1048: HELLO

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Hello! I'm back. Yes, it's me. You know, Pete. The guy who runs this blog. I'm not writing in character or being creative any more. Well, I am being creative. Sort of. Just not in quite the same way I spent the last month. It's back to my normal ramblings from now.

It occurs to me every so often that I write an absolute buttload of words every day. Seriously, if we could power the world on words, I could probably power a small city on the number of words I produce each day. I don't have to produce this many words each day, as only a portion of them are for paid employment but, you know, I like it. So I do it in my spare time, too. You probably knew that already, particularly if you've been following this blog for even a fraction of the 1,048 days I've been writing daily nonsense, or if you've been good enough to check out what I've been doing with the rest of the team over at Games Are Evil.

Occasionally I get the urge to write something for a purpose a little bit less amorphous than that of this blog, and consider writing a novel, or a game, or something else with lots of words in. Unless I specifically set myself a target, though, those things can and do fall by the wayside. My hard drive and Google Docs account are filled with half-finished (or barely-started) novels; I have at least a few awesome game intros that I've made, too. (There's also one three hour-long game called The Adventures of Dave Thunder that was lost to a catastrophic computer failure a few years back, which I've never quite forgiven Sony for, even if it was my own fault for not backing the bastard up.)

Recently, a games writer released a 50,000 word ebook on the subject of a single video game. I'm not a big fan of the writer in question, to be honest — and no, there shall be no bitchy blog post explaining why, they just rub me up the wrong way — so I have very little intention of actually reading (let alone purchasing) said book. However, what I have found is that the mere existence of this ebook has given me a bit of a nudge to start on something that I've been considering doing for a while. Said nudge is a result of the ineffable law of Well If They Can Do It I Certainly Can Too combined with the fact that I knocked out over 50,000 words of creative writing over the course of the last month without breaking too much of a sweat. Which is nice.

This is what I'm going to do: I'm going to write a book on the subject of the visual novel medium. Regular readers will know that I'm hugely enamoured with this largely Japanese subgenre of gaming, and you may even check in regularly on my weekly "READ.ME" column on Games Are Evil each Sunday. The visual novel medium has a lot in common with anime, but is very much its own distinct thing. And there are books on anime out there — so why not visual novels?

READ.ME is by far my favourite thing to write each week (scathing reviews of particularly awful mobile apps aside) and thus I figured it's a natural extension to 1) write more about something that I genuinely love and 2) spend some time delving deeper into the background of the medium and its cultural context. Rather than focusing on a single game for the entire book — which is probably possible in many cases, given the depth of their narratives — I have decided to take a "collected essays" approach in which I tackle a selection of different titles, each of which exemplifies a particular theme, narrative style or tone. This gives me the excuse to play a wide variety of different titles as well as write more about the ones that I've already played (and, in some cases, written about) to death. It also means that the complete project can be broken down into smaller, more easily-manageable targets rather than being a single, daunting task.

So yeah. That's the plan. I've already started, having bashed out 2,500 words on Kana Little Sister today (with more to come when I've seen its other endings) and lined up several other chapters while their subject matter is fresh in my mind. We'll see how it goes. To Scrivener!

1009: Some Favourite Characters

One of the things I always find most memorable about any story I experience, be it a book, TV show, movie, anime or game, is the characters. If the characters aren't interesting, chances are I'm not going to get hooked in. It's the reason I usually cite as to why I loved the open-world adventuring of Xenoblade Chronicles but find Bethesda role-playing games and most MMOs rather tiresome after a while, but it applies to pretty much any medium.

As such, I would like to present to you a randomly-chosen selection of five of my favourite characters that have popped into my head immediately upon attempting to think of my favourite characters. If that makes sense. I make no apologies for the fact that some or all of these are likely to be big-eyed anime or computer game people.

Grace (Gabriel Knight)

Most people cite Tim Curry's memorable portrayal of the lewd, womanising bookshop owner in Gabriel Knight: Sins of the Fathers as the highlight of that game, but the unsung heroine of the piece is most definitely Grace Nakamura, his long-suffering assistant.

Grace is a realistic female character in that she's not there to be eye candy, she's not there to be a useless sidekick hanging on everything the hero does and she actually has a personality. She doesn't take any shit from Gabriel, and you'd better believe that he regularly gives her shit — his always-rejected advances are a highlight of their interactions, and yet it's clear that the pair of them do, in fact, care deeply for one another, otherwise Grace would have been out the door long ago.

