#oneaday, Day 339: Looking Forward

Okay. I'm going to go ahead and make this pledge now, since I've been farting around with it for the whole day and don't want all that work to go to waste.

I will be continuing with daily blogging next year, whether you (yes, YOU) like it or not.

However, a couple of people pointed out that it's worth putting some kind of "incentive" in place for those who want to take part. I'm not talking about monetary gain for the participants (though if you want to fling a few quid and/or Steam/GOG games my way in appreciation for my hard work, I certainly wouldn't say no) — rather, as the fine, gorgeous and well-endowed Mr Daniel Lipscombe suggested, we should get sponsored. For charity, like.

With that in mind, I've set up a few things today. The first is this. I envisage this page being a central hub for our collective, where we can post all of our entries together and end up with a delicious archive of everything we've done together. This can also double as a jumping-off point for people to visit our individual sites, and contains the all-important donation buttons. I took an executive decision and signed up to benefit Cancer Research UK via JustGiving, and To Write Love On Her Arms via SocialVibe. Most people out there know someone or have been personally affected by cancer, so that seemed like a safe option. To Write Love On Her Arms is an organisation which helps those with depression, anxiety, crises and suicidal thoughts. Being someone who has suffered considerably with depression for many years now, this particular group held some personal resonance for me, and it's one of the more popular options to support via SocialVibe.

Here's what I need anyone reading this to do, and it's very simple:

Tell people. Get them to follow us on Twitter. Like us on Facebook. Read the updates on the blog. And, for those who are interested in joining the party, signing up on this page.

Once things are up and running, I can co-ordinate everyone's work (and by that, I mean post their entries onto the Project's main page, not hassle people if they don't have time to write something) and we can all work on promoting blogging for a good cause.

Sound good? It sounds good to me, and as a co-operative effort I think it will work well. The fact that we're being sponsored for charity will give some people the push to carry on, and despite the name, I figured we can relax the rules on posting frequency a little bit.

By the end of another year, we'll have a huge body of work to look back on with pride and hopefully will have raised at least a little money for a couple of charities that are worth supporting. Plus it's certainly a more proactive approach than simply changing your bloody Facebook avatar.

#oneaday, Day 336: Being For The Benefit Of Mr. @shoinan (And Any Other Prospective #oneaday-ers)

The few of us who are still flying the #oneaday flag are closing in on the grand finale. 365 posts of non-stop bollocks, some of which might have been entertaining, some of which may have been utter nonsense. If you haven't checked out the fellow survivors' blogs yet, I encourage you to pay Jen, Mat, Mike, Krystian, Ian and other Ian a visit and support the awesome work (and endurance) they've shown over the last year. Give 'em a big hand, or whatever the Internet equivalent of applause is.

Now: to the point. I have tagged @shoinan in this post because he was specifically asking about it on Twitter at some indeterminate point in time that I'm confused about due to intercontinental time zone drift and watching Scott Pilgrim until 1:30 in the morning, then getting up at 7am to record a podcast. But this post is directed at anyone who wants to be Awesome Like Us.

#oneaday is something I intend to keep going with once my year is up. The others may feel differently. For some it feels more like work, for others it's a good habit that they've got into. Some are persisting out of sheer bloody-mindedness, some are passionate about the whole thing and want to succeed in it as a creative endeavour. In fact, most of us have fallen into some or all of the above categories at different times. And those who dropped the project partway through the year all did so for completely valid reasons, too.

It's a challenge, make no mistake, but it's one you largely set the rules for yourself. The only rule that everyone needs to abide by is this:

Post something—anything—at least once a day for a whole year.

Exactly what "something" means to you can be anything at all. It can be a photo-based post (I've done a few of those in the past). You can set yourself a minimum of at least a paragraph. Personally, I try to write at least 500 words a day, and in the last *mumble* days I've also been doing my comic daily, too. (All right, I couldn't be bothered to check. But I know it's over a hundred days now.)

But there's no hard and fast rules about how much you need to write, how good it needs to be or even what it needs to be about. The whole point of the exercise is to get you (yes, YOU) writing. Writing anything. Posting anything. Getting into the habit of being creative regularly. Creativity is something you need to exercise, just like your muscles. Spend your time not being creative and you'll stagnate, but it doesn't take long to get back on track. And there's no better way to exercise the creative bits of your mind than coming up with something—anything—every single day.

