none of this "own every system" malarkey that goes on now, partly because the systems were a lot more expensive in relative terms than today's consoles, and partly because pretty much the same stuff came out on all of them anyway.

The bitterest battles that we Atari people fought were against the might of the Commodore 64, a machine of roughly equivalent power and capabilities to the Atari 8-bit series of computers. Both had very similar specifications, so it was common for owners of the two systems to try and outdo each other whenever possible. This constant effort of oneupmanship often took the form of trying to outdo each others' graphics as seen here in this equivalent screenshot from Alternate Reality: The Dungeon on Atari (first) and Commodore (second).

Alternate Reality: The Dungeon (Atari)
Alternate Reality: The Dungeon (Atari)
Alternate Reality: The Dungeon (C64)
Alternate Reality: The Dungeon (C64)

Atari fans were quick to point out that clever programmers were able to get 256 colours on screen at any one time while the Commodore often seemed to have a more limited colour palette. But then Commodore would strike back with something like this shot, the title screen from Draconus (again, Atari first, C64 second):

Draconus (Atari)
Draconus (Atari)
Draconus (C64)
Draconus (C64)

Facepalm. "Hey, where's all your colours now, Mr Atari?"

Graphics were all very well and good, but some of the bitterest battles were fought on the aural front, with both systems having a great sound chip far ahead of anything else at the time – Atari being armed with POKEY, Commodore with SID.

Okay, I may be exaggerating when I say "bitter battles" but it's clear that there was some rivalry here. Some compositions sound clearly better on Atari while others are clearly superior on the C64. And it's the SID chip's sound which has endured in today's chiptunes. There's still POKEY players and archives out there, sure, but nothing on the scale of, say, the High Voltage SID collection, an exhaustive library of pretty much every piece of SID chip music, both retro and contemporary, you would ever want.

So, let's take a look at a few examples. That is why you've read this far, right? To hear some funky old chiptunes? All right. Here we go.

Zybex – Adam Gilmore

Atari version:

C64 version:

Two versions of a cool song that you'll be familiar with if you've read my past entries on game music. Adam Gilmore worked on a lot of music tracks for both the Atari and the C64 (including the theme for Draconus, pictured above) and was clearly very familiar with how to get the best out of both of them. It's difficult to say which one is the best out of these two – or even if there is a "best" one. The Atari version, to me, has a cleaner sound, while the C64 version has some more interesting synth effects.

Warhawk – Rob Hubbard

Atari version:

C64 version:

Rob Hubbard was one of the undisputed masters of the 8-bit sound chips, with games featuring his music frequently marketed due to that fact – even if said music only appeared on the title screen, as was the case with most games, including Warhawk here. In many cases, the demands that pushing the sound chip hard enough to produce complex music put on the processor meant that having in-game music was often impractical.

I've gotta hand it to the C64's SID chip here, the Warhawk theme sounds hugely better on it – partly because it seems that Hubbard actually wrote a more complex piece of music for it. Listen through, though, and you'll hear the kind of effects that you'd expect to hear on a standalone synth – vibrato, tremolo, chorus, echo – it's impressive stuff.

M.U.L.E – Roy Glover

Atari version:

C64 version:

A much older and simpler piece of music than the kinds of things Rob Hubbard dreamt up, the M.U.L.E. theme is still a catchy little piece. For my money, I prefer the POKEY version of this one as the sound envelopes that are used, particularly on the melody line, just give the whole thing a bit more "fullness" than the C64 version which sounds a bit "dry".

Action Biker – Rob Hubbard

Atari version:

C64 version:

Oh dear. It's clear where Mr Hubbard's loyalties lie now, isn't it? The pathetic, short loop used in the Atari version of Action Biker becomes an actual piece of music on the C64. Thanks. Thanks a lot.

Digital music

Bonanza Digi (Atari):

Digi Freaks Digi (C64):

What many people didn't realise (even now, in some cases, and definitely not in the early days) was that both of these sound chips were more than capable of reproducing and sequencing sampled sounds, leading to much more realistic-sounding pieces. Of course, the sound quality is nothing to write home about, but there's something gloriously 80s about the sound of "noisetracker" pieces such as these – a phenomenon which continued with the 16-bit machines, particularly with the C64's 16-bit successor, the Amiga, whose sound chip was so far ahead of Atari's equivalent effort for the ST (which in many cases sounded inferior to POKEY) it was ridiculous.

So there you have it. A few selected examples from the Atari and C64's sound chip back catalogues. Back in the day, I was genetically predisposed to hate everything Commodore but on reflection, there are many examples of its superiority in music production. There's certainly got to be a reason that the sound of the SID chip has endured as long as it has and remains popular to this day, while POKEY remains relatively obscure. I'll always have a soft spot for those Atari sounds, though.

If you're interested in making chiptunes, this plug-in for VST- and AU-based DAWs provides a good way to get started for low-cost, while fans of the old NES sound should check this (free!) one out.

The Squadron of Shame Squadcast #12: No Shame

The long-awaited first 2009 episode of The Squadron of Shame SquadCast is now available for download!

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You can also follow the Squad's updates on Twitter here.

This episode, we delve into Games of No Shame. These fall into several categories – the games everyone loves that you hate, the games everyone loves that you love too, the games that everyone hates that you love and the games you're terrified of being caught playing.

Also on this episode, Beige talks about jizz and Pokémon, we use the phrase "sucks like a banshee" and Pishu goes a-hustlin'.

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