The exact nature of Grace and Gabriel's relationship, at least in the first game, is kept deliberately rather ambiguous. Grace often acts as something of a mother figure towards Gabriel, though it's never quite clear if she actually wants to "tame" him or simply sand down a few of his rough edges. Gabriel is certainly receptive to the things she says and appreciates the hard work she puts in for him — and yet the clear sexual tension between the two of them goes unresolved. Proof that you can have two characters of the opposite sex to one another without them ending up in a predictable love scene.

Angel (Buffy, Angel)

Buffy the Vampire Slayer and its spin-off series Angel remain two of my favourite TV shows of all time. David Boreanaz's brooding vampire Angel appears in both, but really comes into his own when he gets his own series.

It would have been easy for Whedon and the gang to leave Angel as your stereotypical brooding vampire, haunted by his past and trying to make amends for deeds that can never be forgiven. And indeed for many of his appearances early in Buffy, he's little more than that, providing a convenient "forbidden love" interest for Buffy while allowing the show to explore some traditional vampire themes.

In Angel, however, he cuts loose and we get to see him for who he really is. Sure, he broods and spends a lot of time sitting in the dark — something that is regularly commented upon by his companions — but he also does a fine line in completely deadpan one-liners.

Also, this.

Incidentally, a comment on that YouTube video reads thus: "I always thought Angel was a ponce in the first three season of Buffy…then He moved to L.A. L.A. changes people."

Damn right.

Toshino Kyouko (Yuru Yuri)

If there's one reason to watch Yuru Yuri, which I believe I have already extolled the virtues of on several occasions, it is Toshino Kyoko.

Kyoko, as you can probably tell from the image above, does not give a shit what people think of her, and she's immensely entertaining as a result. She's often the instigator of the various scrapes the group gets into, and her hyperactivity is a big part of what gives the show so much energy. Part of her appeal comes from the fact that her blonde-haired, blue-eyed appearance sets her up to be "the pretty one" and she then subverts stereotypical expectations completely with her wild and crazy behaviour.

At the same time, though, she's a dedicated friend and companion, and the whole "possibly unrequited love" thing going on between her and the huggably tsundere student council vice president Ayano (whom I also considered including on this list, but settled on making her my Facebook avatar instead) is another big draw for those who enjoy seeing blushing anime girls simpering at one another and then denying their feelings vehemently. I-It's not like Ayano wants to spend every waking moment with Kyoko or anything, after all! Idiot!

Seiko (Corpse Party)

Seiko was one of my favourite characters from Corpse Party, a game with an incredibly well-defined and interesting cast all round. The best thing about Seiko, though, was how self-consciously "not girly" she was. She's open, honest, brash, crass and, a bit like Kyoko, does not give a damn what people think of her. At the same time, she's cheerful and does her best to keep the people around her in high spirits, even as they are trapped in a horrifying, terrifying situation from which there appears to be no escape.

It becomes clear after only spending a short amount of time with her in the game that she has a number of deep bonds with her friends — particularly with the character Naomi, for whom it's rather strongly implied that she's harbouring romantic and/or sexual feelings.

To say too much more about Seiko would probably be to spoil Corpse Party more than I'm willing to, but suffice to say that she's a definite highlight of the game. And, oh look! Corpse Party is half-price on the PlayStation Store (PSP and Vita) right now. You should go and buy it if you have a Sony handheld, otherwise I'm not sure we can be friends any more.

Polgara (Belgariad, Malloreon)

David Eddings' Belgariad and Malloreon series are rather traditional pulp fantasy novels in many ways, but a few aspects of them cause me to remember them fondly — and I've even re-read the whole set of books several times, which is not something I normally do.

One of these aspects is Polgara the sorceress. For those unfamiliar with Eddings' epics, they follow a relatively traditional pattern in which an unassuming young farmhand named Garion gradually gathers a party of various ne'er-do-wells and, through various combinations of circumstances — spoiler! — becomes incredibly powerful, battles against an evil god and wins.

One of Garion's constant companions throughout the entire series is his "Aunt Pol," who has been a constant presence in his life since childhood. It transpires that "Pol" is actually Polgara, a four thousand year old sorceress and daughter of Belgarath, sorcerer of legend and he who recovered the mystical artifact The Orb of Aldur from — look, let's just say he's Kind of a Big Deal, all right?