The other side effect that you might find is that it's a good outlet. I've had a shit year, by all accounts, and I know that one thing that has really helped me deal with said shit is writing about it, getting my thoughts out of my head (where they'd fester and eventually explode) onto the page. Saying things and knowing people are reading them—even if the things I've written aren't specifically aimed at anyone (or are, in some cases)—helps. It's a form of therapy.

I'm not saying you need to have something going on in your head to enjoy success at #oneaday blogging. But it certainly gives you something to write about, and I believe it's a healthy thing to do, too.

So for those of you interested in participating next year, I'm fully intending on continuing to take part and helping to co-ordinate everyone's efforts, too. Keep an eye on these pages for further details, and in the meantime feel free to get started whenever you like. If you do, be sure to let me know that you're on the case and I'll be sure to throw up some links.

Not in a vomity way. That would be weird. You know what I meant.

Anyway. Now it is time for pancakes. I hope those of you reading this who have a creative itch that is proving difficult to scratch will certainly consider joining me on another year of #oneaday blogging next year. Good luck to those of you who are in for the ride.

#oneaday, Day 331: Like A Ro-ogue, Killed For The Very First Time

Horatio Spankington was one of several children to a Serf, and a credit to his family. He had brown eyes, curly red hair and a dark complexion, lending him a somewhat distinctive look that his father often joked would probably "end him up in some freak show somewhere".

He joined the ranks of the Paladins at an early age, and by the time he was 18 he had determined that it was time to go dungeon-delving. He rented a room in a small village above a notorious dungeon, and prepared for the long quest ahead.

One morning, he awoke, and his God spoke to him, granting him the power to detect evil things. Rushing straight for the stairs down into the dungeon, he was eager to try out his new power. Concentrating as hard as he could, he prayed fervently for sight beyond sight, to see where the evil things dwelled.

The effort caused him to faint out cold for a few minutes. When he awoke, all was as it was before, though he wasn't in a hurry to ask his God for anything else for a little while.

He pulled out the makeshift weapons and armour that he had acquired, and lit his torch. He looked around.

"What a boring place," he thought.

He looked around the room he found himself in and found a curious scrap of paper on the floor. It read "pro redam."

"Pro redam," he said out loud. Suddenly, he felt more knowledgeable, and figured that he could probably figure out exactly what the next thing he looked at was, whatever it might turn out to be. He stowed the magic scroll in his pack and headed for a tunnel in the wall nearest to him.

The tunnel was quite long, and went around several twisting corners, but eventually led him to a long, narrow room. There was a curious smell in the room. He gazed around, looking for the source of the stench and eventually found it in the form of a patch of grey mould. Figuring that he may as well cleanse the dungeon of filth as well as evil, he strode boldly toward the grey mould, broadsword in hand.

The mould let out a cloud of spores, which tickled his nose and made him sneeze. Undeterred, he whacked the patch of mould with the flat of his sword, dispersing it.

He looked around the room. There was nothing of interest here, save several tunnels in the walls. He chose one and strode valiantly into it.

After a couple of twists and turns, he came to a closed door. Trying the handle, he found it to be unlocked, so he opened it carefully and peered into the room beyond. He couldn't see anything in there, so he stepped through the archway and took a look around.

The room was pretty dark, so he walked along the walls, using the light from his torch to get his bearings. His first impressions were correct; there was little of note here. In fact, the room was more of a wide corridor, with two tunnels leading off in different directions at one side, and another closed door at the other.

He tried the handle on the door, and found it to be locked. Pulling out a safety pin he always kept for emergencies such as this, he inserted it into the lock and fumbled around inexpertly and to his surprise, succeeded in opening the door. He stepped through the doorway cautiously, unsure what he might find beyond.

The corridor beyond the door extended for a short distance and turned a few corners before opening up into a large, light room. This, too, was empty of interesting details, but there were tunnels leading off in a number of directions, along with another door in one wall.

Figuring that the doors hadn't steered him wrong yet, he headed for the door and tried the handle. It was locked, but again he tried his safety-pin trick and to his surprise, it worked.

Beyond the door was a long, twisting and turning corridor that seemed to go on forever. Eventually, it opened up into a long, thin room, and there was that terrible smell again. Another patch of mould sat waiting for him. Feeling bold, he charged for it.

Suddenly, an acrid black smoke filled his nostrils and stung his eyes. He tried to brush it away, but he couldn't. He tried to blink his eyes clear, but he couldn't see anything. The smoke was too thick. He staggered around blindly, setting off the trap several more times, stinging his eyes more and more each time.

The stench of the mould was getting stronger and stronger. He flailed wildly at the mould, trying to destroy it, but he felt the spores blow up his nose, into his throat, filling his lungs. He began to feel sick.

Something crawled on him. It felt blubbering and icky, and he heard a chewing sound. He still couldn't see, and the foul smell and darkness were confusing him.

He felt weak. Finally, coughing up blood and vomit, he barged head-first into a granite wall, collapsed onto his back and whimpered.

Horatio Spankington died just 50 feet below the surface of the earth. Few people mourned his passing, least of all the family of the drooling village idiot he claimed to have "accidentally" killed upon leaving a shop one morning.

The dungeon lay unconquered still. Many had come to tackle its dangers. None had survived so far.

Try it for yourself if you can stomach a bit of hardcore ASCII dungeon-crawling. Download Angband here.

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

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

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

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

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

West Street

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

The street runs to the northeast and southwest.

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

>INVENTORY

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

>TURN ON TORCH

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

>NE

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

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

>EQUIP THERMALS

Thermals: equipped.

Cold resistance +50.

You are no longer afflicted with cold.

>NE

You set off at a brisk walk.

T-Junction

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

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

>SE

You continue walking.

Fox Street

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

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

>SE

You continue walking.

Crossroads

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

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

You feel a bit warmer.

>NE

Caxton Road

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

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

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

>NE

The disembodied voice told you you should run.

>NE

The disembodied voice told you you should run.

>RUN NE

You set off at a brisk run.

Industrial Estate

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

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

>NE

You continue running.

You lose 5 fatigue points.

Recreation Ground

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

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

>NE

You continue running.

You lose 5 fatigue points.

You are beginning to feel a little breathless.

Dark Road

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

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

>S

You continue running.

You lose 5 fatigue points.

You are tired.

Sand Road

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

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

>SW

You continue running.

You lose 5 fatigue points.

You are knackered.

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

Sand Road, Civilised End

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

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

>SW

You walk, legs slightly wobbly.

You regain 5 fatigue points.

You are tired.

Brightly-Lit Crossroads

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

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

>SW

You walk, legs slightly wobbly.

You regain 5 fatigue points.

You are no longer breathless.

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

>RUN SW

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

Church Street

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

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

>S

You continue running.

You lose 5 fatigue points.

You are tired.

Churchyard

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

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

>S

You continue running.

Running downhill is easier.

You lose 2 fatigue points.

You are tired.

Inky Blackness

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

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

>S

You continue running.

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

You lose 10 fatigue points.

You are knackered.

Horse Field

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

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

>S

You continue running.

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

You lose 10 fatigue points.

You are completely knackered.

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

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

** YOUR ADVENTURE IS OVER **

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

>Q

C:\>_

#oneaday, Day 268: Through the Night

I took my first steps into the night. Coming from the brightness I'd left behind me, the inky blackness looked impenetrable, a solid wall of darkness into which I'd vanish, never to be heard from ever again, were I to take one step further forward.

I took a step forward, and I did not vanish. The light was still behind me but my eyes were gradually adjusting, focusing, bringing that which was hidden into view again.

I took out the small torch and lit it, the small pool of light it cast spilling onto the floor, concentric circles of light and shadow. There's always a way through even the blackest darkness if you have even just a little light.

I stepped forward again, and again, and began walking into the darkness. I didn't know where my feet were taking me save into the black of the night. But I was moving forward, ever onward, like it was the thing to do. It was important. This was all that mattered right now. I walked, sweeping the dim light of the torch in front of me and watching ill-defined shapes pass as the light caught them and I walked past.

"Run," whispered a voice in my ear, and I obeyed. I quickened my pace, still holding the torch, still sweeping it around, not knowing where I was headed or where I would end up. But I was running. The ground was hard under my feet, the regular thump-thump-thump of my steps mingling with the quickening of my heart in a chorus of drums that only I was witness to.