The reason Polgara is interesting is not because she's a kick-ass sorceress, though, it's the fact that she's a very well fleshed-out character with a hell of a lot of hidden depth. Garion learning the truth behind her heritage in the Belgariad is just the tip of the iceberg — Eddings went on to publish two additional books known as Belgarath the Sorcerer and Polgara the Sorceress which explained the ancient magicians' history in exhaustive detail, giving the entire world in which the two series were set an extremely strong feeling of being a "real" — or at least believable — place. Polgara and Belgarath's constant presence throughout the world's history give you something to latch on to as millenia tick by in the pages of the books — and yet both of them remain entertainingly "human" despite their obvious… non-humanness.

____

That was fun. I'll do this again sometimes soon. I won't ask what your favourite characters are, because no-one ever replies when I end a blog post with a question. I'll just say good night and leave it at that!

 

 

#oneaday Day 995: Cultural Victory

Can you have too much culture? Can the sum of human creative endeavours add up to too much for someone to take in?

Well, first of all, those are two different questions. The answer to the second one, at least, is "yes"; the former? I'm not so sure.

We're already at a point where there is so much Stuff in the world it's impossible to keep on top of it all. Whatever media you're into, be it books, movies, TV shows, music or games, there's enough Stuff out there to keep you entertained probably for the rest of your life in just one of those formats, let alone if you, like most people, spread your time between several. Even if you spend your time focusing entirely on one genre within a single medium, you'll never get to the bottom of the pile. You'll never "finish" culture. You'll never see everything there is to see.

Depending on your outlook, this is either a fantastic thing or incredibly depressing news. For many, there's a degree of "shame" over not having caught up on things that are supposedly "canonical" or "essential" for everyone to have read/seen/played/whatever. The very term "pile of shame" (from which the Squadron of Shame takes its name) is used to refer to one's backlog of entertainment that has been purchased but not consumed — or, in some cases, the definition is stretched a little to include Stuff that the owner of said pile intends to consume at some point in the future, but perhaps hasn't quite got around to just yet.

With books, it's fine. Books are passed down from generation to generation; republished and republished. Today, we can keep a book alive forever by converting it to a digital format and scattering it to the four corners of the Internet. Sure, you lose some of the joy of turning paper pages and that distinctive musty smell they have, but at least the important bit — that's the work printed on those pages, lest you forget — is immortalised. You can read it on your computer; on your tablet device; on your e-reader; on your phone. You can annotate it and share your thoughts with other people around the world in an instant. Books are just fine.

Music, too, has proven itself to be pretty timeless over the years — for the most part, anyway. Throughout history there has been plenty of "disposable" music, but the true greats endure for years. Look how long the works of Bach and Mozart have lasted — people are still listening to, performing and studying these pieces hundreds of years after they were first composed. In more recent years, look at how the music of artists such as Elvis Presley and the Beatles is still interesting and relevant today. In very recent years… well, it remains to be seen which artists (if any) will leave a lasting legacy on culture, but there will almost certainly be some. (And if there's any justice, it won't be anyone who has ever won or been involved with The X-Factor.)

Movies, too, have become increasingly timeless with the improvements in technology over the years. While once a movie only lasted as long as the medium on which it was physically printed, now, like books, we can archive and keep movies forever. Sure, some moviemaking techniques now look antiquated and are unpalatable to modern audiences, but those truly interested in the full history of the medium can trawl back as far as they wish and see how it has developed.

Games, though, are arguably a bit more tricky, as they have an inherent "expiry date" due to the numerous proprietary technologies involved. While emulation technology is getting better all the time, it's still not perfect, and the legal grey areas surrounding it make it something that some people prefer to shy away from altogether. When you consider "PC" games, too, there's even titles that are ostensibly on the same platform that will no longer run on more modern technology. Fortunately, there are places like GOG.com who aim to keep these titles alive for modern audiences, but eventually even their remastered, tweaked versions will "expire" as technology makes the next big leap forward. What happens when computers become wearable and we don't use TVs any more? Will we still be able to play classic titles designed for the flat screen?