The darkness closed in around me, and the pool of light showed me that I was surrounded by shadows, but they did not feel threatening. Rather, they encased me, enclosed me, kept me safe. And still I ran, ever forward. The hard ground gave way beneath my feet to loose stones and finally soft mud. I felt the occasional splash of a puddle, but I was already past it, ever moving onwards. Still moving, still pushing forwards. But to where?

A scent filled my nostrils, a natural smell; the smell of the woods, of trees and leaves. It infused my being with a sense of peace. Out here there was nothing to fear, nothing to hide from, nothing to run from. But still I ran, with a sense of purpose that became ever more urgent.

In the distance, a pinpoint of light. As I drew closer, it flickered, its warm glow drawing my eyes away from the dark and towards what I now knew to be my destination. Closer still, and I could see the gentle flames; a source of comfort, warmth and safety, a place to rest a while.

As I entered the clearing I felt the warmth of the fire on my face and smelled the sweet smoke. And then she was there too, looking at me, smiling, those eyes gazing deep into my soul.

"I've been waiting for you," she said, taking my hand.

#oneaday, Day 265: Skill Points

Take a minute, now, to take stock of yourself. Specifically, take stock of the skills you have. And don't say that you don't have any. Everybody has skills of some description, whether it's the ability to make the perfect Angel Delight without the use of a measuring jug, the ability to excite women simply by looking at them, an understanding of the various wires, pipes and bendy things that make up a car engine or being able to do something awesome like play the piano.

It's quite a strange experience to suddenly be conscious of your own skills. But there are times when it happens. It often doesn't happen when you're young or lacking in self-confidence. But at some point in your life, something flips a switch in your head and says, "Hey. You're awesome. It's okay to think that." Not in an arrogant way, simply in the sense that you can picture a task in front of you—be it making said Angel Delight, exciting said women or… you get the idea—and feel confident that yes, you probably are going to be able to pull that off.

You know you're at that stage when you casually mention something you're doing to friends and they're all "Oh wow! That's so awesome!" and you're all like "Yeah, whatever." and then they're all "No, SRSLY, that's AWESOME!" and you're like "Really?" and they're all "Yeah!" and you get all proud of yourself and then a bit guilty that you're feeling pride because it's one of the Seven Deadly Sins after all and you don't want to end up in a field shouting "WHAT'S IN THE FUCKIN' BOX?!" and finding spoilers in the spoiler. (Yes, I know the Statute of Limitations was up on Se7en years ago.)

But it's actually a pretty cool feeling. Particularly when you realise that rather than being someone quite a way down the "pecking order" of "talent", whatever your skill might be, you're actually pretty high up, and that people know that, realise that and respect you for it.

My skills that I'm most proud of? (Hi, Satan.) Music and writing. I'm sure there are ways I could improve both. I know for a fact I'm not as good a musician as many of my peers and friends, for example. But I'm satisfied with the skills I've got, I'm an awesome accompanist and my sight-reading skills are the stuff of legend. Amongst musicians. Who tell legends about sight-reading.

And my writing: if you're reading this, take a look at the number at the top. 265 days. That's how much I love my writing. 265 days of wanking on about bollocks, at least 500 words at a time. Some of it is bullshit. Some of it is profound. Some of it is non-descript. But I like all of it. I see some trusted friends, peers and colleagues being so very hard on themselves and their writing sometimes. And it actually makes me glad for once; while there are many things I would like to change and/or improve about myself, my writing is the one thing that I generally find myself feeling happy and satisfied with and, dare I say it, proud of.

So take a moment the next time you have a free second. Put down that celebrity gossip rag, that chocolate eclair or that tube of personal lubricant. Think about yourself. Think about what you're good at. And take a moment to give yourself a pat on the back. Well done. You do a great job on that thing you're really good at.

#oneaday, Day 256: Writer's Block

I'm actually surprised I've managed to go for 256 days without running out of things to write. Whenever I consider pitching an article idea to somebody, you know, "proper", it concerns me greatly that my brain will just zone out and forget how to be creative. But if this blog has proven one thing, it's that it's possible to come up with something that is at least readable every day.