With all this, it's easy to wonder how you can possibly get through all those things that you're "supposed" to watch/read/see. The answer is surprisingly simple: don't. Accept the fact that you're never going to read Great Expectations; you're never going to see Citizen Kane; you're never going to listen to anything by The Smiths; you're never going to get caught up on the Assassin's Creed series. Cherry-pick the stuff you're interested in, finish what you start, and don't feel obliged to jump in to things just because they're brand new and everyone is talking about them right now. Get to them when you have time to appreciate them rather than rushing through them in the ultimately futile attempt to feel "relevant".

Crucially, enjoy (or at least appreciate) the culture you consume, whatever medium it's in. Your tastes are your own, and no-one has the right to try and change them. People can share their own opinions, sure, and these may help sway your thoughts one way or the other, but ultimately your feelings about the things you like and dislike are entirely up to you. There's no "correct" opinion; no gold standard of cultural awareness you need to aspire to; no "checklist" to complete. The sooner you recognise this fact, the sooner you can get on with working your way through that "pile of shame" — because there's some great stuff in there that you haven't discovered yet. And the stuff that is shiny and new right now will still be here in a few years time.

Take your time. Enjoy it. It's the least you can do for the people who have invested their time, money, blood, sweat and tears into entertaining you.

 

#oneaday Day 805: Geek and Sundry

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I'm a big fan of both Wil Wheaton and Felicia Day. The pair of them, along with people like Jonathan Coulton, Paul & Storm, Gabe and Tycho and numerous others, have done a great deal to make being a geek "cool". And not in a particularly obvious "hey, we're going to make geekdom cool!" way — simply by being themselves and exhibiting an admirable amount of passion in their interests, they've brought numerous geeky pursuits to the attention of a wide variety of people who may not have investigated things like board games, web shows and other eccentricities before.

Today, Wheaton, Day and several others took a big new step in their campaign to provide bored geeks with ways to waste their time. The launch of Geek and Sundry had been teased — particularly by Day — for some time, and Sunday saw a 12-hour Google+ hangout "subscription drive" show to promote the new site, featuring a variety of events and very cool-sounding interviews. As I live in the silly UK time zone, I was fast asleep for most of these, but the good bits are likely on YouTube somewhere.

Anyway, what is Geek and Sundry? It's a YouTube channel. Nothing overly fancy there, but unlike a lot of YouTube channels, Wheaton, Day and their team have made a big effort to organise their work and provide regular programming. And between them, there's a wide variety of different shows that will cater to most (geeky) tastes. I spent a bit of time checking out a couple of the shows today, and I can see myself regularly checking in on them. They're good quality, interesting and presented by charismatic, likeable people. Doubtless not everything will be to everyone's taste — I know for a fact I have a number of friends who find Day's ditzy "Elliot Reed"-style personality quite irritating, for example, so they may wish to avoid her content — but there's a broad mix of things that should, between them, appeal to most people.

So what's on offer? Well, I could spend some time describing each show in detail but they've been good enough to provide trailers for each bit, so let's just explore those, shall we?

The Guild

Many of you will be familiar with The Guild by now, as it's been running since 2007 and has appeared on YouTube, the Xbox Live Marketplace, Zune Marketplace, MSN Video, iTunes, Netflix, Hulu and DVD. For those of you who aren't, it's a comedy series about the lives of a group of online gamers who all play a massively-multiplayer online RPG together. Exactly what game they play is never revealed, with them referring to it only as "The Game", but the focus is more on the quirky "real people" who make up the titular Guild rather than their online personae.

Day stars as Cyd "Codex" Sherman, who has to attempt to do her best when a guildmate — previously only known online — shows up on her doorstep. Hilarity, as you may expect, ensues.

Geek and Sundry will be showing the fifth season of the successful show.

The Flog

Fans of Felicia Day, this is where to go. The Flog is a weekly "vlog" show in which Felicia Day babbles nonsense for a few minutes and then goes off to do something interesting. The first episode sees her going to visit a blacksmith so she can better appreciate her Skyrim character's level 100 blacksmithing skill. She gets very excited about hammers, which is kind of adorable.

Tabletop

This has been the highlight of what I've watched so far. Wil Wheaton hosts a half-hour show devoted to a specific tabletop game. Throughout the course of each episode, he and his companions explain the rules of the game under scrutiny and play through it. (You don't see the whole game — just "edited highlights". Probably for the best, given the lengthy playtime of many board games.)

The format looks to be a great way to find out more about various tabletop games, and the banter between Wheaton and his guests is entertaining. The first episode demonstrates Small World, which is a game I've been interested in for a while.

Sword and Laser

Those who enjoy those strange tablet devices with paper pages will want to check out Veronica Belmont and Tom Merritt's show Sword and Laser. Based on the duo's podcast, the show focuses on sci-fi and fantasy and features interviews with authors, reviews of new releases and discussion of recent news in these genres.

Written By a Kid

This has the potential to be a lot of fun: original sci-fi, fantasy and horror stories by kids aged between 4 and 9 are turned into live-action and animated shorts by a variety of directors including Dane Boedigheimer (Annoying Orange), Rhett & Link (IFC's Commercial Kings) and Daniel Strange (Between Two Ferns with Zach Galfianakis).

LearningTown

Fans of "nerdcore" music will be right at home with this one, as dynamic musical duo Paul & Storm "blend vocal harmonies with comedic scenarios as they are tasked with reviving the flagging educational show of their childhoods".

If you've ever witnessed the majesty of Paul & Storm performing "Frogger: The Musical", then you'll likely know what to expect from this one.

Dark Horse Motion Comics

Finally, comic book fans will want to check in on the Dark Horse Motion Comics show, where a number of Dark Horse Comics properties including Hellboy, The Goon, The Umbrella Academy and others will be brought to live with motion graphics. The first episode is already up, based on "The Secret" by Mike Richardson, with art by Jason Shawn Alexander. (I know nothing about comics. I include these names for the benefit of people who do!)

I've subscribed already, as several of these shows sound like they're going to be great. The first episodes of some are now available, with others to follow in the next couple of weeks.

To find out more, check out the official website or subscribe on YouTube.

#oneaday Day 748: Life Story

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Do you think your own life story would make for an interesting read? Playing Katawa Shoujo rather extensively today has made me give some consideration to the thought, since that game, despite its distinctive — perhaps even unique — premise ("This is a game about disabled girls") is in fact simply about human relationships and real life struggles. There's no "epicness" whatsoever; the world doesn't come to an end; there's no "save the princess" (except metaphorically speaking in a few instances) — it's just about normal people (albeit normal people with disabilities) living their lives.

When I think back on my own life, there are certainly plenty of interesting stories there for the telling, and given that we human beings are creatures of habit, often doomed to make the same mistakes over and over, it's fairly unlikely that there's nobody out there who could relate to some of them.

This makes the concept of autobiographies an interesting one. The shelves in ailing book retailers such as Smith's and Waterstone's are crammed with celebrity "autobiographies" (and I use the term loosely, since a large proportion of them are ghost-written), all called things like My Story, My Struggle or My Tits. (I made the last one up, but it's arguably what anything written by Katie Price should be called, given the thing that most people seem to know her for.)

The thing is, though, I almost feel like I'd rather read the autobiography of someone who hasn't led a remarkable life. Someone who hasn't shot to stardom, done something remarkable with their life. It works for fictional narratives, as anyone who has read Generation X by Douglas Coupland will attest — a narrative in which nothing happens (relatively speaking) means that you can focus more on the people and their reactions to everyday, relatable situations and then, crucially, compare your own experiences and prejudices to the same situations. This is something that you simply can't do with most celebrity works — they live in such a different world to the rest of us, almost like caricatures or fictional characters.

The "fiction" part of celebrities is arguably at least partly true. Their public perception is something which is carefully managed and controlled by their publicists. The truth behind their lives is often a lot more mundane, but by extension, more relatable. The trouble is, the only time we ever see that mundane everyday life is through the snooping lens of a paparazzi, or in some cringeworthy ITV documentary showing Peter Andre having a wank or something. The very nature of their celebrity makes them feel different, makes observing them doing "natural" things feel like an alien thing to do. Celebrity Big Brother proves this particularly aptly by being actually rather boring. In this case, it's because they're in an artificial situation where they're forced to be mundane, and this, once again, is merely a fictional representation of a real life.

Normal (i.e. non-celebrity) people, though, the non-player characters of society? Those are the ones I'd be interested in reading about. Whether it's the story of how they got into a fight with their supposed best friend at school over what one of them assumed was light-hearted teasing and the other one took to heart, or the tale of how they met their partner. Truth and real life is sometimes far stranger than fiction, and it's worth remembering that sometimes.