Different people take very different approaches to writing. I remember back in school and at university, being encouraged to write detailed plans for any piece of writing. Including while under exam conditions. Being someone who never had trouble sitting down with a pen and piece of paper (or indeed in front of a computer) and letting the words flow naturally, it always struck me as something of a waste of time. For me, anyway. When I write, I tend to let my brain run several steps ahead of what my hands are writing. Thus, I find myself developing organic, natural arguments in the same way I would if I was talking to someone face-to-face. Perhaps more well-considered, since face-to-face conversations don't have the opportunity to go back and delete something stupid that you just said. Like the sentence I just deleted that you'll now never get to read. Hah. It might have been about you. How does that make you feel?

No, I can honestly say that I have never sat down and actually written down a plan of what I'm about to write. Thinking about it, though, I do go through the process. I make a plan in my head. I just don't commit it to paper, Word document or draft post. I've certainly never used Outline Mode in a word processor, which made it rather hard to explain the benefits of said mode when attempting to sell copies of iWork '09 to customers.

Once I've written the whole thing, depending on the "importance" of what I'm writing (i.e. whether it's a strictly personal thing, something I want to impress people with or something that I'm doing professionally) I'll go back and read over what I've written again. Sometimes I'll come to the conclusion that I was talking complete nonsense and delete huge chunks of work that will never be seen again. Such as that other paragraph all about your sister that I just deleted. (It wasn't really relevant to the matter at hand.) Other times I'll rearrange paragraphs and make them flow more naturally. And sometimes, just sometimes, I'll start all over again in the electronic equivalent of screwing up the piece of paper and flinging it in the bin. (Cmd-W, Cmd-N… yes, I'm a Mac user, deal with it.)

Eventually, I'll end up with something like this that, as I say, is at least readable if not necessarily the most interesting thing in the world. And then I do the same again tomorrow. And again the day after. And the following day. And… You get the idea.

I've done this process so often now that I use it on everything, from blog posts like this to feature-length articles on websites to comments on Facebook (seriously). It's pretty rare you'll catch me responding to something with nothing but a simple "lol" (actually, never on that one) or a smiley.

And that, everyone, is how you keep the creative juices flowing. Like anything, practice makes perfect, and the more consistently you do it, the more naturally it'll happen.

#oneaday, Day 248: All Change! Again

It's been a curious few days for some people and things that are very dear to me. First up, you may have read my impassioned mourning of the apparent loss of Good Old Games the other day. Turns out that, as some suspected all along, the site was simply coming out of beta and relaunching. Not only that, but awesome WRPG Baldur's Gate is coming to the site, with more to follow. This, hopefully, means that Planescape: Torment can't be far behind. Because the one loaning incident I regret more than anything else is loaning that game to someone and never getting it back. I'm not even sure I know who borrowed it. So if you have my copy of Planescape: Torment, please return it to me. Or at least buy me a copy on GOG if/when it appears.

So that was sad and became happy, although some are still ranting and raving about GOG's handling of the situation. Okay, it perhaps wasn't the best PR stunt ever (some blaming that famous Polish sense of humour) but it got people talking about GOG, and it turns out that what they were planning was actually awesome. This isn't the place for that debate, though.

The really bad news, though, is that the gaming site I've written daily news for and called home since March of this year, Kombo.com, is folding. This is terribly sad news as the team at Kombo are some truly talented people who worked their hardest to provide awesome content every day, whether it was opinionated twists on news coverage or original content.

Former Assistant Director of Reviews Matt Green sums the situation up over at his blog, so pay it a visit and feel free to offer commiserations either there or indeed here. I sincerely hope that everyone who was involved with Kombo lands on their feet and gets the awesome writing gig (with appropriately awesome pay) that they deserve. Note: This includes me. So if you know anywhere who needs an awesome writer who is also British (which apparently adds +1000 awesome points) then let me know. You can feel free to point them to this site—I have links to samples of my work on the menu bar above—or to http://pjedi.co.uk/links, which also has said links.

So, with that said, I think it's time for a little light relief. The Internet provides many means of light relief, not all of which are appropriate for public consumption. (Hey, what you look at in your own time is your business. You pervert.)