I'm not sure what my point is, to be honest. I don't think I'm planning on writing an autobiography (though certain fragments of this blog stray into that territory sometimes, admittedly) but I feel like doing so in one form or another might be an interesting experience. Perhaps writing fictionalised stories based on real-life experiences? It's something I've toyed with the idea of before, but have always shied away from for fear of people connecting the dots too much and making judgements about things I've been through.

That said, despite my shyness in a lot of social situations, I'm generally pretty up-front with talking about past struggles if given the opportunity to do so, so perhaps it might not be such a terrible idea to do, after all. The truest, most resonant creative works come from the creator tapping into their own personal well of past experiences and pain.

Anyone reading this tapped into the contents of their own soul and memory and come up with something great?

#oneaday Day 723: The Escapist

Escapism is cool, and an important and valid method of keeping yourself sane.

There are, of course, many means of escapism, and different ones are more or less effective for different people.

There's the escapism of a child giving life to the inanimate lumps of plastic they own. Without a child, they're just potential, models, things to be looked at, without life. Add a child (or, more specifically, someone still in possession of their childish imagination) and something magical happens — those objects come alive, engaging in battles to save the galaxy; heroic adventures; or even just a normal day in a normal street.

Then there's the escapism of a good book. Good readers also have one of the most important qualities of a good creative writer: that active imagination again. But it's partly also down to the writer to create a convincing world, compelling characters and a reason for the reader to commit part of their life to staring at tiny print on paper, e-ink or an LCD display. You know a writer's done their job properly if you can hear the characters' voices, see the places they're in, picture the things they're doing. And as a reader, your interpretation and mental imagery might not be the same as the writer (or indeed the person who designed the book's cover) — but that doesn't make it any less valid.

There's the escapism of interactive entertainment. Instead of passively observing an unfolding story, you become a part of it. It doesn't have to be an explicit narrative as such — a long game of Civilization tells a story just as much as a chapter of Heavy Rain. The meaning the player chooses to assign to the experience is what makes interactive entertainment special.

There's the escapism of film. Increasingly designed as memorable spectacles these days, a good movie plunges its audience into darkness before casting them into a whole new world. It could be a world of giant robots; of CIA agents; of lads on a pulling holiday. For those couple of hours, though, the outside world ceases to matter.

There's the escapism of a good TV show. When you find a show that resonates with you, you want to stick with those characters, to find out what makes them tick, what they want, what they find challenging. You cheer for their successes, feel bad when they encounter adversity. And given the amount of time you spend with the cast of a TV show over an average run of a moderately successful show these days, it's not beyond the realm of possibility that the cast might feel like "friends" by the time you're through.

And there's the escapism of music. Music is a powerful imaginative stimulus, but again it means different things to different people. For one person it might stir up dormant memories. For another it might encourage them to close their eyes and picture themselves in a whole new situation. For yet another it might have an emotional impact that reflects the things that are weighing on their mind at that moment in time. And for others still it might inspire them to push forward, to do their best, to power on through and do that extra set at the gym, or put in that extra bit of effort at homework.

All this isn't even getting into what it means to be a creator as opposed to a consumer of all the above media, either.

The fact is, the world can be, at times, a bit of a sucky place. Having something comforting to escape into, whatever form that escapism might take, is important. No-one likes to feel trapped, so even if it's only for a short while, escape into something awesome and return to the real world refreshed, invigorated and ready to tackle any challenges it might want to throw at you.

And if you don't have anything like that? Then you need to have more fun.

#oneaday Day 693: Endings

I finished L.A. Noire tonight. MILD SPOILER: It's somewhat bittersweet. I liked it, because it was entirely in keeping with the genre in question.

Endings are a tricky business, though, whatever medium you're working in. The temptation to have a happy ending where everything resolves itself nicely is always strong, because everyone likes things to be "resolved" and for characters they've spent a hefty amount of time with to have some degree of "closure". Leaving things hanging either leaves an author open to accusations of planning a sequel, or leaving the audience unsatisfied.

I wrestled with this particular conundrum throughout the course of the month-long piece of fiction I wrote over the course of November. In fact, for the final post, I rewrote the ending several times. I eventually plumped for a "happy" ending because I felt it was in keeping with the personal journey my protagonist had been on — to smack him down after everything he'd been through would be a bit harsh.

Well, yes, it would — but equally, a harsh ending isn't necessarily a bad one. In fact, a bittersweet ending where not everyone leaves feeling satisfied can actually be very effective and memorable. I'm not going to spoil L.A. Noire's ending here in case there are people reading who haven't played it yet, but instead I'm going to talk about the first game I remember to have a strikingly "bad" ending — and I'm not talking "bad" in the sense of "poor".

Rare's Conker's Bad Fur Day was a peculiar game. Starting out as one of the cutesy platformers that typified a lot of the N64's catalogue, it eventually morphed into something completely unexpected: a "mature" title. Now, by maintaining the game's original cartoony visuals, there was an element of immaturity about it, too, particularly when combined with the not-very-well bleeped out swearing, the grotesquely excessive violence and the crude situations (a bee cheating on his wife by humping a large-breasted sunflower (off-screen, but very audible) being a particularly memorable example). But there was an undercurrent of maturity about the whole thing, too — the game treated the player as an adult who enjoyed puerile humour but was capable of understanding pathos and an impressively wide range of references to movies and popular culture.

Most notably, though, it had a brilliant ending that not only spoofed Alien fantastically, it also managed to provide a genuine "What the fu–" moment in a game that prided itself on its ridiculousness throughout. By providing a sobering, heartbreaking ending after the hours of cartoonish insanity which had preceded it, the game was giving the player a very marked wake-up call. It was marking the end of your time in this brightly coloured world filled with chocolate, poo monsters and cogs which told you to fuck off. It was time to wise up and start being a grown-up again. It also mirrored Conker's own journey throughout the course of the game — the basic premise of his whole adventure was him attempting to get home and recover from the mother of all hangovers. The most sobering experience he could have was the loss of the one he loved.

This isn't to say that good endings aren't satisfying — who doesn't like to see the Death Star blowing up? But a well-made "bad" ending can be just as — if not more so — effective at tugging at the heartstrings and provoking an emotional response. To date, my favourite game endings include the aforementioned Conker along with Silent Hill 2, surely one of the most depressing interactive experiences you could ever sit through — but all the better for it. Heavy Rain, for all its plot holes and flaws, also had a great "bad" ending. Several, in fact.

So what makes an effective ending? For me, it's a sense of "closure", that this is most definitely and unequivocally "the end" — whether that's because everyone is dead, because the planet is saved or simply because our lead characters are closing one chapter in their lives and starting a new one. Get me invested in your characters and I'll care what happens to them — so make sure whatever shenanigans they're involved in reaches some sort of satisfying conclusion — even if you're planning a sequel.

#oneaday Day 595: Life Expectancy

I forgot to blog about a book I read while I was away in Germany, and that is Life Expectancy by Dean Koontz, recommended to me by one Jeff "Feenwager" Parsons. Such was the impact that said book clearly had on our Jeff, if you happen to have him on your Xbox Live friends list and then start reading this book, you'll likely have the same reaction as I did.

But anyway. Enough about Jeff and his Gamertag — what about the book?

It was a great read. It helped a great deal that the book was narrated by a likeable character who was honest about when narrating things which took place at different times didn't quite make sense — how could he possibly remember what was happening when he was born, for example? In fact, the whole cast of the book was made up of strong characters, from our protagonists to some of the more minor people who had a role to play in the story.

The structure was interesting, too — for those unfamiliar with the novel, it's centred around one Jimmy Tock, who entered the world just as his grandfather departed it. Said grandfather came out with a series of chilling predictions on his deathbed, which Jimmy's life then begins to revolve around. We join the tale after four out of the "five terrible days" have already taken place, so there's some tension as Jimmy narrates the events, but we at least know that he's going to be all right — until we reach the last one, that is.

Jimmy, it has to be said, is a bit of a joker and there are at least two occasions in the novel where he outright lies to the reader only to come back with the literary equivalent of "lol jk" at the start of the next chapter. Unreliable narrators are one thing, but having a narrator who outright lies to you is a new one on me. It elevated the prose somewhat above the usual fare you get with first-person narration — it was more like someone actually talking to you. Pretty cool.

I enjoyed the novel a great deal, in other words — and I'm consciously trying not to give away any spoilers here. It was a thrill ride that kept me interested from start to finish. I'd never read anything by Koontz before, but my good experience with this piece is enough to make me interested to try some of his other stuff.

As always, if anyone has any recommendations along those lines, do feel free to let me know.