By far my favourite means of light relief that the Internet provides is cat, monkey and/or dog videos, however, so I shall now share a few of my favourites. Thanks in part to Alex Connolly and Chris Person for having a link war on my Facebook profile earlier.

May I firstly present to you, courtesy of Dave Gorman on Twitter, an elephant playing darts:

Followed by the charmingly literal "A Monkey Washing A Cat."

And then… er… this.

How about THIS?!

Andross's enemy is my enemy!

And finishing with indisputably the best cat video on the Internet.

I thank you. For those who have had a nightmarish, difficult or stressful few days, I sincerely hope the sight of the above has cheered you, if only slightly. May tomorrow be a better day.

#oneaday, Day 228: Call of Cthuty: Black Arts

London, UK – 2nd September, 2010 – DECLASSIFIED: Prepare for the follow-up to the biggest entertainment launch in history: on 9th November, Call of Cthuty®: Black Arts™ will introduce fans to the occult world of HP Lovecraft. Activision Publishing, Inc. (Nasdaq: ATVI) and award-winning developer Starfuckers, Inc. will take players behind the lines of madness in an entirely new and ill-advised chapter in the groundbreaking and record-setting, No. 1 first-person action series of all time.

"My favourite part is the one where Dagon kidnaps the president," said Starfuckers, Inc. Vice-President of Scenarios and Scripting Ashton Raze. "OF MEXICO."

Players will face off against their darkest fears in an epic struggle for survival against gradually-dwindling sanity. And when the time comes, the Dark One shall arise, and the world shall be devoured!

"The way I see it," said Bobby Kotick, Activision CEO, "is that we already sold our souls some time ago. So why not celebrate the Dark One in the only way we know how: by offering players the opportunity to participate in a futile and expensive struggle against an inevitable decline into insanity from a first person perspective with lots of big guns and no women whatsoever?" Kotick later explained that girls have "cooties" and he wanted nothing to do with them.

Activision also announced a multi-year agreement that will bring Call of Cthuty® add ons and map packs first to the Xbox LIVE online entertainment network.

"The Dark One needs His tribute, which is why we're thrilled to announce this Xbox LIVE agreement," said Philip Earl, Executive Vice President and General Manager of Activision's Dark Arts and Call of Cthuty® Business Unit. "This agreement reflects our shared and continued focus on funding the Dark One's attempts to break into this world via microtransaction, and our willingness to drive our playerbase insane by releasing content at a price significantly higher than any other publisher out there."

Call of Cthuty®'s revolutionary multiplayer mode features a robust progression system based on the player's insanity level. Reaching new heights of madness unlocks "Jerks", involuntary bodily spasms which allows the player to personalise their individual avatar in a unique manner until they are a shambling, stumbling mess only fit to turn their own gun on themselves.

"With 25 million members, Xbox LIVE is a prime feeding ground for the Dark One," said Marc Whitten, Microsoft's corporate vice president of Xbox LIVE. "With the release of Call of Cthuty®: Black Arts™, it presents a whole new opportunity for Him to feast upon the player base. And come on, who's going to miss those racist fucktards anyway?"

About Activision Publishing, Inc.

Headquartered in Santa Monica, California, Activision Publishing, Inc. is a leading worldwide developer, publisher and distributor of interactive entertainment products, and also a glad receiver of lots of money from people who are happy to pay over the odds. Activision maintains operations in the U.S., Canada, the United Kingdom, France, Germany, the Ninth Circle of Hell, Ireland, Italy, Sweden, Spain, Norway, Denmark, the Netherlands, Purgatory, Australia, South Korea, China and the region of Taiwan.

Cautionary Note Regarding Forward-Looking Statements: Information in this press release that involves Activision Publishing's expectations, plans, intentions or strategies regarding the future are forward-looking statements that are not facts and involve a number of risks and uncertainties, such as the Dark One's devouring of the world, which may put the kibosh on the whole Xbox LIVE exclusivity deal as without a world, there will be no Xbox LIVE on which Activision can sell map packs for $15 a pop. Activision Publishing generally uses words such as "outlook", "will", "could", "would", "might", "remains", "to be", "plans", "believes", "may", "expects", "intends", "anticipates", "estimate", "future", "plan", "positions", "potential", "project", "remain", "scheduled", "set to", "subject to", "upcoming", "blood sacrifice" and similar expressions to identify forward-looking OH GOD HE'S COMING SET LOOSE THE PUPPIES OF WAR BLOOD BLOOD SO MUCH BLOOD FORGIVE ME FORGIVE ME FORGIVE ME FORG—

#oneaday, Day 224: Patch Notes

Thank you for continuing to play Life. We are pleased to announce that Patch 2.0 is almost ready for release. It is currently awaiting approval from Apple, and we hope to have it available to all users very soon.

While you wait, here is a list of the exciting new features you can soon be enjoying from your Life experience.

Quick-Save. The most-requested feature is finally here! Are you about to get yourself into a situation which you're a little concerned about the outcome of? No matter! Simply press the Quick-Save button (assigned to your genitals by default) and, should things not go the way you intend, you can simply try again! Please note: there are certain situations when the Quick-Save command will be unavailable. Please ensure your brain has enough free space for the save data before using the Quick-Save function.

Difficulty Adjustment. Some users have commented that Life is too easy or too difficult for them. As such, we have added a difficulty slider to the main menu (accessible by closing your eyes for five seconds and then coughing). If life's getting you down a bit, simply drop back the difficulty slider for a while and enjoy increased fame and fortune for less effort. Similarly, if you're enjoying the trappings of wealth a little too much, simply bump up the difficulty slider to increase the number of scandals you'll encounter. Please note: Adjusting the difficulty slider will affect the experience points gained.

RealID. We've added a facility where once you know a person's name and have added them to your Friends List (assigned to that notebook in your dusty old chest of drawers by default) you will never forget their name ever again thanks to a handy pop-up over their head. You will also see all contact information they have made available and be able to track them via GPS. Please note: GPS tracking is not intended for use by stalkers. Misuse of this facility will be punishable by account suspension.

Common Sense. Long-time subscribers will receive an exclusive "Common Sense" special ability. When entering a situation which is potentially dangerous, illegal and/or stupid, a large red flashing sign will appear saying "STOP IT". It will continue to flash until the user removes themself from the situation in question. Please note: the "Common Sense" ability will not be automatically available to anyone who has been a subscriber for less than 25 years. They are, however, able to obtain it via questing.

Chat Filters. Another oft-requested feature, the Chat Filter facility will allow users to filter out any or all of the following depending on their own personal preferences: Profanity, blasphemy, religious fanaticism, racism, homophobia, tolerance, sexism, corporate jargon and foreign languages. These phrases can either be muted or automatically replaced via a seamless automatic translation algorithm. For example, when the corporate jargon filter is activated, the sentence "Let's table this then bluesky and run it up the flagpole for mind-showering purposes whilst leveraging our monetization strategies in the name of excellence" is replaced by "BULLSHIT".

Item Rebalancing. Coffee now restores twice as many MP. Brussels Sprouts still cause flatulence and nausea, but no longer restore any HP, thereby making them more of a novelty item than an unpleasant healing item. HP Sauce now works as intended by fully restoring HP upon consumption of an entire bottle. Kit-Kat Chunky may no longer be equipped as a weapon. Jaffa Cakes now add the Happiness effect, which stacks up to ten times.

New Dungeon. Haunted by the past? Jump into the new Personal Demons solo dungeon and fight against your worst fears. The new dungeon is only accessible at night and features our toughest boss encounters yet! Please note: Players are not able to take party or raid members into the Personal Demons dungeon.

Adjustable Day Length. Not enough time to complete all your Daily Quests? Simply pop into the Main Menu and extend the day by up to 48 hours.

Graphical Enhancements. A new "Tango" slider enables users blinded by the bright orangeness of those making use of the Fake Tan item to tone down this effect.

Social Networking. Now you can share everything you do via both Facebook and Twitter completely automatically. No longer will players need to make use of "Computer" or "Phone" items in order to inform other users that they are going to the toilet or having lunch. Please note: No responsibility will be accepted for quests failed due to inadvertent tweets/Facebook updates from places/people you are not supposed to be in.

Thank you for your continued support of Life. We hope to have the Version 2.0 patch rolled out as soon as possible. It's been many years in the making and we think you'll be really pleased with it.

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